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  • 3 weeks later...
Posted
any one check to see if this is fixed yet?

Not yet tested on today build, we have a mission in progress right now so I can't test it, i'll do it tomorrow ;)

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Posted

In case this helps the engineers at ED, we run a dedicated server using the Dedicated Server software provided by ED. The software is running on a Dell PowerEdge R710 on ESXi 6.5 as a virtual machine.

 

I was unable to replicate the issue with non-aggressive AIs in some brief tests, in each test (Client F-14B (radar on) vs High AI MiG-29, Client F-5 (radar off) vs High AI MiG-21bis) the AI was aggressive towards the player immediately at a spawn range of ~10 miles with no aggressive actions from the player (F-14B had the MiG-29A on TWS, tried with a plane with radar off to confirm if it was viewing radar as aggression).

 

The server does not have a dedicated GPU; HOWEVER, as a virtual machine the EXSi host "tells" the virtual machine (our server, running on Windows 10 Enterprise x64) that it has a GPU but a very weak one (4MB VRAM).

 

Hope that helps the ED engineering team.

Posted

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.

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Posted
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.

 

+1 :thumbup:

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Posted

With the Warbirds of Prey WWII mission on the Normandy map utilizing WWII assets, there is a definite difference when using the --norender option. AI patrols and ground AAA will not engage with the --norender option. Remove the option and the AI engages as one would expect.

  • ED Team
Posted

We are testing a possible fix, hopefully it will not be to long before we see this in public.

When we have more news we will pass it on.

 

thanks

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Posted
With the Warbirds of Prey WWII mission on the Normandy map utilizing WWII assets, there is a definite difference when using the --norender option. AI patrols and ground AAA will not engage with the --norender option. Remove the option and the AI engages as one would expect.

 

--norender you can remove it if the server has a VGA, but the problem here is for servers running DCS dedicated servers that do not have a dedicated VGA, as in my group, so we are forced to not be able to use the server for our activities.

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Posted
With the Warbirds of Prey WWII mission on the Normandy map utilizing WWII assets, there is a definite difference when using the --norender option. AI patrols and ground AAA will not engage with the --norender option. Remove the option and the AI engages as one would expect.

 

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.

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Posted (edited)
We are testing a possible fix, hopefully it will not be to long before we see this in public.

When we have more news we will pass it on.

 

thanks

 

Thanks for this news, finger crossed for the possibile fix! keep us updated and let us know if you need helps with test or other things.

Today we flew another Helo mission and we're still suffering of IA not firing :-(

 

Version: OB 2.5.5.34864 ( All Clients and server on the same exact build )

Edited by Maverick87Shaka

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  • 2 weeks later...
Posted (edited)

Same here. First time try run a decent norender server then gave me some :chair:.. then i realise the issue reported months ago.

Just lil bump. hope fix come soon™

Edited by Insonia
Posted

This made it into the Openbeta change log this morning. I'm not able to test until this evening at the earliest, but would like to hear some confirmation if indeed this has been completely fixed :)

Posted

I can confirm and validate the FIX, is now finally working on OpenBeta 2.5.5.35461

Loaded the same exact .miz file from my report, and now works fine.

 

Thanks ED, now is time to take a look into multiplayer runway lights!

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Posted (edited)

Not all.

 

WII asset FLAK not work or behave very strange. compare with normal 3D rendering

 

Completely no reaction all the time.

or delay reaction for 2~6mins

 

need more testing on WWII asset

 

Some units only take reaction AFTER taking damage.

Edited by Insonia
  • ED Team
Posted
Not all.

 

WII asset FLAK not work or behave very strange. compare with normal 3D rendering

 

Completely no reaction or delay reaction for 2~6mins

 

can you post your mission or a short track.

 

When I tested FLAK it was working for me

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

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Posted (edited)
can you post your mission or a short track.

 

When I tested FLAK it was working for me

 

it seems i figure it out. maybe not the same issue.

i mistakenly took client track compare with server tracks:music_whistling:

 

more like desync between server/client .

rewatch tracks from both side. somehow there is no action on client side or lots delay.

 

server events look legit. client looks bad most of times.

 

My tracks are mess i only pick the recently 2 test run.

Im not very sure if it belone this issue or not. help me figure it out:music_whistling:

Multiplayer.zip

Edited by Insonia
Posted

This appears to be half fixed. Ai aircraft will not engage until they are hit. If you attack head on or from the side they just fly along in a straight line until they are hit.

 

 

 

Ground convoys will scatter but do not fire at all.

 

This is not how they were before it was broken.

 

 

 

This is on the Digital Theme Park server

  • ED Team
Posted
This appears to be half fixed. Ai aircraft will not engage until they are hit. If you attack head on or from the side they just fly along in a straight line until they are hit.

 

 

 

Ground convoys will scatter but do not fire at all.

 

This is not how they were before it was broken.

 

 

 

This is on the Digital Theme Park server

 

Ensure the server has been updated, and it will be worth re-saving any mission you have in the current editor.

Then test and let me know how you get on.

 

Thanks

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Posted

The server was updated today before I went on.

 

 

 

Took the .trk file from today and changed it to a .miz file and flew it offline and it works as it should. Both the Ai planes engage and the convoys started shooting when I got in range.

 

 

None of this happened while trying to play online. Online the Ai planes did nothing until you hit them and then it was with a delay and the convoys did nothing but scatter.

Posted

Is this still an on-going issue?

 

Running servers with the --norender turned off, is putting strain on the servers

 

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Posted

I believe this was fixed in last weeks open beta.

 

EDIT: Yes, checked the change log again, "Dedicated Server. Issues with -norender and AI not attacking now fixed."

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