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Everything posted by Heli Shed
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How-to: Create net settings that fit YOUR connection!
Heli Shed replied to Megagoth1702's topic in DCS World 1.x (read only)
no for sure, you're absolutely right, but initially, i did see an increase in server speed, but then this also initiated a lot of timeouts without the idle and game timouts added as global command sin the Network.cfg. Thanks for your efforts though mate. Initially a great little hack. now........................................ Regards 'T' -
How-to: Create net settings that fit YOUR connection!
Heli Shed replied to Megagoth1702's topic in DCS World 1.x (read only)
actually nothing changes. The settings can be made, but it actually does nothing. This is based on extensive testing and monitoring of server bandwidth and client connections. seeing as you asked. -
They're not. The 104th server is an open server, always has been, that you can fly on with no need to jump on TS. The missions, whilst fun, are hardly complex, as the emphasis is on A2A engagements with each other. You will always get a reliable mission that has just 'slots' and a few benign triggers. Other missions are more complex with complex scripting, triggers, elements, tankers, JTACS, and other immersive elements. Ironically, nothing more complex than the sim is 'supposed' to be able to do. In short, have an empty map with just slots, and there isn't a problem. We've tested that theory. This is not a slam dunk 104th post, I have some good friends over there and used to be a SL and CFI before starting the 74th. But, be bloody realistic here. They are not doing anything different than anyone else with any of their missions, nor are they storing away the answer to reliable hosting, except numbers and the relevant ratio of successfull connections in 7570, and THAT fact is important. Don't forget it.
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mate, i gave in ages ago to be frank. Just hoping for a patch yesterday and sharpish, coz this is draining me to be frank.
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"Immortal" units not immortal to other MP clients
Heli Shed replied to Megagoth1702's topic in Multiplayer Issues
On a couple of units that are part of the mission 'fluff' - the 'other' stuff going on building the mission scenario. Inbound helicopters for example. I have noticed that Invisible doesn't always work, and completely random when it does work despite being set as such, so i make them immortal AND invisible, just in case. I'm sure the testers have picked up on this. 'T' -
Thanks Viper, but respectfully i dont accept that at all. A Dev can make a post, and has done regarding other issues. Not wanting a forum bitchfight over a menial matter, i agree to disagree. But thank you for the explanation. Regards 'T'
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Exact same - LYNX between your own and my thread, thats the complete answer right now. or not as the case maybe.
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Last night we had 16 players for 2 hours on LYNX. Ironically on 7570. This morning, 5 of us could not get on it. I had to reboot LYNX and even then only 2 of the 5 could get on without the app crash. Thats the exact point mate. The ambiguous situation with 7570 is difficult to manage, hence the rollback. Regards 'T'
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AFAIK no. it doesn't even support multiple cores (sound on one other core is hardly multi core threading). perhaps soon? DX11? Hope all is well. 'T'
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Yes, of course. The 104th is still hosting on 7570 ok, but clients connecting are still having the preload cache appcrash. It's just that there are more sim pilots in the US that connect during US times and so the effect is less felt. 74th is UK and EU, we feel it, along with other not smaller, but less 'established' as the 104th (which to be frank, having been a SL of the 104th, i wouldn't say the 74th is less established, far from it - but 'picky' - sure) Updating to the latest build is easy as Mustang has said, just add 'update' after the command line in the Target field of the DCS World Shortcut, or use the Autoupdater. Yes, thanks Mustang. Appreciated, not just by me but by all of us really. But how difficult is it (not that actually), to have a 'Dev' put this long thread to bed by making a post regarding it? Thats rhetorical btw. I get it. Anyway, thanks mate. Regards 'T'
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on their own lines after the last } ie - Globally This will assist on the CTD caused by client disconnects - they will simply never Client Timeout.:lol: If you edit the file again after playing, please note that these lines may have been placed elsewhere by the sim in the .cfg file but they will still be global commands - ie, not encased - {}
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Aye agreed. Whatever it is, Dev's need to fix, acknowledge or advise appropriately. until then 7286 and idle_timeout = 0 game_timeout = 0 as global parameters in Network.cfg are the way to go.:music_whistling:
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I have the team that produced it as members of the 74th. and Mig Alley. Pretty good in their time.
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yep coincidence. Having tested with tankers, without tankers, late activation (called) late activation timed, likewise with JTAC's and other AI aircraft, makes no difference. like i said. this is a graphics preload and cache problem. we wait. In the meantime, right click the DCS World shortcut on the desktop, in the target box and after the " give a sapce and type update 1.2.2.7286 save and execute. now go fly and enjoy on LYNX, STP servers and a fair few others out there whilst we wait for ED 'Dev's' to answer here, issue a hotfix or combine in the next patch. as ever, we wait patiently. sortof. ;-)
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???? whats this got to do with it Scorpi? I think the problem you have and everyone else has is completely different. You are using a third party mod ontop of a complex mission that is complex in itself - you will be chasing the error for months. I'm talking a bout a bog standard mission, with ground targets, nothing fancy - slots. Vanilla. more vanilla than bloody vanilla! ;-) people get app crash - go figure.
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Thanks, but im still convinced this is a pre-load error. The appcrash lends me to believe that. I will however, delete the tanker (just saving it as a difernt mission version number) and JTAC, which incidentally, is on both Phase 1 and 2 of Op Dynamo. but.............................................the whole thing is SERIOUSLY broken if this is indeed the case. just my tuppence, for those that want it. Thanks Speed. 'T'
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"Immortal" units not immortal to other MP clients
Heli Shed replied to Megagoth1702's topic in Multiplayer Issues
IME - immortal works fine and certainly does in Op Dtnamo for full server. Turning it 'off' as an AI Task however, does not. 'T' -
Or.......................................................... Rely on experience with the internal scripting of DCS Modules, the sim's behaviour when it is 'normal', intimate knowledge of Mission Design, hell - the whole product and of course former knowledge of internal business as a tester, all topped off with the drive and desire for the good and benefit of the community as a whole, to find a workaround that lets people enjoy the sim as a passsionate hobby rather than a chore.
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Guys you are all chasing errors now. the error is preloading and pre caching of graphics. stop trying to tear your missions apart looking for it, its all specualtion that leads to frustration a hammer and................................. you get the point. We wait for ED, right now, it's broke. If neccessary add 'update 1.2.2.7286' at the end of the command line to revert. I will be making everyone revert on Sunday to attend the workshop if it is not fixed by then. Regards 'T' 'T'
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lalt and c
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Interesting possibility. I think at this point I'm going to wait for direction from the Dev's. If they would like us to continue this error hunting (not exactly my fav passtime, but guns, babes, breasts, beer and plenty of cake are), I'd like them to chime up here and request as such and give some guidance or steerage (should such a word exisit, which i fear it does not!). It would also gives us all a much needed confidence boost. Regards 'T'
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Hi, It's a good question. The testing we have extensively done regarding the pre-load Appcrash error is negated by about 50%(edit update - 75%) (not completely) by the following actions: In the mission options setting of the mission in the Mission Editor, ensure that the left box for scenes and civ traffic is 'not ticked' - addition: This setup is VERY ambiguous. Why have two lots of boxes? The boxes should be ticked if you WANT that option, but which side? left or right? Fact is, the left side means 'force this mission to NOT have the following) whilst the right side means 'Force this mission to HAVE it. So, Scenes and civ traffic should NOT be ticked, because to do so means that you would then have to select an option 'low med high' - hence my 'ambiguous' tag. However, if you do tick the left side, but dont select a scene level and exit out, when you come back in you will see that the ME will change the logic anyway, and untick the left side. The 'pre-load' setting maxed out - trees and clutter too along with all settings to 'high' will enable that client (remembering that 'all' of our servers arn't - they're clients not ded server apps) server machine to 'deliver' all of them. Even if you have the 3D=false setting in your graphics.cfg and have limited the fps, the fact is that all of this will be preloaded and is available for output. The main problem is when clients connect to the server and there settings mismatch the servers. So, maxing out the server 'should' negate the appcrash. Thorough testing so far shows that it's almost exactly on 50% (edit update: 75%) chance that it won't crash in accordance and in relation to the amount of times it 'will' crash. - 50/50...............cant get more ambiguous than that - not definitive is it! It's something though, and we have seen a difference for the better. More importantly - it's steared the Dev's to look and address. Regards 'T'
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;-) damn................busted! :smilewink:
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where did you add the game timeout line Eno? Sounds like the Dev's are onto something, but yes, in my opinion, this should be a priority. sort of......."everyone stop what they're doing!". Nothing worse than having a fan and customer base being let down by a bug and a big one at that. Lets hope it's fast. 'T'
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http://forums.eagle.ru/showthread.php?t=98319 check that thread. probably the same. If it is, you'll just have to wait mate. Regards 'T'