

Acedy
Members-
Posts
1907 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Acedy
-
Lomac/BS und IL-2 verwenden nicht dieselbe Engine, das einzige, was die gemeinsam haben, ist der Publisher 1C. ;)
-
Aviras Antivir hatte vor kurzem drei .dll Dateien von Black Shark fälschlicherweise als Virus identifiziert. Wenn Du die gelöscht hast, war das vermutlich der Grund für das Problem. Die Dateien sind laut Eagle okay, und in diesem Thread hat ein User geschrieben, dass das Problem bei Avira bekannt ist: http://forums.eagle.ru/showthread.php?t=39538 Wenn Du weiter Warnungen erhältst, kannst Du sie in Antivir als Ausnahmen deklarieren. Warum meinst Du, dass die Datei in Deinem Anhang mit BS zusammenhängt?
-
Afiinity in vista - 3 cores out of 4 ?
Acedy replied to Vesperatus's topic in DCS: Ka-50 Black Shark
I know what you mean, but this is a matter of definition. Graphics, sound, input etc. are engine tasks that can be separated, and even if we assume that their threads are handled automatically by Windows/DirectX and don't have to be spawned, corrdinated etc. by BS "itself" (I doubt that this is true, DirectX will probably do much of the low level work, but you still have to coordinate sound, input, graphics etc. manually), this still means that BS is multithreaded, just as a far as any DirectX application is multithreaded. The threads are a part of the DCS.exe process and perform tasks for BS, and you can clearly see that the whole DCS.exe process can run on more than one CPU. I would say they want to make it multithreaded (or even "multiprocessed) in the way you just explained, i.e. run more separate logical tasks in different threads/processes. -
Glad you like it, although there is still room for lots of improvements. ServMan is a start, and one of its purposes is actually to show people what is possible, and to encourage them to implement new features themselves. It seems that c0ff's announcement of Black Shark's server scripts hasn't been noticed by many people, although these scripts and the functions they provide are actually very powerful. Yes I feel the same, but as you said, making interesting MP missions with good replayability isn't easy. At the moment the mod provides automatic restarting/rotating of missions after a given time period, that the server host can set (but there is only one time value that is used for all missions), and players can start votes to load a mission. Unfortunately there is no way to get the overall mission score of a side (like in the single player score window), it is something I have asked Eagle to implement. This would open lots of possibilities, up to a multiplayer campaign where missions progress forward or backward or even branch, depending on the score that a side has gained after a given amount of time. What might also be possible (not sure though, would have to test) is to specify certain units as mission goals, and once they have been destroyed a new mission will be loaded. What would be easier to implement is the possibility to set different mission times for each mission.
-
Afiinity in vista - 3 cores out of 4 ?
Acedy replied to Vesperatus's topic in DCS: Ka-50 Black Shark
Yes that's right, but in Process Explorer you don't get an overview of CPU usage of all threads, which is the interesting thing here IMO. Well, given that BS is a "multimedia" application, it is not surprising that it relies on external library code like DirectX for graphics, input, sound, networking, I don't think that itself justifies the conclusion that BS is not multithreaded, quite the contrary... I am no expert either, so the following is pure speculation. Two observations: 1) When you look at all threads of the DCS.exe process you can see that there are only two threads that consume a significant amount of CPU time, one of which uses by far the most. However some of the other threads also run from time, at least for a short moment. 2) When you compare total CPU time the DCS.exe process consumed with total CPU time of all threads that are currently alive, you can see (in the above picture) that there is a difference of about 30 minutes, which tells me that BS sometimes spawns threads and kills them later, and these threads actually consume quite a significant amount of CPU time. For example it seems that the thread which is labeled atiumdag.dll in ProcessExplorer (which is on place 2 with regards to CPU usage) does not run continuously from the beginning, but is being killed and respawned from time to time. So these observations are a bit inconclusive. Maybe you can say that BS is indeed multithreaded, but most of the CPU time is used by very few threads (2-3). Does anyone know a way to show which thread runs on which core? I mean when I start BS with affinity set to one core, even then both cores are utilized more than when the PC is idling, although core 1 is tasked the most. When I set affinity to both cores then both are utilized equally (using Vista 32 that is). -
It had been announced but it was cancelled due to the early release of the English download version.
-
Well you don't need a diploma, if you have learned Basic or Pascal or something similar at school you should have no problem to understand how the scripts operate (or read an introductory book about procedural programming, no OOP required), given that you inform yourself a bit about how Lua data structures work. And I hope indeed that the mod will encourage more people to leave their servers open to the public. We will see... Sure, it would be desirable, and I don't have an answer to that question. But at least they gave us the tools, and that is in line with Eagles policy to open DCS for 3rd party development/additions. :)
-
Two things: 1) Keep in mind that the retail version of Black Shark has "only" been released in Russia and Germany so far, and afaik online sales are only a small fraction of total sales. So I expect to see more servers once BS has been released world wide. 2) Regarding the dedi: the tools are there to implement a lot of the options you would expect from a dedicated server, like automatic kicking, banning, mission rotation etc. Eagle provided a quite powerful API which you can build on to write your own server management tool. See here: http://forums.eagle.ru/showthread.php?t=32063 "All" you need are basic programming skills and the Lua reference/programming manuals. Sure it would have been more convenient if Eagle implemented all those features themselves (and I don't know why they didn't), but at least they gave us the possibility to do it ourselves. As some of you know I have started to write a small tool that allows you to run BS as what I call a "pseudo-dedicated" server. It is currently in testing phase, but things are looking good. More info here: http://forums.eagle.ru/showthread.php?t=39236
-
Du hast den Workaround ja schon selbst gefunden: kurz 2x Esc drücken, wenn man wieder in der Innenansicht ist. Wenn ich normal fliege, benutze ich die Außenansichten relativ wenig, das Problem ist für mich also kein großes Hindernis. Dass das Fadenkreuz irgendwie ungünstig versetzt ist, ist mir bisher noch nicht aufgefallen, die Position des Fadenkreuzes ist allerdings dynamisch und ändert sich, je nachdem in welche Richtung Du schaust.
-
Hi, willkommen im Forum. Das Problem mit der Sicht ist ein bekannter Bug, ich kann im Moment aber nichts dazu sagen, ob das im Patch behoben wird.
-
Afiinity in vista - 3 cores out of 4 ?
Acedy replied to Vesperatus's topic in DCS: Ka-50 Black Shark
;) -
Oder Codecs / Codec Pakete?
-
Hey c0ff, while working on the ServMan mod I have assembled a few suggestions for additional functions for the server.lua script, event hooks for the events.lua script, and net table functions, which could improve the available server management possibilities: - Currently the scripts are completely event based. Would it be possible to add a function to the server.lua file that is similar to the LuaExportActivityNextEvent() function of the export.lua script? I.e. a function that Black Shark calls in customizable time intervals. It would be good if the function will also be called when the server is paused, so, unlike LuaExportActivityNextEvent(), time measurement should not be based on model time. This would make it very easy to write a timer. At the moment I have to base my timer on events that occur frequently (stat changes, mainly ping), which is not very convenient and has a few quirks. - The net.send_chat() function can only send chat to all players or the own side, so the server can only send automatic messages (like a missionlist) to everyone and not just to the player who requested information. This causes message spamming, and I cannot send confident information to subadmins. It would be great if at least the server could send messages to single players identified by their ID, using a function like net.send_chat_to_id(id, msg). - It would also be nice if one could specify different colours for messages sent by the server. - An additional on_mission_score(side, score) hook would be great that is called each time the overall mission score of a side changes (or a net.get_mission_score(side) function that returns the current score of that side). That way one could for example set a score above which the next mission should be loaded automatically. At the moment automatic mission restarting/rotating can only be based on mission time, which is inconvenient because the average time needed to finish a specific mission varies alot. One could also create a mission cycle that is based on mission results, that way it would be possible to implement a multiplayer campaign system. - The on_hit() function has already been mentioned above. Currently players can damage others of their team without killing them, which cannot be punished, so this would indeed be an important addition. - Another problem is that players can crash into others of their side on purpose. I know it is hard to decide who is responsible for the crash, but it would already be helpful to have an on_collision(id1, id2) hook that is being called when two players collide (and maybe crash). That way it would be possible for example to let the players decide if the other player should be punished or not, or kick players automatically who have too many collisions. - It would be helpful if the on_pause() and on_resume() functions could be called on the server as well, not only on clients. - A server-only net.move_player(id, side) would be nice that moves a player either to a free Ka-50 slot of that side (if available) or to the spectators. This way one could implement manual or automatic team balancing. - Would it be possible to add a similar function like LoGetWorldObjects() to the net table, which returns a table with all units available in the mission, and also add more properties to the net.get_unit_property(unitid, prop) function, like unit position, attitude information, heading, altitude and speed (similar to LoGetObjectById() ), information about the current target of a unit (similar to LoGet(Locked)TargetInformation() ) etc. These information could be helpful for server management, but currently you can only get them from the export.lua script, and I could not find a simple way to send them to the server.lua script, since their environments are completely separated. Of course I can write them to a file, but this is just an ad hoc workaround, and some people use the export.lua script for other purposes like Tacview, so I don't really want to touch it. - One of the server hosts who beta tests my mod asked me if it is possible for the server to get and set client bandwidth settings, maybe you could add a new bandwidth stat to net.get_stat() and also a net.set_bandwidth(id) function. That's all I can think of at the moment. Thanks for considering! :)
-
Das "Problem" wird wahrscheinlich mit dem Patch behoben werden. :)
-
Yes, please do that, and make sure that you use a tool like Driversweeper.
-
*brrrr* cool! Shame, does anybody know what happened to that Huey? I could only find this (google translation): http://www.mil.no/ovelser/cr09/start/article.jhtml?articleID=175703
-
Der Hover-Modus bringt Dich nicht in den Schwebeflug, er hält Dich nur darin, in den Schwebeflug übergehen und entsprechend Trimmen musst Du selbst. Das erfordert etwas Übung, ist aber machbar, und dann funktioniert der Hover-Modus ziemlich gut. In den FAQ gibt es auch einen Eintrag dazu, ist vielleicht hilfreich. Dass manchmal die Lampe für den "Höhe halten" Modus nicht aufleuchtet liegt daran, dass der Schalter für "Radarhöhe / barometrische Höhe halten" (Autopilotenpanel) in Neutralstellung steht.
-
My short trip to IWM Duxford - lots o' large pics
Acedy replied to Acedy's topic in Military and Aviation
Hurricane Bf 109 Spit Autogiro Mig-21 Tornado Concorde -
My short trip to IWM Duxford - lots o' large pics
Acedy replied to Acedy's topic in Military and Aviation
A-10 P-47 Norden bombsight Avenger C-47 P-51 F-111 PT-17 trainer Spad S-13 F-4 Huey (my absolute favorite!) -
I have been on a short holiday trip to London with my GF, and we (well I actually... ) spontaneously decided to visit the Imperial War Museum at Duxford Airfield (that also hosts The Fighter Collection TFC). We departed on thursday evening from Stansted, which is not that far from Duxford, so this lent itself quite nicely for a last day's excursion. I have taken some pictures and thought I would post them here. Unfortunately some are not of the best quality, and we didn't have much time on the site, so we couldn't even visit all Hangars, plus the cam's battery died pretty quickly, so the pics cover only a small part of the aircraft on display in Duxford. However, they give you an impression of how great that museum is, so if you visit London or Cambridge one day make sure that it is on your schedule. How we got to the airfield is also quite a funny story. We asked at a visitors center if there was an easy way to get to Duxford from London, and were told that we could take the train to Cambridge and then a bus to the museum. Fine. Thursday morning we got up at 7, had a nice breakfast, checked out of the hotel at nine and took the underground to Liverpool station. Now because of the morning traffic this actually took 45 mins, the train was crowded and we didn't have seats, so by the time we arrived at the station my shirt was already drenched... Anyway, up to the ticket counter, where we talked to a very nice and humourous Brit. He told us that we could drive all the way to Cambridge, however we could also depart at Whittlesford, which according to him is "not the biggest place in the world", but which is "only about a mile from the museum, and a short walk will do you no harm". You guess it, pure British understatement, but we didn't think much about it, since we hoped that we could actually save some time (the bus from Cambridge to Duxford takes about 45 mins + the two train stations from Whittlesford to Cambridge + waiting for the Bus)... Great, so we went on the train, had a nice ride though the English countryside, until we got off in Whittlesford. I had expected some kind of sign leading the way to the museum, well, there wasn't any, so I asked the man at the station's ticket office for the way. He explained it more or less detailed and finished with the remark that "we would be better off to take a cab, since it was only a mile but we would have to walk along a very busy motorway". I thought "cab my arse", the whole trip already costs us a fortune, "and a short walk will do us no harm", so I thanked him and said that we will take a look... Off we go, just to go astray pretty soon, so we had to ask another guy, who was sleeping in his little office at the entrance of some kind of automobile company. He told us to go back, then left, pass the first roundabout, then the second, and then on the left side we would see the airfield. Sounds easy, so we continued our walk. Keep in mind that we had all of our baggae with us (cases + bagpacks), the sun was shining and it was quite a warm spring day (I estimate ~20°C). We first wanted to drive to Stansted and leave our baggage there before going to Duxford, but this would have cost us even more time, so we took it with us in the hope that the museum would have a cloakroom (which it hadn't, but we could leave our baggage in the first aid room). I don't know if it was really "only a mile" or not, but you can believe me that it was a very, very loooong mile... And indeed we had to walk on the grass strip along the motorway for some time, the people passing us in their cars looked at us as if we were some kind of crazy aliens. I felt like being lead actor in a cheap Hollywood B-movie, you know, "Stranded on Route 66" or something, while my GF kept on cursing me. In any case, after about 3/4 hrs we finally arrived at our destination, exhausted and covered with dust (the sidewalk wasn't actually "trolley-friendly"). "A little walking will do you no harm", heh, I thought I had just passed my first day in bootcamp. However, Duxford itself compensated for everything, even though we had little time, it is truly an amazing site for anybody who is interested in aviation. (Btw, on our way back to Cambridge the bus went right through Whittlesford... D'oh) So here are the pics: The flightline The conservation hangar F-15 Mi-24. Note the German army marks, the Hind had been employed by the NVA, and after the reunification it was adopted by the Germany army. Fieseler Storch Ju-52 The American Air museum B-52 pit SR-71 B-29 B-17 (and my GF trying to look interested ;) )
-
Just installed it today, looking good.
-
ServMan Server Management Mod Public Beta Test - Need Your Help!!
Acedy replied to Acedy's topic in Multiplayer
My server is online again, info above has been updated. -
ServMan Server Management Mod Public Beta Test - Need Your Help!!
Acedy replied to Acedy's topic in Multiplayer
Hey fellas, thanks for your encouragement! Sorry, I don't want to release the beta publicly. If you want to speed up the testing process, play on one of the servers running the beta and report your opinion here. --------- I am happy to announce that SimHQ are also hosting the mod now. Their server password is: redbird. Many thanks to guod for helping!! More info here: http://simhq.com/forum/ubbthreads.php/topics/2681804/New_IP_address_for_Game_Server.html http://www.simhq.com/_multiplayer/multiplayer.html -
Hast Du die Schubhebel in der Auto-Position (2. von oben)? Evtl. war die Rotordrehzahl auch zu niedrig, dann erzeugen die Generatoren nicht genügend Strom und einige Systeme werden zeitweilig vom Netz genommen.