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  • 1CGS
-DED-Rapidus
Posted
On 4/27/2021 at 4:21 AM, =FEW=Hauggy said:

I hope you have a better answer than "it's the server's fault"

I tried to reproduce the problem with my colleagues, but I couldn't reproduce it. Need a video with WTR.

  • Thanks 1
=FEW=Hauggy
Posted (edited)
6 hours ago, -DED-Rapidus said:

I tried to reproduce the problem with my colleagues, but I couldn't reproduce it. Need a video with WTR.

 

Thank you very much for taking the time to look into that, I will try to come back to you as soon as I have spare time to replicate the aforementionned issue and record it.

Edited by =FEW=Hauggy
Posted

since update I can't create a server it just loops when I hit continue back to choose either co-op or dogfight any suggestions on this?

  • 1CGS
-DED-Rapidus
Posted
7 hours ago, Domethiuos said:

since update I can't create a server it just loops when I hit continue back to choose either co-op or dogfight any suggestions on this?

You need to resave the missions, the format of the missions has changed.

  • Thanks 1
Posted

What's the new format ?

 

16 hours ago, -DED-Rapidus said:

You need to resave the missions, the format of the missions has changed.

Whats the new format to save as? I use the auto mission generator

  • 1CGS
-DED-Rapidus
Posted
10 hours ago, Domethiuos said:

I use the auto mission generator

What?

Posted

Brief description: Indestructible bridges
Detailed description, conditions:

See the attached mission, which is a dogfight multiplayer mission

Steps to reproduce the issue:

  1. Enable infinite ammo in the server difficulty settings. This is not necessary, but saves time during testing.
  2. Spawn at one of the airstarts near Petit Brogel. I used the Fw190 A8 with 500lb bomb (the plane is set up with infinite ammo)
  3. Fly to each of the four group of bridges. The label indicates the durability value: 50000 for the first group (nw), then 25000, 15000. The last group to the east of Petit Brogel is set to 15000, and each bridge has an entity.
  4. At each group, drop a number of bombs on the bridges, and note the results.

The correct behavior should be that bridges receive damage. They should be easy to destroy at 15000, and harder at 25000 and 50000, but should still receive damage.

What I observed, and what another tester on another PC and server running this mission also observed, is that only the bridges at 15000 with entity can be destroyed.

None of the other bridges receive any damage.

 

Note that the mission is rather large, and this seems to play a role. Try the same tests with TestBridgeDurability, which is the same test set up on a blank rhineland winter map, and the expected behavior can be observed. Even with durability 50000, the bridges can all be visibly damaged by well placed bombs (at pillars or on the road/rails).

 

I ran similar tests on a different mission (generated by the same software, similarly heavy) on the Stalingrad map where a bridge with an entity could not be destroyed, but after removing the entity (and resaving the mission), the bridge could be destroyed. In other words, the presence or absence of entities is likely not the cause.


Additional assets (videos, screenshots, logs): See attachments for the missions

If requested, I can also search for the mission logs of my trials and send them.


Your PC config data (OS, drivers, specific software):

Multiple configs: Win10 Home with AMD 5800x (non-overclocked) and Win10 Server with Intel 9600k (overclocked).

Rhineland - No destroy tests.zip TestDurability.zip

  • Thanks 1
  • Upvote 4
Posted

...to get rid of the Multiplayer Overload message?  It appears when you have a lot of Linked Entity's AND planes in a Multiplayer (Dogfight in this case) mission.  And it comes and goes.  Sometimes after it's gone it reappears shortly if another plane group is spawned but again, shortly thereafter it goes away even if none of the spawning planes are destroyed. 

 

Making missions with targets that can send messages (linked entity's) so that the player gets a sense of satisfaction they accomplished a mission goal and having enough planes to make it interesting seem incompatible.

 

What exactly IS the purpose of that message?

 

I have not noticed any issue when that message appears.  It's not like 1946 where when you exceeded a certain number of "things" the game started to stutter or have warping issues.  The message shows up and just acts as a vision blocker.  The game continues to run smoothly.  Warping and lag issues go back to the host/client machine side and not the mission or game engine itself.

 

Or am I missing something?

 

If it shouldn't or can't be removed, can it be made a host option?  That is can the host toggle off the message in their server settings to keep it from appearing?

 

TIA

  • 1CGS
-DED-Rapidus
Posted

@Beebop, the overload message occurs when the simulation on the server approaches a critical parameter (the number of simulation in the game is 50 hertz), if the simulation refresh rate drops below 50 hertz (tick delay becomes more than 15 ms), various bad things can happen. Therefore, the overload message is a sure sign that the server is not coping with the current number of entities in the mission.

  • Thanks 1
Posted (edited)

Thank you for the explanation.

 

Briefly, if possible, what is the best solution?

Edited by Beebop
  • 3 weeks later...
ACG_Bob122
Posted

Today on the finnish server, i was flying an IL-2 1941. Over the fronts there were like 20 aa guns within 1 sq km. It then became very laggy then it felt like I was flying in super slowmo. I am pretty sure everyone else saw me flying normally. I had so much time to line up shots because of it.

I then landed and took off with some guys in the same plane. I then had a super speed bug. On my screen I was flying at 350 kph, but to everyone else, i was going at least 100kph faster. Also on my screen, the plane felt very responsive like I was flying a fighter even though i was in a fully loaded IL-2. I have a recording of the super speed if the devs want me to send it to them. There was one time I flew by a Peshka like he was standing still even though my indicated air speed was less than his.

  • 1CGS
-DED-Rapidus
Posted
On 5/30/2021 at 12:40 PM, King_Bob said:

I have a recording of the super speed if the devs want me to send it to them.

that's good, let's see.

  • 1CGS
-DED-Rapidus
Posted
14 hours ago, 315_R2r said:

track recorded on the Finish server

All questions to the server holders.

Posted
On 6/4/2021 at 6:31 AM, -DED-Rapidus said:

All questions to the server holders.

The server holders said already that I should report that to the developers, this is a game bug not the server.

Posted
On 6/4/2021 at 6:31 AM, -DED-Rapidus said:

All questions to the server holders.

Once again,

why it should be the server holders to address? Is this related to some .ini settings of the server, mods enabled (as far as I know none are possible on Finish server) and from other discussion on Finish server as far as I know this is the game issue.... Why you are able to put the blame on the server holders - any reason for that?

  • 1CGS
-DED-Rapidus
Posted
On 6/5/2021 at 11:33 PM, 315_R2r said:

The server holders said already that I should report that to the developers, this is a game bug not the server.

They were advised to reduce the number of active AI in the mission and monitor the TD (tickdelay) parameter under load.

Posted

Is there a way to monitor the tick delay, other than looking at the graph in DServer? The rcon API exposes the SPS value, but I’m not aware of the tick delay being available. Knowing the tick delay is more interesting, it’s more fine grained than the SPS, which is normally locked at 50. 

LLv34_Temuri
Posted
1 hour ago, -DED-Rapidus said:

They were advised to reduce the number of active AI in the mission and monitor the TD (tickdelay) parameter under load.

The advice was "If you have more than 32 players on the server, it is advisable to connect directly to the operator without port forwading."

TD and SPS are ok.

  • 1CGS
-DED-Rapidus
Posted
5 minutes ago, LLv34_Temuri said:

The advice was "If you have more than 32 players on the server, it is advisable to connect directly to the operator without port forwading."

TD and SPS are ok.

And you are not interested in the fact that the reports with invisibles are only from your server?

9 minutes ago, coconut said:

Is there a way to monitor the tick delay, other than looking at the graph in DServer? The rcon API exposes the SPS value, but I’m not aware of the tick delay being available. Knowing the tick delay is more interesting, it’s more fine grained than the SPS, which is normally locked at 50. 

Unfortunately no, only SPSn

LLv34_Untamo
Posted
6 minutes ago, -DED-Rapidus said:

And you are not interested in the fact that the reports with invisibles are only from your server?

 

Very much so. This is something we cannot solve by ourselves, we need your help. The server is running within specs, so we have really no other venues to explore. To help you solve it, we've instructed our players to send you, the devs, tracks of it happening. And to correct your statement, this isn't exclusive to our server, it has happened on other servers as well, but our server seems to be the most affected one.

Posted

I did some port forwarding on my end, I'm located in Alberta Canada, so the server is fairly far away from me.  

 

The only time I seem to encounter the invisible plane bug is if I leave the server to main menu and rejoin.

 

I haven't had it for quite a while.

 

 

 

Posted

in a tank wen im in multiplayer after a few minute i will start to ear a engine noise far away that never go away for the entire length of the games 

Posted

in multiplayer i cannot respawn whit my tank that mean no repair or ammo reload is possible  , so if we have 2 panther in total if you finish mission at base you louse your tank permanently 

13/JG5_Ehrler
Posted

Hello guys, 

 

bug report in Multiplayer (maybe Singleplayer too):

 

Brief description: 

Ground targets bunkers not counted


Detailed description, conditions:

In Mulitplayer all cemented bunker targets, which are named dot1 to dot6 in ME, are not counted in the ingame stats, although they were destroyed. In the later evaluation / statistics on the server homepage, the targets are correctly displayed as destroyed. 


Additional assets (videos, screenshots, logs):

image.thumb.png.75dc89cf839d7418657ee5b8c2b4a79d.png


Your PC config data (OS, drivers, specific software):

Not necessary 

LLv34_Temuri
Posted
22 hours ago, 13/JG5_Ehrler said:

In the later evaluation / statistics on the server homepage, the targets are correctly displayed as destroyed. 

 

They are processed and displayed as destroyed on our stats site, because we have changed (in the stats system) the bunker objects from "trash" to another object type.

  • 3 weeks later...
Angry_Kitten
Posted

decided to log into the online version to see what was going on in the multi player sections.  SO i turned MODS OFF in my pc installation, then tried to log online. It refused to let me log in online. Some weird crap about a file pack not being found..

 

When i switched back to mods enabled, then i could log online and look around. Any clue as i am NOT using mods, i merely left mods enabled

  • 3 weeks later...
SE.VH_Nhezin
Posted

Hello developers ?, look at the bug that happened in the Finish - Virtual Pilots server, and it happens constantly, when we play tanker sometimes the end of the mission doesn't give you its correct performance. below e-mail exchanged with the staff at Finish - Virtual Pilots.

 

1.thumb.png.e32ca664e03048eee45d985233f9901d.png

2.thumb.png.e6175c1588e0d05f0290379d7efd87de.png

  • 5 weeks later...
Posted (edited)

Greetings,

 

Brief description: Invisible plane bug on single airplane. 
Detailed description, conditions: I expirienced together with another player the invisible plane bug on only one friendly aircraft flying with us. While being invisible he was able to shoot down an enemy. All that happened on the finnish virtual pilots server in the 12.08.2021 00:24 mission in Berlin time. 
Additional assets (videos, screenshots, logs): I recorded it ingame and he is also not visible on the replay. If you want to have that replay file pm me.
Your PC config data (OS, drivers, specific software): I am currently running Win10 WMR HP Reverb G2 i710700k RTX2080ti SSD

 

Not entirely sure about that, but he might have been visible on take off. If it is a factor I'll ask around to double check.

 

 

Edited by JG4_Thibaut
  • Thanks 1
Posted

Greetings,

 

Brief description: Can't multicrew tanks in own Cooperative server.
Detailed description, conditions: When hosting a Cooperative server, players cannot join other player's tanks and multicrew. Gunner positions are unlocked, however the 'Become a gunner' menu is completely empty.

  • Thanks 1
  • 1CGS
-DED-Rapidus
Posted

@Rak1445, We checked that players in the cooperative can work together in the same tank. Record on video what exactly you are not getting in detail.

  • 1 month later...
Posted

Brief description: Nonexistent pilot and plane(?) ejected in log files
Detailed description, conditions: A player (ID=10248) spawned on Ju-52 (ID=9224) and after a while ended his sortie. Then he spawned once again (different ID), took off and during para drop the plane and pilot from the first ended sortie ejected [log nr 101].
 

Ju-52 (ID=9224)

image.thumb.png.59768a0181d5d47b9bcd57395544d85c.png

 

Player (ID=10248)

image.thumb.png.6044aa214f76e4e46a8495b9b5195fb3.png

 

I can provide all log files from that mission.

  • Thanks 1
Posted

Brief description: Intermittent issue with repair trucks 
Detailed description, conditions: After landing a Pfalz DXII at an airfield with a repair truck, I did not get the UI prompts that repairs were available. I tried pressing the assigned keys to refuel and rearm, and got no response. Next to me, another player in a Fokker DVII on voice coms was able to repair just fine. Talking to other pilots afterward, I had two other pilots report the same issue at the same time, one on the Entente side and one on the Central side. The issue persisted through the whole gaming session, but did not reoccur when I started the game and flew the next day. The other players also saw it clear up the next time they started the game. I don't think it is a server or map issue, since it worked for another player right next to me at the same time, and worked fine for me the next day on the same map.
Additional assets (videos, screenshots, logs): I was having trouble with OBS and did not get a video or track to show the issue, but will keep an eye out if it happens again. Are there any other files that might help track down a rare issue like this?
Your PC config data (OS, drivers, specific software): Windows 10 Home

  • 1CGS
Posted

@gascan, yes, I need to reproduce the problem and the track or video will help a lot in this. In words, without a mission file or track, it is difficult to recreate the conditions.

  • 5 weeks later...
Posted (edited)

Description:

Got catapulted 10-20 meters into the air, upon initiating repairs. 

Multiplayer, Finnish Air War Server.

 

Detailed Description:

Power dove in the A20, lost both ailerons in dive, landed safely near a repair truck, initiated repairs, was teleported 10-20 meters in the air twice, and exploded.

 

Additional Asset: Link to Track and Timestamp, due to file exceeding the 5mb limit -

https://www.mediafire.com/file/icq2afndjexwcd3/The_Repair_Bug.zip/file

 

 

PC: Windows 10, I5-7600, GTX 1080, 2x8gb Ram.

Game Version: 4.605.

Edited by PopsiclePete
  • Thanks 1
  • 5 weeks later...
Posted (edited)
On 11/17/2021 at 5:28 PM, PopsiclePete said:

Description:

Got catapulted 10-20 meters into the air, upon initiating repairs. 

Multiplayer, Finnish Air War Server.

 

Detailed Description:

Power dove in the A20, lost both ailerons in dive, landed safely near a repair truck, initiated repairs, was teleported 10-20 meters in the air twice, and exploded.

 

Additional Asset: Link to Track and Timestamp, due to file exceeding the 5mb limit -

https://www.mediafire.com/file/icq2afndjexwcd3/The_Repair_Bug.zip/file

 

 

PC: Windows 10, I5-7600, GTX 1080, 2x8gb Ram.

Game Version: 4.605.

Did you happen to be in a mid air collision before you initiated repairs? It is happening for me after colission with somebody else and then going for repairs. Best to not shut down your engine after a landing following a collision and end the mission with running engine. This way repairs will not get triggered and you will not be thrown into the air.

Edited by J99_Sizzlorr
  • 1CGS
Posted
On 12/17/2021 at 6:48 PM, J99_Sizzlorr said:

Did you happen to be in a mid air collision before you initiated repairs? It is happening for me after colission with somebody else and then going for repairs. Best to not shut down your engine after a landing following a collision and end the mission with running engine. This way repairs will not get triggered and you will not be thrown into the air.

Wow!  that is, 100% really so everything repeats itself during repair?

Posted (edited)
5 hours ago, -DED-Rapidus said:

Wow!  that is, 100% really so everything repeats itself during repair?

No you get thrown in the air like 10m when you initiate repairs after a mid air collision. I got a video of it. Watch it until the end.
 

 

Edited by J99_Sizzlorr
Posted

@J99_Sizzlorr no, I didn’t collide with anyone, I ripped my ailerons during the dive, and landed safely ?‍♂️

 

 

  • 1CGS
Posted

I can't reproduce the problem in any way, apparently due to the fact that I'm trying to do it on an empty server in ideal conditions. Tell me, how many people did you have on the server when the plane jumped in the parking lot near the repair point? The second question is, I need tracks to analyze missions. I understand that the problem with the jump happens unexpectedly, so if you didn't have time to save the track, then save the mission for me, thank you.

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