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Mistermann

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Everything posted by Mistermann

  1. Thanks Tonker. The changes we've made are happening at a fairly rapid pace. At such a rapid pace that Devil and I are struggling a little bit to keep things coordinated as we both make changes. The videos from Feb 7 were recorded using v2.009 and we're already making some changes and working on v2.010. There's been some good work since the release of v2.006 and I'd like to get most of these changes into your hands as soon as possible. We're always flying the "latest" version which makes getting the community "caught up" a little more difficult because I don't want to drop bugs on you all. BTW, the pace comes because we continue to have epic experiences in this mission (like you saw in the recordings) and think up ways to make the experience even better. As a little "tease" here are some of the things coming soon™ : Devil's changes to Andersen - moved units down to Antonio B. Won Pat Intl to reduce performance requirements at Andersen : Restructured all random group spawning to leverage MIST to randomize placement of groups on the map. : Labeled Southwest mountain range "Copperhead" on map : Fixed Chinook name in the CSAR script - the unit name should be "CH-47Fbl1" : Removed most of the static planes at Andersen as we now use StopGaps and have plenty of statics there because of it. : Added 8Ball CAP-Navy v2.1 This is REQUIRED (more to come on this) : Added new voiceovers to the mission initialization trigger. These new voiceovers are randomized in the CSAR script so we now have different voiceovers for pilot pickups and dropoffs at MASH. Gives a bit more variety and life to the CSAR element. By far the biggest update is the randomization of the group placement using MIST. You likely noticed some of our commentary on the videos regarding this change. Placement of random appearing groups is now also randomized and makes the map feel very different each time you play. As for "when" - I am planning on pushing the update sometime this upcoming weekend (Feb 15/16).
  2. Its not really designed for SP although you can technically do so as has been discussed in this thread a fair amount. UH-1H transport? I don't know what you mean. Maybe @Devil 505 can lend a hand here - I've never transported a crate in DCS. BUT ... as the designer of this mission I can tell you I didn't intentionally include that feature. The CTLD script isn't part of this mission. If you can move crates, its an unintended feature. This mission is all about cooperative play, engaging random enemy groups throughout the map, and downed pilot rescue. Its design is heavily influenced by the OH-6A and its ability to scout. I encourage you to read the OP of this thread for specifics. If you still have questions on how to play feel free to ask. My best advice, if you want to fly the Huey, is to climb into a Gunship and fly it down South, see what trouble you can get into. If you want to move boxes around, there are much better missions out there geared specifically towards logistics.
  3. These are statics spawned by StopGaps. Every Kiowa static will have the same MMS/Modern looking static and we can't remove the MMS and tiedowns. We can prevent the script from executing for Kiowas and prevent anything from spawning - no problem.
  4. Last night was probably the best time I've ever had in DCS in my more than decade regularly playing simulating. The fellas and I spent 3+ hours flying Into The Jungle and it felt like 30 minutes tops. What made this experience so memorable? First off, it just doesn't get better flying with buddies. We've flown together enough over the years we kinda know what the other is thinking at this point. We've developed a very good communications style and each enjoy the cooperative experience of Multiplayer. Secondly, the upcoming changes made to I2J upped the fun factor significantly. A huge shout out to a person known as BIKEGUY3034 on YouTube who suggested on one of Devil's videos we randomize the placement of group spawns using MIST. I had used this function before, but just hadn't thought of it for I2J . Instead of letting MIST select group placement in a single random zone, I chose to architect the randomness in a more controlled manner. The end result is group spawns are very random. Each group now has 7 possible spawn locations on the map. Odds are you'll never experience the same map layout ever. Each play session will be unique. Gone are the days of anticipating hootchville in the same place, or bunker city tucked in next to the river (Bunker/Alpha/South Island are exempt - they are always there and always spawn) Below is a 30 minute video of our 3+ hours. Its a long video. I flew the Bronco, Mongo (Devil505) scouted and Zipper (Wulf103) bounced between CAS and CSAR roles. I rarely fly the Bronco but after tonight, I will definitely pilot that beast more often. It packs a punch and gets out of trouble quickly. It also has a great FOV for VR and enough ordinance to stay on station for extended engagements. I flew the same airframe all night. Rearming at Olf. Hope you all enjoy the show.
  5. Outstanding. Always great to hear others are having a good time with this. When my group flew it we had 2-3 players. We often had to decide if/how to split the players across the 2 different flights. We mostly stayed as a single flight and were okay not "passing" or succeeding based on mission parameters. It didn't distract at all from our enjoyment of the campaign. Jensen did a great job with this content. I wish there were more people out there making this type of MP content. Good stuff!
  6. For awhile we had AI Hueys and Phantoms in the mission. It was before the CSAR elements were added. They kept littering the battlefield with downed pilots and weren't really adding anything to gameplay (I can see why a SP would feel differently). I'll add the request to my list of backlog items. Devil and I are spit-balling additional gameplay options that introduce this "danger close" experience. Still a ways off, I suspect as I'm working on some further randomization that I think the community will like. Yes. You can play recorded .ogg audio files. This is how Reflected did it in Paradise lost as well. You can assign an audio file to a radio frequency. As a matter of fact, I replaced all of Reflected's audio in PL with my own period specific music. Now in our I2J MP environment, at least ours, there's no real room for listening to music with all the real radio chatter. I am happy to explain how to add a music track to a radio frequency if you want - just DM me. Funny you mention that. I was on the server by myself the other day in a Bronco as well. What a different experience - almost peaceful. Looking down from 2K' trying to pick out targets was completely different from the chaos of engaging marked targets down low with a Helo. It also gave me a new/different perspective on playing this solo. Its so much harder to find targets with just the Mk-1 eyeball from altitude. Also tough to make multiple passes in the fog without the aid of smoke like we usually have. I love this entire experience!
  7. In that case I think I'll stick with my hack of passing a unit name. I have a mission trigger looking for group death, so I run the function above as a do script. I just have to know a unit to get the position. Much easier than writing a bunch of code - inelegant as it is. Thank you, cfrag!
  8. I appreciate the suggestion. That's a lot of work, time, coordination and personal drama to chase down gremlins I (and my flying mates) don't have. I don't mean this harshly. Like most, my DCS time is limited and competes with RL job and family commitments. I don't want to turn DCS into "work" that I begin to regret. If anyone wants to host the mission to determine if they experience issues, I'd welcome any objective observations that come from it.
  9. Unfortunately forwarding ports ranges from "easy" to "incredibly difficult" depending on your Router and ISP. For example my ISP has a software tool that configures the router remotely. I fall into the "easy" group. I also configured Azure to host DCS as a server when my current server was down so have some experience here. Regardless, the process of opening and forwarding port 10308 boils down to 2 things. 1) Forwarding the port on your Router and 2) Allowing traffic through the port on your firewall. There are YouTube videos showing how to setup a dedicated server.
  10. I am starting to think the 20+ year old DCS core - designed for "on rails" simple, single player content is just getting taxed beyond what it can take. Even top end machines are getting a workout because DCS doesn't effectively/efficiently operate - including my own. We have a LOT going on in this mission and there's a LOT of housekeeping DCS is doing under the covers - every group must be tracked (there are 26 total with over 300+ units). Add to that the CSAR logic of checking for downed pilots and location of helos in relation to downed pilots in real time and it doesn't take long for a dark picture to form in my logical brain. I am starting to worry/consider saying there might just be too much going on for single player hosted experiences. My group uses a dedicated server to play this and I am starting to think this plays a much larger role in offloading the compute from the client machine experiences. If not mistaken, most, if not all the feedback received on performance comes from people playing this on their own machines (either as a MP host or SP mission). So I highly recommend finding a dedicated server if at all possible. I've even used an old laptop for a bit to host events for my friends. Not ideal, but it worked. My dedicated server is a pretty old machine that was my gaming machine before I purchased the one I have today some 3 years ago. Server is an i9-9900K@ 3.6Ghz, 3600Mhz, 8 Cores 32GB RAM. Win11 Home. Only used for DCS Dedicated Server. I'll continue looking for performance savings, but at this point I have run out of tweaks/ideas as to what's causing the problem other than running it on a dedicated server. Maybe the release of vulken (whatever decade that happens) will help the situation. I doubt ED are looking into core code and asking themselves if/how to optimize.
  11. I am no Lua wizard - far from it actually. I am able to stumble my way around other's code like an intoxicated coed at their first college party. That being said, I have randomly spawned groups on the map using MIST "mist.respawnInZone" functionality. I am using the random zone functionality of this feature meaning I can't predict where the group appears on the map. When a group dies, I want to cause an explosion in the group and put down a smoke effect. The code below is my first pass and I have it working: function I2J.smokeEffects(_randoGroup, _unitName) if Group.getByName(_randoGroup) then local _smokeDensity = 1 local _smokePreset = 6 -- 1 = small smoke and fire, 2 = medium smoke and fire, 3 = large smoke and fire, 4 = huge smoke and fire, 5 = small smoke, 6 = medium smoke , 7 = large smoke, 8 = huge smoke local _explosionPower = 50 local targetCoord = Unit.getByName(_unitName):getPoint() -- get coordinates of passed unit trigger.action.effectSmokeBig(targetCoord, _smokePreset, _smokeDensity) -- put down smoke effect on passed unit trigger.action.explosion(targetCoord, _explosionPower ) -- explosion effect over passed unit end end I would ideally like to just pass the group name and have the function figure out the first unit's name in order to get the position. I just can't seem to find any understandable examples for me to leverage. Anyone out there care to enlighten this old timer? Thanks.
  12. Is it possible? Absolutely. However I'd expect them to be bugged for all if that was the case. Tell you what....I will go in and update this mission to have 1 random group. It'll be fairly easy to do it. You can test and see if you still have performance issues. If anyone else wants a copy to test DM me. DM'd a mission to you, @UH-1HEnjoyer
  13. @Porkbrain Thanks for taking the time to report the details above. Unfortunately DCS is notoriously poor at recording and replaying tracks - even after recent patch content supposedly corrected many of these issues. I tried replaying your track multiple times and the Huey explodes 26 seconds into the track. I'll take a look at the 4320T unit. So you know, this particular unit serves a special purpose in DCS - it resupplies units within its operational radius. Having these resupply trucks near groups ensures the group doesn't run out of ammo. Because of this, I can't just replace that unit with a regular truck for example, rather it has to be replaced with another resupply unit. Again, I won't see any change over here. My advice is to run the same test but try it with any of the following ground units: Unarmed: Truck Bedford Unarmed: GAZ-3308 Unarmed: GAZ-66 Unarmed: KAMAZ 43101 Unarmed: KrAZ-6322 6x6 Unarmed: Truck M939 Heavy Unarmed: Truck Opel Blitz Unarmed: Truck Ural-4320 Unarmed: Truck Ural-4320 MCC Unarmed: Truck Ural-4320-31 Arm'd Unarmed: Truck ZIL-135 I don't know if this will do anything to solve the challenge - it might. If you find one of these to work instead of the 4320T, I will happily update all units in the mission for the community.
  14. I figured it out by culling through the DCS.log. The proper name to use for the Chinook in the CSAR script is CH-47Fbl1 Just tested and confirmed it works.
  15. Trying to add the Chinook to this great script and it doesn't work. Likely because I am not using the proper name that ED keeps from us. Anyone know the proper name to use or how to find it? I have tried and Neither of these has worked. Any assistance would be greatly appreciated.
  16. Good to hear. Thanks. Appreciate it. Its not work and I won't let it become a burden. The situation is perplexing, however. I think that's really good feedback, thanks Tonker. I talked to @Devil 505 over the weekend about reducing some of the statics and he started working on "toning down" Andersen in particular. I am sure he'll appreciate reading your thoughts on the topic. Sometimes "less is more" and now that we implemented StopGaps, we've got a lot of static planes in and around our spawn points. We will definitely consider your suggestions (Devil's assumed the role of creative static and FARP maintenance for the most part). Great! We tested v2.007 and its good to go. Working on changes for v2.008 which add 6 new random group spawns and a new MASH delivery zone. Hopefully ready to upload this weekend. If v2.008 isn't ready, I'll upload v2.007 as it has a bunch of new voiceovers for CSAR. So there are a limited number of F4 pilot ejection spawns that happen throughout the mission. There are 4 total "events" that spawn an ejecting pilot. Within those 4 events, there are 3 different unique jet locations and pilot voiceovers. Once a pilot goes down, spawn events stop until a pilot (any pilot, including players) is delivered to a MASH unit. There's a 25 minute timer between these events so we're talking a couple hours of gameplay minimum to exhaust the F4 ejections. The spawns happen automagically, not related to anything else going on. Do you get any variety at all, or are you saying you get the same pilot ejections every time? Over the years there's been several threads about the DCS random number generator trigger being anything but "random".
  17. I really want to help make this work for others. If the community can get 10% of the fun and memories out of this compared to mine, I'd be thrilled. It does pain me to hear about these slideshows. There MUST be something in the mission that's causing the problem, I am not trying to suggest otherwise. What the root cause of that issue is, however, I honestly don't know. Scripting When I tested out the problem that I posted the video on, I stripped out all the scripts and the problem didn't go away (that's why they are all now conditional). I therefore don't think any scripts are causing the issue. Might they be causing other issues? Possibly, but I am not seeing them. Fixing the slideshow I was as surprised as anyone when Devil uncovered the slideshow issue in his testing. Once I knew where to look and how to replicate it, I was able to solve it. The way I solved the issue was by changing the grouping of those units. I was grasping at straws when I made the change, but the change resolved the slideshow on my machine. I can tell you it didn't make sense as to WHY it solved it ... it just did. Maybe the "fix" I posted has nothing to do with other slideshows that others are experiencing - again, IDK. Replicating At the risk of sounding like ED on this one, the challenge for me here is I am not seeing this issue. Nor are any of my squad mates. I fly/test this in SP, Hosted MP, Dynamic Server, Pancake mode and VR. I can't replicate the issue and in the hundreds of hours we've played this mission over the past year have simply never seen it. Why aren't we experiencing this? I honestly don't know. Heck out of the hundreds of downloads me and my mates might be the only ones without performance issues - outside this thread and Devil's YT channel I simply have no way of knowing. As I said above, I will try my best to replicate. Until someone with this issue isolates it and can describe the "what" and "where" I am not expecting to make much progress.
  18. @LazyLightning91 and @Porkbrain - thanks for reporting back. I hate hearing you're having performance issues. Hold onto those logs, I may ask for them, but during my quest to squash this, the log didn't show anything. I think whatever's happening happens deep in the bowels of DCS core logic. As for comparisons to other campaigns like Paradise Lost, I understand why you'd bring that up. Marianas, same period feel, Huey focus. Similarities are end there. Love Reflected's stuff, I've played PL more than once and it's one of the best, if not the best campaigns out there. It, however is a SINGLE PLAYER experience. Each mission essentially breaks down into takeoff, fly somewhere (sometimes with stops along the way), arrive on station and blow things up, return and possibly engage something on egress. These missions are highly governed and mostly on rails. I2J is built around MULTIPLAYER randomness, coop and non-linear events that react to what you or someone else does. No two experiences are the same. You are comparing Apples and Basketballs. That being said, I will try my best to replicate. There are no groups left that are poorly "grouped" like the one I corrected in v2.006 (see video posted above) which doesn't give me much hope that I'm going to experience what you are. Your experiences tell me the first time you attack a group - any group - you get a slideshow. It has me wondering if there are certain units causing this, or the size of the group (most sit around 15-20 units). My computer specs are in my signature below. If you want to test some things on your end, take a Rando group that you know causes performance issues. In ME make its probability of spawning 100 (in Initialization). Then remove half its units, save to a new name, and play it. Do you still experience a slideshow when engaging this group? Repeat until you don't have a slideshow and report back. Thanks.
  19. Indeed it does! My apologies to the community. I left out a very small, but extremely important notice when I announced v2.006. I am using Cfrag's StopGaps script inside of the mission, so there's no need to download it, however, there's a critical script that ALL MP hosts (local or dedicated servers) have to run. You must visit this link and download the Stopgaps script. https://www.digitalcombatsimulator.com/en/files/3331434/ Why? So ... those running Into The Jungle on a dedicated server or hosting it locally (this means you, @Devil 505) have to download and copy the 'stopGapGUI' script to your "SAVED GAMES\Scripts\Hooks" folder. This will solve the problem where clients spawn in the air and drop down and crash (sometimes flip over) and prevent usage. Apologies for leaving this out of the writeup on Saturday. I'll update that post.
  20. Just download and run as a new mission. You don't have to do anything else. There are skins you can download but are not required. Those were reported, diagnosed, reproduced and corrected. Those corrections are in v2.006.
  21. Thank you. I will see what I can do. Are you using v2.006?
  22. In responding to Tonker above, I posted a way to turn OFF a script. I thought I'd explain a couple of these mission features that I employ in I2J. Below is an image of the first few lines of the Initialization trigger at mission start. There are 5 flags here all starting with # (except for one that I intend to correct, but finding it throughout the mission is a PITA due to poor UX design on ED's part). Each of these binary values (ON/OFF) controls script loading within the mission. #Debugger This is @cfrag DML debugger. I use this all the time when debugging missions. When this flag is OFF, the scripts never load. You shouldn't need to turn this on unless you're changing the structure of the mission on your own. Highly useful BTW. Allow_CSAR_Spawn As it sounds. If ON, this loads the CSAR script and turns on random ejections. If you don't want your mission to do CSAR at all, turn this flag OFF. #StopGaps Turns ON/OFF the script that replaces empty client slots with statics. Again, this is from our talented community scripter, Cfrag. #SittingDucks Reserved for future use, which is why this defaults to OFF right now. I'll explain more of what this is for in the future. For now, leave this OFF. #SplashDamage This is the splash damage script that's floating around out there on the forum. I changed it to tone down the blast damage and have been running it for 3 years in all my missions. If you want to turn it OFF, simply flip the flag.
  23. That group is about as small as I can make it. I suppose I could pull out the Ural into its own group. I think/theorize it has something to do with internal (CORE DCS) housekeeping that's going on when units are damaged - which I can't control. The boys and I are testing some new CSAR voiceovers today and I'll make the change to the groups and post. That's my general concern. Adding more units to the map is going to impact performance. Nothing we can do other than cull the eye candy. Marianas is well known for being poorly optimized. So we're rolling dice trying to balance eye candy with real targets on map + scripting. One thing you can try is to go into the Initialization trigger and turn OFF #StopGaps. It'll prevent that script from loading and immediately remove all statics from clients. It'll give you some idea if removing statics will help your current situation. To turn it back on revert that line back to what you see below. Glad you're having fun!
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