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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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Thread Tools | Display Modes |
#51
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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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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 |
#52
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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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__________________ 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 |
#53
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I support this cause for better net code and dedicated server files.
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? |
#54
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#55
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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! |
#56
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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 ![]() ![]() Last edited by ATAG_Bliss; 07-08-2012 at 12:34 AM. |
#57
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Please DEV's help servers like ATAG, they keep your game alive! Thanks yo ATAG server some of my mates have bought your game.
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