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c0ff

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Everything posted by c0ff

  1. That's not a fair comparison. You can cancel the update download completely and feed torrent files from _downloads\.torrents\ to your client of choice. That will be fair.
  2. I changed the default torrent settings in 2.9.17, what's your impression? Btw, you can feed the same torrents into uTorrent and check the speed. There's even an option in the updater to keep the torrents after downloading.
  3. Most likely your ISP is throttling torrent traffic.
  4. it would be nice to see the log.
  5. StarForce does not allow for free trials.
  6. More details are welcome. And logs from both the server and a client is a must.
  7. export.lua modification is the old way of doing things. It is there for backward compatibility. hooks provide much more functionality and are modular.
  8. Now this is strange, qBittorrent uses the same library. Can you please PM-send me your qBittorrent settings?
  9. Good hit! That's what steam install uses.
  10. Unfortunately, both of these activities need an access to the world state which is constantly changed by other actors. Just more food for thought. Parallel simulation is a deep topic by itself.
  11. It's a numeric value for (SPEAKER_FRONT_LEFT + SPEAKER_FRONT_RIGHT)
  12. They can't. It would require completely different technologies. If you data set is render-only, you can accomplish this using satellite imagery, with some AI-processing for eye-candy. For military stuff you need modifiable environment and a well-structured data set for the game logic to work. One can only imagine an amount of work to get and support such data set on the Earth's scale. Btw, Bing has quite a lot of structured data like roads, parks, lakes, buildings... We'll see to which extent they actually use it in FS 2020. Having a map of roads + satellite images and having a believable realtime rendering of these roads embedded into a terrain are two different things.
  13. I see. It's a valid bug report then.
  14. Yes. The problems are how to 1) maintain backward compatibility 2) support dual IPv4/IPv6 servers.
  15. This error is AUDCLNT_E_DEVICE_INVALIDATED "The audio endpoint device has been unplugged, or the audio hardware or associated hardware resources have been reconfigured, disabled, removed, or otherwise made unavailable for use." It is not critical and cannot crash anything. It may happen if you unplug your audio device. I bet that your VR headset gets unplugged (or may be its drivers crash), and the sound error is a consequence, not the cause.
  16. Hosting on IPv6 works ok, but your server won't be listed. Hint: "Connect by IP" dialog accepts DNS names (and optional port number): hostname.domain:port
  17. Meanwhile, you can tell the engine to force stereo output. Edit or create the file Saved Games/DCS.openbeta/Config/autoexec.cfg, adding this line: sound.channel_mask = 3
  18. Nope. Everything should be OK. But there was a protection change in these modules, so I suggested disabling them just to rule out possible problems. Unlikely it will help, though.
  19. Yep. They are greyed out during a mission for now. (Because of a voice chat bug. The sound engine is actually ok, but their settings are in the same block :( ).
  20. 2020-04-13 21:08:28.196 INFO SOUND: Opening default audio device. 2020-04-13 21:08:28.211 INFO SOUND: Using 1 channels at 48000 Hz 2020-04-13 21:08:28.211 INFO SOUND: Channel layout: FrontLeft This is not even funny. What is your default output device?
  21. Your device drivers states it has 0 output channels. A driver bug. 2020-04-13 21:00:31.775 INFO SOUND: Opening default audio device. 2020-04-13 21:00:31.784 INFO SOUND: Using 0 channels at 48000 Hz I already added a workaround to the next openbeta.
  22. This was supposed to be fixed for quite some time already. Somewhere around late November 2019.
  23. That was the decision. Sorry.
  24. Either the Steam server closest to you have cache problems (unlikely), or your disk is failing, or your disk have filesystem-related problem (wrong access rights or data corruption).
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