Foothold Syria - Cold War (SETUP THREAD)

@Franze scripted it in to the missions to add the F10 options which I think you could do via triggers if you wanted to. The final time-out is triggered by a flag being set which then runs the LOAD MISSION action on the same mission file that is already running.

The only “fancy” part is the script that runs the timeout - but the portion of it that does the timeout is just a loop that counts minutes since mission start, and ends at the decided length, which for us is usually 12 hours (720 minutes) - this is the “heartbeat timer”. The script also logs each heartbeat, which assists in debugging.

You can use other F10 options and flags to trigger early restarts, extend the timeout, etc.

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Plus if someone could get an Uber for @BeachAV8R - he’s just off Dr. Mithat Özsan Blv. near the airport..

Yay @PaulRix in the OH58D!

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Unfortunately I CTD’d while on the way back to the FARP. :grimacing:

I saw the ‘Destroyed!’ come up. :expressionless:

Looks like @BeachAV8R is gonna go BRRRR at the airport..

(I didn’t realize there was so many AI blue flights going on, it really turns it into a quite dynamic single/coop game)

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So the web map works and is from this project

The problem is that it’s not really meant as a general web F10 viewer as it needs an active player - so it can’t be hosted on a DCS dedicated server but is usually put with a DCS client.

In theory any of us that connect to @BeachAV8R’s server can host it while they play (it’s a simple LUA script and an exe you run). I have all the bits for how to do that. I’m not sure it’s worth it though. If people really want something then I could leave it running while I play but then it would be far better just with the server as I don’t play all the time etc

It also doesn’t show a lot of the nice Foothold base status or overlays, making it less useful.

I’ll keep looking to see if anything out there works better.

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Like we discussed, I don’t have a playable DCS World install on the server computer… just the standalone dedicated server DCS software. I could load DCS World playable on that computer… and run it with the lowest settings as an observer I suppose. I just worry it would impact server performance running both at the same time. Also, if I were to put a client in observer mode or something I think the campaign continues to run… so if no one is playing we risk RED making gains I think.. :thinking:

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Agree, wouldn’t worry about this.

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After flying for hours and hours, we crashed the server :slight_smile:

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It is showing still active with three clients..do I need to restart it? 2300UTC

No Jenrick is fine he says. Just me and Freak got dropped.

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I’m sorry. Hopefully you didn’t lose too many points. I’m at the mercy of residential cable limitations..and it isn’t even fiber unfortunately.

I wonder if there is a default ‘max ping’ for the DCS dedicated server by default e.g. something that causes people further away that get temporary drops to get disconnected and others to stay on? Like a DCS server value we can tweak?

I think worth checking somewhere like

Saved Games\DCS.openbeta_server\Config\serverSettings.lua

for a

["advanced"] = {
    ["maxPing"] = 300,
}

..or something. If nothing exists there maybe create it and then put to 0 to turn off the max ping check for better reliability?

Others with some DCS knowledge could chime in, as maybe a red herring. :fish:

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You wouldn’t believe the FOMO I am suffering reading these threads. But for me to join, it would have to be (at least):

["advanced"] = {
    ["maxPing"] = 1000,
}

■■■■■■■ GEO satellite internet :frowning:

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Just looked. It is indeed in serverSettings and is already at 0…

cfg =
{
[“description”] = “”,
[“require_pure_textures”] = true,
[“listStartIndex”] = 1,
[“advanced”] =
{
[“allow_change_tailno”] = true,
[“disable_events”] = false,
[“allow_dynamic_radio”] = true,
[“allow_object_export”] = true,
[“pause_on_load”] = true,
[“coalition_join_cooldown_seconds”] = 0,
[“allow_sensor_export”] = false,
[“event_Takeoff”] = true,
[“pause_without_clients”] = false,
[“client_outbound_limit”] = 0,
[“client_inbound_limit”] = 0,
[“server_can_screenshot”] = true,
[“allow_players_pool”] = true,
[“voice_chat_server”] = true,
[“allow_change_skin”] = true,
[“sav_autosave”] = false,
[“event_Connect”] = true,
[“event_Ejecting”] = true,
[“event_Kill”] = true,
[“event_Crash”] = true,
[“coalition_join_cooldown_save”] = false,
[“event_Role”] = true,
[“resume_mode”] = 2,
[“allow_trial_only_clients”] = false,
[“maxPing”] = 0,
[“allow_ownship_export”] = true,
[“enable_coalition_join_cooldown”] = false,
}, – end of [“advanced”]
[“port”] = 10308,
[“mode”] = 0,
[“bind_address”] = “”,
[“isPublic”] = true,
[“listLoop”] = false,
[“password”] = “mudspike71!”,
[“missionList”] =
{
[1] = “C:\Users\serve\Saved Games\DCS.dcs_serverrelease\Missions\FOOTHOLD-MUDSPIKE 1.3.miz”,
}, – end of [“missionList”]
[“name”] = “KMAS-Mudspike”,
[“require_pure_scripts”] = false,
[“listShuffle”] = false,
[“require_pure_clients”] = false,
[“require_pure_models”] = true,
[“maxPlayers”] = 16,
} – end of cfg

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If we do get regular instability then here’s a bunch of defaults (in the advanced block) to try in that file that others report helps:


["maxPing"] = 300,              -- Kick/deny clients whose ping exceeds ~300 ms. 0 disables the limit.

["client_outbound_limit"] = 10485760,  -- Max bandwidth the server sends to each client (bytes/sec).
                                       -- Prevents bandwidth spikes that can cause timeouts.

["client_inbound_limit"] = 10485760,   -- Max bandwidth accepted from each client (bytes/sec).
                                       -- Protects the server from misbehaving clients flooding data.

["allow_object_export"] = false,       -- Disable object export used by Tacview/LotATC/Olympus.
                                       -- Turning this off can reduce load and prevent export-related disconnects.

["voice_chat_server"] = false          -- Disable built-in DCS voice chat if you are using SRS instead.
                                       -- Reduces unnecessary network traffic.

Apparently the maxping 0 can let a single super laggy client hurt the server, but maybe try 500 initially, dunno

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There‘s a thing called Carrier Grade Network Address Translation (CGNAT) which can cause behavior like that.

To check if your ISP uses CGNAT, compare your router’s WAN IP address with your public IP address seen externally.

Access your router’s admin page (often 192.168.1.1 or 192.168.0.1) and note the WAN/Internet IP under status. Visit whatismyipaddress.com or similar to get your public IPv4 address. If they differ, you’re behind CGNAT, meaning your router has a private/shared IP from the ISP.

i‘ve seen Vodafone do this, for example. Can be switched off for a monthly fee.

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Those all pretty much look like a no-brainer, except for the object export, IMHO.

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@fearlessfrog I did use in-game VOIP to keep Gazelle intercom chatter out of Discord voice, but I guess we could look at abusing another group’s SRS server for that. In-game VOIP was a lot easier though, it’s hot-mic on intercom by default

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I forgot that tbh and you did say before. Yeah, I’ve no idea if any impact really so we can leave it on - I’ve never used it but if it works now, and it’s very likely unrelated to any crashes, then let’s leave it be.

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There’s been a problem for the last 6 months or so where if someone with a high ping joins (usually over 200ms) it can cause severe warping on the server. Last patch improved things slightly but it’s still not fully fixed. I experience it pretty regularly when the 4YA Project Overlord WWII server gets busy and there are Australians playing

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