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Mistermann

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Everything posted by Mistermann

  1. I really want to help make this work for others. If the community can get 10% of the fun and memories out of this compared to mine, I'd be thrilled. It does pain me to hear about these slideshows. There MUST be something in the mission that's causing the problem, I am not trying to suggest otherwise. What the root cause of that issue is, however, I honestly don't know. Scripting When I tested out the problem that I posted the video on, I stripped out all the scripts and the problem didn't go away (that's why they are all now conditional). I therefore don't think any scripts are causing the issue. Might they be causing other issues? Possibly, but I am not seeing them. Fixing the slideshow I was as surprised as anyone when Devil uncovered the slideshow issue in his testing. Once I knew where to look and how to replicate it, I was able to solve it. The way I solved the issue was by changing the grouping of those units. I was grasping at straws when I made the change, but the change resolved the slideshow on my machine. I can tell you it didn't make sense as to WHY it solved it ... it just did. Maybe the "fix" I posted has nothing to do with other slideshows that others are experiencing - again, IDK. Replicating At the risk of sounding like ED on this one, the challenge for me here is I am not seeing this issue. Nor are any of my squad mates. I fly/test this in SP, Hosted MP, Dynamic Server, Pancake mode and VR. I can't replicate the issue and in the hundreds of hours we've played this mission over the past year have simply never seen it. Why aren't we experiencing this? I honestly don't know. Heck out of the hundreds of downloads me and my mates might be the only ones without performance issues - outside this thread and Devil's YT channel I simply have no way of knowing. As I said above, I will try my best to replicate. Until someone with this issue isolates it and can describe the "what" and "where" I am not expecting to make much progress.
  2. @LazyLightning91 and @Porkbrain - thanks for reporting back. I hate hearing you're having performance issues. Hold onto those logs, I may ask for them, but during my quest to squash this, the log didn't show anything. I think whatever's happening happens deep in the bowels of DCS core logic. As for comparisons to other campaigns like Paradise Lost, I understand why you'd bring that up. Marianas, same period feel, Huey focus. Similarities are end there. Love Reflected's stuff, I've played PL more than once and it's one of the best, if not the best campaigns out there. It, however is a SINGLE PLAYER experience. Each mission essentially breaks down into takeoff, fly somewhere (sometimes with stops along the way), arrive on station and blow things up, return and possibly engage something on egress. These missions are highly governed and mostly on rails. I2J is built around MULTIPLAYER randomness, coop and non-linear events that react to what you or someone else does. No two experiences are the same. You are comparing Apples and Basketballs. That being said, I will try my best to replicate. There are no groups left that are poorly "grouped" like the one I corrected in v2.006 (see video posted above) which doesn't give me much hope that I'm going to experience what you are. Your experiences tell me the first time you attack a group - any group - you get a slideshow. It has me wondering if there are certain units causing this, or the size of the group (most sit around 15-20 units). My computer specs are in my signature below. If you want to test some things on your end, take a Rando group that you know causes performance issues. In ME make its probability of spawning 100 (in Initialization). Then remove half its units, save to a new name, and play it. Do you still experience a slideshow when engaging this group? Repeat until you don't have a slideshow and report back. Thanks.
  3. Indeed it does! My apologies to the community. I left out a very small, but extremely important notice when I announced v2.006. I am using Cfrag's StopGaps script inside of the mission, so there's no need to download it, however, there's a critical script that ALL MP hosts (local or dedicated servers) have to run. You must visit this link and download the Stopgaps script. https://www.digitalcombatsimulator.com/en/files/3331434/ Why? So ... those running Into The Jungle on a dedicated server or hosting it locally (this means you, @Devil 505) have to download and copy the 'stopGapGUI' script to your "SAVED GAMES\Scripts\Hooks" folder. This will solve the problem where clients spawn in the air and drop down and crash (sometimes flip over) and prevent usage. Apologies for leaving this out of the writeup on Saturday. I'll update that post.
  4. Just download and run as a new mission. You don't have to do anything else. There are skins you can download but are not required. Those were reported, diagnosed, reproduced and corrected. Those corrections are in v2.006.
  5. Thank you. I will see what I can do. Are you using v2.006?
  6. In responding to Tonker above, I posted a way to turn OFF a script. I thought I'd explain a couple of these mission features that I employ in I2J. Below is an image of the first few lines of the Initialization trigger at mission start. There are 5 flags here all starting with # (except for one that I intend to correct, but finding it throughout the mission is a PITA due to poor UX design on ED's part). Each of these binary values (ON/OFF) controls script loading within the mission. #Debugger This is @cfrag DML debugger. I use this all the time when debugging missions. When this flag is OFF, the scripts never load. You shouldn't need to turn this on unless you're changing the structure of the mission on your own. Highly useful BTW. Allow_CSAR_Spawn As it sounds. If ON, this loads the CSAR script and turns on random ejections. If you don't want your mission to do CSAR at all, turn this flag OFF. #StopGaps Turns ON/OFF the script that replaces empty client slots with statics. Again, this is from our talented community scripter, Cfrag. #SittingDucks Reserved for future use, which is why this defaults to OFF right now. I'll explain more of what this is for in the future. For now, leave this OFF. #SplashDamage This is the splash damage script that's floating around out there on the forum. I changed it to tone down the blast damage and have been running it for 3 years in all my missions. If you want to turn it OFF, simply flip the flag.
  7. That group is about as small as I can make it. I suppose I could pull out the Ural into its own group. I think/theorize it has something to do with internal (CORE DCS) housekeeping that's going on when units are damaged - which I can't control. The boys and I are testing some new CSAR voiceovers today and I'll make the change to the groups and post. That's my general concern. Adding more units to the map is going to impact performance. Nothing we can do other than cull the eye candy. Marianas is well known for being poorly optimized. So we're rolling dice trying to balance eye candy with real targets on map + scripting. One thing you can try is to go into the Initialization trigger and turn OFF #StopGaps. It'll prevent that script from loading and immediately remove all statics from clients. It'll give you some idea if removing statics will help your current situation. To turn it back on revert that line back to what you see below. Glad you're having fun!
  8. Update: January 25, 2025 Just released v2.006 to the files section - https://www.digitalcombatsimulator.com/en/files/3342301/ There's a lot of work and testing that went into this update. Complete changelog is on the files page and contained in the first trigger embedded in the ME. Eagle eyed observers likely noticed a few of these already. Highlights are: FIX - Changed two groups of red units "[Jungle] Resupply" and "[Jungle] Infantry" to be much smaller and less spread out over the map. These groups were too big and too spread out. When players damaged any units in either group, the sim lagged significantly. By limiting group size and spread, the lag disappeared. I posted a video of this a few posts back for anyone interested. We believe this is the source of the slideshow that people reported. If you continue experiencing this issue using v2.006, please post here or DM me directly so we can further triage. All client slots now start as statics so airfields and FARPs are populated. When players select a slot, the static is replaced by their client aircraft. This is using @cfrag StopGaps script. Update 1/27/25. Those hosting this (locally or via dedicated server) must install a small script ('stopGapGUI.lua') in their SAVED GAMES\Scripts\Hooks folder to prevent clients from spawning in the air, falling to the ground, and self destructing. This is due to a MP synch issue. This lua is found here - https://www.digitalcombatsimulator.com/en/files/3331434/ All of @Devil 505 static work at Andersen, Olf Orote, and the Northern FARP is included. Added Chinooks to the mission Added ELT beacons to CSAR pilot bailout voiceovers Added new skins for many of the statics at Andersen and seen in Devil's videos. You can find links to these skins in the download page. Note: We are sensitive to performance of the community. If this update causes unacceptable performance hits to those flying, please let us know. Currently working on randomizing some of the CSAR voiceovers to add variety to the CSAR gameplay element when picking up downed pilots and delivering them to the MASH. Enjoy!!
  9. Thanks for posting these @Devil 505. Epic videos of some of our best coop missions yet (its only taken us 2 years to get here). Radio traffic coordinating firepower and deconfliction was probably the best we've done. ... and I did my part to add to the pilot carnage generating CSAR missions!
  10. Yes they are. At least they were when I originally played.
  11. "Public available specs" redefined! Looks like the joke's on me!
  12. Thanks - you're correct on density. Maybe a poor choice of description in the video. Not script related we've removed all scripts and still experienced this issue. If people are interested in what I found I will put into a spoiler block. Those who don't care can simply skip over. I get it to come up just fine. We do have easy comms turned ON in the mission, but not enforced ... that might have something to do with it, IDK. SRS works across all aircraft we have in this mission.
  13. I am pretty sure I have narrowed down the problem fellas.
  14. Not sure what @Devil 505 means by "DS". It's not Desert Storm, however.
  15. Precisely my point, brother ... people need to understand you're running a business. Pulling my comment out of context makes me look like I'm against you. I am not. We need ED to be a healthy company for the long run.
  16. Maybe because it doesn't work? I've given up on you guys ever fixing it.
  17. Lots of passion here in this thread. I meant that. Here's my take. This is EDs intellectual property to do with whatever they want. We are simply the customer who pays them and keeps the company afloat through purchases of said IP. One doesn't exist without the other. What I take from NLs comments here is they are doing a 5th gen fighter and they are all-in on it. Their IP, their decision - not up for discussion. If you don't like this decision it don't buy it. We, as customers have no say in how they allocate internal resources. As an extremely experienced (old) software executive I understand all developers aren't interchangeable and over time can develop affinities towards the sections of the product they work on. If not careful, you end up with lots of specialists that aren't able to move between projects creating gridlock in development pipelines and an overall inability to be nimble across the entire set of projects. Regardless of "why" ... we're being told development of any new Aircraft doesn't impact any core initiatives underway. At the end of the day, if doesn't really matter "why" this is the case. Its how ED runs their shop. They've done this for decades. I personally think this boils down to one very simple factor - $$$$ ED could spend the time to make the most robust ATC or any of the hundreds of core features I want addressed, but they can't/won't monetize them. The only way, in their current business model, to generate revenue is through new modules. And herein lies the challenge. They've run out of marketable 4th gen content. If I'm in their shoes I make sure to maximize the revenue per dollar spent creating the module. In other words what are you going to sell more of and maximize revenue? They've just told us that answer - F35. Now its on us to decide if we like this direction. Personally, I was shocked to see the most secret 5th gen fighter in the US inventory. Clearly ED's approach on this aircraft is "different" than those in the past. Revenue generation makes companies change course. Time will tell if this is good for the community as a whole. Maybe today's newsletter will shed some light on their decision to enter 5th gen fighters and how they overcome the overwhelming amount of classified systems on such a modern airframe.
  18. It likely was .... Makes me wonder what they had to remove at the last minute.
  19. Can we please stop spamming the "watch the video" popup. I watched it already - no need to continue telling me about it.
  20. I based my comment of banning on this admin command found in the SLmod wiki. I personally have no need for it, but presumed it was what @HungryCoyote was after.
  21. Fair. I feel it boils down to ED's corporate communication policy and assessment of risk. You either "get in front" of this situation or "react" once it gets worse.
  22. You are absolutely correct. If his employees all walked out the door, were fired, or were all abducted by aliens, he doesn't need to tell us. What he said about his modules working and not dead was true last week and last month. His assurance that "there's nothing to see here" rings hollow if indeed there's a staffing shortage for whatever reason. Regardless, at the end of the day, this is a 3rd party private matter. What troubles me is ED's willingness to let Polychop own the narrative here. On the one hand they don't want us getting our information from outside this very controlled forum. Yet, in this case are more than happy to allow a discord post be the source of truth. I happen to own both PC products and am happy with what I purchased. Will they continue to work with core DCS over time? As a crusty old, very experienced public software product executive, I appreciate what Sven is trying to say, yet I also know if his staff is somehow limited, that it only takes one core change to DCS and the house of cards comes tumbling down.
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