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GenMarkof007
Posted (edited)

S! Everyone,

I’m currently making many Tank Crew (combined arms) PvP multiplayer missions, and we are always trying to optimize them so the overall experience is good for everyone. One question that comes up often for PvP Multiplayer concerns the use of Translator: Mission Begin triggers, for example, for activating (3-4) flak batteries at each airfield.

The question is: is it better to use just ONE Translator: Mission Begin and group all the flaks under it, and the same for using only one Trigger: Check Zone (Near and Far)? Or have you noticed whether this really changes anything regarding server performance and Tick Delay?

For now, my question is mainly aimed at people creating Multiplayer missions with both planes and tanks.

It also seems that when many planes and tanks are concentrated in the same battle zone (at one flag), it puts more stress on the server. Bombers and tanks (with multiple crew positions) also appear to add more load than fighters (single-seaters).

Any feedback or experience on this would be very welcome.

Cheers, GenMarkof007  

----
Just for clarification, I don’t use many AI elements inside the mission. Usually, we only have a few active objects at the airfields and tank spawn areas. Most of the remaining elements are static objects placed near the battle zones, and for now, only one city smoke effect at each airfield to help returning pilots.

Edited by GenMarkof007
LuftManu
Posted
1 hour ago, GenMarkof007 said:

S! Everyone,

I’m currently making many Tank Crew (combined arms) PvP multiplayer missions, and we are always trying to optimize them so the overall experience is good for everyone. One question that comes up often for PvP Multiplayer concerns the use of Translator: Mission Begin triggers, for example, for activating (3-4) flak batteries at each airfield.

The question is: is it better to use just ONE Translator: Mission Begin and group all the flaks under it, and the same for using only one Trigger: Check Zone (Near and Far)? Or have you noticed whether this really changes anything regarding server performance and Tick Delay?

For now, my question is mainly aimed at people creating Multiplayer missions with both planes and tanks.

It also seems that when many planes and tanks are concentrated in the same battle zone (at one flag), it puts more stress on the server. Bombers and tanks (with multiple crew positions) also appear to add more load than fighters (single-seaters).

Any feedback or experience on this would be very welcome.

Cheers, GenMarkof007  

----
Just for clarification, I don’t use many AI elements inside the mission. Usually, we only have a few active objects at the airfields and tank spawn areas. Most of the remaining elements are static objects placed near the battle zones, and for now, only one city smoke effect at each airfield to help returning pilots.

Hi, Markof! 

In Pa38 I try to use the least possible numbers of MCUs. If you can have a "Master start" and then use timers to start the rest, then good IMO.

 

I've seen some MCUs like check zones take up more resources than, for example, timers.
The most taxing is for sure MCU Complex trigger, so try to avoid it at all costs! 

 


 

  • Like 1

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Stonehouse
Posted

Just curious - is it possible to chain MCU triggers together? What I'm talking about is being able to say trigger A AND trigger B OR Trigger C? I've done mission building in other sims where this is possible and for something like activation of things to help performance you might put a very large radius trigger to check for the presence of something and then have other triggers depend on whether the large radius one was true or false.

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Deacon352nd
Posted

I’ve found that rather than using a spawned or timer to just put the AI flak, vehicle or whatever on the map and since you’ve given it an assigned country, it will automatically attack anything it is supposed to attack from the other side. Also it uses very little if any computer resources. I try to use as few Missions Begin, Timers, Spawners, Activater, Deactivators 

  • Like 1
GenMarkof007
Posted
39 minutes ago, Deacon352nd said:

I’ve found that rather than using a spawned or timer to just put the AI flak, vehicle or whatever on the map and since you’ve given it an assigned country, it will automatically attack anything it is supposed to attack from the other side. Also it uses very little if any computer resources. I try to use as few Missions Begin, Timers, Spawners, Activater, Deactivators 

So, if I understand correctly, you just place the AT gun directly into the mission, which removes any resource impact on the server. Very interesting, because someone was suggesting removing the triggers for the flak at the airfields.

Thanks, GenMarkof007 

JG4_Deciman
Posted (edited)
14 hours ago, Stonehouse said:

Just curious - is it possible to chain MCU triggers together? What I'm talking about is being able to say trigger A AND trigger B OR Trigger C? I've done mission building in other sims where this is possible and for something like activation of things to help performance you might put a very large radius trigger to check for the presence of something and then have other triggers depend on whether the large radius one was true or false.

Could be done
but would need a massive use of Timers, Activators and Deactivators in a complex chain...

You would have to
- Trigger every outgoing condition for A,B,C,... matched (not matched) have to enable/disable that part in the following chain
- Create a complex logic up on to these conditions
- Let each 'condition matched/not matchst change' trigger the start of the complex logic
- And make sure the timing is set correctly... Instantly en/disable the timers (inside the logic) and trigger them with a delay..

I've done that a long time ago
when creating a 'real massive counter array with timers, and Activate/Deactivate'
befor the 'Counters' were able to be manipulated (reducing them)

But explaining in detail would need much more context....

Dec

Edited by JG4_Deciman
  • Like 1
Stonehouse
Posted
7 hours ago, JG4_Deciman said:

Could be done
but would need a massive use of Timers, Activators and Deactivators in a complex chain...

You would have to
- Trigger every outgoing condition for A,B,C,... matched (not matched) have to enable/disable that part in the following chain
- Create a complex logic up on to these conditions
- Let each 'condition matched/not matchst change' trigger the start of the complex logic
- And make sure the timing is set correctly... Instantly en/disable the timers (inside the logic) and trigger them with a delay..

I've done that a long time ago
when creating a 'real massive counter array with timers, and Activate/Deactivate'
befor the 'Counters' were able to be manipulated (reducing them)

But explaining in detail would need much more context....

Dec

Thanks - that confirms my guess that it was pretty difficult to do in the IL2 editor. 

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

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