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[RESOLVED] Slat position not synced over multiplayer


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Posted (edited)

Minor nitpick, but considering that all other modules with slats have theirs animated over multiplayer, it's strange that the Mirage doesn't also have its slats synced. Perhaps not the best screenshot, as I'm not sure under what specific conditions the slats come out, but while watching a Mirage in F2 over multiplayer or from server tracks, the slats never once pop out.

 

 

Digital Combat Simulator  Black Shark Screenshot 2021.06.28 - 22.13.09.06.png

Edited by Nealius
  • Like 1
  • myHelljumper changed the title to [REPORTED] Slat position not synced over multiplayer
Posted (edited)
On 6/28/2021 at 4:01 PM, Nealius said:

Minor nitpick, but considering that all other modules with slats have theirs animated over multiplayer, it's strange that the Mirage doesn't also have its slats synced. Perhaps not the best screenshot, as I'm not sure under what specific conditions the slats come out, but while watching a Mirage in F2 over multiplayer or from server tracks, the slats never once pop out.

Note: There's a max of 32 animations sync'ed over the net, all 32 are assigned, so Razbam can only add slates by making compromises i.e. there are separate left and right assignments for the air brakes and intakes, making one pair a "joint" animation would free up a argument but might mess with the damage model i.e. still appear when only one wing is missing/destroyed.

 

I'm not sure how noticeable the intake animation is in multiplayer, perhaps removing that would be an acceptable compromise ?

 

Current (Open Beta 2.7.3.8494) M-2000C Net code arguments (DCS World\CoreMods\aircraft\M-2000C\M-2000C.lua)

Spoiler
-- add model draw args for network transmitting to this draw_args table (32 limit)
	net_animation = 
	{
		21,  --  1 DRAG_CHUTE_UNLOCK
		35,  --  2 DRAG_CHUTE
		38,  --  3 CANOPY ANGLE
		49,  --  4 NAV_LIGHTS
		51,  --  5 LANDING_LIGHTS
		83,  --  6 STROBE_LIGHT_TOP
		88,  --  7 FORM_LIGHTS
		99,  --  8 HEAD UP/DOWN
		190, --  9 LEFT_NAV_LIGHT
		191, -- 10 TAIL_NAV_LIGHT
		192, -- 11 RIGHT_NAV_LIGHT
		200, -- 12 FORM_LIGHT_FRONT
		201, -- 13 FORM_LIGHT_AFT
		208, -- 14 LANDING_LIGHT
		209, -- 15 TAXI_LIGHT
		334, -- 16 DRAG_CHUTE_VERTICAL
		335, -- 17 DRAG_CHUTE_HORIZONTAL
		336, -- 18 DRAG_CHUTE_CAP
		373, -- 19 INTERNAL AB GLOW
		802, -- 20 STRONG_LIGHT_BOTTOM
		902, -- 21 REFUEL LIGHT MOVE
		903, -- 22 REFUEL LIGHT SIDE LOW
		904, -- 23 REFUEL LIGHT NOSE LOW
		905, -- 24 POLICE LIGHT
		906, -- 25 PILOT VISOR
		907, -- 26 REFUEL LIGHT SIDE HIGH
		908, -- 27 REFUEL LIGHT NOSE HIGH
        182, -- 28 LEFT_AIRBRAKE
        184, -- 29 RIGHT_AIRBRAKE
        900, -- 30 LEFT_INTAKE_SCOOP
        901, -- 32 RIGHT_INTAKE_SCOOP
	},

 

 

Edited by Ramsay
  • Like 2

i9 9900K @4.8GHz, 64GB DDR4, RTX4070 12GB, 1+2TB NVMe, 6+4TB HD, 4+1TB SSD, Winwing Orion 2 F-15EX Throttle + F-16EX Stick, TPR Pedals, TIR5, Win 11 Pro x64, Odyssey G93SC 5120X1440

Posted (edited)
35 minutes ago, Ramsay said:

Note: There's a max of 32 animations sync'ed over the net

 

That's an interesting tidbit. No wonder online animations are so janky across all modules. Is there really a performance difference between 32 and 50? Or 75, even 100? 

Edited by Nealius
Posted
3 hours ago, Nealius said:

Is there really a performance difference between 32 and 50? Or 75, even 100?

No idea, just one of the ways DCS World shows it age, there's always a chance the number increased with the recent Huey/Hind multi-crew updates but I don't recall ED ever mentioning it.

i9 9900K @4.8GHz, 64GB DDR4, RTX4070 12GB, 1+2TB NVMe, 6+4TB HD, 4+1TB SSD, Winwing Orion 2 F-15EX Throttle + F-16EX Stick, TPR Pedals, TIR5, Win 11 Pro x64, Odyssey G93SC 5120X1440

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  • myHelljumper changed the title to [RESOLVED] Slat position not synced over multiplayer
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