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Originally Posted By: Wrecking Crew
Nuke Plant has been running on Hollo Pointe for +30 hours -- that is a good thing.

WC



Arrrrg!

'Server Ping Timeout' after about 37 hours.

DARN, was about to put some steel on Nuke Plant 3.

WC


---> edit,,, on HP, MS is asking for crash info. That doesn't happen usually.

Last edited by Wrecking Crew; 09/24/13 11:49 PM.
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Speaking of the A-10A, I've found that, rather strangely, Eagle Dynamics has NOT set up a pre-bound HOTAS Warthog profile for it, even with the simplified Flaming Cliffs-level avionics.

I'm actually working on Warthog profiles for most of the DCS aircraft right now that don't need TARGET and just use Lua scripts. It's easier to transition between different aircraft that way, but I do have to spend a lot of time figuring out what the important controls for the FC aircraft are and which ones are useless. The F-15C has no need for radar scan zone left/right, for instance.

As for why I need to go in and edit the Lua scripts by hand, it's the only way I've found to get the flaps switch and the idle/cutoff detents on the Warthog throttle to work like they're supposed to, along with making use of the stick trigger's first stage to switch to guns and switch back when letting go. It's also handy for making the boat switch the main mode control on the Su-25T and A-10A. The F-15C's a little more complicated, but could be solvable if I can finagle the boat switch into working like an F-16C's dogfight/MRM override switch and making the stick TMS context-sensitive according to the radar mode.

I do wish they made the cockpit clickable, though; it's a bit jarring to remember I CAN'T click the cockpit in that variant of the A-10 every time I reach for the mouse. At the very least, I'd like to know how close to the real thing Parsoft Interactive was with A-10 Attack! and A-10 Cuba!, which had a clickable Stores Management System and everything on the front panel. I'd even call them the definitive A-10 simulations until DCS: A-10C happened.

Anyway, as soon as I get these profiles sorted out (and find some free time between work and college), I'll be able to truly make the most out of what the Firehouse has to offer...and don't worry, anyone else who wants the Warthog .lua profiles can have 'em too as soon as I'm done.

Now, if anyone could give me some pointers on the various FC aircraft regarding what the important bindings are, and especially how the real HOTAS for each plane handles things...

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Nice work snoop- good to know and also to nameless- that lua would be a huge help for people trying to get the most out of their HOTAS controllers.

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Eno,

Sim Hq says your over your Private message limit. I can't send you a PM.

Anyway, I was on playing to day in Pop goes the Wart Weasel and I got a server ping timed out at 2:24 pm CST thats 1:24 pm on your computer's time 9-25-2013. I had been playing for about an hour and a half to two hours.

I am going to restart it. But I just thought I would let you know.

Thanks
Mol.

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Thanks mol- anything in particular going on when you timed out?

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Nope I was in the server by myself. Wheel and I played last night and he could not rearm or refuel at the farp he spawned at. I thought I had fixed that one as well but guess I didn't. It may have something to do with the nationality (Georgian vs US) but I am not sure.

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I'll have to look into it. Haven't been in the ME for a few days.

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I believe HP was showing about 51hrs uptime, just got server ping timeout about 5 minutes ago. Had just gotten airborne again!

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Fricken 1.2.6.

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Originally Posted By: eno75
Fricken 1.2.6.


I find it awkward to say, but I have found 1.2.6 to be MORE stable - at least on my rig.
Back in 1.2.5, after 40-70 minutes of flying my client would randomly crash. Very frustrating, especially since I was flying A-10C in WC's Air Southern Wind and the flight to target was about 25 minutes! (+startup time, I do manual)

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Grrrr

v126 sucks. And I am quite disappointed not to see a patch yet for the instability and ME issue of artillery.


You know, there are core problems that need to be fixed, instead we get fluffy new versions.

WC

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Originally Posted By: Wesley
Originally Posted By: eno75
Fricken 1.2.6.


I find it awkward to say, but I have found 1.2.6 to be MORE stable - at least on my rig.
Back in 1.2.5, after 40-70 minutes of flying my client would randomly crash. Very frustrating, especially since I was flying A-10C in WC's Air Southern Wind and the flight to target was about 25 minutes! (+startup time, I do manual)


They did find and allegedly fix an error leak that was causing that kind of behavior in 1.2.5- and it sounds like some people had their swap file configured (if I recall it was an FPS / Stutter fix from awhile back) wrong or at least in such a way that was causing an eventual crash dependent on how much RAM you have.

Glad you're getting some stick time in anyway!

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All the HP missions are saved under v126 now.


It has been raining...




WC

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^^^ could really use a Ka-50 or two...


"Your ballroom days are over, baby"

Find my DCS World missions at Wrecking Crew Projects. All released missions are free to download, modify and publicly host -- enjoy!
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I hear Thunder around Kojori!



crew

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Ooooooh lord- my castle for CBU105...

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I did a lot of tinkering around in the ME today since I found the servers rather empty when I checked. I ended up with essentially a total war scenario - which was fine for me. However, when other people joined they were lagging out. I'm not sure if this is due to my internet connection (30Mbps DOWN / 3Mbps UP) or the other participant's computers. A couple guys were doing OK so I believe it's mainly their PC's and maybe a tad my upload speed limitation. All the Russian MBT's firing ATGMs seemed to be the issue. I reduced all RU tanks to T55s, but they became too easy targets for my tiny Blue force making air support pointless.

You guys ever notice anything like this in your missions? I'd rather not reduce the intensity of the combat if I can help it.

Maybe I am just trying to stuff to much into one mission.....

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If you were playing on the server computer that would have caused some playability issues. How many types of units were you using and how many actual units were you dealing with?

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Originally Posted By: Wesley
You guys ever notice anything like this in your missions? I'd rather not reduce the intensity of the combat if I can help it.

Maybe I am just trying to stuff to much into one mission.....


I have a stenken DSL connection at home but can host 3-4 players... not great -- but when I have done that the server was my second computer while I flew on my main machine. (The Hollo Pointe server is on a different 60 Mbps Up.)

How many groups do you have, and how many units? You should be able to have ~500 units, but not all firing at once and concentrated close together. Typically my larger vehicle groups will contain about 10 units. Any more, I split out the armor and air defense into separate groups so that the ADA doesn't cause the armor to stop and wait while the ADA is engaging.

---

Anyone doing mission editing with artillery - be careful about trying to adjust Fire At Points! Save the mission first, because if you try to set or move a Fire At Point the artillery group will jump to the mouse cursor and it will be a pita to put it back where it came from.

^^^ I cannot edit my campaign because of this; many other missions are also affected. No Fly-In on HP until this is fixed.

Also I read on the DCSW forums that IR Pointers are not visible with the NVGs - making many night missions kaput, too, like Pirates, Ants...

WC

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[quote][/quote]I was playing on the host machine. I only have my main system operating at this time. I have a moderately powerful PC sitting packed away I can use for DCS hosting once the PC area of the room is finished being renovated.

At the highest intensity we had the following:
1x KC135 flying at 10,000ft race-track off shore near Kobuletti.
3x Player aircraft, Hueys or A10Cs in the AO over Maltakva.
40x RED Column units (5 columns of 8 units. Trucks and tanks [t72/80/90], odd AA unit) - spawn in Poti, drive to Maltakva.
40x AAA units scattered throughout Poti, 90% being ZSU-23 emplacements. These 40 are one group and dispersed through the entire city.
8x AAA/SAM units covering the FARP north of Poti. Combined with Poti's air defenses, a low level no-fly zone.
16x Blue defence force units in two groups, 10x and 6x holding south of Maltakva.
8x AI Mi-8Tv2s attempting to advance south but stopped by.....
4x Linebacker SAMs
1x JTAC

= 121 units approximately. Red air defence units would not engage unless players fly over the city proper, as designed. Cut the JTAC and tanker aswell. That leaves at worst 71 units to battle it out all at once - however, the columns had staggered spawn points - worst only 2 exiting the city headed south at once. Main issue seemed to be as a result of Russian tanks all firing their entire capacity of ATGMs as soon as they were in range.

All Red groups excluding air defences respawned on death, as did blue defence units.



WC: I am disappointed by the 'lack of support' for night-ops. CA is actually quite fun, and the idea of a night mission with CA players calling in and designating for air strikes is in my mind, undoubtedly a fun filled evening.

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