LLv34_Temuri Posted November 22, 2018 Posted November 22, 2018 Before the 3.007, I was testing COOP mission sizes. I had a COOP mission with 147 moving tanks, two moving trains, and 15 AI fighters plus me running on a Dserver. Total entities 165. I could get in with my client. After the patch, I can get in when there's 90 entities (no AI planes at all, number of moving tanks lowered). With 120 entities (no AI planes) I couldn't get in anymore, I'm dropped back to COOP/Dogfight selection after mission loading finishes. I suspect it's the added damage modeling of the ground vehicles that causes this drop in client performance. I am not amused. 7
LLv34_Temuri Posted November 22, 2018 Author Posted November 22, 2018 Oh, and before the 3.007 update, the limit was somewhere between 150-180 moving tanks.
II./JG77_Manu* Posted November 25, 2018 Posted November 25, 2018 I think in terms of playability and immersion we are constantly moving in the wrong direction. The decision about high fidelity AI was already the wrong one, the higher fidelity ground vehicles only made it worse. Now we can't even replicate minor skirmishes anymore. Game becoming more bland then ever 5
coconut Posted November 25, 2018 Posted November 25, 2018 I've had similar problems with my dynamic campaign too: People could not join until I reduced the amount of "stuff". I'm not sure what did it, but disabling AI attackers, reducing AI patrols to 2 on each side (2 fighters per patrol) and reducing the number of road convoys and trains did it. Note that the problem is not one of CPU load: when I could not enter the server, the tick delay was low (around 6-7ms), and I had another server with a higher tick delay (10-12 ms) which was working and could be entered. 3
LLv34_Untamo Posted November 26, 2018 Posted November 26, 2018 21 hours ago, coconut said: Note that the problem is not one of CPU load: when I could not enter the server, the tick delay was low (around 6-7ms), and I had another server with a higher tick delay (10-12 ms) which was working and could be entered. Never has been. The CPU on the Finnish VirtualPilots server has been and is still basically idling. Some single core can get high as maybe ~40%, but that's it. Apparently the DServer can't utilize the potential of the CPU. I assume it's some flaw in the general architecture of the sim.
CountZero Posted November 26, 2018 Posted November 26, 2018 Did you notice any changes in demand regarding moving ships ? is that same or differant now.
LLv34_Temuri Posted November 27, 2018 Author Posted November 27, 2018 9 hours ago, 77.CountZero said: Did you notice any changes in demand regarding moving ships ? is that same or differant now. I didn't test ships.
BlitzPig_EL Posted November 29, 2018 Posted November 29, 2018 coconut, I have the same problem with one of your old DF missions, Night Attack on Kalach. It is now totally unworkable. I can host it from my machine as I used to, but no one can join, they get a "file transfer error". So sad, as this is a really great mission.
JonRedcorn Posted November 29, 2018 Posted November 29, 2018 (edited) This is going to end up killing the game. What the heck are they doing. Like I've said before, I'd take il2 1946's ufo AI and lower fidelity damage modeling on ground targets all day. IMO this is due to the tank module which IMO nobody wants. Make it a separate game. People complaining that voip in mp will take dev time away from the planes, yet they are making a tank sim right along side it and converting the ROF stuff over and nobody says anything about that. How about making il2 the ww2 flight sim the best it can be and leave the other stuff for another time. Edited November 29, 2018 by 392FS_Jred 1
CountZero Posted November 29, 2018 Posted November 29, 2018 (edited) 2h ago I joined on WoL server when i see Taman43 mission was on server ( same mission players reported lag and delayed gps before 26.11, and that video of yak being shoot at by 109s was recorded on that mission before) Server had 22 players and was laging and delaying start and gps positions, and players were leaving. Mission before it, more players and no problems. I rejoined server again after some time, on same mission, and see now there is no problems with lag or delayed gps like it was when mission started. I check objectives and 2 german objectives were finished, and one russian objective is finished. I asked for players who had lag and delay before that i could locate on other server or ts3 to joined server again on that same mission like me, and they say no lag or problems anymore. So one of thouse objectives is to heavy for mission or coasing problems for it, as now with them inactive and 35 players on server there is no problems on server, on that same mission, and only thing that changed in 2h from what i can see is number of objectives. Edited November 29, 2018 by 77.CountZero
JimTM Posted November 29, 2018 Posted November 29, 2018 (edited) 13 minutes ago, 77.CountZero said: 2h ago I joined on WoL server when i see Taman43 mission was on server ( same mission players reported lag and delayed gps before 26.11, and that video of yak being shoot at by 109s was recorded on that mission before) Server had 22 players and was laging and delaying start and gps positions, and players were leaving. I rejoined server again after some time, on same mission, and see now there is no problems like when mission started. I check objectives and 2 german objectives were finished, and one russian objective is finished. I asked for players who had lag and delay before that i could locate on other server or ts3 to joined server again on that same mission like me, and they say no lag or problems anymore. So one of thouse objectives is to heavy for mission or coasing problems for it, as now with them inactive and 35 players on server there is no problems on server, on that same mission, and only thing that changed in 2h from what i can see is number of objectives. I think the main reason may be that the data transfer settings were way too small (or do you think they had the problem after transfer settings were increased?). Edited November 29, 2018 by JimTM 1
Gambit21 Posted November 29, 2018 Posted November 29, 2018 1 hour ago, 392FS_Jred said: This is going to end up killing the game. What the heck are they doing. Like I've said before, I'd take il2 1946's ufo AI and lower fidelity damage modeling on ground targets all day. IMO this is due to the tank module which IMO nobody wants. Make it a separate game. People complaining that voip in mp will take dev time away from the planes, yet they are making a tank sim right along side it and converting the ROF stuff over and nobody says anything about that. How about making il2 the ww2 flight sim the best it can be and leave the other stuff for another time. Growing pains, hang in there. 3
CountZero Posted November 29, 2018 Posted November 29, 2018 (edited) JimTM, yes i saw that and that was reason i joined again on server today to see on same mission fromfew days ago if problem is gone when they change that setting to higher MB. i would guess from replay on wings of liberty forum that they already made thouse changes to server as devs recomended that to them.( as i se denlerik replayed today before this mission, that he changed some settings, so i hope they make change imidiatly when han toled them to do so) edit: denlerik say they made recomended changes to server before this mission run, also 2 out of 3 objectives destroyed when server starts to behave normaly are movng ships targets, 3rd is port with static ship. Edited November 29, 2018 by 77.CountZero 1
LLv34_Temuri Posted November 29, 2018 Author Posted November 29, 2018 5 hours ago, Gambit21 said: Growing pains, hang in there. Yeah, I do believe the devs can fix this. If they have time. 1
unreasonable Posted November 29, 2018 Posted November 29, 2018 5 hours ago, Gambit21 said: Growing pains, hang in there. I agree - still hanging in there from the start of RoF However, people have a point about the vehicle issue and I think it is a bad mistake to try to cram a high fidelity ground vehicle game into a high fidelity flight sim. When I am hurtling past at 300mph strafing I can only make out the ground targets for a few seconds: that my target's gearbox has been hit rather than it's radiator is of no practical interest. Similarly, if I am in a tank sim I need ground lines of fire that can be obstructed to view, or to fire, a environment that can be damaged and lots of detail about my vehicle. That is besides the issue that the team apparently cannot or will not expand on the infantry component to any great extent. If the detailed vehicle DM is causing the problem, roll it back. Have the new 3D models etc in BoX in their simple form. Separate TC until the team are able to integrate it seamlessly with the air game - in about 2050 perhaps. 1 1
THERION Posted November 29, 2018 Posted November 29, 2018 38 minutes ago, unreasonable said: I agree - still hanging in there from the start of RoF However, people have a point about the vehicle issue and I think it is a bad mistake to try to cram a high fidelity ground vehicle game into a high fidelity flight sim. When I am hurtling past at 300mph strafing I can only make out the ground targets for a few seconds: that my target's gearbox has been hit rather than it's radiator is of no practical interest. Similarly, if I am in a tank sim I need ground lines of fire that can be obstructed to view, or to fire, a environment that can be damaged and lots of detail about my vehicle. That is besides the issue that the team apparently cannot or will not expand on the infantry component to any great extent. If the detailed vehicle DM is causing the problem, roll it back. Have the new 3D models etc in BoX in their simple form. Separate TC until the team are able to integrate it seamlessly with the air game - in about 2050 perhaps. I think generally this is going the wrong way - a jack of all trades thing ("Eierlegende Wollmilchsau"). IL2-Sturmovik - Great Battles is or was supposed to be a combat flight simulator. The majority of this community is committed in flying war planes, as most realistic as possible, in most historical environment/world/theatre as possible and of course with the newest techniques available today. Great! Now, some of this community (including myself) like armor/tank simulations too and were very happy, when they gave us 2 tanks to play around. With this, the idea of building a brand new tank simulation came up and most of us were thrilled and very happy to see a bright future in tank battles. And of course, with the renowned work and quality of the dev team, our hopes rose even higher! Great! But now we start to see some inconveniences appearing on the horizon: - Tankers need a new map with more detailed landscape, more complex damage model for the environment and of a smaller scale - Flyers want to fly on the tankers map for some tank busting at the same time - Some insatiable morons already scream for infantry, mounted infantry, ground personnel and old Russian grandmas to populate some villages - etc. etc. etc. all of this packed in one engine, powerful enough to sustain all that load?!? I don't think it is feasible at the moment or at least not without some drawback. Just some personal thoughts. Cheers 1 1
JonRedcorn Posted November 29, 2018 Posted November 29, 2018 11 hours ago, Gambit21 said: Growing pains, hang in there. I am hanging in to the very end don't worry about that. I just want to see the game grow, if we were as popular as war thunder this would be no issue, but the community is small and with a small community you have to be VERY careful not to drive it away. Again, I am not going anywhere, with the latest VR performance enhancements this games truly one of a kind. It's amazing.
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