24/7 Falcon Online CO-OP server
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Nothing personal, i swear. I just never used a mic. Like i said stupid question, just forget it.
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Using a Mike is very easy, flying Falcon online ain’t.
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flying Falcon online ain’t.
There ain’t no pause button…you absolutely must have your Sierra wired tite.
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Nothing personal, i swear. I just never used a mic. Like i said stupid question, just forget it.
He’s just having fun… no worries.
Quick and accurate communication is vital to bms multiplayer… it would never work if your wingman had to type everything to you.Get something like this… http://www.amazon.com/SA-708-Stereo-Headphone-Headset-Microphone/dp/B00DU2CHE2/
and as Mower would say……
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This is what I use now…
http://www.newegg.ca/Product/Product.aspx?Item=N82E16826738003
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Battle for Balkans 1.3.0 RC 6 Live stream coming here in 7 mins:
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Another Battle for Balkans 1.3.0 RC 6 Live stream coming here in 5 mins:
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Turn on Ships/Unknown on your RWR, Archer :rolleyes:
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On popular demand we are bringing back the COOP server read the last post here: http://falcon-online.org/forum/index.php?topic=1407.msg26435;topicseen#new
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On popular demand we are bringing back the COOP server read the last post here: http://falcon-online.org/forum/index.php?topic=1407.msg26435;topicseen#new
64 bit…? 32 I know but one can hope.
Thanks Archer, will be around later today.
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witch version? BMS 4.32 OR BMS 4.33
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4.33
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CO-OP server live stream starting in 5 mins here:
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Falcon Online COOP server is Running 4.33 U1 64 bit with Korea Strong DPRK.
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There will be more specifics to say about this but please keep in mind that we made a trade-off decision in releasing 4.33.1 that specifically concerns MP games with scale of 10’s of players. The BMS team is aware of some specific scaling issues that can result in uneven gameplay and game code crash (CTD) events. Obviously this is less than ideal. However, we chose to release anyway knowing that a very significant portion of the community would get enjoyment and stable results out of 4.33.1 as it stands now, even if some of the larger-server-ops folks might experience frustration.
We’ve actually learned quite a bit and found some new avenues for exploration quite recently. Those investigations will continue and with luck will bear fruit in due course. We did not feel close enough to meaningful changes to address stability and scaling issues, as yet, so as to warrant holding up 4.33.1 from release. The things I’m referring too are inherent in 4.33 as well, btw, it’s not newly introduced issues per se.
We did make a couple of point fixes for issues (for example the g_bSkipAggregationBWCheck fix which we believe will help with ghost flights and the like) but more significant changes to address what we have learned will need to wait a while yet.
Now, please understand that I’m not going to try and get into more details or respond to questions here. Others more familiar with the issues will start separate thread(s) to share what we know and what we think we know and what we think are best-known-methods for improving your chances of stable MP experiences with larger population MP games.
For now, I just wanted to let you know that this is a concern for the team and to temper any frustration you might have coming if you are at some point bitten by these kinds of issues: in that regard, please know that we are aware and working on solutions.
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There will be more specifics to say about this but please keep in mind that we made a trade-off decision in releasing 4.33.1 that specifically concerns MP games with scale of 10’s of players. The BMS team is aware of some specific scaling issues that can result in uneven gameplay and game code crash (CTD) events. Obviously this is less than ideal. However, we chose to release anyway knowing that a very significant portion of the community would get enjoyment and stable results out of 4.33.1 as it stands now, even if some of the larger-server-ops folks might experience frustration.
We’ve actually learned quite a bit and found some new avenues for exploration quite recently. Those investigations will continue and with luck will bear fruit in due course. We did not feel close enough to meaningful changes to address stability and scaling issues, as yet, so as to warrant holding up 4.33.1 from release. The things I’m referring too are inherent in 4.33 as well, btw, it’s not newly introduced issues per se.
We did make a couple of point fixes for issues (for example the g_bSkipAggregationBWCheck fix which we believe will help with ghost flights and the like) but more significant changes to address what we have learned will need to wait a while yet.
Now, please understand that I’m not going to try and get into more details or respond to questions here. Others more familiar with the issues will start separate thread(s) to share what we know and what we think we know and what we think are best-known-methods for improving your chances of stable MP experiences with larger population MP games.
For now, I just wanted to let you know that this is a concern for the team and to temper any frustration you might have coming if you are at some point bitten by these kinds of issues: in that regard, please know that we are aware and working on solutions.
Are you stating BMS 4.33 U1 is not suitable (ie. unstable) for Multi-Player sessions exceeding 10 players?
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Note
The things I’m referring too are inherent in 4.33 as well, btw, it’s not newly introduced issues per se.
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I’m a bit dissapointed to hear this because that very F-O campaigns with large number of players still keep me close to BMS and I believe I’m not the only one. There are lots of guys like me loving proper Force vs Force events.
But I hope You guys (BMS Devs & F-O devs) will tighten cooperation even closer than ever before to solve all the MP problem. F-O has also very talented folks and it’s a Great platform to hunt those bugs. Fingers crossed.