GGTharos Posted November 30, 2004 Posted November 30, 2004 It has often happened that a Lock On server would crash because someone would abruptly disconnect or lag and the server wouldn't clear out the connection; instead, we see aircraft moving at speeds of 2000+kts, travelling at places where they shouldn't be. Sometimes, objects can be seen travelling under-ground. Again, this seems to be the result of lag or disconnection. Would it be possible to program some limits into the server which would cause the server to agressively clear out connections if an object belonging to that conenction is travelling too fast, or outside of reasonable bounds such as well beyond map-space or under-ground? This would help keep the servers more stable. For example, there's probably no reason for any object to have an altitude of -1 or less, not does it make sense for an object to find itself 1500km away from the center of the map, nor does it make sense for any object to have an altitude of 80km. Those should be erased and the client kicked from the server since obviously something is wrong with the client that was providing data from them. Sometimes aircraft bounce while landing which makes the altitude negative, but, that could be taken into account by accumulating the duration of this event. Should it last more than say, 10 seconds, that client should be booted. Would it be possible to implement those measures? It would also be useful to provide an 'autokick' function which can be configured via one of the config files and will cause lpayers having a ping of more than what is set in the file to be kicked automatically. ALso, about track recording: Respawns are not recorded in multiplay tracks recorded by clients - this causes problems when recording tracks for posterity. Would it be possible to ensure that tracks take respawning into account? And, if possible, increase ground padlock to 20nm? Currently with 10nm distance you have to be pretty close to the target when looking down from 20000 feet, plus padlocking onto the ground isn't something people will object to, I think ... Thanks, GG [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
ED Team Chizh Posted November 30, 2004 ED Team Posted November 30, 2004 Re: Another Request for the Devs: Multiplay and Lock On 1.2 ... It would also be useful to provide an 'autokick' function which can be configured via one of the config files and will cause lpayers having a ping of more than what is set in the file to be kicked automatically. Good idea. We'll thihking about. ALso, about track recording: Respawns are not recorded in multiplay tracks recorded by clients - this causes problems when recording tracks for posterity. Would it be possible to ensure that tracks take respawning into account? It's working correct already in 1.1 And, if possible, increase ground padlock to 20nm? Currently with 10nm distance you have to be pretty close to the target when looking down from 20000 feet, plus padlocking onto the ground isn't something people will object to, I think ... It is real it is necessary so? Thanks, GG Единственный урок, который можно извлечь из истории, состоит в том, что люди не извлекают из истории никаких уроков. (С) Джордж Бернард Шоу
GGTharos Posted November 30, 2004 Author Posted November 30, 2004 I think it is not necessary, but helpful to increase the ground padlock range. Oh, something that is a little more oimportant and I just remembered: When someone makes a custom loadout when joining an online game, and they do not press save, their payload becomes invisible, but completely effective. Could this be fixed so that even if people do not press save the payload is not invisible? Or possibly at least somehow force them to hit save, by making it impossible to hit the fly button until they have a saved payload? Thanks. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
S77th-Paralyzer Posted December 1, 2004 Posted December 1, 2004 Thanks for bringing these issues up GG. Thank you DEVS/Chizh for considering our requests.
Kula66 Posted December 1, 2004 Posted December 1, 2004 I just hope the facility will exist for the server own to lock loadouts ... nothing worse than a berk with AAMs on a gunzo server!! James
GGTharos Posted December 3, 2004 Author Posted December 3, 2004 These are excellent ideas, so I'll reiterate them. It would be very good if we were able to lock aicraft payload completely (no modification at all allowed) AND The ability to enforce selection of payload from SERVER LIST OF PAYLOADS FOR THAT MISSION ROLE ONLY ... as in not from the player's own MeInit file ... OR Even better, the ability to provide an allowed/disallowed weapon list so that players can customize their payload but onyl with the allowed/available weapons specified for the mission. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Shepski Posted December 3, 2004 Posted December 3, 2004 Hi guys, New LUA scripting is being added for server only options...I don't know which options as of yet but will let you know when I know. :)
GGTharos Posted December 3, 2004 Author Posted December 3, 2004 Rock on Lock On :D [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Mayh3M Posted December 3, 2004 Posted December 3, 2004 Rock_n_Roll -- Lock_n_Rock !!! :D :D Son... I drive tanks! ;) Hard: ASUS 750Jx
Shepski Posted December 3, 2004 Posted December 3, 2004 Ok guys, These are the new server options: serverFiles = { [1] = "./Bazar/Names.lua"; [2] = "./Bazar/Racks.lua"; [3] = "./Bazar/Types.lua"; [4] = "./Config/Weapons/Guns.lua"; [5] = "./Config/Weapons/DrawInfo.lua"; [6] = "./Config/Weapons/Bombs.lua"; [7] = "./Config/Planes/Pylons.lua"; [8] = "./Config/Planes/Damage.lua"; [9] = "./Config/Planes/AIControl.lua"; [10] = "./Config/Export/Export.lua"; [11] = "./Scripts/Serialization.lua"; [12] = "./Config/View/Begin.lua"; [13] = "./Config/View/End.lua"; [14] = "./Config/View/Labels.lua"; [15] = "./Config/World/World.lua"; Make of it what you will. :)
GGTharos Posted December 3, 2004 Author Posted December 3, 2004 Wow ... okay, I'll stop thinking right now before I end up coming up with something ridiculously convoluted ;) But it does look like they're offering the ability to install desired filters. A um, suggestion to the devs: If you are offering filters, can they be attached to say ... specific missions? That would be best, but if not, we can manage mission setups with LOMAN. Additionally, is it possible to specify weapons for a platform type, or only overall? (Suppose I want to restrict only MiGs from using AG ordnance for example) ... Anyway, I may be entirely wrong and I might have zero clue as to what I'm talking about, but thumbs up regardless :D It looks like the Begin and End scripts may offer very interesting ways to prepare/process results in the game! Thanks again for listening, ED :D Edit: On second thought, given the filenames it DOES look lik eit'll be per-plane... [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
S77th-GOYA Posted December 3, 2004 Posted December 3, 2004 Anyway, I may be entirely wrong and I might have zero clue as to what I'm talking about, but thumbs up regardless :D Lol, classic. :prayer:
Shepski Posted December 4, 2004 Posted December 4, 2004 Hi, The way I see this is... The current 1.02 server options still work as advertised, no padlock for example. The items above are the settings on the server's machine that will be used by the clients. This may also be just a start of this feature and we'll have to see how our MP tests guys do with it. This is new in todays build so maybe one of the guys a Eagle can explain it better.
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