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SAS_Storebror

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About SAS_Storebror

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  1. Looking at the calendar this probably springs a surprise on you, does it? Mike
  2. That happens several seconds before RRR and the artillery shell explosion radius doesn't even touch the plane's location. Add to that, another IL-2 standing right next to me, but without missing parts (remember my right aileron was missing) could repair flawlessly. The damages are to the control tower which is roughly 20 meters away. There is no visible debris where I stand when repairing and there is no explosion at the moment I'm repairing either. Yep, sent to you by PM. I've seen it a couple of times in the past but not as severe as this one. This time is the first time it was really plain obvious that something went wrong, the previous times when it happened I thought "wtf !?!?" but couldn't really make up my mind. With hindsight it's been the same thing and it happened like a dozen of times within about two weeks of using RRR on our server. It does not happen all the time. There are flawless repairs as well. The IL-2 next to me for instance repaired flawlessly at the same time and almost same spot (10 meters to my right). Seemingly random. If it's because of debris, then it's invisible debris. I don't consider a crashed tower 20 meters off as "nearby" and there is no artillery shell hitting me here either. Anyway, the answer is: Yes, happens elsewhere and with any other plane as well. I am not crashed into objects and not sharing space with any other objects during repair either. Spot the repetition of that false assumption please guys. Repeating it doesn't make it true. Too late. Damage to RRR reputation has already been done. Continuing to treat this bug as a feature will only make matters worse. Mike
  3. I can definitely say that at the time or RRR'ing that IL-2 in my video, there was no damage added to it. The artillery shell coming in nearby is way before RRR starts and there's no other arty shell or anything else which could damage the plane after that. It's the RRR process itself that throws the plane in the air violently, and further throws it up a second time split seconds thereafter. Mike
  4. Habu I've sent you the track (which naturally also holds the mission files) so you've got everything you need to make up your mind now. If you still think invisible debris should cause RRR zones to kill planes, then I'll simply give up on this issue. I've got enough of such "oh well, let's change the manual" reactions to bugreports @work, no need to waste my time on something similar when I'm longing for recreation. No hard feelings. Mike
  5. Let me rephrase this a tad simpler: Debris should never cause RRR to turn into a plane destruction zone. Never ever. Let alone invisible debris. That on it's own is a bug to me and should be put on the list of things to fix, not on the list of things to deal with on the mission builder / player's end. Mike
  6. Thanks for the feedback gentlemen but please enlighten me: If this is not a bug and any invisible debris could cause your plane to get completely destroyed from RRR'ing it, how on earth is a player supposed to know in advance whether a position is "good" for RRR or "bad"? I mean yes, you could specify things like "don't RRR inside shelter" or "don't RRR within 5 meters distance to a visible object". But in case of the video I've posted, there is no such thing. The plane's standing on grass, no other object nearby. And if invisible debris from artillery shells could cause this to happen, then in my humble opinion this is definitely an RRR bug. I think so because it's impossible neither to the player nor the mission designer to avoid it. For instance, as a mission designer I could put an RRR zone in the wilderness, with nothing else around it within a mile distance, and with no other actor doing anything with, in or to that zone. The next player who comes along and drops a bomb right in the middle of that RRR zone would render all these efforts futile because the debris of the bomb would make the RRR spot unusable for the remaining mission: Without any warning to other players, the RRR zone would turn itself into a killzone for anyone attempting to RRR there. Bug or not? I don't see how this could not be a bug. Mike
  7. I have yet to see the dserver.exe crash again after re-enabling RRR a day ago, however right after re-enabling and testing RRR online, I've become victim of the next alleged RRR bug. See the video below, RRR happens at about 2:00 and 3:26 (same RRR event, two perspectives). Apparently each little part being repaired causes a little explosion to happen, with the first one throwing the poor IL-2 into the air violently and subsequent explosions throwing it around a little. Seconds before RRR happens, an artillery shell impacts about 20 meters off the plane (see thumbnail picture). This should have no impact on the RRR event, I'm just mentioning it so people don't confuse one with the other. The "explosions" seen at each RRR part being repaired are definitely not from any arty shell or the like, they're coming out of nowhere. Here's the sortie log: http://sas1946.rocks:8000/en/sortie/log/15756/?tour=1 There's two damage events: No. 1 at 18:23:06 is from touching trees (that's where I lost my right aileron), No. 2 is the RRR event. I've got the track of this sortie so if devs need it, give me a shout. Mike
  8. I don't have such a thing, but when I re-enable RRR on our training mission I expect it to start crashing about once a day again. All user reports indicated that crashes usually happened when either planes fell victim of enemy bomb raids or heavily damaged aircraft landed right into the RRR area (which is pretty small). I'll re-enable RRR, give it a try, and if the server starts crashing again (it didn't for more than a month now, never crashed since RRR was disabled, which was the only change to the mission) I will send you the mission file(s) (it's three of them, each with the very same effect). Mike
  9. First Nice update. Hope that RRR is working well now. Mike
  10. Ah dammit. That just means that this issue still remains unsolved, which in turn means we will still not be able to use RRR on our Server. Mike
  11. Yes we do. We've got random AI for both sides, so every kind of AI WW1 plane spawns at some point. Mike
  12. We are running a mixed WW2/WW1 training mission all the time, with WW2 action (all available planes/tanks on the map) to the west of the Stalingrad map and WW1 action (again anything that's available can be flown) to the east. No issues here, that's all I can say. The server is running 24/7. Mike
  13. Thanks for the feedback and thanks for clarification. I totally agree, RRR is something we've been longing for a long time and I've been excited when I saw it's implemented. Even more so, I've been surprised to see that it's not only "not working as expected", but even killing servers. One of the more populated servers (TAW or WoL, can't remember exactly right now) disabled the feature right on day one because of this. And that's been told here. Which makes me wonder why none of the devs/testers seem to have noticed any of this before. Anyway... we tried to make it work for quite some time but eventually disabled the feature on our DServer as well. Not because of strict evidence that a certain reproducible action would yield to a server crash - the closest to being reproducible indeed was the major engine damage - but rather because the DServer crashed every other day or so when RRR was enabled, where it's yet to crash again since we disabled it more than a week ago. Mike
  14. Interesting. I can assure you that the DServer does lock up. Did you host your multiplayer sessions from DServer.exe or did one of the players host them? With DServer, I never got to the point of locking up my (Client) game, the DServer always locked up before. Mike
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