

Ciribob
ED Beta Testers-
Posts
2069 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by Ciribob
-
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
As I said last night - DL - it's not happening without further testing internally. That requires time which is limited until Sunday at the earliest. Spent two hours sorting out Farps and chopper loadouts last night instead as that's a bit more important as helicopters couldn't rearm or refuel. BF is currently almost lag free compared to how it used to be, we don't want to jeopardise this as otherwise everyone loses. So far for multiplayer - DL is only enabled when there is a EWR with its EWR task or an Awacs. Awacs is out - lag, radio spam and spawning are all issues so that's a no go. Ground radar - gives RED a working AI GCI as well as DL, but not BLUE which is unfair and possibly causes lag as well. DL is not disabled - it just doesn't work in multiplayer without one of the two units above. If you have more info on DL in *multiplayer* - please point me to it as we need more info in a PM Client aircraft in the same group is also out as that'll break all radio commands and messages. Hopefully you can see we're not just being dicks, trying to nerf anything or favour Blue ( I usually fly Red) - we're just trying to keep everything working well. Putting this together and keeping it running is an incredible amount of work and requires a lot of research. Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Please test on another server and let me know if it works there - Nothings been turned off so dont see why it wouldnt work but can check if its working other places On Mirage ^^^^ DL - Accidentally enabled - Wont happen again for the time being - Sorry about that FARPS - Each Farp base now has an actual FARP where you can rearm / refuel. You'll have to fly around a bit to find it as placement is a bit haphazard but didnt have much time Map & Views should be fixed now. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Balance is a tricky subject. In the end, we as BuddySpike can only do so much - the rest is up to YOU as a community. If you feel there are too many Mirages, then don't fly Mirage - ask other teammates and friends to join you in other airframes and contribute to the mission in other ways. The whole concept of BlueFlag requires teamwork and mixed airframes. If one team only does CAP then its unlikely they'll be able to advance very far, although they will also likely stop the other team advancing or make it very difficult - ending in a stalemate. Remember - In the end, this is for fun and we try not to force anything, just nudge people towards certain play styles and hopefully towards teamwork :) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Sorry no time for map, slot or skin changes Hopefully Sunday afternoon unless another of us is free before then. Map reset :thumbup: -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
As I suspected - Senaki was in the config twice which is why it was acting weird. Will fix and restart the round in an hour or so at next restart :) Thanks for reporting! -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Thanks that's great info. Each base has a unique ID and that sounds like the unique ID perhaps isn't as unique as it should be due to a naming error Will try to check tonight depending on time and also reset the map as red have nearly got it all. Spectator should have been turned off last night as well - let me know if not :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Will work on bombers. I did up the spawn distance to a minimum of 60 KM but will up a bit. Also going to add a limit to concurrent bomber flights (2 per side) :) Bombers have also had their loadout reduced to reduce the damage they do from 10 bombs to 3 :) Timing wise - that actually sounds ok. Zestafoni has a repair time of between 30-45. When the round restarted, this timer would be reset and start hence why you saw a repair. It also only has 3 groups - so could in theory fully repair in an hour and a half or an hour if only two groups are damaged. Spawning of AA systems is random within 100m of mission starting position so spawning under someone is just unlucky. Checking positions is unfortunately quite intensive so not something we'd normally do or it'l lag. The fact you saw both repair is odd but if it was a bug it would be happening at every base - not just one so i'd guess a sneaky repair plus normal repair. This one is slightly more odd - i'll see if I can replicate later this week. If this ever happens - bring a JTAC to be totally sure there's nothing left. Thanks for reporting :) Something I missed in the mega post was Fuel bunkers at airbases - they are different from normal groups in that they are treated as a whole. They dont count as destroyed until all are destroyed but they dont need to be repaired unless ALL are destroyed. They also dont have partial destruction state, either the entire group is there or not and partially destroyed state isnt changed. Usually there is only one bunker at an airbase so doesnt make a difference but worth knowing -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Nope it wasn't left on intentionally at all - just left in from editing. I'll try to remove when I'm back from work tomorrow or more likely Tuesday :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
More info as I have time waiting in an airport :) : FUEL Repair / Fuel Crate - +50000 KG (50 Metric tons) Every base starts with - 1000000 KG (1000 Metric tons) When Fuel Dump is repaired at a base - +10000 KG (10 Metric tons) Fuel is transferred by an automated process to all linked friendly (same coalition - non closed) bases at a rate of 7500 KG every 5 minutes The list below shows fuel bases and who is supplied by what. This list will likely change as this was done quickly before I headed out. Names wont quite match map (as this is from the config file) but you can work it out quite easily :) Tskhinvali - NALCHIK - BESLAN - TBLISI - VAZIANI Zestafoni - KUTASI - SENAKI - KOBULETI - BATUMI - GUDAUTA - SUKHUMI - SOCHI Udarnyy - VODY - NALCHIK - BESLAN - MOZDOK Goryachiv - ANAPA - NOVO - KRYMSK - KRASNODARC - MAYKOP - SOCHI Destroying or capturing the Fuel bases will redirect or stop this fuel flow :) You can temporarily block spawns at some bases that have fuel dumps by destroying them - those slots cant be used until the dump is repaired. Fuel is removed at takeoff and added back when landing. You'll see the amount of fuel you took and dropped back in the takeoff and landing messages. The fuel value matches to the correct value for the aircraft as it is calculated per aircraft and per actual current fuel load. This also means burnt fuel is lost and obviously not added back when landing :) By taking off and landing at a different base you do also transfer fuel but its a pretty ineffcient way to move large amounts. Fuel is here to stay - as its one of the many ways we try steer BlueFlag away from Airquake (we have nothing against it - its just not the point of BF) - but the amounts transferred and other mechanisms around it will likely be tweaked :) Any helicopter (except KA50) any TF-51D can transfer Fuel / Repair Crates so everyone can help out. No one needs to be a dedicated fuel mule, but a relatively quick flight can really make a difference. The TF even has a seperate lives pool and can also be used for recon and normal crates (yes you can build a SAM site if you're cray enough). It is also purposely unarmed so CAP have some more work to do :D REPAIR Repair times are set from the FIRST unit destroyed in a group. This means if a single unit from a group is gone, the random timer starts. Closing a base does not reset this timer - nor does dropping a repair crate. A Repair crate will instantly repair a group of that base, starting with the Fuel bunkers if they're down and will not affect the repair timer. Repair crates are dropped via F10 and dont need to be unpacked. This also applies at the start of a mission - i.e a damaged base will start its repair cycle on anything thats not 100% Repair times are anywhere from 30 - 55 minutes (randomly) and also dependant on the type of base. When a damaged group repairs - the entire group repawns. The amount of groups vs units will be tweaked at each base over time so that the entire base doesnt respawn when one group is fixed. CLOSED BASES & CAPTURE When a base is closed - some base types spawn a group of soldiers as a last ditch defense. You CANNOT capture the base until these units are found and destroyed - They will be hard to find! You also cannot capture if there are any units of the opposing side still present - i.e if they somehow hid a JTAC, stinger or just other troops around. This could happen if a base flips between sides repeatedly as you cannot unpack crates or drop troops in a friendly area To help with this - every single player can now drop marker smoke using F10 and JTACS are designed for this role too to help find the last defenders so team work as always is very very important. Due to the persistence of JTACS now it means you can drop one in advance of moving on the objective. A base can only be captured if there are two or more standard soldiers (M4, paratrooper or MG gunner) on the base so RPG & Mortars wont do the job. Once captured - you will not be able to spawn their until you repair the base or it repairs to reopen it. EWR EWR units will spot incoming enemy flights and alert everyone. EWR units on airfields can be destroyed which stops this BOMBERS Bomber script is back in and working - For now just the TF-51D can use this script but we'll likely add the L-39 as well for this and possibly the Mistral Gazelle (which will not get troops) CTLD UNITS ALL dropped crate units (not troops) are now persistent. Currently its forever, unless the unit is destroyed but this will change to X hours depending on the unit type. Should be able to work on that this week when im back :) General Notes Again - this is "blah, blah, blah beta" - As in, its unfinished and the fact it works is a miracle. :) Hardly any of the final player slots are in place and unit positions will need tweaking so please report if you see things in odd places. Please keep - My favourite X is missing... to a minimum - We know, its just not there yet :) I'm not sure where the idea came from that we wanted unarmed choppers? None of us said that... Rest assured choppers will be (optionally) armed in the final version and FARPS will be present at helicopter spawns so you can change the loadouts. If you guys list some typical loadouts that you like for the Mi8 and Huey - We might be able to manually set that for a few of them in the interim Spawning of choppers will always be on the ground - to stop the spawning collision bugs, so you will have to tootle on over to the FARP to rearm Rearm wont work if the supporting vehicles are destroyed around the FARP as per usual DCS. On the Mi-8 - dont forget to use the INTERCOM switch or the ground crew will ignore you... Viggens - Ground rearm is unfortunately not quite working yet but should be fixed soon by ED in a patch. Moving units - Still out on the whole due to lag but we'll see how we go in a later round. Bases & Positions - Bases are still not fixed and more may be addded, removed or moved about as there are some empty areas on the map. The general idea is also to try to stop 40 minute plus flights for the UH1 but there may still be some long journeys. Lone Wolfs - There's still plenty to do, launch bombers, drop fuel, provide CAP, bring troops, build defences - But team cohesion is really the most important thing in BF so get on comms and work together. Its more fun that way too but we try not to discriminate at all against solo players :) Most Importantly! We do welcome feedback, I hope you can see that we DO listen and make changes but time is currently lacking for us all again but rest assured we are working when we can to get this stable and ready for the next round. 2 Weeks to be sure :) We hope you all have fun on the new setup and performance seems to be hugely improved which was the most important part of this work :) Please let us know if you see bugs or serious, persistent lag (rather than a temporary spike) Apologies for the wall of text - hope its useful -
That's no dead pixel
Ciribob replied to Eihort's topic in Release Version Bugs and Problems (Read only)
Sorry this has only been brought to my attention now. You only should need to delete the DCS-SRS-OverlayGameGUI.lua file as thats the only thing that draws on DCS. SRS will function fine without that file that file - its just the native DCS overlay Its an easy fix - im away at the moment but will fix some time next week :) Please report these kind of things directly to me if you find them! :) -
Sorry I totally forgot!!! I'm away at the minute but hassle me next week if I don't get round to it :) Sent from my ONEPLUS A3003 using Tapatalk
-
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
No - Farps will be placed with appropriate ground vehicles - Just havent had the time yet :) You wont spawn on the farp though, you'll have to fly there but it'll be very close. This stops the multiple spawns colliding issues we used to have. Then they lied :D Remember its in KG so what appears to be a lot - isn't! Fuel Bases do not currently refuel airports - Thats something that I may add tonight depending on time but we'll see. See top comment about FARPS - There arent necessarily FARP statics so you cant re-arm or repair. Once taken - You cannot necessarily spawn at a base either until it is repaired to change its status for Closed to Open so either bring a repair crate to open it or be prepared to defend it until it does repair :) Old BF a base was repaired on capture but this is no longer the case. Done. :thumbup: Russia has an all silver Skin and the USA has a yellow tail. TF-51D also has recon ability... Enjoy! -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
It should...? I'll check tonight Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Different crate objects will have differing persistence times :) You cannot capture with mortar troops anymore, only infantry :) You do but the spawns are randomised depending on the group type and the config greg has used on that group. Groups are moved up to 100 m in a circle around the starting position, either randomly or formation is kept so you can't rely on the map you get from downloading the mission. The idea now is Teamwork - Drop a JTAC, it'll give you exact co-ordinates and it'll stay there between restarts if you place it well. :) You get fairly accurate base positions from the PAK info and live map as well. It just takes one UH1 to reopen the base for quite a while.... Fuel system is still being worked on as well. GCI is incredibly useful, we agree! Please don't double connect though - its not in the spirit of fair play and you're unfairly blocking a player slot someone else could use :thumbup: Map Updates Sorry due to a busy week for all of us we've not been able to update the map. I'm away from tonight so it may not be till Monday until the map can have more slots added though i will attempt to add some tonight. Repair Times Repair times have been doubled for each base (they have differing values) so once closed a base should stay closed longer. Average repair time for a group is around 30-45 mins from the FIRST unit of a group being killed but again this is dependant on base type. You can always force and instant repair (and refuel!) with a repair / refuel crate. We may add some TF-51Ds to act as a stand in for a cargo plane so you can zip around with them for a quick fuel run. This also means anyone can do it :) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
-
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Yup unfortunately any kind of moving convoy brings lag. This is why we are implementing the idea of Linked bases, so kinda "virtual convoys". It's a shame but we are really pushing the multiplayer system as it was never designed for 50+ simultaneous players! We'll revisit again after the 2.5 merge as the new map may have path optimisations that'll help. :thumbup: Edit: @Hollywood126 - Dynamic weather used to bring lag unfortunately - Thats one for Xcom and Greg as they know more about it. We may bring back our own version of dynamic weather where we have different version of the map and they get rotated at each restart randomly -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Meant to add - CTLD dropped crate units are now persisted between restarts. I've seen some guys on RED have worked this out so making it globally known now :) This includes Igla / Stinger & JTACs More work to be done so units only persist for x hours as well as other limits. An incomplete AA system will not be persisted i.e if it's damaged Let me know if you have any issues and have fun trying to build a Maginot line of defence :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Not intended but if you played on Sunday afternoon more of the Farps are now populated so transit times are much much shorter. Map still needs most of the bases & farps to be populated For that specific SAM site the repair timer is set to be random between 25 & 45 minutes. The repair timer starts once the first unit of a group is destroyed - but the group as a whole is repaired when the timer fires. As we tweak the map we'll have smaller groups of units per objective OR make it so that the entire group has to be destroyed before it can be reinforced - Either change will make it so that a base takes longer to repair. I prefer the first option but it may be that performance drops as we add more groups so will have to change to option two. We'll probably tweak repair times as well - It's easy to do now and set per base rather than just a global setting as before. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Re-did PAK lines - Kutasi may have fallen off the bottom of the status message due to the number of bases. Moved a few bases into PAK 6 and it seems to show now. Fuel - The Fuel crates had the wrong amount of fuel set for them, by a factor of 10 or more! Sorry! So refuel it again and you should be good to go. The fuel crates & mechanic are still being worked on. Fuel will be automatically replenished at an Airbase by a linked fuel base. Supplies can then be cut by destroying this base or capturing it. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Thats really great to hear! Thats what we were hoping for with the rewrite. :) Feature wise its now same as old BF except for AI interceptors now. There are in actual fact quite a few extra features that old BF didn't have and the last script went in today with the one I was really hoping to get done! I'll leave it to you all to find it :) It'll be interesting to see as we finalise the map and add more units and slots how much an effect that has. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Yup still in progress, no worries! Most slots are missing but will be added soon :) Sent from my ONEPLUS A3003 using Tapatalk -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Ah great to hear the ground re-arm is working for you! Greg and I tried but weren't sure it was actually working. I'm going to be working on saving Dropped crate units (AA, JTAC, EWR & Stinger) but its pretty tricky to do. As a first pass I might make it that the previously dropped AA systems from the previous restart can't be repaired, which makes it easier to do. Mirage has been moved to standard fighter lives. The "interceptor" role - I couldnt really think of a good name. Maybe add QRF (Quick Reaction Fighter / Force) ? but if you can think if a better name im all ears :thumbup: -
Grimes Without him there would no scripting from me as I used MIST extensively to learn LUA as well as the Hoggit Scripting wiki that he contributes too. Many other missions use MIST as a base and he helped make dynamic scripting easy for us all. Sent from my ONEPLUS A3003 using Tapatalk
-
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
Fixed now :) Thanks for reporting! With the new scripts, its relatively easy to do airframe limitations as a form of tickets which is something we've thought about. (not doing this any time soon though) I.e Destroy or capture a certain base - cuts off spare parts (or whatever) for the aircraft of a certain area. Logistics and having interlinked bases & supplies is something we'll be working on Thanks all for testing, we're pretty happy its working at all although we've not seen a capture yet? :) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9
Ciribob replied to gregzagk's topic in Multiplayer
OK, its up.... shortly Lots more tweaking to do. (seriously, a lot! ) Password is kraken Mission up shortly. Please dont all join and crash it at the same time :P Edit: slightly longer than shortly - sorry