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-   -   ATAG Dedicated Server is up! (http://forum.fulqrumpublishing.com/showthread.php?t=21191)

ATAG_Bliss 05-19-2011 07:52 AM

Will do m8. Flashy will have to do it considering my poor net atm. We just want to make sure it's actually working as intended 1st. Don't want other people trying to use stuff that that is broken :D

Ataros 05-19-2011 07:59 AM

Quote:

Originally Posted by SYN_Bliss (Post 285319)
Will do m8. Flashy will have to do it considering my poor net atm. We just want to make sure it's actually working as intended 1st. Don't want other people trying to use stuff that that is broken :D

Thanks a lot!
I find it very difficult to finetune a missions not having ext.views ON. That's why we are running Repka with views temporary. I wish we could have an admin entrance to a server with ext.views.

Flashman 05-19-2011 11:55 AM

HI Ataros,

AT the moment we are trying to get the mission to run smoothly and so far with the latest patch (14550) things are looking better.

As for the script.... well I have kind of pinched yours, made a few simples changes and have it running at the moment. I made my own submissions.

The mission itself is extremely simple and was originally created just to test the FMB really....that was 2 weeks ago! Still struggling with scripts, Spawning in hangars (though by using airfield points I have got rid of that to some extent) and despawning AI aircraft.

Once we have something stable I'll be happy to put it online for all to see.

Ataros 05-19-2011 12:52 PM

Quote:

Originally Posted by Flashman (Post 285448)
though by using airfield points I have got rid of that to some extent

Did you manage to get them working? Only 2 AF points are used in my missions and then players spawn on an AF radius due to bugged AF points I think.

SYN_Per 05-19-2011 06:00 PM

http://img84.imageshack.us/img84/3323/synserver5.jpg

Well, Bliss has gone hog-wild on the server and we are currently running a mission with at least some 300 ai in it. Come in today and give our server all it can handle.
Much appreciated! :grin:

ATAG_Bliss 05-19-2011 06:04 PM

Well I had over 1500 Bombers in the air at once on there, but the loading times were about 5 minutes to get in. According to flashy it was still smooth. 300 different bombers going to target should be plenty though.

Blakduk 05-20-2011 12:45 AM

Tried your server last night- had some fun but ran into a gaggle of 109's that circled just off the coast at approx 1000ft. I chased them at full throttle and managed to down three of them.... and no reaction from them other than to move their circuit overland.
I couldn't keep up with them so i let them go and headed back to base. Just as i was about to land i had a major screen freeze and (I think) slammed into the ground.
This was the first time i've had problems on your server- never had a screen freeze like that before.

Thee_oddball 05-20-2011 12:56 AM

Quote:

Originally Posted by SYN_Bliss (Post 285679)
Well I had over 1500 Bombers in the air at once on there, but the loading times were about 5 minutes to get in. According to flashy it was still smooth. 300 different bombers going to target should be plenty though.

you guys are nuts!!!! :grin::grin: remember gentlemen a chain is as strong as its weakest link...your server maybe able to handle it but i doubt most people will be able to deal with more than 50 AI in there view at any given time ....but lets hope i am wrong :)

SYN_Per 05-20-2011 07:18 AM

Thx all for flying on the server! Seems to run ok. Some lost sound though, including myself. Mine came back eventually. :)

Anvilfolk 05-20-2011 02:07 PM

Played for a quick hour yesterday evening. I think I missed the high-times, since barely anyone was there. Had a good time, but I'd like to report a couple of things:
- Could not find the raids reported by radar for the life of me!
- I actually saw dots in the sky at the expected position, but once I got in closer they disappeared altogether. Had the same effect with the barrage balloons on the English coast.
- One of the ships in the convoy was sinking (permanently?). When I opened the console, I got constant messages about a bug related to a couple of ships. It said something about NaN, Not a Number. This is a C# issue, I assume, but it might be worth reporting or looking into.

Bear in mind that I'm running on a crappy, 2 year old laptop, and have to enable DX9 instead of DX10. I run at 15-20fps, and I'm guessing some of these faults might be at my end!

Thanks for putting the server up. Hope to fly there more often :)

jojovtx 05-20-2011 02:39 PM

Couple things. Can we get a mission description here or somewhere web based so that we have a reference. I hate asking dumb questions because I cannot find the information elsewhere.

Why are the squadrons and aircraft limited at each airfield. If I want to fly a 110C4 I have to go to the furthest back airfield. Then I am limited to a Stabstaffel instead of being able to chose III./ZG26. If I want to be closer to the action I have to grab a 110C7, which I believe would be a less able performer than the C4 since it is equipped with bomb rack, as that is the only option at that airfield.

The airfield that has the only option for a 110C4 says to escort JU87 to Dover. Flown from that airfield numerous times and never could find any JU87 needing escort.

Just some questions for an otherwise escellent server. I have a great connection and am sure I will enjoy the map/missions more once I come to a greater understanding of whats going on. In the meantime though I fly from the rear airfield to Dover just in time for my sound to cut out or my game to crash. A bit aggravating yet not ya'lls fault. Thanks all.

Flashman 05-20-2011 08:31 PM

Quote:

Originally Posted by jojovtx (Post 286187)
Couple things. Can we get a mission description here or somewhere web based so that we have a reference. I hate asking dumb questions because I cannot find the information elsewhere.

Why are the squadrons and aircraft limited at each airfield. If I want to fly a 110C4 I have to go to the furthest back airfield. Then I am limited to a Stabstaffel instead of being able to chose III./ZG26. If I want to be closer to the action I have to grab a 110C7, which I believe would be a less able performer than the C4 since it is equipped with bomb rack, as that is the only option at that airfield.

The airfield that has the only option for a 110C4 says to escort JU87 to Dover. Flown from that airfield numerous times and never could find any JU87 needing escort.

Just some questions for an otherwise escellent server. I have a great connection and am sure I will enjoy the map/missions more once I come to a greater understanding of whats going on. In the meantime though I fly from the rear airfield to Dover just in time for my sound to cut out or my game to crash. A bit aggravating yet not ya'lls fault. Thanks all.

Hi jojovtx,

Thanks for the comments. The 110C4 will turn up in the near future, probably the next version of the mission. Your not the first to ask for it. To be honest, not many people fly ju 87s so you wont find many to escort! however now we are using more AI you might get the chance.

Unfortunately at the moment the briefing system doesn't work so giving people missions etc is quite tricky! Once they have that sorted we should be able to give all the required info.

To be honest the mission we are running at the moment is a test bed and is constantly evolving and as such some of the mission parameters get out of date. We are trying different techniques to enable AI all the time to see what we can actually do so anyone flying on Syndicate is taking part in a big experiment, sometimes it works sometimes not.

I did consider writing a mission brief but its changed so many times it would be out of date. As for airfields with only one plane type... its one of my 'things'. Certainly for the RAF there would often only be a single aircraft type or squadron at a given airfield and its likely it would have been the same for the lufwaffe to a certain extent.

Hope you enjoy the server, at the moment we are trying a mission with a constant AI presence using a new script technique and if it works the server will never be empty again! If it works......

Reider 05-20-2011 11:34 PM

...just a feedback.
 
Tried to fly today after the hot fix was out. But i think its simply to mutch AI.
We tried to attack a Wellington formation. No chance!
Half of them flew sideways. Everything was warping around. And the server-messages had a 5 min delay.
Finally my game crashed.

I dont like AI plans anyway because its to easy to shoot them and they do stupid things.

I hope its just testing what you try. Its not playable

Sauf 05-21-2011 05:40 AM

Server seems to be down.

edit* Is showing in game now but am getting the "connection to remote host failed reason:ServerFailAuthentication" msg

edit 2* Other ppl have joined so must be problem at my end :(

Ataros 05-21-2011 06:35 AM

Quote:

Originally Posted by Sauf (Post 286651)
"connection to remote host failed reason:ServerFailAuthentication" msg

Just retry 3-4 times. This happens when server thinks you are still flying on it. You can see yourself in players list from the lobby browser.

Sauf 05-21-2011 06:40 AM

Thx Atros, will keep trying.

S`

Flashman 05-21-2011 08:25 AM

Quote:

Originally Posted by Reider (Post 286536)
Tried to fly today after the hot fix was out. But i think its simply to mutch AI.
We tried to attack a Wellington formation. No chance!
Half of them flew sideways. Everything was warping around. And the server-messages had a 5 min delay.
Finally my game crashed.

I dont like AI plans anyway because its to easy to shoot them and they do stupid things.

I hope its just testing what you try. Its not playable

Hi reider,

We didnt have the hotfix applied at the time you joined so that might be an issue, plus we are trying new things all the time!

AI will be a feature simply because it gives people something to shoot at! They do do stupid things and I will be looking at settings and such and see if we can stop them rolling around the sky so much.

Try again, we have applied the hotfix.

609_Huetz 05-21-2011 11:56 AM

We got a couple of 609 people on your server last night Flashman, to check out the mission you mentioned in chat the afternoon.

Quite contrary to Reider, we didn't experience any problems as far as lag (net or performance) on the AI planes goes. That was after the hotfix though.

One thing worth considering though (if it can be done), is to set the escort on a higher aggression level. Multiple times they would just continue their weaving with the formation of Stukas already under attack for minutes.

On two occasions, I had a Schwarm of 110s going right over the top of me while I was happily lighting up their Stukas.

The other issue experienced was the radar operators calling out those ghost contacts, that you occasionally see flying in the distance and when you get close, they disappear.

Those are however minor immersion issues, nothing big. The most important thing is that it seemed to run silk-smooth, even with a large number of AI aircraft and 3/4 people connecting to the server from Europe with comparably high pings.

Flashman 05-21-2011 12:17 PM

One thing for folk to bear in mind is loading times of the mission. As the mission progess's lots of AI turn up and this can increase the load time considerably. Please be patient when joining the server.

Krähe 05-21-2011 01:11 PM

Just finished an hour long flight, am getting the ghost formations as well, they disappear when you get close and then reapper behind you, the formation of Stukas with their escort was the only other aircraft spotted apart from a lone Spit flown by another player.
Lost sound at the exact same time that a message appeared saying "Wellington formation spotted in D20". Didnt acually lose sound it became more an intermitent stutter that seemed diectly related to the amount of throttle applied. On the bright side my fps averaged at 42fps which is about the best I've had online.

PS, Flashman AAA was working fine, really noticable over Dover :)

Anyway was great fun, keep up the good work.
S`

ATAG_Bliss 05-21-2011 01:19 PM

Quote:

Originally Posted by 609_Huetz (Post 286784)
We got a couple of 609 people on your server last night Flashman, to check out the mission you mentioned in chat the afternoon.

Quite contrary to Reider, we didn't experience any problems as far as lag (net or performance) on the AI planes goes. That was after the hotfix though.

One thing worth considering though (if it can be done), is to set the escort on a higher aggression level. Multiple times they would just continue their weaving with the formation of Stukas already under attack for minutes.

On two occasions, I had a Schwarm of 110s going right over the top of me while I was happily lighting up their Stukas.

The other issue experienced was the radar operators calling out those ghost contacts, that you occasionally see flying in the distance and when you get close, they disappear.

Those are however minor immersion issues, nothing big. The most important thing is that it seemed to run silk-smooth, even with a large number of AI aircraft and 3/4 people connecting to the server from Europe with comparably high pings.

I noticed the AI needs to be more aggressive. I got behind a group of 30 He 111's and sat there ripping away at them (I only have arrow keys to fly with) and while their gunners were shooting at me, none of them even got close to hitting me. I wonder if just changing their ability level will do that, of if you have to change the way point characteristic to make them be more aggressive. Something to test anyway.

Another thing to realize, is that ping doesn't really matter in IL2COD. It's virtually identical (the way it looks to me) as old IL2 where many people still fly online without a lag in the world on 56k modems. Seeing people with 300-400 ping was/is normal. And considering I seem to be doing it with a worse connection than 56k at the moment, 10,000 miles from the server, I'd say it's also just like the old netcode. Which is a very good thing! I know you're used to ROF, but just remember ping doesn't really matter in IL2 that much. Consistency of service is the main thing. From monitoring the bandwidth, an individual client is only using about 40kbps max at any given time.

Thee_oddball 05-21-2011 04:21 PM

Quote:

Originally Posted by Reider (Post 286536)
Tried to fly today after the hot fix was out. But i think its simply to mutch AI.
We tried to attack a Wellington formation. No chance!
Half of them flew sideways. Everything was warping around. And the server-messages had a 5 min delay.
Finally my game crashed.

I dont like AI plans anyway because its to easy to shoot them and they do stupid things.

I hope its just testing what you try. Its not playable

system specs? and what kind of internet connection do you have?

jojovtx 05-21-2011 08:15 PM

I had the same issue today as quoted problem. Specs below, Cable 12MB/s connect.

Thee_oddball 05-21-2011 10:11 PM

Quote:

Originally Posted by jojovtx (Post 286979)
I had the same issue today as quoted problem. Specs below, Cable 12MB/s connect.

hmmm i had the same problem on my own server a while back while testing how mant AI i could have....the AI would start flying through the ground and warping through the air......but if i left the server and came back in they wre all flying normally.....I am wondering if the net code has some kind of...cache limit? buffer limit? that becomes full and once you leave and reenter it starts empty again....

S!

609_Huetz 05-21-2011 10:43 PM

There seems to have been some lag issues tonight, with some massive "spikes" going for minutes sometimes. It ultimately went back to being somewhat smoother but when I logged off there was still quite a bit of warping going on.

I did also restart three or four time during my session (sound bug), so I doubt it's in the netcode.

Given that Per told me that there wasn't much activity on Vent and the RoF server, that could have been a general net issue though.

Thee_oddball 05-21-2011 10:55 PM

Quote:

Originally Posted by 609_Huetz (Post 287047)
There seems to have been some lag issues tonight, with some massive "spikes" going for minutes sometimes. It ultimately went back to being somewhat smoother but when I logged off there was still quite a bit of warping going on.

I did also restart three or four time during my session (sound bug), so I doubt it's in the netcode.

Given that Per told me that there wasn't much activity on Vent and the RoF server, that could have been a general net issue though.

could you put your system spec in your sig plz ? :)
Given the hardware that SYN is using I find it REALLY unlikly that it maxed out the servers resource;s which leaves only 2 possibilities.
A. the Server Code is not optimized or
B. it was your PC that was overloaded

S!

Flashman 05-21-2011 11:45 PM

A few posts talk about the agressiveness (or lack thereof) of the AI.

At the moment the AI is all set to the stock skill level (IVE FORGOTTEN ITS NAME, IM TYPING THIS FROM MY LAPTOP, ITS LATE AND IM TIRED!... damn, just noticed..and i cant be bothered fixing the capslock error!!): I haven't adjusted it. There are two ways or perhaps making them more agressive. One is to up the skill level and this might do it, the other is to change the AI fighter covers 'mission'

Currently fighters near bombers are set to 'escort' the bombers using the FMB function. I don't fully know at which point they decide to intevene. ANother setting I could use is 'Free hunt' and have them fly the same route as the bombers. On free hunt they definately do attack but as soon as they engage the first enemy aircraft the bombers will be stripped of their cover.

We are still learning over at Syndicate and the missions are updated quite often and we try and keep in mind ideas we see here (though of course do not make any gaurantees suggestions here will be included!).

AT the moment The mission we are running is doing two jobs: 1) seeing and learning what we can achieve with the FMB, 2) testing it on you lot! The mission itself is probably not particularily balanced or historically accurate but what we learn from this we will apply to future missions which have more focus.

There are still things which need fixing such as the sound and disappearing formations. I also found Wellingtons today with the props not turning. Also the problem of time. Currently we are running constant time (your cockpit clock always shows 8am). there seems to be an issue with allowing the time to flow because different players seem to be on the server at the same time but in thier own time frames. We have had players on at 'night' and during the 'day' at the same gametime previously!

So still lots to get sorted, but things are progressing.

jojovtx 05-22-2011 12:35 AM

I was able to play again some this afternoon and was able to keep sound the whole time. I came across a formation of Wellingtons and though all was well. About the third pass I made at the formation they sarted their warping/zooming sideways again. I ran into one which obviously destroyed my whole aircraft. As I watched from my deathcam I saw the formation turn and fly away as if nothing was ever wrong. Not sure what's up as I have no issues over on another online server.

On a positive note I was able to select my beloved 110C4 and squadron from a near frontline airfield. Really like the new setup and changes.

609_Huetz 05-22-2011 02:13 AM

Quote:

Originally Posted by Thee_oddball (Post 287053)
could you put your system spec in your sig plz ? :)
Given the hardware that SYN is using I find it REALLY unlikly that it maxed out the servers resource;s which leaves only 2 possibilities.
A. the Server Code is not optimized or
B. it was your PC that was overloaded

S!

Oh, my system is running fine, so is my netspeed. I was on the server yesterday with about the same amount of players ~30 and a hell of a lot more AI and it was completely lag free.

I will however take time tomorrow and post my specs, just to lazy to do it now. It's late ;) Thanks for trying to help anyways! S!

I think everyone frequenting is also well aware of the hard work you guys are doing Flashman, and it is well appreciated. There's not too many places where I can fight 109s above 16k feet ;)

Quote:

So still lots to get sorted, but things are progressing.
And in a good way, if I may add.

ZaltysZ 05-22-2011 07:44 AM

Yesterday I got warping, huge FPS fluctuations and some periodic freezes. FPS periodically jumped from 50 to 18-30 over the water. This reminded me similar situation on Repka server, when unneeded object were not removed correctly and server began to lag after a few hours.

What script are you using? Are object cleared and how often? Yesterday I created 3 BF's and left them on field, then I went on my routine preparation for sleeping and after 10min. those BFs were still standing on field with their props turning.

ZaltysZ 05-22-2011 08:32 AM

Quote:

Originally Posted by Thee_oddball (Post 287053)
Given the hardware that SYN is using I find it REALLY unlikly that it maxed out the servers resource;

If it is sync related issue, server may not max out on its resource usage at all. It will just waste lots of time waiting while everything is getting synced. Lags with large client amount and object count, but with mediocre resource usage -> probable sync problem. :mad:

ATAG_Bliss 05-22-2011 08:40 AM

Quote:

Originally Posted by ZaltysZ (Post 287170)
Yesterday I got warping, huge FPS fluctuations and some periodic freezes. FPS periodically jumped from 50 to 18-30 over the water. This reminded me similar situation on Repka server, when unneeded object were not removed correctly and server began to lag after a few hours.

What script are you using? Are object cleared and how often? Yesterday I created 3 BF's and left them on field, then I went on my routine preparation for sleeping and after 10min. those BFs were still standing on field with their props turning.

I wonder if it has something to do with the time being constant? From the patch notes, it looks like all parked or destroyed AI controlled planes were supposed to despawn.

I noticed some big of the big fuel tanks at Dover were constantly exploding, I watched them for 15 minutes (quite a slide show trying to fly) and they never stopped. I wonder if that has to do with the game time being constantly the same?

For now, I've taken the time constant off and the map starts at 5:30AM to test. Seems like that setting could be causing issues with scripts. Flashman is also using AI removal scripts as well, but I don't know which version. The amount of bombers in that mission would leave 1000's upon 1000's of planes left if they dont despawn over the course of 1/2 a day.

Thanks for the feedback and let us know if they are despawning now / performance.

Edit: Another thing I forgot, was we enabled steam cloud on the server. Well I didn't think to change the process affinity back, so yesterday it was probably only using one core (that hurts lol) so it should be back to all 12 now.

roadczar 05-22-2011 09:39 PM

Nice server, but it is very slow to join...

Blakduk 05-22-2011 10:56 PM

Hi guys- still enjoying your server very much but i too have noticed the intermittant slowing down of the framerates. I'm not sure if its my connection lagging a bit, however it didn't do this when i first starting using it.
I also noticed that when clouds were over the base i spawned on my framerate was rubbish.
On another note- i chased a He111 and was happily knocking bits off him as i chased him over the French coast. He suddenly vanished in front of me, leaving me with bugger-all ammo and fuel over unfriendly territory. I managed to get home by making straight for my base but it was a bit of a disapointing end to what had been an interesting engagement. I assume it was an AI He111 as there was no message displayed when he vanished.

Tiger27 05-23-2011 01:54 AM

Quote:

Originally Posted by roadczar (Post 287496)
Nice server, but it is very slow to join...

Yes it was taking me a long time to get on to Syndicate, it was loading to about 98% then the sitting for ages, sometimes I would get on, other times it would time out, it was very much like when there was the issue with grass, where the loading bar would just keep going without loading.

I tried the airquake server and got on that without a problem, it was quite smooth as well, but I would prefer full real.

Thanks to all the hosts out there, can't wait until all these issues are resolved.

Although it is not a competition, I noticed more people were flying CoD last night than were on the ROF servers, I wish we could get more for both games.

jojovtx 05-23-2011 06:05 PM

Flew a quick sortie at lunch today. Noticed some changes had been made that made me a very happy camper. I like the option of having the 110C4/7 and JU88A1 along with a long list of squadrons to choose from, namely III/ZG26 and choosing the 3rd squad makes it essentially 9./ZG26 and I like to represent. :cool:

The biggest change is that I don't have just three airfields I can spawn in at. I was able to spawn in wherever I wanted. The server loaded faster, played smoother, had the options I like, and all airfields work for me now. My sound still cut out on me as I was ditching in the channel though. Yet I believe that is something ya'll have no control over. There were 15 people in game and ping was around 50. I have realtek audio.

ATAG_Bliss 05-23-2011 07:09 PM

Thanks for the feedback. I'm currently working on the airfields and bringing them to life. Adding more objectives, etc. I didn't see an error in chat for the 3 hours I was on there earlier. I figure some of the scripts we were using were causing some errors, so I'm doing it all in the FMB and some .txt editing.

I'll be putting an updated version up in the next few days after I get the ground stuff all sorted out.

Please let us know if you any more problems.

Seeker 05-23-2011 08:57 PM

Quote:

Originally Posted by Flashman (Post 287072)
A few posts talk about the agressiveness (or lack thereof) of the AI.

At the moment the AI is all set to the stock skill level (IVE FORGOTTEN ITS NAME, IM TYPING THIS FROM MY LAPTOP, ITS LATE AND IM TIRED!... damn, just noticed..and i cant be bothered fixing the capslock error!!): I haven't adjusted it. There are two ways or perhaps making them more agressive. One is to up the skill level and this might do it, the other is to change the AI fighter covers 'mission'
.

I think the AI presence very important and entertaining, I'm not sure how realistic formations of Wellies at 10 K in daylight over the channel is, and I really don't care, they draw the bait nicely, and in effect are no more than a flying ground target, no one complains about dumb AI when they're strafing a truck column ! :)

And of course, the only way to fly a Hurri is head on in to a bunch of He111's, and it's not so easy to arrange more than three or four bombers in a group on any server.

So please keep the AI coming!

There seem to be a lot more AI parameters to tweak than just the basic skill levels in the new FMB.

Ze-Jamz 05-23-2011 09:18 PM

Yea the more AI the better.. even if there are 30 people on this server i still find myself flying around for ages sometimes not seeing anyone..

The map is massive, maybe even too big..

nice server

Flashman 05-23-2011 10:22 PM

AT the moment we are experimenting with different methods of using AI and populating the map. Bliss is going down one route, whilst im trying another (don't ask.....my method involves swearing at scripts!) to see what we can get out of this game. Its all part of the fun!

We started with a base mission and are moving on from there and as such you may see different features each time you visit and the AI may well be different as well. SOmetimes it will be a step forward, sometimes one back! I will be trying the latest version of my project tomorrow to see how well submissions within submissions work....should be fun!

As for the sound: we think spawning flights may be a trigger for sound loss, either as spawning sub-missions or within the main mission. TBH its a job for 1C to fix and I don't thinks there is much we can do to avoid it except for doing without AI. And I think now we have all had a taste of AI mixed with human opponents most of us don't want to go back! (though I wish the wellingtons wouldn't do fast barrel rolls!)

ANyway, keep an eye out for interesting things on Syndicate, and thanks for your patience.

Thee_oddball 05-23-2011 10:56 PM

Quote:

Originally Posted by Ze-Jamz (Post 287913)
Yea the more AI the better.. even if there are 30 people on this server i still find myself flying around for ages sometimes not seeing anyone..

The map is massive, maybe even too big..

nice server

I thought i saw luthier say something about 1/2 and 1/4 size channel maps coming :) lets hope so :)

Flashman 05-24-2011 07:23 PM

Our master server has gone down temporarily (20:20 UK time, tuesday 24th May)

Hopefully be back up soon. Unscheduled maintenance I understand....

Flashman 05-24-2011 08:16 PM

Server back up.

Flashman 05-27-2011 09:03 AM

We are currently trying different methods of spawning aircraft using scripts. One issue this raises is that as the mission goes on the ping rises and the mission load time takes longer. We are monitoring this to prevent it becoming excessive (and whilst looking for solutions).

Please be patient when connecting to the server. At times this can take several minutes, and once joined it can take a while before you can select a team. Those of you from the IL2 days will remember how long some of the load times where on the modded servers... this is similar.

Ypu can connect, but occasionally this takes a while. Thanks for your patience.

Sauf 05-29-2011 05:43 AM

Hi SYN, just thought I'd let you know that the AI seem to have dissappeared from the server, just flew 2 one hour long missons without spotting any and recieved no radio msg's reporting them.

S`

Blackrat 05-29-2011 07:13 AM

Ah, it will need restarting then :-) AI don't grow on trees you know ;)

Flashman 05-29-2011 04:16 PM

Quote:

Originally Posted by Sauf (Post 290382)
Hi SYN, just thought I'd let you know that the AI seem to have dissappeared from the server, just flew 2 one hour long missons without spotting any and recieved no radio msg's reporting them.

S`

Hi Sauf,

The mission we currently have running has around 6 - 7 hours of AI aircraft and then needs restarting but we are not always around (no way of restarting automoatically or starting another mission yet).

Occasionally this will happen, but we do try and restart regularily.

Sauf 05-29-2011 08:21 PM

Np Flashman, I realise you guy's are trying different things so thought I'd report just in case, appreciate your efforts, keep up the good work.

S`

Seeker 05-29-2011 11:35 PM

Quote:

Originally Posted by Flashman (Post 287932)

As for the sound: we think spawning flights may be a trigger for sound loss, either as spawning sub-missions or within the main mission.

I think we can confirm this, although there's still something odd.

We were flying on a Squad mate's game box as a server tonight, and normaly when we do that we have no sound problems, while we all have sound problems on the larger online servers, leading us to initialy belive the sound problem was linked to the dedicated server only.

However, our squad mate forgot to password the server tonight, and other people kept joining.

The first blue player to join caused a very small stutter and then we all lost sound.

Mind you, it only happened that once, and I believe indeed the mission had sub missions loading.

We also saw a single phantom 109E icon hovering over Hawkinge. This is the first time we've seen this on a client based server, and the first time we've seen it happen to a fighter. We have regularly seen the phenomenon on the larger servers with AI bombers, whole formations of disembodied aircrew hovering in space!

Sauf 05-31-2011 02:48 AM

Hi, though the sunset was indeed beautiful it is now dark :)

S`

Blackdog_kt 05-31-2011 04:28 AM

Well, get in a bomber and make use of the cover of night :-P

I've been mostly testing stuff and compiling a FAQ on CoD so i haven't flown online much. However, once we have a stable sim and people pick up on this scripting business we might be able to have dynamic online mini-campaigns. Night bombing is on the top of my list to try :D

Blackrat 05-31-2011 06:52 AM

Should be Dawn now :)

l3uLLDoZeR 05-31-2011 11:16 PM

I've been on a lot today! I like your server and it gives me a nice ping, but where the heck did it go?

Blackrat 06-01-2011 07:48 AM

Steam dropped it in the middle of the night for us :evil:

Back up now.

Tex-Twil 06-03-2011 07:55 AM

is this server supposed to be online ? It takes ages to connect ...

SYN_Per 06-03-2011 08:07 AM

It might be that the server has gone down, steam has been messing about abit lately, it might also be that there is alot going on in the mission running presently and therefore you just have to have some patience.
If you time-out, the server is probably down.
From your post it's hard to judge wether you got in or not.
Sry about any inconvinience. I'm sure that someone at SYNDICATE is working hard to fix any problem.
Thx

Tex-Twil 06-03-2011 08:49 AM

Quote:

Originally Posted by SYN_Per (Post 292719)
It might be that the server has gone down, steam has been messing about abit lately, it might also be that there is alot going on in the mission running presently and therefore you just have to have some patience.
If you time-out, the server is probably down.
From your post it's hard to judge wether you got in or not.
Sry about any inconvinience. I'm sure that someone at SYNDICATE is working hard to fix any problem.
Thx

I managed to connect but the UI was lagging so I gave up :) Also the Ventrolo seems to timeout.

Blackrat 06-03-2011 10:37 AM

Hmmm, ventrillo seems fine, its on a different server too, was your net connection okay elsewhere?

Quite a few errors in the log though, so there may be a problem, hopefully flashman will see this and take a look, its his mission. A couple on there ATM so people can connect it seems. Anyone else having problems shout up and I will restart the server.

SYN_Flashman 06-03-2011 11:08 AM

Quote:

Originally Posted by Blackrat (Post 292771)
Hmmm, ventrillo seems fine, its on a different server too, was your net connection okay elsewhere?

Quite a few errors in the log though, so there may be a problem, hopefully flashman will see this and take a look, its his mission. A couple on there ATM so people can connect it seems. Anyone else having problems shout up and I will restart the server.

Im at work at the moment so can't look at the server. I restarted the mission last night so it will have run out of AI if its not been restarted since. It might be as well to do a restart.

Blackrat 06-03-2011 12:46 PM

Restarted!

Tex-Twil 06-04-2011 09:13 AM

thanks I will try tonight.

trumps 06-06-2011 09:31 AM

don't know if it is just me but the Syn server is pinging at over 500 atm, usually sits at around 250. all the other servers seem as per normal!

Cheers
Craig

SYN_Jed 06-06-2011 09:50 AM

Restarted it

Wandalen 06-06-2011 09:55 PM

Was playing at SYN server yesterday and i was getting alot of lagg when AI planes (flight) spawned ? and when i took off from a blue base i could see 2 formations of planes over channel, but when i got to one of them it disappeared. Headed back to the other formation and it to disappeared :confused: my friend got it as well. is it a common problem or bug?
Anyway thanks for a great server, its one of my favorites as wel in ROF :)

Warhound 06-06-2011 10:14 PM

Had the issue of disappearing formations aswell today, a 12 Blemheim formation was reported over France by our radar, headed that way and eventually spotted em but at a certain distance they just diasspeared..each time they did they would reappear behind my plane a while later. Was an endless goosechase till I just gave up and went for a visit to England

Blackrat 06-07-2011 07:03 AM

Yep, we think it is a bug rather than a server thing, bloody annoying as hell, if you guys notice any pattern to it ie. only certain flights of AI or from a certain direction or something let us know please.

Ataros 07-07-2011 08:57 AM

Hi Blackrat!

BigRepa who is running Repka servers is studying processor upgrade possibilities. IIRC you are running 12 physical cores. Could you please share a screenshot of typical cores load of your processor in task manager in prime time. Or just write your estimate of average load per core. I wonder if a server can benefit from 6, 12 physical and 12, 24 virtual cores.

Thank you very much for any help.

Blackrat 07-07-2011 01:30 PM

Quote:

Originally Posted by Ataros (Post 306370)
Hi Blackrat!

BigRepa who is running Repka servers is studying processor upgrade possibilities. IIRC you are running 12 physical cores. Could you please share a screenshot of typical cores load of your processor in task manager in prime time. Or just write your estimate of average load per core. I wonder if a server can benefit from 6, 12 physical and 12, 24 virtual cores.

Thank you very much for any help.

Bliss is the guy for this sort of info as he resourced the server and knows exactly what it has and how it works, hopefully he will see this message.

Thee_oddball 07-08-2011 12:38 AM

Quote:

Originally Posted by Ataros (Post 306370)
Hi Blackrat!

BigRepa who is running Repka servers is studying processor upgrade possibilities. IIRC you are running 12 physical cores. Could you please share a screenshot of typical cores load of your processor in task manager in prime time. Or just write your estimate of average load per core. I wonder if a server can benefit from 6, 12 physical and 12, 24 virtual cores.

Thank you very much for any help.

FWIW i doubt it...the game does not utilize 3 cores properly ..so i doubt anymore will make any difference and considering they get lag on 12 cores when AI spawn just reinforces that...i doubt the dedi software or the OS are breaking up the functions evenly across 12 cores...of course i would like tobe wrong :)

S!

SYN_Jed 07-08-2011 09:00 AM

For now we have removed ai aircraft spawns from the server to try and get some stability. By removing the spawns we have also removed the sound bug. Once we have this level platform we will introduce and test ai aircraft and scripts. As it stands there are just static ground tgts to bomb like IL2 1946.

Better pings all round and more stability. Just need lots of ppl in it now :/

Ataros 07-08-2011 10:50 AM

Quote:

Originally Posted by SYN_Jed (Post 306650)
By removing the spawns we have also removed the sound bug.

Are you sure this fixes sound bug? I remember reading that it does not help.

SYN_Jed 07-08-2011 11:07 AM

No sound probs reported in the last 5 days. Guess it has done something. After all most ppl reporting the sound bug did so immediately after an ai spawn.

ATAG_Bliss 07-08-2011 04:43 PM

Quote:

Originally Posted by Ataros (Post 306678)
Are you sure this fixes sound bug? I remember reading that it does not help.

From what I've seen, removing the AI acts like a band-aid and only only slows the bleeding. Sound still disappears.

But to back that up a bit. My sound would be gone within 10-20 minutes of playing on an online map with spawning AI. It happened every time within that time frame.

What I think is the biggest helper of retaining your sound is to completely mute the voice actor / disable it. Now I can fly with 100-200 spawning AI in the server and keep my sound for hours. Now don't get me wrong, I still occasionally lose it, but it seems that even if I do, it will come back within 5-10 minutes on it's own.

I'd try disabling your own AI voices / chatter and see if that doesn't help you. I can actually enjoy MP after I did that.

Edit: About having more cpu power: The best thing I can suggest is holding off until the game can actually support / uses many cores for the dedi server. The way I understand it (hopefully!), what we are doing now by having to use the full game install to run the dedi server is wrong. We should have dedi software just like the old game for that. And it should only be streaming through steam, not actually having to use it. Until we get a proper dedi software or at least some information about it, I wouldn't worry about upgrading. The lag that's apparent over time doesn't have anything to do with cpu power / bandwidth. Even with 200+ AI on the big map our server is barely using any of it's resources to run. If you are actually maxing out cores, the best bet for the time being IMO, would be to get a higher clock speed cpu. That is, until we actually figure out what sort of software we are going to be using. Our server is simply overkill. It's designed to run 20-30 instances of MP servers at the same time (12 core / 1gbps bandwidth).

Ataros 07-08-2011 05:32 PM

Bliss, thanks a lot for your answer.

BTW at sukhoi.ru we have multiple reports telling that forest being switched off helps to avoid the sound bug. Probably it takes some load off game file manager letting it process sound files better. I assume sound files have less priority than textures.

Another guy at this forums mentioned installing gtx580 solved his sound problem.

Thee_oddball 07-09-2011 01:51 AM

Quote:

Originally Posted by SYN_Bliss (Post 306833)
From what I've seen, removing the AI acts like a band-aid and only only slows the bleeding. Sound still disappears.

But to back that up a bit. My sound would be gone within 10-20 minutes of playing on an online map with spawning AI. It happened every time within that time frame.

What I think is the biggest helper of retaining your sound is to completely mute the voice actor / disable it. Now I can fly with 100-200 spawning AI in the server and keep my sound for hours. Now don't get me wrong, I still occasionally lose it, but it seems that even if I do, it will come back within 5-10 minutes on it's own.

I'd try disabling your own AI voices / chatter and see if that doesn't help you. I can actually enjoy MP after I did that.

Edit: About having more cpu power: The best thing I can suggest is holding off until the game can actually support / uses many cores for the dedi server. The way I understand it (hopefully!), what we are doing now by having to use the full game install to run the dedi server is wrong. We should have dedi software just like the old game for that. And it should only be streaming through steam, not actually having to use it. Until we get a proper dedi software or at least some information about it, I wouldn't worry about upgrading. The lag that's apparent over time doesn't have anything to do with cpu power / bandwidth. Even with 200+ AI on the big map our server is barely using any of it's resources to run. If you are actually maxing out cores, the best bet for the time being IMO, would be to get a higher clock speed cpu. That is, until we actually figure out what sort of software we are going to be using. Our server is simply overkill. It's designed to run 20-30 instances of MP servers at the same time (12 core / 1gbps bandwidth).

http://forum.1cpublishing.eu/showthr...621#post303621 post #25 , no charge this time SYN :) shall i add you to the news letter ;)

S!

p.s you can extract the core files for game server but the problem come in when you try to launch it...the launcher calls for a Steam , not the whole game...that when u get the error message and the server wont launch...another reason that having our servers locked into steam is not that great of an idea
Quote:

<maddox.Properties.Settings>
<setting name="nativeDLL" serializeAs="String">
<value>parts\core\steam_api.dll</value>

Thee_oddball 07-09-2011 01:56 AM

SYN ,Ataros did you guys generate a trouble ticket at steam?

Blackrat 07-09-2011 07:16 AM

Quote:

Originally Posted by Thee_oddball (Post 307002)
SYN ,Ataros did you guys generate a trouble ticket at steam?

Nope haven't had a log off for a while now.

Ataros 07-09-2011 07:59 AM

Quote:

Originally Posted by Blackrat (Post 307041)
Nope haven't had a log off for a while now.

BigRepa said the same. He does not run Steam log, only launcher one and does not read this forums. He can be reached directly here http://www.sukhoi.ru/forum/showthrea...=68774&page=41 I publish most important info there for him or PM him.

Thee_oddball 07-09-2011 08:22 PM

Quote:

Originally Posted by Blackrat (Post 307041)
Nope haven't had a log off for a while now.

well that is good news :)

Quote:

Originally Posted by Ataros (Post 307053)
BigRepa said the same. He does not run Steam log, only launcher one and does not read this forums. He can be reached directly here http://www.sukhoi.ru/forum/showthrea...=68774&page=41 I publish most important info there for him or PM him.

the steam log is there , tell him to look under logs in the steam folder :)

S!

ATAG_Bliss 07-14-2011 01:24 PM

I think I've finally fixed it!

I've been trying to load submissions through scripts and have been getting ghost planes / disappearing dots etc. After about 4 days of work, I've corrected all the submissions with all the bomber spawns and I'm loading the missions the old IL2 way. (with .cmd files) The scripts are gone and there are formations of bombers attacking airfields on both sides. Some have escorts that will hurt you if you come after their bombers ;)

Needless to say, when you get in the air, it shouldn't be too awful difficult to find something to shoot at. And depending on some of the raids, you better look up after you spawn (bombs may be on the way to your airfield) :)

Please help me test this. Don't forget to mute your speech/voices in your audio options. It will help eliminate 99% of the sound bugs.

The main fleet in the middle of the channel is for Stukas/111/110/Ju88's to destroy. (Blue targets)

The fleet near France is for the Reds to destroy.

Please let me know if anyone experiences a ghost plane from now on.

Thanks!

Edit: There's around 45 different sub missions. These are all the various bomber missions. The server will now have bombers in the air going to target 24 hours a day. Once the 45 mission loop is completed (around 8 hours), the 1st wave (mission) starts again..

SNAFU 07-14-2011 03:30 PM

Hi Bliss,

Thanks for your efforts!

I spent a little time on the your server yesterday (1900-2100 UTZ ?) and experienced these ghost planes at first hand. For now I mostly spent my time in the FMB so I have only littel experience with the online play of CoD, but while shooting down the 5th Blennheim, I lost sound. I didn´t mind so much, the sound is crap anyway, and made a little sightseeing with 2 squadmates over Dover, where we experience weird things like f.e.

My squadmates planes showed one landing gear down, while all lamps indicated no problem, he saw the same at my plane, while my instruments and speed proved him wrong, we saw formations of bombers, which just disappeared as we got closer and appeared again, after at some distance (maybe 1,5km?), at the end I was crusing low around Dover spent a little ammo on a freighter for effect, but my squadmates said there is only open water, which I am shooting at. Later I stumbled over a lone hurricane tried a few MG17 rounds on it, but while I extended the hurricane (human piloted) disappeared. I turned because I thought, the Hurri decided not to follow, when the hurri plopped up again on my rear. So this went on, plopping out and in till I stalled low and took a swim.

The gone sound, the ghost planes and vessels are related to voice comms as TS and a script, you say?

So, for our squad training and testing server I am working on a reliable script to spawn AI and get rid of them again, maybe you could give me hint there where to get some information, what is wrong with the standard scripts?

Norseman 07-15-2011 07:40 AM

Hi there.
Hunting high and low in Your great server a couple of hours yesterday..
Afraid I had ghost all over :-/
Earlier online, I could close in just to find a static pilot in his seat but now
they just disappear when closing. Spending way to much fuel on these "targets".
Confirming "human"BF109`s flying around with gear down..
No problems with sound here, but never had any..

-any chance of getting a couple of "windsock strong" on spawn-bases?
A great help for a old pilot..;)

Great server with nice people!
Appreciate the good work!
~S~

skouras 07-15-2011 08:33 AM

thanks mate
excellent:grin:

Pitti 07-15-2011 08:42 PM

I tried it also yesterday.
I spawned and saw a formation of Wellingtons so I scrambled and took four of them down. :)
After that I saw many ghost planes and couldn't find real ones anymore. :(

Thee_oddball 07-15-2011 09:23 PM

Quote:

Originally Posted by Pitti (Post 309224)
I tried it also yesterday.
I spawned and saw a formation of Wellingtons so I scrambled and took four of them down. :)
After that I saw many ghost planes and couldn't find real ones anymore. :(

how close can you get before they disappear?

S!

Thee_oddball 07-16-2011 04:37 PM

Quote:

Originally Posted by cheesehawk (Post 309328)
Hard to say, they just get big enough in the normal view to start making out size, maybe if they are single or multi engined, then they vanish. If you scan the skies, you'll find them nearby, sometimes on your 6, sometimes other places. If I had to estimate, I'd say they were between 1.5-2km away.

this is starting to sound like a sync issue...server side lag causing planes to appear where they are not...and then disappear as you approach and start to get rendered.

I wonder if there is an issue between the core and the scripts not executing in parallel...

S!

ATAG_Bliss 07-16-2011 05:13 PM

I don't know what it is .. grrrrrrrrrrrrrr :)

I was thinking that some of the ships next to the coast were sinking incorrectly. There would be a never ending message in the console that would say shipsinkcompute NAM over and over and over and it seems when that started there were stutters etc. So I've gotten rid of all those (at least for the 4 hours of testing I did). Maybe spawning too many planes at once causes the error? Either way it appears that it's 2 or 3 groups that always do this while the rest all go to target. Maybe I'll make even more sub missions that have smaller amounts of planes? Well at least without the ship compute errors running all the time, it seems very very smooth now.

Or maybe we'll get a patch lol that fixes this crap!

@Snafu - I don't think there's anything wrong with the standard scripts (the one's for the game) but I wanted to do it the old fashioned way (process of elimination) to make sure that was the case.

I'm loading up 45 sub missions through .cmd files right now. Basically one .cmd file opens a mission and with the timeout command waits to open another .cmd file set to open another mission.

Thee_oddball 07-16-2011 08:11 PM

I suggest you try just one set of AI (not 45) and work your way up, lets see if it is some kinda off server related lag in terms of how it handles AI.

S!

p.s any steam log offs in the past few days?

TheEnlightenedFlorist 07-16-2011 10:52 PM

Quote:

Originally Posted by SYN_Bliss (Post 309562)
I don't know what it is .. grrrrrrrrrrrrrr :)

I was thinking that some of the ships next to the coast were sinking incorrectly. There would be a never ending message in the console that would say shipsinkcompute NAM over and over and over and it seems when that started there were stutters etc. So I've gotten rid of all those (at least for the 4 hours of testing I did). Maybe spawning too many planes at once causes the error? Either way it appears that it's 2 or 3 groups that always do this while the rest all go to target. Maybe I'll make even more sub missions that have smaller amounts of planes? Well at least without the ship compute errors running all the time, it seems very very smooth now.

Or maybe we'll get a patch lol that fixes this crap!

@Snafu - I don't think there's anything wrong with the standard scripts (the one's for the game) but I wanted to do it the old fashioned way (process of elimination) to make sure that was the case.

I'm loading up 45 sub missions through .cmd files right now. Basically one .cmd file opens a mission and with the timeout command waits to open another .cmd file set to open another mission.

I fixed the NAN problem by removing all Landing Craft from my mission.

Pitti 07-17-2011 06:43 PM

Quote:

Originally Posted by SYN_Bliss (Post 309562)
I was thinking that some of the ships next to the coast were sinking incorrectly. There would be a never ending message in the console that would say shipsinkcompute NAM over and over and over and it seems when that started there were stutters etc.

I just noticed the same on your server. Suddenly the sound disappered and the console getting filled with these messages. :evil:

If there were not those stupid ghost planes it would be so much fun on your server. I like your mssion, with all the bomb raids and so. :grin:

CaptainDoggles 07-17-2011 07:02 PM

Currently 25-30 pilots online on Syndicate #2! Come join us!

Norseman 07-17-2011 07:13 PM

and Where Are The Ghost now..!?
-just been in a couple of miss. and couldnt find any
"ghost-dots" where they used to be..!-)
Hope its something You guys done here..:-?

~S~ :)

ATAG_Bliss 07-17-2011 07:22 PM

Well there's still some occasional ghost dots, but I have no idea why :(

But I've found a way to avoid them.

A couple things:

Make sure you have your chat window (the customizable one) to include the "voice" option. That will make all radar announcements appear as text and with the mission there will be plenty of announcements as there are plenty of bombers flying around ;)

I've found that the radar only pickups moving planes (aka real ones!). The other thing is if you approaching a group head on and they don't appear to move across the sky, then they are more than likely a ghost dot. Lets just say, I've yet to see a ghost dot move. They are usually suspended in the air for w/e reason.

But definitely turn the radar part on in your chat window. And for the sound issue make sure your voices/speech tab under the audio controls is unchecked/muted.

SYN_Jed 07-18-2011 10:08 AM

Was a very much improved environment I have to say. Ran smoothly with little or no stuttering. Guess the ghost planes we just have to avoid right now. Great to see some population though....really helps to make things exciting!

ATAG_Bliss 07-19-2011 03:41 AM

Holy cow! I actually fixed something ;)

No more ghosting / disappearing planes! All stupid ship errors that were causing the stuttering are fixed as well.

There are never ending flights of bombers bombing targets of opportunity and their escorts for both sides everywhere. There are over 75 various different bomber sub-missions that take around 10 hours to complete before the 1st sub-mission is loaded again. All missions have different bomber groups with varying level of difficulty going to different targets. It should never look repetitive. Some of the bomber groups will have very aggressive escorts attached to them. If you go attacking their bombers you better have a wingman or 2 or they will knock you out of the sky.

For those that like COOPs, this is a never ending war where you don't even need another person on the server to have endless amounts of action.

Remember to have your radar turned on (the option "voice" set in your chatbar if you have voices/speech muted) as your radar will be calling out contacts left and right.

And when you spawn and have AAA going off, make sure to look up as your airfield might be in the middle of being carpet bombed :)

SYN_Jed 07-19-2011 09:46 AM

Superb stuff m8!!!

Well done...I know you have spent weeks trying to get this goin right....happy days!

www.syndicatesquadron.com

Das Attorney 07-19-2011 09:15 PM

I just had a go on your server to try some online action.

I couldn't find any Spit Mk II's available. A quick search of this thread found that it had been removed back in April for 'balancing reasons'. Could you elaborate a little?

The Spit Mk I and Ia are currently under modelled imo; the top speed seems very low and only one of the two prop pitch positions works properly. I didn't really fancy taking on the might of the Luftwaffe in a Hurricane and don't really want to play as Luftwaffe so the choice was a bit limiting for me.

Anyway. I picked a Spit I and the plane kept drifting/sliding off to the left when it spawned parked up. After firing up the engine and warming it up, I couldn't turn right (even when applying the differential brakes) when taxiing. At that point I gave up and quit out.

I didn't come on your thread to diss you and rubbish your server. Just wanted to give a bit of feedback and ask about the Spit II. Maybe it's a problem at my end (taxiing) but the mission you've set up looks really good so I thought I'd better post my experiences so far.

Blackdog_kt 07-20-2011 12:59 AM

The Spit Mk.II is currently the only fighter that seems to be getting it's real life performance. All other fighters (not just luftwaffe ones) are somewhat on the slow side, so the Mk.II is usually removed so that the server doesn't end up with a bunch of people flying them in the red team with nobody to shoot at in the blue team or nobody flying the Mk.Is and hurricanes :-P

As for the drifting during taxi, i've seen it reported before but haven't experienced it. Not flying online yet (i spend most of my time testing various things in single player) i can't be sure if its a multiplayer-specific bug, but i've seen various plausible explanations.

The most prominent ones:

1) There's a crosswind involved in the mission and tail-dragger aircraft turn into the wind. Some people report that hangars don't block wind and the effect is noticeable in hangars as well.

2) Incorrect setup/usage of the wheelbrake controls.

3) A combination of both, making it hard to correct the crosswind effect.


I've posted this a million times on various threads so i'll just give you the cliff notes. In short, the sim models brakes the way they are in the real aircraft. For RAF warbirds, this means a single brake lever for both brakes and a differential pneumatic valve operated by the rudders, instead of two completely independent braking systems for each wheel.

To turn left for example, one needs to press the brakes lever (whatever control you mapped to it) and push the left rudder pedal. Pushing the brakes key feeds pneumatic pressure down the line, the position of the rudder pedals determines how that pressure is distributed to each wheelbrake and as a result, how much each wheel brakes. If the rudder is centered the pressure is distributed equally and both wheels brake the same, if you start pushing the pedals one way then the wheel on that side of the aircraft will brake more and you will turn to that direction.


In other words, if you have a rudder pedal controller with differential toe brakes plugged into your PC and mapped as such, your toe brakes won't work because the aircraft doesn't have such a system. It's like giving a prop pitch change command in a tiger moth with its fixed pitch propeller, or pressing the "open bomb bay" keys in a fighter: nothing happens because they don't have such a system installed. You will need to press the brakes key and deflect your rudder pedal (just like you would do while airborne) to get differential braking instead.

Das Attorney 07-20-2011 01:13 AM

Thanks for getting back to me on the Spit II. Shame it's out of the picture for the moment, although if it was in line with the other planes performance, I still don't think most pilots would choose the Mk I over it ;)

I shall have to put in some time in the Hurri/Spit I and see if I can do anything useful with them instead.

As for the braking, I was fully aware about using the brake key in conjunction with the rudder pedals. I do have the toe pedals mapped for the times I've been flying 109's etc though. Your explanation was very detailed and I'm sure someone will get some use out of it :)

Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online.

Ataros 07-20-2011 05:58 AM

Quote:

Originally Posted by Das Attorney (Post 311488)
Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online.

Yes it is wind settings usually.


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