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Kyridious

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  1. My suggestion is to use multiple explosion commands with smaller radii. I do this all the time for large ships that I want to destroy with an SC500 or slavo of HVARs.
  2. This is indeed possible but requires scripting. The default behavior for AI vehicles under threat is to disperse. You need to disable this dispersion (option in the ME) and manually set a new waypoint.
  3. Exactly. Would it make sense to try and coordinate a weekly public pickup game? If I knew other pilots are likely to join at a certain hour, I'm more likely to stick around waiting for critical mass. Particularly if it opens up more interesting / immersive mission designs. Its also easier to explain to the wife "All these pilots from around the world are going to be flying TOGETHER and its going to be great and... can you watch the kids?"
  4. For me, the most reliable way to use B17s is to limit each group to a single unit with its own route & tasking. Manually build the formation either in the ME or using LUA. It can be time consuming, but I've gotten fairly deterministic behavior this way. For testing, time acceleration is your friend =) Presently, it only takes a tiny burst of MG to kill a B17. My current project is to make the B17s more durable by counting hits and triggering a death sequence above a threshold. Lame? Yes. But its better than what we've got. I've implemented this for other unit types so I don't see why it wouldn't work here. But I agree with your point, the WWII assets require a lot of creativity =)
  5. Good Morning, Has this issue been resolved? I am relying on statics in an MP mission as well. Cheers,
  6. For me, the benefit would not be the increased geographic area for point to point flights, but rather the geographic diversity of a world map. I'd continue to build missions (multiplayer) with similar geometries to what we've got. I just want some more hills / mountains / islands with unique airstrips.
  7. Thanks for the update. Intel 5820K(at 4.0Ghz), 1080, 32GB RAM, SSD
  8. Can anyone speculate if/when we'll see performance optimizations to ground units in multiplayer? At present, its not feasible to create multiplayer missions with a convincing (or dynamic) ground component. Performance drops quickly as soon a limited number of units engage in a firefight or need to maneuver.
  9. Well, I apologize to souls reading this thread in the future. The server scripts, despite being in the exact same location as they were when I started this quest (Saved Games\DCS\Scripts\Hooks\*.lua), are now recognized and loaded appropriately.
  10. Thanks Grimes, but no luck =/ The dcs.log updated at run time is in the default Saved Games\DCS\Logs\ path. Scripts are located at Saved Games\DCS\Scripts\Hooks\*.lua. Can't find a dcs_variants.txt on the system. I may just reinstall... perhaps something went haywire during the 2.5 update?
  11. To follow up: The post below suggests that DCS.openalpha remains the active path for 2.5. This conflicts with the documentation (?) Regardless, I'll push my scripts into the /DCS.openalpha/Scripts/Hooks/ and report back. https://forums.eagle.ru/showthread.php?t=205395&highlight=Scripts%5CHooks Edit: No luck - issue persists
  12. Good Morning, I can't get DCS to find & load custom server scripts anymore. Pre 2.5, we'd put these files in the Saved Games\DCS\Scripts\ path with a name like *gameGUI.lua. According to the recent ED documentation, that changed several months ago: I moved my work into the "Hooks" path but I still don't see any indication that they are being parsed in the dcs.log. Any ideas?
  13. I voted yes, because sometimes (not all the time!) I'd like a map that was: - Optimized for performance - Offered improved visibility / ground contrast in VR - Provide different topographies for the WWII units (its somewhat challenging to design concise WWII MP missions in the hills/mountainous region of Caucaus due to airfield placement). This, of course, assumes that the creation of a fictional map would be significantly less work than realistic counterparts.
  14. Howdy, I created a sort of framework to enable this very type of mission. However, I felt it was too clunky for primetime and I've let it weather in the hanger. It uses a combination of slot blocking and server pausing to synchronize players into flights. Rounds are designed to last 10-20 minutes, all assets dynamically spawned so you don't replay the same geometry etc. In brief, it works like this: - Players join the server - The players select a slot representing a position in the formation - When the next round begins, the sim is paused and players are automatically moved from their FORMATION slot to the corresponding MISSION slot. While the game is still paused, pilots click "fly" to spawn into their mission aircraft. Note: The mission slot can be obfuscated to hide spawn locations. - After a short countdown, the mission is unpaused. All players are in formation and get mission details via radio messages. - No respawns, although crashed pilots can always fly around using "practice" slots. - At the end of a round, all players are kicked back to spectators and must re-select a FORMATION slot before the next round begins. It works! (not tested in 2.5) But frankly, the lack of players online have curbed my enthusiasm for polishing the product. I'd be happy to tackle it again if there is sufficient interest. Cheers, Andrew
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