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Friar

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Posts posted by Friar

  1. Thanks guys glad you enjoyed it. We discussed doing it again next week but I am going to leave it for a bit.

    Lessons Learned for next time

    • Waypoints to targets to save time programming in at the start.
    • Tone down the SA13 and replace with Strella perhaps
    • Have a second emergency airfield available for re-arm and re-fuel.
    • Better direction / instructions about which way to take off.....

    If you have any comments on the mission or  ideas for other scenarios please let me know.

  2. I don't have the stable version but as they are the same at the moment I guess that does not matter?

    Anyway, thanks for using your dark arts to try and work something out that stops the server re-starting right in the middle of a flying session.

  3. Salute BullDog and thank you for stopping by to say Hi.

    We fly GBS on Sundays and Tuesdays. We tend to gather on Teamspeak for around 19:30 to 20:00. The evening starts with a dogfight map and then will move on to co-ops or move to a public server as a group if numbers are low.

    We do not require any formal training and do not require any evaluation (if we did most of us would fail!)

    Rule number one is to have fun we get that life takes over from our hobby so attendance is not mandatory for sessions. We also do not have any command structure.

    We have a UK base as well as members from North America, Canada and Europe.

    I am sure some of the other guys will stop by as say Hi as well.

    Cheers

    Friar

    • Like 1
  4. Hey Rattler,

    Glad you took my advice and could remember where to find us.

    @wingflyr and @Zukker are still very active in your time zone. They tend to use Discord rather than Teamspeak, perhaps one of them will send you an invite.

    Our schedule is Monday - DCS, Tuesday GBS, Thursday - DCS, Sunday GBS.

    Cheers

    Friar

  5. SERVER LAG SPIKES

    During the session last night (Thursday 9th) we all seemed to be having a number of stutters and lag spikes. I have been looking at the forum this morning and have found the below comment in a thread about the issue https://forum.dcs.world/topic/337162-anyone-else-getting-lags-spikes-in-multiplayer/

    Quote

     

    Yes. Had two failed events recently. Server froze for several minutes.

    It is worse the more AI units you have in game and I think it also depends on units on the move.I have tested a bit but only have had failures. Everything works fine in SP and as soon as you put it on a server and join with 25 people then it runs like 15 minutes after takeoff and dies. Had an instant freeze when attacking a type 52 frigate with about 40 harpoon, and in the second try it died when a SAM starting locking and firing in a group of friendly aircraft. 

    None of my 2.9 MP PvE events have succeeded. 

    Not one.

    My only clue is that a lot of SAMs and ground units OR dropping a whole lot of missiles at the same time seems to be a safe way to nuke the server. 

    It seems the only thing possible in PvE is very little ground units, almost no SAMs or... PvP. Getting 20 pilots in a slim mission is going fine. Having a tight IADS with multiple SAMs overlapping each other seems to be a bad idea.

    I am very thankful for ideas how to find out what is going on, and for now I am shifting back completely to a sim whose name shall not be mentioned.

    I have no clue how to solve it.

    Fun fact is that when people disconnect, the server comes back to life again. But it is already over then- strike eagles are missing their wings, F-18s have moved 80nm north over a SA-10 site and everything is a complete mess.

    My bet is that something in some AI or radar logic is using a whole insane amount of CPU and then it freezes.

    Or the server can't process all the client updates in time, then the next updates from or for clients come and the queue gets longer and longer, effectively freezing everything until the first clients start to disconnect. 

    Same mission runs extremely well in singleplayer.

     

    I think it will be only right to remove my latest inclusion of the multiple SAM sites and also cut back on the number of moving AI units until a solution has been identified.

    • Like 2
  6. EDIT: the above post is not quite right. I realised in bed last night that my wording is wrong at the moment.

    There are 10 sites which could be populated by either a SA-8 or SA-13. I will update the the logic to make 15 or 20 possible sites but only 10 will be populated with either a SA-8 or a SA-13.

    Due to have having an electrician in the house today I may not get this amended before tonight but will do my best to change it as soon as he has finished this afternoon.

    • Thanks 1
  7. UPDATE 08/11/2023 Version 1-2

    All planes now have 1 way-point at the the home base

    Additional convoy added that runs along the south coast road. Its starts just north of Lavan Island and runs West to the power complex up the coast. There are also a number of tankers waiting in the bay. There are two convoy configurations which are picked at random, just as the ones that run to the hostage village do. 

    Mirage F1-EE added.

    Oh and....

    There are now 10 random SAM sites placed around the map, located in towns and villages. The units are picked at random out from a list of 20 units made up of 10 SA-8 and 10 SA-13. So a location may have an SA-8 in one mission, its may have an SA-13 the next time or that location may not be used at all.

    Enjoy.

    • Thanks 1
  8. UPDATE 06/11/2023 Version 1-1

    On a recent flying night @wingflyr asked where there any convoys to attack. I directed him to the single one I had on the map, well, now I give you...

    "Hell's Highway"

    I have now added logic to generate, at random, 1 of 3 possible convoy configurations. The selected convoy will head west from the next big village along from the "hostage location village", which is a fair way along the road.

    If it reaches its destination (a small village next door to the "hostage location village") it will be deleted and another generation cycle will take place and a convoy will be selected at random to make the same journey.

    If the convoy is completely destroyed on route another generation cycle will take place and one of the 3 possible convoy configurations will be generated again and set off on the same route.

    There is no limit to the number of generation cycles. There will only ever be one of these convoys in motion at any time. There is still my original convoy which starts its journey closer to the destination an ends up in the hostage village and remains on the map.

    At the moment it is not possible to remove burning wrecks from the map, so it could get messy along this highway.

    If it gets too much I will review the process.

    Enjoy.  

    • Like 1
    • Thanks 4
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