Jump to content

Maverick87Shaka

ED Partners
  • Posts

    1605
  • Joined

  • Last visited

Everything posted by Maverick87Shaka

  1. Dopo parecchio tempo, eccomi qui di nuovo. Purtroppo i lavori sul server della Syria sono stati rallentati da qualche problemino tecnico ( di fatto avevamo perso tutti i progressi di sviluppo fatti a causa di un doppio fail del server e pc di sviluppo a poca distanza l'uno dall'altro ) La buona notizia è che il tempo in più lo abbiamo speso per ottimizzare a fondo la missione che girerà sul server, cercando di lasciare per quanto più possibile in un teatro così vasto, attive il numero dì unità necessarie. C'è anche una seconda ( spero altrettanto buona ) notizia, riporteremo finalmente a casa i nostri server ( #BackToHome ) Ebbene sì, dopo una "trasferta" della durata di due anni su hardware a noleggio in un datacenter francese, torneremo a hostare i nostri server di DCS direttamente in Italia. Questo ci consente di "svecchiare" un pò anche l'hardware, il che dovrebbe portare anche a un leggero beneficio in alcune circostanze "caotiche" In questi giorni avremo diversi test in campo, un grazie di cuore anche a tutti gli amici di Allied Forces che ci daranno una mano in questo senso, e se tutto andrà a buon fine, riporteremo tutto qui a casa, e finalmente vedremo di nuovo la bandierina Italiana ahahhahaha Sebbene non avremo più i costi fissi del noleggio ( 55€/mese limort.... loro), il server avrà sempre dei costi legati a corrente, connessione, aggiornamenti hardware etc, quindi se qualcuno ha un abbonamento Amazon Prime, ricordo che può contribuire in maniera del tutto gratuita abbinando il proprio account Amazon Prime a Twitch ed effettuando l'abbonamento gratuito al canale mio canale Twitch. Per prepararci al meglio al rilascio del nuovo server della Syria, abbiamo preparato un piccolo video "teaser" che vi lascio qui sotto, spero vi piaccia! Vi aspettiamo numerosi il 22/01/2022, come sempre i feedback sono ben accetti e aiuteranno a migliorare il servizio offerto. FlySafe!
  2. Uno dei problemi principali non è tanto lo sviluppo in se della singola funzionalità, quanto la sua integrazione all'interno dell'ecosistema. Nello specifico parliamo di un aeroplano "full fidelity", quindi in realtà non basta semplicemente far apparire il menu dei comandi radio, ma va "integrata" al relativo impianto elettrico dell'aeroplano, non sono un esperto di A-10 ma mi verrebbe da dire che abbia almeno un sistema destro e sinistro di bus elettrico, più eventuale emergenza/standby/battery, inserire i relativi guasti e malfunzionamenti diretti e indiretti e via discorrendo ( almeno sulla carta questo è il tipo di dettaglio offerto dai moduli cosiddetti "full fidelity" ) Quindi forse si, hai semplificato un pò troppo, anche se paragonata ad altri sistemi e impianti, è sicuramente una cosa molto meno "sfidante" da implementare sia chiaro. La ED attualmente ha molta carne al fuoco, e credo che non si tratti di complessità ma di priorità di sviluppo, quindi non ci hanno proprio messo mano affatto credo. Non ho idea se sia realmente così sia chiaro, è solo una mia personale sensazione sia chiaro. Si potrebbe discutere ore se sia giusto o sbagliato, anche perchè è una di quelle cose che può essere interpretata in modi diversi, quindi risulterebbe un parere molto soggettivo.
  3. Thanks for your feedback @sirrah, since I didn't see so much activity on the post I was start thinking that was only my "problem" and I was "overthinking" at what to do with DCS ahhaah . I'm pretty sure that for ships and common objects like standard shelters/hangars, it's definitely something out of control of Ugra. But for any custom objects placed in the map, like this UN watch tower, heli pads, etc, it's something belong the 3D model and it's export, for example missing collision box layer and stuff like that, and if it's a custom objects of Syria map only, should be owned/corrected by Ugra.
  4. First of all, thanks Ugra Media for this map, that is really cool and full of nice spot to be used in missions. I would like to know it it's possible to correct the "collider" or elevation information used on default Watch Tower. With the upcoming helicopters, it will be super to be able to take the advance of many outpost already present in the map. It's a behavior that is already present and working in DCS and Syria, for example you can place infantry on top of the building and some other assets, so it should be possible to do ( I hope ) also for the Watch Tower.
  5. I'm not sure you can have directly email contact with ED support team. Best option is to open a support ticket request, if some email contacts will be required, they will give you all the information. Out of curiosity......... what is the "missing data files" that are you looking for?
  6. I'm just wondering if also in real life is related to all external lights as well or just to taxi light, and if it's a "game design" decision to put external lights on just after salute automatically, that unfortunately cause misalignment between physical toggle switch position and aircraft status.
  7. Why not? F/A-18 can carry up to 10 AMRAAMs, that's mean that 10 Players can burns 100 missiles. If you join after 1 hour of server start, it can be that you find 100 missiles burned IMHO. The only way to be sure that is not a bug or something else, make a check. Open your map with F10 and make a check of how many missiles remains
  8. You have to check if your departing airports has them available. Some server has limited weapons available in numbers, so maybe you've joined the server after they was used. Click on your Airport => Resources => Check QTY available
  9. DCS supports UPnP, but actually is one of the first features to be turned off for security reason.
  10. It depends on your router brand and/or custom ISP firmware on it. Basically you need to tall to your router that inbound traffic for TCP/UDP port of DCS, need to go to the local ip address of your computer.
  11. in order you need: public ip address, from your ISP firewall on your computer port forwarding on your router
  12. F-16 is working fine on multiplayer, did you check if there was fuel before start it? Some server/mission leaves empty tank on spawn.
  13. You're not able to edit nickname inside DCS and leave it empty, the GUI prevent this, however there is NOT a control every time you start multiplayer session for the actual value (check is done only on edit), it means that you can close DCS, edit the nickname from .lua file, and you'll be able to use empty nickname. Not sure why people have to do this, but it's actually possible
  14. Linux/wine is not officially supported, and even if it works, I strongly recommend to do not use for "production" environment. ipv6 works fine and tested on LAN, not yet over internet at the moment.
  15. Dear all, I want to add my 2cents on this, since I was one of the admins that had stress ED on this particular topic. Without talk about problems that VOIP had at the release, even if it's still not good as a SRS, it's now definitely an "usable" feature. The main downside of this feature is that now relies ( at least for the initial handshake ) on the main thread of DCS netcode. That's why I still have some concerns and I prefer to manage our servers voice service on a complete different application/instance, that allow me also to track all the statistics and so on, and leave DCS server just handle the netcode. In the worst scenario of heavy load, you can also decide to split in two complete different computer/server that is something to be really taken into account. To me it's good that ED is adding a builtin voip service, it will be really useful for "casual/random" multiplayer server, but it's important that it will remain an option that server admin can manage to turn it on or off. Honestly speaking if had to spend money for rent decent host, spent time to manage the server and maintain an enjoyable mission on it, I want at least to be able to choose what enable or not
  16. Il JF-17 è un aeroplano molto "vario" per quanto riguarda sistemi di bordo e tipi di armamento che può impiegare ( che è il motivo per il quale personalmente mi piace un sacco! ), questo purtroppo fa sì inevitabilmente che qualcosa possa scappare durante le fasi di test interno. Deka però si è dimostrata sempre sul pezzo, andando a sistemare eventuali bug saltati fuori con le nuove release. In genere l'ho trovato un modulo molto solido. Inoltre ho trovato persone molto disponibili e alla mano all'interno del team Deka, mentre magari con altre terze parti o con la stessa ED a volte questa cosa non è così "scontata"
  17. I can confirm, server doesn't have the "ability" to override label settings, that must be configured inside .miz file by mission editor or either by injecting file. To adjust the label open the .miz inside mission editor and on the top select CUSTOMIZE => MISSION OPTIONS Then select the option that meet your needing, I guess DOT NEUTRAL, and save the .miz file. If you are not happy enough, there is also the option to open .miz file as archive and inject custom label settings but I don't recommend this method ( hard to maintain .miz file updated )
  18. In terms of bandwidth it depends on mission complexity and number of other players present on the server. For a simple mission ( not many Ai units ) and few player DCS can "burns" around 300kbps, it can easily grow up and take 1mbps for a mission almost without AI unit but with many players connected to the server, and you can also go up to 3-5mbps when there are many player and the mission also has lot of AI units. In terms of latency, less is better of course, good value to make it enjoyable I believe it's no more then 60ms. Some server admin put ping limit to 100/150ms to guarantee the best experience for everyone play on their server, people with crazy ping like 300ms or above it's normally seen as "teleporting" aircraft and can also cause downside effects on all other server calculation. Just a note, it's better to check your ping also when your inside the multiplayer server, sometimes the latency reported on server list are not accurate, especially for user with not a "strong" connectivity. Fly Safe!
  19. The easier solution is to put trigger ( time elapsed ) directly in your mission with the "send message to all" to inform the player about restart. So just make some simple math to calculate seconds from the mission start, and then put the relative message. To perform restart we're normally using a windows scheduled task to kill the DCS process, and there is a batch script that loop the dcs execution. Since there is no a stop sequence for server, it's totally fine ( more or less ) kill the application
  20. I've noticed the same behavior starting at least two OB release ago, not sure what was the number. I'm even not sure it's a bug or not, but definitely for a pilot it was a good reference to understand if the alignment was completed or not. Personally sometime I miss the jester voice confirmation on "ready to taxi", and that was a good backup. We have to wait a confirmation from heatblur or a real pilot on this.
  21. Sento già stridere il silicio del server
  22. Sono parecchio nabbo col WW2* ma se riesco provo a farmelo un giro, anche per sfruttare un pò sti moduli che ho preso e quasi mai usato *molti di voi stanno pensando che potevo fermarmi molto prima in questa frase, ed effettivamente non posso darvi torto
  23. Can you give us the exact dimensions just to give an idea, if we're talking about 2/15MB can be definitely just the size of the mission file that you're joining. If you have 200MB of file is definitely not the mission only. Are you using stable version of DCS? If you're using open beta probably the config folder is inside SavedGames\DCS.openbeta and not DCS as shown in the screen.
  24. Sound error is quite normal, you can ignore them. Prior the release of dedicated server it will cause some crash and I was usual to install a fake audio card on my server Also don't worry about OS, I'm running my oldest server on Windows server 2016, and it is really reliable. My new instances will be ( currently one ) on Windows server 2019, again no issues noticed on the WebGUI. A good thought is the "private" flag, all our servers are listed public, and the "restricted" are public as well but password protected. Give it a try without using a private flag, but setting a password, and let us know, maybe it's related to this point Fly Safe
  25. On multiplayer this settings can be forced on server side ( within mission settings ) so basically your client setting will be replaced by the one of the server/mission. You can't override server settings, so basically it will depends on which server are you flying on, on some they are enabled, on other not. Before joining a server you can check if it's enabled or not. You have to check under overlays, the Battle Damage Assessment: yes
×
×
  • Create New...