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| CoD Multiplayer Everything about multiplayer in IL-2 CoD |
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#1
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S!
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#2
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I wonder if there is an issue between the core and the scripts not executing in parallel... S!
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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 |
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#3
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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. |
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#4
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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?
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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. |
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#5
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#6
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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. |
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#7
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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? |
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#8
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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 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!
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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. |
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#9
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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.
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#10
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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...
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