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c0ff

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Everything posted by c0ff

  1. It is fully IPv6 for quite a while already. There was even a bug with empty server list on the machines with disabled IPv6, because all IPv4 addresses inside were mapped to IPv6. The only thing which is not IPv6-ready ATM is the master server, which keeps the list. So you can host IPv6-only right now, but 1) your server won't be listed and your clients will have to use either direct address, or DNS-name. 2) obviously, it will only serve IPv6-clients. For example, my ISP does not support IPv6 so I won't be able to connect to your server, no matter if it is listed or not.
  2. Please, ask sound related questions here: https://forums.eagle.ru/showthread.php?t=98014 All available docs are in Doc/Sounds/ folder of your DCS install. If it is not enough, please ask in the thread mentioned above.
  3. Firefox should work as well.
  4. Guys with the DL speed problems, please submit support tickets with your region and external IP address. We need those to debug CDN issues. Thank you. https://www.digitalcombatsimulator.com/en/support/
  5. No need to touch your router. It's all about IPv6 on interface of your PC which is used to access the internet.
  6. https://www.digitalcombatsimulator.com/en/support/
  7. Guys with the DL speed problems, please submit support tickets with your region and external IP address. We need those to debug CDN issues. Thank you.
  8. May be you happen to have a dynamic external IP from your ISP and it does change?
  9. Nope. Optimizations are in the pipeline.
  10. Looks like bad network conditions. That's not fixable. If you provide a client track, showing the issue, we can take a look and answer more specifically.
  11. I've reviewed the code and it turned out the checks inadvertently became more strict. We will fix this in the nearest update. Cannot comment on the specific mods, because it is not my area of expertise, apart from sound mods.
  12. Personally, I agree. Can't give an official answer here, though.
  13. Can't comment tech details of specific mods ATM, but, to my knowledge, *we never ever targeted any user mods*. In the carrier crew mod case, most probably it was broken by the change, required to implement SC the way it is. Frankly speaking, I never knew there was a user mod like this at all. We can't keep track of everything users create. Yes, there's lack of documentation, not enough communication, .. many issues, really. DCS is an extremely complex piece of software and you will be surprised how small the core DCS team is. Other sims may have better docs, better support for usermods, but they allow much less. These are related matters - the narrower your APIs are, the easier it is to document and support them, but the lesser (is it English language still?) they allow to implement. One will never be able to implement warfare in MSFS or XPlane.
  14. SSE4.1 It was a minimum requirement for quite a long time, but de facto DCS used to run on a lower spec hw. Now it does not. We understand your concerns and are discussing internally how to better deal with the situation. In either case there's no quick fix. I'm sorry.
  15. I guess there's definitely a miscommunication. We 100% do support modding and plan to support it in foreseeable future. However, we do not support changing the stock game files. In some cases we even prevent this, when it is related to copy protection. In most cases we just don't guarantee that mods which alter the install folder will continue to work after an update. All user mods should go into Saved Games folder. If some mods are not currently possible this way, please, tell us what do you want to achieve with your mod and we will consider adding the support. So, if you have any specific requests, please submit them in a structured way. Thank you.
  16. I'm afraid your CPU is not supported by this update.
  17. Known issue, you can safely ignore it. It does not affect anything.
  18. Dynamic campaign is a perfect example of code as a tool, working on a well-defined data. This is radically different from saving the state of an object with a hundreds of variables, interwinded with the exact version of the code. I'm not saying it cannot be done. It is just impractical given the scale of DCS and speed of internal changes.
  19. Your explanation is much better, actually :) Thanks!
  20. No commercial reasons at all. Only technical ones. The sim foundation heavily changes between major releases. Sometimes even basic math libraries get changes which are not binary compatible with the previous code. So you can't just take a module from 2.5.6 and put it into 2.5.5 simply because the older release does not have the necessary facilities.
  21. Saving (and more importantly, restoring) a game state is an unrealistic request for constantly evolving software. The simulator is not a tool working on some data with a well-defined structure. The simulation *IS* data, and its structure follows the changes in the code. Sorry, but this is not gonna happen in a reasonable timeframe.
  22. not technically possible for various reasons.
  23. thank you for finding the cause. fixed internally.
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