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Good day for Il-2 on the MP front!


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Posted

good_numbers.PNG

 

Hope to see even more of this in the future, thats more than 500 players!

?

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LLv34_Flanker
Posted

S! 

 

TAW is popular. And good to see FC has players in numbers, too. 

Finnish server has been quite popular lately as well. 

Posted

If you build it. They will come. 

ShamrockOneFive
Posted

That is amazing news! As much as that is a feat for 1CGS and IL-2: Great Battles, it's also speaking to the organization that has sprung up around the community. I feel like the last year has been especially impressive with both the WWI and WWII parts of the community around here really putting together some impressive server events that have drawn people in.

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Posted

or temporary due to DCS 2.5.6 major flustercluck.

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Posted

Wow, thats the most I've ever seen. Usually it's only 1-2 servers that have any real numbers. Hope the player count stays high like this.

Posted

Thats awesome! Horridoh!

[RBRI]Khaela
Posted

I was on the Flugepark server yesterday. 
Dang it was impressive to see large formations of fighters forming over no mans land.

FlyingNutcase
Posted

Damn that's truly amazing and a great sign for the sim. You're lucky to be in a peak time zone - being halfway between Europe and the U.S. is like being a dog living off leftovers, numbers-wise.

 

And thx for the heads up that TAW is back! Sweet.

  

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Posted (edited)

"Into Uranus"? Who the hell came up with that as a mission name I ask?

Edited by ACG_Onebad
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Posted (edited)

I am wondering, what kind of hardware powers those servers. If you have a large map (Kuban) very much animated and 80 players, this means 80 active planes, plus mission related AI planes like bombers etc.. to be able to maintain at least 60fps or more, how does this work ?

Edited by IckyATLAS
Posted
6 minutes ago, IckyATLAS said:

I am wondering, what kind of hardware powers those servers. If you have a large map (Kuban) very much animated and 80 players, this means 80 active planes, plus mission related AI planes like bombers etc.. to be able to maintain at least 60fps or more, how does this work ?

 

We're running a i7700K, 16GB RAM, NVMe drive, 1GBps port.

With 84 people and a relatively complex map we had some minor rubberbanding here and there, but it was only reported by some players.

FPS won't suffer because it's not server related, it's entirely up to the users PC. Although the more complex the map, the lower the FPS, you'd need some real potato computer for it to be noticable.

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Posted

Frequent sales did their part too expanding playerbase, steam charts indicates monthly increase of 20% in last 6months counting over 700 active players which is not bad for a niche genre.

 

With BoN, someday PTO, MTO and medium bombers (b25/26, ju88a17), dc3...etc. expanding il2 scope beyond dogfights i expect those numbers being multiplied by 3, with variety of content, theatres and gameplay comes variety of players that will try different theatres which they usually wouldn't!

Posted
9 minutes ago, ACG_Onebad said:

 

We're running a i7700K, 16GB RAM, NVMe drive, 1GBps port.

With 84 people and a relatively complex map we had some minor rubberbanding here and there, but it was only reported by some players.

FPS won't suffer because it's not server related, it's entirely up to the users PC. Although the more complex the map, the lower the FPS, you'd need some real potato computer for it to be noticable.

So here the bandwidth of the connection becomes important. The server must be able to handle 80 players with a high bandwidth for each. On the other hand the players must have a good enough computer to run the whole map and high bandwith with low latency. What happens when one player is with a bad connection and potato computer, does it impact the others?

Posted
Just now, IckyATLAS said:

So here the bandwidth of the connection becomes important. The server must be able to handle 80 players with a high bandwidth for each. On the other hand the players must have a good enough computer to run the whole map and high bandwith with low latency. What happens when one player is with a bad connection and potato computer, does it impact the others?

Yes, he's gonna lag/rubberband. Although in this day and age, any commercial internet is gonna be good enough unless it's dial up or a stolen McDonald's wifi.

IRRE_Axurit
Posted

Nice !!
Glad our sim is doing better and better!
I also hope that the release of FS2020 attracts even more people around the sim in general.
Of the tens of thousands of new civilian simmers, perhaps some will switch from the dark side of the military propeller sim.
We can perhaps hope for the development of new FFB hardwares etc.
Very good continuation to us !!

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Posted
15 hours ago, LF_Gallahad said:

good_numbers.PNG

 

Hope to see even more of this in the future, thats more than 500 players!

?

I miss KOTA!

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Posted
57 minutes ago, ACG_Onebad said:

"Into Uranus"? Who the hell came up with that as a mission name I ask?

Anything to atract players ?

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LLv34_Flanker
Posted

S! 

 

That campaingn screams for  a team called "Backdoor Bandits" ?

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Feathered_IV
Posted

At what time GMT is this happening?  I’m at +10 hours and rarely see more than a handful of players across all servers.  

[RBRI]Khaela
Posted
5 hours ago, Feathered_IV said:

At what time GMT is this happening?  I’m at +10 hours and rarely see more than a handful of players across all servers.  

This was around GMT 20:00

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Posted
1 hour ago, CountZero said:

steam charts also show thats the time most players play this game https://steamcharts.com/app/307960

You can really see the spike when the last few planes of Bodenplatte were released - October 2019, players went from 163 on average to 256 - 57% increase basically overnight.

Of course, that is steam only, not sure what proportion of players play on Steam vs. the launcher. 

Posted
57 minutes ago, RedKestrel said:

You can really see the spike when the last few planes of Bodenplatte were released - October 2019, players went from 163 on average to 256 - 57% increase basically overnight.

Of course, that is steam only, not sure what proportion of players play on Steam vs. the launcher. 

 

Theres atleast 56000 of steam users, as every steam buyer gets player-##### as his name , its easy to check whats higher player- user on stats, and for now thats around 56000. How many are lancher only who knows maybe double that.

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Posted (edited)
6 hours ago, RedKestrel said:

You can really see the spike when the last few planes of Bodenplatte were released - October 2019, players went from 163 on average to 256 - 57% increase basically overnight.

Of course, that is steam only, not sure what proportion of players play on Steam vs. the launcher. 

 

See, ya put a picture of a good ol'Merican plane in the release artwork, like that P-fiddy-one, you get lots more people buyin' up the product and suddenly you're movin' units.   Follow that up with some kinda release artwork with an F6F and a Japenesy-Zero dukin' it out over purty blue sparkly water,  hooo-weee, sky's the limit, man!

 

  

Edited by =[TIA]=Stoopy
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69TD_Hajo_Garlic
Posted

Good to see this, I haven’t had much time to do much more than a quick sortie here and there between moving, work, and musical commitments.  hopefully these numbers indicate sales so the devs can keep up the amazing progress.

I haven’t been around too much and don’t want to derail but has there been any word on Air Marshal lately?

IRRE_Axurit
Posted
3 hours ago, Hajo_Garlic said:

I haven’t been around too much and don’t want to derail but has there been any word on Air Marshal lately?

Hi
Yes, Jason recently explained that Air Marschall Mode has been postponed to improve it compared to the original idea.
They plan it for Normandy.
Which lets my imagination hover pleasantly. ?

 

We didn't have more details, but it could be a very interesting step in multiplayer development.

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Posted (edited)
18 hours ago, -IRRE-Axurit said:

Hi
Yes, Jason recently explained that Air Marschall Mode has been postponed to improve it compared to the original idea.
They plan it for Normandy.
Which lets my imagination hover pleasantly. ?

 

We didn't have more details, but it could be a very interesting step in multiplayer development.

The way MP is played it would be more benefical to work on improving net code and make 100+ servers then add mod that will stress net code more and can be done with ppl coordinating on ts3 or discord like they do now... MP needs more stable servers and bigger number of slots and more AI that can work with human numbers.

 

Lets invade normandy with 10 c-47s and 10 ships moving on map, anything more and no 84 slots for players

Edited by CountZero
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LLv34_Temuri
Posted (edited)
18 hours ago, CountZero said:

The way MP is played it would be more benefical to work on improving net code and make 100+ servers then add mod that will stress net code more and can be done with ppl coordinating on ts3 or discord like they do now... MP needs more stable servers and bigger number of slots and more AI that can work with human numbers.

 

Lets invade normandy with 10 c-47s and 10 ships moving on map, anything more and no 84 slots for players

This. So much this.

Edited by LLv34_Temuri
Feathered_IV
Posted

Got a bit of a tickle in my throat at the moment.  If it advances into flu-like symptoms, I'll reward myself with two weeks of self isolation and make a point of setting my alarm so I can be up extra early each morning to be a part of the show!  :)

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IRRE_Axurit
Posted
On 3/12/2020 at 3:10 PM, CountZero said:

The way MP is played it would be more benefical to work on improving net code and make 100+ servers then add mod that will stress net code more and can be done with ppl coordinating on ts3 or discord like they do now... MP needs more stable servers and bigger number of slots and more AI that can work with human numbers.

 

Lets invade normandy with 10 c-47s and 10 ships moving on map, anything more and no 84 slots for players

I am not a developer, and I do not know the feasibility of adapting the netcode to more than 100 players.
They have production priorities that I am not able to judge with my knowledge.

And I'm sure the day they'll be able to do it, they will. 
It may already be planned without our knowing it ...

Posted
On 3/9/2020 at 12:30 PM, IckyATLAS said:

So here the bandwidth of the connection becomes important. The server must be able to handle 80 players with a high bandwidth for each. On the other hand the players must have a good enough computer to run the whole map and high bandwith with low latency. What happens when one player is with a bad connection and potato computer, does it impact the others?

The impact is that the player which has a very high ping will lagg for all others players, and for him, he can see all the others players with lagg du to the lack of information.

 

About the bandwith :

Take a mission of 1200 Ko (you can see that in your dogfight folder with the msbin file. Now you have 80 players who have to download the mission.

 

1200 ko x 80 players = 96 000 ko to upload in the lesser time just for the mission.

 

The CPU of the server is important too. It collects and gives the information to all the players. More you have player and Ai, more the CPU is important.

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