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xcom

ED Beta Testers
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  1.   


    bf.png


     

    BLUE FLAG EVENTS - JUNE 2022

    POWERED BY "BUDDY SPIKE"
     

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    Exceptional drawing by MajhtyChabba

    Game Server Information:

    SERVER NAME : *░▒▓ BUDDYSPIKE™ EVENTS 1/2 - Supported by PATREON ▓▒░*

    Simple Radio: SRS information is available in the gadget for each scenario.

    Event Rules: https://1drv.ms/w/s!AkJZEA8sySHNhNcQMHw36jIYFmtl2w?e=WzB9uc

    The Blue Flag event will be on the latest open beta version of DCS World.

     

    Websites & Comms:

    "BUDDY SPIKE" WIKI: http://wiki.buddyspike.net

    LIVE MAP & STATISTICS: http://gadget.buddyspike.net

    DISCORD: https://discord.gg/UhPn4fA

    BLUE HQ / RED HQ: the relevant HQ channel on our Discord is available by setting your Discord nickname the same as your in game nickname.

     

    Event Dates:

    Caucasus Modern - 30th of May 18:00z to the 12th of June 21:00z 2022.

     

    General Info:

    • Blue Flag Events include 2 online servers running the same scenario.
    • This event will run between the 30th of May to the 12th of June and will allow participants to join only one coalition per server.
    • Each coalition will need to work together with great teamwork to be able to advance and win the round.
    • Blue Flag statistics will indicate individual statistics for every participating pilot.
       
      Scenario information - Each scenario information (Lives/Weapon Restrictions/Time Restrictions/Modules per coalition is available in our Wiki.
      More information to follow on our Discord.

     

     

    Redfor_Formation_Final_Candidate.png

     

     

    Prizes:

    A prize pool of $5,000 USD with four Ace prizes of $700 USD each is available.
    Prize money or ED miles is available for the top ten pilots in each discipline.
    More information to follow.
     

    We encourage you to join Our Discord for the best experience!

     

     

    Blue Flag Official Videos

     

     

    FAQ

    SRS/comms

     

     

    BF uses SRS for in game vocal comms. You can always find the latest version of SRS here: https://github.com/ciribob/DCS-SimpleRadioStandalone/releases/latest

    You can open your SRS client and connect to the DCS gameserver - the SRS autoconnect feature will make sure you're connected to the correct server.

    Please note that using SRS (or other comms, such as Discord) is not an enforced requirement, but highly encouraged.

    Checkout our Wiki for further information on frequencies and operations.

     

    SOP

     

     

    The official Operation Blue Flag SOP (Standard Operating Procedures/BF manual) document can be found here: https://tinyurl.com/bf-sop-v2

    This link will always hold the latest version of the SOP doc available and contain additional useful information such as coordinate lists or kneeboard images.

     

    Note that we encourage you to get updated on our Wiki as the SOP might include out dated information.

     

    TacView

     

     

    TacView files for each event server will be published on our Discord.

    The file with the last timestamp available cannot be opened since it is still being written to by the server - you'll have to wait until the server restarts and creates a new file. Unfortunately, a server crash causes the TacView file for this session to become corrupted.

     

    Discord Coalition HQ Channels

     

     

    If you change your Discord nickname (right-click -> change nickname) to match your in-game name exactly, join the server and pick a side, you will automatically (after ~5min) be assigned the corresponding coalition role for the server in this Discord.

    The coalition Discord roles provide you with access to your coalition's headquarter channels, which can be used for additional planning, coordination and discussion, as well as the respective voice channels in Discord.

    Blue Flag Events 1: red-events-1-hq / blue-events-1-hq

    Blue Flag Events 2: red-events-2-hq / blue-events-2-hq

     

    BuddySpike team/staff

     

     

    Available staff can be seen through our Discord with the role - Buddyspike Team.

    The staff are responsible for game server, mission and community/Discord management.

    In addition, we have a group of Moderators who can be seen through our Discord with the role - Moderators.

    The moderators are managing the Discord and Server rules and are responsible for our Wiki and more.

     

    Side Switching

     

     

    During the events, we will accept side switch only by the end of the first day of each event server.

    After that time, we will no longer be accepting side switching unless it's a new player that just joined and entered his desired side wrongfully.

    Notice - such cases will be checked and would require more time then usual.

     

     

    We appreciate your support - https://www.patreon.com/buddyspike

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    • Like 5
  2.  



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    OFFICIAL TOUR - SEPTEMBER 2021

    POWERED BY "BUDDY SPIKE"
     


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    patreon_new.png

     

     

    Game Server Information:

    SERVER NAME : *░▒▓ BUDDYSPIKE™ SCENARIO NAME - Supported by PATREON ▓▒░*

    Simple Radio: SRS information is available in the gadget for each scenario.

    The Official tour will be on the latest open beta version of DCS World.

     

    Websites & Comms:

    "BUDDY SPIKE" WIKI: http://wiki.buddyspike.net

    LIVE MAP & STATISTICS: http://gadget.buddyspike.net

    DISCORD: https://discord.gg/UhPn4fA

    BLUE HQ / RED HQ: the relevant HQ channel on our Discord is available by setting your Discord nickname the same as your in game nickname.

     

    Tour Round Dates:

    Syria Modern - Wednesday 1st of September at 17:00 Zulu to Wednesday 8th of September at 17:00 Zulu.

    Caucasus 80s - Wednesday 8th of September at 17:00 Zulu to Wednesday 15th of September at 17:00 Zulu.

    Persian Gulf 60s - Wednesday 15th of September at 17:00 Zulu to Wednesday 22nd of September at 17:00 Zulu.

    Normandy WWII - Wednesday 22nd of September at 17:00 Zulu to Thursday 30th of September at 17:00 Zulu.

     

    General Info:

    • Blue Flag Tour is built out of several rounds in different eras and maps during the tour period.
    • This official tour will run for the full month of September and will allow participants to join only one coalition per scenario during the tour.
    • Each coalition will need to work together with great teamwork to be able to advance and win the round.
    • Blue Flag statistics will indicate which rounds were won.
       
      Scenario information - Each scenario information (Lives/Weapon Restrictions/Modules per coalition is available in our Wiki.
      More information to follow on our Discord.

     

    Prizes:

    For this official tour, we are pleased to announce sponsorship from Eagle Dynamics, Heatblur & Winwing.

    There will be prizes awarded to achievements in this tour according to overall success, votes & statistics.

     

    • Best overall pilot of the winning coalition on each scenario during the tour will win - Winwing Orion HOTAS
      upload_be6dea4b3c3b966aef03af42c859e3f7.jpg

     

    • Best overall fighter / attacker / logistics pilots will win an ED module of their choice each (Including the upcoming DCS: Mosquito FB VI). 
    • Lottery between the participants of more than 20 hours in the tour for 6 Heatblur modules.

     

    We encourage you to join Our Discord for the best experience!

     

     

    Blue Flag Official Videos

     

     

    FAQ

    SRS/comms

     

     

    BF uses SRS for in game vocal comms. You can always find the latest version of SRS here: https://github.com/ciribob/DCS-SimpleRadioStandalone/releases/latest

    You can open your SRS client and connect to the DCS gameserver - the SRS autoconnect feature will make sure you're connected to the correct server.

    Please note that using SRS (or other comms, such as Discord) is not an enforced requirement, but highly encouraged.

    Checkout our Wiki for further information on frequencies and operations.

     

    SOP

     

     

    The official Operation Blue Flag SOP (Standard Operating Procedures/BF manual) document can be found here: https://tinyurl.com/bf-sop-v2

    This link will always hold the latest version of the SOP doc available and contain additional useful information such as coordinate lists or kneeboard images.

     

    Note that we encourage you to get updated on our Wiki as the SOP might include out dated information.

     

    TacView

     

     

    TacView files for each scenario -
    Syria Modern & Persian Gulf 60s: https://bit.ly/2T0AmiT

    Caucasus 80s & Normandy WWIIhttps://bit.ly/38gWz0D

    The file with the last timestamp available cannot be opened since it is still being written to by the server - you'll have to wait until the server restarts and creates a new file. Unfortunately, a server crash causes the TacView file for this session to become corrupted.

     

    Discord Coalition HQ Channels

     

     

    If you change your Discord nickname (right-click -> change nickname) to match your in-game name exactly, join the server and pick a side, you will automatically (after ~5min) be assigned the corresponding coalition role for the server in this Discord.

    The coalition Discord roles provide you with access to your coalition's headquarter channels, which can be used for additional planning, coordination and discussion, as well as the respective voice channels in Discord.

    Syria modern: red-syria-hq / blue-syria-hq

    Caucasus 80s: red-cauc-80s-hq / blue-cauc-80s-hq

    Persian Gulf 60s: red-persian-60s-hq / blue-persian-60s-hq

    Normandy WWII: red-normandy-hq / blue-normandy-hq

     

    BuddySpike team/staff

     

     

    Available staff can be seen through our Discord with the role - Buddyspike Team.

    The staff are responsible for game server, mission and community/Discord management.

    In addition, we have a group of Moderators who can be seen through our Discord with the role - Moderators.

    The moderators are managing the Discord and Server rules and are responsible for our Wiki.

     

    Side Switching

     

     

    During the official tour (September), we will accept side switch only by the end of the first day of each scenario.

    After that time, we will no longer be accepting side switching unless it's a new player that just joined and entered his desired side wrongfully.

    Notice - such cases will be checked and would require more time then usual.

     

     

    We appreciate your support - https://www.patreon.com/buddyspike

    patreon_new.png

     

     

    • Like 1
    • Thanks 1
  3. BF servers

     

    Used modules - lua socket, lua mysql and linked 3rd party applications.

     

    Script Function: What you are adding to the mission -

    Many very useful scripts, I believe ED already has them :)

     

    Script Tool:

    MIST - cause it's awesome and helps shorten scripting for DCS.

    Basically when we started BF, MOOSE was not created yet, fightcontrol did a great job by the looks of it and it's probably very necessary for mission designers.

    CTLD - also cause it's awesome, compliments to the necessary unit transport that is missing by ED.

     

    Most of the scripts we use have been created to be able to make a persistent campaign, statistics and many features that were necessary to be able to run a campaign.

    Note that some of the scripts are in place because we had to overcome issues with DCS stability, for example limiting CA control of units because of issues of the past with moving units and various crashes, or working around high load of units on the map.

    The bottom line is that some of the stuff we got, is there to improve the current multiplayer experience, and I very much hope we can let it go soon with ED developing more towards multiplayer.

     

    I really like EDs new approach to handling bugs and working further more with the server owners/admins, it's important for this precious community.

  4. Here are some updates for those who are not in our Discord -

     

    We currently have these scenarios running -

    Persian Gulf - Modern

    Caucasus - Modern

    Caucasus - 80s

    Nevada - 60s (Cold War)

    Normandy - WWII

    Each scenario has it's own spectrum of activities, objectives and ongoing persistent dynamic PvP.

     

    Here are some of the changes/features that have been going into the different scenarios -

     

    New objective Repair mechanics - Objectives no longer have an automated repair, repairing requires a repair compound and can be eliminated at any time to stop the objectives from repairing.

     

    Commander commands - Commander who are selected by voting can have additional options to command the on going scenario - setting coalition objectives, spawning awacs, tankers, cap, attackers, helos, reinforcements and more... Commanders can control the assets locations along with the newly carrier groups to allow great naval ops.

     

    Persistent Naval Ops - With the new Super Carriers included in BF, we have added persistence of the carrier group locations between server restarts, so if the commanders have moved the carrier groups to any location, it will be there after the server restarts.

     

    EWR markings - Only available in the Cold War and WWII scenarios, Early Warning identifications are presented as F10 map markings.

     

    Reinforcement Balancing - In times when the scenario favors one coalition specifically, reinforcements are in place for every objective to allow balancing.

     

    Statistics - The statistics pages in our gadget (http://gadget.buddyspike.net) have been updated, each scenario includes statistics for each round which is split by a monthly tour, you can see statistics for each coalition and more information including Logistics runners stats and Ace Factor stat which is calculated on every kill.

     

    This is just the tip of the iceberg, you are welcome to join the scenarios and experience the live fights.

     

     

    Cu in the skies!

    Buddyspike

  5. This is also happening on BF servers, every few hours the server crashes with the same crash log seen here.

    Added a few examples below -

     

    # -------------- 20200605-193611 --------------
    DCS/2.5.6.50321 (x86_64; Windows NT 10.0.18362)
    C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WorldGeneral.dll
    # C0000005 ACCESS_VIOLATION at 1EE53080 00:00000000
    SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta;C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'User'
    OS-Version: 10.0.18362 () 0x100-0x1
    0x00000000000C3080 (WorldGeneral): MovingObject::IsFlag + 0x0
    0x0000000000040D62 (WeaponBlocks): wDSeeker::operator= + 0x432
    0x000000000000B9A0 (edObjects): Evoker<LandObjectDestroyNotifierBase,Link<LandObjectDestroyNotifierBase> >::onStartEvoke + 0xD0
    0x000000000000E9F2 (edObjects): viSearch::TestAndInsert + 0x52
    0x000000000001CD18 (edObjects): LinearStorage::getAllObjects + 0xB48
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x00000000000094D9 (edObjects): viObjectManager::GetObjects + 0x99
    0x0000000000009E60 (edObjects): viObjectManager::GetSegmentList + 0x8C0
    0x0000000000042101 (WeaponBlocks): wDActiveSeeker::changeAirTarget + 0x441
    0x0000000000045F4B (WeaponBlocks): wDActiveSeeker::simulate + 0x1AB
    0x000000000001F83A (blocksim): wSimulationSystem::simulate + 0x14A
    0x0000000000035E6B (WeaponsBase): wAmmunition::simulate + 0x10B
    0x00000000000E466B (Weapons): wAmmunitionDecoy::spawnSnare + 0x7CB
    0x00000000000EB6D1 (Weapons): wAmmunitionSelfHoming::simulate + 0x161
    0x00000000000336CA (WeaponsBase): wAmmunition::Class + 0x9A
    0x0000000000003C04 (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x504
    0x00000000000040AD (World): wSimCalendar::DoActionsUntil + 0x1FD
    0x00000000007033FF (DCS): woLA::loadNewInputLayout + 0x31002F
    0x0000000000714313 (DCS): dDispatcher::InitDatabase + 0xDC73
    0x00000000006EAB44 (DCS): woLA::loadNewInputLayout + 0x2F7774
    0x00000000006EAF09 (DCS): woLA::loadNewInputLayout + 0x2F7B39
    0x00000000015A3B37 (DCS): AmdPowerXpressRequestHighPerformance + 0x9ECB33
    0x00000000008CE98E (DCS): uiAsyncNet::onGameStop + 0x684BE
    0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14
    0x000000000006CE51 (ntdll): RtlUserThreadStart + 0x21
    

     

     

    # -------------- 20200605-164729 --------------
    DCS/2.5.6.50321 (x86_64; Windows NT 10.0.18362)
    C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WorldGeneral.dll
    # C0000005 ACCESS_VIOLATION at 1EE53080 00:00000000
    SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta;C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'User'
    OS-Version: 10.0.18362 () 0x100-0x1
    0x00000000000C3080 (WorldGeneral): MovingObject::IsFlag + 0x0
    0x0000000000040D62 (WeaponBlocks): wDSeeker::operator= + 0x432
    0x000000000000B9A0 (edObjects): Evoker<LandObjectDestroyNotifierBase,Link<LandObjectDestroyNotifierBase> >::onStartEvoke + 0xD0
    0x000000000000E9F2 (edObjects): viSearch::TestAndInsert + 0x52
    0x000000000001CD18 (edObjects): LinearStorage::getAllObjects + 0xB48
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21
    0x00000000000094D9 (edObjects): viObjectManager::GetObjects + 0x99
    0x0000000000009E60 (edObjects): viObjectManager::GetSegmentList + 0x8C0
    0x0000000000042101 (WeaponBlocks): wDActiveSeeker::changeAirTarget + 0x441
    0x0000000000045F4B (WeaponBlocks): wDActiveSeeker::simulate + 0x1AB
    0x000000000001F83A (blocksim): wSimulationSystem::simulate + 0x14A
    0x0000000000035E6B (WeaponsBase): wAmmunition::simulate + 0x10B
    0x00000000000E466B (Weapons): wAmmunitionDecoy::spawnSnare + 0x7CB
    0x00000000000EB6D1 (Weapons): wAmmunitionSelfHoming::simulate + 0x161
    0x00000000000336CA (WeaponsBase): wAmmunition::Class + 0x9A
    0x0000000000003C04 (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x504
    0x00000000000040AD (World): wSimCalendar::DoActionsUntil + 0x1FD
    0x00000000007033FF (DCS): woLA::loadNewInputLayout + 0x31002F
    0x0000000000714313 (DCS): dDispatcher::InitDatabase + 0xDC73
    0x00000000006EAB44 (DCS): woLA::loadNewInputLayout + 0x2F7774
    0x00000000006EAF09 (DCS): woLA::loadNewInputLayout + 0x2F7B39
    0x00000000015A3B37 (DCS): AmdPowerXpressRequestHighPerformance + 0x9ECB33
    0x00000000008CE98E (DCS): uiAsyncNet::onGameStop + 0x684BE
    0x0000000000017BD4 (KERNEL32): BaseThreadInitThunk + 0x14
    0x000000000006CE51 (ntdll): RtlUserThreadStart + 0x21
    

     

     

     

    Please fix this asap, we will have to rollback all the servers as it's not stable.

  6. Not sure why you would want to run a dedicated server on the same machine you play, you would probably get a hit to your playing experience.

     

    You can preset affinities of the cores to different executable, either with Windows preset affinity settings in the task manager, or by installing a 3rd party program that helps with that such as Bill's Process manager.

  7. 1. Better Ghz as DCS uses 2 cores, one for the simulation and one for the sound (AFAIK).

    So having a CPU that holds 6/8 cores with 4+GHZ would be more beneficial if you want to run massive servers, if you would like to run smaller scale, lower GHZ should do.

    2. IO is used by DCS, especially with scripting, but slower SSD should be enough to hold it.

    3. 32GB is better, obviously DDR4 and above.

    4. There's a small formula here -

    (number of players) * (number of units) * (moving ground units) = the higher the number the worse the stability.

    DCS can run a really heavy missions with up to 60 players, although I saw some really lean missions holding 70 players, but that's about as much as DCS can hold at the moment.

    5.Obviously you wouldn't need to go into the server unless there's a real problem (server not starting etc..) usually server admins can just remote the machine, if you have a rescue boot with KVM or even SSH, server admins can use that to avoid having to need your assistance.

    6. see 4.

     

    So there's levels of access that usually you want your server to provide.

    DCS today has a webgui that allows good handling of the server, the only missing part is a way to upload missions, this is easily solved by an FTP or a simple dropbox etc...

    Other then that, the server should run automatically without any need of intervention.

     

    We run currently 3 servers holding 5 DCS scenarios.

    Let me know in PM if you have any other questions, we would be glad to test on your hardware.

  8. In the past ( not sure what cold you expect now, what you can expect in the future ) there was some different behavior on dedicated server build and full client installation run as --no-render ( and older autoexec.cfg workaround to disable 3d rendering )

    One of the fascinating problem was the AI infantry not firing each other, that was a issue affecting only dedicated server, not full client!

    Since that I prefer to host my server with full client installation ( even because in the past I was forced to buy all the map anyway on server account ;) )

     

    There's still a problem with luasql module in the dedicated server installation.

    It is not working as it is with the normal installation.

  9. not sure if it has been reported before (probably have been but couldn't find it), once you spawn units dynamically (by script or by late activation trigger - should be the same), the spawned vehicles are automatically drivable although their group setup does not have drivable marked.

     

    Hope this is clear enough, it's killing restrictions on drivable units which in return allows players to move units in very populated servers which we know to cause lag.

     

    edit - this is effecting JTAC/Operator slot, didn't check any other CA slot.

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