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Laxxor

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About Laxxor

  • Birthday December 6

Personal Information

  • Flight Simulators
    DCS
  • Location
    United Kingdom
  • Interests
    MIssion creation, leather
  • Website
    https://www.youtube.com/@LaxxorBorocillicase

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  1. If ED would make the cargo events publicly available through the API.. we could...
  2. @Moezilla yes, bouncing, sinking and on some occasions trebuchet. Still seems linked to desync as it is more likely to happen with a hot-drop (some in at relative speed touch-disconnect), than a slow approach and allowing the cargo to remain stationary for a second or two before disconnect.
  3. I would suggest (without concrete proof though) that the server is multi-threaded, in as much as units ( or some level of granularity) potentially have thier own thread / worker threads. However, the thing that ties everything together (the event engine, for want of better term) is entirely on 1 thread. This can be seen if like many, including myself, when developing missions and using EmmyLua with VS Code, if you are sat on a breakpoint the game appears to freeze BUT when you resume there is a backlog of event messages to process before the game returns to responsiveness and the units have since moved.. This shows that while the event processing system is locked and blocking all further processing, there is ample ability to generate new events into the queue. In this way we can see why some units have a much greater negative effect on a server than others - put 12 Gatling gun AAA units in a group and have them fire on an enemy plane. The logs get flooded with projectile data for each shot being tracked (and subsequent hits) and the server perf tanks. If you are experiencing server perf issues for not explainable reasons, check your group compositions and sacrifice cool guns for some stingers or such and see the performance return....
  4. @Flappie will any of this reach a mapping update like the others listed in todays patch?
  5. if you have logic that takes container health into consideration (we do) failure to unhook is a mission breaker...
  6. No it is entirely illlogical to tell you everything you have some of but not tell you that which you have nothing of.... If you wrote your shopping lists on that premise you would find you are missing something when you went to use it... the issue is that when QTY is 0, the game doesnt even aknowledge there IS such an ordinance shelf that is empty, but _does_ continue to list it in the airfield resources UI.
  7. i woudl recommend the alternate suggestion made near the start of mkLink /D to redirect the foldername in saved games to any folder of your choice - it acts an an invisible (to the game) redirect
  8. getInventory gives a complete inventory for a warehouse, but seems to exclude items that are fully depleted, instead of returning "0" as the qty. If i use warehouse.getItemCount(wh, <depletedItem>) it will return 0, showing the warehouse has the item, but its qty is 0. why does getInventory exclude 0-qty items?
  9. still an issue - is it an accepted bug?
  10. Still an issue
  11. Bump. This is still an issue
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