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SAS_Storebror

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Everything posted by SAS_Storebror

  1. The momentum is clearly in favour of Axis at the moment. Question remains whether what we just witness is simply historically accurate or not, cause that's what will dictate whether it'll stay as is or whether we'll get some powers back to allied planes.
  2. Confirmed, we've just had a sortie with 3 chaps together in A-20s last sunday. At auto rich (66%) we were all trailing smoke, at 33% (auto lean) the smoke is gone. Clearly around 66%, even slightly lower than 66%, there's still smoke visible. No wake turbulence behind other planes online for me either. Mike
  3. Well that's just one filename plus maybe a hash replicated when the plane spawns, nothing to worry about.
  4. Wait... Did I miss something? My understanding is that there is no such thing like skin replication online. Either you have your buddy's skin beforehand, or you'll just see him carry the default skin. Did that change? Mike
  5. Now that I did that test myself and I wasn't surprised that the IL-2 was able to eat lots of ammo when being hit "outside the sweet spots", I totally agree as for the amount of randomly dispersed hits it could take. What surprised my a bit however was how the oil cooler was virtually invulnerable to well placed hits (lots of them) while it was (at least visually) fully open, so no armoured flaps that would have protected it. What surprised me as well was how the control surfaces were virtually invulnerable to the Breda guns. An MG151/20 sweep coughs them off in no time in comparison. What surprised me further on was how weak the gears seem to be. Whenever I attack an IL-2 with AP ammo equipped planes, the "spread" bullets are sufficient to kick out gear doors within the first two sweeps and the gears come down another 1-2 sweeps later, and that's just the few random bullets that stray right or left of my aim point (engine, cockpit, oil cooler). Finally after having put a few hundred rounds into the cockpit from all kind of deflection angles with no effect, I was surprised that finally it is a pilot kill that ends most of IL-2's lifes when I attack them. In summary, the amount of supposedly "weak" AP ammo swallowed by an IL-2 is way less of a surprise than the actual things happening in detail. Mike
  6. I'm afraid it's impossible to tell about damage-to-drag relation at the moment, because the visual representation of damage doesn't correlate to the damage applied to the flight model by our new DM. Yesterday I've had a sortie in a Tempest and got hit in my left wing. Visually quite well damaged, the plane flew "just normal", with a subtle drop of the left wing. Later on that sortie, another plane jumped my six and sent a burst through the fuselage. No change to the visual wing damage, just a couple of bullet holes in the fuselage and an oil leak, all control surfaces still "factory fresh" visually, but: Left wing dropped to an extent that I almost needed full right aileron to keep her in the air, and the whole plane slowed down by some 50 knots and wobbled through the air like a jelly ball. Mike
  7. That's what we do for about a year. Worked a treat for quite a while, but nowadays the occasionally straying base defense fighter regularly leaves station and follows a random bandit back to his base. Would need another checkzone to get the base defense to stick to it's orders, which might or might not work, but honestly I'd rather want to see this being addressed by the devs as it's clearly a bug and any workaround implemented on top of it would sooner or later need to be rolled back when they decide to put hands on the issue anyway. Mike
  8. Sorry to say but these zone's simply don't keep AI from leaving them and chasing enemy planes all across the map. All our AI fighter waypoints end in a "combat zone" which is a pretty limited area on the map where AI fighters are supposed to have their clash with each other. If there's nothing else drawing their attention (and only then...) they'll have their fights in that zone, but as soon as they decide that it's time to chase someone else to death, they'll simply do. Essentially, any order issued to AI planes which does not have "high" priority is treated by them as a recommendation at best. And orders with "high" priority are crap because they make your AI planes ignore anything else, for instance the enemy shooting at them from 50 meters behind. Mike
  9. Had a go at an IL-2 1941 model with a Macchi yesterday, 12.7mm + 7.7mm wing guns. I've tried all kind of stuff, shooting at tail section from dead six - not much effect, no surprise. Bullets were bouncing off the armour plates as they should. Hitting the oil cooler endless times - didn't do a thing. Hitting the fuselage made that thing leak fuel, but no other effect either. None of my rounds managed to set the leaking fuel on fire, which actually is a little surprising as the 12.7mm are supposed to be mixed AP/HE rounds so I would have expected them to set the fuel stream on fire eventually but they didn't. Hitting the wings only caused the gears of the IL-2 to collapse and depart. Finally, after hitting the cockpit section endless times, when I was just to run out of ammo, I have managed to kill the pilot. From bums feeling, version 4.x is like this: Anything smaller than 20mm calibre is just punching holes through unarmoured plane parts without causing much effect if it's AP ammo. HE ammo smaller than 20mm will illuminate your target's surface and that's it. Anything from 20mm calibre onwards, if HE filled will inflict lethal damage immediately, whereas if it's AP see above. Now nail me to the cross for this simplification, but honestly that's what it feels like. Mike
  10. Problems start with how much damage is percieved by what kind of damage inflicted. For instance, I have plenty of sorties on my back where I've made my AI enemy leak fuel, water and oil massively, yet when I look at the logfiles, these damages seem to only account for less than one percent each - and AI keeps fighting, endlessly, aggressively, even though they're virtually dead and any human player on earth would have attempted to RTB long time since, and would most probably even have failed to do so for critical cumulated damage along the way. Another pass later, when I smashed my bullets through some apparently unimportant part of the fuselage with no visual effect, the log reports 60% damage suddenly. That worked to some extent until the 4.x update (from my experience with our Multiplayer Server that is). For whatever reason, in the latest version of the game AAA success rate depends on aircraft speed to such extent that as long as AI planes keep staying above 350kph, flak simply won't get them. I have russian airfields covered with 8+ AAA batteries, all "high" level, 2 large, 2 medium, 4 small, with unlimited ammo, shooting like hell. Yet there's 2 AI Fw 190 A-5 circling above that very airfield at 500m altitude, doing strafing passes at ground objects of choice, for about 15 minutes without ever getting hit. Now try to attack this same airfield at the very same time with a Henschel and, regardless what you do, you will get blown out of the skies before you even get within MK101 shooting distance. AAA will hit you midships from whatever angle with first round. ...but lucky us, there's modders out there: https://www.sas1946.com/main/index.php/topic,58745.0.html Mike
  11. Yep, once AI decided that it's got to be you, then it's got to be you and no one else. Let me add that on our online server we've seen an increasing number of "stalking" AI planes. That is, AI planes fly across half of russia just to get you. Note that I'm not referring to following you across half of russia - that goes without saying. No, they even spot you at several hundred miles distance, and then decide to chase you down whatever it takes. This seems to affect mostly player planes or even player planes only, I have yet to witness AI stalking AI across the map. I've got a theory why this happens. Some time ago another fellow member of this forum reported that on track recordings he saw AAA tracers in the Tacview playback even though the recording player was nowhere near (read: By far not in visual distance) of the AAA battery, which means the AAA activity happened outside of the "visibility bubble" and was therefore not supposed to be part of the track recording at all. Yet it was, constantly. My theory is that AI planes might always see AAA tracers wherever they are, and always treat them equally important regardless the distance. Now if you as a player attack something, for instance ground targets, and trigger some AAA activity by doing so, and if there's no other "more important" stuff going on from enemy AI planes' point of view, then you are the one getting all their attention, regardless where you are. And once they start focusing on you, it's got to be you (see above). I've personally witnessed this last week on a mission I've written myself, so I know what's supposed to happen where and why. I've been attacking tanks/cars in an area which is easily 50-60 miles north of an enemy airbase where AI planes take off "randomly" with orders to fly east to enter a "combat zone" there. There were AAA equipped halftracks among the attacked ground targets and of course the woke up when I was attacking them. I've been out of sight for any other plane. There's been no other plane on the map either (the server uses "normal" difficulty settings so you can see others on the map once they are "visible" for whatever reason). I felt alone up there, until I suddenly spotted an AI fighter running straight north towards me. I decided to run home, and on my way back, I saw more and more AI fighters coming up behind me. After a couple of minutes, I've had all enemy AI fighter on my tail. Literally all that were in the air at that time (5 in total) - they all decided to chase me home eastbound all across the map, even though I've been a hundred miles off their designated waypoints meanwhile and even though they never saw me when they decided to chase me. Mike
  12. Would love to know your convergency setting. Seems I need to pull about 3 times as much lead as you do in that video when using 400m convergency. Mike
  13. Noticed the same but wasn't sure whether it's "by design" or really a bug. Thanks for the report! Mike
  14. @[DBS]Tx_Tip The screenshots are Sea State Level 6, both of them (initial post of mine and latest from yesterday). That's why I was wondering. On the Rhineland map, as @yeikov said, there seems to be no 3D representation of rough seas whatsoever. On the Kuban map there is, but as you see in the 2nd screenshot, you get waves but nothing like a "stormy" look. I'd also love to know why maximum overcast still looks so "sunshiny" on the ground. Mike
  15. Thanks yeikov, that indeed seems to be true. See the same weather on Kuban map here. Still not exactly what I would have expected in really severe weather and worst possible conditions, but at least there's some waves now. Other than that, this would almost count as "perfect weather" where I'm living... Mike
  16. Hi mission builder experts, I'm struggling to get some stormy seas with really bad weather on my missions. This is the Ijsselmeer, 705mmHG pressure, wind 20+ kph from northwest, turbulence 3 (max level afaik), rain level 10 (max again), sea state 6 (max again), clouds "04_overcast_08" (max without fog afaik), level 900m, height 500m (max afaik). Is this really as bad and "stormy" as it gets? Looks rather... calm to me. Mike
  17. That'd be my dream combo (Acer XB271HU here as well), but I've been too late to the party for the 1080ti and prices don't want to come back to reasonable ranges for years now, so I'm stuck with my trusty rusty GTX 970. Thanks for the DaVinci hint, will definitely give it a try one day! Mike
  18. Thanks @-DED-Rapidus, good to know 😉 Greetings to @-DED-Rapidus_Server 😎 Mike
  19. Thanks Rapidus. So far the crash appears to be an isolated incident, I've yet to see it happening again. Mike
  20. If you think of a CSP like something that's set to keep the engine running at a set RPM all the time: Right. If you think of top speed like something that always happens at the engine's maximum output RPM: Ehm... no, not necessarily. It's not that easy. In case of the P-47 for instance, the max. engine output might be at 2700rpm, however the thrust generated by the prop also depends on the prop efficiency, and this in turn depends both on speed and rpm (and pitch for that effect), and the product of [engine output] * [prop efficiency] doesn't necessarily reach it's peak at the engine's rated rpm. You might want to read some additional literature on this matter. A not-too-hard starting point would for instance be this: https://www.dglr.de/publikationen/2017/450176.pdf Mike
  21. For what it's worth, here's a comparison of stuff from the "luascripts" folder of GTP archives, changes between 4.004 and 4.005b. https://storebror.it.cx/sas/il2_gb/4004_vs_4005b/4004_vs_4005b_luascripts.html It's a bit hard to compare the values applied to different types of guns as the naming conventions for the shells/bullets have changed. For instance, in order to see what changed for the MG151/20, you would navigate to worldobjects/ballistics/projectiles There you find the file "shell_ger_20x82_he.txt". It doesn't show much of a difference itself, but in order to get the full picture, you would have to compare the different files applying to the "hit object" effect, which in 4.004 was WorldObjects/Explosions/HEprojectiles/tnt20g_frag70g_HE_expl_object.txt whereas in 4.005b it is WorldObjects/Explosions/HEprojectiles/HE_020mm_92g_20g_object.txt which in comparison would look like this: https://storebror.it.cx/sas/il2_gb/4004_vs_4005b/mg151_20_shells.html Mike
  22. Mods off is not an option, sorry to say. Furthermore, the Server itself is mods enabled, but has no mods installed itself whatsoever. And when that latest crash happened, no player was currently flying on the server. I take it that the old issue, with repairs happening while a plane gets damaged at the same time, kicked in again. That's an edge case, many servers don't have RRR on their missions at all and if they do, the repairing a/c are rarely under attack. In our case however this can happen, both to players and AI. Since that's been solved successfully back in the 3.x days, I guess it's perfectly valid to report when that old issue reappears. @edit: Screenshot and process details added to report. Mike
  23. Thanks for your reply @OCA_LoneStar. The setting you've mentioned is just for setting up the minimum filesize required for the automatic track recording restart to get triggered. The idea behind is this: Tracks automatically stop recording at ~500MB, but the precise size differs a bit from track to track. In order to retain the player's ability to manually stop recording a track without this recorder app kicking in and restarting it, you won't want the automatic restart of track recording to kick in at any given track size, but only when the size of the created track file indicates that the recording was forcibly stopped by IL-2. That's any value close to 500MB, per default this recorder uses 498MB for it's threshold. What you are asking for is to have the recorder automatically stop the track recording at a certain maximum track file size. That'd be a new feature. I'll take that request into account if I ever touch this app again. Mike
  24. The issue, precisely as described above, unfortunately is back again with Patch 4.005b. Didn't see it for several months before, but now it's back 😒 Screenshot attached. Process Details: (CPU load of DServer.exe was 100% on a single core, CPU is 4-core + HT, total load was ~15%) #1: DServer.exe Process = System.Diagnostics.Process (DServer) [System.Diagnostics.Process] { properties { Associated = True [System.Boolean] BasePriority = 10 [System.Int32] #2: ExitCode = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] HasExited = False [System.Boolean] #3: ExitTime = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] Handle = 932 [System.IntPtr] #4: SafeHandle [Microsoft.Win32.SafeHandles.SafeProcessHandle] { properties { IsInvalid = False [System.Boolean] IsClosed = False [System.Boolean] } fields { handle = 932 [System.IntPtr] } } HandleCount = 635 [System.Int32] Id = 3708 [System.Int32] #5: MachineName = "." [System.String] MainWindowHandle = 787592 [System.IntPtr] #6: MainWindowTitle = "Il-2 Dedicated Server" [System.String] #7: MainModule = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] MaxWorkingSet = 1413120 [System.IntPtr] MinWorkingSet = 204800 [System.IntPtr] #8: Modules = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] NonpagedSystemMemorySize = 75696 [System.Int32] NonpagedSystemMemorySize64 = 75696 [System.Int64] PagedMemorySize = 1776656384 [System.Int32] PagedMemorySize64 = 1776656384 [System.Int64] PagedSystemMemorySize = 451448 [System.Int32] PagedSystemMemorySize64 = 451448 [System.Int64] PeakPagedMemorySize = 1837920256 [System.Int32] PeakPagedMemorySize64 = 1837920256 [System.Int64] PeakWorkingSet = 1621647360 [System.Int32] PeakWorkingSet64 = 1621647360 [System.Int64] PeakVirtualMemorySize = -2144145408 [System.Int32] PeakVirtualMemorySize64 = 2150821888 [System.Int64] #9: OperatingSystem = Microsoft Windows NT 6.2.9200.0 [System.OperatingSystem] { properties { Platform = Win32NT [System.PlatformID] #10: ServicePack = "" [System.String] #11: Version = 6.2.9200.0 [System.Version] { properties { Major = 6 [System.Int32] Minor = 2 [System.Int32] Build = 9200 [System.Int32] Revision = 0 [System.Int32] MajorRevision = 0 [System.Int16] MinorRevision = 0 [System.Int16] } fields { _Major = 6 [System.Int32] _Minor = 2 [System.Int32] _Build = 9200 [System.Int32] _Revision = 0 [System.Int32] } } #12: VersionString = "Microsoft Windows NT 6.2.9200.0" [System.String] } fields { _version = 6.2.9200.0 [System.Version] (see #11) _platform = Win32NT [System.PlatformID] _servicePack = "" [System.String] (see #10) _versionString = "Microsoft Windows NT 6.2.9200.0" [System.String] (see #12) } } PriorityBoostEnabled = True [System.Boolean] PriorityClass = AboveNormal [System.Diagnostics.ProcessPriorityClass] { fields { value__ = 32768 [System.Int32] } } PrivateMemorySize = 1776656384 [System.Int32] PrivateMemorySize64 = 1776656384 [System.Int64] PrivilegedProcessorTime = 00:36:50.7343750 [System.TimeSpan] #13: ProcessName = "DServer" [System.String] ProcessorAffinity = 255 [System.IntPtr] Responding = False [System.Boolean] SessionId = 1 [System.Int32] #14: StartInfo [System.Diagnostics.ProcessStartInfo] { properties { Verb = "" [System.String] (see #10) Arguments = "" [System.String] (see #10) CreateNoWindow = False [System.Boolean] #15: EnvironmentVariables [System.Collections.Specialized.StringDictionaryWithComparer] { properties { Count = 59 [System.Int32] IsSynchronized = False [System.Boolean] #16: Keys [System.Collections.Hashtable+KeyCollection] { properties { IsSynchronized = False [System.Boolean] #17: SyncRoot [System.Object] Count = 59 [System.Int32] } fields { #18: _hashtable [System.Collections.Hashtable] { properties { #19: hcp = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] #20: comparer = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] #21: EqualityComparer [System.OrdinalComparer] { fields { _ignoreCase = True [System.Boolean] } } IsReadOnly = False [System.Boolean] IsFixedSize = False [System.Boolean] IsSynchronized = False [System.Boolean] Keys [System.Collections.Hashtable+KeyCollection] (see #16) #22: Values [System.Collections.Hashtable+ValueCollection] { properties { IsSynchronized = False [System.Boolean] SyncRoot [System.Object] (see #17) Count = 59 [System.Int32] } fields { _hashtable [System.Collections.Hashtable] (see #18) } } SyncRoot [System.Object] (see #17) Count = 59 [System.Int32] } fields { #23: buckets [System.Collections.Hashtable+bucket[]] { properties { Length = 89 [System.Int32] LongLength = 89 [System.Int64] Rank = 1 [System.Int32] SyncRoot [System.Collections.Hashtable+bucket[]] (see #23) IsReadOnly = False [System.Boolean] IsFixedSize = True [System.Boolean] IsSynchronized = False [System.Boolean] } } count = 59 [System.Int32] occupancy = 18 [System.Int32] loadsize = 64 [System.Int32] loadFactor = 0.72 [System.Single] version = 63 [System.Int32] isWriterInProgress = False [System.Boolean] keys [System.Collections.Hashtable+KeyCollection] (see #16) values [System.Collections.Hashtable+ValueCollection] (see #22) _keycomparer [System.OrdinalComparer] (see #21) _syncRoot [System.Object] (see #17) } } } } SyncRoot [System.Object] (see #17) Values [System.Collections.Hashtable+ValueCollection] (see #22) } fields { contents [System.Collections.Hashtable] (see #18) } } #24: Environment [System.Collections.Specialized.StringDictionary+GenericAdapter] { properties { Count = 59 [System.Int32] #25: Keys [System.Collections.Specialized.StringDictionary+GenericAdapter+ICollectionToGenericCollectionAdapter] { properties { Count = 59 [System.Int32] IsReadOnly = True [System.Boolean] } fields { _internal [System.Collections.Specialized.StringDictionaryWithComparer] (see #15) _keyOrValue = Key [System.Collections.Specialized.StringDictionary+GenericAdapter+KeyOrValue] { fields { value__ = 0 [System.Int32] } } } } #26: Values [System.Collections.Specialized.StringDictionary+GenericAdapter+ICollectionToGenericCollectionAdapter] { properties { Count = 59 [System.Int32] IsReadOnly = True [System.Boolean] } fields { _internal [System.Collections.Specialized.StringDictionaryWithComparer] (see #15) _keyOrValue = Value [System.Collections.Specialized.StringDictionary+GenericAdapter+KeyOrValue] { fields { value__ = 1 [System.Int32] } } } } System.Collections.Generic.ICollection<System.Collections.Generic.KeyValuePair<System.String,System.String>>.IsReadOnly = False [System.Boolean] } fields { m_stringDictionary [System.Collections.Specialized.StringDictionaryWithComparer] (see #15) _values [System.Collections.Specialized.StringDictionary+GenericAdapter+ICollectionToGenericCollectionAdapter] (see #26) _keys [System.Collections.Specialized.StringDictionary+GenericAdapter+ICollectionToGenericCollectionAdapter] (see #25) } } RedirectStandardInput = False [System.Boolean] RedirectStandardOutput = False [System.Boolean] RedirectStandardError = False [System.Boolean] StandardErrorEncoding = <null> StandardOutputEncoding = <null> UseShellExecute = True [System.Boolean] #27: Verbs [System.String[]] { properties { Length = 0 [System.Int32] LongLength = 0 [System.Int64] Rank = 1 [System.Int32] SyncRoot [System.String[]] (see #27) IsReadOnly = False [System.Boolean] IsFixedSize = True [System.Boolean] IsSynchronized = False [System.Boolean] } } UserName = "" [System.String] (see #10) Password = <null> PasswordInClearText = <null> Domain = "" [System.String] (see #10) LoadUserProfile = False [System.Boolean] FileName = "" [System.String] (see #10) WorkingDirectory = "" [System.String] (see #10) ErrorDialog = False [System.Boolean] ErrorDialogParentHandle = 0 [System.IntPtr] WindowStyle = Normal [System.Diagnostics.ProcessWindowStyle] { fields { value__ = 0 [System.Int32] } } } fields { fileName = <null> arguments = <null> directory = <null> verb = <null> windowStyle = Normal [System.Diagnostics.ProcessWindowStyle] { fields { value__ = 0 [System.Int32] } } errorDialog = False [System.Boolean] errorDialogParentHandle = 0 [System.IntPtr] useShellExecute = True [System.Boolean] userName = <null> domain = <null> password = <null> passwordInClearText = <null> loadUserProfile = False [System.Boolean] redirectStandardInput = False [System.Boolean] redirectStandardOutput = False [System.Boolean] redirectStandardError = False [System.Boolean] standardOutputEncoding = <null> standardErrorEncoding = <null> createNoWindow = False [System.Boolean] #28: weakParentProcess [System.WeakReference] { properties { IsAlive = True [System.Boolean] TrackResurrection = False [System.Boolean] Target = System.Diagnostics.Process (DServer) [System.Diagnostics.Process] (see #1) } fields { m_handle = 48632544 [System.IntPtr] } } environmentVariables [System.Collections.Specialized.StringDictionaryWithComparer] (see #15) environment [System.Collections.Specialized.StringDictionary+GenericAdapter] (see #24) } } StartTime = 4/12/2020 8:19:46 AM [System.DateTime] SynchronizingObject = <null> #29: Threads [System.Diagnostics.ProcessThreadCollection] { properties { #30: InnerList [System.Collections.ArrayList] { properties { Capacity = 33 [System.Int32] Count = 33 [System.Int32] IsFixedSize = False [System.Boolean] IsReadOnly = False [System.Boolean] IsSynchronized = False [System.Boolean] #31: SyncRoot [System.Object] } fields { #32: _items [System.Object[]] { properties { Length = 33 [System.Int32] LongLength = 33 [System.Int64] Rank = 1 [System.Int32] SyncRoot [System.Object[]] (see #32) IsReadOnly = False [System.Boolean] IsFixedSize = True [System.Boolean] IsSynchronized = False [System.Boolean] } } _size = 33 [System.Int32] _version = 1 [System.Int32] _syncRoot [System.Object] (see #31) } } Count = 33 [System.Int32] } } TotalProcessorTime = 13:05:27.7031250 [System.TimeSpan] UserProcessorTime = 12:28:36.9687500 [System.TimeSpan] VirtualMemorySize = 2090848256 [System.Int32] VirtualMemorySize64 = 2090848256 [System.Int64] EnableRaisingEvents = False [System.Boolean] #33: StandardInput = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] #34: StandardOutput = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] #35: StandardError = TargetInvocationException: Exception has been thrown by the target of an invocat (+4 chars) [System.Reflection.TargetInvocationException] WorkingSet = 1621581824 [System.Int32] WorkingSet64 = 1621581824 [System.Int64] CanRaiseEvents = True [System.Boolean] CanRaiseEventsInternal = True [System.Boolean] #36: Events [System.ComponentModel.EventHandlerList] { fields { head = <null> parent = System.Diagnostics.Process (DServer) [System.Diagnostics.Process] (see #1) } } Site = <null> Container = <null> DesignMode = False [System.Boolean] } fields { haveProcessId = True [System.Boolean] processId = 3708 [System.Int32] haveProcessHandle = True [System.Boolean] m_processHandle [Microsoft.Win32.SafeHandles.SafeProcessHandle] (see #4) isRemoteMachine = False [System.Boolean] machineName = "." [System.String] (see #5) #37: processInfo [System.Diagnostics.ProcessInfo] { fields { #38: threadInfoList [System.Collections.ArrayList] { properties { Capacity = 64 [System.Int32] Count = 33 [System.Int32] IsFixedSize = False [System.Boolean] IsReadOnly = False [System.Boolean] IsSynchronized = False [System.Boolean] #39: SyncRoot [System.Object] } fields { #40: _items [System.Object[]] { properties { Length = 64 [System.Int32] LongLength = 64 [System.Int64] Rank = 1 [System.Int32] SyncRoot [System.Object[]] (see #40) IsReadOnly = False [System.Boolean] IsFixedSize = True [System.Boolean] IsSynchronized = False [System.Boolean] } } _size = 33 [System.Int32] _version = 33 [System.Int32] _syncRoot [System.Object] (see #39) } } basePriority = 10 [System.Int32] processName = "DServer" [System.String] (see #13) processId = 3708 [System.Int32] handleCount = 635 [System.Int32] poolPagedBytes = 451448 [System.Int64] poolNonpagedBytes = 75696 [System.Int64] virtualBytes = 2090848256 [System.Int64] virtualBytesPeak = 2150821888 [System.Int64] workingSetPeak = 1621647360 [System.Int64] workingSet = 1621581824 [System.Int64] pageFileBytesPeak = 1837920256 [System.Int64] pageFileBytes = 1776656384 [System.Int64] privateBytes = 1776656384 [System.Int64] mainModuleId = 0 [System.Int32] sessionId = 1 [System.Int32] } } m_processAccess = 2035711 [System.Int32] threads [System.Diagnostics.ProcessThreadCollection] (see #29) modules = <null> haveMainWindow = True [System.Boolean] mainWindowHandle = 787592 [System.IntPtr] mainWindowTitle = "Il-2 Dedicated Server" [System.String] (see #6) haveWorkingSetLimits = True [System.Boolean] minWorkingSet = 204800 [System.IntPtr] maxWorkingSet = 1413120 [System.IntPtr] haveProcessorAffinity = True [System.Boolean] processorAffinity = 255 [System.IntPtr] havePriorityClass = True [System.Boolean] priorityClass = AboveNormal [System.Diagnostics.ProcessPriorityClass] { fields { value__ = 32768 [System.Int32] } } startInfo [System.Diagnostics.ProcessStartInfo] (see #14) watchForExit = False [System.Boolean] watchingForExit = False [System.Boolean] onExited = <null> exited = False [System.Boolean] exitCode = 259 [System.Int32] signaled = False [System.Boolean] exitTime = 1/1/0001 12:00:00 AM [System.DateTime] haveExitTime = False [System.Boolean] responding = False [System.Boolean] haveResponding = False [System.Boolean] priorityBoostEnabled = True [System.Boolean] havePriorityBoostEnabled = True [System.Boolean] raisedOnExited = False [System.Boolean] registeredWaitHandle = <null> waitHandle = <null> synchronizingObject = <null> standardOutput = <null> standardInput = <null> standardError = <null> operatingSystem = Microsoft Windows NT 6.2.9200.0 [System.OperatingSystem] (see #9) disposed = False [System.Boolean] outputStreamReadMode = undefined [System.Diagnostics.Process+StreamReadMode] { fields { value__ = 0 [System.Int32] } } errorStreamReadMode = undefined [System.Diagnostics.Process+StreamReadMode] { fields { value__ = 0 [System.Int32] } } OutputDataReceived = <null> ErrorDataReceived = <null> output = <null> error = <null> pendingOutputRead = False [System.Boolean] pendingErrorRead = False [System.Boolean] } } Mike
  25. Ganz simpel die Klimaanlage. Besser sie dampft hinter dem Kopf des Piloten als davor. Falsch, die werden aufgefangen. https://www.thedrive.com/the-war-zone/7099/__trashed-9 Die Genialität des Konzepts leidet sehr schnell, wenn sich unter den zu bekämpfenden Truppen Manpads befinden. Mike
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