Jump to content

SAS_Storebror

Members
  • Content Count

    1396
  • Joined

  • Last visited

Everything posted by SAS_Storebror

  1. Next update on the issue: Server operated stable for another 12:30 hours, then 7 hours ago it crashed once more. This is the current DServer console log: ===== DeathMatch mode ===== ===== Dedicated server ===== Brief info: Max clients = 70 TCP: 1, UDP: 2, Downloader: 3, U/D Limits = 0/0 Login with UserName 'box@sas1946.com' ... Login success Server is being created ... Server name 'The Flying Ass Clowns' Loading mission 'Multiplayer/Dogfight\Mission.mission' (Multiplayer/Dogfight\Mission)... Server listener IP = '1.2.3.4' ... Mission loaded successfully Server succesfully registered on master server Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 ===== Rotation is in progress (2 seconds to wait before loading) ===== Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 Unhandled SIM thread message: 60 ... Server name 'The Flying Ass Clowns' Loading mission 'Multiplayer/Dogfight\Mission.mission' (Multiplayer/Dogfight\Mission)... Server listener IP = '1.2.3.4' ... Mission loaded successfully ===== Rotation is in progress (2 seconds to wait before loading) ===== ... Server name 'The Flying Ass Clowns' Loading mission 'Multiplayer/Dogfight\Mission.mission' (Multiplayer/Dogfight\Mission)... Server listener IP = '1.2.3.4' ... Mission loaded successfully ===== Rotation is in progress (2 seconds to wait before loading) ===== ... Server name 'The Flying Ass Clowns' Loading mission 'Multiplayer/Dogfight\Mission.mission' (Multiplayer/Dogfight\Mission)... Server listener IP = '1.2.3.4' ... Mission loaded successfully ===== Rotation is in progress (2 seconds to wait before loading) ===== ... Server name 'The Flying Ass Clowns' Loading mission 'Multiplayer/Dogfight\Mission.mission' (Multiplayer/Dogfight\Mission)... Server listener IP = '1.2.3.4' ... Mission loaded successfully What's interesting to see is the timing of the "Unhandled SIM thread message: 60" messages. They're not inevitably causing a crash, that's plain to see. On the other hand, if they occur, they can occur massively, like right before the first rotation, where 25 of these messages appear within 2 seconds. Too bad the feedback on our efforts to tackle this issue is inexistent. This would be a great opportunity to improve customer care. Server Operators are prone to be a tad more tech-savvy than "John Doe" is, devs are missing an opportunity to get a lot of help here. Not to mention the disseminator effect of server issues on the perceived quality of the game. Mike
  2. I think the issues are connected indeed. We've had serious issues on sunday evening, when the server crashed multiple times after less than 20 minutes into the mission. Without changing anything (just restarting DServer.exe every time it crashed) all of a sudden DServer.exe ran well for about 39 hours, while the "Unhandled SIM thread message: 60" messages first appeared less frequently and then finally stopped appearing altogether. 10 hours ago, all of a sudden both reappeared at the very same time: Both the crash, and the frequent "Unhandled SIM thread message: 60" message. To me this looks like it's got nothing to do with the local Server that runs DServer.exe, but rather something in the communication to the Master Server. But that's just wild guessing, because we don't have any meaningful logs here unfortunately. Mike
  3. Windows 7 isn't necessarily 32 Bit. DirectX 11 neither. The latest and greates drivers aren't required from Nvidia to run IL-2, sometimes that's even counterproductive. Nevertheless, all IL-2 Great Battles stuff is strictly 64 Bit now, which is a design decision. Mike
  4. Yes coop missions of course will work as they have player aircraft you can point the cover command at. Dogfight missions don't have this, they've got fake airfields only, that's the issue. Too bad... Another thing I've been dreaming of was to make player planes with ground start invulnerable until they took off. Works with AI planes, but doesn't work with player planes in dogfight multiplayer mode for the very same reason. Mike
  5. Scratch the previous post. 7 hours ago, after 39 hours of continuous operation, the random crash happened again. "Unhandled SIM thread message: 60" is back as well. Might be related. Mike
  6. Thanks for your reply. I was afraid that it won't work. In general the Mission Editor seems to lack the capability to deal with objects created at mission runtime. All you deal with are the objects you put on the map yourself, but not those which get spawned at runtime. Mike
  7. Hi folks, Today I've got a question for the mission editor specialists again. I'd like to add AI fighter cover to player planes on a multiplayer dogfight mission. So far I though this might work just out of the box: I have the fake airfield, and the "OnPlaneSpawned" event of that airfield triggers the spawner for two AI fighters, which 100ms later get a "Cover" command addressed to cover - yeah what? - the fake airfield, in the hope that they'll cover the plane that just spawned. That hope has not been fulfilled though, the AI fighter will cover the fake airfield (which has airspawn in this case, meaning that they'll circle around the spawn point). I thought maybe a report would work better, but turns out that the Report "type" dropdown for fake airfields is empty. So the question is: Is there any way to make AI planes cover player planes on multiplayer dogfight missions and if so: How? Mike
  8. I have to second that something's fishy with the MissionResaver. I have just tried to run it on the Mission files we're using on our Server (which load successfully both in Mission Editor and in DServer), but other than "Loading <Mission file>", nothing's happening at all. Mike
  9. I start to believe that this was a master server issue. Since 36 hours now, the same server and mission which crashed after 15 minutes before, is running smooth and fine now. At the same time, 3-4 hours ago all of a sudden the permanent log output of Unhandled SIM thread message: 60 into the DServer console stopped. Let's wait and see, and keep the fingers crossed. Mike
  10. Dang, completely missed the .25 update, thanks for the heads up. By the way: I understand that IL-2 Stats basically has all provisions to treat playable tanks as such, nevertheless the sorties where a player drives a tank simply don't appear in the stats at all. Are there any plans to fully support tank sorties? Cheers! Mike
  11. You don't need no launcher Mark. You have a Steam game, it will update through Steam. Consider yourself lucky: Usually the Steam Update is much faster and smoother then the launcher one. Cheers! Mike
  12. Don't worry, I don't have an issue with you. Maybe you've managed to trigger this kind of response more than once, maybe - I don't keep track of it. The reason for my reply was that threads like this contribute to the chaotic clutter of the Bug Report Forum, which in turn contributes to the devs not keeping track of it as much as we all would love them to. The more threads for the same issue are being opened up and the less people are bothered to stick to the well formatted and moderated bug report threads, the worse the situation will become. That's why. Nothing more, nothing less. Cheers! Mike
  13. Sure, it does count as such. There's just two more threads about it and they're both hidden deeply on the first page of this sub-forum: Of course this perfectly entitles you to vent your frustration against me, tell me where I'm allowed to reply and where not etc... I'm sure the devs will be happy to monitor a third thread for you, while you couldn't be bothered to find the two others right in your face. Cheers! Mike
  14. Hi Vaal, Due to current issues with DServer.exe, we are facing lots of random crashes which subsequently seem to confuse IL-2 Stats. Attached please find 3 sets of mission logfiles with corresponding error messages from IL-2 Stats. Maybe these can be used to "harden" IL-2 Stats against sudden DServer crashes a bit. Cheers! Mike IL-2 Server Stats critical logs 2018-07-22.zip
  15. Dear guests and frequent players on the FAC Dedicated Server, We deeply apologize for the crashes you are experiencing sometimes when flying on the Flying Ass Clowns Server lately. The issues have been reported and are most likely being investigated by the devs already: We have taken measures to bring the server back online in case of a crash as soon as possible, which usually means that if it crashes, it will be back within a minute. However due to the nature of these random crashes, we just cannot promise at the moment whether the server will run stable for 15 minutes or 15 hours. Currently you can have both at the same probability. Cheers! Mike
  16. Since there's no real feedback on this issue, I can't avoid to say that at times it is mildly annoying. Yesterday evening we've been holding a "session" with our squad and lots of guests on our dedicated server. All in all, it crashed 3 times during that session, once after about 40 minutes, then 16 minutes, then 18 minutes. Since then, which is now for about 17 hours, the same server, same mission, runs without a single crash, even with higher user numbers than during the "crashy" times. Needless to say the crashes come completely out of nowhere, with nothing special happening at all, no high server load, no spawns or anything. I have plenty of logfiles, screenshots and stuff if any dev is interested. I would even be happy to provide detailed debug logs if there was any way to get them. Cheers! Mike
  17. I think before cluttering the Bug Reports Sub-Forum with further unformatted, 0-information "fire & forget" posts, it would make sense at least to waste 10 seconds for a quick peek at existing bug reports, wouldn't it? Cheers! Mike
  18. We've had two severe crashes within few minutes after DServer.exe restart yesterday, one of them without any player having been connected at all. Same mission same server after another restart now runs fine for 16.5 hours and counting. It's odd. Cheers! Mike
  19. UPDATE: While the reproducible DServer.exe crash caused by the Pe-2 ser.87 blister turret was fixed with Hotfix 3.005b, we now have a random crash with exactly the same crash signature happening every now and then. So far, all I can say is this: It seems to happen more often when the server is crowded, i.e. when more than 10-20 people are online. Since Hotfix 3.005b I see a new glitch in that the DServer.exe log window frequently draws... Unhandled SIM thread message: 60 ...lines, during a night we get some 100 lines of that kind in the DServer's log window. This line doesn't mean the server isn't working (it is, until it crashes), but that line has definitely not been seen before on our server. Cheers! Mike
  20. Confirmed from my end as well, random crashes and lots of "Unhandled SIM thread message: 60" lines on DServer since Patch 3.005b. But frankly, do you think any dev will notice this thread among all the clutter on this board? How about joining the well formatted, moderated Multiplay Bug Report Thread here instead: Cheers! Mike
  21. Fully understood. What I wanted to get across is this: If such limitations exist and a related question pops up, the sooner you inform your customers (or forum members in this particular case) about those limitations, the less fallout you will get on the forums - at least you can rightfully send out the moderators to clean it then, so the better the forum will look and as a result, the shinier the whole game appears. Communication is the key. Cheers! Mike
  22. Alright. So quite like the "jagged clouds" thing, this is something that is related to the way things work (game engine, 3rd party software, hardware, whatever...) and you cannot change it. This means it makes no sense to further post reports or complaints about it, right? I mean... as much as this won't please VR users, as much I think it makes sense to clearly state such facts in order to keep the forums from being flooded with useless complaints any further. Doesn't give a nice shine on the game if this (the complaints) keeps going. Just my $0.02 Cheers! Mike
  23. Please don't. You not just crash your game, there's a good chance that you crash the whole server with it. Cheers! Mike
  24. The perfect solution would be if there was a converter tool available for recorded tracks like we have for missions. In it's current state, recordings can be a PITA. When you record tracks, the recording suddenly stops when the track reaches 512MB size. You don't notice this in the heat of the action because all that happens is that the small icon in the upper right corner disappears. Only later, when you end your sortie, you will see the message box coming up telling you that you've lost parts of your track. Dang - another track for the bin. Then you finally got the track right and think to yourself "cool, let's make a video of this on the weekend". Then you restart your game, but there's an update coming in that breaks your tracks. Dang - all existing tracks are for the bin. I understand that the priority of this is rather low compared to other existing issues, but if time permits (X-mas 2050 maybe lol...), it would be great if someone could give this some attention. If this game's core was community-moddable or there'd be some API with sufficient access, I'm sure lots of these tiny little annoyances would have been solved years ago already. Cheers! Mike
×
×
  • Create New...