Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

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

Reply
 
Thread Tools Display Modes
  #51  
Old 07-04-2012, 09:23 AM
kristorf's Avatar
kristorf kristorf is offline
Approved Member
 
Join Date: Oct 2007
Location: Milton Keynes, England
Posts: 897
Default

Quote:
Originally Posted by BlackSix View Post
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.
__________________
Regards

Chris



http://www.aircombatgroup.co.uk/index.php





Gigabyte z77-d3h, Intel Core i5-3570K 3.40GHz (OC 4.2GHz), Corsair Vengeance Low Profile 24GB DDR3 PC3-12800C9 1600MHz Dual Channel Kit , Samsung 120GB SSD 840 SATA 6Gb/s Basic, Seagate Barracuda 7200RPM 1TB SATA 6Gb/s 64MB, Cooling Silencer Mk II 750W '80 Plus Silver' PSU,
GTX580 3gb OC
Reply With Quote
  #52  
Old 07-04-2012, 09:24 AM
hc_wolf hc_wolf is offline
Approved Member
 
Join Date: Jul 2010
Posts: 439
Default

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.
__________________
__________________
Win7, 64bit Ultra
Asus P8P67Pro MB
Intel i7-2600K
Coursair 16GB (4x 4GB), DDR3-1600MHz
Gainward Nvidia 580GTX 3GB DDR5
850-Watt Modular Power Supply
WIN7 and COD on Gskill SSD 240GB
40" Panasonic LCD
TrackIR5 +
Thrustmaster Warthog stick, throttle & pedals
Reply With Quote
  #53  
Old 07-04-2012, 09:50 AM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

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?
Reply With Quote
  #54  
Old 07-06-2012, 05:12 PM
furbs's Avatar
furbs furbs is offline
Approved Member
 
Join Date: Apr 2008
Posts: 2,039
Default

Quote:
Originally Posted by BlackSix View Post

2) I assume that the some network code will be corrected. But we won't change COOP.
Well that's just fantastic news
__________________
Furbs, Tree and Falstaff...The COD killers...
Reply With Quote
  #55  
Old 07-06-2012, 05:58 PM
Allons! Allons! is offline
Approved Member
 
Join Date: Jan 2011
Location: Germany
Posts: 196
Default

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!
Reply With Quote
  #56  
Old 07-08-2012, 12:08 AM
ATAG_Bliss ATAG_Bliss is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,156
Default

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

__________________

ATAG Forums + Stats

Last edited by ATAG_Bliss; 07-08-2012 at 12:34 AM.
Reply With Quote
  #57  
Old 07-08-2012, 07:39 AM
SG1_Gunkan SG1_Gunkan is offline
Approved Member
 
Join Date: Oct 2007
Location: Spain
Posts: 154
Default

Please DEV's help servers like ATAG, they keep your game alive! Thanks yo ATAG server some of my mates have bought your game.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:04 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.