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Everything posted by xcom
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We had this reported previously as RightStuff wrote, but as we had to recreate the whole mission again from scratch on 1.5 due to the initial issues with old mission conversions, this issue must have happened again. Thanks for letting us know!
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We will check it, thanks for the report. We also got a report that the A-10C has no Mav Ds, the TGP is out as it is the 70s/80s setup at the moment. The Mirage will definitely be included once it is released. As domini99 said, it perfectly fits the 70s/80s variant of the campaign. It's going to be tested what is the best fit, probably set to 'Normal' as 'Enlarged' is somewhat too easy.
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We started using Ciribobs troops transport instead of the AJAX troops transport because Ciribobs is 1.5 ready. This new troops transport is still explored to test stability but it does have much more sling load opportunities and if the sling load is actually fixes, we will use it, if it is not, we will still use sling load but simulated. @MULE, tested with 1.5.2?
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Were any of these known bugs fixed in 1.5.2?
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Blue Flag campaign is up and running on 1.5.2 This is a first test run of the new 1.5.2 release with Blue Flag campaign. Until some scripting issues are not fixed, we cannot allow for taking out flights out of captured airbases, only slots from your original airbases are available. Server - 373vFS Server - http://www.buddyspike.net Campaign Info - http://opblueflag-buddyspike.rhcloud.com/ TS - 89.163.173.82:1337 Please give us feedback on your testing experience, hopefully most of the issues have been fixed by ED and we can now move forward. Buddyspike Team.
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Great stuff eekz! Only 1 remark, looks like the zone is a little too big. With the visual issues in DCS this can leave the zone in Contested status for a long time.
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Looking for the locations of the Nevada ranges
xcom replied to xcom's topic in DCS World 1.x (read only)
nice! page 34, I'm going to check if the coordinates are relevant to NTTR. -
With the release of NTTR, I now look to find where are all the ranges in the Nevada map? I managed to find a few by moving to the SAT view and using the MAP view, but I'm looking for a complete list with coordinates and names. Hopefully someone has it.
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We are thinking of creative ways to get the capturing of areas in the Nevada map.
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Get ready for a Red Flag campaign following the Blue Flag format with the real Red Flag scenarios.
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Nevada Terrain activation/moving between accounts
xcom replied to xcom's topic in Payment and Activation
Ok, thanks for making it clear BIGNEWY -
Nevada Terrain activation/moving between accounts
xcom replied to xcom's topic in Payment and Activation
Ok, so it is possible to activate the Nevada terrain on one account/machine and then transfer it to another account/machine and only lose one activation. Is that correct? I just want to avoid getting stuck with the Nevada terrain on only the server. -
Nevada Terrain activation/moving between accounts
xcom replied to xcom's topic in Payment and Activation
Yeah, I was just wondering because you do have the option to transfer modules between account. -
Hi, I'd like to know if I can activate my copy of the Nevada terrain on one machine and then give it to another account? This is because I manage a server and would like to know if I can forward the terrain between the server account and my personal account until I get Nevada downloaded on my personal machine. Thanks in advance.
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Sounds really weird. If you'd like, we can jump into a TS and maybe do a remote session to the server so I can have a look.
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ENO, getting black screens was something that was reported when 1.5 was initially released. The reason was because people were running the multiplayer shortcut of DCS World Open Beta, because ED now moved to a single executable, you should use only the non multiplayer shortcut. On DCS ISRAEL we are running GTX550Ti, you should be able to run it with no problems with 680. Hope this helps.
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Totally agree, I was disappointed regarding the multiplayer scope you are planning this for. Only Coop and up to 4 players in only 1 flight which is only a single sortie per mission, was already planning to use it for large scale PVP stuff. Edit - non the less, this is ground breaking work which is amazing by itself!
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Very disappointing :(
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Generally because runway attacks can usually be patched up within a few hours, I'd say tracking aerodromes resources as more validating for operational levels. For example, you can track if the tower is hit, if the fuel tanks are hit, if any ammunition hangers are hit etc... By monitoring these aspects you can then use the DCE which is running between missions to also change the warehouses levels accordingly, this will effect the aerodrome directly. This also bring up the question if you are planning to track how much ammunition/fuel is taken out of an aerodrome to update the warehouse of that aerodrome on the newly generated mission?
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Adding some thoughts from other sims. In Falcon you would have controls for many parameters for the on going dynamic campaign. For example, the priorities - Target Type: Mission Type: PAKS: Check the Target Type, this is a setting you can do to change the priorities of targets. Now, I'm not sure how the ATO plans the missions or prioritizes them, but the flights that are being generated should be tipped in some way by these kind of parameters. In Falcon one of the problems in the dynamic campaign IMO was the lack of ability to control the ground posture at will, it would be generated automatically by the engine according to flight success, units moral, supplies and more. So, whoever figured out the system of it, would eventually win a campaign, either PVP or Coop. In your DCE there will be no ground battles or advances (best IMO with the current DCS net code) but how will targets be prioritized or divided? Will there be a list of SAM/Logistics/EWR/Naval/Infrastructure etc.. that will be selected and prioritized by the current conditions of each side? About mission type, same thing, after prioritizing the targets according to parameters and necessity of your side, the mission types should be generated also by a set of parameters and necessities. For example, if one side is suffering great losses on the ground, maybe on next generated mission, more CAP operations would take place at those areas etc... And the last PAKs screen shows priority distribution in the known AO, you can decide priority and probably volume of flights. This is just the tip of the things that needs to be taken under consideration when creating an automated dynamic campaign engine, otherwise the flights and continuity of the campaign could be unreasonable (talking large scale). Hopefully it is something you can implement or push forward for future releases.
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The script solution sounds good, it would create a lot more dynamics in a running campaign. About optimization, are you working to optimize this as much as possible? Running an outside engine would probably have some hits on performance, especially on heavy net code such as DCS uses. It would be probably smart to work on running it on a different core than DCS runs. I'm asking because I'm planning to try and use it with massive multiplayer events, last time we got to 60 players stable with 1.2 and Blue Flag campaign that had custom scripts, main lag issues was when big tables were being iterated.