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SAS_Storebror

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Everything posted by SAS_Storebror

  1. In my particular case however there's been no JSGME involved at all. As mentioned earlier, I tried a full clean reinstall (which is easy peasy thanks to Steam) and started right there. Mike
  2. I think for GPU induced stutters this is a very valid point. It's been my feeling in the past already (and I think I expressed it a couple of times) that having to swap textures in and out of VRAM when too many objects are within visual distance contributes a lot to microstutters. Playing online, you might just have a bigger chance to meet more different planes using different (even if they are stock) skins so this might match the issues, too. Mike
  3. Probably it's a couple of circumstances that have to come together. Hard to tell from a player pespective. Maybe you and your squad mates don't have TrackIR, don't use "Ultimate" settings, don't fly low above Cologne, have a more powerful GPU than me (GTX 970 here) - god knows. I cannot reproduce that issue each and every time myself, but it definitely happens to me every now and then, just by running that QMB "free flight" mission above a crowded area like Cologne down low above the city. I can definitely rule out any installation issues as I have both reinstalled the game from scratch and let Steam check the local files (which yields no issues). "Normal" gameplay on any other mission didn't show that kind of issue yet, it's really just the isolated edge case of flying low above very crowded areas and moving my head around quickly with TrackIR. Mike
  4. Jason it's not about actually using mods. You can run a fresh installed, unmodded game, and just tick the "Enable mods" switch on, without ever actually adding any mod. In that condition, when for instance I play a quick mission on the Rhineland map and fly low above Cologne in a P-38, when I turn my head around quickly, the game pops up a message window with an error message complaining about certain objects (random ones) that cannot be found. Turning around my head quickly further on, 2 or 3 errors later the whole graphics driver restart (Nvidia) and the game CTD's. I have yet to witness the same thing with "Enable mods" unticked. From a programmer's point of view, it feels like the game is running out of file handles internally when trying to access/scan files from the dedicated "data" folder. In comparison, for most of these files the game will not have to scan that folder if "Enable mods" is unticked, as it would load the object from gtp archives regardless then. Other possible cause would be that it's exceeding the OS file handle limit, but that seems less likely. Mike
  5. They're in "Blocks", arf_ammo_1, arf_gsm_1 and arf_gsm_2 Mike
  6. Of course it's different, but you've asked whether the officially proposed solution to micro stuttering - i.e. limiting FPS using ingame settings together with VSync - also works an G-Sync monitors. And I'm telling you that this official recommendation has been my test result before, with G-Sync - see: This, and the positive feedback from people who tried with VSync, means that limiting FPS seems to cure micro stutters for both VSync and G-Sync users, at least for some of us. Mike
  7. I've got a G-Sync monitor myself and limiting FPS works fine for me. Only difference is that I'm not using the "Target FPS" setting from within IL-2, but the FPS Limiter from Nvidia Profile Inspector instead. Even though my G-Sync monitor could give 144 FPS and the game itself usually runs well within 120-144 FPS, I found little to no benefit from higher FPS, but much smoother gameplay with FPS limited to 60. Mike
  8. Still no luck, despite all the things I've tried. Can't get any DServer to show up on the master list as soon as it's behind a NAT. Ports have been changed, Port forwarding has been set, Firewall rules set, Firewall even completely disabled, external IP set or not, manually entering the IP address, loading the SDS file from the same folder like DServer.exe or not, running mods on or off - nothing helps. The Server will only ever show up if it's running on a PC which is connected "directly" to the internet, i.e. where the "internal" IP address is the same like the "external" one. It seems to me like the master server is using the same IP address like the one the DServer.exe is listening to. That of course cannot work, because it's an internal IP which is only valid inside the local network behind the NAT. On the other hand, there's no way to configure the "external" IP on my end. I would have hoped that the Master Server was clever enough to just use the IP he got connected from (which would automatically be the "external" IP), but apparently it doesn't. It's a pity. The DServer clearly tells that it's successfully registered at the Master Server, log shows no errors, yet it's not visible on the list of available Servers at all. Worked in the past, but it's broken now for many months already. Mike
  9. Nice to see that you've picked up on the stutter solution I've found for myself some time ago. Not sure if it really works for VSync users, but if so: Even better. Now if only you could reconsider your posting policy for hotfixes... Put yourself into a server operator's shoes just for a split second: Life could be so easy if you would just post your hotfixes to the forum's "Announcements" section. Any Server Operator (like me) can easily follow/subscribe to that section (I did) and will get notified automatically when some new announcement comes up. That way, a new hotfix would take me few minutes to put up on our server after release. I'd receive an email notification, would login to the server (I can even do it from my mobile phone if I'm afk), update and restart it. Less than 5 minutes into release, the server would be up to date. The way you do it now, it's impossible to get any kind of push notifications for your hotfixes. Hotfix posts are stuck somewhere in a 20+ page discussion thread which disqualifies for notifications since new posts come up every other minute. I've missed the past two hotfixes for more than 10 hours that way and people start complaining about server downtimes. That's not necessary and it's easy to fix it: Just post your hotfixes to the "Announcements" section and everything's fine. Mike
  10. Probably not, as you will want to use VSync on a normal monitor. Mike
  11. Exactly my setup. I've had microstutters already before the 3.201 update in multiplayer when lots of other aircraft were around. Frame rates well within 100-144 (G-Sync here as well), but stuttered like hell when entering a furball. I've reported it here, but no solution in sight. Finally I grabbed "Nvidia Profile Inspector" and applied a 61FPS frame rate limit to IL-2. Cured it for me and still seems to work with 3.201. Mike
  12. Not sure what you see, but I see +9lbs (maybe slightly above that) @3700-3750RPM: Mike
  13. You can find us on hyperlobby, "The Flying Ass Clowns". We do hold regular sunday sessions starting at 2PM Zulu (DST time, otherwise 3PM Zulu) on sunday, with quite a bunch of friendly fellows online there for 3-4 hours, sometimes longer. Additionally on the same server the "Chuffys Flying Circus" hold their regular sessions on tuesdays/thursdays at about 7PM Zulu DST with varying amount of players. We play Ultrapack 3.2 which is available here: https://www.sas1946.com/main/index.php/board,190.0.html (Ultrapack because it's the only version with fully supported, online compatible Zuti "Moving Dogfight Server" mod, which is excessively used on our missions) We do consider ourselves "online playing offliners" - you will hardly find the "killer" type of PvP player among us, most of us are happy if they can RTB in one piece. We have TeamSpeak comms available. Everyone is welcome. Don't worry if Hyperlobby shows no players, unfortunately the numbers on Hyperlobby are misleading in that they only show player who have connected through Hyperlobby, which is just 1 or two other players but me... Mike
  14. Latest "vanilla" version is 4.14.1. But take care, 4.14 versions can seriously be considered malware, don't say you haven't been warned. For mods the "all in one" pack of choice would be a vanilla 4.12.2 and then install BAT, all the way up to the latest version (which is BAT 3.6 "Blitz" at the time of writing this post): https://www.sas1946.com/main/index.php/board,264.0.html This will get you to the update core version 5.00m and you will have almost each and every mod aircraft that has ever been added to IL-2 1946. There's other modpacks available and YMMV, but that's the two which are under current development based on the latest and greatest core versions available. Mike
  15. Get in touch with the XSolla support, they'll sort it out: https://help.xsolla.com/#contactUs Mike
  16. Well the public IP I have is IPv4 only. I'm not gonna switch off Windows' "internal" IPv6 support as this has been no issue before, and is no issue on the public server we're running either. Not worth ruining a couple of Windows PC installations IMHO, just to get the obvious result confirmed. Mike
  17. The email is different and I'm using two different PCs, connected to two completely independent networks (including different public IP) for testing. Doesn't work. Mike
  18. Yes, it's the "other" option - it's the only one where you can set the required "DSERVER please", see It might take a while for you to receive the key. On my 1st request it took a couple of days, on the 2nd it's been 3 weeks. Mike
  19. Indeed you need one account per Server. I should say that I do have two separate Server accounts, one is for our public DServer, one is for this testing purpose. Which btw. still doesn't work, despite meeting each and every requirement. Mike
  20. There's no dependency between the two. You can just have one big list of available servers with e.g. an Icon showing whether the server has mods enabled or not. Players with mods on could join mods enabled servers only (as is right now) but would see other available ("mods off") servers too. Players with mods off could - preferably - join both "mods on" and "mods off" servers. Because... why not? I bet my mother's butt that on the master server itself, all servers - mods off and mods on - go into one big list already right now, and the game pre-filters that list and only shows you the matching part right now. That's the only thing that would have to be changed: Show the full list, but limit the "joinable" servers. Should be a really tiny change IMHO. For one this isn't really true, and second it could easily become a self-fulfilling prophecy if the game keeps the lists separated. Mike
  21. I do and I'm not alone. It's just that the choice could be much easier if we had one big list. It would be no loss for anyone me thinks. Typical win-win situation, it's just a matter of doing it. Mike
  22. It's really sad that more than a year after having mods available in IL-2 Great Battles, the Server Lists are still separated. Would be much better if there would be one large list for both mods enabled and disabled servers - or maybe separate lists as a Client side option. That way both mods enabled and "stock" users would always see the full picture of available online hosts and their population. Additionally, "stock" clients could join "mods enabled" servers, because there's really nothing that speaks against doing so. The only thing that naturally won't work would be "mods enabled" clients on "stock" servers. But there's really, really no need and no reason to keep both flavours of the same game that much separated as if they would live in two completely unrelated universes. Mike
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