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Showing results for tags 'mp'.
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As title says. Too many times interesting and dynamic missions are impossible to create because key events, or architecture is crippled, especially for Multiplayer. Multiplayer Paid Campaigns would be a wonderful addition to DCS but until the architecture is unified and expanded such things are virtually impossible. We need to be able to have better (or any) debugging tools for individual mission/campaign creators to be able to build complex multiplayer missions on their own and know that everything - from detecting radio frequency settings PER UNIT is shared from all clients to the server - to knowing when a client joins as a backseater and to what unit etc.
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Perhaps a little hyperbolic, but my small group of Multiplayer DCS friends is about to dissolve due to server timeouts. 2 years ago, these were non-existent and we could enjoy 4-5 hours of non-stop DCS missions. Today, the game cannot be enjoyed as we continuously lose connection … seemingly at random. @BIGNEWY or @Grimes or anyone at ED – please tell us there’s some MP issue being looked at for this and I’ll remain hopeful my group can stay together. Some relevant observations - When we first got together as a group, one of us would start a mission and launch the MP server directly from the game. We probably did this for at least a year and never had a single issue. As we got into more intensive missions we wondered if a dedicated server would help offload some processing from our main gaming machines. - About 6 months ago, I replaced my “old” gaming machine and repurposed that rig for DCS server duty. The entire machine was wiped and now acts as our MP host. From the beginning, our experience was just “okay”. We found ourselves crashing to desktop a fair amount, but were willing to cope with those as we were on OB and running some extensive missions with heavy scripting (Pretense and Through The Inferno (TTI)). - Since December of 2023, our experience with the Dedicated Server has become much worse. While the CTD experiences are now much less frequent, what is now happening at an unacceptable pace is client connection time outs. We can play for an hour with no timeout, or we experience 5 in 20 minutes. There doesn’t seem to be any correlation between timeout and type of mission being run (script heavy vs. light vs. none). Many times both my friends will timeout simultaneously and I'll be left alone in the mission. - This morning a buddy and I were flying a TTI mission together and he timed out 3 times while sitting on deck of the carrier – never even got his engines started. This was after I had been flying 90 minutes on that same mission before he joined. - I rarely experience a server timeout. I am connecting to the public dedicated server’s public IP just like my mates (granted the physical server is sitting on the same LAN that my gaming PC occupies). If I had to estimate, I have 1 timeout for every 20 the others connecting to “my” dedicated server do. - As a test this morning, my buddy hosted the same TTI mission on his gaming machine using the “Launch Multiplayer Server” option. We launched from the carrier and within 2 minutes of being airborne I received the dreaded “connection timed out” error. The DCS gods were conspiring against us today. To put it mildly, at this point we’re pretty frustrated. Mainly because nothing in the logs indicates what happens. The disconnects simply appear as regular clients leaving the server. We don’t know how to address this issue. If both dedicated server AND launching MP from within DCS gaming PC both behave this way – with 2 different hosts – I am left to wonder if this is DCS MP code misbehaving or possibly some serious ISP/Internet traffic glitches. Neither of these my group of friends can control. I am considering firing up one of those Fox3 servers for a month to see if one of those is more stable for us. ED – are there known MP issues out there that cause MP timeouts that you’re working on? My MP experience has gone from “rock solid” to “untenable” in the past 2 years. Any advice is welcome. ED - we are more than willing to help your team find/fix this issue (if this ends up being DCS MP code related).
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- mp
- connection timed out
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Even if the spawning slot 2 is selected for the helicopter in the Mission Editor, it will spawn in slot number 1. And if there is two helos on the ship, first spawn in slot 1 and second spawn on top of the first one---> A big crash. In sp slots seems to work ok.
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- helicopter slot
- spawn
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The module always uses the default textures for the spinning blades in MP no matter how you have edited p51D_DIF_Fuz_Front.dds It uses the files P51D_prop_blade.dds P51D_blade_prop.dds P51D_prop.dds P51D_Prop_2.dds P51D_prop_3.dds I've exported the description.lua from the model viewer and cannot find a way to link to modified versions of this file. So what happens is your props will look the way you painted them in SP no matter if they are spinning or static, but they will only look the way you painted them in MP while they are static. As soon as they spin they will load the default texture and therefore look that way. Is anyone able to help with getting the game to use user created texture files for the spinning prop blades in MP?
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If you build a mission with multiple flyable client aircraft it would great to see them as static aircraft if not taken by a player. At least for aircraft that are set to ground or ramp start. Maybe as an option. Would make the airfield look more populated.
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- mission editor
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Been wondering about this behavior. Like, should you keep advancing throttle to keep power up until supercharger kicks in while climbing? Ok, the MP jump on supercharger kick in, that's how it worked. http://www.aviation-history.com/engines/merlin.htm
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- throttle
- supercharger
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What is the status of the bug with ME placeable NDBs (non directional beacons) not working on the Persian Gulf map? I can remember the issue being reported 2 years ago, yet to this day none of them seem to work for anyone (both ARC and TACAN, latest personal tests with ARC in multiplayer with correctly placed and "working" beacons which no module can pick up). And does this have to do with the general map bug of fixed location beacons (NDBs) being coded in Hz instead of Mhz (typo-bug, as also present on Syria for a while, seemingly coming from and Eagle keylog being used as a baseline by Ugra Media)? This bug is relevant as for any mission scenarios that are above the absolute lowest denominator being able to home in on a road base or FARP when other means are not available or in DRIFT can be quite relevant (especially when forced to use terrain masking). Moreso since the PG map is quite empty and repetitive in many areas making terrestrial navigation especially at deck and even at angels an issue. An earnest update - even if it reads "we had no time/no ressources for that" - would be appreciated to at least know what the status is.
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- placeable beacon
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DCS keep crashing during F-5 loading or flying in MP dcs.log
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Hi, It seems I 'm always crashing DCS (freeze) toward the end of my MP mission, it happens after 30 - 40mn or so. I haven't noticed any unusual temperature raise, or memory clogging. The only mod I have is VRperfkit 3.0. I'm running my own MP liberation missions on a separate dedicated PC on my local network. Specs are : ryzen7 5800x3D, 32GB, 3080ti, Quest2, no overclocking, and SSD drive. I'm playing VR on stable release, using Steam launcher with OculusVR api. So far, I have : updated to the latest nvidia drivers, rebuilt fxo& metashaders, checked files integrity, run out of ideas ! Could someone make sense of my log and give me some advice ? dcs.log
- 10 replies
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- mp
- liberation
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How can I force mission setting including Wake Turbulence in MP ? If I force by Mission Editor in mission options does it still affect even if User disabled it in "GamePlay" tab in setting and check the "No force from mission, use mine" ? null null
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- wake turbulence
- turbulence
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...or "How I learned to Stop Worrying and Love Saving Fuel", this is the first mission I'm actually reasonably happy with publishing beyond just a group of friends. This is a very long range (450-500+ NM each way) strike, with 4 different objectives happening within a single mission. Here's a quickfire list of the key features in the mission: A very long-range mission from the Falkland Islands to mainland South America 4 different objective styles in a single mission (CAP, Anti-Runway, Anti-Ship, SEAD)! Most modern/late cold-war era jets available to fly A CVN and LHA offshore the Falklands for a true challenge! Completable solo - but better with friends! Spawnable friendly AI to assist in singleplayer/low playercount MP! Mixed afternoon/night conditions with moderate clouds Semi-randomized air threats (higher-threat fighters should spawn more rarely) There's a detailed briefing and custom kneeboards in place to help you figure out what to do/what to blow up. It's overall a relatively simple mission with not much fancy stuff going on under-the-hood, I'm not a professional mission builder. Everything is set up through the in-game mission editor with no external scripts. There's also not too much 'set dressing' as far as extra AI/static units goes(for most of the transit you'll be up above the clouds anyway!), so it's hopefully relatively lightweight to run. I had no issues framerate-wise flying this mission in VR, if that's any indication. There's a few things I'd like to do in the future to really polish it out, like adding some limited voiceovers (mainly for the AI so the player has more understanding on what's happening in the theater), better threat scaling (to support larger MP operations), and just some general polish here and there. For now though, I'm happy enough to consider it a "1.0" release, as everything should work. Enough reading, here's the link: https://www.digitalcombatsimulator.com/en/files/3327542/ Please leave any feedback - good, bad or otherwise - either here in the thread, or you can find me on Discord at Haydz # 0275 Thanks!
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Was playing on the throught the inferno server on caucasus, when i in my f-16 i pulled a few g's which made my screen from only the cockpit view stretchen and zoom in until it went away about 20 seconds later. This was on the MT version and openbeta standalone. There is a video file attached of the bug. DCS.openbeta 2023-03-10 19-22-06.mp4