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robgraham

ED Beta Testers
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Everything posted by robgraham

  1. This is still happening and it would be nice to get at least an acknowledgement of it, you don't actually need a very busy server, we've seen it happen with 2 clients on the server an AIM-120 will miss basically be dead but when you hit F6 to cycle weapons it'll still be alive under ground etc going along, or Phoenix will bounce up into orbit. It's like the sims 'Garbage' collection didn't collect the missile when it went 'dead', as I've not seen it happen with any missiles that actually HIT something, only those which have missed etc and even then it seems to be very hit and miss on when it triggers.. as you can fire 10 and not have it happen at all or you could fire 2 and it happen both times.
  2. our flares are 1/2 of what they should be, even Wag's acknowledged that they messed it up and told us about 6 months ago it would be fixed eventually.
  3. Newy, having done some watching on the server and the like I think I can point out the main 'culprate' building for these too. It's that big square building with the porch like area (third photo on the original pictures) at least just for 'stuck' units during pathing. What appears to happen is that the Porch covered area isn't collision detected so they drive up onto that and then get stuck. On the others it seems to be something to do with how the AI does it's 'catch up' when units get spread out, they can still 'drive through' buildings at times and out the other side but what ever is allowing that seems to bug out (or maybe that is a bug who knows) and the units then get stuck. And again this can happen with MOVING units, not units just suddenly spawned in s city etc.. Actually I've noticed units spawned in a city of late don't seem to spawn inside buildings, it's when they start moving all the issues happen.. and very rarely if one of the desync rubber bands happens.
  4. Would be nice to have and the option to request a set offload, and have the boom operator tell us when the tankers about to enter and exit a turn
  5. On the dedicated server had two of these recently both error log sets linked below because i can't say if they auto up'd.. nothing's changed really with the mission set to cause it, i know at least with the last one that it appeared to happen when I told a KA50 to engage some targets in CA, but there was also a Blue player on who'd just killed a KA50.. and was dodging some SA10's. other then that can't say much just dropping these in to report em. https://www.dropbox.com/s/2lp11q90k7yne6p/dcs.log-20190914-181949.zip?dl=0 https://www.dropbox.com/s/jtf551ivs6lc8fi/dcs.log-20190910-083600.zip?dl=0
  6. Elysian it can happen even with out dynamic spawn zones thouhg I've watched vehicles do it during driving and routing. The original images were all from a set that had been driving fine only to get stuck etc. It's not just a 'spawn' bug you can watch them on the map drive into a building rather then 'around it' or go around it and clip the edge and get stuck etc. No matter which of the many ways it's happening it shouldn't full stop which makes it a bug. 1. During routing units Shouldn't be driving into the edges of the buildings enough to clip and then get stuck inside but they are, again it seems the 'bounding' box for the collision detection isn't large enough. 2. when caused by spawning again something should be catching it and moving the unit outside of the building as it does if you take control of the unit with CA. It bounces you either to the roof or will try and push you outside of the buildings bounds. Failing that the buildings should be being destroyed, though that causes it's own set of issues again as units can get stuck on half destroyed walls etc.
  7. Newy problem i have is most of my flying is on Multiplayer server.. and those aren't short tracks.. I'll see if i can't get you one but can't promise it's not that hard to see and i'm not the only server it's happening on either, the pathing was better for a time after the 'pathing' update but it seems to have both stayed some what improved and also regressed a little last few open beta's. I'm not certian if it's just something being caused by running a server with -server -norender or what because as I said if you take control of unit with CA and become the unit (which I believe shifts collision etc to your machine) you can correct it simply by turning AP on which immediately jumps the unit to the roof this is a track file from just now on the server i quickly joined and there was stuck units https://www.dropbox.com/s/u1l5d5atm10kpgf/Red%20Iberia%202-1-5-20190915-022242.trk?dl=0 I also Screen Shot them and dropped a marker in. The images show the Ural.. it's stuck Inside the building driving around in a square trying to get out but can't.. when i go in and hit autopilot jumps it to the roof, where i can then drive it off to fall down. best i can do right atm newy i can't say if that specific set spawned like that (htough tbh it doens't look like it) but even if they were it shouldn't be happening there should be a check to throw it out etc and it can as i said happen during just normal movement and grind an entire mission to a halt.
  8. I've.. more hours in the hornet then I'd like to admit, is it 'complete' no it's not it's a long way from it, even things that have been in for a long time still need work to be 'complete' *eyes Azimuth movement for the Radar* and a lot of systems are 1/2 there, but that doesn't mean that its not a good module already. I mean there is a reason it's one of the most flown birds because even semi complete it's still a GOOD product even if a lot of us are yes frustrated at a lot of the delays. Based on those I know who've flown the real thing (even if it's A and B mods we fly in Aus) the flight models good, it has a few small quirks that pop up from time to time and yes there frustrating but lets be clear ED at least have been correcting bugs over time, and yes they add many when they patch the bird to add features but again its a work in progress. You can learn the jet in it's current state and as the things a lot of us are frustrated over the lack of come in or finally get addressed correctly it just means that you can expand your learned skill set and learning to fight with out TWS etc can help when you DO get TWS. So yeah I'd recommend it just remember that some things are known to be a little wrong and have been said that they will be fixed if there not when it hits release then we can all jump up and down and scream. But you won't honestly regreat buying the Hornet even at this point it's a good bird though if you do you'll likely join the rest of us who are frustrated at what seems to be constantly shifting priorities on the next system to be done and lack of information on promised stuff that was shown as others have said 8 + months ago which we really really could do with (the Data Cartriage please WAGS!, Flare count and the CMS not tied to the Master arm! It has it's own safety for a reason).
  9. some examples of how things are getting stuck. Again from a server running in -server -norender Shilka should be moving but clipped into the building and got stuck on the edge. Only way to force it to move is to CA it either put it into drive and hope it moves forwards or hope putting it in auto forces a 'bounce' that moves it out. BMP3 doing the same Tunguska drove into the building then pop'd to the top.. now won't move with out CA intervention, can cause the entire group to bug out. Thing is you can typically manually fix it by going in and hitting C if caught in a building it puts it on the roof at which point you can manually then drive off it.. or if you were stuck like the Shilka was you typically suddenly get 'bounced' away from the building. Again it's like the Bounding boxes aren't being correctly accounted for during pathing.
  10. So while some vehicles are amphibious others like T-90's seem to be border line submarines at the moment. as shown in the screen capture, due to the mess that seems to have happened with pathing again (see AI getting stuck in buildings) at times it means that AI has to catch up and when they do they seem to want to take the most direct path to the 'parent' unit of the group.. this is fine, but apparently that includes driving for over 30 km's under water.. Steps to reproduce: 1. Have a group get spread out either due to combat or due to existing building stuck bugs etc. 2. Path the group further down the coast. 3. watch as you have about a 50/50 chance of one set of units deciding that they are now related to submarines, while BMP's work correctly. If the T-72/T-90's etc are meant to be amphibious maybe they need to have a check added for the depth of the water I mean i know they can snorkle but not in 5x's their depth etc. Watching this atm it's like it's just looking to see if it counts as 'shallow' water, which is fine, except that 'shallow' water extends a good bit out from the coast and the units will happly drive along those areas out into depths that are really really unrealistic. Sorry that there is no track for this but its captured from the TGW Dedicated server.
  11. So for a short while this seemed to be fixed about 3 Open Beta's ago with the pathing updates, but with the latest Open beta it's happening again and more often, because what happens is that an AI unit can ENTER into a building as if it doesn't exist but then suddenly collision seems to kick in and it gets stuck within the building itself. Most noticeable over multiplayer but believe it shows even on normal Steps to reproduce: 1. Set up a mission with ground units. 2. route them across distance not using Roads (though even roads at times) 3. Watch as they cut into a building and then get stuck and can't exit the building. Also the Desync with large units are still happening. Edit: just a little more info I should add too that it's very much like when the server (and it's dedicated server mode btw) is running the units that the buildings boundings are being inverted as if the normals were flipped on the collision mesh. While if you go in and take control of the unit in CA from a client and hit autopilot it instantly bounces you onto the top. but otherwise if you leave it and tell it to route etc instantly ignores that and tries to go into the building etc again.
  12. working fine for me, have it running on 3 instances with out any issues with the latest OB server.
  13. So I asked this once before and got deleted as it was offi the topic I did, this ones on topic for that same question, why doesn't eagle dynamics use something like trello to show people a roadmap? I mean look at how epic did it for the epic game store, there is no 'firm' release dates on it, just delivered, near term, medium term and long term with general time frames. It gets updated as they go and has a general outline of what is being worked on for each item. Yes it takes a little to set up but once done it's done, tie it to a bug tracker and you could also let people check if bugs have been fixed.... boom half the complaints from us on the forums felt with, as the issues tend to be that there is no public up to date roadmap or bug tracker. Even if you didn't use trello but something like Jira etc again front end lets people see and report bugs and keep an eye on the status of them because right now it's hard to work out what reported bugs have been fixed, what's returned, etc.. because there is no public means of checking beyond patch notes and if you or newy say 'we fixed that' and we go 'it's back then'.
  14. Believe this ones already known but it can also be the cause of a lot of hair pulling, if you change a ground units routing in mission either through Combined Arms or by Scripting etc you run the very real risk of causing DCS to "stutter" due to a Non-Responsive event (thread lock) while it calculates the new pathing for the unit. When your in Single player this is just a minor annoyance i mean you might get the spinny wheel for a moment or two and then your good though even so it shouldn't be happening as it's a sign of a complete thread lock happening while the rest of DCS waits for the calculations to complete but when your in MULTIPLAYER it's a NIGHTMARE, because every one of those NR events isn't on the CLIENT it's on the actual SERVER, and that means, that for users they see everything on the server just 'pause' in mid air or the like for the duration of the Non-Responsive threadlock while they keep moving and then when the server responds and updates were everything should really be everything will just suddenly snap back into their new position. This basically means that any one commanding in CA can really 'screw' with a server's performance or any mission where for example you may have a scripted event to reroute units over distance will cause stutters every time that is calculated. It's more evident too in built up areas where the pathing algorithms have to do a lot more calculation etc and You can reproduce it easily enough with out even needing to script as I said.. Just put units in and path them over distance and you'll encounter the stutter. If I could make a suggestion/request.. move 'pathing' off to a thread that doesn't lock all of the backend while it calculates.. Edit: I should mention this is Caucasus that i'm noticing this.. I've not done tests to see if the same results happen on Normandy, Nevada or the Gulf.
  15. track file newie.. showing that they never open up on the harpoons. They open up on me fine.. and ok in this shot the harpoons come in from high but even if you have em sea skimming same deal.. never get engaged by any defences. harpoonissues.trk
  16. Newy: You can see it happening on youtube vids alone just go watch Grimereapers video hsowing hte tests of the various Air to Sea Missiles but I'll do a 'simple' mission instead of the big mission showing it (that way it's not hey this is a server mission blah blah). but as you can see here in this pick Stennis group is set weapons free and they DO engage when a Russian fleet launches on them just not when any one else does (I had to limit Red's Harpoons to 8 per base to prevent them sinking the stennis group constantly ;) )
  17. Not on my server they aren't, I tried killing --norender and just running --server and again radar based AI seem to work but I never see an SA9 fire, etc. @Bignewy: Glad to hear, looking forward to it.
  18. I don't know if it's been reported in the F-18 bug list, but it's an AI issue so putting it here. You can launch Harpoons at ships from the Hornet and they never engage them.. NO CIWS, No counter missile fire nothing. They simply don't react to it, you can test this yourself rather easily. set up the ships. set up a hornet with harpoons. launch em.. and watch ships take strikes. Were as ships will respond to fire from well any other source, example you can have a russian and us fleet tango with each other and they will launch and fire fine.
  19. far as i can tell it's hit and miss on if the AI will fire be it air, sea or ground you've AI at times seemingly oblivious to everything at other times they launch some times they don't. even if set to weapons free and red and excellent skill level, Heat based missiles never launch, turning no render off doesn't seem to change anything except make it use more memory. the 'worst' thing though for mission/server hosts etc is you end up with people complaining to you about it rather then coming here and asking/posting about it, we can't do anything about it beyond making missions as we always have and hoping they actually work.
  20. Topic kinda says it, but out of the 3 core unit types, Naval units are the only one with out a 'Go To Waypoint' Perform Task option which makes it rather well... annoying if you want say a ship to be basically steaming a picket line or something, because you have to try and build it a waypoint list that's long enough for the entire mission or script it to go from x co-ord to y co-ord rather then being able to simply tell it in the ME when you get to this waypoint Perform task - go to waypoint X. The only 2 perform task options that Naval units have is Fire At point and Attack group. It also means you can't easily do a push task if you want a ship to dynamically react to an event on the map.. Eg say change it's course based on something being captured, all because it doesn't actually have the option there! So please could we get it added?
  21. this is still happening in the latest Open Beta update Newy. exact same symptoms too two instances one showing up one not, the one that isn't is reporting the time out and 503 error.
  22. because and I quote Nineline and the rest every time you report a bug ... 'well if you've modified anything sorry we can't help you'. Yes there are 'mods' to do it, but if you have that mod in and ME screws up your immediately having to prove that it's NOT that mod that's caused the issue. Plus honestly it's something that should have been a feature long ago, there's no reason for it not to be.
  23. Topic says it all but please for the love of all things mission editor could we get the ability with out having to MOD files etc to change/add/remove countries from Coalitions in the Editor after you've gone 'New'. There are times when for example you realise well after the fact you need X country for a certain unit or you update old missions and want to add new countries etc in that were not previously around. It's just really really frustrating to have to go in and manually edit a 9mb text file by hand to change the indexes of the array when it really should be a game feature....
  24. Aplenwolf that ones easy to fix create a file in your saved games\dcs\scripts folder called dedicatedServer.lua and put this in it net.set_name('YOUR SERVER PLAYER NAME HERE') local res = net.start_server(serverSettings) if res ~= 0 then log.write('Dedicated Server', log.DEBUG, 'Failed to start server with code: ', res) end whta would be nice is if ED could look into what is causing the mass of servers to have this issue when other instances on the same machine are communicating fine (and yes it's reported) 2019-08-02 13:00:39.703 ERROR NET: HTTP request dcs:checksession failed with error 28: Timeout was reached 2019-08-02 13:00:39.703 ERROR NET: Session check failed: 503
  25. so this is still happening i have 3 server instances.. ALL on the same box, so they all have the same routing, same network etc. 2 of them are in the list. Our MAIN server instance however is showing this an HOURS worth of it Every 12 minutes if you go through the log the servers do this 2019-08-02 12:48:29.318 WARNING NET: Session has expired. Logging in again... 2019-08-02 12:48:29.695 INFO NET: Login success. Then exactly at 13:00:39.703 instead of that i get 2019-08-02 13:00:39.703 ERROR NET: HTTP request dcs:checksession failed with error 28: Timeout was reached 2019-08-02 13:00:39.703 ERROR NET: Session check failed: 503 and from that point on in the server we no longer get the login just the error.. so what ever is causing this is part of that but it's hurting servers as they drop off the list and from that point no longer are visible and you loose half your players as they go find one that is visible. It's frustrating as hell.
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