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Mistermann

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Everything posted by Mistermann

  1. Progress Report: October 10, 2024 I've had a busy couple of weeks since releasing M06 and haven't spent much time in DCS World. I haven't forgotten about Silent Thunder, however. We are at the end of the story for the Assassins. The final mission installment has been designed and its looking like it needs to be broken into 2 separate missions. Without a save option, I just can't expect people to play for 2+ hours. With that in mind, I am breaking the final mission into two sections. It'll make sense once I release it. I hope to have some time this weekend to crack back open the ME and turn the storyboard into real testable content. With any luck my small group can test something out late next week or weekend.
  2. Frank - in case you're struggling with eliminating the foot patrols towards the end, there's a F10 radio menu "cheat".
  3. I suspect the topic of "Discord" is a mixed bag around these parts and not everyone visits. Here's the latest update to their #development channel
  4. M06 - Darkness Falls is now approved and linked in the OP.
  5. Anyone waiting on M06, it is still waiting on ED approval. Not sure the ave turnaround for these types of things. In the past, 2 days was the longest. We're now onto day 4. I'll update as soon as I see it approved.
  6. Okay … for those following along, I just uploaded M06 – Darkness Falls to the ED files. As soon as it’s approved, I’ll post a link in the OP. The campaign story is wrapping up and will likely end with M07. My group has had a blast playing though these missions and I hope anyone who’s played has a similar experience. I’ll link a video of one of my buddies ( @Wulf103 ) and I flying this over the weekend. Warning – this is a massive story spoiler so anyone who wants to experience this firsthand, please avoid the video. A couple of thoughts having played through this a bunch of times. 1 – This is going to be tough for a single player. Not impossible, but the most difficult mission to solo so far. There is a cheat option towards the end of the mission that is accessed via the F10 radio menu for those who can’t destroy the local insurgents. 2 – I experimented with @WirtsLegsIR STROBE functionality in this mission and really like the results. You can see what I mean in the video below. Big shout out to Wirt and @jumphigh for their scripting prowess. Thanks! 3 – There’s a lot of AI units in this mission who’s behavior is critical to the story. I had to play around with a fair amount to get this all to work properly. After many tests, I think you’ll be good to go. IF, you experience mission breaking failures please let me know here or via DM. 4 – This can be a long mission, but you should have enough fuel. You’re definitely going to go BINGO fuel, but should have enough fuel to accomplish the mission and get back to UNIFORM. 5 – My guys completed the mission with 2 Hellfires and the .50 cal. We did not attempt with APKWS so your mileage may vary with those rockets. We took the hellfires because of their punch from a distance [almost 5 miles in this mission]. 6 – Like most of the missions in this campaign, this mission scales with more helo’s. I added a message to players letting them know when the mission is waiting for something to be destroyed. I hope the message isn’t too distracting (its been in previous missions too). The number of units to be destroyed varies with number of helo’s in the game. Besides Wulf103, I want to acknowledge @Devil 505 for his creative assistance and testing prowess during this campaign. Without these two fellas I can assure you this never would have seen the light of day. Thanks!
  7. That is a carry-over from the original campaign. I had no idea those units were set that way. I may have blindly copied them and propagated the condition. Thanks for the sleuthing.
  8. Hey @Floyd1212 - Thanks for the question. Its been quite some time since I've cracked open the ME on these missions so my memory is a little fuzzy on this. Looking back at the ME I believe what I am about to write is accurate 1) The AAA units called RED-RNG-AAA-* are randomly spawned in. They are not placed by number of players, rather a RNG calculation. I am a little embarrassed to admit, I left out the RNG trigger in the initialization. I corrected this and uploaded a new mission! 2) The infantry units called RED-RNG-inf-* started out as random spawns, but I changed them to always spawn. I never went back and updated the name of the group. 3) Additional spawns based on number of helo's in the game is something I always add to my missions, but don't always use. After some playtests it didn't appear as though this mission called for it and therefore there's no additional spawns based on number of helo's. I was too lazy to go back and remove the code. If you want to add enemy units based on number of helo's, its pretty simple to add additional late activated units/groups and spawn them in based on the variable "Player_Count". Thanks for playing this!
  9. Congratulations @WirtsLegs!
  10. Oh heck yeah! Love it. Thank you. I'll make sure to credit both you and wirt when I publish the mission.
  11. Thank you. I'll check it out ASAP and incorporate into M06.
  12. Progress Report: September 16, 2024 Mission 6: Had a bit of a setback in terms of testing this mission. I've run into some inconsistent AI behavior with the Blackhawk that is forcing me to change a key element of the mission. There's an LZ in the mission where operators are delivered and once delivered, the Blackhawk doesn't behave consistently. About 50% of the time, upon takeoff from the LZ, the Blackhawk simply crashes itself into nearby buildings and kills itself (yes, its set to invulnerable). That particular asset is key to many things in the mission and with it dead, the mission can't progress. I have some ideas on how to correct, but it's going to take some ME tinkering and testing to do so. Given my work schedule this week, DCS work will fall to the weekend. Mission 7: This mission feels like the natural conclusion of the story. We had scoped out a couple more missions before the climax, but they honestly felt manufactured and "weak" compared to the other missions in the campaign. I've started EARLY unit placement and outlining of the mission. Work will begin in earnest once I post M06.
  13. You can certainly inquire over on Wirt's thread here - Honestly, I am just thrilled to have an IR strobe option. For me, I can suspend belief that the physical location isn't on the model and it doesn't bother me as much as I thought it would. The mission allows players to toggle the feature so it doesn't have to be on.
  14. Thing is BOTH players experienced the same behavior.... Not saying it isn't possible a mod or corrupt DCS couldn't cause. Just pointing out this happened on a dedicated server with 2 separate clients both of whom experienced same behavior. Appreciate the advice.
  15. DM-Direct Message
  16. My buddy and I flew a MP mission yesterday from the SC on the PG map. I have been away from the supercarrier and hornet for probably 6 months, so this may be something that you all are aware of. I was surprised to see the Plane Directors on Cats 1 and 2 positioned over near the bubble instead of over the cat itself. Is this a known behavior?
  17. Progress Report: September 8, 2024 The story is building up to the climax and we'll be there soon. Probably 3 more missions before we'll call this campaign "done". Mission 6: @Devil 505 and I flew this one yesterday to test out the "bones" of the mission and make sure everything seemed in order before I go in and add all the voiceovers. This mission is definitely my favorite thus far. It's going to be challenging for SP and I may consider giving a "cheat" like I did in M05 with the smoke (spoiler free). It all depends on feedback I receive on this particular mission. This is a night mission, but there's a full moon so its not very dark. However, I found an awesome script from @WirtsLegs that allowed me to add IR Strobes to units. You can turn on/off these strobes via the F10 radio menu. It'll be a little more obvious how these are used when you play the mission. Devil505 posted a video of this test for anyone who's interested. I'll warn you right now, however, it is one big SPOILER. It takes me a while to write, record, and produce the voiceovers so it will probably be a week before I can get M06 posted. Mission 7 & 8: We have the loose storyboards for these missions but I haven't cracked open the ME for either of these. To those that have downloaded and played these missions, I hope you enjoy playing them as much as we do making them.
  18. Thank you. I won't hold my breath waiting for ED to deliver a "real API with real engineering". Or heck....even an attempt at one! A real shame, but I suspected logistics persistence was a pipe dream. Thank you for all you do for this community, sir!
  19. @Jenson just restarted this campaign. M01 - selecting the main jet (211) results in a "your flight is delayed" message. This happens when I am the only one on the server. It also happens if I'm on deck in 212 and a new player enters the server and selects 211. It doesn't appear the game allows jet 211 on deck. My buddy and I flew the mission in jets 212 and 213 and everything seemed to trigger properly.
  20. Thanks for the response Cfrag. Understand the limitations of persistence due to base DCS. I also share your perspective on the huge task on ED to deliver on mission saving and dynamic campaign. Does your persistence module save logistics information?
  21. I just feel great that I was able to debug and correct myself! Trust me, that's quite an accomplishment for this guy!
  22. Thanks for taking the time to respond, Cfrag! Really appreciate it. Makes sense. No worries. I had a long flight earlier last week and spent time going through your DML quick reference guide. Thanks for all the time/energy you spent making these resources. I'll quote the section that confused me below: I figured you specifically used the term "ground units" instead of just saying "units". I also looked at the demo mission and I believe it only used ground units which further led me to believe there was something specific about your choice of words. That is REALLY great to hear (not the lazy part ... ). I have a Vietnam (Marianas) mission I host for my buddies that has random spawns in it (late activation). It probably takes 10 hours to clear the mission so we've never actually left it running that long to "finish" it. Having persistence allows us to start/stop whenever we want and pick things back up. I'll experiment with DML to see how I can introduce persistence to that mission - THANKS!! Lastly... will the warehouse data persist across saves? As logistics starts to play a larger role in DCS, I'd like to introduce some level of ordinance replenishment using the CH-47 and later on other platforms that support this gameplay. I suspect you'll need to update DML to account for logistics warehouses. What are your thoughts on this? Thanks again, Cfrag.
  23. Agree on Echo19's quality. He's done some really good work and I am glad he's been asked to produce the Kiowa sound update. Even if its not part of the base product, his work is pretty easy to manage and maintain (especially if you use a tool like OvGME). Plus, his work, at least so far, comes with a volunteer license fee. Pay what you feel its worth.
  24. That's what I was going for. Didn't want it to feel "gamey" or punitive to the player, but I think it works. Thanks.
  25. Outstanding, @BoFrost!! You're caught up. Was on Holiday a bit this past week. M6 is still under construction and I hope to make progress on it over the weekend. It'll need some testing of course which is going to be limited next week due to work constraints with me and the fellas. We're probably talking 2 weeks (best case) before I can post M6. What did you think of the radio dialog at the different target points in M5?
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