pimp Posted April 22, 2020 Posted April 22, 2020 Looks like an update in latest build? Regarding this thread? i9 14900k @5.6GHz NZXT Kraken |Asus ROG Strix Z790 A-Gaming | Samsung NVMe m.2 990 Pro 2TB | 64GB DDR5 6400MHz EVGA RTX 3090 FTW3 Ultra | PiMAX CRYSTAL LIGHT | HOTAS Warthog | Saitek Flight Pedals
JayBird Posted April 22, 2020 Posted April 22, 2020 Looks like an update in latest build? Possible fix to the sliding issue? MP: Ship speed calculated with errors and drifted, so aircraft can slide on the deck F-14 | F/A-18C | F-16C | AJS-37 | M-2000C | A-10C | UH-1H | F-5E | P-51 | Bf 109 Nevada | Persian Gulf | Normandy | Supercarrier YouTube | Steam | Discord: JayBird#4400 i7-7700K | GTX 980 | 32gb RAM | 500gb SSD | 2TB HDD| Track IR | TM Warthog HOTAS | Logitech Pro Pedals
razo+r Posted April 22, 2020 Posted April 22, 2020 Possible fix to the sliding issue? It's listed under known issues
pimp Posted April 22, 2020 Posted April 22, 2020 Possible fix to the sliding issue? It's listed under known issues Exactly. It's always been a known issue. i9 14900k @5.6GHz NZXT Kraken |Asus ROG Strix Z790 A-Gaming | Samsung NVMe m.2 990 Pro 2TB | 64GB DDR5 6400MHz EVGA RTX 3090 FTW3 Ultra | PiMAX CRYSTAL LIGHT | HOTAS Warthog | Saitek Flight Pedals
gunterlund21 Posted April 22, 2020 Posted April 22, 2020 hah not sure if its in this patch or just stating its a known issue Known issues Torpedoes from U-boat or S-boat could be fired to unmoved targets only MP: Ship speed calculated with errors and drifted, so aircraft can slide on the deck PLAT camera view missing from the Stennis I was in Art of the Kill D#@ it!!!!
JayBird Posted April 22, 2020 Posted April 22, 2020 It's listed under known issues My bad, reading can be tough... F-14 | F/A-18C | F-16C | AJS-37 | M-2000C | A-10C | UH-1H | F-5E | P-51 | Bf 109 Nevada | Persian Gulf | Normandy | Supercarrier YouTube | Steam | Discord: JayBird#4400 i7-7700K | GTX 980 | 32gb RAM | 500gb SSD | 2TB HDD| Track IR | TM Warthog HOTAS | Logitech Pro Pedals
diveplane Posted April 24, 2020 Posted April 24, 2020 Will all those issues be solved when the Supercarrier will be released? I'm asking because Wags already said here that this is a must before release. Unfortunately, those problems are the same as ever and there have not been any news on that. So maybe we can get a little update on that topic? i did see video some time ago where the grim reaper boyos somehow figured this bug..a fix https://www.youtube.com/user/diveplane11 DCS Audio Modding.
lee1hy Posted April 26, 2020 Posted April 26, 2020 de-sync is a very serious problem. There will be no supercarrier purchases unless this is resolved. kim_123456#3214 My awesome liveries user files https://shorturl.at/cdKV5
Dunx Posted April 26, 2020 Posted April 26, 2020 de-sync is a very serious problem. There will be no supercarrier purchases unless this is resolved. I know of at least one :smilewink: ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52
Talonx1 Posted April 30, 2020 Posted April 30, 2020 Exactly. It's always been a known issue. False. It used to be an issue, was fixed a long time ago and resurfaced when they overlayed the supercarrier files on beta in anticipation of release. They broke a lot of things in the process.
RustBelt Posted May 1, 2020 Posted May 1, 2020 No it was Fudged a long time ago. Not Fixed. Thats why it takes so much power just to taxi around. Supercarrier was supposed to actually fix it.
BMGZ06 Posted May 11, 2020 Posted May 11, 2020 I just got back to playing after 3 weeks away and noticed the bad deck sliding and jerking around on deck in beta. I love the new LSO comms and tower info they give but taxing on deck in VR is giving me the hurls. Hope this can get sorted out soon. System Specs: 13900K, Strix Z790 Gaming E, MSI 4090 Sprim Liquid X OC'd, 64gb Gskill Trident Z DDR5, Samsung 980 PRO M.2 SSD,. Winwing throttle, Winwing panels/MIPs and VKB GF3/MCGU stick, MFG Crosswind V2, HP REVERB G2.
Danny_P Posted May 11, 2020 Posted May 11, 2020 No it was Fudged a long time ago. Not Fixed. Thats why it takes so much power just to taxi around. Supercarrier was supposed to actually fix it. I would like to reiterate this comment, deck sliding was never fixed, the symptons where just reduced. In fact a few people and myself were at the forefront of reporting and re-reporting the issue: https://forums.eagle.ru/showthread.php?t=217082 - note how this got flagged as 'fixed' https://forums.eagle.ru/showthread.php?t=234990 It's an utter game breaking issue for me (note I am glad to see that ED are currently treating as one too), I've even purchased the SC but I will not give it go until I hear that the underlying issue has been resolved. Some of us have had to literally put hours of our own time just to show that it was so easily reproducable, being told that WE must be doing something wrong with mission settings etc, even when providing countless tracks, missions, videos and tacviews all from multiple sources. Trust me when I say I really want ED to succeed here, but this really needs to be truely solved at a low level, none of this patchwork.
ED Team NineLine Posted May 11, 2020 ED Team Posted May 11, 2020 Dear all, we have been giving this issue a lot of attention, it is one of if not the biggest issue we need to hammer down for release. We have been testing this with large groups the past two weeks and the results have been very good. By in large, this issue is eliminated. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
obious Posted May 11, 2020 Posted May 11, 2020 By in large, this issue is eliminated. Thanks for the update Nine but why does it have to be eliminated ‘by in large’. Why can it not just be eliminated? Intel 12900k @ 5.2Ghz, RTX 4090, Samsung 1TB NVME, Thrustmaster Warthog & F-18 stick, Pendular Rudder Pedals - Quest Pro AV8B N/A UFC Build Log AV8B N/A PCBs for sale
ED Team NineLine Posted May 11, 2020 ED Team Posted May 11, 2020 Because we cannot control every aspect of this, when it comes to someone with a poor connection or connected to a server on the other side of the globe, or even simply a hiccup in someone's connection, things can happen. Operation of many fighters on a moving carrier is probably one of the most complex things you can do over the internet as far as gaming. DCS has to calculate where everyone is, and in some cases try and update to where it thinks everyone is based on connection. So while we feel like we have really tightened up this part of it, we cannot account for every single issue that may arise with network play. The big issues like sliding while moving, or sliding while reloading are eliminated, and these were a big issue as once it started sliding on the client end the server had a tough time dealing with its position. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
obious Posted May 11, 2020 Posted May 11, 2020 Because we cannot control every aspect of this, when it comes to someone with a poor connection or connected to a server on the other side of the globe, or even simply a hiccup in someone's connection, things can happen. Operation of many fighters on a moving carrier is probably one of the most complex things you can do over the internet as far as gaming. DCS has to calculate where everyone is, and in some cases try and update to where it thinks everyone is based on connection. So while we feel like we have really tightened up this part of it, we cannot account for every single issue that may arise with network play. The big issues like sliding while moving, or sliding while reloading are eliminated, and these were a big issue as once it started sliding on the client end the server had a tough time dealing with its position. Thanks for the info and tbh, I didn’t even think about the dropped/laggy connections. Has this been completely fixed for SP? Intel 12900k @ 5.2Ghz, RTX 4090, Samsung 1TB NVME, Thrustmaster Warthog & F-18 stick, Pendular Rudder Pedals - Quest Pro AV8B N/A UFC Build Log AV8B N/A PCBs for sale
ED Team NineLine Posted May 11, 2020 ED Team Posted May 11, 2020 We are still doing major testing on everything, but I haven't seen any issues in single player so far. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Harlikwin Posted May 11, 2020 Posted May 11, 2020 Because we cannot control every aspect of this, when it comes to someone with a poor connection or connected to a server on the other side of the globe, or even simply a hiccup in someone's connection, things can happen. Operation of many fighters on a moving carrier is probably one of the most complex things you can do over the internet as far as gaming. DCS has to calculate where everyone is, and in some cases try and update to where it thinks everyone is based on connection. So while we feel like we have really tightened up this part of it, we cannot account for every single issue that may arise with network play. The big issues like sliding while moving, or sliding while reloading are eliminated, and these were a big issue as once it started sliding on the client end the server had a tough time dealing with its position. I'm sure you guys probably have thought of this already but, Is there server side control to limit ping times? That might help on the end user side. Like a parameter to only accept pings below some certain threshold. Or if in the middle of the game you go above some level you get the boot, and maybe its different if you are on the deck or in flight possibly? New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really).
ED Team NineLine Posted May 11, 2020 ED Team Posted May 11, 2020 Well, there is a max ping setting already for servers, or were you hoping for something else? As for booting people with pings that jump too high, it might be an option to consider, but I would have to ask the team on it, what issues it may cause. We also added the ability to see the region of the server now, in order to help people make a more informed decision on a server to join, I mean you might have a great ping to a server halfway around the world, but its possible that that ping won't stay solid the whole time. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Danny_P Posted May 11, 2020 Posted May 11, 2020 I'm sure you guys probably have thought of this already but, Is there server side control to limit ping times? That might help on the end user side. Like a parameter to only accept pings below some certain threshold. Or if in the middle of the game you go above some level you get the boot, and maybe its different if you are on the deck or in flight possibly? Ping limits have been in for ages. The problem isn't really 'ping' unless you're talking silly high +400. Packet loss and line noise are much more problematic. Also having systems that remove people from the server due to such events can sometimes be 'unfair'. I like a lot of people have a very stable connection, but if something on your network decides to update or broadcast out, then it can cause a very slight spike, and then it goes. It's then down to the netcode to combat that. I'm certainly not envious of the teams job on this one at all. Maybe there could be solutions where clients collisions are disabled if connection issues are detected, heck that would even help with formation flying or dogfight and someone starts warping all over the place, though this then opens up the ability for people to cheat by purposely tricking the game into think they have a poor connection just at the right time. I remember there used to be a 'tactic' like this by alt-tabbing in 1.5 My concern is actually down to the sliding was happening in single player, slightly rough sea state, little bit of wind and then don't get me started on when the boat makes a turn :lol: If that's not fixed then there's no hope for multiplayer, if there is any form of 'slipping' of the aircrafts location then when you start adding in connections, of course it's going to be substantially worse. Hopefully this testing is being conducted in missions that isn't just sunny and calm. Anyway, the proof is in the pudding, I'd love to take their word on it but I've fallen for that one before... Loads.
Uxi Posted May 11, 2020 Posted May 11, 2020 I'd be just as happy with the open beta release only supporting single player for super carrier to start. In fact that might even be preferable to get bearings etc and then when it drops for MP, so m uch the better all the learning curves are done. Is that possible? Specs & Wishlist: Core i9 9900k 5.0Ghz, Asus ROG Maximus XI Hero, 64GB G.Skill Trident 3600, Asus RoG Strix 3090 OC, 2TB x Samsung Evo 970 M.2 boot. Samsung Evo 860 storage, Coolermaster H500M, ML360R AIO HP Reverb G2, Samsung Odyssey+ WMR; VKB Gunfighter 2, MCG Pro; Virpil T-50CM v3; Slaw RX Viper v2
sLYFa Posted May 11, 2020 Posted May 11, 2020 So while we feel like we have really tightened up this part of it, This sounds very promising, thanks for the update! i5-8600k @4.9Ghz, 2080ti , 32GB@2666Mhz, 512GB SSD
AG-51_Razor Posted May 12, 2020 Posted May 12, 2020 I'd be just as happy with the open beta release only supporting single player for super carrier to start. In fact that might even be preferable to get bearings etc and then when it drops for MP, so m uch the better all the learning curves are done. Is that possible? I believe that it will function just like any other module in DCS. That is, you can choose to use it in a single player mission or a multiplayer mission. [sIGPIC][/sIGPIC]
Harlikwin Posted May 12, 2020 Posted May 12, 2020 Well, there is a max ping setting already for servers, or were you hoping for something else? As for booting people with pings that jump too high, it might be an option to consider, but I would have to ask the team on it, what issues it may cause. We also added the ability to see the region of the server now, in order to help people make a more informed decision on a server to join, I mean you might have a great ping to a server halfway around the world, but its possible that that ping won't stay solid the whole time. Yeah that's what I was getting at. When you first join you can see your ping etc, but it might degrade over the session causing problems for everyone, worst case you get booted with a message that your ping got too high (critical IMO, otherwise lots of WTF will abound). Maybe add some sort of graphical "connection quality" indicator that people can turn on in the corner of the screen? IDK, not a network guy, and I'm sure your guys are as good as anyone. The other thought I had, and I have no idea if its implementable, is to have the people with bad ping get tossed IF they are on the carrier, while in flight it would be less of a synch problem. So make some "Bubble" around the carrier and if you have high ping you get tossed, otherwise its "normal". IDK... New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really).
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