

Ciribob
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Input Devices Re-Initialisation
Ciribob replied to Dutch Baron's topic in Release Version Bugs and Problems (Read only)
For me is was the Realtek sound card causing the issue. Disabled it in the bios and that fixed it. Soundcard kept thinking a jack was being plugged in to the headphones socket and then removed, even with the socket removed (!) which triggers DCS to reinit all the devices. At least in my case it was definitely hardware and not DCS related. Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
CTLD already supports real sling loads, it's a configuration option that can be turned on or off and is obviously currently off. Real sling loads are not used for stability reasons and because crates cannot be fully destroyed and removed. There is no practical way to change what's available in a warehouse at run time so we cannot make a weapon available or not via scripting. There is a bodge where you spawn units,they land and add to warehouse but that's impractical for performance and speed of rearming. For now it'll stay as is, sorry. Sent from my ONEPLUS A3003 using Tapatalk -
What devices do you both have? that error comes from a third party library that works with all the input devices. I'd try unplugging and some or testing it just with keyboard binds to see if that helps. Sorry for the trouble but I cannot replicate this at all. That error is Device in use. Make sure you've not set exclusive use of your sound card or SRS cant use it as well. Its in the sound settings window. Cant post screenshot at the mo but message me if you cant find it. Also if you can't hear anything with preview audio - you have the wrong output device. Confusingly it may list multiple sound blaster outputs so make sure you try each one with preview audio. Send a screenshot of the dropdown if you like and also try turning off / disabling unused devices to reduce the list size for ease :)
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We're using on 2.1 for BlueFlag, I'd repair and then readd the lines. It's likely the mission name is wrong of the path incorrect for the mission Sent from my ONEPLUS A3003 using Tapatalk
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Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Update Removed all Radar units from the map to see if that helps with Lag - switched to Closed ZU emplacement temporarily Xcom has already added static units so spawn lag should be reduced or gone completely Minor fix to bases with watch towers - all in one group so they dont repair individually... (oops!) Updated server Please stress test - need to see what happens above 20 players again with these changes :) -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Away in Japan, think I managed to restart from my phone... We'll see. Enjoy :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Round reset, starting bases tweaked. Enjoy! Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Caucasus will be back when we can get performance and stability to an acceptable level again :) hopefully that'll be before the merge! Our goal as always is to have a BF round on each map - currently we've got two out of three! Unlikely in the next few weeks as I'm away from Friday for two weeks but it's not abandoned, no worries ! Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
For Nevada round, please move discussion here : https://forums.eagle.ru/showthread.php?t=194091 :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Sounds like there may be an actual ww2 unit in then. Do dcs logs say something like missing unit or model? Will check mission shortly Edit: fixed - added Bofors somehow. They're gone now. Try now :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
I'll have a look, pretty sure there wasnt much room to add them - no parking or side area to spawn safely but will check Thats odd - manually removed from mission file - its not required! :thumbup: -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Make sure you type in all chat, not team chat and it'll work. 1688 wasn't always the laser code for the JTAC but it should be now Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
No need, do that on the server :) Just login and type red or blue in chat once connected to join a coalition. Server is online now for testing. Last thing to add are EWRs for radar coverage and to help GCIs with a picture This thread is for suggestions, problem reporting etc Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Yes, when it's stable again :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Short answer, kinda, it depends :) Long answer: DCS is based around groups of units, you can only spawn a group, not and individual unit of a group. The repair system works in Blue Flag by generating a list of units and then picking one at random. The group for that unit is then picked and ALL the units for that group are respawned. If it's a small group, you'll see a small jump in the percentage health. We could respawn multiple groups and remove units but respawning would add back ammo and reset damage which is why we just do one group at a time. Health is calculated by number of units alive out of the total number of units (not groups) Either way, you really want to drop repair crates as it triggers a repair early and repairs can take up to 45 minutes depending on the base. Repair Timer is also reset when the base is under attack to simulate supression of forces. Repair system and repair crates use the same logic - so neither is better than the other, it's the same but you control when it's triggered. In this round, there are lots of smaller groups to keep logistics and repairs important but also so that a repair crate or trigger doesn't respawn too much defence in one go. Sent from my ONEPLUS A3003 using Tapatalk -
Sockets and DCS.onPlayerTryConnect performance
Ciribob replied to Igneous01's topic in How To Mod for DCS World
Its a bit of an odd workaround but you could use a mission flag to indicate its ready to receive? You get your mission to set a flag to true or a value and check from gameGUI when the flag is set: https://github.com/ciribob/DCS-SimpleSlotBlock/blob/master/SimpleSlotBlockGameGUI.lua#L139 You can also modify that line to set the flag back to normal for a subsequent mission load -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
Our 1.5 map is still being worked on, latest patch helped a lot but still not quite there so hopefully soon. Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
RED won test round - map reset and sides swapped to see how it handles the reverse. RED have to hold Vegas and push north instead of pushing south like normal :) TacView of flight should always be available here if you want to share tactics or see what happened - https://tinyurl.com/bf-nevada-tacview :) -
Have you turned on the expanded devices option? SRS only looks for devices that report joystick and a few other categories, along with a manual whitelist for some devices. The expansion option makes it able to use more devices, but there is a risk that it stops working for all devices If you look in the logs you'll see it deciding which device to use and which to ignore. If the option does stop all devices being detected, attach your logs as a file to a post and I can manually whitelist it in the next release :) For the pov, as grizzy says it'll just display pov 1 and not the direction, which you'll just have to remember unfortunately Sent from my ONEPLUS A3003 using Tapatalk
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Operation "Blue Flag" - 24/7 PvP Campaign - Nevada - Round 1
Ciribob replied to Ciribob's topic in Multiplayer
As the lag seems ok - we're pretty relaxed with the ping limit at the minute so i'd give it a go. PM me if you do get kicked and let me know your ping and we'll see how it goes -
I forgot but - Select next & previous radio is already implemented - check the Controls section near the bottom. There are a lot of hotkeys! :thumbup: Kind of - i dont want to do massive changes till SRS until I rewrite the core in C++ and hopefully solve the audio issue once and for all for multiple speakers. However, not had the time to sit down and do it but I will eventually - just no time frames im sorry to say! It will me months though rather than weeks. Once the core audio is sorted, all the nice things become possible like transmitting on multiple radios for AWACS etc
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Sockets and DCS.onPlayerTryConnect performance
Ciribob replied to Igneous01's topic in How To Mod for DCS World
I would avoid TCP altogether in DCS, just due to the blocking for waiting for read, but its been a while since I tried so I would experiment anyway! I would handle stuff in a scheduled fashion, but you do have a function in the GameGUI for that rather than having to use the mission environment - onSimulationFrame is called every frame so you can periodically check for data there and then you can control how often and for how long it blocks more easily -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Something that I dont think has been utilised much yet is a JTAC, the laser code is hardcoded to 1688 so you can try that for guided on Blue :) The Hawk has been over looked, didn't realise it could only load 9Ms, thats a shame. I'll have a think, possibly sabre with gar9 as replacement Thanks for the feedback :) -
Sockets and DCS.onPlayerTryConnect performance
Ciribob replied to Igneous01's topic in How To Mod for DCS World
On player try connect needs to return immediately as you are blocking their connection until you return. Think the docs in API.txt specifically say that call needs to return very quickly Dcs is single threaded (ish) so you want be able to use TCP sockets from lua without causing some performance impact. You could use a lua module written in c/c++ to spawn a thread with a function that dcs can poll to get back data, then do all heavy work on that seperate thread. If you're shipping data out, use UDP, it's quick and asynchronous. If you have the receiver program on the same system as DCS you don't need to worry about packet fragmentation or packet loss as localhost will always deliver it up to a very large packet size. I'd also use the on event for player connection rather than the try connect so you don't interfere with their connection. Hope that helps. Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Well an update came out today... That we need to test. So we're still testing :) Nothing to do with scripts, it's performance issues & stutter now. Scripts are working fine in NTTR version Sent from my ONEPLUS A3003 using Tapatalk