Jump to content

Eld0r

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by Eld0r

  1. But it got another problem now of missiles turning immediately and proxy fusing on yourself: (it is a fast flanking bandit and a high G turn tbf. This might be a feature since release. idk, I just saw it today) F22 got the same problem lately (again) bit different setting with the drops tho:
  2. this is a core ED feature. No ordnance can get higher than... I actually don't know the correct number but let's call it space border and just guesstimate it to 90000 ft altitude. So if a missile overcomes that space border it's simulation stops working and it will continue whatever. (that happened to a lot high-high fired AIM-54 in the past as well) Are you sure the parameters are exactly the same? Cause this space border was always a thing. Maybe the missile now slightly overperforms and cross that border more often this version. (It also could be as simple as beeing out of electric juice. Battery life is a thing apparently.) Anyway the missile too high problem is a thing mentioned by GR on a YT video and was a problem they had to overcome when developing their custom modern missiles mod as well. They hardcoded a high limit on their internal modern missile mod. (well or some similar workaround). So in this case no other than ED themselves is able to help. This might actually be known by ED already and automatically fixed with the new engine. soon™
  3. That's because GR make their own modifications to all the mods as well. At first to be compatible to the GR modern missiles and second to make them more realistic in there own definitions of trustworthy public information. So with these two things in mind we will never get these GR mods as they show them in their videos. They would never public them without the original mod developers consent. So yeah either this way or the other possibility: the original mod developers asking GR for all the changes they did with GRs okay to include the GR code into the original mod. Anyway yeah I would love to see the GR mod developers working together and contributing to the "first hand" mod developers mods. Combined forces for the as good as possible community mods, downloadable for everyone.
  4. it is not as slim as possible but there is stuff spared. okay, given it's basically only the interiors that are missing lol. but how's AI able to see otherwise? Some stuff like the carrier launches is scripted but iirc AI is actually using textures when operating the pods. how to use FLIR without FLIR textures? but I agree having a selection for the map textures would be nice. that does mean that you cannot load all missions with all maps and always have to remember what you got installed. Anyway for drive space limited servers the ntfs compression works wonders on DCSs big files. I have it enabled on all files >400MB
  5. ok, so this is somehow weirdly named with a totally different designation: "startOnSetting" then we have the javascrip created elements, the three radio buttons controlling the resume mode in advanced settings: "start_on" // name of the 3 radio buttons "start_on_command" // id and selected-value of the 1st radio button "start_after_load" // id and selected-value of the 2nd radio button "start_with_customers" // id and selected-value of the 3rd radio button and then we have the set values depeding on the selected radio-button when clicking save. This works and the variables are named like this: resume_mode // name of variable {0, 1, 2} pause_on_load // name of variable {false, true} ... redundant ?! pause_without_clients // name of variable {false, true} ... redundant ?! I tested the last part also with popup messages from source code and all variants looked good. So I assume it is more around the startOnSetting thing with the web element creation. All of that has already given me a lot of headaches, tho. The very best funfact is: Once you take a look, press Cancel and then take a look again, it shows the correct actual value. This repetetly works: whatever you change and save will be loaded and correctly displayed. There is a reset function loading the correct values and this thing is used whenever you press Cancel. The save function works similar and also sorts out the radio button states and saves the correct values. ... it's just for the first time that you must look a second time. ¯\_(ツ)_/¯ maybe... at some point in the future... I'll have a look at the app.js again. Hopefully a js web dev resolved the problem before I take a look again.
  6. ah nice! yeah I remember loading a defined mission is a thing and useful for campaigns, but I scrapped it. So I version my mission and otherwise I need to update that every time. WIth just the EndMission the server does it by itself with the mission list. I totally understand the server then quitting its job Maybe there was a inbetween time when a missing mission was just skipped but now it puts the server on a hold again. (you right: no 4. of course needed \Scripts\ in the path. sry, was too tired) Edit: So the "offtopic" stops here and we continue now with just the "wrong readout of resume_mode" bug. Maybe I can fix it myself with some time. I already found another bug in the webgui app.js
  7. na, like I said I ran openbeta as well and there it works fine too. the stable is only the secondary. you could 1. in your dcs dedicated server nstallation dir of the game files, in the root, check "dcs_variant.txt" for just containing the string: openbeta_server 2. Check your DCS.exe usercontext in taskmgr. It should run under your username. 3. Check in "C:\Users\%username%\Saved Games\" that the folder of DCS is named after the string in the variant file: "DCS.openbeta_server\" 4. the file "dedicatedServer.lua" is loicated in "C:\Users\%username%\Saved Games\DCS.openbeta_server\" and formated liked the lua I wrote in my old post. You said using multiple mission is a workaround? I actually sometimes use the same mission twice in the list as well. That makes quick mission restarts a bit faster and does not disconnect the clients like a press on restart would do. Edit: I can tell you it should work. ^^ Maybe it's a wrong path, your right config must be somewhere. If the config file does not match how your server behaves, then it is most likely the wrong file. - BTW could you send it for a lookup? - But It is a different machine or are you running the dedicated on the same machine as your client? there was also a good Point at the beginning: make Sure that the file was created without admin rights if you run the dedicated without admin rights. *sry, overlooked that you checked the Syntax already. night, ist frkn late. o7
  8. So what one of my servers does, is crashing from time to time. this indeed happens out of the blue and not regularly and then the server... well stops. funny enouth its only the stable version tho.
  9. I use both options too and they works very well for me in latest openbeta and stablerelease servers: The servers pause without a client, continue with a client and once the mission is done each server reloads its mission. So you say that the actual two settings "listLoop" and "resume_mode" in "serverSettings.lua" are reset inside the file? That never happened to me. Only when I press [save] while the wrong radio box was selected by the loading. given, it checks the wrong radio box for "resume_mode" every time I look in the local WebGUI but the file is fine and the server behaves correct. cfg = { ["advanced"] = { ["resume_mode"] = 2, }, -- end of ["advanced"] ["listLoop"] = true, ["missionList"] = { [1] = "C:\\GameServers\\DCS.server\\Missions\\Eld0rs trainStable v22.5.miz }, -- end of ["missionList"] } -- end of cfg That mission ends when the trigger mission time is greater than whatever, then it throws a message and a delayed mission end event. the log shows: some warnings that stuff still exists, jada jada, terrain clean, NET: simulation stopped, jada jada, NET: server has stopped. two seconds later: NET: server has started, jada, jada, NET: Listen stuff, jada jada, NET: Loading mission: ..., and so on until it is playable again. I can tell you the clean vanilla dedicated server works. I actualy did a clean reinstall of both dedicated servers recently and redid the configs from scratch to get rid of some playarounds and bloated stuff I put there. Anyway I always used these functions and both worked before and work after. That is very weird. Are you using special mods and scrips apart from Tacview and SRS? By any chance are you hosting multiple servers on the same system?
  10. but what you mean is Loop, innit? Check the Loop switch. Once the mission is over it loops back to the first mission in the list. (also works if there is only one mission in the list - it will just reload that same mission) I only use "Resume with clients". It works as intended, it's saved correctly and server runs only with clients. Last time I checked "Resume on load" that worked as well and the server just runs regardless of client amount. There is just the annoying display bug after the page refresh - then it show "Resume manual". If you don't save, it changes nothing. When you wan't to keep the other setting you must change it before saving.
  11. this looks like an applied render effect whenever the view punches through an glas polygon. Its a bit cheaper to ignore the polygon normals. So what I assume happens, is that the view through a glass body toggles the fog effect every time the view goes through said glass surface. A effect worse when looking nearly parrallel through the glass compared to looking perpendicular at it. So normally: inside cockpit viewport -> glass surface (toggle effelt = on) -> glass surface (toggle effelt = off) -> other outside stuff. But when your eye/engine camera is already inside the glass the effect just got toggled on and never off. This will happen when you ignore polygon normals and when you have your engine asset configured to be two-sided. (Like glitching inside a building and there is no texture applied to the wall. Because you already in it and can look outside in all directions -> one sided) Something like that. So whatever it is, it indeed could be just a problem of this module.
  12. hoi ED, clicking a player screenshots is broken in latest version DCS 2.7.15.26783 Open Beta this function is still working in the latest stable version DCS 2.7.14.24228 I noticed two differences in the WebGUI/js file "app.js". Reverting the first change back to the old version fixes the wrong screenshot beeing opened when clicking a thumbnail of a player. Just one character variable name: // broken new code: (t.screenKeys,(function(e,r){return n("screenshot-thumbnail",{key:r,attrs:{ url:t.urlFromKey(e),"screen-key":e,"player-id":t.playerId },on:{"show-gallery":t.showGallery}})})) // working old code: (t.screenKeys,(function(e,r){return n("screenshot-thumbnail",{key:r,attrs:{ url:t.urlFromKey(e),"screen-key":r,"player-id":t.playerId },on:{"show-gallery":t.showGallery}})})) The second change is in the "gallery" Object, somehow involved in loading of screenshots. No idea what it does or why you changed it - it doesn't appear to change anything in the WebGUI. Maybe you tried to fix this (second) bug: Whenever a player leaves the server, the gallery array change order and the wrong gallery thumbnails are displayed for the wrong pilot. However clicking on the thumbnail shows the correct screenshot for the pilot. This bug is persistent with the old version of the code and the new version of the code as well. Workaround: reload the site. regards, Eld0r
  13. what I observed: Whenever you open the advanced settings information panel the wrong value for Resume/Pause is loaded and does not represent the correct value that is configured in the settings file at that given time. However if you now save the advanced settings the value, that is show at the moment pressing save, is indeed the correct value written to the settings file. So when you just look at the settings and cancel — ignore it. But if you want to change anything in the advanced settings, never forget to click the correct resume behaviour as well or it will be overwritten!
  14. I did a completely different approach: I include a trigger inside every mission: once mission time in seconds is greater than 28800 (8 hours) -> event: end the mission + message to all. Tada, you have a regular mission end and your dedicated server will shuffle to another mission of the list as intended. Edit: to have the shuffel work already on dedicated startup would be neat, tho.
  15. I noticed that as well. This is fixed in DCS 2.7.14.24228 and later. https://www.digitalcombatsimulator.com/en/news/changelog/
  16. +1 Also make static objects groupable please. I like to decorate the carriers and some other areas. For every edit I need to unhide the statics, then change and then hide them again. (the double click on a unit in the unit list is my most liked editor feature atm ^^)
  17. https://www.digitalcombatsimulator.com/en/news/changelog/ As I understand from DCS 2.7.6.13133 Open Beta - 2021·09·22 - Pylon 4 and 6 now got usable/launchable HARMS (no MAVs?) again for the F-16? (So I guess there was a special workaround preventing equipt HARMs to launch from pylong 4&6 and MAVs were just restricted for loadout. Now this HARMs workaround got removed.) and already since DCS 2.7.6.12852 Open Beta - 2021·09·17 - the mission editor tool for payload restrictions on individual pylons per plane was introduced. So I guess the discussions about HARMs on stations 4 and 6 is finally over since the solution is already out for 7 days now and the mission designers take care of that. Added to my todo list. Wait.. What about just carrying for transport?
  18. Anyway it'll probably not hurt to request it for DCS World in the AMD wishlist as well Imo it looks promising and I'm more then willing to test it.
  19. Yes, it is fixed on my Dedicated OpenBeta 2.7.0.5118 as well: The mission labeled "Now running" and the server data show the same mission now. When I restart my dedicated server it always starts with the second mission in the list. - not a big deal tho... This is a display bug. I can confirm this: If you choose "Resume with clients" press okay and restart the server config it is set correctly! But when you double check the value in Advanced Options it always shows "Resume manual". The auto pause function is working correct - only the web interface read it wrong.
  20. known for dedicated or via game client?
  21. I had this in 2.5.5 once or twice. The server always loaded the second mission in the list. (I cannot remember if it was maybe the first/last in alphabetical order or whatever unique feature.) I normally run only one or two missions in endless loop so I didn't pay attention to it. It also seem fixed in 2.5.6 - whenever I put a second mission in and restarted it always loaded the first in list with loop settings enabled. (Again might be happy coincidence with some ordering whatsoever) This is probably related to this:
  22. Edit: I can confirm on a browser refresh the list always shows the second entry as Now running but another miz is running. When you change the mission by the Run button on the mission it is working until you refresh the page again. I had the same issue yesterday: Trainings mission (M1) was running. Added a cold war (M2) mission. I changed the mission order so M2 is now the first mission, M1 was still running. I restarted the server instead of just switching missions. (the restart button next to the settings, not next to restart button the information) The mission M2 is tagged "Now running" - as expected. But it actually loaded M1. I pressed Run on M1 (which should read "Now Running" tho.) It loaded the same mission again now actaully showing "Now running" for this mission. Then afterwards I was able to load M2 as expected. It is weird and not realy reproducible. It is occuring rarely which is why I didn't report it previously. (restart buttons maybe vice versa, what is the difference btw?) This is perhaps related to this: - server data is fixed with openbeta dedicated server 2.7.0.5118
  23. Maybe. I observe a guaranteed hang instead of can hang, also all dedicated server connections instead of the window, the window itself is still responsive. These are different things imo but I agree it is probably that already known issue. Good eyes. Was this already in the 2.7 Forum Post yesterday that somehow became a link to the Changelog? If so it slipped through my eyes and I'm very sry. Sb close this plz. All I can do is offer myself as a tester then. ¯\(°_o)/¯
  24. Thats actually a good point. I forget about the branches sometimes because we always use open beta.
  25. Awesome! o7 But can you make the p2p port and the game server port independent please? Otherwise I cannot use multi crew with my gaming rig on my self hosted dedicated server. Eld0r
×
×
  • Create New...