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SAS_Storebror

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Everything posted by SAS_Storebror

  1. I can definitely rule that out from my testing results. Nevertheless I agree that more tests are necessary. So far, the only reliable solution to me was to give the nearest airfield object a suitable taxi chart. Actually this corresponds to AI's behaviour when it comes to picking up the landing taxi chart of choice (when AI RTB decision is active). In that case it will also be the chart of the closest airfield to the aircraft at the time of landing decision. The distance to the actual chart, the location of the landing command MCU etc. don't matter in that case either. You've outlined that correctly in your summary by the way Mike
  2. Sorry to say but that part isn't correct (or at least seems not to be correct anymore). I have just checked this, because if it was correct, I could have massively simplified a training mission, but unfortunately the truth is: AI planes invariably choose the airfield which is closest to their spawnpoint for taxi to takeoff calculation. If that airfield has no suitable chart (i.e. no chart at all, or the initial park point is too far away from spawn position, like 1km off or so), the planes will run in circles for an arbitrary time, and then take off in an arbitrary direction. The location and/or direction of the takeoff command seems to be completely irrelevant. Mike
  3. Still banging my head on this... Last weekend I've performed some more tests @home. Some things I've found out are: If "ServerIP" gets set to any specific value, it has to be an IP address that exists locally on the PC, otherwise DServer will throw a "mission load error". If "ExternalIP" is set to "1", DServer will always use the PC's IP address assigned by the router locally. For instance, the PC in question has the local IP "192.168.178.2" and external IP "84.46.***.***". It is reachable from the internet on the external IP (e.g. running a webserver on the same PC works and it can be reached from e.g. a mobile phone). Port Forwarding on the router and Windows Firewall are configured correctly. Ports 8991 (remote console), 28000 (game itself) and 28100 (Downloader) are configured for both TCP and UDP protocols. This is my current testing SDS file (it doesn't matter where it's stored by the way, I've tried). It's based on the one we run on our public server, only difference is that this test file has just one single mission configured and it's using a different login. The login is double-checked and if you alter a single bit of it, DServer will not register to the Master Server anymore: // Generated by dserver // credentials login = "********************" password = "**********" // server info ranked = 0 mode = 1 banTimeout = 900 lobbyTimer = 60 coopQuorum = 0 allowMouseJoy = 1 ServerName = "The Flying Ass Clowns TEST" TacviewRecord = true serverDesc = "IL-2 Great Battles TEST Server operated by The Flying Ass Clowns" // connection settings protection = "" maxClients = 50 maxClientPing = -1 ExternalIP = 1 ServerIP = "" DownloadLimit = 50000 UploadLimit = 50000 DownloaderPort = 28100 TCPPort = 28000 UDPPort = 28000 // remote console settings RconStart = 0 RconIP = "" RconPort = 8991 RconLogin = "mastergubi" RconPassword = "elephant" // mission rotation data ShutdownLoads = -1 [rotation] random = false file = "Dogfight\FAC Training No38 Winter\FAC Training No38 Winter" [end] // preset and advanced settings preset = 1 // preset: server related killNotification = 1 friendlyFireReturn = 0 finishMissionIfLanded = 0 lockPayloads = 1 lockSkins = 0 lockFuelLoads = 0 lockWeaponModes = 1 penaltyTimeout = 10 respawnTimeout = 1 coalitionChangeTimeout = 10 finishMissionTimeout = 1 missionEndTimeout = 1 idleKickTimeout = -1 tdmPointsPerRound = 2000 tdmRoundTime = -1 coalitionsBalancer = false // preset: mission related objectIcons = true navigationIcons = true aimingHelp = false courseWeaponsAimingHelp = false padlock = true simpleDevices = true allowSpectator = true easyFlight = false autoCoordination = false autoThrottle = false autoPilot = true autoThrottleLimit = true autoMix = true autoRadiator = true noMoment = false noWind = false noMisfire = false noBreak = false invulnerability = false unlimitFuel = false unlimitAmmo = false engineNoStop = false hotEngine = true This is the router config (you see every entry twice, one is for UDP, one for TCP, left is the PC's internal IP): These are the firewall settings. Additionally the "DServer.exe" is also configured in the firewall to have access to each and everything: This is the SDS with manually configured IP: This is what DServer.exe shows when loading that SDS: Same thing with "External" checked: DServer again is happy: But what does it help when the Server doesn't get listed? This is the Server list, our publically hosted normal server is listed, the locally hosted test instance isn't: Mike
  4. As written in my post right above yours: So yes, I've tried that and it didn't help. Can't confirm that. On our working public DServer, the SDS file is in a completely different location than the remaining parts of the game and it works fine. Nevertheless, I've tried with the SDS in the "bin/game" folder and as expected, it doesn't change a thing. Thanks for your suggestions gents but the mystery is still unsolved. Mike
  5. Thanks for your feedback @Cynic_Al but see, I've tried that in the very beginning already and after the complete reinstall as well, to no avail: Mike
  6. Nevermind, figured it out myself. Attached you can find a working up/down counter group, IMHO in the most simple way. "IN+" increases the counter, "IN-" decreases it. "0->1" output gets triggered when counter value goes from 0 to 1, "1->0" gets triggered when it gets back to 0 again. Only thing is that the counter only works with positive numbers: You must not decrease it when you didn't increase it before and you must not decrease it more times than you've increased it. Mike Up_Down_Counter_Version_1.zip
  7. Unfortunately I'm still stuck on this. You've mentioned a self-made up/down counter. I've tried that with the "modifier add value" and "modifier set value" MCUs on a counter object, but can't seem to get reliable results. Most of the times it works, but when many events happen in short time, the counter seems to run wild. Do you have any good up/down counter group for me? Mike
  8. Since I'm on a 100MBit up/down line @home and 1GBit up/down otherwise, I don't think this is a problem. Nevertheless, I've tried lowering the values 10k each and the issue persists. Mike
  9. Thanks for the hint but that's indeed not the case here. I've thought about the Firewall yesterday already and removed all rules for DServer and anything else that looked like it could interfer. Actually DServer asked on next start whether I want to grant access to the internet and all settings have been applied correctly (here: All TCP and UDP ports inbound have been granted). On today's reinstall from scratch, since the path has changed ("IL-2 Sturmovik Great Battles" instead of "IL-2 Sturmovik Battle of Stalingrad"), Firewall asked again and granted access to DServer in it's new location as well. Besides that, 127.0.0.1 needs no firewall rules and has been working before as mentioned. Mike
  10. Back again from the complete reinstall - the full 13-dot-something gigabytes - and... ... .. . . . .. ... the issue persists. What the...? I even took the original SDS file from our working public server, entered the credentials of our test account and added a "2" to the name, effectively loading the very same mission that is running well publically, with the very same settings, just adding a "2" to the server name and - nada. Everything looks great, the DServer log is exactly the same like on the working public server (except for the name and the IP address of course), but the server doesn't appear on the list of availabler servers. And this, I have to repeat, worked perfectly fine on 3.0x, it just stopped working on 3.1x. Here is the SDS file, just in case: // Generated by dserver // credentials login = "<our login>" password = "<our password>" // server info ranked = 0 mode = 1 banTimeout = 300 lobbyTimer = 60 coopQuorum = 0 allowMouseJoy = 1 ServerName = "The Flying Ass Clowns 2" TacviewRecord = true serverDesc = "IL-2 Great Battles Server 2 operated by The Flying Ass Clowns" // connection settings protection = "" maxClients = 70 maxClientPing = -1 ExternalIP = 1 ServerIP = "" DownloadLimit = 150000 UploadLimit = 150000 DownloaderPort = 28100 TCPPort = 28000 UDPPort = 28000 // remote console settings RconStart = 0 RconIP = "" RconPort = 8991 RconLogin = "" RconPassword = "" // mission rotation data ShutdownLoads = -1 [rotation] random = true file = "Dogfight\FAC Training No37 Summer\FAC Training No37 Summer" file = "Dogfight\FAC Training No37 Autumn\FAC Training No37 Autumn" file = "Dogfight\FAC Training No37 Winter\FAC Training No37 Winter" [end] // preset and advanced settings preset = 1 // preset: server related killNotification = 1 friendlyFireReturn = 0 finishMissionIfLanded = 0 lockPayloads = 1 lockSkins = 0 lockFuelLoads = 0 lockWeaponModes = 1 penaltyTimeout = 10 respawnTimeout = 1 coalitionChangeTimeout = 10 finishMissionTimeout = 1 missionEndTimeout = 10 idleKickTimeout = -1 tdmPointsPerRound = 2000 tdmRoundTime = -1 coalitionsBalancer = false // preset: mission related objectIcons = true navigationIcons = true aimingHelp = false courseWeaponsAimingHelp = false padlock = true simpleDevices = true allowSpectator = true easyFlight = false autoCoordination = false autoThrottle = false autoPilot = true autoThrottleLimit = true autoMix = true autoRadiator = true noMoment = false noWind = false noMisfire = false noBreak = false invulnerability = false unlimitFuel = false unlimitAmmo = false engineNoStop = false hotEngine = true As written before, changing "ExternalIP" to "0" doesn't help, setting "ServerIP" to e.g. "127.0.0.1", the router's internal or external IP doesn't help - nothing helps. I've got no idea what's going wrong here. Mike
  11. Just what I was thinking of as well, but: No. I've even tried to set my home router's port forwarding, still no joy. This looks odd. I'll try a complete reinstall of the DServer test instance now. Mike
  12. Well that's odd. I've tried that on 4 PCs now. In the past, setting "Server IP" in the SDS file to "127.0.0.1" always worked. It doesn't anymore. I've tried leaving the field blank, doesn't work either. I've tried the PC's IP address, doesn't work either. I've tried the PC's external IP address, doesn't work either (which makes sense because the router is not forwarding the ports, in the end I don't want to publically host my test session). I've tried to set "ExternalIP" to "0" and "1" for either of these, doesn't change a thing. Tested on 4 completely different PCs (2xDesktop, 2xLaptop) in two completely different networks (home and corporate). Registering the DServer instance on the Master Server works, but the test instance never ever appears on the server list. Mike
  13. Dear all, Up to version 3.0x, I was able to run a DServer instance locally, listening on 127.0.0.1, in order to test missions before they were sent to the real server. Since version 3.1x, this seems not to work anymore. DServer loads, registering at Master Server works well, mission loads fine but... when launching the game, I can't see my local server in the list anymore like I did with 3.0x. Does anybody have a hint for me how to work around this issue? Sure, I can run a new Server from within the game client itself, but unfortunately doing so isn't exactly the same in every aspect like running the same mission on a DServer instance, certain MCUs only work well on DServer. Mike
  14. Thanks for the feedback, much appreciated. @56RAF_Roblex, the IL-2 GB Recorder creates a logfile "IL-2 Great Battles Recorder.log.txt" in the same folder where you've put the executable. Could you show us that log please? At the moment I can't think of a good reason for the tool not being able to locate your IL-2 path (other than renaming IL-2.exe that is). Internally, the tool waits for the IL-2 process to come up and once it's there, it will look for the path of the executable belonging to that process. Hardly something that could ever fail. Mike
  15. Thanks for your reply Deci. Complex Trigger... good call. Using the "Finished" Event together with names assigned to player planes seems to work at least partly. I'll see where I can get using this approach. Thanks again and Cheers! Mike
  16. Hi guys, I've been tinkering with this for a couple of days now: Since our DServer is rather limited in terms of handling larger amounts of AI, I'm trying to disable as large portions as possible if there is nobody watching what AI would do anyway. One big part would be if I could detect whether or not a player base (or a spawnpoint for that effect) actually has active player(s) on it or not. With the "modifier add value" and "modifier set value" MCUs, in theory it should be easy to setup a counter in order to achieve this. Each player spawning would cause the counter threshold to increase by one (modifier add value, index 1 = 1) and each player finishing his sortie would cause the counter itself to be increased (either by just targetting the counter, or by using modifier add value, index 0 = 1). 1st problem: For spawning players I have the spawnpoint's "on player spawn" event which I can target at the "modifier add value" MCU. However... which event to use for player finishing their sortie? "On player killed"? Anything else seems unreasonable. But does "on player killed" really work if let's say a player just finishes the sortie without actually being killed? I don't think so. 2nd problem: Does this logic of counting one event against another, by raising the threshould using the "modifier add value" on index 1 vs. targetting the counter to increase it's actual value really work? I remember that the whole "add/set value" modifier thing never worked as intended. Does anyone have a clue and/or solution/hint/workaround for this idea? Mike
  17. Too bad that once again, this wasn't worth an announcement in the official Announcement Section. I'm really wondering what the point is of keeping such critical information semi-hidden as a "recommended post" in this discussion thread? Mike
  18. Brief description: Launcher Crashes on DServer Detailed description, conditions: Stopped DServer.exe, then ran Launcher, then got the following crash message: Additional assets (videos, screenshots, logs): Funny that you're asking. I'd love to show logs if only we had any of the launcher. Your PC config data (OS, drivers, specific software): Windows Server 2016, Intel Core i7-4770 @3.8GHz, 32 GB RAM, 2x2TB HDD (Raid 1), 1GBit/s non-clocked.
  19. Jesus Christ, can we subscribe to one of the bombing lessons AI had? Mike
  20. Hi folks, Today we'd like to announce the IL-2 Great Battles Recorder Mod/Tool The purpose of this mod/tool is to overcome an annoying limitation of the game: Whenever you record a track in IL-2 Great Battles, recording will silently stop once the track file has reached a size of 512MB. This is particularly annoying when you are fighting online, on a crowded server, because tracks will grow quickly (512MB can be reached in less than 5 minutes) and as fate would have it, your recording will stop right before the most interesting things happen in your mission/sortie. Using IL-2 Great Battles Recorder, you can concentrate on your flight and let this tool automatically restart recording another track - silently, automatically, in the background, with no further action required on your end. Find download links, further descriptions, discussions, opportunities to talk directly to the devs of this tool/mod here: IL-2 Great Battles Recorder @sas1946.com Mike
  21. Just do it, you're welcome. Thanks for all your efforts and thanks for the detailed explanation re rendering distance. Mike
  22. Are you sure that Ultra renders buildings at smaller distance than high? Sharpen: Makes the game look "cartoonish" sometimes, things become unnaturally crisp IMHO Landscape filter "blurred": Covers the rendering distance perfectly. A must have IMHO. SSAO: You forgot that this filter also greatly enhances the self-shadowing, sunlight reflection etc. inside the cockpit. If external views and spotting other planes is all you are focused on, SSAO is not for you. If correct visual representation of what you're sitting in is what you are looking for, SSAO is a must. High Performance Powerscheme is probably something a normal user doesn't want to use all the time (without playing BoS that is). That setting, plus the high priority process setting, plus a few others (e.g. low priority for Steam while playing BoS) can automatically be adjusted dynamically as needed by using FUMS. Mike
  23. Good choice about the 262 engine. The B-1 was the main production model anyway (*), the B-0 was used mostly on prototypes, the B-2 didn't leave the development stage much and whether B-3s ever saw the light of day would have to be discussed. I hope though that the throttle movement stay a critical factor because it wasn't all that much improved on the B-1, just when RPMs went up you were allowed to move the throttle slightly faster. (*) According to "German Jet Engine and Gas Turbine Development 1930-1945", Copyright © 2002 Antony L. Kay, Airlife Publishing Ltd, ISBN I 84037 294 X Mike
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