24/7 Falcon Online CO-OP server
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BYE BYE Falcon BMS … maybe some day … maybe. DCS team make faster F-18 C like we get fix for MP :blowpar:
in case you didnt notice, DCS is a commercial product where people gaid paid to wok
in BMS we work for free and we count on the community to help us to go forward.
The problem here is that your are claiming that BMS fails in MP but you are UNABLE to help us to improve it , while in the same time you and some other people with the same behavior are nearly the only ones to have such problems
You dont want to help , we wont help.
bye bye Grooz , you will not be missed here, we dont need you at all since you are 100% useless to our community.
I refuse to work all my nights and holidays to satisfy people like you !,
you should be banned for behavior not in line with a friendship passionate community
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And for the ones that dont understand
WE CAN NOT FIX ANYTHING IF THE PEOPLE HAVING PROBLEM DONT PROVIDE MORE ACCURATE AND RELIABLE FEEDBACK ABOUT THEIR PROBLEM.
WE DONT HAVE THE RESSOURCES NOR TIME TO ORGANISE MASSIVE MULTIPLAYER CAMPAIGN 24/24 WITH A DEVELOPMENT VERSION.
WE ARE ABLE TO TEST INTERNALLY WITH AROUND 10 /12 PEOPLE ONLINE AND WE DONT HAVE THOSE PROBLEMS.
HELP US TO HELP YOU GUYS
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We try help you guys many times … Still want help but do you ask ?
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We try help you guys many times … Still want help but do you ask ?
many times.
We need MonoLogs and Crashlogs , including DMP of all participants.
We need traffic monitoring of the server as well (wireshark log or else…)
What was your server CFG ?
Everytime you say it’s not working, we can not get what we need.
Where are your reports guys ?
A small exercice :
Run your server ALONE in MP session open .
Let it in 3D near the FLOT to have maximum of deagge units and let it run for a few days, without any connexion.
That kind of test revealed internal crashes already , could be code could be bad data, could be software, hardware etc…
you need to set up autosave to be able to save the campaign the closest to the CTD so we could reproduce it in a dev environment and debug.
As long as a rock solid X days non stop running server in 3D is not achieved, no need to try massive multiplayer events.
our MP internal testing is based on Coop TE or TVT online campaign (much more lighter and reliable than any other theaters here) , 10 to 12 Players , we dont have the same workload of what you guys want to achieve on a KOrea or Balkan campaign
We would love to see ROck solid MP campaign 24/24 with online creation of flights, but this is nearly impossible to test it in a DEV environment.
You need to be aware that what you require from BMS is a Stable Campaign 24/24 , with online creation which NO sim in the world propose at the moment.
So we must rely on the community for that one
you want to help, do what we ask… if you dont want to , no problem but dont claim you want to help… and enjoy the bug free DCS and its fantastic dev support…(prepare you wallet though)
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I have 2 crash logs from yesterday test. 2 times try conect to FO server and get black screen and CTD.
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Calm down Grooz. I would like to help You out guys as I only can. I’m not F-O staff (only member). I’ve asked players on F-O forum does anyone have crashlogs from yesterday test and if so to send you or post it here – no response yet.
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AFAIK no one crashed before the server crashed. The server was in 3d 20mins before any clients joined. Everyone was CS because i added this line in the server .cfg: set g_bClientServerConnection 1 // Forces CS connection, 0 allows P2P
No crash log was generated which was strange to me. I didn’t turn on the mono log because i thought the crash log would be enough.
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Hi Grooz
BYE BYE Falcon BMS … maybe some day … maybe. DCS team make faster F-18 C like we get fix for MP :blowpar:
Honestly, your comment sounds pathetic, almost childish I must say.
… Wishing you the best enjoyment on DCS and their massive MP sessions. Money is not a factor when everything works nicely.
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AFAIK no one crashed before the server crashed. The server was in 3d 20mins before any clients joined. Everyone was CS because i added this line in the server .cfg: set g_bClientServerConnection 1 // Forces CS connection, 0 allows P2P
No crash log was generated which was strange to me. I didn’t turn on the mono log because i thought the crash log would be enough.
you need to run your server alone in 3D near the FLOT with a Online session opened and nobody joining.
That will inform us the general stability of the setup and the campaign first
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you need to run your server alone in 3D near the FLOT with a Online session opened and nobody joining.
That will inform us the general stability of the setup and the campaign first
I have 2 servers with 2 gigabit each and also i have ran the COOP server in Korea for days without anybody joining it. I can do that again. So my point is this. I have done clean install for every test on both server’s. I have given Mono logs to zipgun before to be given to Dunc and others. This time i didn’t run the mono log which was my fault.
To recap i have ran the server on update 3 in MP in 3d for at least 6 days, no one joined so i took it down. So i don’t think anything is wrong with the server setup. BB also used the both server’s with same results with clean install.
Lastly Mav if you need information please join us for these test’s in the team speak you don’t have to fly plus i can give you access to the server so you can monitor it in real time.
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I have 2 servers with 2 gigabit each and also i have ran the COOP server in Korea for days without anybody joining it. I can do that again. So my point is this. I have done clean install for every test on both server’s. I have given Mono logs to zipgun before to be given to Dunc and others. This time i didn’t run the mono log which was my fault.
To recap i have ran the server on update 3 in MP in 3d for at least 6 days, no one joined so i took it down. So i don’t think anything is wrong with the server setup. BB also used the both server’s with same results with clean install.
Lastly Mav if you need information please join us for these test’s in the team speak you don’t have to fly plus i can give you access to the server so you can monitor it in real time.
I am not saying that there is a problem with your server
I am saying that we have spotted CTD and hangout running that way Korea campaign on a dev version
We could find more , especially since the DB is not the same at all….
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http://falcon-online.org/forum/index.php?topic=2692.msg30208;topicseen#new
Did you remove the movies from your folder ? We might have a clue here, with CTD coming from movie playing
You should set up auto save very small time steps so we can have the last save in case of crash in case we could repro it later on.
Please also try to regulate the online mission creation : a very limited number of players should be allowed to create / edit flights . Not saying I see particular bugs in there but this feature is certainly very “touchy”
That would be good that you log the server BW traffic (wireshark for instance) and monitored CPU/Ram usage as well
Another important thing : the server shall be 3D but NOT ejected, place it on airbase somewhere …
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It would be nice and helpful a clean announcement thread with as much detail. That way many squadrons can participate on providing feedback.
Also in case some don’t know how to do some of the requested actions, community members can help. For instance Wireshark, is not a tool everyone uses daily or ever. And what exactly to monitor on it?
Just saying.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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As a simple user, I was able to atleast run as client on a stable server. What I was able to produce with a large output of flares, IVC and flying outbound from Kunsan in KTO, first day, early flight were a 700kbit/s network load. Usual load is between 70 - 100kbit/s, with tree and grass-sectors loading as peaks, Me as only client.
The only thing that stood out using the -mono were a long delay in the F4 coms cycle - using external views and switching between units. At the time of the delay the units and buildings did take a very long time to load.
Hope it helps somehow.
From Xlog: Hosting own campaign!!
NETWORK (825.4): ****** Took 7.592221 seconds to reenter F4Comms::Cycle! ******
WM_ACTIVATE 0
calculatedCBW 0.700 BytesPending 0 MinClientBandwidth 256000 NumberOfClients 0
TotalUpdToClientPrPf 2240.000 RoughUpdToClientPrPf 2240.000
NETWORK (01.5): ****** Took 1.334548 seconds to reenter F4Comms::Cycle! ******
WM_ACTIVATE 2
calculatedCBW 0.700 BytesPending 0 MinClientBandwidth 256000 NumberOfClients 0
TotalUpdToClientPrPf 198.000 RoughUpdToClientPrPf 198.000 -
Did you remove the movies from your folder ? We might have a clue here, with CTD coming from movie playing
You should set up auto save very small time steps so we can have the last save in case of crash in case we could repro it later on.
Please also try to regulate the online mission creation : a very limited number of players should be allowed to create / edit flights . Not saying I see particular bugs in there but this feature is certainly very “touchy”
That would be good that you log the server BW traffic (wireshark for instance) and monitored CPU/Ram usage as well
Another important thing : the server shall be 3D but NOT ejected, place it on airbase somewhere …
Yes i will remove the movies.
Creating flights yes i will have only flight lead do that.
Wireshark will be installed by Zipgun today on the server.
Server is always in 3d parked on a airbase.
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and what about this rule here?:
I can report that Sundays test went very smooth without any server crashes. I had every body follow what MaxWaldorf posted here. Not sure if we got lucky but we followed 3 simple rules for this test. Every client who had less then 5 Mbps upload to the server location had to be on CS and Connection Bandwidth: 1024. Now for the clients who were higher then 5 upload they were in P2P and with connection bandwidth: 4096.
During the test i had clients who had upload speeds ranging from .70 to 300 Mbps. I had 20 clients in 3d for more then 1.45 hours and no crash. Next test will be on the 15th of this month with lot more people and clients will be able to fly in a Force on Force environment, last test was only COOP. Also i should mention before starting the test i asked every body to not commit again for 2 mins if you were in 3d and had to go back to 2d. I have noticed that some clients go to 3d and then back to 2d again and again which causes some issues.
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In our Wing we regularly fly in campaigns with around 20 to 24 sometimes and have no issues. Now the catch, most of the time these campaigns are modified with only the threats in the area that we are working in, sooooo we don’t have the entire campaign running in the background with players scattered all over the theater.
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I sense we’re making progress here and I’m very grateful for that. I missed out on the big PvP battles (e.g. Battle for Sinai) and I would love to see big online FO campaigns return.
As no one is getting paid for any of this and this is all done in people’s spare time, I am very grateful for everyone involved in progressing this.
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Did you remove ……
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Another important thing : the server shall be 3D but NOT ejected, place it on airbase somewhere …
Interesting comment, I have always (well for the past 3-4 years) placed our server ejected but well away from any ground units that might be deagged by the server.
For example in Korea I use Kwangju and fly the server out south for a bit then have it eject. Takes time but we never experience problems in 4.33.3
However our numbers have not exceeded 15 for a good while.
PS: The only problems we do have are attributed to clients with weak or a shared link to their provider but mostly unreliable connections to the server.