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Posted

Hi to all. I have a simple but tricky problem for a multiplayer mission...

 

It's the mission attached.. It has some units, and here it is the issue:

 

When we fly the mission with 2 pilots everything is ok.

But when we try to fly with 3 pilots, after 1 minutes (helo start up) seems like the server (one of us) has major problem and everything start to flick away... suddenly the server pilot lost connection over teamspeak and lost the game after some minutes.

 

Please take note that the server pilot use ADSL, I use ADSL and the third pilot have 10 mbits/s.

 

maybe too many units?

 

Please help me :)

 

thanks in advance

01_Invasione_X4_ITA_b.miz

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

noone can help^ :(

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

I doubt it has to do with the mission itself, but more with connectivity.

 

Time for some basic troubleshooting...

 

Have each of the players tried hosting the mission, or is it always hosted by the same player?

Is it always when the same player joins that it drops, or is it just any third player?

Are you all running the same version and or patches of Black Shark?

Do any of you have mods installed that affect the lua files that the others do not?

 

All of these could cause issues, but the fact that Team speak is being dropped as well would point to a problem with hardware or internet connections of one of the players computers rather than with Black Shark.

 

I've taken a quick look at the mission and there are nowhere near enough units to be causing you issues in terms of overloading, although given your flight route, there is an awful lot of cleaning up of units that you could do with units that the player will never interact which could help it flow better.

Intel i9-9900KF @5.2GHz

MSI Z390 Gaming Pro Carbon

32GB G.Skill Trident Z DDR3200 RAM

MSI RTX 2080 Ti Gaming X Trio

40" Panasonic TH-40DX600U @ 4K

Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive

Gametrix JetSeat with SimShaker

Windows 10 64 Bit Home Edition

 

[sIGPIC][/sIGPIC]

Posted

about the troubleshooting: We will do it and report everithing as soon as possible (also solved problems)

 

About the units: The mission will be part of our campaign, in witch at the end of the mission I'll update on the basic scenario all the moved units via TACview recording. Every mission the scenario goes on itself for 6h, instead of players position... and in this files I have plenty no more than 20% of the total units in the scenario... so I can't reduce much... or I could try to run the scenario by Itself and cut away the only-necessary for the mission to be flown.

 

BUT... do you think that overloading issues are proportional to n° of flying players? (maybe wait for our first troubleshooting.. I do not want to waste your time ;) )

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

"do you think that overloading issues are proportional to n° of flying players?"

 

This can be the case, but unlikely. If you have any kind of solid connection like mine say, 500kb/up, 1MB down you should be able to host a dozen players in the same country with the same connection. If you have something like our dedicated you can host around 64 players.

Posted

Ok, so maybe we have a problem with patch or something else.. have to say that I flown that mission in 2 players flight without any issue even with the pilot "2" and the pilot "3"... It is when we fly together 3 pilots that seems like the host have an infinite PING since connection down.

 

Tomorrow I will try to host myself, and we will perform any of the advice of Highwayman.

 

thanks in advance

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

10-GlobalAttack.miz

 

Same problem here:

With 3 players it's almost fine, but with more player, when the Ka50 happear on the parking of the airport, at least one player losses connexion with the server.

Also, "spawning IA" causes lots of lags.

 

Server is 1MB/s Up and 15MB/s Down. And already ran lots of missions with more ground units and objects with no problem.

Proud to be a [sIGPIC][/sIGPIC] :joystick::pilotfly::book:

Posted (edited)

When spawning your AI units, try to stagger them from the start time or use triggers to bring them to life only when they are needed. This will help you with mission start up times and prevent lag.

 

In most missions that I design there are random triggers that take place at the start of the mission to decide which units get spawned by setting flags. This gives the missions some re-playability as things change every time you fly the mission.

 

However, although the flags decide which units get spawned, they only come to life when the player or a client enters a trigger zone within a set range of a group of units. This keeps the number of active units down at any one time and may happen anywhere between 1 and 50 times depending on where the player flies, and what the mission is designed to do which also adds a little more to the re-playability depending on where you fly.

 

So to give you an example of what just one of these many potential trigger zones could look like:

If only Flag 1 is true, an SA-9 is spawned 2km from point 1 when player enters 20km from point 1

If only Flag 2 is true, an SA-9 is spawned 5km from point 1 when player enters 20km from point 1

If Flag 1 & 2 are true, an SA-13 is spawned 3km from point 1 when player enters 20km from point 1

If Flag 1 & 2 are false, a ZSU is spawned at point 1 when player enters 20km from point 1

 

Learning the trigger system is about the most important feature of the Mission Editor and can turn a simple and predictable mission into something exciting that keeps you on your toes that you fly again and again :)

 

See the screen shots below for an example from one of my missions.

 

th_ME-1.jpg

th_ME-1a.jpg

th_ME-1a.jpg

Edited by Highwayman-Ed

Intel i9-9900KF @5.2GHz

MSI Z390 Gaming Pro Carbon

32GB G.Skill Trident Z DDR3200 RAM

MSI RTX 2080 Ti Gaming X Trio

40" Panasonic TH-40DX600U @ 4K

Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive

Gametrix JetSeat with SimShaker

Windows 10 64 Bit Home Edition

 

[sIGPIC][/sIGPIC]

Posted

Ok seems that the only way to get a mission by mission continuity is to Run the scenario by itself and then fly your "cutted scenario" mission. Then manually join the information collected in tacedit to obtain the "end mission" situation to start the new one.

 

ASAP I will try the 3 pilot connection with my mission attached and a cutted version, than I will report the results

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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