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Maverick87Shaka

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Everything posted by Maverick87Shaka

  1. We've notice a similar problem in all our servers. Most of the time affected players was on F-14, while on other aircraft it looks fine. We'll try to collect more details on it, but we can confirm that our server is affected by this bug since a while. Never mind, it looks like we're in this situation:
  2. It looks like your client is not able to ping anymore the server this time.... From server log it looks like the port was opened by UPNP. Please make sure to manually create a firewall rule for bot TCP and UDP port used by DCS server, and also manually add TCP and UDP port forwarding on router to forward incoming traffic to the local IP address of machine that is acting as a server.
  3. It looks like nothing happens for about 3 minutes, and that's why the timeout kicked in, from the log I see that server is running several mods and scripts, and they maybe the cause of the issues. Ask your friend to run a clean server without any mods (olympus in particular), with a simple mission ( use a .miz file that doesn't exceed 1MB for a test) and see if it works or not in that way, and attach new log if the problem persists without mods.
  4. This is the behavior since DCS exist, or at least since I have memory when I start to make server back in the 2017, nothing related to the Apache FCR. That's why we are usual to perform a complete stop/start of our DCS server instances every 6 hours. Below you can see memory trend of our DCS server back in 2022: It's a good analysis, something interesting for a deep dive for ED team ( @c0ff ), but I guess it will not something that will be solved in short time.
  5. If you're talking about pure DCS server hosting, both of them are waste of money, but most important waste of energy, and you have to deal with thermal dissipation. I'll suggest to take as maximum the Ryzen 9 7900X if you plan to run multiple instance at once, if you need just one or two instance running at time, you can even stay safe with Ryzen 5 7600X since base clock and IPC on single core is what you really need to run one DCS server instance. I also suggest to stay on AMD platform since it's homogeneous architecture, the "new" Intel BigLittle is great for some specific use case, like laptop and consumer market ( if a decent scheduler it's implemented on both OS and application side ) but not really good when you have to deal with h24/7 server, or in general server machine. And last but not least, since it's the most important things, try to keep AI units below or around 1000 units. Even if you try to have the best badass server, at some points all the clients start to have bed performance regardless of how the server is working, simply because there are too many draw call and update on client side. So try to keep your mission below or near 1000 units, is the best things that you can do for all your players, rather than invest in new hardware that will not solve the problem if you want trow in the battlefield 2000+ AI units with 60 players on the server. FlySafe
  6. Since the persistence feature required to have this kind of game-play is not (yet) available out of the box in DCS, every server and mission designer implement this behavior in several different way, and it's mostly impossible have all this things in a .miz file that you can just drop in a server and play. The most close experience that you can have is using Liberation, but it's not ideal in terms of performance and easy to use. If you just want have a ready to play mission, take a look to the really great mission available made by Apache600. Actually also our first server runs a "custom" version based on his mission!
  7. It's not that, you can actually repair even in the middle of the runway, there is no technical limitation in doing that, but it's a gentleman agreement not occupy runway for rearm/repair procedure When ground crew reply: "unable to comply", actually you've not turned off completely your plane, and even if it's completed de-energized, you have to wait that all the blades of engines are not moving (spinning down)
  8. È una macchina molto interessante, ma temo non vedremo su DCS
  9. Su CPU Intel big-little potrebbe non essere così banale, onestamente per chi soffre di questi problemi, consiglio di pensare a un workaround definitivo con Process Lasso o simili, anche perchè, su big-little, torna utile anche per altro, non solo dcs.
  10. Unfortunately there is not such an option on DCS. The auto/manual flag settings is just my personal idea proposed to ED, but I don't believe it was take into account, at least for now. @BIGNEWY or @NineLine did you have some thoughts on this topics? IMHO It's not a priority issues to be address, but a nice to have for the future
  11. The fix it will be in there, it may just shift the release date, since it's "planned" status.
  12. Thanks for the update, I missed the FAQ. Good to know. For people that comes here to get info, this is the statement on the faq: So the server will download just one map, run a mission technically on the whole area, everyone can join, but they will see different level of details according to what they have bought. Thanks
  13. Dear ED, I would like to know what if the plan on how the recently announced Afghanistan map will works in multiplayer, if the two different version interact between each other in someway. So basically, the server can host the full map Afghanistan Map, and people will be able to join even only the Southwest part of the map ( and they will be "confined" in terms of visible details, usable items/airfield, or they will be manages as complete and different map? Please also address, in case of two different products that they not interact, if the dedicated server have to download two time the map ( full and only the southwest) and keep occupied double the storage of the Southwest part? Thanks. EDIT: Just realized that now and during early access they are only two, the complete project will be composed by 3 different region? Question is the same, but just "amplified" at this point.
  14. To enable voice chat from server side, you just need a single line change in serverSettings.lua inside saved games folder of server: ["voice_chat_server"] = true, under advanced category.
  15. In realtà era proprio così che doveva essere, versione unificata con ciclo di rilascio ogni due mesi, questo è quello che hanno sempre detto a riguardo, e stanno facendo. La prossima build è prevista per Aprile al momento. Personalmente me lo sentivo che sarebbe stata una mer...a, e tutto per colpa di chi non impiegava 4 minuti del proprio tempo prima di cliccare a caso sul primo tasto download, per capire che esistevano due versioni, e quale sarebbe stata la migliore per le proprie esigenze. La cosa che mi preoccupa di più è che non è chiaro se per rilascio di moduli, dovranno attendere questa cadenza bimestrale, oppure possono fare rilasci intermedi di moduli sulla stessa versione. Se bisogna attendere, il rischio è poi trovarsi 3 moduli nuovi in una build, con la probabilità del 99.9% che qualcosa sia scassato, e doversela tenere per due mesi, ma quella dopo poi ci sarà un nuovo modulo, e via a cascata tutti i rilasci, bug, etc. Staremo a vedere, alla fine abbiamo solo una versione unificata (quella di fine Febbraio) ed è presto per tirare le somme.....diciamo che verso Giugno o Agosto, anche in base a quante ne avranno mancate di release, potremo già avere le idee più chiare. Però capisco il tuo punto di vista, lato pubblico ora c'è molta meno visibilità dei progressi "intermedi" che invece la OpenBeta metteva a disposizione di tutti. Diciamo giusto gli insider ad oggi hanno ancora qualche news in anteprima, ma poi è tutto sotto NDA
  16. A couple of things may have happened: Internal LAN IP address of your computer is changed, so your router is trying to forward incoming traffic on DCS port to another device. Your computer now has a Firewall settings that is blocking DCS incoming traffic. ( I strongly recommend everyone to put the exception by manually add TCP and UDP port, and don't use program exception) Your router doesn't have anymore the port forward rules. It may occurs ( especially if you're using the router provided by your ISP ) after some power loss/restore cycle, or remote update, that the router itself resets its own default settings, removing your manual port forward. Again... I strongly recommend to manually port forward rules on your router and don't relies on stupid things like uPNP.
  17. Il ciclo di rilascio della nuova versione unificata di DCS è bimestrale, il target della prossima build è Aprile al momento.
  18. uhm, onestamente una soluzione del genere non mi sembra dare molta più "risoluzione lineare" rispetto a una buona manetta da tavolo, al di la del puro "movimento" quindi, direi che non ti porti a casa più sensibilità, che invece è il motivo principale per il quale si tende ad usare un collettivo se si predilige il volo ad ala rotante. Insomma, potrei sbagliarmi, ma visto così onestamente tantovale rimanere su un HOTAS, magari con due assi, e usarne una per manetta motore e l'altra per il collettivo vero e proprio, io uso così la manetta del warthog su tutti gli elicotteri alla fine.
  19. It took years to have it turned on while playing multiplayer, I understand your needs and it's definitely interesting, but I just want to make sure that....it will be nice to have this feature on board, but not destroying again the lights for all the other in multiplayer pls!
  20. Did you try to clean the folder inside saved games? Make a test wiping the DCS (or DCS.openbeta) inside c:\users\<yourname>\saved games\
  21. Yes, if you have custom kneeboards in your saved games folder, you'll be able to see it on every server. they will appear in addition to the server mission embedded kneeboards.
  22. As far I sa know, no. It's not possible to set or put range limit to FOV from server side. There are some "hidden" option that is transferred to .miz file from client settings, but I don't believe is that the case of FOV. Try to load on your server a generic mission from users files or a mission prepared by someone else to check the behavior.
  23. is the server behind a firewall that is blocking out traffic form server also? It's acting really wired to be honest, and never had this situation even with all different host that I try so far....from windows on bare metal, to VM, to third party host like OVH or MS Azure VM. The only things that comes to my mind, is try to don't use PS test-netconnections since can send unexpected request to the server API, that may stop working for that. Just check the status with netstat to see if the port is listening or not. And last stupid question, you've tested different browser to open the local GUI page? I personally use it with Firefox and Chrome, not sure what is going to do with IE/Edge to be honest.
  24. Non c'è nessuna conferma ufficiale ancora da parte degli sviluppatori, ma online è spuntata questa cosetta: Credo che NON sia il modello 3D finale, e nemmeno lontanamente l'attuale WIP del modello 3D del modulo full, però credo ci possa essere un fondo di verità! Qualche test sulla fisica dell'airdrop magari. Si attendono conferme ufficiali
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