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Tom P

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  1. Apologies for the late response, I didn't get any notification that someone responded. Is the server running with a lot of players in it during a server restart from a triggered time action? Our servers normally have 20+ people in them, and our popular server has 50-75 players And to answer the manual server restart question you asked. Yes from the front end. We have the server restarting twice a day now and that seems to help, minus a few things here and there
  2. Hello, We have logs, but we don't record tracks. Attached is a logdcs.log
  3. still broke. After server restarts ground units either spawn dead or not at all. You need to go onto the front end and manually restart the server to get it to work.
  4. We have our servers restarting every 6 hours now and still have issues. Yesterday I manually restarted our most popular server every 3 hours from the front end, and it was still getting some issues, It might have been due to 73/75 players being on it but still that used to not hinder our performance unless there was a high ping user in there but we countered that with a ping limit. Our logs are showing sound errors and map object errors. 10:09:13 PM.368 ERROR WINFO can't open Objects[HOME51_ST] table 10:09:13 PM.369 ERROR WINFO can't open Objects[TR_BUDKA_NEW] table 10:09:13 PM.372 ERROR WINFO can't open Objects[BLK_LIGHT_POLE] table 10:09:13 PM.368 ERROR WINFO can't open Objects[HOME51_ST] table 10:09:13 PM.369 ERROR WINFO can't open Objects[TR_BUDKA_NEW] table 10:09:13 PM.372 ERROR WINFO can't open Objects[BLK_LIGHT_POLE] table 10:10:16 PM.433 ERROR SOUND invalid source_params(woLA-17481511:default): gain 10:10:16 PM.433 ERROR SOUND invalid source_params(woLA-17481511:default): gain 10:10:16 PM.433 ERROR SOUND invalid source_params(woLA-17481511:default): gain 10:10:35 PM.490 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.490 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.490 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain 10:10:35 PM.125 ERROR SOUND invalid source_params(woLA-17092661:default): gain
  5. Ahh yes forgot we're not a popular YouTube name in the DCS community so this wont get noticed. I forgot
  6. They need to set up a flag timer and have the AI TASK push on. Which turns on the ILS, TACAN, ETC. Every 10 minutes have a new flag reset so the carrier turn on their stuff again. It's how we fixed our carriers
  7. Not sure if this is the right channel for posting so if it needs to be moved let me know. As the title states, server ground units spawn dead or not at all after a server restarts. This seems to happen when the server has been running for 6-8 hours in game with restarts. The only "fix" for this currently is to manually restart the servers from the front end. This even goes for "late activated" units that you would use for a base capture, server event, etc. 2 examples: 1) we have an airfield you can capture and it will give you that airfield as a spawn. But after some restarts or run time, when the next mission loads the airfield wont let you use it. 2) we have an event on our PVP server that if you complete the event by taking out some ground units that are set to spawn in 45 minutes after the match starts. Instead of doing the events at the start of the match you have those AI assets for your team because the server see's those event ground units as already not planned to spawn. We have 6 servers running at all times, PVP and PVE missions, created by two different mission makers both using different methods to see if there is better solution for this problem. Which hasn't shown any promise. We tried everything from just using Mission Editor trigger actions to using scripts. All ending in the same result. Which again is if the server has been running for 6-8 hours or more, and the server restarts in game, that isn't from a person manually doing it on the front end, the server breaks. Our most popular server normally sees 50-75 players.(we can do 100/100 DCS can't handle it) When the server restarts from a trigger hitting a certain time, when the next time the mission loads. Base defense ground units will be dead or not spawned in. These units are essential to fight off spawn campers. Without them it ruins the experience and player count drops, then players spread rumors saying the servers are unoptimized when its not our fault that DCS is broke. The only way to have those ground units spawn properly now is to physically go onto the front end and restart/shut down the server manually every 6-8 hours. This was not an issue until about 2-3 patches ago, you used to able to let a server run for 15+ hours without having any issues. This is a huge issue and needs to get resolved instead of mission editors wasting their time looking for a fix just for the servers to break again after a new patch. -The 162nd Vipers
  8. Is this why the multiplayer servers have been going from working servers to all the sudden things being broke? Our servers have all the sudden broke and our mission editors don't want to keep making changes just for it to be broke again in a future patch.
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