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Everything posted by xcom
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LOL, yeah :D Our TS got smashed with reaching the limit at 96 players, I'm sure there were other players trying to join, but they could not enter! The DCS server is filled with 60 players, constantly so far for an hour almost. We are now thinking of bringing up another iteration of the campaign on DCS ISRAEL server.
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twitch of round 5 start - http://www.twitch.tv/buddy_spike/
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Hehe, hands up for McGregor! Guys, About the repair process regarding the fuel bunkers, at the moment it will stay as it is as the round starts tonight. We will however, review it for next rounds and consider your input to get it optimized for fair play and for best immersion!
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Would this dedicated server able to run DCS?
xcom replied to NaCH's topic in Multiplayer Server Administration
@NaCH - Make sure you are running the DCS World shortcut and not the DCS World Multiplayer shortcut. Back then when 1.5 was out, everyone ran the Multiplayer shortcut and had the same black screen you are describing, no one understood why it didn't work, but this is all because ED joined it all to one executable. -
Let me make it all clear how the repair works, and why sometimes the repair groups and times can be confusing. Apart from what Greg said, there are 2 special conditions to the repair. 1. When someone brings a repair/refuel crate to an Aerodrome/FARP/City which is being repaired, the first group in line to be repaired will be repaired immediately. 2. In Aerodromes only, the fuel bunkers have a special repair mechanism that always gives precedence for repair. So, for example - if I attack an Aerodrome and destroy by this order the groups - SAM, EWR, INTERCEPT, Fuel. What would happen with the repair in the background - a. The fuel would be automatically thrown to the head of the list for repair. b. The time from the first destroyed group count down would still continue. So this means that if the SAM which was destroyed first, had a random time set for 25 minutes, and the Fuel bunkers were destroyed 20 minutes after the SAM was destroyed, the fuel would be repaired in 5 minutes as the timer continues but the fuel takes precedence. The fuel is having precedence in order to make sure the Aerodrome is not closed for a very long period of time, otherwise someone could exploit it to destroy the fuel bunkers at the end of the attack process and in such, making the Aerodrome unavailable for a minimum of 1 hour 15 minutes or maximum of 2 hours and 30 minutes which would have a very big impact. I know this can be confusing, and could show of some script issues, but it doesn't. As far as I saw so far, the repair worker logic part of the script is working with no issues, I have revised it a few times during the testing period to make sure everything is working. Hope this makes it clear for everyone :)
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I usually go with Aim9s only :D But, I also only look for Greg in the Mi-8....
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The messages are appearing in queue so they do not spam your screen as you fly. It is unlikely and I've never seen a message popup without a certain group being repaired. What and where were you attacking and why do you believe there was nothing repaired as the message appeared? Thanks!
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@VikingTsunami: minimum range has been updated to 10 km. @domini99 I'm sure when the official round starts, you'll see many redfor joining. It's a matter of timezone, eventually each side will have the time advantage and the time disadvantages. @Darkwolf, @pikey Although we thrive for as realistic as possible, emphasize on gameplay and can bring amazing features with the scripting engine and API, It is impossible for us to pursue complete persistent campaign due to DCS netcode limitations. It is ours and I believe the whole community of DCS wishes, that the upcoming DCS dedicated server would bring us to a new era of DCS World for large scale multiplayer persistent events. Until that point is reached, all we can do is avoid the unstable corners and hope for the best :) @[Maverick] We can do that!
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it will be available when he next official round starts
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@deadbeef Query raised, are you using a steam version of DCS?
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@domini99 There are usually 2 Strela launchers, so you might have gotten missiles from 2 different vehicles. The reload time is set by DCS, we have no control over that.
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@DeadBeef are you using the gamegui file locally when you join the blueflag mission? If so, please remove it before entering, I do not know what the replication would be. Also, it's hard to tell by these reports what was the issue still. As the server crashes at points, we would need to get these reports as they occur.
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We will add Windsocks, hopefully there are no issues :) Also, we testing about removing lives being lost if you fly in UH-1H or Mi-8.
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New feature - Side selection. We just finished creating this new feature, this means that a player will be locked to a certain side for the whole duration of the campaign round. How does it work: - First time enter the server - No slot is available. If a slot is selected, the player is thrown back to spectators and given a chat message explanation that he needs to write in chat - blue or red ,In order to select with which side he wants to fly with in this round. - After writing in the chat, another chat message is returned that a selection has been made and the player is locked on that side, only that side slots would be available, if selecting the opposing side slots, a message will appear in chat explaining that a selection for the other side has already been made. * In case anyone would like to change sides, he would need to contact someone from BuddySpike team to do it with an explanation why. What is it good for? We have seen in several occasions players jumping between sides to id enemy fighters and give GCI/AWACS information to the opposing team by using the other side JTAC commander overview. With this new feature, this is no longer possible and sides are divided for the round duration. Here is a video creating this feature - http://player.twitch.tv/?video=v40325393
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There are no 2 cycles, what is does is that the repair starts for example on EWR system, randomly it chooses 20 minutes for the repair, after 15 minutes, the fuel tanks at that airbase are destroyed. What will happen is that the fuel tanks will be rebuilt after 5 minutes as they are pushed forward for the repair, and the EWR system which was supposed to be repaired will generate new random time for it's repair. I know, this contradicts the actual repair time, and in some cases does not look logical. The idea is to make the fuel tanks a relevant tactical target, but at the same time, not to close the aerodrome operational ability for very long periods of time. This system can be optimized and hopefully we will find the best way to run it, but at the moment this is how the repair worker runs. Totally agree that it is frustrating. But we are in a testing phase, the official round has not started so it can be expected that issues would occur and crashes/downtime from the server is possible. This is why we do testing, we optimize and try to get to the best result for a stable round. Thanks, We will look into it and try to toy with the idea. I think tonight we had a really good stress test with our latest updates. The server was handling good with 60 players after 2 hours of game play. There was an issue that we believe caused the server to crash later on which we fixed. Thanks all for your patience, we are doing the best we can to find the issues and squelch them so we have a stable start!
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Hi all, The automatic repair feature is something that will be in the 24/7 campaign. That feature bring to life the whole idea of team play and CAS/CAP. Repair happens between 15-30 minutes randomly. There is an option to bring a repair/fuel crate with a Huey or Mi-8 to repair/refuel an airbase faster to avoid it being captured. Please try to follow our updates here - http://forums.eagle.ru/showthread.php?t=145416 We are updating regularly on results of the new features and tests in 1.5.
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yeah, server has been restarted a few times due to a script error that was fixed. It is now up and all should be working.
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Dropped units disappear after restart. This is done so the map is not flooded with units which would render the server unplayable. Still need refueling, we understand the need for players who just want to go up and fly quickly, but in Blue Flag we try to encourage team play and ask players to take into consideration each flight they do. making refueling handicap is making sure people don't just get shot down and quickly takeoff, this way getting shot down is tougher.
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@Pilot - We monitor Players IP address and UCID that are connecting to our server. If we notice someone changing his nickname to go into the other coalition in order to "cheat" we will seriously consider banning him. Saying that, we are still in the testing phase, so at the moment it does not matter, but should be considered when the next round starts.
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The repair works regardless to the restart of the mission. Once a group of units are destroyed (can be noticed by objective percentage drop in PAKInfo or webpage), the group is inserted into a repair process which will repair each destroyed group in a queue, between 15 to 30 minutes per group. Last time it was 3 hour mission cycle, now we are trying 4 hour mission cycles.
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Yes, we are attempting to stretch the new 1.5 version and see how far it gets us :)
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I thought it was, we will check why it is enabled.
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We are now working on trying to optimize, but it's possible that it is related to DCS net code.
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We will have a look, thanks for the notice!
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Server updated to latest 1.5.2 and with the latest versions we have of the updated features, please let us know how it goes :)