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=VG= SemlerPDX

VG Clan Member (Administrator)
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Everything posted by =VG= SemlerPDX

  1. VG now has a required form for players to fill out if they are banned - the proper forum is now locked to manual posting, please direct anyone who needs an unban to the menu bar link under 'Server Rules' or also under 'More', or the link on the website footer (PR Unban Request Form), or shoot this link at them: https://veterans-gaming.com/index.php?/unban-requests/project-reality/&do=form&d=7 https://veterans-gaming.com/index.php?/unban-requests/project-reality/&do=form&d=7 For PR Admins, the root page (as opposed to the forums) can help you track recent PR Unban requests, especially those that have not been resolved and locked - this is never the complete list, that is found as usual in that section of the forums dating back years: https://veterans-gaming.com/index.php?/unban-requests/project-reality/ The block on the right shows only posts that are unlocked, unfeatured, and therefore waiting for info from players or perhaps a Banning Admin, will show on this page. I have been working on the bug reporting database for my voice control stuff, and while on the backend, used those new skills to craft up a proper Unban Request database linked to the Unban Request forums, and it is forced entry for all the required information, and auto-posts to the forum as a post with all the info formatted correctly. Didn't know how to even do this when I started, or if it could be done, but spent the last several hours figuring it out and testing it. Should work fine, any issues, let me know. (You can test it yourself and try clicking the Unban Request Form link(s).... so long as you don't click "save" at the end... otherwise, we gotta ban you, that's just the rules. sorry) (j/k btw) Back to work with my bug reporting database, slightly different, to tell the truth PR Unban form was easier because I don't have to decide on how it works, lol.
  2. Yea, you gotta mod the game quite a lot to have any proper control over such things. My city is district based, and I use extensive pathing on certain roads to prioritize traffic flow, not just well placed one-way streets, or lights at major intersections, but down to which types of vehicles can travel in which lanes in certain areas, the time a turn signal is lit and based on other factors, where buses can travel, etc. With the major industrial districts closer to the highway interchange, I have a majority of my traffic segregated between the residential and commercial traffic in the area with the skyscrapers and the industrial traffic in the North. Each district has everything it needs without relying on the services or facilities of another neighboring district, schools, emergency & police, transit, parks, death & garbage, etc... If you have local garbage facilities in each district, you can minimize the additional traffic created when constant hauling of trash is required, and also funneling that traffic along a main route to it's endpoint, too. Mods can add a lot of control to roads and traffic, but it's a headache to go through the process - I spent hours and hours reading and reviewing the mods I'd like to add, with my system memory (RAM) being the limiting factor at 16GB. Wonder what it will be like now that I have 32GB of much faster RAM...
  3. Possibly because for so many people, they didn't have the map ruined for them by playing too much on a 24/7 Muttrah server? Before we had the VG Maplist Randomizer system by Xenalite, we also had those headaches of 'too much Muttrah'. I remember the stories from BLuD when VG was new, few people in those early days, and they were stuck on Muttrah most times at North Docks, not enough people to even push out. At least these days, if the server crashes, it's not "back to Muttrah" each time.
  4. Cool setup man! I like that mouse pad that can hold the flight stick, too.
  5. I'll see about getting that second SQUAD server installed soon... and maybe a third for mods? Really doesn't take too much CPU usage, just a bit of HDD space (well, SSD, and that's the issue ... 15GB is more than all 3 of our PR servers just for one SQUAD server, just need to offload some files then wipe them to fit more stuff at VG)
  6. Scientifically speaking, red light is colder than blue light...
  7. Wait... SQUAD has MODS?! That's so cool! Hell no, brother! That's awesome! Thanks for the link! (don't mind if you make something and want to share it here, either)
  8. Not too long - most people notes that over the years they drop the changelog a week or few before the actual release to build hype and get the word out, get people used to what will be new, etc. They don't release changelogs just to keep people from wondering if they are still working on it, etc. Hope that helps you. No word yet, but you know it's gonna be sweet! We'll run some events and such after we get things tested, make sure certain maps we want to run work, and those that don't we'll add to the disabled list.. Will be a feeling out process as always, but we'll figure it out in time.
  9. I recently uploaded pics of a city I built over several weeks in 2018 or 2019, in the Cities: Skylines game, tons of mods - wanted to play with the mass transit stuff and traffic flow, so of course had to build a big ass city first and the infrastructure so I could have traffic problems to solve. Started out smart with a huge triple roundabout for the main highway connection, even ran tunnels under the freeway to keep traffic flowing at high speeds straight to the roundabouts. They all have tolls, but residents can get from the south to north city sectors with via an underpass that also connects to a direct underground route from North City to South City. That made things way easier than my first city with very bad in/out traffic. Still wanted to go for a mostly American style grid fashion for the city, but with those roundabouts at key locations where the maximum amount of traffic generally piled up before. Solved a ton of problems, wish my own city's on-ramps and such were like this, always backs up on the streets they pour out onto... Ended up at the max population cap way too fast, using tons of mods for various things right down to controlling the street lights at major intersections, roads with dedicated bike and bus lanes, and some nice subway routes to fill the gap. Haven't been back there in awhile but came across the screenshots and put together a bunch of the good ones... even has a shot of the city before everything went to skyscrapers. Pretty fun game, just wish there wasn't a population cap cuz it would be neat to fill the map until the game slowed to a slideshow rather than having that forced on us. Game engine limit for sure. Still, very fun, cool to see the little bits develop, all the details and minor stuff that make up the bigger picture: ↑ Traffic Congestion overlay for New Bedlam - very free flowing due to custom street light settings at major intersections, forced one way and/or turning lanes, and multiple mass transit systems including buses and subways going to and from the major ports of entry. Heavier traffic noted by deeper red, but as mostly green, it flows well for a max population city, was worse in this pic when the city was smaller, oddly enough but was before some key editing of certain routes and even toll both lane optimization for commercial/residential traffic.
  10. TeamSpeak3 is not needed for IVC, just FYI. IVC is a fully integrated component of Falcon BMS these days. You don't need anything, and you don't even need to have TeamSpeak3 installed to use IVC and Falcon BMS. But, if your looking for the folder to return your backed-up settings for TeamSpeak, iirc it's the AppData Roaming folder at: %APPDATA%\TS3Client ↑ copy and paste that into windows explorer path bar I don't have those files so I'm not sure if they go in the root, or elsewhere... Honestly, I backup my entire APPDATA folder (Local/Local Low/Roaming) regularly due to the number of programs and games that save profiles or settings there, and that's in addition to anything in the documents folders, etc.
  11. Awesome event! Created the weekly event in the calendar, too. It has RSVP, and you can change your RSVP anytime, so you can unselect for a future saturday, or just keep it on, or use the Maybe or Decline to let folks know your plans. This is gonna be fun to have regular events! Would like to do it with PR, too, and even Falcon BMS (I'm thinking Friday Night Flights!)... will be just a little bit before we get the new and very awesome VG Arma 3 framework live, mods, headless client, DAC, RHS, TFAR, ETC... all the acronyms - solid server FPS regardless of all the bot's running around and doin all that "thinking". Glad we have the new shiny Squad to hold us over. This is gonna be a fun year at VG! Cheers Sausage and everyone who joined us! (got another raw unedited video from my perspective going up, should be live after *7:00PM (US Pacific) - feel free to download and cut out bits if anyone wants to do some editing, etc. FTR, when I used the camera mode and all of a sudden saw red on the screen, I didn't use it as RECON not that I know the maps anyway, but I purposely covered the screen with one hand while I finished the panning shot or whatever, I ain't like that y'all know!)
  12. Restarted. No idea whats up with that, we'll learn it. See you all tomorrow for the op!
  13. Cool screenshots! Some of those are desktop background quality!
  14. Today was a problem - the server master save file had become corrupt, and so when it crashed, it had to be fixed and restarted to Day 1. It's been up since this afternoon, but the first couple days are the time when it's most prone to crash, due to the amount of action going on between so many tens of thousands of units in those first days. Will keep an eye on it, and please feel free to report any issues! *BTW, I assume you have the players listed on the screen on purpose, that's not forced by the server, is it? Was concerned because I just recently turned that on in the server config, was hoping it only showed up on the server's screen...
  15. *If there is already a "PR server down" thread from earlier or around the same day, please just post up a reply there instead of making a new thread. Thanks! (threads merged)
  16. *if I knew more, I'd create a way to charge that second battery outside the headset - but I'm too concerned with getting it wrong, so it's just not something I'm gonna mess with for now. My next project will likely be a pinball game controller (for use with VR, or just a widescreen monitor in portrait orientation) with haptic feedback and actual pinball parts, etc. It will be wired USB, but gonna delve into wireless very soon.
  17. I am uncertain of what would work with any given headset - to provide more than 12 hours of use with my wireless Logitech G933 headset, I just purchased an additional official replacement battery from Logitech, and I keep it charged, sitting in a pouch and ready to swap out extremely easily. I considered tapping into that power source for the TrackIR, but in the end, preferred a detachable device and an official power source for additional time with my wireless headset. The headset has an internal charging and boosting circuit that manages the battery, if it just has a USB cord for power/recharging like most do. This means it's not just a two wire connection from the battery to the board in the headset, but a three wire with one being a signal wire going to a small circuit inside the battery pack. Now, this is gonna be different for all the headsets, but slightly similar in concept. The board is expecting what the firmware was designed for to know when to stop charging the battery, and when to stop discharging the battery. I am unsure if adding in a higher capacity battery would necessarily get completely charged and take advantage of the additional capacity by the firmware on the headset circuitry. That is way beyond where I've traveled so far in hobbyist electronics. Mess with these sorts of batteries, and you get fire and even small explosions sending fire or caustic material onto the surroundings. Best to really do your research and know what you're doing... it's past my knowledge at this time. Like I said, I just went for what I knew would work, and $25 for an extra battery was no skin off my back for the convenience of an additional 12 hours wireless use.
  18. ↑ there are few true scenarios where fast ropes would be the smart choice, such as a roof covered with too many structures to land safely, etc. -- but PR heli's are a bit more forgiving than, say, Arma 3 heli's, and could expect that fastropes will be used for no reason other that the noted useless "cool factor" way too much, and I bet dollars to donuts that will cause some needless death and mayhem. Fun fun! We'll see in time, I guess. Fast rope in Arma 2 ACE mod was neat, and I think we used it once in training and once as a useful way to get somewhere the chopper did not want to land. Other than that, 99.99% of the time, standard heli drop-off always most efficient, safe, and speedy (which equals even more safety)
  19. don't feel too bad - I blame myself for not getting the Event on the home page (which is where it will display in YOUR local time to avoid confusion) - I was balls deep in the Ryzen Beast build, head in the clouds
  20. I want to be a cameraman, so put me in any fireteam slot as a grenadier or such, maybe LAT - but let those who wanna pick go first, slot me in where needed after that.
  21. 1.6 is about to drop, I'm sure that will bring in some new blood. We'll run it as long as the PR Master Servers are online.
  22. That was tons of fun! We'll have to do this regularly! I sucked a bit less than I expected, very nice controls in this game.
  23. Case wiring complete - I settled for nothing less than professional, took a bit of time, but then I was taking my time. I modified one of the triple-head SATA power cables to make one single neat cable for that 4-port USB 3.0 expansion card below the RTX 2070S Love the colored Cable Labels that came with the Crosshair VIII Hero - marked each SATA cable on both ends so I can tell from front or behind which individual plug I'm dealing with at any time down the road. (not pictured is my custom airflow block between hard drive cage, cable-side panel and front airflow channel) Pro cable management means not having to push on the back panel cover when you slide it into place to cover everything. This board has a ton of wires for a single GPU setup, with that AIO there's a 3 wire dongle plus a USB cord for a 2.0 header, the 4 PWM fans and 2 CPU Power at cables at the top left (from front) - your bog standard massive ATX power, and a dual VGA power for the GFX, and 4 SATA drives at 8 total cables to run there (power + SATA) - all in all, it turned out great and everything is easy to access and service. Front view again with back panel in place -- not using the NZXT "Smart" device... The hole left open a spot for one of those nice vinyl ROG stickers for at least +25FPS in most games, and put another one on the right panel there (covering a small scratch that was nagging my OCD) Not a fan of RGB, but I love the tempered glass and the infinity mirror on the NZXT Kraken cooler. Time to get all the games installed and start having some fun! ... (3 week later:)... (j/k) Finally up and running! Got everything installed and configured, very few things left to do. The new G.SKILL RAM runs perfectly under many clock settings, unlike the Patriot's and so I'll RMA those asap. Spent a bit of time getting the voltages right and maximizing my 3600MHz DRAM overclock on this Crosshair VIII Hero for a 1:1 speed ratio with the Ryzen Infinity Fabric, and plan to spend more time down the road fine tuning it even more. Added a few hundred points to the TimeSpy Extreme initial benchmark scores I saved for this PC, and if you know how hard it is to gain an extra few points in a 3D Mark test, you'll appreciate that difference. In a real world test, this translated to a speed increase of over 45 seconds on a compressed video library .zip file I brought over from my old PC (about 300GB of videos varying size 1GB-8GB each). Working with compressed storage files on this Ryzen Beast is like using a freaking super computer!!! Also, ran a render in Adobe that took 20 minutes on my old computer, was done in less than 5 minutes. I was so shocked, I broke out laughing out loud like a freak. I've achieved positive case pressure up to 60C (CPU or GPU diode temps, whichever is higher) with a bunch of custom fan curves including on the RTX 2070S. Pretty cool to see a few of them shut off during normal use, and automatically ramp up as high as 2000RPM under full load. That's half the rating for the RTX 2070S fans, and only 60% of the Noctua case fans (including the two on the Kraken X63 AIO liquid CPU cooler). Temps are very stable and remain at or under 60C even during extended full load stress tests far beyond what any game or benchmark suite I throw at it, with overhead for another 30-50% case/fan cooling if needed for the hot summer months. Each of those 4 Noctua iPPC-3000 PWM fans were $30 (listed as 'down' from $45) but totally worth it for this level of control. Dust was a constant issue with my last system due to the layout of my computer area along a main trafficway, near an outside door, and on carpet near a hard concrete floor... in front of the main filtered air intake for the grow room behind it. Basically, just about the worst scenario for keeping dust out of a PC, and there's really no better place to put it so I'm stuck (by choice, but still). Worth the time spent testing and setting up, positive fan pressure is making sure the intake always comes through my slightly modified filtered intake(s) on the NZXT H510i, and only allows air to rush in through the rear empty PCI card slot grills when something inside gets over 68C (again, CPU or GPU, whichever is higher). I've only got it to do this with stress tests, even benchmarking suites remain in a positive case pressure setup except for a few bursts during loading phases. Back when I was trying to learn a bit about 2D game programming in Java, I made a little test game, unoptimized but working alpha so I could add elements as I went -- it took up a solid and flat 50% CPU usage on my last 4 core i5 4690K with it's 4.3GHz overclock. If I opened a second one, the PC would become so unresponsive, it was unlikely to register a click on the Close button of either of the Java games running. (*edit: here's a copy of that game if anyone wanted to see what an unoptimized java game runs at on their own PC ... https://www.dropbox.com/s/7zt3e6shbe1ej7o/SemJavaGameTEST.rar?dl=0 ) I just opened 9 of them at the same time on the Ryzen Beast, then hit it with an Aida64 Extreme stress test on the CPU/GPU/System Memory and it didn't break a sweat. Let it run for like 9 minutes, and nabbed the screenshot below. I had mouse hovering over the "Stop" button in the stress test, and thought it was over the screenshot button, so that's the tiny dip seen in GPU-Z - I immediately started it back up, took this screenshot awhile later:
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