

Ciribob
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Yup definitely seemed to help. Was on when bombers where spawned earlier, no pause now. I spawn all the units that exist on the map, then despawn them. For aircraft and choppers, they spawn in the top left of the map as AI and are removed after 5 seconds once they've all loaded. There will always be slight judders when spawning but should be massively reduced now for nearly every kind of unit Edit: Ambrolauri farp had bugged spawns, should be fix at next restart (nowish) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Sorry Daniel, still no for now. ED are working on it - I posted a link to it before but it's not an easy task (splitting the work over threads from an existing codebase) Some Stats for you, if you're interested: Total Units: 2795 Total Capturable Assets: 52 -
Complete Transport and Logistics Deployment - CTLD
Ciribob replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Ah great - so its working as intended and / or it needs better / clearer instructions? Thanks for letting me know! -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Thanks Maverick! If you see more constant lag, let me know (even better get a recording if you normally record?) Glad to hear the second session was lag free! It will be good to finally get this round underway - We've got exciting plans for next rounds :) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Right - Deleted previous message as I was being a jerk. Sorry.... I blame the heat, we're not used to it here. Its not grey and rainy :P Replied again without preachy bits, now im home and in the cool :) The m2000c has been like this for a while now. The missile warning system was never fitted on the C and the INS is afaik realistic too. You don't have to do a full align - the 4 minute one (around the same time as a10c?) will do :) When DL was added, there was lag when the server had a lot of players. Other changes were also made but for now it's staying disabled as it will increase load (due to single threaded nature of all of DCS and the extra ray tracing done). As I've said repeatedly, this is not 104th. We have lot of units, really a stupid amount to make the mission feel alive and this may also affect DL. Open up the miz file and compare the size to get the scale :) I'm actually not sure of the amount, i'll post in a bit as I'm curious! Daniel, as you've been repeatedly told for over a year now. We will not enable CA, it allows people to move units, hide them and causes lag. Please stop asking, we'll let you know when we enable it. :P MIG 29a is what you've got, work with it for now. Maybe it'll change for next round. Instead, think of it as victory will be even sweeter for Red, if you win. If you lose, you can blame it all on the Mig 29 :D Once map is totally finalised, we'll probably add the weather rotation we had before. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Different script - To do with stopping double connections and part of core BF scripts :) SERVER IS UP Players are also reset - so you can pick sides again Server back up New Farps - Urhup, Arhyz L Gazelle has troops (one with guns & no bombers) Please let me know if there are any FARP unit placement issues or difficult slots for spawn for Helicopters - I've checked most but not all of the new ones. Mission is nearly final now (finally :) ) Gazelles of all variants have payload & fuel fixed -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Map will be reset at next restart Two new Farp additions, One Removed Static AI Aircraft for all used Aircraft to avoid loading lag spike Nearly all airfields have short & long range defences Units tweaked across the map Will be down for an hour at most -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
I'll say it again. Please do not discuss here. PM only. It's against the forum rules under multiplayer dispute :) Will also be changing blocking script slightly after PM. Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Havent had time to work on the map but will add all spawned aircraft as AI tomorrow :) As a quick update - there was a bug with Pak info saying defenders active when they weren't necessarily is fixed. Message is now correct. If Pak Info says defenders active then there are opposing forces still in the capture zone (1-2KM ish depending on the base) Dropped units being removed over time was also added and seems to work. Units are only removed at the start of the 3 hour round. Please dont post this kind of stuff. Just PM us. :) The system we built to stop this is now working (as we can see it blocking people) over the last day or so so I'd be very careful accusing anyone... -
Complete Transport and Logistics Deployment - CTLD
Ciribob replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Sorry can't check at the minute but try setting the limit to 21 or the group size to 19. Probably just a silly mistake on my part and just using a greater than and equal rather than just greater then Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Just checked logs as Sukhumi is now closed again at this moment 06836.521 INFO MissionScripting::initialize: Closed Base - Search Time elapsed time: 0.0000 for SUKHUMI 06836.521 INFO MissionScripting::initialize: RED 0, Blue 0 for SUKHUMI Edit: just capped ^ search logic takes less than one millisecond! Happy with that :D More importantly - No Red detected of any kind so you should be able to take now. Not sure why you couldn't before but there must've been a hidden straggler Will think of something, maybe defender count so you know you've got more to find -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Not sure why you're asking a rhetorical question.... [emoji14] If there are no enemies, you can capture things.... of course. Same goes for Ka 50 + transport, or A10c or su25t. However, capture is purposefully quite difficult now, especially with defenders. Even if you cap you still need to repair the base (before it's any use), or it can just be taken straight back. The troops you dropped are also reduced at capture so you can't reuse them for another immediate cap. Unless you repair you'll have to fly back to get fresh ones. Bombers are an inefficient way to close a base, an A10c or ka50 are much more effective. They are slow and you can't use them too often, plus they have very limited payload. They are designed to fly low enough that sams can easily get them. The server is rarely completely empty :) We will also not make it so that you can't cap when the server is empty, as that can then be gamed by someone quitting when it's just them to stop a capture. Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
You can call up to 3 bombers in at one time to different targets. Same target is impossible. Once called and bombed there is also a cool down timer. Bombers also won't spawn within 60 km (can't remember exact number, will check) of target and are pretty low and slow so easy to intercept . They are a good distraction for enemy cap if you're trying to sneak a chopper in :) Sent from my ONEPLUS A3003 using Tapatalk -
Have you definitely enabled CSAR for AI? It's off by default and you'll need to turn it on :) Sent from my ONEPLUS A3003 using Tapatalk
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Working for me on mobile? What browsers are you using? Try chrome as it's definitely fine in that. :) 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 that sounds very positive! -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
It will lag... if it hasn't been spawned in yet on the server, because the model isn't loaded. As I said in previous posts :) As I said - I'll add all flown aircraft as AI (some already are) so at least the server has them. Therefore any lag from spawning should be reduced to just client lag, depending on if you've seen the model before or not. If you have an SSD this will be even further reduced and only affects you and not other clients as the server loading a model would. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Isn't that literally what I've repeatedly said... Above and in previous posts? [emoji14] Spawn = lag Pre-spawn aircraft to reduce lag is fix. Reduce unit count, to help netcode and server and client cpu. As I said, we're interested in constant lag and jitter, lag spikes are good to know about but there are limits to what we can do as I refer you to above again, spawn = lag Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
JTAC uses very similar search code as EWR so take the number above, divide by EWR count and then times by number of active and searching JTACs. Bugger all is basically the answer :D Once a JTAC has found a target it doesnt search any more either to reduce load / processing (as there is no need until target is dead) Thats a spawn lag, that can be worked around a little by adding an AI Mistral (as well as all other playable aircraft) to the server, which we'll do. This means that the model is already loaded server side. When the server first loads a model - it'll lag everyone as its in effect paused while loading the model. For clients, you'll probably get lag for the first time you see a mistral (or any other aircraft) as you'll have to load the model for it but it should be a one time thing once loaded. Hopefully adding AI one will solve it :) The lag we're more interested in is constant jitter on an obvious cycle (i.e every minute). Spawns of any type will always lag a little. Until DCS is multithreaded (which is being worked on! https://forums.eagle.ru/showpost.php?p=3147153&postcount=24 ) this will always be the case. From the sounds of it (ignoring spawn lag) its looking a little better then? When I have some time i'll try to see if the mistral lag is every spawn, rather than just the first as that definitely shouldn't be the case (as model is loaded after the first spawn) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
For Transparency / Interest Here are some logs that I've just pulled from BlueFlag (times in seconds with milliseconds shown) EWR Logs EWR Unit Active And alive Gudauta EWR Unit Active And alive Mozdok EWR Unit Active And alive Sukhumi EWR Unit Active And alive Novorossiysk EWR Unit Active And alive Kobuleti EWR Unit Active And alive Krasnodar Center EWR Unit Active And alive Vaziani EWR Unit Active And alive Mineralnye Vody EWR Unit Active And alive Kutaisi EWR Unit Active And alive Anapa EWR Unit Active And alive Beslan EWR Unit Active And alive Nalchik EWR Unit Active And alive Senaki EWR Unit Active And alive Batumi EWR Unit Active And alive Maykop EWR Unit Active And alive Tbilisi EWR Loop elapsed time: 0.005 Everything Else Linked Fuel elapsed time: 0.001 - updates Fuel at linked bases to fuel depot Main Loop elapsed time: 0.001 - updates timers, does capture logic BFStatus Saving elapsed time: 0.069 Most of these actions are staggered so as not to collide and most are relatively rare. The slowest method BStatus (which saves everything about BF to disk) is called once every 5 minutes unless a unit is destroyed. It still completes within 69ms so isn't too slow :) Basically the scripting is now as efficient as can be, so its unit count, unit type & slots to work on (i.e. dcs stuff, not scripts) [emoji106] -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
I'm not sure why you guys are arguing about it... There wasn't lag until a certain point then there was. Changes were made, that's causation There were many changes, one was adding mistral gazelle, but there were many others too. When we have time, likely this weekend I'll roll back either to older mission or make changes to the current one based on an older mission. I'm not trying to be a dick and take away a favourite aircraft, I'm trying to solve the lag... Old BF had severe lag, that's why we decided to rewrite and redesign. DL should now definitely be off, how is the lag looking with high player count? If it's already sorted, we're good :) Sent from my ONEPLUS A3003 using Tapatalk -
I'll add to the list :) Maybe one day :) Needs a lot more work! Thanks to you both for this, i'll add to a release soon :) As Tarres says, make sure MSI afterburner isn't running. It conflicts will all .net programs unfortunately (it tries to inject an FPS counter for some reason... ) If you need more help, ask here: https://discord.gg/Hb7rYey The roadmap is mainly to rewrite the entire radio in C++ for all the core high performance parts. Once thats done (which will be months), i'd like to work on the IFF system as you suggest :) This is currently not possible, as personally i'd find it really odd! but each to their own :) I'll add to the list Thanks for that - thats interesting to see. The strings I use are the only ones I get from the API (WSAPI) but i'll double check. The distance is based on Line of sight, radio power and frequency using Friis equation. If you search this thread you can see a breakdown of the calculation used. What you're saying doesn't sound right though so i'll check the degradation factor :) As birkenmoped says, try all the output devices with Preview Audio to find the one you're actually using :) Sorry for the slow reply to all - Been busy with BlueFlag work and other scripts I will do a release soon that'll add more logging for which device is saved and why it picked a certain input and output device. Once thats released - if you're having trouble please post logs and then I can hopefully diagnose as I can't replicate on my system. The release will also have the work done by GSS Rain (thanks! :) ) which makes the audio panel on the A10C functional. I'll also add an option to automatically select the first channel if presets are loaded
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
SRS server is up and working - Try connecting to 5.189.162.17:5014 For SRS troubleshooting go here: https://discord.gg/Hb7rYey and i'll help We had 60 or so on with those EWRs on the map. The EWRs run a custom script thats pretty efficient (doesnt use Task system or AI) but I will work back through changes and possibly remove if all other changes dont help. Not every captured airfield will have slots, this is by design and not a bug (in fact, most won't, only choppers or TF) :) You can see on the Live map by clicking around which airfields have slots to help you decide which to target. You can also see the enemy slots so you can factor that in to your decision too. For troop transport for Blue - We might allow the MG Gazelle to transport troops as it doesnt have much of a role at the minute (no bombers for it, its only currently got crates) Mistral may be have to be removed next as when that was added was when the lag started to show. Krasnaya farp has all the correct units for both sides so I'll move closer. Not sure why Arhipo doesnt have defenses for Red, it should. Spawning overweight is unlikely to be solved quickly due to time but you should be able to at least fly over to the Farp to sort out. Will try though. Thanks for the reports :) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
You must drop & unpack crates at least 10KM from any friendly captured base :) The exception is Fuel Crates - which arent unpacked, you just drop them in a friendly base (different from where you got them) Regarding points above - Ping is not everything, though it is a good indication. Ping does not give you bandwidth or jitter (depending on how they calculate average ping) Jitter is the real enemy as are our of order packets - bandwidth should be OK even on a relatively low connection (not dialup though :P ) For everyone on the server that experiences lag or not - make sure to add this file (instructions in ZIP) from 104th: http://community.104thphoenix.com/topic/572-dcs-multiplayer-connection-settings/ GCI - GCI will not be removed. GCI with comms is really what makes the BF experience (big thanks to all who GCI :) ) Cheating - Please dont mention on here - posts will be removed and thread closed. If you do suspect, PM and we'll investigate but I really wouldn't worry that much about it. Changes have also been made to prevent double connection so we'll see how that goes. DL - As i've said repeatedly - it's not a nerf, its not because I hate red, it's not because I love Blue, it's because we're going to roll back through all the changes until its lag free again. This is a combination of slots, players, unit count & active sensors (AI Radars etc) DL wasnt deactivated before when I said it was (it was a mistake on my part) - but it really should be now so we'll see how that effects lag. Again there is a difference between lag spikes and constant warping. You will get lag spikes when units spawn and sometimes when firing a missile (spawn of missile + sensor) when the server is at capacity. Now DL is removed - we're going to remove a few Farps and move some units around to reduce unit count and see how that works. Then it's mistral gazelle as thats really the biggest change. I'll also check SA-11s as I cant remember exact placement and if that number significantly increased. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Thanks for reporting that DL is still active, if that is the case then the changes I did before going away thursday didnt actual go live - which may explain the lag. Only just back tonight, so not going to be able to do anything on it. The server originally ran fine with all new scripts with around 60 players. Saying "Dont run a server for 30 people"... isn't very helpful :P As I said before - We will slowly roll back unit count, slot count and eventually player count until the server is more stable. Please be patient, this is a lot of work and time is limited for us all again :) Please make sure as well to use this file from 104th to increase your upload and download: http://community.104thphoenix.com/topic/572-dcs-multiplayer-connection-settings/ A few people not using it can drag the server down.