=VG= SemlerPDX

Server Issues? Questions? Tips for 4.33.1?

236 posts in this topic

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Brain LAN_WROTE ...

My ISP went full retard, so instead of wasting my time on the net I spent some of it on this save. It's nothing special, just some proof of concept crap I've thrown together. Included 2 additional saves to spare you waiting for things to happen at 64x. Main focus in this 1st iteration was seeing how things influence the ATO, so I didn't advance too far yet. It's based on the day1 save VG is currently using.https://www.dropbox.com/s/y20ndwyld84cdhq/VG%20prio%20POC.7z?dl=0


For the most part I adjusted BLUFOR prios willy-nilly in mission commander just to see how things turn out. Here a quick summary of changes:
reduced MISSION prio for Strike, SEAD, OCA, Sweep to make BLUFOR less aggressive against high value targets. UNIT and OBJECTIVE prio had to be adjusted accordingly or the AI would still focus on these (Setting UNIT prio for aircraft was done in game, since MC doesn't appear to have an option for that, which seems odd). Maxed out MISSION prio for Escort & all kinds of CAP to defend friendly air assets and airspace.
All Vipers had their speciality set to A2A, Strike Eagles set to General. Reactivated Hogs to help dealing with DPRK ground forces.
All already scheduled SEAD/DEAD/OCA packages have been cancelled.

OPFOR has been adjusted in a similar manner but are slightly more aggressive to make human DCA viable.

I'll just let the save speak for itself for those interested (pay attention to the kinds of mission in the ATO!!!). It's very flawed but the whole point is showing how the fragging AI can be influenced to make players have more of an impact. Again: I think that's what it should be about, not cleaning up behind the AI.


Another thing:
"IF_BORDOM_HOURS" in the campaign's .tri file will end the campaign early based on a timer. Basically if no other event happens (mostly capturing objectives from what I understand) in the given time frame the campaign just ends.

 


I am very willing to swap out the current server save file, but a bunch of testing needs to happen first. Let me know how things go, tweak things you want to, and let me know when it's stable and tested. Your efforts are appreciated!
!hi

 

 

 

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Only issue I'm able to spot from running x64 time acceleration is the huge amount of planes active. I think it will be more than just challenging for our current player base and not good for server stability either.

I'd have to clear the ATO on both sides first. Then set squadrons to being inactive/reinforcements, stare at the map for a while and repeat until I hit something reasonable. I can imagine this won't work as I expect so it's possible I have to start from scratch.
Overall pretty straight forward but not the most exciting thing in the world and the current trouble with my ISP ($$$, right before my planned airshow vacation) isn't exactly motivating. Feel the need to get my mind off all that PC/Internet related crap...one downside of being a "digital native" I suppose :D
The saves are there for everybody to pick up and some documented experiments would help the effort. I might be limited to 100kbit for the moment but it's just enough for some small files like that.
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I?ve been enjoying the ongoing edits to the campaign over the past months and want to thank those that are active with supplying their inputs, suggestions, and recommending changes. The campaign may still show oddities, but with the variety and availability of human flights available, and the fact that as of last night I still found AG and AA action at Day 24 should be a testament to the ongoing edits beyond my technical level.

That being said, I do want to point out a few oddities I?ve seen in the past week. I realize these are issues with BMS which we need to work around, but I?ve not seen these before. So I wonder if they are an indication that a campaign restart may need to be considered soon. If not, at least others will be aware.

1. Last weekend and last night I noticed 3 to 4 different flights from different bases all using the Cowboy9 callsign when checking from the 2D map. Other names were also used like ?Avenger? or ?Serpent?, but all had a ?9? at the end. On one flight, I was assigned Cowboy9, which made for confusion when taxiing out when I heard Cowboy9 cleared to land. Last night, a human flight out of Kunsan had the same ?9? callsign as I did flying out of Seosan. I wonder if the campaign has run out of numbers and not reset due to being at Day 24. For humans in different packages, you can see the confusion this could cause.

2. Just after takeoff out of Seosan, AWACs called a Bandit with a bearing and distance. Turning to look I see the AD at Seosan launching into the bay to the south, right in the general area of the AWAC call.
I saw nothing on the FCR or visually. I pressed on with my mission and on return, the Patriot and Hawk sites there were lit up red on the HAD. I assume they were still trying to launch on the phantom bandit, but they kept spiking me which made for a very noisy approach until I turned RWR off.

3. After launching HARMs on SA targets in the NW area with no FCR air targets or AWACs activity, I detect a Mig 29 symbol on my HAD just as you would see on the RWR, but in a dim grey color. It stayed in the same area on the HAD as I ran in burner to exit the area. Nothing ever showed on the RWR or identified by AWACs. After about a 50 mile run out it finally dropped off the HAD. Perhaps it was a false indication from a bug, but again, I?ve never seen that anywhere before and caused me to have to react.

Everything else has been running fine from what I can tell over the past few months. I do not experience AI oddity at other times. My only observation is the reoccurrence of bad weather, which may be par for the area realism, but is a downer when you want to see AI targets or big fire balls from splashes. I would be happy if the ?Poor? and ?Fair? weather percentages were reduced.

Thanks again for all your server support and providing for us an arena to enjoy BMS.
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SERVER ERROR (Crash?)

Flew from 1900 to 2300 just fine in the campaign, but then in the middle of the flight my human wingman and I went into an uncontrolled death spin to the ground. After that all attempts at fragging a flight gave 'Bad Timing' error. We hi-jacked an HQ flight, but on take off, neither of us had control stick inputs to our acft. The ATO looked like a ghost town, and weapons stores were extremely low. Not sure this will sort out by itself, but I'd recommend a restart to day 1. Thanks.
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None of the non-AI controlled squadrons have aircraft available. There is a large number of pilots in use in each of these squadrons
likely taking all available aircraft.
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Everything seems to be running well with the server.  It crashes now and then, once in awhile twice in one day - but that is not considered unstable or unplayable by BMS standards, and our autosaves are working well.  One frustrating thing that can happen is for the server airbase to get completely bombed out -- but there are times I will check it and see only minor damage and it has been repaired.

Now that we have the new website running, if you fly here, you can use the "Follow" button at the top to keep an eye on this thread (or find it easily if it gets buried).  Always happy to address any issues or to modify anything as needed to make this campaign run the way you regular pilots know it should.  Input is appreciated.  And don't be shy to report a crash - I'm happy to give it a quick restart anytime.

:)

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BMS server down.  2030 EST.

"Failed to connect to server" error.

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One thing I am continuing to see on the server is my weapon kills not being accurately portrayed in after action reports. I can physically see the burning tanks on the ground but after I land I see I have eighteen "damages" and no "destroyed."

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In speaking with guys on the Falcon BMS forum I found some interesting information regarding the effect of player flights on the campaign.

Apparently, there's a variable that can be added to the "Falcon BMS.cfg" file --

"set g_nNoPlayerPlay #"
Where "#" is any numerical value
Default is 2 hours
# sets the hours the campaign will run without having there being a negative impact on friendly forces due to players not flying missions.

To summarize that quote, in default BMS if a player does not fly every 2 hours BLUFOR forces (ground, air, sea) have poor performance (which causes campaign stagnation).

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I'll go ahead and try that.  Next time I see the server empty, I'll save the campaign, add it to the cfg and restart the server to the save.  Won't lose any progress so far, and should help draw out the campaign if it works. *2 hours should be fine, I'll set it to 2.

Good lookin, man! Thanks a lot!

 

 

**Config change added and server restarted (to Day 7) -- Monday, Nov. 14 2016

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