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About xcom
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Rank
Closed Beta Tester
- Birthday 12/02/1983
Personal Information
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Flight Simulators
DCS, IL-2
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Location
Israel
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Interests
Flight
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BF servers Used modules - lua socket, lua mysql and linked 3rd party applications. Script Function: What you are adding to the mission - Many very useful scripts, I believe ED already has them :) Script Tool: MIST - cause it's awesome and helps shorten scripting for DCS. Basically when we started BF, MOOSE was not created yet, fightcontrol did a great job by the looks of it and it's probably very necessary for mission designers. CTLD - also cause it's awesome, compliments to the necessary unit transport that is missing by ED. Most of the scripts we use have been created to be
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Here are some updates for those who are not in our Discord - We currently have these scenarios running - Persian Gulf - Modern Caucasus - Modern Caucasus - 80s Nevada - 60s (Cold War) Normandy - WWII Each scenario has it's own spectrum of activities, objectives and ongoing persistent dynamic PvP. Here are some of the changes/features that have been going into the different scenarios - New objective Repair mechanics - Objectives no longer have an automated repair, repairing requires a repair compound and can be eliminated at any time to stop the objectives from repairing. C
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Hey QuiGon, Currently only PG has the Tacview saved. Later on we will add the rest of the servers. Stay tuned in the Discord updates
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This is also happening on BF servers, every few hours the server crashes with the same crash log seen here. Added a few examples below - # -------------- 20200605-193611 -------------- DCS/2.5.6.50321 (x86_64; Windows NT 10.0.18362) C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\WorldGeneral.dll # C0000005 ACCESS_VIOLATION at 1EE53080 00:00000000 SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta;C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOp
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Operation "Blue Flag Normandy" - 24/7 WWII PvP Campaign - ROUND 1
xcom replied to xcom's topic in Multiplayer
It runs the latest OB release. BF Normandy has been updated - 1. It now includes the P47. 2. All airplanes are now available to takeoff from captured airbases. 3. defenses (zu23s) are removed and only WWII units are now available. 4. Tanks have been removed by APCs. Example of how it looks can be seen here - -
Server management/API&SSE extension framework
xcom replied to PravusJSB's topic in Multiplayer Server Administration
Sounds really nice, should solve many issues mission designers and scripting in DCS. -
Server and Client on same machine...
xcom replied to Domestos's topic in Multiplayer Server Administration
Not sure why you would want to run a dedicated server on the same machine you play, you would probably get a hit to your playing experience. You can preset affinities of the cores to different executable, either with Windows preset affinity settings in the task manager, or by installing a 3rd party program that helps with that such as Bill's Process manager. -
do a simple test from your home PC - go to cmd and run - telnet SERVERIP DCSPORT change SERVERIP to your server IP change DCSPORT to your selected port (10308 by default) The screen should go blank if the port and connection is open.
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Multiplayer Server for Community
xcom replied to nosaMtrevoC's topic in Multiplayer Server Administration
1. Better Ghz as DCS uses 2 cores, one for the simulation and one for the sound (AFAIK). So having a CPU that holds 6/8 cores with 4+GHZ would be more beneficial if you want to run massive servers, if you would like to run smaller scale, lower GHZ should do. 2. IO is used by DCS, especially with scripting, but slower SSD should be enough to hold it. 3. 32GB is better, obviously DDR4 and above. 4. There's a small formula here - (number of players) * (number of units) * (moving ground units) = the higher the number the worse the stability. DCS can run a really heavy missions with up to 60 -
not sure if it has been reported before (probably have been but couldn't find it), once you spawn units dynamically (by script or by late activation trigger - should be the same), the spawned vehicles are automatically drivable although their group setup does not have drivable marked. Hope this is clear enough, it's killing restrictions on drivable units which in return allows players to move units in very populated servers which we know to cause lag. edit - this is effecting JTAC/Operator slot, didn't check any other CA slot.
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Operation "Blue Flag Normandy" - 24/7 WWII PvP Campaign - ROUND 1
xcom replied to xcom's topic in Multiplayer
Hoping to be able to join tonight! Blue Flag requires teamwork, without it it's nearly impossible to do it alone. Glad to see old guys here interested again, looking forward to some aerial combat! -
Operation "Blue Flag Normandy" - 24/7 WWII PvP Campaign - ROUND 1
xcom replied to xcom's topic in Multiplayer
Update - During the current situation world wide, we are opening more Blue Flag scenarios to allow everyone to enjoy the BF persistent campaign 24/7 with the scenario you want - Modern (Persian Gulf), 80s (Caucasus), WWII (Normandy) Cold War (Nevada), Korea (Caucasus) Currently Blue Flag Normandy WWII has been started again and is running now 24/7 - http://gadget.buddyspike.net/map/normandy For information about the scenario and any questions, you are welcome to our Discord and website - Discord - https://discord.gg/8VPX9wk Website - https://www.buddyspike.net There's a full SOP -
Update - During the current situation world wide, we are opening more Blue Flag scenarios to allow everyone to enjoy the BF persistent campaign 24/7 with the scenario you want - Modern (Persian Gulf), 80s (Caucasus), WWII (Normandy) Cold War (Nevada), Korea (Caucasus) Currently Blue Flag Normandy WWII has been started again and is running now 24/7 - http://gadget.buddyspike.net/map/normandy Blue Flag Nevada Cold War will be opened next, afterwards if time allows, Blue Flag Korea will be opened on Caucasus. For information about the scenario and any questions, you are welcome to
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Voice chat on client/server despite being disabled, causing lag.
xcom replied to rurounijones's topic in Voice Chat Bugs
Confirmed on Blue Flag servers as well. Disabling the Voice Chat does help with the lag, but the voice chat is not actually disabled, connecting to the server and I can hear people talking.