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Everything posted by Maverick87Shaka
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Frame rate during loading is something that you don't have to worry about. Loading time for multiplayer, especially for a server that is not fresh rebooted, or where a "complex" mission is running, can be a problem, but normally not related to a performance issues on client computer. If you want try to improve your loading time and general experience, you can just upgrade your OS disk and where you've DCS installed to a fast SSD, an m2 nvme drive ( if you don't already have and your mainboard support it ) Since DCS release and years, even if one of our server keep running the same exact mission file ( just adding slot for new modules ), we've noticed a more longer loading time, most of the time spent in the "NET SIM POST START". I believe it's something related to the "initial synchronization", like placing the clouds in the right place taking into account the weather preset and time elapsed since mission start. Nut I don't have any evidence to this, it's just my "feeling" based on my multiplayer experience, where I play really often the same servers, but always seeing different loading time. For the overall performance after join, so the pure framerate, the number of active units and groups on the server are usually the most important things. On some multiplayer server the mission that is running can easily exceed a number of this unit that your client can handle, and so you start see some performance degradation. Currently there is also an annoying bug that left some "garbage" on server side, that can easily cause degradation of server performance, maybe you just get into server in a bad condition. I'm sure in the future situation will improve as DCS is in continuous development and ED is getting more and more effort in multiplayer experience, but it's something that can't happens in a matter of days.
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Make sure your ISP is not providing you a connection trough CG-NAT, to host a server over internet you must have: public IP Address 10308 TCP and UDP port forwarding set up in your router, that point your internal LAN IP address of server machine 10308 TCP and UDP port open in firewall of your server All the clients must be on the same exact DCS version ( to be fair you need same version only when net protocol change, but to simplify the concept, make sure you are on the same exact version including all digit, i.e. 2.7.18.30348 )
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You can actually grab the WebGui folder, copy to another computer in your local network. Edit the app.js in js folder and replace all the 127.0.0.1 url matching server url, and of course on server machine you need to allow traffic from the control port within the firewall. But personally, since it will be plain http traffic ( even if it's in your LAN only in theory ), i will not recommend this setup.
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Server ground units dead/not spawning after server restarts
Maverick87Shaka replied to Tom P's topic in Multiplayer Bugs
A quick test with the latest OB Dedicated server ( 2.7.18.30348 ) A simple script that spawn random unit, randomly in zone, every 1 minute Is running since 1d and 4h with 1700 and more unit spawn, and they still spawning correctly, none of them are damaged or dead. null -
Server ground units dead/not spawning after server restarts
Maverick87Shaka replied to Tom P's topic in Multiplayer Bugs
I'm making some test, but I can't replicate the problem. On my dedicated server units are spawning effectively according to the template. What exactly mean with "restarts" when the problem occurs? You have goal/trigger that reload the same mission without complete server restarts? This one? -
Server ground units dead/not spawning after server restarts
Maverick87Shaka replied to Tom P's topic in Multiplayer Bugs
This is really strange behavior, I'll try to make some test in the next days, but generally speaking to keep good performance, if you have a "running" mission with some AI stuff, it's not a good idea leave the server working for more than 8 hours. It's something really common with other server like Arma and so on to plan a restart to keep it "fresh" if an AI or spawn is involved. I manage three public instances, and all of them since they are complex mission restarts every 6 hours. The only instance that last 24 hours is a private PVP clients only arena, that we use times to time to practice dogfight against each other of the team. No AI involved, no spawn, no script at all, just a dozen of clients slot put one in front of the other. What comes to my mind, try to put a spawn and a message write in the log message every hours, and monitor what happens, looking in DCS.log if there are strange things. Iìll try to do the same and keep it running for 24/48 and see how it will act. It's happening just after a mission restart without closing the DCS dedicated server right? -
Failed integrity check Mobettameta's Dogfight Arena
Maverick87Shaka replied to Nascar's topic in Multiplayer
Yes, you can use Notepad ( better if it's something like notepad++ that is free ) and check near the bottom of the file ( after DCS crash ) You can also attach your log file here and we'll take a look at Fly Safe. -
In Mission time is not synced in Multiplayer
Maverick87Shaka replied to al531246's topic in Multiplayer Bugs
Are sure about that? We've used several time ( basically all the time ) the clock to synchronize our mission, flying with more than 40 players with a specific Time On Target. Nothing goes wrong. I've personally attended also to a 70 players mission! It sounds more like a problem of what people set on their plane to show, GMT vs local time and difference between each aircraft and what by default displays. The time in multiplayer is synced, I can guarantee for that -
correct as is map totally zoomed in instead of out
Maverick87Shaka replied to D4n's topic in Multiplayer Bugs
I've noticed the same behavior times to time with our public 24/7 servers, also affecting aircraft slots. After some times that the map continue change zoom level and location for the same server, I've realized that is not a bug at all but my "fault". The default zoom level and focus location is not casual, it's the last zoom/position used in mission editor when the .miz file was saved. When putting .miz on server, it will become default for ALL the clients. See the video for better explanation, I made a test hosting directly the mission to make it short, but is 100% confirmed the behavior also moving the .miz to dedicated server. To me it doesn't sound like a BUG, but a not well documented behavior and something that server admins should take into account when editing/saving their mission. I've noticed this at least 1 year ago, and from that time I'm now zooming out the map before saving the .miz for server -
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If you can leave your server running in the next couples of minutes I can make a test and let you know
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You can check on ED website if your server is listed: From your profile ED webpage, click on ACTIVE SERVER LIST, and than you have "my servers" tabs on top, you need to be logged with the same account that is running the server This is not a guarantee that everyone or your friend can join the server, but for sure if it's not listed here it will not able to join. You can also check if your IP is reachable from outside using online port scanner or with a friend that make a check with packet sender application or similar application.
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Not sure about "NAT : SIP ALG", but I guess is more related to VoIP traffic, I don't believe it's the problem. Regarding your windows firewall settings, let's try to create PORT specif exception rather than allow the application. Search in the windows bar "Windows Defender Firewall with Advanced Security" or when in the main windows of defender, click on the Advanced Settings on the left: Then go in Inbound Rules on the left => New Rule... on the right. Follow the wizard using the PORT settings, start with TCP and than repeat the step to add also UDP exception. Let's try this and let me know Cheers
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Failed integrity check Mobettameta's Dogfight Arena
Maverick87Shaka replied to Nascar's topic in Multiplayer
You can try a repair to fix the problem if you don't have installed any different texture or shader inside the game installation folder. Also check the DCS.log to better understand the problem. Sometime I see integrity check fails on some specific texture, but actually it was a problem of not enough free memory on client side to load that. so... 1) repair ( .\DCS_updater.exe repair ) 2) look at DCS.log inside your saved games folder. For the "problem" of camping spectator etc, server admins normally block that slot or view to avoid advantage in PvP, but it's a personal choice of the admins. Cheers. -
Post the screen of your firewall settings and port forwarding, remember to do it for TCP and UDP, both protocol on port 10308
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If your firewall and port forward settings is correct, there is the small chance that your ISP is not giving you a public IP address, and you're under what is called CG-NAT. Basically if you're under CGNAT network you'll not be able to HOST a mission. Generally you can check on Internet information about your ISP, call him, or try some guide like this ( not tested ) https://www.remoterig.com/wp/?page_id=3494
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Definitely, try to don't exceed more than 800 active units at given time, it will cause trouble for all the clients connected. Cheers.
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If you have a script framework like moose already loaded in your mission it pretty simple, just make a for each group, and count the unit inside. Than print the value. P.s. don't open new topic for the same problem
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We run three different public 24/7 instances: Caucasus, Persian Gulf and Syria map. They run with quite complex mission with many units, scripts etc... and we didn't notice any performance deterioration after update. Just a small increase of memory RAM footprint on Syria server, but nothing abnormal that can cause lags. Make sure your mission run less than 800/1000 active units that it's kind of a limit after which you start making all clients stutter with really bad framerate. It can be something related to the mission itself that is causing the problem.
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It looks like you have to subscribe all events, and luckily try to filter all of them to catch shoot events with selected weapons, take the coordinate and do stuff on that. On large scale multiplayer or unit count with lot of firing events can be resource intensive unfortunately, this is the only idea that come to my mind.
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DCS World Dedicated Server
Maverick87Shaka replied to USSR_Rik's topic in Multiplayer Server Administration
Split terrains across multiple drive it's not really recommend options to be honest, I don't see any benefits to have this feature, you only risk to spread files across disk and don't even know what is going on with that files and disk. Definitely there is the needing to select which terrain has to be installed with server for the people that has hosted server with rent cost growing up significantly when add fast storage to virtual or dedicated server. -
You need to create multiple instances setup. You can do it simply by using different shortcut and using the -w parameters in each of them. Make sure to create the shortcut of DCS.exe inside bin folder and not to the updater. Example: DCS.exe -w Krasnodar It will create many different folders inside Saved Games, each one with the name of the instances that you choose, in the example Krasnodar. Take a look at the following post to have more details:
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Based on my working experience and DCS server admin, I can just say to avoid at all 2012R2 since it's now a really obsolete OS ( and potentially exposed to vulnerability ) DCS server, tacview, srs and all other staff related to a good DCS server, will works fine on Windows Server 2016 and later. I'm currently using the Windows Server 2019 on my production server and it works like a charm with all DCS related stuff. I've tested also 2022 and all dcs things works, eve if I don't like some of the new settings panels, but it's just something "esthetic". My suggestion is to grab a Windows Server 2019 or 2022 Cheers
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Aggiungo solo che in caso di obbiettivi non in movimento, potresti acquisire il punto in cui stai laserando come "target", e poi fare lo "slave" del TADS sul target, in questo eviti di correggere continuamente la posizione a mano. Non è un vero point track, quindi comunque il tuo pilota deve cercare di stare stabile, se si muove troppo causa il rischio è che ci sia una sorta di "drift" e quindi non punta più preciso il target, causa elevazione, errori vari etc....