Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > CoD Multiplayer

CoD Multiplayer Everything about multiplayer in IL-2 CoD

Reply
 
Thread Tools Display Modes
  #1  
Old 07-15-2011, 10:23 PM
Thee_oddball Thee_oddball is offline
Approved Member
 
Join Date: Mar 2011
Posts: 812
Default

Quote:
Originally Posted by Pitti View Post
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!
__________________
Gigabyte Z68
Intel 2500K (@4.3 ghz)212 CM Cooler
8GB Ram
EVGA 660SC (super clocked) 2GB Vram
CORSAIR CMPSU-750TX 750W
64 GB SSD SATA II HD
WIN7 UL 64BIT
Reply With Quote
  #2  
Old 07-16-2011, 05:37 PM
Thee_oddball Thee_oddball is offline
Approved Member
 
Join Date: Mar 2011
Posts: 812
Default

Quote:
Originally Posted by cheesehawk View Post
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!
__________________
Gigabyte Z68
Intel 2500K (@4.3 ghz)212 CM Cooler
8GB Ram
EVGA 660SC (super clocked) 2GB Vram
CORSAIR CMPSU-750TX 750W
64 GB SSD SATA II HD
WIN7 UL 64BIT
Reply With Quote
  #3  
Old 07-16-2011, 06:13 PM
ATAG_Bliss ATAG_Bliss is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,156
Default

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.
__________________

ATAG Forums + Stats
Reply With Quote
  #4  
Old 07-16-2011, 09:11 PM
Thee_oddball Thee_oddball is offline
Approved Member
 
Join Date: Mar 2011
Posts: 812
Default

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?
__________________
Gigabyte Z68
Intel 2500K (@4.3 ghz)212 CM Cooler
8GB Ram
EVGA 660SC (super clocked) 2GB Vram
CORSAIR CMPSU-750TX 750W
64 GB SSD SATA II HD
WIN7 UL 64BIT

Last edited by Thee_oddball; 07-16-2011 at 10:54 PM.
Reply With Quote
  #5  
Old 07-16-2011, 11:52 PM
TheEnlightenedFlorist TheEnlightenedFlorist is offline
Approved Member
 
Join Date: May 2011
Location: SLC, Utah, USA
Posts: 143
Default

Quote:
Originally Posted by SYN_Bliss View Post
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.
Reply With Quote
  #6  
Old 07-17-2011, 07:43 PM
Pitti's Avatar
Pitti Pitti is offline
Approved Member
 
Join Date: May 2011
Location: Germany
Posts: 66
Default

Quote:
Originally Posted by SYN_Bliss View Post
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.

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.
__________________
Reply With Quote
  #7  
Old 09-01-2011, 11:35 PM
TRIK TRIK is offline
Approved Member
 
Join Date: Jun 2011
Posts: 43
Default

I could do with a few tips... abit of help?

i get the message enemy aircraft in sector j12, i know where j12 is but then it says angels 1 point five im guessing this is the altitude but is 1.5 1500 feet or 10500 feet, also i see alot of what looks like to be a bomber formation, quite a few black dots and then when i get there i fly almost through the dots n they disappear?
Reply With Quote
  #8  
Old 09-01-2011, 11:51 PM
SEE SEE is offline
Approved Member
 
Join Date: Oct 2009
Posts: 1,678
Default

No problems here with HL.

1. What advantage is there using HL rather than just connecting using the Client option?

2. I take it that I can still use ventrillo with HL (didn't try it as it was very quiet on HL).


TRIK. The ghost formation is a known bug (seems to have evolved too - as I flew closer the distant dots suddenly became full size ac (just a few hundred metres away) for a brief second before dssappearing.....

Altitude info is in meters when messaged across the screen and Angels 1.5 is 1500ft but if I have that wrong someone will soon correct me!
__________________
MP ATAG_EvangelusE

AMD A8 5600K Quad Core 3.6 Ghz - Win 7 64 - 8Gb Ram - GTX660ti 2Gb VRAM - FreeTrack - X52 - Asus 23' Monitor.

Last edited by SEE; 09-01-2011 at 11:58 PM.
Reply With Quote
  #9  
Old 09-02-2011, 12:02 AM
klem's Avatar
klem klem is offline
Approved Member
 
Join Date: Nov 2007
Posts: 1,653
Default

Quote:
Originally Posted by TRIK View Post
I could do with a few tips... abit of help?

i get the message enemy aircraft in sector j12, i know where j12 is but then it says angels 1 point five im guessing this is the altitude but is 1.5 1500 feet or 10500 feet, also i see alot of what looks like to be a bomber formation, quite a few black dots and then when i get there i fly almost through the dots n they disappear?
Angels 1.5 is 1,500 feet, its thousands of feet times the number of Angels.

The dots are known as Ghosts or Phantoms. Its a known bug which I think is the residue of a formation that was flying when a submission was loaded in (you can run a mission and then load another mission into the existing mission). I think the dots are the positions of the old mission aircraft. Best way to see what it really is is to go to max zoom and look for an aircraft shape. When you are getting nearer the dots they should take on shape. Its a pain but I think the fix is in the pipeline..... sometime.
__________________
klem
56 Squadron RAF "Firebirds"
http://firebirds.2ndtaf.org.uk/



ASUS Sabertooth X58 /i7 950 @ 4GHz / 6Gb DDR3 1600 CAS8 / EVGA GTX570 GPU 1.28Gb superclocked / Crucial 128Gb SSD SATA III 6Gb/s, 355Mb-215Mb Read-Write / 850W PSU
Windows 7 64 bit Home Premium / Samsung 22" 226BW @ 1680 x 1050 / TrackIR4 with TrackIR5 software / Saitek X52 Pro & Rudders
Reply With Quote
  #10  
Old 09-02-2011, 08:08 AM
SNAFU SNAFU is offline
Approved Member
 
Join Date: Feb 2011
Posts: 324
Default

I spend some time now, trying to figure out the phantom`s origin and what I came to the conclusion, that they are lag caused.

The game seems only to render what is in your sight range. You can easily proof that by the extrenal camera. All objects out of sight are there and you can switch with the camera onto them, but they are not rendered. The moment they come into your viewing distance, they appear.

During escort missions I often notice that the formation of bombers remain at the positions they were the moment they get out of your sight range. So when you return and try to catch up with them, they first appear as phantoms. If you wait a while, they suddenly warp away to the position they actually are and that is often far away and out of sight. This repeats until you PC as interpolated the position and they become real dots.

So I assume all the phatoms are planes, that are actually from former rendered positions extrapolated positions of planes. The calculation of the real place takes some time and the more planes there are, the longer it takes and so is what you see, always lagging behind, what is actually happending, due to this "render-and-calculate-only-what-is-in-sight" method.

It is best seen with the slow ships. Just place enough AI vessels somewhere and start out of viewing distance. They will appear as dot, where you placed them and at some point they will warp to the position they have sailed to in the time and where they are actually.

I hope this gets sorted out, especially because you have no chance to simulate something that gets somewhere close to the real battle. In the missions I made for our training server I used up to 24 He111 in a formation, + the 12 109 Escorts and the 18 Interceptors. I have little phantoms on our sever, but the AI is lagging around like hell, if you get closer and the scene is getting hot. Some AI are even flying backwards...
__________________
http://cornedebrouwer.nl/cf48e
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:48 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.