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Everything posted by Mirknir
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Yea because of the cluster **** that was Saturday, I did some extreme changes to make stuff work properly. This is not a final state of OC but please bare with it. I now have more knowledge about what is affecting server and connection performance and have better tools to track down stuff. I hope to improve the situation soon. Of course donations would help as having more upload bandwidth would actually cost a lot. Going from 10mbps to 60 is about 80$ more per month :helpsmilie:
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Ok so you need to know that this server started as a map for me and some friends, then became public then the player base grew a bit more than I anticipated. I host the server on a rather old computer donated by Vyrtuoz, the creator of Tacview and plugged on my home internet connection. The connection I have atm is only 30mbps download (which we don't care for hosting ; more for netflix and shit) and 10mbps upload (which is what matters for hosting). It's really low for DCS :) ... especially since DCS bandwith increased the last patches, I guess for the multiseat cockpit share. With the last DCS version... 28 free slots + AIs, makes the server go almost constantly over 10mbps ; people are getting dropped and sometimes the server loses connection to ED master lobby server. 20 free slots without AIs, makes the server go around 7mpbs and sometimes spike to 12 but the player seems to be ok and not be dropped. My meters are not precise enough to measure what removing an AI or an Player does to these numbers. I am not even sure if doubling the number of players would just double the required bandwidth or multiply it by, I don't know, 4. Because I don't have access to DCS net code ; I can only test, measure and guess. Of course, something like 100mbps upload would be great. I will check what kind of upgrade I can get on my internet connection and see how far it can go where I live :thumbup:
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Buy me a better internet connection sweetheart and I ll add more slots :lol: Link in my signature!
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Ok server is back online
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Ok I'll see if I have the courage to test this new patch again when I come back home. I've already lost my saturday afternoon trying to make this work and monitoring the situation :mad:
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Yea I shut down the server and I am going to chillax. As a perfectionist, I can't have Open Conflict running so badly, disconnecting people and crashing every 40 min. Sorry for the inconvenience and let's pray to DCS's gods.
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Yea that's why I always dread a DCS patch. Concerning the crashes, the callstack didn't give me any information and I didn't find a pattern so I don't know. Concerning the time out, DCS seems to use more bandwith than before and my logs indicates that it went sometimes over my upload limit. Let's test a No AIs / No Open Sea Fleets version of my map with 25 clients max and see how it goes!
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Ok this patch is a mess ; server keeps on crashing and people keeps on being disconnected. Investigating....
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Each new DCS patch, I usually try to just update DCS to be on the cautious side. However, this time I had to ship an early release of the new DCS launcher because they changed DCS GUI and button placement. I also had to release a new version of Skynet that connects with this launcher. Don't hesitate to report bugs on any of this new things. Server updated to DCS 1.5.5 In DCS Launcher 3.0 New connection between Skynet and Launcher Launcher now monitors more things about DCS and my internet connection (see here) In future version, the launcher will use these extra information to kill/relaunch the server In Skynet 3.4.2 New connection between Skynet and Launcher Skynet can now send someone back to spectator For now, it's only used thru an admin command After testing it live, I might use it as an intermediate penalty action in between the weaker warning popup and the harder kick [*]When on ground, Skynet now computes the surface type you are on (runway, land, water...) The surface type is not used yet The surface type is displayed in the -me command [*]Tankers are now back again immune to team ram Was broken in Skynet 3.0 update Ramming the tanker is a mistake that happens a lot and shouldn't be considered an offense In Map: Open Conflict Tuapse - v3.2.0 Converted/saved with DCS 1.5.5 Weather changed to fall, moderate winds and clouds
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ok the patch 1.5.5 has finally been deployed on Steam, I am now doing some maintenance and updating the server. I will update this post when done. :thumbup:
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Aggressor skin are for red as much as possible. Also, because I don't own the f5 I don't have all the skins it appears butill check :thumbup:
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If it has been released on steam and web client, I will try to update the server tonight (east coast) when I get home. I usually post here when the server has been updated if you want to keep in sync with the server and not update to early. Anything new I need to add in the maps? 55 more version of the freaking Gazelle so I have to add 67 FARPS? :lol:
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For the speed limit, I just need to know what is runway and what is taxiway. I have a way to do it by putting zones all over but it's not optimal or foolproof. Do you have the name of the VA admin? I will ask them if they have a better way. I know it was blue before and by mistake but a blue Mayhop would break the map balance as it would give a closer airbase to the conflict zone to only one faction. I will check into more details about this. Skynet is ready for map rotation ; however, I need time to apply every last Tuapse updates to Khashuri to be able to use it. Khashuri is about 6 month behind Tsuape and needs to be on the same level to be in a rotation or people will cry about the difference :) (like AWACS position, frequencies, WWII fighters each side, AI CAP changes....) I kept all release notes so it shouldn't be that hard. Just like everything... needs time :) Also, I am currently working on the launcher in case you didn't know and will have more time when it's shipped. Here is a screen ; the goal is to track more stuff to offer more uptime.
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For the taxi take off, I don't mind when it's well executed but most of the time it will create a crash and a wreck so if I managed to find a way to decrease them, I will but AFAIK, dcs surface type doesn't differentiate runway from taxi ; it's all runway. For the weather, having something less extreme doesn't mean having no weather :) For the manpads, I didn't want to have dynamic objective with SAMS because I can't put spotters, smokes and information on them on the briefing map. Every SAMS are marked somewhere. For MAYKOP, I thought about it but it's really close from the end of the map north and the terrain is not interesting. Plus, it's more closer from blue than red. Also, my Skynet programming time has decreased a lot since I started working on another game (and getting paid for it!). I prefer not to start big feature right now and try to clear the smaller in the pipe.
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1/ Yea the next weather pattern in the cycle is supposed to be less extreme 2/ Yea I might start to enforce the speed on taxi and kick offenders since people are not being gentlemen :mad: I am not sure if DCS differentiate taxi from runway tho, only give Runway type of surface for both taxi and runway
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Yea i noticed that the tankers are surely going down more than before. They are for sure in the danger zone :) I am not sure what is the respawn delay maybe 20min. Well, they are now objectives to protect like you wanted:)
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I am glad you guys like it ; the first comment I had on the new weather was "this fog is AIDS" so I was not sure :)
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Thanks for the feedback man ; it's harder and harder to find different weather :helpsmilie:
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After this power outage, server is back up... In Masterscript: Skynet v3.4 Fix objective 'IsStillDefended' function not checking about WarShip Open Sea Fleet in particular won't be considered undefended Reported by Anna Prepare the new communication with my DCS Launcher In Map: Open Conflict Tuapse - v3.1.8 Air Tankers Route changed About the path proposed by Cosmicdoubloon Routes are now perpendicular of the coast instead of off shore About from FOBs to Open Sea Fleets In the conflict zone but at the edge of the protected zone US Air tanker altitude and speed changed Proposed by Cosmicdoubloon to make it accessible by both F15 and A10 planes Altitude of 4500m ; Speed of 500km/h Weather Changed to static, overcast, foggy and rainy with some crosswind
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Yea I am actually trying to get this kind of weather but it's not easy :)
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Oh oh, at 40°cel, the ka50 autostart and I think manual start fail, one of the engine doesn't start properly. I guess that bug hasn't been fix!? Well, so long hot weather...:cry:
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"Archangel" lol Nice story man :thumbup: Have fun in this freezing sun as the weather forecast is hot and humid :music_whistling:
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Strange, I'll check that :)
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Nice guys, I really like to see your adventures on the server. :thumbup: I am still working an the server uptime and upgrading my DCS launcher to watch for more things than just DCS crashes. I am also improving performance on how Skynets send ingame information to the launcher. I know it's not as glamorous for you guys as adding feature in Skynet but here is a screenshot of the new launcher in case you are interested: :smilewink:
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Yea like every restrictions, the ping restriction has been added because people would abuse the absence of rules and run DCS at 700+ ms ping with torrents or some other stuff in the background :helpsmilie: With the limit in place, I've seen these people miraculously get back under 250 :) The limit should realistically be 300ms because earth is not that big but I've setup it up to 400ms. If constantly over the limit, you will get chat warning and then get kicked for X minutes. Like other kicks, the more you get kicked in a session, the greater X is.