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RIPTIDE

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Everything posted by RIPTIDE

  1. We're running a Open Alpha NTTR server, with a simple Orientation type Mission w/tankers. 208.94.240.34:10310 direct connect
  2. 1v1 Match 56 https://dl.dropboxusercontent.com/u/600721/1v1Match56.rar 1v1 Match 60 https://dl.dropboxusercontent.com/u/600721/1v1Match60.rar
  3. All Tacviews Generated from the 104th Server hosted Matches: 2v2: Match 1, Match 2, Match 6. 1v1: Match 45, Match 50. NB: 2v2 Match 1: 2 rounds of that Match were hosted on 104th. Other rounds were flown on other location (Stuge). http://dl.dropboxusercontent.com/u/600721/104thServerTopgunTacview.rar The Seperate Rounds are split into A/B/C/D etc... This is reverse chronogical, It's just how I arranged them if anyone was confused. Eg: 2v2Match1-A.acmi, would be last round flown foir that match.
  4. We'll be hosting some rounds of the Top Gun Tournament tomorrow. Expect Public server down from 13:00 UTC to 21:00 UTC
  5. Updated to DCS 1.5.1.47025 http://forums.eagle.ru/showpost.php?p=2553798&postcount=8
  6. I figured Key Bindings would do the trick. OverG gave me a look at his. They worked a treat. :thumbup:
  7. Random question just out there... will the EWR spill over to FC3 functionality? The EWR game mechanic for FC3 aircraft was broke last I heard. (Ghost contacts everywhere from network loss of aircraft/clients). Will this also affect Mig-21 functionality? Will MiG-21 be chasing all over the place for ghost contacts?
  8. It's actually on some (Most?) of our missions IIRC.
  9. ^^ this update though. I know a lot of people are wondering wtf is going on these days, with server crashes etc. I can hear your wonderings on your wonderful Live Streams :D It is what it is.. with 1.5 Open Beta, and now this patch, it has become exceedingly difficult to administer the server. This latest Open Beta removes the ability to actually kick people because the Player Pool does not show up while in Spectator. Picking an Airframe from the host (to not be in spectator), results in a crash. Can't view chat messages, or even chat from the host ingame. Log files are rubbish, no UUCID-IP-Callsign translation or tie in going on. Missions won't rotate. Missions cannot manually rotate without a restart. And this lingering issue with warehousing from legacy missions vis a vis MiG-21 is getting old having to surgically edit files and copy/paste warehousing into missions... Also, Memeory leakage is not even funny. Some of the crashes are because of low memory conditions (that's right, 16Gigabytes used). The Struggle is Real, folks.
  10. Updating Server to Open Beta 1.5.1.46722.87 http://forums.eagle.ru/showthread.php?p=2546251
  11. Will fix. Same cause as the last issue you reported: Warehousing. MiG-21 (along with other things) were set to Zero for the relevant Airfield. Will fix and thanks for reporting. S!
  12. At my location (Western Europe) it's working again, but in the US (and Eastern Europe at least) it's still out for some reason.
  13. ok. ED Servers are offline and the 'New Server' button does not raise the New Server dialogue. We're offline for now...
  14. OpenBeta 1.5 screwed the warehousing in 1.2.x created missions when they are saved as 1.5. I'll make an effort to resolve the problem by importing 1.5 version warehousing into the relevant misisons. For example Op. Moonshield reworked for 1.5 has correct warehousing, as does Op. Liberty. But Leopard, Armageddon etc etc and others don't. Thanks for reporting it. On another note, I'll also make an effort to put in the L-39 into missions. EDIT: And another note, the New Server function to rotate missions from a list does not actually work. Rotate triggers do not work either, so we'll be removing the triggers from 1.2.x missions... this will cause them to overrun the time... when we don't manually rotate them. Let us know when they pass the time... or not.
  15. I don't even know if the server even executes that line item.
  16. 40Mbit at the end of 4 hours on a 2000+ unit mission with 45+ players was seen. And above. That's just the nature of the beast. There is an exponential type of component. 20 players will use much more than twice the network of 10 players. Our ping limit was 330. It was until recently reduced to something lower on busy peak EU evening times. Ping, packet loss, causes multiple side effects. Warping causes CPU spike as well as network throughput spiking. Not to mention being undesirable for gameplay. CPU starting to consume 1+core starts to increase the likelihood of an early DCS server crash. Also, the tools available to us (ingame ping calculations are often based off an average) An average that, sometimes is not really useful for us. Some guy jumping from 150ms to 400ms to 150ms all the time is a server killer... he can remain under the average ping limit, yet his jitter is wrecking the gaming experience and pushing throughput and CPU usage, and in turn server reliability towards a bad direction. So we have a cascade effect... Higher Warping effects due to the game engine = more throughput network wise = pushing other clients with weak connections (2Mbps) to also warp = CPU spiked and overloaded = warping...... etc.... I can't comment on that just yet with great authority, as I don't have an Apples vs Apples comparison just yet. Will wait until more hotfixes and patches come out (so runtime gets longer), and then we can make a judgement on it (need a more stable server with higher numbers) I'm going to guess that the network usage, from what I have seen, going on preliminary observations is ballpark the same as 1.2.x, all things being equal.
  17. The 104th, in previous updates 1.2x, used to serve well in excess of 100kilobytes/second/client as we approached 50 players and long mission runtime. Which is why at the time, we advised clients to set 2048 in the relevent network speed entry. If one stayed on the default (1024) they would experience warping and then finally server exit would ensue. Also, network usage would spike dramatically from time to time, depending on client states (1 temporary warper for example would surge ALL client throughput, leading to a cascade affect for everyone) which led us to the Ping limits that we used to have, and will have in the future.
  18. Remember also guys, these settings set a top limit on Client throughput. That top limit on client throughput does not matter until a busy server 20++ players and a few hours in. So, they may not improve observed Stability for many, as many of the Client Crashes and instability are from other things in this 1.5. I do still see Warping and AI warping in mission on the 104th from time to time. Watching a bunch of tanks Moonwalk their way avoiding AGM-65D fire is heartbreaking lol
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