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Johnny_Rico

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Everything posted by Johnny_Rico

  1. Great idea ..... but there is NO neutral planes in DCS, its RED or BLUE So any civ aircraft will get shot down by one side or the other See here https://forums.eagle.ru/showthread.php?t=173204 for weather https://forums.eagle.ru/showthread.php?t=194039
  2. the weapons.dll crash feature has been in since the beta over a month ago as reported here https://forums.eagle.ru/showthread.php?t=193738 My experience is that the busier the server the quicker it happens, just revert to the working earlier version of 1.5.7.9459 and it wont happen
  3. refinements and bug fixes are most likely what they will be doing after the tomcat is released
  4. I have no problem paying for stuff I can drive / fly BUT I have a problem paying for stuff that should be part of the core sim The fact that there is still no dedicated server and people hosting are expected to pay for copies of DLC just to host a "dedicated" server for others to play on is not good, no one else does this
  5. hopefully not, MP segregation is bad enough with one asset pack
  6. Thanks for making these great guides Chuck The only suggestion that I would humbly make is would it be possible to make them more printer friendly? eg like this using less black For those people who like to print them out to read when flying/learning stuff
  7. +1 for this , we REALLY need a neutral faction that neither side will engage So we can place objects in the editor, eg commerical planes that no one will engage can fly about in the map In the editor we could just select a coalition that is neither RED or BLUE
  8. It is since the weapons.dll crash feature got added to DCS https://forums.eagle.ru/showthread.php?t=194085 It has been 1 month of this so far ......
  9. thanks, I will stay at 1.5.7.9459
  10. Server is testing out real time as in game time = GMT0 Also weather is being updated to real weather from metar on start
  11. think this is more mission making question
  12. aaaannnnnnnd glad I did not update the Havoc server Thanks for taking the hit for me fellas
  13. No mention of this in todays patch notes Do I assume not fixed ?
  14. I don't think it is, because it does not mention it at all Anyone game enough to try it out by hosting MP?
  15. If it is 1.5.7 "Stable" version you are using this happens a lot to players Since the update from 1.5.6 I see this a lot on our server
  16. Random weather can be applied using the Dynamic weather settings in editor If you add some cyclones and fiddle with some params and when the mission loads you get different weather at different parts of the map I was seeking more control of the main weather params during mission run time
  17. Havoc Server ... it is a training mission, they are spawned with MOOSE The ships spawn at mission start at the start location, they follow a route If a ship is sunk a new one will spawn at the start location and follow the route, they will do this until mission end
  18. Sounds great ...... but there is nothing that I can tell being logged in the logs to indicate what is going wrong, without more debug info being dumped out to the log we cannot help you find out what is wrong with MP in 1.5.7 One thing that could help would be better logging time stamping eg time date as well as usual marker 14815.163 WARNING NET: get_server_info() returned too much! ^example of current log marker 14815.163 22:44:05 18-10-17 WARNING NET: get_server_info() returned too much! ^ example of more explicit marking I ask players to type LAG into chat when server goes crazy so I can tie LAG events to time, but I cannot cross reference the log file without better markers
  19. +1, most of the people who play on our server(and there are alot) pings are below 100ms Right now highest ping from a player is 70ms
  20. No arty But I do have some AA units on the ground that have radars About 15 in total, about half of them would be tracking human pilots
  21. Data if this helps in pin pointing this: 1. Ping limits - I only allow better pings than 250ms (bigger you get kicked) 2. Mission has about 15 moving ground vechs at any time (spawned and following road way points) 3. About 12-15 modern jets AI controlled flying about, a few 50's jets and a couple of ww2 fighters (all AI controlled) 4. 70 stationary ground vechs for target practice (spawned - when they get blown up) 5. Have maybe 20-30 players connected, some doing A2A or A2G attacks some flying about learning stuff Issues observed 1. When using F10 maps view, you see aircraft warping on the map, when you F2 view them they are doing weird stuff like flying at odd angles 2. When viewing ground units moving on the roads, they sometimes do weird stuff like slide across the map and are over the sea, F2 view them ... flying tanks etc This loss of sync causes much problems, its terrible if you are trying to A2A guns, or A2A missiles because you fire on a plane then the bugger suddenly is not where you think he will be :-( These lag spikes happen for 10-20 seconds and sometimes things go back to normal Other times its just keeps going until you restart the server Proper Server Xeon processor 32G RAM 1Gbit internet Hosted in a data center Server gets restarted every 3 or 6 hours 1.5.7 does the above 1.5.6 does not
  22. Flying ground units is also happening Checked the F10 map view and noticed moving vechs moving super fast ... then they were moving over the sea clicked and F7 viewed them ... flying super russian tanks
  23. 8700 is in stock at my prefered vendor but sadly the 8700k is not I have the Zotac 1080TI AMP edition myself, I went Zotac for their 5 year warranty
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