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PravusJSB

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Everything posted by PravusJSB

  1. I have limited experience in the export stuff, but seems you might not have called in those modules, try to all; ``` local base = _G local io = base.io local lfs = base.lfs ``` not sure you can use env.info here? so maybe also add; local log = base.log and use; log.write("string", log.INFO, "string message")
  2. i'll try it tomorrow but i use the fastest setting, Ultra i think, and it made a huge difference to my experience. I get zero stutters in MP sessions with high settings, its butter smooth (discounting the odd DCS MP wierdness which a restart usually fixes. But i'll report back.
  3. Yes Propnut it affects ALL units with visual sensors (which actually don't exist it seems) which has a huge knock on effect to everything else because the bug causes them to be invisible to all other AI, I've actually identified the cause in the server side code, and I've amended the AI behaviour myself. My mission has come alive, this issue has been in for a LONG time. I've never seen so much action, this fix not only allowed the unit to operate normally, but everything else in the env to change their behaviour akin to what you would expect. Fast, realistic spotting and engagement, I'd balanced my mission not realising it was borked and now theres 5 of us in here getting our arses handed to us. Interestingly I PM'd BN and offered him the info but he said ED team were dealing and they were fine.
  4. Yea, you could take their info and bung it into a table, add the units back that you want, and then spawn again. Simulate them going into a building or something.
  5. I've done A LOT of testing on this, and it's related to a bug reported in June 2019, and possibly ties in as far back as a bug from 2016. It is not related just to Inf however, seems to be at least also affecting unarmed and any unit at all that uses 'visual' detection, which I see in the files is not even a thing. Visual just means it has no sensors at all. I've been working hard on tracing the issue and I've made a workaround (for Dedi server): Interestingly the behaviour and the required fix is different on MP mission hosted from normal client, and also ME test env. Happy to share my findings @BIGNEWEY, it may be useful to see the code I'm using to spawn a group and fix it.
  6. Yes, you can have a flag set on action of an F10 menu, use that flag to do something and then remove the menu if you need to.
  7. nope, im 99% sure the DCS warehouses are locked off from the api
  8. We've had some great new people join and we have a few more spots.
  9. Do you use OculusTray tool?
  10. XSAF Camelot Sitrep: You’re part of a Squadron caught up in the wrong region at the wrong time, I guess. Over 6 months Russia and NATO have seen a huge decline in political relations and the final straw forced Russia to make a move, the Eastern front is where it started, and that’s where you and your fellow pilots happen to be, and you’re cut off. Unfortunate. Hi guys, I’ve been developing a MMDcM (I think I just coined that? Massive, Multiplayer, Dynamic, Campaign, Mission) for the last 5 months, I’ve had the good fortune of assistance from c.40 others including soon to be USAF Pilots, serving Canadian AirForce Pilots, and numerous ex. Military personel. We’ve created something quite special, and I would now like to start sharing it with the DCS community. It’s really difficult to put together what this is and what’s in it, but I’ll try. You should experience it yourselves, for sure. Overview: Server: Online 24/7, Runs on a decent hardware and decent networking, server performance is usually described as ‘better than single player’. I’ll explain further below. Type: PVE - BLUE The Campaign spans over 3 Phases: Phase 1 – Liberation. This mission is fairly simple in its objectives, liberate Georgia from Russia. Air superiority, base invasion and capture. Helo Ops: Logistics, Troop Logistics, Base Defence FWing Ops: CAP, CAS, Logistic Movement, Recon, Mission Completion time: Usually 3-4 days. Phase 2 – Invasion. Where it steps up, after securing GEOR, you advance into Russia, they’re on the back foot and you’ve split the supply lines to the western European front and the wars not going their way. REDFOR know they need to take back control of Sochi and you must not let that happen, whilst you advance into Russia. Helo Ops: Logistics, Troop Logistics, Base Defence, FOB movement, Base Attack, Prisoner Liberation FWing Ops: CAP, CAS, Logistic Movement, Recon, Prisoner Liberation Mission Completion time: Usually 10-14 days. Phase 3, is currently in development and is hush, hush… Specifics; Design core principals: - The resources are limited, weapons and airframes, and this should be a reason to stay alive, bugout if you're at risk and conserve everything until its necessary to use it. Or lose it. - The mission must be challenging and dynamic to a point, we don't want a Kobayashi Maru but it should be possible to fail. The further you progress the easier it should be to fail. - The environment should force teamwork to be successful, solo should be difficult to manage. Features to experience and assist completion of the campaign: - Custom base capture system which rewards advancement with extra resources, access to side missions, further deployment of spawn points and new staging areas/AOs. They system tracks ownership and moves around resources, enemy behaviour and access to supplies for BLUEFOR. - Persistence, almost everything is saved to external DBs for use on a reload, the state of the mission, the alive state of REDFOR and BLUEFOR units, buildings. And it does not stop there, the mission could be reloaded over and over and it will be in the same place it was before, data is passed from Phase to Phase to change the dynamics of the next based on performance (or not) of before. It’s a deeply complex system ensuring that when you spend 2 hours getting that FOB to the new AO and building up a defence and the server crashes… it’s not wasted time. - Custom scoring system which track client actions, not just kills, but valuable contributions to the mission objectives. This score is also converted to Credits, more below, which permeate through the life of the campaign and beyond. - Dynamic Events, Air and Ground Spawn system, tracks the state of the ENV and adjusts what it unleashes next based on… ****tons of variables. Phase 1 feels different every time it loads, Phase 2 moves back and forth in difficulty as you make the right or wrong choices. - Side Missions, as above the campaign has a deep side ‘quest’ system, some that need to be completed, some just for shits and giggles, some that are never the same twice and some that are secret to whomever is doing them. Most of them have voiceovers and they’re a lot of fun. This ensures that if there are a lot of people on there’s always something to do. - Dynamic automatic, custom Escort system. This is a monster of a custom class, with over 4000 lines of code. It ensure that and aircraft (RED/BLUE) that need to be escorted, are, by the appropriate escort. And it allows for Client to request the assistance from an Escort, think of them like a pet from an RPG… They have roles, CAS/CAP/SEAD ect.. they have a cost, and they are yours to control when you get them. Keep them by your side to protect you or send them ahead to scout. Your choice. They’re persistent just like everything else, get them back to a base and despawn them for later, or send them RTB whilst you got AFK and recall them when you’re back. If you die and they didn’t, no worries… Recall them to you, if they have enough fuel of course… You would have sent him to a tanker in hindsight.. - And so much more… Modified CTLD Systems, Recon Camera’s on the bottom of Helos and TF-51s, EWRS, Custom Warehousing systems which require resources to be physically moved to where they’re needed before a Client can use them; munitions, airframes and fuel. - Finally optimisation, I play in VR, and I have a decent machine, but I crave that stutter free butter smooth experience. I’ve spent a lot of time optimising my PC for that task but Multiplayer never ever gave me what I wanted so I’ve spent equally a silly amount of time writing some complex algorithms to ensure that the server runs at it’s best giving Client the best experience possible. PH1 has 1200 units, PH2 around 1100; the server CPU runs at 40% most of the time, and rarely peaks at 100% unless is at the start of the mission and its preparing the saved state. The memory on the server runs around 8GB and that is reflected Client side too. I kid you not, this is better than single player. Because of this, Phase 3 will be using unit numbers in the 10’s of thousands and they will be moving. Right, that being said, this is not a public server, we need skilled/competent pilots who know at least 1 airframe and communicate with others at a busy uncontrolled airbase and several; operating AOs. The server is mostly played from 7pm GMT to 5am GMT (plenty of US/Canada guys). If you would like to be a part of this please drop me a message on Discord or here, Discord: PravusJSB#9484 or Shotgun Dexter#5381, I’ve probably got video’s on twitch showing off some of the stuff: twitch.tv/pravusjsb I started mapping out each phase in a flow chart because they're getting too big and complex even for me to understand server side when adding in new things as most things interact with each other, happy for you view so that you get a flavour for the scale (WIP): https://www.lucidchart.com/invitations/accept/dae73389-7f56-465e-9bf6-1054ea2f0757 I hope to have peaked your interest and see you flying with us soon.
  11. XSAF Camelot (Edit Jul 21) XSAF has been developing at a rapid and constant pace for well over 2 years, through private Alpha and beta periods, to the modern public (post GrowlingSidewinder) iteration of the codebase. Because this server is so unique, and because of the constant rate of development, this information might be out of date (and usually is) quite quickly. To get more up to date information on the server, join the Discord, link below. The server has had the good fortune of assistance from numerous USAF Pilots, Canadian Air Force Pilots, UK RAF Pilots and ex. Military personnel of varying roles to assist in the development of the mammoth project. Overview: We are not a 'wing', we don't ask for minimum commitment, you can drop in a mission, and drop out whenever you please, the reason being is this is a simulated war that is running 24/7 however, we do ask that you know what you're doing with at least 1 airframe because this war is fought against a custom built, learning, planning, sadistic, merciless and domination obsessed AI. To give you an idea of how tough to beat 'she' is consider this, the last operation started on the 1st of June and the mission objectives were completed on the 19th of July. With actual mission time of almost 11 continuous days and the involvement of 93 players, this was a challenging war. Next to nothing in this mission is scripted, its not a bunch of random triggers and logic gates, everything happens for a reason, in a realistic as possible way, over a realistic time scale and most importantly it happens at runtime. There's > 55,000 lines of custom Lua code and 4,000 lines of custom C++ code driving the experience with over 12,000 of which driving the AI, which reads the battlespace and makes informed decisions and plans against a set of pre-defined goals using a toolset constrained by a set of predefined rules. In layman's terms, the code written is just code to tell the AI how to write her own code and win the game. To sum it up in a line, this is a simple red v blue capture a country to win game, but the game is fully persistent and it takes weeks, not because its drawn out, because it is a real challenge and its realistic to a point, its never the same, and the AI are surprising and challenging and sometimes appear human controlled. But they're not. Design core principals: The resources are limited, weapons and airframes, and this should be a reason to stay alive, bugout if you're at risk and conserve or lose it. The mission must be challenging and dynamic to a point, it should be possible to fail. The further you progress the easier it should be to fail. The environment should force teamwork to be successful, solo should be difficult to manage. Logistics should be as real as possible and supply lines should be able to be blocked. Everything must be simulated from origin, nothing pops into existence. Specific & Unique Features Features to experience and assist completion of the campaign: RED AI: Dynamic and custom built goal oriented action planning AI model, which has rules and tools defined by code that it uses to dynamically make decisions to achieve set goals. Exceptional server stability and performance, considering the Syria map is not easy to run smoothly the codebase is optimised just as must as it is developed, for example, the mission can choose to use other CPU cores to compute data where traditionally it would use the Lua core and slow down the netsync. Dynamic balance: The level of skill (based on data sets) and number of players will ramp up the speed and core count of the 'CPU' the AI thinks with affecting all of the codebase in turn, creating a consistent challenge with 5 players vs 20 players. Factories: Blue logistics are not automagical, they need to be created, in XSAF your logistics are built by you, with materials gathered in war, and placed in the airfield warehouse to be loaded onto your airframes, live and dynamically in the mission. No faux warehouses or wrappers. Resources: Limited with various re-supply mechanics including direct creation (as above). Data: Custom scoring module which rewards positive actions with a score and a credit balance, time in flight seat and credits are persistent across your XSAF lifetime. Data: Detailed battlespace data gathering, collection and analysis to drive the AI decision making, and the intelligence reports for Bluefor. Salvage pickup for Helo's to drive materials into the logistic system. SAR to collect Redfor pilots which in turn give intelligence on enemy positions and unlock further side missions by your choice of interrogation practices. Custom Personal escorts, CAP/SEAD for fixed wing, and CAS and support for Helo's. Voiced and fully controllable like ‘wingmen’ in single player. Fully persistent. Turn it off and back on its in the same state. Drone command, ability to call drone strikes, Tomahawk precision strikes, and B52 carpet bombing tied into Bluefor performance. Roles and Objectives; All roles are essential to the success of blue, a GCI (usually swapped around), fixed wing CAP is a must, ground pounders, SEAD strikes, precision strikes on high value targets to disrupt red supply lines or 'train of thought' and Helo ops of every flavour. no role is minor, they all have to be filled and you must work together or you will fail, and potentially rage quit. We are not lacking in any particular area, all roles are filled most nights but the more the merrier! Monthly competitions with awesome prizes. I've tried not to give everything away but enough to interest you to get involved, we honestly think that this is the best experience in DCS multiplayer you can have. Come and tell us why its not and we'll change the course of the development, if you have a point. Media WIP Guide: https://drive.google.com/open?id=1k9_KQGJV0gC8Qxzh8sHJUOIIK_dBOqIf Discord invite: https://discord.gg/pC9EBe8vWU GrowlingSidewinder review: Mini movie trailer created by players: twitch.tv/pravusjsb Monthly Competition As of the start of the next operation, we will be running a new competition which will run monthly for the foreseeable future. The entry requirements and win conditions are very simple, anyone who within the competition period defined by start and end dates increases their 'flight time' by 15 hours will be entered into a draw to win a module/map of their choosing from the ED store. Each 15 hours will count as 1 entry into the draw, and the winner will be chosen live with some custom random code i will write live on the stream of the draw.
  12. Does anyone have any insight on this crash, it happens a lot since last OB on my dedicated server, 2020-03-15 05:29:35.406 INFO EDCORE: try to write dump information 2020-03-15 05:29:35.409 INFO EDCORE: # -------------- 20200315-052936 -------------- 2020-03-15 05:29:35.411 INFO EDCORE: DCS/2.5.6.44266 (x86_64; Windows NT 10.0.18362) 2020-03-15 05:29:35.414 INFO EDCORE: D:\DCS XS Server\bin\Transport.dll 2020-03-15 05:29:35.417 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 2ED283ED 00:00000000 2020-03-15 05:29:35.420 INFO EDCORE: SymInit: Symbol-SearchPath: '.;D:\DCS XS Server;D:\DCS XS Server\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'johns' 2020-03-15 05:29:35.423 INFO EDCORE: OS-Version: 10.0.18362 () 0x100-0x1
  13. FYI this issue was caused by the Temp files in AppData\Local\Temp\DCS Openbeta Server, once those files were deleted it worked as intended. I've nver had this issue before, I did have it after the patch before last once more but not since.
  14. BoneBust, I ge tthe same thing. I've removed Stennis and its fine again.
  15. Full log. Couple of things to note, it will not load the latest nor the earliest version of this file, regardless of differences in code locations/files. It will load anything else. The CPU is doing something, it looks like its stuck though, never stops doing something. dcs - Copy.rar
  16. I've been trying to fixed this for 10 hours now, I feel like I've tried everything. My dedi server refuses to load up, I eventually deleted everything that smelled like DCS and did a fresh install, worked for an hour or so and then back to the same lock up. I'm doing nothing I've not done a 1000 times before. #stumped No errors, this is the log file; 2020-02-20 14:35:12.760 INFO NET: server has started 2020-02-20 14:35:12.761 INFO NET: Using LEDBAT for UDP congestion control. 2020-02-20 14:35:14.773 INFO NET: TCP external 82.39.217.132:10308 is redirected to internal 192.168.1.175:10308 2020-02-20 14:35:16.790 INFO NET: UDP external 82.39.217.132:10308 is redirected to internal 192.168.1.175:10308 2020-02-20 14:35:16.794 ERROR NET: AddPortMapping(10309, 10309, 192.168.1.175, TCP) failed with code 501 (Action Failed) 2020-02-20 14:35:16.796 ERROR NET: GetSpecificPortMappingEntry(10309, TCP) failed with code 501 (Action Failed) 2020-02-20 14:35:16.809 ERROR NET: AddPortMapping(10309, 10309, 192.168.1.175, TCP) failed with code 501 (Action Failed) 2020-02-20 14:35:16.813 ERROR NET: GetSpecificPortMappingEntry(10309, TCP) failed with code 501 (Action Failed) 2020-02-20 14:35:16.813 ERROR NET: UPNP failed to map VoIP port 10309 2020-02-20 14:35:16.813 INFO NET: Successfully set up Dual-Stack socket, using both IPv4 and IPv6 2020-02-20 14:35:16.814 INFO NET: Listen to IPv6 on port 10308 2020-02-20 14:35:16.814 INFO Dispatcher: loadMission C:\Users\johns\Saved Games\DCS.openbeta_server\Missions\XSDMDevPH2.miz 2020-02-20 14:35:16.815 INFO WORLDGENERAL: loading mission from: "C:\Users\johns\Saved Games\DCS.openbeta_server\Missions\XSDMDevPH2.miz" Stops there and hangs for eternity until i have to end process. Ideas?
  17. Rift S. 1.3
  18. Your error relates to an event handler, be aware that ED inserted new events into the list midway bumping all the proceeding event IDs, which may be the route of your issue. If you're looking for a specific event ID, either amend or change it to look for the string instead.
  19. You mean flags? I'm looking for the same answer, care to share?
  20. I concur from 30-40 hours in testing each setting and doing A LOT to try to get to the bottom of it, it's something holding off from DCS side, not Oculus. I'm happy to get on a call with someone and run through why I think this.
  21. This is not a wing recruitment thread, or server advertisement per-say, maybe a little of both and neither at the same time... As a group of friends we started development on a dynamic mission several weeks ago, with a thought out and engaging 3 phase story, with phase 1 at a point which takes a good team 15-20 hours to play we've started on phase 2, and now would like more slots to be filled so we can expedite the development of the latter phases. So please feel free to join our discord and contribute and experience what we've created. Warning, it's addictive... # I'm(we're) following a few golden rules in developing this mission; -The resources are limited, weapons and airframes, and this should be a reason to stay alive, bugout if you're at risk and conserve everything until its necessary to use it. -The mission must be challenging and dynamic to a point, we don't want a Kobayashi Maru but it should be possible to fail. -The environment should force teamwork to be successful -There is a loose story that needs to be fleshed out, but this is not a generic 'training server', your action should have purpose. The mission starts with Kobuleti as your base. You must work together to capture airbase assets which in turn will open up more resources and assets to enable strategic control the map. REDFOR will push back and ultimately you will need to secure Georgia then push into Russia however best you see fit. The mission is fairly well fleshed out until this point but further development is required in the Russian arena. IMPORTANT Note: The server is not designed for 1 person, or two for that matter, due to the perpetual nature of the server and the way the threats come at you the server is set to pause when nobody is in it, please note that sat in spectators is classed as being in it. Features include; -Limited resources both airframes and munitions, and a realistic way of giving you new assets and moving them around the map. -Auto resupply from Vaziani with DCS in built re-supply keeping airbases at a small % of the starting stock. -Custom WH System allowing airframes and munitions to be distributed by players to where its needed. -CTLD, EWRS & Manual JTAC. -Base capture logic including ability to defend with SAM and troops and a realistic pushback by the AI. -Dynamic arena with perpetual spawns, and a specific 'push' by the AI to control the map. No server restart is ever the same. -'Side Quests' with Voiceovers and humour. Lots of Humour. The mission is constantly under development and running 24/7 Discord: https://discord.gg/cEBbRx Please bear in mind that we want to keep our community small so if you're not able to contribute we may free up your slot for others. The link above will open 25 slots.
  22. Same, I resolved by turning off my MOOSE RAT script.
  23. Is it just me or has the Dedi server been broken in tonights patch? It instantly crashes when mission starts? dcs.log-20191218-224950.zip
  24. Great work on the update, this is a big one, very excited to test out the Viper's new capabilities. I've never noticed you link back to the issue post's before relating to your fixes, kudos to that. It shows us that you're listening to us!
  25. In my experience SSAA does nothing for VR, it's for monitor use. MSAA 2x and MFAA on in NCP is how I've settled.
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