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Maverick87Shaka

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Everything posted by Maverick87Shaka

  1. 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
  2. The fix it will be in there, it may just shift the release date, since it's "planned" status.
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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.
  8. Il ciclo di rilascio della nuova versione unificata di DCS è bimestrale, il target della prossima build è Aprile al momento.
  9. 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.
  10. 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!
  11. 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\
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. as you know.....you have to place .track to see details. I've a mission where there are several AAA units that fires into the sky, and it works fine even with last release 2.9.3.51704. Check the point is within firing parameters of the unit. Didn't tested with SAMs, but since they have to lock something to fire, I'm pretty sure it's normal that they are not able to perform task "fire at point"
  17. Server can force simple communication, so your option in settings doesn't matter actually when fly in MP. But if you try to use appropriate mapping it should not be the case. Maybe try to reach the 4ya servers admin to understand if it's a particular settings that trigger this problem, since I'm not able to replicate.
  18. Are you sure is not the simple communication option? Server can disable it! So you'll not be able to use a single key to use both radios at once (even for shared menu like Others F10) You have to use the exact key binding for COM1 or COM2.
  19. A little UP also from me on this topic. Per UNIT radio menu it will be extremely useful to even optimize more the popular CTLD script, and will be extremely useful for the upcoming C-130J / CH-47. So far we're forced to use single unit per group as a workaround and it's completely a waste of callsign
  20. SRS until will be released an external tool or API to use in-game voice chat for mission event and external tool link, like ATIS integration, LotATC etc.
  21. How you can notice lag spike if no one is connected? fast enough is not an actual bandwidth unit of measure as far as I know. BTW when you host a server, you have a public port open on internet, so your server it can be even the target of DDOS attack or just scans. And last but not least, is that a W11 machine? Consumer Windows edition has TCP/IP limits.
  22. Have doubt is legit since it's written in system requirements, but It's not the case. There is not (at least at the moment) a server workload that can be offloaded to a discrete gpu. Even in the past the mainly benefits was to reduce the load on system memory, since with the old client acting as server host, even with no-render and server options, server was usual to load all the texture. Have the dedicated gpu with a good amount of ram, helps to keep that stuff away from system memory. That was pretty much the benefits in the past. But it's not the case for new dedicated server. From some prospective, even if it cool imagine that some pathfinding, raycast for LOS (LineOfSight of radar signal i.e.), or even a stronger AI behavior can be accelerated by parallel execution on CUDA core or tensor core for example, it will be force to have a GPU to host a server, that it was like come back in the "dark era" of DCS servers, when dedicated server was not available. So I believe it's not worth invest the development in this direction, or you'll be going to kill all the servers community with the bill to rent a GPU equipped server. The way that you can improve your server performance are: use a CPU with higher IPC (most important) for single core performance (a laptop/mini-pc intel 12th gen cpu like a i7-12700H can easily match or overpass an "old" but powerful i9-9900K, at half of the power consumption) use fast memory and at least a gen3 nvme drive for saved games and installation files. (ECC memory in this case it's totally useless) Avoid use on server side invasive script/mod like tacview/lotatc/socket export where possible. and last, but not least, tailor your mission file for what you're going to do, even if it's not always possible for a 24/7 servers. Keep thousands of groups and units active just for have a full battlefield recreated at once, while players only see part of it during their mission, it's waste of resources, and most of the time you can introduce bad performance (low FPS) on the clients, even if the server itself is run smoothy!
  23. This is not your fault, but I guess some pain point of DCS that can be improvement in the next upcoming release (not short term unfortunately) The only way to enable player to show maps in game (F10) is to enable observer slot, but it's something that on 95% of the server will be disable to avoid unbalance PvP, or get PvE to much easy, since with observer slot enabled, you'll be able to see all units, red and blue, no matters what the maps settings is (fog of war, allied only etc...,doesn't apply to observer slot). Some more advanced server typically had a website where you can check "realtime" map, airfield status, etc, so you can get idea of what is happening. We ware usual to have this method in place, but since it's really complicated develop this feature, it's currently offline (the map) for code refactoring. The only "workaround" or suggestion that I can tell you, is keep a slot of the same type that you want fly, don't start-up, open map and then check what is going on server. Then change slot in the appropriate airfield. It's annoying, but as soon as you keep the same aircraft type, it's not wasting too much memory, and switch should be "faster" than keep a module for the first time.
  24. Link dedicated folder to your client installation is generally a really bad idea. If you want create missions with super carrier, just host them on dedicated server, Install on it's own folder and don't mess the things with your client. This is the best options. If you need more space, just add a cheap sata ssd to do that. If the pc it's the same (and typically already this is a bad idea for 4+ pilots ) you can consider to buy super carrier and host it from your client, rather than buy new disk.
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