Jump to content

Patch 1.1.1.0 for DCS: A-10C Warthog (English) Released


Recommended Posts

Posted

Thx, I changed from ru to en and installed passed succesfully :) I hope it will run though.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

ಠ_ಠ



  • Replies 145
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Thanks ED! Returned just in time from a trip to start downloading and try this sucker out. Keep up the great work!

TM Warthog, TPR, TM MFDs, Pimax Crystal, AMD Ryzen 9 7950X3D. ASUS ROG Crossair X670E Hero AMD X670, G Skill Trident Z5 DDR5 64GB

Posted

What's Next!

 

So.... uhh..... with Ka-50 and A-10C integration pretty much complete now, can you guys (ED) give us any info as to what comes next? :)

 

Yes! The Steam Patch! *cough cough*

Posted

My modded viewport files (Scripts/Aircraft/A-10C/***/***.init) LUA files are all working great, except the digital clock. It is very large and totally off of where it should be, any ideas what may be causing this? I can post the lua file tomorrow but if anyone has figured this one already then speak up! :)

 

Smoother FPS on the ground for me on an unrelated note!

476th vFG Alumni

Posted
Yes! The Steam Patch! *cough cough*

 

Ya know, I liked being able to click on the steam icon and easily select DCS A10C. However, it was so easy to just download the install files and install separate from steam. When steam catches up, I might go ahead and re-download that version (if steam doesn't do it automagically) when it gets bumped to 1110. In the meantime, I still get to play it!

Posted

Thanks for the new patch. CBU 97 are great. TGP Flir is much nicer now.

 

Performance is pretty disappointing though. It seems I can never get this to run satisfactorily. Lots of jittering, stuttering choppy fps. Fps are always going from 32 to 22 or any where in between. Its never stable.

 

I can't remember the last time a flew a mission in DCS A10 where I was not thinking of performance problems in the back of my mind for most of the flight. E.g trying unsuccessfully to ignore them.

 

It was probably back in the beta or shortly after the first release. It's kinda sucking the joy out of flying for me.

  • Like 1

Specs: GA-Z87X-UD3H, i7-4770k, 16GB, RTX2060, SB AE-5, 750watt Corsair PSU, X52, Track IR4, Win10x64.

 

Sim Settings: Textures: ? | Scenes: ? |Water: ? | Visibility Range: ? | Heat Blur: ? | Shadows: ? | Res: 1680x1050 | Aspect: 16:10 | Monitors: 1 Screen | MSAA: ? | Tree Visibility: ? | Vsync: On | Mirrors: ? | Civ Traffic: High | Res Of Cockpit Disp: 512 | Clutter: ? | Fullscreen: On

Posted

Did you modify files to export or adjust views or some such other thing? If so, you have to hit up servers that don't check. It's to prevent cheating. Join up with a squadron and fly with them.

[sIGPIC][/sIGPIC]

Posted

Found out tonight even with a full new install this patch pretty much shacked MP. I can't drop a cbu or engange AP consistently without a ctd. SP seems to be good.

  • Like 1
Posted
Found out tonight even with a full new install this patch pretty much shacked MP. I can't drop a cbu or engange AP consistently without a ctd. SP seems to be good.

 

I think it's something to do with the servers and/or missions.

 

Some games I've had worked fine over the internet whilst when some missions are being played it's always a constant CTD after a while.

  • Like 1
Posted

Performance in certain multiplayer environments seems spotty as regards stability. During the 104th Fly In, both the Stallturn server and the 104th server were highly susceptible to crashes, whether with 6 ships or 20, seemed to crash very often.

 

In single player, no issues. I can't say whether there's a better or worse FPS output.

  • Like 1
Posted (edited)
Performance in certain multiplayer environments seems spotty as regards stability. During the 104th Fly In, both the Stallturn server and the 104th server were highly susceptible to crashes, whether with 6 ships or 20, seemed to crash very often.

 

I agree with the above statement. I'm using patch 1.1.1. I can't compare this to earlier multiplayer stability as this was my first multiplayer in the Hog. During several multiplayer flights on the 104th server yesterday I had 5 or 6 crashes at various points in a mission. I was kicked back to the DCS GUI. Had to reconnect to the server. The crashes seemed to me to be random. They also did not always occur for all players at exactly the same time. Some times you would hear on TS within a few secs that everyone had a crash to GUI, other times it would seem to be a staggered crash. During one mission I heard other players calling that it had crashed on them one after another and I was thinking it was strange I was still in the mission then within 10 seconds I too was biffed back to the GUI. I could not speculate whether this was a 104th server problem or a DCS issue. My ping was too high on Stallturn to give it a go.

 

When it worked the mulitplayer with TS3 was a thing of utter beauty! My cold start up times are really improving and I got my first DCS A-10C multiplayer A2G kill as well as an A2A shootdown of an opfor Ka-50. It was a great experience to fly in a multiplayer enviroment. Thanks to Wrecking Crew and the 104th for hosting this fly in! :thumbup:

Edited by lobo**
sp

Lobo's DCS A-10C Normal Checklist & Quick Reference Handbook current version 8D available here:

http://www.digitalcombatsimulator.com/en/files/172905/

Posted (edited)
Performance in certain multiplayer environments seems spotty as regards stability. During the 104th Fly In, both the Stallturn server and the 104th server were highly susceptible to crashes, whether with 6 ships or 20, seemed to crash very often.

 

I agree with the above statement. I'm using patch 1.1.1. I can't compare this to earlier multiplayer stability as this was my first multiplayer in the Hog. During several multiplayer flights on the 104th server yesterday I had 5 or 6 crashes a various points in a mission. I was kicked back to the DCS GUI. Had to reconnect to the server. The crashes seemed to me to be random. They also did not always occur for all players at exactly the same time. Some times you would hear on TS within a few secs that everyone had a crash to GUI, other times it would seem to be a staggered crash. During one mission I heard other players calling that it had crashed on them one after another and I was thinking it was strange I was still in the mission then within 10 seconds I too was biffed back to the GUI.

 

I also had a problem on a couple of occasions when after selecting a plane for ramp start, my jet spawned directly on top of a parked Ka-50, snapping off his rotors. (A2G kill?) Also at one time I saw an A10 parked on the ramp, well ok it was actually hovering unattended about 20' in the air... ("Chief I'm going to need a ladder... and you'd better make it a big one") I could not speculate whether any of this was a 104th server problem or a DCS issue. My ping was too high on Stallturn to give it a go.

 

When it worked the mulitplayer with TS3 was a thing of utter beauty! My cold start up times are really improving and I got my first DCS A-10C multiplayer A2G kill as well as an A2A shootdown of an opfor Ka-50. It was a great experience to fly in a multiplayer enviroment. Thanks to Wrecking Crew and the 104th for hosting this fly in! :thumbup:

Edited by lobo**
  • Like 1

Lobo's DCS A-10C Normal Checklist & Quick Reference Handbook current version 8D available here:

http://www.digitalcombatsimulator.com/en/files/172905/

Posted

My experience so far in MP has been numerous and random CTDs for clients (though as host I haven't had one yet). This is running custom missions that were opened and edited in 1.1.1.0 so should be compatible. I'd post crash logs but I'm not the one crashing :-)

Posted (edited)
My experience so far in MP has been numerous and random CTDs for clients (though as host I haven't had one yet). This is running custom missions that were opened and edited in 1.1.1.0 so should be compatible. I'd post crash logs but I'm not the one crashing :-)

 

 

After the first Fly-In we (104th Sqn) collected a lot of data and gave that to ED. This enabled them (ED) to address a multitude of issues with the code when running in server-mode. They did a great job and now the server hardly crashes (only one server-side DCS crash on both servers over the 48 hours).

 

In last weekend's fly-in the server stayed up and it was the clients that were crashing. This may be noticeable now because previously the server was more unstable and it would crash before the client ('masking' the defects in the client code). However, most of the client-side bugs seem to be new due to the large amount of new code added in the last upgrade/update. This is normal for development to have teething troubles with a lot of new code. We hope to give ED more data from this Fly-In which will help sorting the client-side out (although there are currently bigger defects at the moment, such as the non-connectivity of the Master server for multiplayer authentication and server browser functions).

 

There was suspicion that a particular mission was simply too big (Operation Rampant Bear - disclaimer: I wrote it). However I was admin for both servers (104th & stallturn) for most of both days and the servers were actually relatively lightly loaded in both CPU and RAM (video RAM was not a factor, they were displaying the maps and not 3D). So I don't believe that mission was a cause of the problem, it just exposed the issue more than some other missions. There is is a very important distinction here, and I don't aim to defend the mission I wrote, just point out that more missions of that size should be used for regular testing - or the multiplayer bugs will slip past testing. The Operation Rampant Bear mission also used to run perfectly on patch v1.1.0.9 so to think assigning 'blame' that (or any) mission as the cause of the crashes would be misleading - and not helpful for resolving the actual issue (which is logged as an ACCESS_VIOLATION, which means a memory allocation failure, bad/dangling pointer in the code or bad array/hash index).

 

It is important to note that other missions also caused the same client-side crashes (and, again, did not pull the server down) although with a slightly lower frequency since they had a lot less going on and therefore triggered the same bugs more slowly.

 

Plus, as a professional consultant software developer I can also say that for properly written (and debugged and tested) code no client input (eg. mission data, configuration, or network packets) should crash the software. Ever. If the software runs out of resources then it should fail gracefully (eg. logging, "I'm out of memory" or "I got an unexpected value of x when doing y and can't continue" instead of just falling over). Using modern development practices such as Design by Contract, Defensive Programming, Test-Driven Development and Continuous Integeration (some of the more lightweight and worthwhile practices out there) would go a long way to improving the software quality. I have applied these myself to critical infrastructure real-time systems to produce robust systems so I know they would work within the runtime constraints of a game/simulation.

 

Anyway I'd like to thank everyone for their patience during the Fly-In. We were doing our best to give you a good experience (although, sadly, I don't have access to fix bad pointers in the game code, as I have nearly two decades of experience doing such things in C++) and I decided to take the gamble of accepting the 1.1.1.0 version without testing it for more than a few hours (although given the timing of the release that is all I had, but was glad to have the patch in time for the event). In this case I weighed up the upgrade as so worthwhile with lovely graphics enhancements, working CBUs, and helo integration for rotorheads as a worthwhile risk. I guess I may have gambled a bit too much for some.

 

The four things you ought to take away from this post is that:

1) The issues you experienced were not due to you or your own set-up.

 

2) The ED team were excellent after the last Fly-In in resolving the server-side bugs. There is every chance that as a result of this Fly-In ED will also address the client-side bugs experienced by the community.

 

3) Your participation in such events helps find issues in the game that are only seen with a large number of players, a very worthwhile contribution to make.

 

4) As a result, the next Fly-In is likely to be a significantly better (more stable) experience than the first two.

 

Thanks to all of those who participated in the Fly-In, I hope the event on this scale (50-60 players at times) was something unique and enjoyable.

Edited by Moa
Posted (edited)
My experience so far in MP has been numerous and random CTDs for clients (though as host I haven't had one yet). This is running custom missions that were opened and edited in 1.1.1.0 so should be compatible. I'd post crash logs but I'm not the one crashing :-)

 

I found some of the stock payloads had be deselected in the Mission Editor (eg AFAC) in the switch from 1.1.0.9 to 1.1.1.0 and any custom mission payload needed to be re-assigned.

 

I did this for the second day of the Fly-In thinking it might have been a cause of the problems. It seemed to reduce but not eliminate the CTDs (although the logged message was the same, so the same bug was not eliminated by doing this). You probably should go through and re-save all the payloads (especially as the most common ACCESS_VIOLATION clients encounter is in Weapons.dll - although I'm suspicious that may be related to the new CBU code, especially the 105).

 

So it is worthwhile checking the payloads on your own missions. Hope that helps those hosting.

Edited by Moa
Posted
i have steam version of the game. just in case i did download patch from ED, but as expected it reports it can't find the game. was wondering what is the timeline for the patch deployment there? or how steam users should proced

 

well, the patch didn't budge after selecting the steam game folder. so i just deleted local contend and installed from DVD i got the other day. the patch installed really wel on that. all the configuration was retained and it looks like it picked up steam activation :)

 

1.1.1.0 looks great from here

Anton.

 

My pit build thread .

Simple and cheap UFC project

Posted
Fly-In

I'd like to add a few observations about the crashes. First, all of the client crashes I experienced happened on Rampant Bear (on both 104th and stallturn). Once we switched to Glowing Valley, I never got another client crash. Since Blackshark slots were added to Rampant Bear, this leads me to suspect that there are some lingering bugs in the BS/WH integration. I never crashed when dropping CBU-97, although I did crash right after firing a Maverick at one point. Second, the client crashes seemed to happen to random numbers of people per crash. As far as I know, for any (or at least the majority of) crashes, some people remained connected while others CTD'd.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...