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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 07-04-2012, 06:29 AM
BlackSix BlackSix is offline
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Originally Posted by ATAG_Bliss View Post
So you are saying netcode won't be touched until the sequel?

You get some of these basic errors fixed and I'll give you a laundry list to fix next. This is all stuff that has been pointed out for almost a year btw. How can you not know about it?

Do you guys do any sort of testing the game with the Dserver.exe function at all? Do you guys realize the Dserver.exe connects to steam like a client unlike every other steam game where it's an actual dedicated server? These are GLARING problems.

Perhaps you didn't know about any of these bugs and this isn't an attack on you. But is there a better place I could send these things to 1c? These are all bugs that have been long reported. Heck, I've personally reported these bugs about 10 times now.
1) I understood this text. You have for bug-report:
ishevchenko@1cpublishing.eu
http://il2bugtracker.com
http://forum.1cpublishing.eu/showthread.php?t=32920

I can't say that our programmers are aware of this and what they do. It's not my job, I don't know these things.

2) I assume that the some network code will be corrected. But we won't change COOP.
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  #2  
Old 07-04-2012, 08:30 AM
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SlipBall SlipBall is offline
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Quote:
Originally Posted by BlackSix View Post
1) I understood this text. You have for bug-report:
ishevchenko@1cpublishing.eu
http://il2bugtracker.com
http://forum.1cpublishing.eu/showthread.php?t=32920

I can't say that our programmers are aware of this and what they do. It's not my job, I don't know these things.

2) I assume that the some network code will be corrected. But we won't change COOP.

#2 good that network code is being looked at
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Old 07-04-2012, 08:56 AM
Wolf_Rider Wolf_Rider is offline
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2) I assume that the some network code will be corrected. But we won't change COOP.

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Originally Posted by SlipBall View Post
#2 good that network code is being looked at

read that 2) again... "assume" does not mean "is", it means it is an assumption
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Old 07-04-2012, 09:12 AM
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SlipBall SlipBall is offline
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read that 2) again... "assume" does not mean "is", it means it is an assumption


lol, very true...B6 could you tell us if you asked Luthier to look through this thread.
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Old 07-04-2012, 09:24 AM
hc_wolf hc_wolf is offline
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Blacksix. When you load a multiplayer game and you have slides in the briefing, they do not show the slides in multiplayer. The slides only show up in single player.

Could you pass on for this to be fixed, it is needed for people to put small screenshots of the map showing targets on the terrain.
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Old 07-04-2012, 09:23 AM
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2) I assume that the some network code will be corrected. But we won't change COOP.
Now I am the first to admit I know diddly squat about net codes, mission building etc.

But does this line indicate that the coop option will be porked on the Channel Map with no sign of correction?

If so this is (in my opinion) one huge mistake as I feel that map (and the option of flying historical coops) is the main reason the majority of squad members purchased this expensive coffee cup mat in the first place.
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Old 07-04-2012, 09:50 AM
5./JG27.Farber 5./JG27.Farber is offline
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I support this cause for better net code and dedicated server files.

Quote:
Originally Posted by BlackSix View Post
2) I assume that the some network code will be corrected. But we won't change COOP.
It has been stated before that there is a coop mode. Can we have a quick example of this B6? As no one I know has made this work, other than spawning in unwanted aircraft first then jumping to the aircraft you actually wanted nearby. Are we just doing it wrong?
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Old 07-06-2012, 05:12 PM
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furbs furbs is offline
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2) I assume that the some network code will be corrected. But we won't change COOP.
Well that's just fantastic news
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Old 07-06-2012, 05:58 PM
Allons! Allons! is offline
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Sometimes i think the developers there are the living proof of platos cave..

Blissy, f.y.i. we played yesterday @ KV13 with app. 25 ppl. from JG11, StG2, ZG26 and the lag was horrible, its definitely the net code...

Greetz, Allons!
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Old 07-08-2012, 12:08 AM
ATAG_Bliss ATAG_Bliss is offline
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Here's more proof of netcode:

Early version of the game, server was full - 125 players.

Server bandwidth was 21mbps upload and 7.5mbps download when the snapshot was taken.



Bandwidth screen shot taken just minutes ago. Notice how the upload is going to crap, and at one point, download bandwidth was almost the same as upload - a very very bad thing. At around 3mbps download the server should have been streaming roughly 7-9mpbs in upload. But upload just falls on it's face once the bottleneck takes over. Finally, I imagine as I wasn't there, enough people probably got fed up and left (lag/warping etc.) that the server started to go back to normal (4mbps upload 1mbps download). This sim will never go anywhere online until this gets resolved. It's a shame really.



The least the developers could do is give the people running servers some sort of guide for netspeed settings, or well, any sort of guide for the servers. I've tried changing netspeed a million times and it doesn't seem to do anything. I understand that you guys are working on a million different issues, but if the devs aren't willing to have a read-me or a guide on these certain technical aspects, you guys are just shooting yourself in the foot.

We are not mind readers. Blacksix, what should server netspeed be set to? (We have a 10gbps upload/download connection - server side) And before you ask, when the server is full it doesn't even use 7% of the cpu running this sim. The bottleneck has nada to do with us.

Get this to fixed and I'll send you a case of the good stuff

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