Это список всех учасников ...
51st, =2IAE=, 59th, 104th, SVK, =4c=, JaBoG32, =RvAF=
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зы: по наземке у них мало кто специализируется...
зы2: по поводу вываливания из ЛО (ихенные рецепты)
Crash to desktop hypothesis
I recall one time reading Lock On developer post back on nUBI forums regarding multiplayer code.
He pointed out they especially locked scenery settings within mission file, so all the client and the server are using same scenery files. They have done this for a reason. There were unexpected problems and cascading issues within multi-player code when f.e. one AI vehicle, weapon, player controlled vehicle on one client or server interacted with scenery object that didn't exist on the other client or server computer.
Recently many people began modding their games by adding things to scenery files (even trees), switching scenery files, so if mission was created with low scenery settings, they still see them as high client side.. etc. etc. - you know what I mean. Not to mention differences between clients MEINIT.XML files.
My hypothesis is, that with so many things going on first it might be not noticable, but the probability that something goes wrong increases with time and number of events... cascading desync issues might occur within Crimean Incident what might lead to unexpected critical error and .exe crash.
My proposal is to do an experiment to try to prove this hypothesis - and synchronize between all Crimean Incident players all critical files - like scenery files, and even MEINIT.XML files - 1:1 copies.
Although probable, i dont see that as the potential cause of CTDs, IMO. Im putting it down to some sort of packet flush, or memory leak due to heavy mission running for over 2.5 hours... Also the CTDs never happen in the beginning but always after at least 2 hours of play... This is a kown occurrence during the events of this scale, BSS for example had a similar issues, so is LOCERFs... all ran on different servers...
However regarding scenes, CI is running with MEDIUM scenes, and i recommend everyone who modded theirs to make sure their MEDIUMs are default as they should be...
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In any case, we have made significant changes in server configuration to see if it helps server stability... So far we are going to try:
*Server FPS lock at 4fps (This drops CPU load immensely, allowing it to accommodate for spikes)
*Reduced the Land (L1,L12) Details to 1000 each (Thanx to Crunch for pointing this out)
*Max Packet Size Increased to 1000 (It seems this is now default in DCS, could be what we need for big events to avoid packet flush )
*Timeout Settings = 500 for both (well known lomac tweak for dropping clients problem, I cant believe that wasn't set from the beginning!)
*Also it is probable we will try to move the REDFOR TS to another server for D2 to reduce bandwidth...
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