That also means that "Ships are sometimes not shown where they really are.
It's on the list. But difficult.
In the case it could be help:
When this happens you need to restart your game to see the ship in the correct location.
When I was playing online SH3 there was a very similar issue and it was linked to the internet packets loss by the PC of the user when playing online so, maybe, this issue has nothing to do with the game. ( Just my guess ) ;)
The thing that have brought me to this conclusion is the fact that, while Noofy was unable to see the ships, I can, instead clearly see both of them. Once he restarted the game everything was ok...so probably something user\server side linked to the internet packets loss.
Apr-27-2019, 16:54
Artist
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
It's a netcode problem. And this issue is reproducible, but unfortunately only randomly - which is the problem with fixing it.
Apr-28-2019, 18:43
MrSteven
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
External views and AI Fighters need to go. Other than that I think it's a fun little alternative to the real thing. But taking the 'sim' out of the sim kills it too much for me.
I remember in '46 there were some servers that featured furball type combat where it was basically just two enemy airfields about 5 miles or so away from each other. Despite ignoring any historical realism, it was still a great way to have simulator quality combat in a hurry, and I had some incredible times on there.
I don't really mind the subtle black icons either when you're really close to each other.
Apr-28-2019, 19:35
easyhomewin
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Hi chaps,
I have played on DD server quite a lot over the last few years and love it on there, the game seems to run really smooth on there for me.
I have often thought it would be benefit if they had a slight objectives certainly not on ATAG server scale , but a few soft targets (maybe just destructible with MG or cannon fire) on either side that would force players to be a little more adventurous in going over to enemy territory. Maybe just have targets something like 15 miles inland so that instant action element of the server is still there and it would move focus more on teamwork than individual kills.
Either way really like the server so keep up the good work lads.
Cheers
Anthbmagic
Apr-29-2019, 02:06
DerDa
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by easyhomewin
Hi chaps,
I have played on DD server quite a lot over the last few years and love it on there, the game seems to run really smooth on there for me.
I have often thought it would be benefit if they had a slight objectives certainly not on ATAG server scale , but a few soft targets (maybe just destructible with MG or cannon fire) on either side that would force players to be a little more adventurous in going over to enemy territory. Maybe just have targets something like 15 miles inland so that instant action element of the server is still there and it would move focus more on teamwork than individual kills.
Either way really like the server so keep up the good work lads.
Cheers
Anthbmagic
Oh yes! Some nice targets for Beaufighter strafing or Hurri FB would be a treat!
Apr-29-2019, 03:55
ATAG_Noofy
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by MrSteven
External views and AI Fighters need to go.
External views / radar map are two of the reasons that make people come here. Not sure about AI fighters though. If they accompany AI bomber raids as escorts that makes it more realistic. The only issue I have with AIs (bombers and fighters alike) is the number of aircraft released in the air at the same time (not the number of AI missions).
Quote:
Originally Posted by MrSteven
I remember in '46 there were some servers that featured furball type combat where it was basically just two enemy airfields about 5 miles or so away from each other. Despite ignoring any historical realism, it was still a great way to have simulator quality combat in a hurry, and I had some incredible times on there.
That would be a neat thing to have. When the dog fights take place over one or the other’s side mainland/airfields, then the attacked party is at its advantage (support of AA gunnery, speed of re-spawning and hopping back into the battle while the other side has to travel across the channel each time). This discourages teams of "pushing the battle" to the other side, preferring to wait for the other side to come. I may be biased but I have the impression that most fights lately are in the vicinity of the red team’s bases, only occasionally on the blue side...
When dogfights happen mid-channel, it seems fairer to both sides, with the caveat that dogfights over water do not have the same charm of valleys, cliffs, and other landmarks that make these fights more interesting.
So having two bases not too far from each other (like a beachhead on one side or the other) à la Isle of White could (would for me) certainly make things more interesting, at least for those coming here for the warmups or the dogfights. Missions across the channel are plenty on the ATAG server, and that is what we like there.
We could test such concept with the Tiger Moth (arguing that it would take more than an hour for this plane to cross the channel). If the concept proves popular, more aircraft can be added. Food for thought...
The idea is also open to the ATAG folks to add one such map dedicated for dogfights. Perhaps the Volcano Islands? I know, nothing to do with WWII, but again, if what (some) people want is a place for a quick blast, then we might as well use this map that has a lot of advantages for such purpose.
Such a setting also makes the external views / radar map obsolete.
Showing the names of the pilots in planes nearby is also much appreciated.
Apr-29-2019, 11:40
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Ground targets?
We started out with a lot of them on this map... but it got boring quickly, killing the same targets over and over again.
(Sure, similar to loading AI a/c, randomization of those is possible, but how are you going to find them? There's not going to be any briefing available... Come to think of it, spawning them in might work, and I will spend some time on looking into this.)
The only issue I have with AIs (bombers and fighters alike) is the number of aircraft released in the air at the same time (not the number of AI missions).
Well, I can imagine that. Yet, it's most enjoyable for our group to take off as a group, fly as a group, then hammer down on a big formation of enemy a/c
:)
And basically, this is what the server was setup for, for our group.
Thanks for the ideas all!
Apr-29-2019, 15:03
MrSteven
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
The coolest thing about this game is knowing that when you're in a scrap with a 109, (I'm a Spitfire pilot) it's a real, breathing person that you're duking it out with. AI fighters just take all immersion out of it. AI Bombers are cool, but fighters are a big no for me. I get 'different strokes for different folks" but currently when the DD server is the only server with people in it, I just go do something else, unless I'm really fiending to fly.
May-15-2019, 12:39
ATAG_Noofy
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
One more request if I may, and if it is not too com-licated: please please please remove the windsock at Wyssant from its current location. It stands right in the path of our direct takeoffs towards the sea. Ideally would be to move it to either end of the runway, or best behind the spawning area (i.e. on the southern part of the runway. With thanks.
May-15-2019, 17:23
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by Noofy
One more request if I may, and if it is not too com-licated: please please please remove the windsock at Wyssant from its current location. It stands right in the path of our direct takeoffs towards the sea. Ideally would be to move it to either end of the runway, or best behind the spawning area (i.e. on the southern part of the runway. With thanks.
Oops, sorry about that!
Moved it towards the South-East, in a field off aerodrome, still visible from the field though.
(Will not be visible just yet, will be in about 3.5hrs from now, when the mission rotates...)
May-16-2019, 10:25
69th_Damon
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
I most enjoy flying when there is someone to fly with, so I would like a teamspeak channel for Red and Blue. Blue seems to be using Italian Stallions by default, but no similar channel on Red
May-16-2019, 10:35
DRock
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by 69th_Damon
I most enjoy flying when there is someone to fly with, so I would like a teamspeak channel for Red and Blue. Blue seems to be using Italian Stallions by default, but no similar channel on Red
I added DD-RAF and DD-Luftwaffe beside Allied Bar & Grill, for those who wish to use ATAG TS while in Danger Dogz.
May-16-2019, 10:35
Gerald1013
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
I am with Noofy one the changes! Maybe 10% less AI spawning would be a compromise>:)
May-16-2019, 11:33
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by Gerald1013
I am with Noofy one the changes! Maybe 10% less AI spawning would be a compromise>:)
10% less AI Spawning?
Hm. Reducing their numbers is like... rather a big job.
For starters, I will reduce the number A/C in AI flights that have fighter cover.
So, I can and will do something about it, but it will take a while.
However, the big number formations will stay.
Let's say it's the non-AI pilot's job to bring a big wing up - in time - at the proper spot. :)
May-16-2019, 11:53
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by 69th_Damon
I most enjoy flying when there is someone to fly with, so I would like a teamspeak channel for Red and Blue. Blue seems to be using Italian Stallions by default, but no similar channel on Red
DangerDogz Public TS now has a Blue and a Red sub channel under 'Cliffs of Dover'
(Not meaning to drag you away from ATAG TS - It's basically just a good idea to have them - thanks for that!)
May-16-2019, 13:28
DRock
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DD_FT
DangerDogz Public TS now has a Blue and a Red sub channel under 'Cliffs of Dover'
(Not meaning to drag you away from ATAG TS - It's basically just a good idea to have them - thanks for that!)
Thanks for the heads up on your TS.
Maybe I should not have created DD channels.
That’s something for ATAG and DD to discuss.
May-16-2019, 13:51
DerDa
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DD_FT
10% less AI Spawning?
Hm. Reducing their numbers is like... rather a big job.
For starters, I will reduce the number A/C in AI flights that have fighter cover.
So, I can and will do something about it, but it will take a while.
However, the big number formations will stay.
Let's say it's the non-AI pilot's job to bring a big wing up - in time - at the proper spot. :)
As I said before: Please don't change.
The frequent AI is a reason for many players (including me) to join your server.
If someone doesn't want AI but fight human pilots that why does he not go on ATAG?
About ground targets: I agree, it will get boring if they are static. But what about trains?
There are several ATAG missions in which you get a message at some point of time that a train left this or that city in this or that direction.
Searching for them is a lot of fun and most often I cannot find them.
Maybe it would be nice to include the western part of the map more. Right now most of the action is between English and French point.
Let the human vs. human crowd have their furballs there, but send more AI raids towards Wilmington, Ford and the Isle of Wight.
S!
DerDa
May-16-2019, 18:00
ATAG_Noofy
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DD_FT
Oops, sorry about that!
Moved it towards the South-East, in a field off aerodrome, still visible from the field though.
(Will not be visible just yet, will be in about 3.5hrs from now, when the mission rotates...)
Thanks for the change. Tested it tonight. Works like a treat!
:thumbsup::thumbsup::thumbsup:
May-16-2019, 18:21
ATAG_Noofy
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DD_FT
10% less AI Spawning?
Hm. Reducing their numbers is like... rather a big job.
For starters, I will reduce the number A/C in AI flights that have fighter cover.
So, I can and will do something about it, but it will take a while.
However, the big number formations will stay.
Let's say it's the non-AI pilot's job to bring a big wing up - in time - at the proper spot. :)
Again, there is no reason to reduce the number of aircraft unless this is what causes the various lags we experience every now and then on this server, which seems to correlate with large formations of AIs spawning in.
We all (most of us) enjoy going after the AI bombers from time to time, so by all means keep them in there as they are if they are not causing the lags. When in the middle of a heated dogfight, nothing is more frustrating than the freezes and/or seeing the other aircraft stopping in the middle of the air and jumping erratically left and right, again apparently when large AI formations spawn in. I do not see the utility of having over 60 AI bombers up at the same time when 20 or 30 should do the trick, but this is just my humble opinion.
EDIT: you can add to the above side effects the FPS rate suddenly dropping down to under 10 FPS giving a very annoying stroboscopic effect (à la disco from the 1970’s if you know what I mean) again correlated through observation to large AI formations jumping in.
It is your server and we would not be flying here if we did not like it, so as long as you have the numbers please do keep it as you deem best.
Thanks for your efforts and all the fun you are providing us :thumbsup::thumbsup::thumbsup:
May-17-2019, 10:27
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DerDa
As I said before: Please don't change.
The frequent AI is a reason for many players (including me) to join your server.
If someone doesn't want AI but fight human pilots that why does he not go on ATAG?
About ground targets: I agree, it will get boring if they are static. But what about trains?
There are several ATAG missions in which you get a message at some point of time that a train left this or that city in this or that direction.
Searching for them is a lot of fun and most often I cannot find them.
Maybe it would be nice to include the western part of the map more. Right now most of the action is between English and French point.
Let the human vs. human crowd have their furballs there, but send more AI raids towards Wilmington, Ford and the Isle of Wight.
S!
DerDa
There's a small chance a train will spawn in. One of three, and they are all heading to Dover. But, the issue is indeed trying to find them. Putting a message in is not possible - too much coding for me to deal with.
There is a decent number of AI raids heading towards other targets.
Remnants of them regularly fly over the channel back to France ... yeah, between English and French point :)
Keep an eye out on the radar.
I did look into decreasing numbers in AI flights - but it is too much work. I can't be bothered, as the result would be limited.
May-17-2019, 10:47
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by Noofy
Again, there is no reason to reduce the number of aircraft unless this is what causes the various lags we experience every now and then on this server, which seems to correlate with large formations of AIs spawning in.
We all (most of us) enjoy going after the AI bombers from time to time, so by all means keep them in there as they are if they are not causing the lags. When in the middle of a heated dogfight, nothing is more frustrating than the freezes and/or seeing the other aircraft stopping in the middle of the air and jumping erratically left and right, again apparently when large AI formations spawn in. I do not see the utility of having over 60 AI bombers up at the same time when 20 or 30 should do the trick, but this is just my humble opinion.
EDIT: you can add to the above side effects the FPS rate suddenly dropping down to under 10 FPS giving a very annoying stroboscopic effect (à la disco from the 1970’s if you know what I mean) again correlated through observation to large AI formations jumping in.
It is your server and we would not be flying here if we did not like it, so as long as you have the numbers please do keep it as you deem best.
Thanks for your efforts and all the fun you are providing us :thumbsup::thumbsup::thumbsup:
I surely would like to dive into them stutters that are to be caused by AI formations jumping in.
As - well, I do not see them, do not experience them that way. How can you tell they are related? There's no message popping up there are raids spawning in are there?
I do know of one thing causing stutters: The occurrence of some errors thrown on the server.
One of them appears to be thrown when a multi-engine A/C crashes. Not always, but sometimes. And sometimes, it's not one single error message, but a stream of them. Not a problem as such, the server appears to be handling it fine.
The error messages though appear to be sent to each and every client, showing up in their log file, and in the console view.
And with a lot of clients active, I can imagine it slowing things down, just by pure network traffic.
Below is one such a message
Spoiler:
[03:47:03] ERROR: HierMesh: Can't find chunk 'UC0'
[03:47:03]
[03:47:03] =================================================
[03:47:03] System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
[03:47:03] at corelib.CoreERROR(SByte* )
[03:47:03] at corelib.HierMeshObj.GetChunkIdxByName(HierMeshObj* , SByte* name)
[03:47:03] at maddox.core.WHMesh.chunkFind(String name)
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.q_KD9 t4zoDeP3Rc5X7nrJygdP_TBt9bvhoJoC4z9gsaX(String , Boolean )
[03:47:03] at nqx5lFN0JKJL5SL9y05SqievCudjkz_dWt3oxj1iDE4g.DMiU9 $f07STgVN2idYl06U8(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$ QHhkDcWrNNwEc , LimbNames , Boolean , Boolean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.flWJZb00s cAsuBCke20y0k4()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.YxhMNXOIU K5xgsT$u8FbLOY()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.uXLcMMnNzqMyhrLd3lN8ncWoYF EOvMazmnIKjFAs1RyNWv$0KzzQFYdHvuxGn8rjlQ.QGzVl9D_R prhrahHZRbGcT8()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Bo olean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Do uble )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.wjKDf qh0OxdeHmrtnB2tsYI(Double )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.NdtVf BFOUo8sBpHhW4o0nPg(Double )
[03:47:03] at TNKkAcSuawGGAInhdCMgtVB1jZvc_joc87rBU8BjL6yN.vBp10 yIv7$PiEY8l9wwBPME(Double )
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.9d9Uc XJntTdzf90sdIQmcNKLjRBTOnGMhbexWTsKh0e2Yt1sbVRjuwf padwwkGk9GS_PzwEgG_3cusbgaD9OF6c.gT2xRAUYioNJspz1V abv0$Q()
[03:47:03] at 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xR AUYioNJspz1Vabv0$Q()
[03:47:03] at B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
[03:47:03] =================================================
[03:47:03] ERROR: HierMesh: Can't find chunk 'UC1'
[03:47:03]
[03:47:03] =================================================
[03:47:03] System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
[03:47:03] at corelib.CoreERROR(SByte* )
[03:47:03] at corelib.HierMeshObj.GetChunkIdxByName(HierMeshObj* , SByte* name)
[03:47:03] at maddox.core.WHMesh.chunkFind(String name)
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.q_KD9 t4zoDeP3Rc5X7nrJygdP_TBt9bvhoJoC4z9gsaX(String , Boolean )
[03:47:03] at nqx5lFN0JKJL5SL9y05SqievCudjkz_dWt3oxj1iDE4g.DMiU9 $f07STgVN2idYl06U8(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$ QHhkDcWrNNwEc , LimbNames , Boolean , Boolean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.flWJZb00s cAsuBCke20y0k4()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.YxhMNXOIU K5xgsT$u8FbLOY()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.uXLcMMnNzqMyhrLd3lN8ncWoYF EOvMazmnIKjFAs1RyNWv$0KzzQFYdHvuxGn8rjlQ.QGzVl9D_R prhrahHZRbGcT8()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Bo olean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Do uble )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.wjKDf qh0OxdeHmrtnB2tsYI(Double )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.NdtVf BFOUo8sBpHhW4o0nPg(Double )
[03:47:03] at TNKkAcSuawGGAInhdCMgtVB1jZvc_joc87rBU8BjL6yN.vBp10 yIv7$PiEY8l9wwBPME(Double )
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.9d9Uc XJntTdzf90sdIQmcNKLjRBTOnGMhbexWTsKh0e2Yt1sbVRjuwf padwwkGk9GS_PzwEgG_3cusbgaD9OF6c.gT2xRAUYioNJspz1V abv0$Q()
[03:47:03] at 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xR AUYioNJspz1Vabv0$Q()
[03:47:03] at B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
[03:47:03] =================================================
[03:47:03] ERROR: HierMesh: Can't find chunk 'UC0'
[03:47:03]
[03:47:03] =================================================
[03:47:03] System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
[03:47:03] at corelib.CoreERROR(SByte* )
[03:47:03] at corelib.HierMeshObj.GetChunkIdxByName(HierMeshObj* , SByte* name)
[03:47:03] at maddox.core.WHMesh.chunkFind(String name)
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.q_KD9 t4zoDeP3Rc5X7nrJygdP_TBt9bvhoJoC4z9gsaX(String , Boolean )
[03:47:03] at nqx5lFN0JKJL5SL9y05SqievCudjkz_dWt3oxj1iDE4g.DMiU9 $f07STgVN2idYl06U8(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$ QHhkDcWrNNwEc , LimbNames , Boolean , Boolean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.ASAy7uOUc E92KCDVisg49Pc()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.NDQI0g11F A8VSsWyIpDN4uKCIzCfxfruH1mwX04ytEiJ()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.uXLcMMnNzqMyhrLd3lN8ncWoYF EOvMazmnIKjFAs1RyNWv$0KzzQFYdHvuxGn8rjlQ.QGzVl9D_R prhrahHZRbGcT8()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Bo olean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Do uble )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.wjKDf qh0OxdeHmrtnB2tsYI(Double )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.NdtVf BFOUo8sBpHhW4o0nPg(Double )
[03:47:03] at TNKkAcSuawGGAInhdCMgtVB1jZvc_joc87rBU8BjL6yN.vBp10 yIv7$PiEY8l9wwBPME(Double )
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.9d9Uc XJntTdzf90sdIQmcNKLjRBTOnGMhbexWTsKh0e2Yt1sbVRjuwf padwwkGk9GS_PzwEgG_3cusbgaD9OF6c.gT2xRAUYioNJspz1V abv0$Q()
[03:47:03] at 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xR AUYioNJspz1Vabv0$Q()
[03:47:03] at B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
[03:47:03] =================================================
[03:47:03] ERROR: HierMesh: Can't find chunk 'UC0'
[03:47:03]
[03:47:03] =================================================
[03:47:03] System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
[03:47:03] at corelib.CoreERROR(SByte* )
[03:47:03] at corelib.HierMeshObj.GetChunkIdxByName(HierMeshObj* , SByte* name)
[03:47:03] at maddox.core.WHMesh.chunkFind(String name)
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.q_KD9 t4zoDeP3Rc5X7nrJygdP_TBt9bvhoJoC4z9gsaX(String , Boolean )
[03:47:03] at nqx5lFN0JKJL5SL9y05SqievCudjkz_dWt3oxj1iDE4g.DMiU9 $f07STgVN2idYl06U8(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$ QHhkDcWrNNwEc , LimbNames , Boolean , Boolean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.ASAy7uOUc E92KCDVisg49Pc()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.NDQI0g11F A8VSsWyIpDN4uKCIzCfxfruH1mwX04ytEiJ()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.uXLcMMnNzqMyhrLd3lN8ncWoYF EOvMazmnIKjFAs1RyNWv$0KzzQFYdHvuxGn8rjlQ.QGzVl9D_R prhrahHZRbGcT8()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Bo olean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Do uble )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.wjKDf qh0OxdeHmrtnB2tsYI(Double )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.NdtVf BFOUo8sBpHhW4o0nPg(Double )
[03:47:03] at TNKkAcSuawGGAInhdCMgtVB1jZvc_joc87rBU8BjL6yN.vBp10 yIv7$PiEY8l9wwBPME(Double )
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.9d9Uc XJntTdzf90sdIQmcNKLjRBTOnGMhbexWTsKh0e2Yt1sbVRjuwf padwwkGk9GS_PzwEgG_3cusbgaD9OF6c.gT2xRAUYioNJspz1V abv0$Q()
[03:47:03] at 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xR AUYioNJspz1Vabv0$Q()
[03:47:03] at B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
[03:47:03] =================================================
[03:47:03] ERROR: HierMesh: Can't find chunk 'UC0'
[03:47:03]
[03:47:03] =================================================
[03:47:03] System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
[03:47:03] at corelib.CoreERROR(SByte* )
[03:47:03] at corelib.HierMeshObj.GetChunkIdxByName(HierMeshObj* , SByte* name)
[03:47:03] at maddox.core.WHMesh.chunkFind(String name)
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.q_KD9 t4zoDeP3Rc5X7nrJygdP_TBt9bvhoJoC4z9gsaX(String , Boolean )
[03:47:03] at nqx5lFN0JKJL5SL9y05SqievCudjkz_dWt3oxj1iDE4g.DMiU9 $f07STgVN2idYl06U8(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$ QHhkDcWrNNwEc , LimbNames , Boolean , Boolean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.ASAy7uOUc E92KCDVisg49Pc()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.NDQI0g11F A8VSsWyIpDN4uKCIzCfxfruH1mwX04ytEiJ()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.uXLcMMnNzqMyhrLd3lN8ncWoYF EOvMazmnIKjFAs1RyNWv$0KzzQFYdHvuxGn8rjlQ.QGzVl9D_R prhrahHZRbGcT8()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Bo olean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Do uble )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.wjKDf qh0OxdeHmrtnB2tsYI(Double )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.NdtVf BFOUo8sBpHhW4o0nPg(Double )
[03:47:03] at TNKkAcSuawGGAInhdCMgtVB1jZvc_joc87rBU8BjL6yN.vBp10 yIv7$PiEY8l9wwBPME(Double )
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.9d9Uc XJntTdzf90sdIQmcNKLjRBTOnGMhbexWTsKh0e2Yt1sbVRjuwf padwwkGk9GS_PzwEgG_3cusbgaD9OF6c.gT2xRAUYioNJspz1V abv0$Q()
[03:47:03] at 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xR AUYioNJspz1Vabv0$Q()
[03:47:03] at B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
[03:47:03] =================================================
[03:47:03] ERROR: HierMesh: Can't find chunk 'UC1'
[03:47:03]
[03:47:03] =================================================
[03:47:03] System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
[03:47:03] at corelib.CoreERROR(SByte* )
[03:47:03] at corelib.HierMeshObj.GetChunkIdxByName(HierMeshObj* , SByte* name)
[03:47:03] at maddox.core.WHMesh.chunkFind(String name)
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.q_KD9 t4zoDeP3Rc5X7nrJygdP_TBt9bvhoJoC4z9gsaX(String , Boolean )
[03:47:03] at nqx5lFN0JKJL5SL9y05SqievCudjkz_dWt3oxj1iDE4g.DMiU9 $f07STgVN2idYl06U8(t_JLTf$BqgPs6iMgsfhO1XGb2t_5H_$ QHhkDcWrNNwEc , LimbNames , Boolean , Boolean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.flWJZb00s cAsuBCke20y0k4()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.LIwPGmVzjmp40J5k$FrmVp7N4X l6WWOLqLboO9J00YW7Tx2r4j$e6nRqgGmtdJ7QLw.YxhMNXOIU K5xgsT$u8FbLOY()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.uXLcMMnNzqMyhrLd3lN8ncWoYF EOvMazmnIKjFAs1RyNWv$0KzzQFYdHvuxGn8rjlQ.QGzVl9D_R prhrahHZRbGcT8()
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Bo olean )
[03:47:03] at MbDlZuHFbZxF49VWGS_6FRY.V5Wu3EbowcpG0StcznkI4_c(Do uble )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.wjKDf qh0OxdeHmrtnB2tsYI(Double )
[03:47:03] at qzyn6S1fnNdM1KCowEdjUpN8pMSp6s_V4DDSjCKf5BQ6.NdtVf BFOUo8sBpHhW4o0nPg(Double )
[03:47:03] at TNKkAcSuawGGAInhdCMgtVB1jZvc_joc87rBU8BjL6yN.vBp10 yIv7$PiEY8l9wwBPME(Double )
[03:47:03] at 5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS.9d9Uc XJntTdzf90sdIQmcNKLjRBTOnGMhbexWTsKh0e2Yt1sbVRjuwf padwwkGk9GS_PzwEgG_3cusbgaD9OF6c.gT2xRAUYioNJspz1V abv0$Q()
[03:47:03] at 4lFQrekintdZTkhMfDPtQkRUhCiE4wEk3Y$4KfiOXE3S.gT2xR AUYioNJspz1Vabv0$Q()
[03:47:03] at B3ik9i8vEcErjO61EnV5pr8xSg_fKyjgLBB2LLZAsCag.9pab1 TQFb7TOkw5gQ3ntgHA()
[03:47:03] =================================================
That's a lot of bytes sent over the net...
Now this is not due to poor coding in C# of the server script, as they also appear when there's no script running, I've tested this.
(Maybe this causes 'the FPS rate suddenly dropping down' issue?)
So, call out to you all is to whenever you find there's a stutter, quickly press Shift-Tab to open the console, see if there's a load of this garbage popping up... then quickly hit Shift-Tab again to close the console, as when it's open, you cannot control your plane!
Next, I should probably ask one of the ATAG server operators how to prevent them errors from being shown and sent out ... now that's an idea...
Thanks to all for your inputs, reports and suggestions, keep 'm coming!
May-17-2019, 11:05
DRock
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
I'm not experiencing many stutter issues, but the odd one when someone's skin loads in.
Average ping is 115.
The big formations are pretty cool to see.
Thanks again for the server and the good fun, DD.:thumbsup:
May-17-2019, 11:22
ATAG_Noofy
1 Attachment(s)
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DRock
Thanks for the heads up on your TS.
Maybe I should not have created DD channels.
That’s something for ATAG and DD to discuss.
Indeed it is up to ATAG and DD to discuss, but if you want my opinion I think it was a great idea. Too bad you deleted the DD channels (if it was you).
Let me elaborate...
Personally, whenever I want to fly on the DD server, I start to check the DD teamspeak server. I never found anyone there, so I switch back to the ATAG server where I know most people will be.
Now in order not to disrupt the main ATAG channels, and thus not annoy those who wish to play on the ATAG server, I always try to get on a "parallel" channel, be it one of the Schwarms or lately the Italian Stallions since I now mostly fly the G50.
Therefore having dedicated DD channels on ATAG was a good thing (unless of course it uses up too much bandwidth and does disrupt the overall server performance). The main advantage as I see it is that you can check who is online on the main channel if you are thinking of switching to the ATAG server at some point, without having to log out and in. The reason is that it does little sense to go on the ATAG maps unless there are other people on comms. Jumping in there without wingmen is a waste of time most of the time.
So if there is a poll one day to ask everyone’s opinion, you can already count my vote in favor of dedicated DD channels on the ATAG TS server.
May-17-2019, 12:14
DRock
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by Noofy
Indeed it is up to ATAG and DD to discuss, but if you want my opinion I think it was a great idea. Too bad you deleted the DD channels (if it was you).
Let me elaborate...
Personally, whenever I want to fly on the DD server, I start to check the DD teamspeak server. I never found anyone there, so I switch back to the ATAG server where I know most people will be.
Now in order not to disrupt the main ATAG channels, and thus not annoy those who wish to play on the ATAG server, I always try to get on a "parallel" channel, be it one of the Schwarms or lately the Italian Stallions since I now mostly fly the G50.
Therefore having dedicated DD channels on ATAG was a good thing (unless of course it uses up too much bandwidth and does disrupt the overall server performance). The main advantage as I see it is that you can check who is online on the main channel if you are thinking of switching to the ATAG server at some point, without having to log out and in. The reason is that it does little sense to go on the ATAG maps unless there are other people on comms. Jumping in there without wingmen is a waste of time most of the time.
So if there is a poll one day to ask everyone’s opinion, you can already count my vote in favor of dedicated DD channels on the ATAG TS server.
There is a solution to this, Noofy.
While in ATAG pilot’s bar, right click on DD bookmark, open as a new tab.
This will allow you to be in both channels, but have mic only in DD, or vice versa. You can assign a button to switch you between both.
I don’t think ATAG would mind that, and DD TS will get more use.
May-17-2019, 14:31
ATAG_Noofy
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by DRock
There is a solution to this, Noofy.
While in ATAG pilot’s bar, right click on DD bookmark, open as a new tab.
This will allow you to be in both channels, but have mic only in DD, or vice versa. You can assign a button to switch you between both.
I don’t think ATAG would mind that, and DD TS will get more use.
Done that. It works. Thanks for the tip.
No one followed us though despite the fact that we tagged our names on the ATAG server with "on the DD TS Server"...
May-17-2019, 19:00
ATAG_Snapper
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
From ATAG’s point of view please do whatever works best for the DD_ chaps and you guys. :thumbsup:
:)
Aug-13-2019, 11:15
Dupxo
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
This topic is not so old (and not dead i hope) so i will ask a question: could you make both Spitfire Mk I with de Havilland airscrew available? They are not game-breakers or OP machines so you know... ;)
Aug-13-2019, 13:10
DD_FT
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
Quote:
Originally Posted by Dupxo
This topic is not so old (and not dead i hope) so i will ask a question: could you make both Spitfire Mk I with de Havilland airscrew available? They are not game-breakers or OP machines so you know... ;)
Sure!
They will be available on all red home bases in about 2.5 hours from like now...
Aug-13-2019, 14:35
ATAG_Noofy
Re: The DangerDogz CloD Server - Suggestions - Remarks - All Welcome!
What exactly is a "Spitfire Mk I with de Havilland airscrew", and is this this good news or bad news for the G50s?