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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #1  
Old 07-20-2011, 01:59 AM
Blackdog_kt Blackdog_kt is offline
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The Spit Mk.II is currently the only fighter that seems to be getting it's real life performance. All other fighters (not just luftwaffe ones) are somewhat on the slow side, so the Mk.II is usually removed so that the server doesn't end up with a bunch of people flying them in the red team with nobody to shoot at in the blue team or nobody flying the Mk.Is and hurricanes

As for the drifting during taxi, i've seen it reported before but haven't experienced it. Not flying online yet (i spend most of my time testing various things in single player) i can't be sure if its a multiplayer-specific bug, but i've seen various plausible explanations.

The most prominent ones:

1) There's a crosswind involved in the mission and tail-dragger aircraft turn into the wind. Some people report that hangars don't block wind and the effect is noticeable in hangars as well.

2) Incorrect setup/usage of the wheelbrake controls.

3) A combination of both, making it hard to correct the crosswind effect.


I've posted this a million times on various threads so i'll just give you the cliff notes. In short, the sim models brakes the way they are in the real aircraft. For RAF warbirds, this means a single brake lever for both brakes and a differential pneumatic valve operated by the rudders, instead of two completely independent braking systems for each wheel.

To turn left for example, one needs to press the brakes lever (whatever control you mapped to it) and push the left rudder pedal. Pushing the brakes key feeds pneumatic pressure down the line, the position of the rudder pedals determines how that pressure is distributed to each wheelbrake and as a result, how much each wheel brakes. If the rudder is centered the pressure is distributed equally and both wheels brake the same, if you start pushing the pedals one way then the wheel on that side of the aircraft will brake more and you will turn to that direction.


In other words, if you have a rudder pedal controller with differential toe brakes plugged into your PC and mapped as such, your toe brakes won't work because the aircraft doesn't have such a system. It's like giving a prop pitch change command in a tiger moth with its fixed pitch propeller, or pressing the "open bomb bay" keys in a fighter: nothing happens because they don't have such a system installed. You will need to press the brakes key and deflect your rudder pedal (just like you would do while airborne) to get differential braking instead.

Last edited by Blackdog_kt; 07-20-2011 at 02:01 AM.
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Old 07-20-2011, 02:13 AM
Das Attorney Das Attorney is offline
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Thanks for getting back to me on the Spit II. Shame it's out of the picture for the moment, although if it was in line with the other planes performance, I still don't think most pilots would choose the Mk I over it

I shall have to put in some time in the Hurri/Spit I and see if I can do anything useful with them instead.

As for the braking, I was fully aware about using the brake key in conjunction with the rudder pedals. I do have the toe pedals mapped for the times I've been flying 109's etc though. Your explanation was very detailed and I'm sure someone will get some use out of it

Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online.
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Old 07-20-2011, 06:58 AM
Ataros Ataros is offline
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Quote:
Originally Posted by Das Attorney View Post
Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online.
Yes it is wind settings usually.
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Old 07-20-2011, 10:46 AM
SNAFU SNAFU is offline
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Even with wind speed and gusts set to zero, the 109 turns after spawning. Don´t know about other planes though.
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Old 07-20-2011, 11:49 PM
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Jugdriver Jugdriver is offline
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Bliss,

Are you still running a large number of objects on the map you use? I am wondering for benchmarking purposes. I did have some stuttering (again) last night when I was on there but I figure with such as large amount of objects and aircraft spawning there would be some pauses.

Thanks for the great server.

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Old 07-21-2011, 12:26 AM
ATAG_Bliss ATAG_Bliss is offline
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Yeah, there's around 15000 objects total, 5000 of which are AAA scattered throughout the map.

As far as the AI is concerned, there's a new bomber group (submission) that loads every 15 minutes. Most have a flight time of around 40-60 minutes, while others are only 10-15 minutes. As the hours go on, usually there's around 100-200 bombers in the air all the time. (minus the ghost planes lol) All the bombers will land back home, usually in a remote inland airfield.

But it's one big WIP. I wish I could find a way to have everything load from the main mission (AI spawns), but the trigger doesn't seem to work yet, or I simply don't know how to use it. I'm thinking, as a workaround, at least, if only 1 mission was loaded instead of submission after submission, it might be less error free.
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Old 07-21-2011, 06:57 PM
Ataros Ataros is offline
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Bliss,
I was reading about some ghost dots issue on Syndicate server.
We did not have any reports on them on Repka. You may want to check if it can be related to mpdotrange setting. We used to have your mpdotrange settings but then reset it to default.

Another idea is to check if it could be planes located outside the Battle Area set in FMB or combination of both factors. Repka #1 has very small Battle Area.

Last edited by Ataros; 07-21-2011 at 07:01 PM.
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Old 07-22-2011, 03:22 AM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by SYN_Bliss View Post
Yeah, there's around 15000 objects total, 5000 of which are AAA scattered throughout the map.

As far as the AI is concerned, there's a new bomber group (submission) that loads every 15 minutes. Most have a flight time of around 40-60 minutes, while others are only 10-15 minutes. As the hours go on, usually there's around 100-200 bombers in the air all the time. (minus the ghost planes lol) All the bombers will land back home, usually in a remote inland airfield.

But it's one big WIP. I wish I could find a way to have everything load from the main mission (AI spawns), but the trigger doesn't seem to work yet, or I simply don't know how to use it. I'm thinking, as a workaround, at least, if only 1 mission was loaded instead of submission after submission, it might be less error free.
Wow, that's just massive

I haven't flown online much, i just joined in today with a buddy and ended up with 3 sorties for a total of a bit more than 3 hours or so of flying

As part of my thanks for your hosting service, here's my initial assessment.

Server is smooth and stable most of the times.

I do get some kind of pauses every now and then which are not something i've ever seen offline. It's a few seconds during which the screen might freeze but control inputs are still accepted and when the screen unfreezes i am at the expected position.
It's just like the video pausing for 2-3 seconds while everything else goes on normally, then it resumes and instantly synchronizes with the rest of the game. I guess it has to do with with the amount of objects and missions you describe and most of the times it doesn't detract much from the fun as it's pretty infrequent.
I suspect loading of AI and static objects along with their containing segments of terrain loaded in batches when overflown, because i can clearly see my hard drive light go on when it happens.

I did get ghost contacts (disappearing dots) today, especially near the allied ships. I was flying a CAP between Folkestone and Dover and that's where it seemed to occur for the most part (not sure if it's visible elsewhere too), a couple of formations on each side of this route.

I still had a blast nevertheless

Thanks for hosting and good luck with ironing out any remaining issues.
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