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Everything posted by deadlyfishes
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What type of missions/features do you have? We have a bit of everything, and we used to also support WW2 and Korean War aircraft/missions. The only thing we don't have are oil rigs in the sea. We have CTLD with real sling loading as well. Just seeing maybe if there is a similar element in our mission files that might be causing the issue.
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Still getting the same crashlog, but it's less often. I think we just need to wait it out until they address it. They did manage to address ground vehicles on-road crash before. I think someone mentioned they're looking into it, I wouldn't worry too much. Try disabling some scripts or modules you think might be causing it for now.
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What scripts are you using? How big is your miz file? I used to run CTLD, CSAR scripts, and temporarilly disabled them, then I slimmed down my miz from 8MB to 2MB by using compressed images and SFX only. I also removed custom kneeboards. Seems more stable now than before, but it just might be the lack of those scripts don't draw in helo pilots to do anything on the server anymore.
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Late activation units, stay active in the background?
deadlyfishes replied to Knock-Knock's topic in Mission Editor
We've found a vanilla ME work-around to eliminate late activate unit spawn in single player and multiplayer, you can have as many units in a group (nothing too crazy like x5 100 ground unit groups) but we've spawned a WHOLE LOT of both air and ground units at once without any issues: https://forums.eagle.ru/showthread.php?p=3257962#post3257962 -
So everyone knows the issue where you try to spawn in an air, ground, ship or static group into your mission and then it's usually followed by a short stutter, pause, or lag spike (for multiplayer). Some of these issues have been mentioned here: https://forums.eagle.ru/showthread.php?p=3134763 https://forums.eagle.ru/showthread.php?t=66606 https://forums.eagle.ru/showthread.php?t=184509 (Sorry of someone already brought this up or is already well-known but I haven't seen to much about anywhere myself and it was pretty big to us when we found out) This happens when you spawn in units OUT OF THIN AIR using GROUP ACTIVATE, mist.respawn or any of the MOOSE commands. I've been fighting with this issue with my Through The Inferno PvE server which can see up to 45 players during peak hours. It only gets worse the more players you have on your server and how big the group your spawning is. Long story short after much testing we've figured out how to solve this issue, and now we're able to spawn multiple groups of units, of any size. (something reasonable, obviously if you spawn 50 ground units at once with radar, you'll run into issues if your machine can't handle it.) The issue is much more apparent on multiplayer servers, but it's still there in single player. So here's how to handle it for each type of unit: Air Vehicles: (STATIC UNITS DON'T WORK AS WELL!) Place one of each type of air unit that you spawn in your mission at an airfield that is not in use. Set their commands to: Immortal Invisible Take off from ramp Check UNCONTROLLED (Sometimes it's a good idea to do this for each player slot as well). Ground/Ship/Static: Set their commands to: Immortal Invisible Keep their AI ON. We've tried AI OFF before and it still stutters/pauses when you spawn in ground units. You can put these anywhere and hide them if you'd like. Remember that scripts like CTLD have statics and units, so be sure to put those in there as well. Other ways to help optimize performance with many ground units: Try using a trigger zone for enemy ground units to turn off their AI on or off. CONDITION PART OF COALITION IN ZONE > GROUP AI ON [REDSAM] CONDITION ALL OF COALITION OUT OF ZONE > GROUP AI OFF [REDSAM] The only issue we've had before is having close to a hundred active ground units on the map, especially many with radars causing noticeable and continuous lag. Nothing we can do about this without some heavy external processing which is quite a doozy to pull off well. Let me know if this isn't working, I'm sure you may have missed something. Feel free to join our server and ask me to show you that we're able to spawn several aircraft groups (about 20) plus several ground unit groups at once without any lag or stutter at all :)
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I would like to chime in here as well; Our server sees almost 30 people at peak ours daily, and we are experiencing the same exact crash log: Eagle Dynamics\DCS World\bin\Weapons.dll ?findTargets@wWeaponSystemManager@@QEAAXXZ()+2AE Eagle Dynamics\DCS World\bin\Weapons.dll ?findTargets@wGroupTargetManager@@MEAAXAEAN@Z()+60 Eagle Dynamics\DCS World\bin\Transport.dll ?setOption@wcColumn@@UEAAXIAEBVParameter@@@Z()+1F85 Eagle Dynamics\DCS World\bin\World.dll Eagle Dynamics\DCS World\bin\World.dll
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force update/install your client to find the documentation in your DCS install by using the force update method (https://forums.eagle.ru/showthread.php?t=114030) and putting "DCS_updater.exe install SU-33" instead If you force the SU-33 install you will find the manual in the folder "..\Mods\aircraft\Su-33\Doc"
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In the Su-33 PFM Documentation Page 77 it lists [LAlt -6] twice, and should be [LAlt -7] for Ground collision avoidance mode.
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Hey everyone! A new update for TTI on NTTR has been uploaded: UPDATE 9/22/2017 A: - Fixed an issue with despawning player vehicles when loading in - Fixed an issue with enemies despawning when landing Download --> https://www.digitalcombatsimulator.com/en/files/2177530/ We highly encourage those who want a more persistent, dynamic, and much more evolved experience to give multiplayer a try. We encourage voice comms for a much more immersive experience. Your skills will be tested, but we're glad to help people get into the multiplayer scene. Visit our TTI MP Server thread, website and discord: https://forums.eagle.ru/showthread.php?t=185281 http://www.throughtheinferno.com
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This issue was fixed in the latest update: UPDATE 9/22/2017 A: - Fixed an issue with despawning player vehicles when loading in - Fixed an issue with enemies despawning when landing https://www.digitalcombatsimulator.com/en/files/2140816/ We highly urge you to join our dedicated MP server on the server list, should be listed as "THROUGH THE INFERNO - DYNAMIC DCS - 107th PUBLIC" All other servers are not officially run and developed by myself and dev team/admins. Let me know if you have any questions about this. You can also check out our TTI MP thread and website: https://forums.eagle.ru/showthread.php?t=185281 http://www.throughtheinferno.com Hope to see you around!
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Hey all, Sorry for the issues here, but I'll try to look into this when things with our online server issues calm down a bit. I can't help to urge you to just get on our TTI MP Server instead as it's the same experience but with other people around doing their own thing. There's much more to do and it's a safe place for new players to get into the game as well.
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Thanks, those guys are great, they are making this place a really great place to play. Because of this, I might need to balance the server mission to be a bit harder now that everyone has guidance. We can take care of that, that's a simple fix. Thanks for the advice. Scramble scenario is triggered manually by admins, or randomly at the 2 hour mark with a 25% chance. I've placed some JTACs near the invading forces, but I'll try to do something better about it since last month we've only recently turned off REDFOR on the map. Thanks for all the advice, we take feedback to heart. Hope to fly with you sometime! -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
I've addressed this in the latest update. Thanks for letting me know! :) The WW2 ground mission locations are now added to the "Request location intel" option. -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
In our most recent update, we've added Korean War slots/missions (F-86F and MiG-15bis) and created a combat zone (far enough from the modern jet/helo combat zone) just for those airframes to experience Air to Air and Air to Ground missions more suited to their time period. Now there is truly something for all pilots of all airframes. Enjoy! -
Is there a new way to blacklist/completely remove a certain weapon from being loaded or used on an MP mission? I know you can manually edit the airfields weapon capacity, but that's not really ideal. I found this script, but it doesn't work, brings up an error on start: https://pastebin.com/xk0ZTGP9 Any help or insight on this would be much appreciated as our server is starting to get popular. I don't want to remove the MiG-21 altogether, but we might have to lock it out to admins only for now. Thanks!
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Thank you for being proactive and letting us know of these issues. You can find details of the latest 2.1 update here: https://forums.eagle.ru/showpost.php?p=3157130&postcount=27 We'll be updating the server today. -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Yeah, it's going to be a mixed bag generally and I understand that the missions are quite easy at this point. Before, DCS MP had a bug with moving AI that are dynamically generated causing crashes. Balance is something that we tackle on a day to day basis, and will continue to work on. For the more experienced attack jet pilots, they are pretty simple, we'll be working on this. This is just something that happens with a lot of the general population just wanting to go out there to lob off every single missile, I have some ideas that I want to work out soon to avoid this kind of gameplay. It's very hard to encourage radio and comms usage, more so GOOD and accurate comms. That's just the nature of these kinds of servers. Our Squadron does 3-4 huge sorties per week, and we are all synced up on SRS, fly about 4 flights of CAP and CAS. Great comms, great pilots, all on the server, but away from the general public AO. These missions are very challenging and require everyone to fully focus on their task. We do detailed briefings, debriefs and log all of our mission op results. Join us on discord or send me a PM if you are interested in this. It's much better to fly on our server with a group, or even a wingman or two. Additionally, your feedback is quite helpful, since we want all levels of skill in DCS to enjoy TTI. One way to have better ops for solo attack jets, is to move more missions further away, this would help to discourage random people lobbing 20 AGMs at a target area you are working on. The invasion script was one of the most fun events we had, but it seems that it's getting a bit too overwhelming for players as well as the server performance. DCS MP is great, but the platform itself is very weak and can't handle some of the great missions that we design. Optimization and work-arounds are something we are constantly looking into. Again, thanks for the feedback, I'll take another look at what large random triggered events are causing issues. Server crashes happen to all MP servers on occasion, we are all praying and hoping for a good net client someday... Until then, all we can do is continue to do our best optimizing via the ME and lua script. The community has been helpful with feedback and help with scripting. Everything going on is very much under the microscope and can only get better from here. Thanks for playing on the server and providing some helpful feedback. I hope that you can take some time to introduce yourself to our squadron if you have the time or interest. -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
I understand your frustration. It's my fault for not mentioning that some planes on the server are just there as a 'novelty' and don't have any real CAP/CAS tasking since it would be pretty unbalanced if you're in a M2000C and your air targets are MiG-15s. It was in the works and we had plans to make a Cold War era area so that mig15 and sabre pilots would have something to enduldge in. Currently only modern jets trigger missions and events. There is a very early WIP WW2 area with working missions and events, which will be similar to how we plan to do Cold War jets. If you have any suggestions for these kinds of missions feel free to let us know :) -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
This was because of the previous utility of CA in the earlier stages of TTI. Before, there was a trigger option in your menu to "Activate ground units" which then "awakened" the BLUEFOR ground units to start attacking and become visible. Now they are just there for anyone who wants to mess with it. Still haven't found a good balance yet for CA users, since sometimes a CA player will wipeout an entire force before the jets can get to them. So for now, it's a WIP. We use discord mostly, at least the regulars do. Quite a few on periodically during the day. See my reply above in the post :) -
Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
As of now, the mission relies on airport zone triggers, I can look into moving planes to other airports in the near future, but it will take some time to update the tasking triggers. We used to have 3 hours, but some of our big operations lasts just over 3 hours. Clouds/weather is fine, and I'd love to do night, but a lot of our popular aircraft don't have working NVG. *glares at ED* This is something I've been trying to balance for a while now. Still looking for the sweet spot for player-requested missions and 'ambient' enemy spawns (spawns that occur just from players flying around). Thank you for your feedback as this sort of thing is hard to test alone. I'll take a second look at ambient and player initiated taskings so that there is always something to do. Recently fixed snap views. No issues there. I do notice spawning the Viggen takes a bit longer, but as far as FPS goes, it has to do with the population of the server and units in the area. I've already made an update to reduce ground units at base for FPS increase, but there's not much I can do in terms of server population. I am looking into moving more slots to other bases to reduce traffic at the main base. Butterfly is one of our admins and he does a very good job :D Unfortunately our admins can't really do much about server development. Anything related to server development will have to go through me. Originally this was a small co-op mission, but then it has converted to a large scale open-world PvE server. Ideally, the persistent combat environment should evolve as there are more players. More players will increase the amount of enemy activity both in air and on ground. Balance of gameplay is quite the hot issue and is constantly being worked on. You'll have to give me some time to take in feedback in regards to gameplay balance so I can work out the kinks to find a well balanced combat environment; Something to do at all times, not too overwhelming, and not too little. However, player-initiated missions, especially air to ground, may require at least 1-2 CAS and 1-2 CAP to ensure mission success. Overall, as missions and tasks are on going, the forced missions will stop being generated and will become a server-wide objective to complete all tasks to being new tasks. I am planning an overhaul on tasking limits since it's easy for all A2A missions to be completed sooner than A2G, leaving CAP planes with not much to do (since sometimes the ambient a2a enemy spawns only launch an offensive CAP at you about 25% of the time you enter an enemy zone). Kind of hard to put this to words, but the best way I can describe what I'm aiming for is kind of like GTA Online. You can roam the world as you please, taking on missions if you want to, but even if you don't, random events in the world can happen and you'll have to deal with them. Pair up, team up, go solo, it's up to you. That's the idea :)