How do clients leave clock stopped on dedicated server?
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Select Halt from server. I believe this forces all clients clock to halt.
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Well yes and thanks. We can stop the clock while we are in there. And we leave it stopped when we exit. But upon rejoining at a later time the campaign clock has been advancing.
To be clear, the issue isn’t stopping the clock while we are connected, but having the stopped state stick when no one is connected.
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Surely it will always advance if everybody leaves ? Think only saving/ending server will give you what you want I.E continuing from where you left off last time.
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Usually the the Host manager will need to log on to the sever and hit pause &/or take a save.
Further more when starting a new session while the Server is paused, all clients can also hit Pause at their end and the the server clock will return to “stopped”.
This condition remains until one client “commits” to 3d, which triggers the server clock to run until the Host manager pauses it either after all clients have exited or all clients have hit “pause”, which is problematic as there is no indication as to which client is paused and who is the one who didn’t.
Good hunting.
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“Dedicated” server so the server is 3D in a plane somewhere right? It sounds like you might want the 2D “stop” behavior (stops if client agreement, 1x if client disagreement). If you have access to the server then pause is what you want but I’m guessing you want automatic response without touching the server machine.
I don’t know if such a function exists. Might there be some crazy callback to set 2D-stop while in 3D?
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I really appreciate the responses. Here’s the situation. We have clients all over, but the host is in Sweden. Getting him to pause the server when the last guy from California for example shuts down for the night isn’t practical.
So we were hoping that when the last guy leaves that the server could be paused (by clients) so that we don’t come back to find a day or two has passed without human involvement.
“Dedicated” server so the server is 3D in a plane somewhere right?
We only read about this today. We are dedicated server neophytes so forgive us. I found this link to help sort our troubles and it mentions the ded server in 3D
http://www.185th.co.uk/forum/topic.asp?TOPIC_ID=7369
I realize it could be out of date but we are grasping at straws. That’s why I posted here where the experts are. The dedicated server needs to be in 3D then? That wasn’t the case, but after reading that post I think he did so. Unsure of results since I am still at work. Will test later.
So is the upshot that clients cannot leave the campaign clock stopped upon exit?
Edit: And we would be grateful if we could be pointed toward any posts, threads or documents that cover desired server and config file settings.
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U can enable campaign autosave. Then load the correct saved file and u r back where u want.
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If the server is in 2D then you just leave the server at “STOP” time acceleration in the drop down menu and it will do what you want. When it’s the only client present the time will pause. If a second client joins the time will go 1x (unless that client also picks stop).
The trouble comes because the recommended server hosting technique is to have the server be in 3D when any other client is 3D.
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If the server is in 2D then you just leave the server at “STOP” time acceleration in the drop down menu and it will do what you want. When it’s the only client present the time will pause. If a second client joins the time will go 1x (unless that client also picks stop).
The trouble comes because the recommended server hosting technique is to have the server be in 3D when any other client is 3D.
Even with the server in 3d it can still be paused.
We need some talented person to write a piece of software …
If Falcon clock running & no client connected then pause.
If falcon clock paused do nothing.It would make life a lot easier for host managers.
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Our plan was not just to have a dedicated server, but a 24/7 one and that’s why we hoped the clock could be left stopped. So far it’s working well aside from the clock issue. We’ve had a few of those blue time compression? error messages. I flew two hops last night after the host put the server in 3D and it seemed to run very well, so thanks for the tip. If only we could pause the clock upon exit it would be perfect.
We happened to choose Tiger Spirit as our first try and as it’s only a five-day campaign, it will pass quite quickly running 24/7 real time. Well, five days to be exact
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DBond can you keep us posted on how it goes? Sounds like other squadrons are having a tough time making a persistent campaign work even leaving the clock running.
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Well it’s still up anyway. Why am I reminded of the Swamp Castle in the Holy Grail?
“So I built a third. That burned down, fell over, then sank into the swamp. But the fourth one stayed up”
What sorts of problems are others having? We’ve managed to keep it going through morning, day 4.
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That’s the spirit buddy, don’t give up.
I hope you guys have a heap of fun.
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Server keeps on ticking but problems we DO have (besides my e-pilot performance and friendly fires) is sometimes clients gets this huge blue “PAUSE” and depending on how fast the client gets released it is followed by a x4 and then a x2 time-compression.
From my searches it seems to be related to the server having too much to do or just being tired (like me and demer) but if anyone have had the same issue and managed to do some magics on the server feel free to tell me.
Server is an i7-4710HQ at 2.5GHurts-alot and 16GB RAM to serve its heavy thinking. Disk is pure SSD.
Location is Sveedenland on a 10mbit upload. -
Aside from what Oden said, I’ve noticed a severe lack of ATO fragging. We only turned off HQ status for the 14th at Kimpo, but still, most squadrons are dormant. The F-15 Eagles are flying alot, but the 80th FS Block 40s at Haeju are sitting around playing poker or something. The skies are mostly barren of Blue A/C. Sliders and PAKS are set such that I doubt they are the issue. It’s not the ‘consolidation siesta’ that sometimes happens, as Blue is on the offensive.
Still, the campaign is going well, with blue pixeltruppen nearing the objectives on day 4. Don’t know that they’ll get them all, but I’d judge that the campaign itself has gone well, especially running ‘unmanned’ so much.
Personally I’ve noticed some whacky stuff with AI planes. While waiting for another pilot to land the other night I sat in the hotpits toggling through various friendlies in the area and noticed things like F-15s doing ‘flat spins’ on the ground and stuff like that. We had a guy connected whose connection to stockholm is poor. We traced his hops and there is one that is really bad along the route. Otherwise he has good speed, no more than 165 ms latency. But that one hop is at like 2700 ms. It’s bad enough that the dubious connection setting locks him out.
I connect to Oden’s server at about 110 ms average and it runs well for me. No rubber banding or jittery position updates, pretty smooth.
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The blue ground forces did indeed reach the objectives and the DPRK surrendered at 0800 on day 4. So overall I’d say it went well for our first attempt at a 24/7 server.
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@theOden:
Server is an i7-4710HQ at 2.5GHurts-alot
I’m sorry, but that is pure gold!!
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Way back, more than a year ago, the VG bms server suffered much “spinning” AI aircraft and “rubber banding” frequent pauses etc. How they fixed that I do not know but might be the place to ask.
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Well it’s still up anyway. Why am I reminded of the Swamp Castle in the Holy Grail?
“So I built a third. That burned down, fell over, then sank into the swamp. But the fourth one stayed up”
What sorts of problems are others having? We’ve managed to keep it going through morning, day 4.
One of the problems I know of is an inability to frag at all. Server had to be restarted before clients could frag missions again. Also, there was this issue of fragging a mission out like an hour in the future so you had time to plan the whole thing and then if you rolexed it back it would sometimes crash the server. I can’t remember the exact details but it was 4.33U3 with crazy good bandwidth and the hardware could handle a lot of players (28 players at once I saw).
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Way back, more than a year ago, the VG bms server suffered much “spinning” AI aircraft and “rubber banding” frequent pauses etc. How they fixed that I do not know but might be the place to ask.
Thanks. So far, it was only when the fellow with the bad connection and I were joined on the server in Sweden that I noticed this. If I host and he joins me, the AI aircraft behave as expected.
One of the problems I know of is an inability to frag at all. Server had to be restarted before clients could frag missions again.
I was fragging as a client and was able to do so. The thing is that the flight path did not appear like it would when fragging missions in single player if the selected mission was from a squadron other than the one I was in at the time. So basically it worked, it just didn’t appear at first glance like it did. The fragged aircraft would fly their missions and were visible in the ATO.