Jump to content

SAS_Storebror

Members
  • Content Count

    983
  • Joined

  • Last visited

Everything posted by SAS_Storebror

  1. This is what I did: Download a viewer/editor for Microsoft SQL Server Compact databases, e.g. CompactView Run your SQL Compact editor (I'll just call it "CompactView" now) and open up the "sscontrol.sdf" database file in your Sturmovik Server Control folder. Switch CompactView to "Allow Editing" mode in the upper left corner. Open up the "PlayerNames" table to find the ID of the player you want to ban (not the GUID, here you need Sturmovik Server Control's internal ID which is just a counter) Open up the "Bans" table and add an entry accordingly, where "ID" is just a counter, "PlayerGuid" is the "ID" from the "PlayerNames" table, "Expiration" is any given expiration date for the ban, and "Comment" is any comment of your choice for the ban: Mike
  2. It's not a new built Flugwerk replica, it's the Fw 190 A-8 Werknr. 173056, rebuilt using Flugwerk parts and using an Ash 82T engine: Mike
  3. I agree to the common feeling that something has changed, even though it's hard to tell exactly what has changed. For me it looks like AI has better ideas than doing endless flat circling games now. Yesterday I've been chasing a 190 D-9 with my trusty rusty Lagg-3. Would have been a cakewalk about a month ago because every time when you entered a fight against AI with altitude advantage and managed to maintain some of it, AI would inevitably circle down to the ground and eventually you could catch them there. Not this time. That 190 D9 applied really good energy tactics when we met at ~1000m altitude (he's been down at 500 and I was at 1500 when we started), a few scissors when it was level with me, and finally climbed away to extend, turn around and try to attack me head-on from above. I've had another AI La-5 S.8 with me, that's probably what kept me alive because the 190 couldn't concentrate on me alone. It's definitely been an improvement of AI to me, I've never had such an epic fight with AI before. What told me that we're not there yet was: Eventually I got the 190. Not my La-5 AI buddy, he never even got close to a shooting solution. When I got the 190, we've been up at 7000m altitude. At that altitude, a 190 D-9 should be virtually invulnerable to a Lagg-3. Mike
  4. I agree that it's strange. Remember I've been on "HIGH" before with my i5-2500k system and did not suffer any such stutter. Since this has been a try&error thing, I'm quite reluctant to give explanations as to why "ULTRA" setting should have fixed it. One idea would be that the new i5-9600k was too fast for "HIGH" setting. In the end I've been on 144 FPS almost all the time, including the moments where the severe stuttering started. Maybe if the CPU gets too bored while too many other things are going on, strange things happen. I've got no idea, really. I don't even know whether this state of stutter-free gameplay will persist. Just thought I'd let you guys know about the latest observations because after weeks of trying almost everything with absolutely no effect (neither positive nor negative), this single setting change suddenly really made a difference. Mike
  5. Without attempting to count my chickens before they are hatched, I think I have made a leap forward in terms of my stuttering issues. This is what I did since my last post and it did not cure my stuttering issues: Uninstalled Nvidia Driver completely using DDU Reinstalled latest driver (430.39 at the time of writing this) Rechecked my Nvidia Control Panel settings (see below) From here on, tinkered with Graphics Settings: Set Shadows Quality to "Low" (was "Medium" before) Set Distant landscape detail to "Normal" (was 2x before) Set Landscape filter to "Off" (was "Blurred" before) Set Grass quality to "Distant" (was on all kind of settings in my previous tests) Set Target FPS to "60" (was "Off" before) Set Antialiasing to "2" (was "4" before) Disabled Full screen (was enabled before) Disabled SSAO (was enabled before) (HDR was disabled all the time) My Nvidia Control Panel Settings: DSR Factors = Off Anisotropic filtering = Application-controlled Antialiasing - FXAA = Off Antialiasing - Setting = Application-controlled Antialiasing - Gamma correction = On Antialiasing - Mode = Application-controlled Antialiasing - Transparency = Multisample Preferred Refresh rate = Highest Available CUDA - GPUs = All Triple buffering = Off Power management mode = Prefer Maximum Performance Optimize for compute performance = Off Maximum pre-rendered frames = Use Settings for 3D Applications Monitor-technology = G-SYNC Multi-Frame Sampled AA (MFAA) = Off OpenGL-rendering GPU = Auto Shadercache = On Texture filtering - Anisotropic sample optimization = Off Texture filtering - Negative LOD bias = Allow Texture filtering - Quality = Quality Texture filtering - Trilinear Optimization = On Threaded optimization = Auto Vertical sync = Fast (not really necessary due to G-SYNC, but still...) Pre-rendered VR-Frames = 1 As mentioned before, all of this didn't change a thing - whenever I've been entering a crowded area, be it a well populated airfield or a furball dogfight, massive stuttering occured. Tinkering with the aforementioned settings has been my "hobby" for weeks now, as well as tinkering with network settings. Nothing ever changed, neither to the better, nor to the worse. And now comes the catch. This is what I did today, and guess what? No stuttering in 3 test sorties I've made so far: Changed from "HIGH" to "ULTRA". Period. Nothing else. Just that. Changed the overall setting to "ULTRA" and the stuttering is gone. Who would have guessed that? Mike
  6. Forgive me when I have a life to live. That thread counts 11 pages now and 95% of it - at least - is... well... how to say it politely?... "less interesting". This is what I do twice a day to check for important things and it works on all forums except for this one: Open the main page, check whether there's a new announcement. Period. I guess the general misunderstanding is between players and server operators. If I'm "only" a player, then this fix might be a minor one. If I play offline, I don't even need it. If I have the Steam Version of the game, I will receive it automatically. If I play online and don't have Steam, I will get a clue that there's something new when the server list suddenly becomes empty. That much that good. For a Server Operator there is no such thing like "minor" fixes. Any new version there is, it needs to be put on the Server asap otherwise strange things will happen and/or clients won't see that server anymore at all. Therefore any update/patch/hotfix/you-name-it deserves a notification in the official Announcements section IMHO. There's more less important stuff in there than we have "minor hotfixes" anyway, so where's the point not publically, prominently, present new game versions in the official Announcements section? Really: Where's the point? Mike
  7. Let me loosely quote the Hitchhiker's Guide to the Galaxy: Do I see an announcement about the new game version in a section called "Announcements"? This one for instance? https://forum.il2sturmovik.com/forum/7-announcements/ I mean there should be a reason for calling that section "Announcements", shouldn't it? And if a new game update isn't worth announcing, what on earth is the Game Updates thread for then? And if they managed to announce 3.010b and c, why is there no announcement for 3.012b and c? But I understand... they did tell. I just needed to go down the old broken stairs, into the dark cellar, across the tons of gravel, break through the locked steel gate, pass the lion, open the toilet and grab the announcement out of the flushing. The local planning department in Alpha Centauri aka "dig through some random discussion threads", that's understood. Mike
  8. Nice but... devs, please accept a little rant from my side here: Why on earth can't you - at least - say a word here about such updates in the official announcements section or, even better additionally, give server operators a clue in the server console? Does it really always have to be like this that Server Operators just stumble upon those updates either by pure chance or by people reporting massive issues (ghost sounds, graphics glitches, sortie results not matching actual sortie events) like we did just now? Come on guys, can't be that hard, really. Just a single line post "3.012c has been released" in an announcement thread would do and another single line "3.012c has been released" after each "Mission loaded successfully" on the server console would be the cherry on the cake. That's really a no-brainer. Mike
  9. Thanks @ShamrockOneFive, this absolutely makes sense. In my case, after a major hardware upgrade (new Mainboard, CPU and RAM) I'm suffering from micro-stutters even more than before, at least it feels like. While in low-medium populated areas everything's fine and I get more or less stable 100+FPS, high-massive populated areas, especially when being populated with lots of different AI actors, causes massive microstuttering, especially when moving your head around quickly or turning the plane. It's much more noticeable inside the cockpit than on external views to me. Now that we need to enable 4K textures to be potentially stutter-free, the GPU VRAM usage of course increases with it. And if many different actors are visible in the same spot, and the textures of all of them don't fit in the VRAM at the same time anymore, the system needs to load/unload textures while you're looking around all the time. My GTX 970 has 4GB VRAM, but only 3.5 GB have the full bandwidth. Seems like as soon as I get closer to that limit, the stuttering starts. Add to that, since Microsoft rolled out the Spectre/Meltdown patches, with microcode-updates for newer CPUs, I get the feeling that especially latest CPU series (Intel 8000 and 9000 for instance) suffer badly from certain limitations applied for security reasons, which is probably why on my newer rig, even though the frame rates are much higher than on the old one (i5-9600K vs. i5-2500K), the stuttering even feels worse. Mike
  10. Yes, that's possible. Just a matter of time until we put the required code changes into BAT. Mike
  11. BAT has it's own game engine v5.00m since BAT 3.6. Can't help if people still play on 4-point-something. Mike
  12. Just a small update, the changes to the LAN chip settings and the "TCP Optimizer" settings didn't change anything in terms of this stutter issue either. In the meantime I've tried lowering down the graphics settings to a ridiculously low level, again no change. Just for comparison, I've set them to Ultra and everything on highest settings, which of course gives worse overall framerates, but the stutter issue is just the very same as before. That's the funny part about it: Whatever I have touched, changed, tuned, intentionally messed up - it just doesn't change anything in terms of this stuttering thing. I cannot make it any better, but I cannot make it any worse either. Today I've had two "click" moments. First was when I watched a War Thunder Cockpit video where someone was flying alongside a coastline in a Heinkel 111. He had that very same stuttering at times. Second was when I've played IL-2 1946 with the FAC chaps today. There's been a quite crowded mission with lots of AI, and once I met like 40 AI planes fighting below and inside clouds, right above a small pacific island with lots of AAA on it. And then... the very same stutter. I conclude that this is not an IL-2 Great Battles issue. Maybe it has been there all the time and I just didn't notice, because on my old system there has always been some lag here and there. Maybe I'm just much more picky now that I usually reach 144 FPS most of the time. Maybe it's really an issue, but if it is, it's rather related to the Motherboard/CPU/GPU/RAM combo than anything else. Therefore, thanks for all your support and for your attention, but I don't think we need to try and fight this within IL-2 Great Battles any longer. Mike
  13. Yes, did that already. As mentioned by @sniperton, my Internet connection is quite fine, as is the Server's one. I'm on a 100/20 (Down/Up) Mbit/s Cable connection and I can reach both limits reliably 24/7 in speedtests as well as transfers to the very server we're playing on. That Server actually is mine, it's located 460km away, we're both in Germany. The ping time is in the low 20ms and the jitter is 2-3ms. The Server is on an unmetered symmetric 1GBit/s line and it can reach that limit reliably 24/7 as well. I'll rule out the SSD as The tool mentioned by @1.JaVA_KEBEN is for Samsung SSDs only (I've got a Crucial and a Sandisk in my PC) and Windows 10 has all "optimization" settings applied by default already (checked). There has been no such issue with the very same SSD on the very same OS prior to my hardware upgrade either. As @sniperton lined out correctly, it could be related to a side effect of my hardware upgrade and/or the planes we're flying. I've lately suffered from those stutters the most while flying german kites (190s), will try the russians again for comparison soon. The 9600K could play a role, as could the mainboard. Last but not least the onboard LAN chip and/or it's driver could be part of the deal as well. Yesterday evening I've applied all kind of "optimization" settings for the onboard Intel LAN chip I could find on gaming sites, and I ran the "TCP Optimizer" tool and let it apply "optimal" settings. Will see whether that changes anything... Mike
  14. The love of detail and dedication is always breathtaking. I'm really glad to be able to watch this baby grow. Mike
  15. Sorry for my late reply but I've had no time to play BoS last week. Today I've tried again, unplugged TrackIR and didn't have the Software started. Nothing changed, still the same stuttering. So I reinstalled BoS completely, meaning: I've wiped the whole game folder, let Steam complain about the missing files, uninstalled it from the Steam library so everything was gone. The reinstalled from scratch, adjusted graphics settings (SSAO off, HDR off, Target FPS off, Screen Resolution set accordingly, no fullscreen, 4k skins on, everything else on default as far as I remember). Reapplied my keyboard/Joystick bindings and then tried another round (again without TrackIR). Same thing. Still stuttering in the very same situations to the very same extent. So I took DDU and completely uninstalled the Nvidia driver, reinstalled it from scratch, setup G-Sync accordingly and tried again. Same thing. Still stuttering in the very same situations to the very same extent. It's really as simple as that: As soon as there are more than let's say 5 planes very near by, or 10 planes within visual distance, the stutter fest begins. Here is a short sample clip I took on my very last attempt, remember it's after reinstalling game and nvidia drivers from scratch, without TrackIR: And these are my PC specs: Mike
  16. Need to remind myself... ...'nuff being said. Mike
  17. You mean "...who kept IL-2 1946 alive during the past 10 years". 90% of what's being celebrated as "new" in 4.14 is mods and has been available as such for about a decade now. From modders. For free. Without any such strings attached like we see with the ill-fated 4.14 now. Anyway. Time to carry on. Not much to see here either way. Mike
  18. Don't know what's so funny about it, but truth is that the really new content is indeed impressive, whereas the other 90% have been available as mods before, read: TD took mods from the modding community and integrated them in their mod "4.14". That much that good, but this time TD decided to lock down 4.14 so that modders can't put their hands on the content of that pack anymore. Kind of a "we took what we could get from you, but we won't give anything back" attitude of TD towards the modding community. That's new, that's bold, that's not impressive and eventually it makes 4.14 an epic fail. Mike
  19. Okay, I will give it a try. Just to be on the safe side: "Switch off TrackIR" doesn't mean to turn it off completely, temporarily disabling it by hitting the TrackIR "pause" hotkey should do the trick too? Mike
  20. Not saying that it's impossible, but I strongly doubt that it's TrackIR related. TrackIR is one of the things that didn't change, it was working stutter-free before. Add to that, the stuttering isn't necessarily induced by moving the head. In the short clip I've posted above, you can see that rolling the plane makes the horizon etc. stutter severely. Last but not least, almost all stutter is gone as soon as I switch to external view. Back inside the cockpit, stutter is back. Mike
  21. So I stand corrected concerning the network thing. Yesterday we've been flying online again, stuttering occured at the same occasions as before (crowded airfield, furball) but this time I have it in the recording as well. This is me flying through a furball with 13 planes involved: 2 Player fighters, 8 AI fighters, 3 AI bombers (Peshkas). I guess the issue is quite obvious. Meanwhile I've also tried to uninstall the Intel Rapid Storage Driver (using Microsoft Standard AHCI instead) and manually setting the PCIe slot version to 3.0, each to no avail. I've also tried lowering settings, like shadows high->medium, landscape filter blurred->off, landscape distance 130->70km, grass ultra->distant, SSAO off, all of them together - no difference concerning these stutters.FPS is rock solid at 90 as you can see, that's because I've limited it to that value (that was for testing purpose, I've had it uncapped before with the same result). Both CPU and GPU temps are fine. GPU usage is at it's limit, but it has been like that on my old system on 3.011 as well, without these stutters. I'm lost with this, running out or ideas what to try next.
  22. Note however that an M.2 SSD doesn't necessarily come with a driver. My Crucial MX500 for instance, even if it's the M.2 version, doesn't have any driver: https://eu.crucial.com/eur/en/support-ssd-mx500 In such case you're stuck with the Microsoft driver. And to be honest, I haven't seen many SSDs with specific drivers in the wild yet... The only driver update being related I could think of was the controller of the SSD. In my particular case, the SATA AHCI controller can either have a standard Microsoft Driver, or the Intel Rapid Storage one. Mike
  23. I've just watched a track which I've recorded two days ago while playing online on our own Gameserver (which is by far powerful enough to run the mission without any hickups). "Live" on that day, right after spawning on the airbase, I've suffered from massive micro-stuttering, lag spikes, frame spikes... call it what you want. Whenever I turned my head around using TrackIR or moved closer to the plane's cockpit panel, it's been a stutter fest as if the game would skip a few frames every 10th of a second. We have "taxi to takeoff" for AI planes on the mission, and the first AI plane to cross our spawnpoint was kinda "warping" across the taxiway, with smooth suspension movement and everything else looking normal, except for the fact that in moving direction, the plane jumped forward by half of it's length, stuck there for some 10th of seconds, then jumped forward again and so on. Entering an air combat furball with 3 player planes and 8 AI planes involved, the same stutter fest began. Looking at the overall scene, microstutter and spikes were very noticeable while moving the head around, and whenever you made it on a bandit's six, he'd jump/warp around in the air quite like the AI plane did on ground. That much, that good. Today I've watched that track from the recordings again. Since I didn't unlink head movement, the whole thing I saw was just what I've seen while playing online, exactly the same, except for one big difference: It was smooth like butter. Conclusion: It's all a network issue. And: It's neither on my end nor on the server end, because in the same combo on the same server I've just played IL-1946 before, for three hours, without any such issues. Conclusion²: It's an IL-2 Great Battles network code issue. Mike
×
×
  • Create New...