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Ciribob

ED Beta Testers
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Everything posted by Ciribob

  1. we're nearly there... 1,500 Units 200 Aircraft Slots 50 Capturable Areas The lag will be real :P
  2. We will eventually provide a complete list of changes, but not tonight due to time. I will list a few below though :) In effect, this is a complete rewrite of the BlueFlag engine so everything is different, including how CTLD & Bombers are integrated in. As much as possible is now event driven to hopefully reduce lag but we have also massively increased the amount of units and capturable bases from 32 to 50 (!) so we might have just undone all the gains. We've just sorted the PAK settings for each base and we will eventually tweak the PAK lines as the list is now quite long! The major changes worth mentioning are capturing and the fact there are no AI interceptors. For capturing - only dropped troops can be used and at least 2 or more must survive. The base cannot be captured if red infantry troops still exist within the zone. Fuel is important again - a base can have slots temporarily blocked by destroying a fuel bunker (if present) Fuel is going through a revamp still as mentioned - There will be supply bases that auto supply fuel every 5 minutes but can be destroyed to cut supply lines. This is not quite finished but should come later in the week. Fuel is taken away on takeoff based on the actual fuel in the aircraft and returned when your life is returned. Repair & Refuel crates - Repair crates instantly repair a destroyed group for a base and also top up fuel. Life Return - THIS IS NOW USER DRIVEN - You must land in a friendly airbase, Roadbase or farp and use the F10 menu to get back your life and drop back unused fuel. We will experiment with the shutdown event as an alternative. Life Groups - Lives are now grouped for sets of airframes, running out of one does not stop you using another life group. This system will have the groups and numbers tweaked! The most important thing - This is alpha, at best... If it works we will be very happy but as a warning it may not :P The really really most important thing - Have fun, give constructive feedback and try not to rage too hard at us :D The round will be live soon (tonight) :) Edit: repair times are longer too and different depending on base type :)
  3. I wouldn't judge just yet :) There are a lot of smaller bases for chopper attack and the distances are more reasonable. It will need a lot of play testing, we have no idea how it'll work so we will listen to feedback and tweak :) Nothing is set in stone yet, that includes lives, loadouts, aircraft and positions Sent from my ONEPLUS A3003 using Tapatalk
  4. Will tweak sizes once we've got the mission laid out. Definitely needs to be bigger as there is now a lot of stuff for you guys to capture! :)
  5. Check now... :thumbup: We're getting there. :)
  6. Hopefully people will :) Its up to you guys to help balance and this'll hopefully help! SERVER IS NOW OFFLINE FOR MAINTENANCE
  7. Attached is latest version (Still WIP) You can see: Google Maps for live map - means we can have BF on any map with small config changes Total Red & Blue pilots registered Lives Config - Lives are in groups (values there are made up for me testing) Individual destroyed units are now saved - so a partially destroyed group will persist between sessions. % of health is now much more accurate as its of all units, not dead groups
  8. Should be all listed here - http://www.buddyspike.net/forum/m/32856486/viewthread/27981058-operation-blue-flag-history We make it manually at the end of each round so its not a "live" overview unfortunately and can't give stats for testing phase. Making some changes to the live map so you'll be able to see how many pilots are registered for each round
  9. We usually post exactly that at the end of each round. Check out the round stats on the buddyspike website :) Sent from my ONEPLUS A3003 using Tapatalk
  10. Dont want to say too much yet - a lot of work still to go. All the core scripts have been redone - going to trial some changes to the map as well which is now possible due to the core rewrite Very early WIP Attached
  11. Try now - The VPS for the website had an issue. SRS servers were down too but everything should be back up now. Working on new scripts, hopefully you guys will like the new stuff :)
  12. Nope should be fine. You should always try to use the lastest MIST version :) Sent from my ONEPLUS A3003 using Tapatalk
  13. https://www.sevenforums.com/sound-audio/290874-wasapi-not-working-win7-speakers-high-definition-audio-device.html Only thing I can find points to your audio drivers needing an update (assuming you've installed the Media pak for windows 10)? You can test if you need the media pack by seeing if windows media player is installed. Sorry I cant help more! You mean the ingame one? Its Left Ctrl +Left Shift + ESC but make sure DCS is the main window before hitting the key combo :) If its not working, just do a reinstall to make sure all the scripts are in the right places :) The overlay should always be maximised when toggled, unless you minimise it, rather than toggle it. There is also a button in settings to reset the overlay if it ever does odd things so try that if you have issues :) SRS autoconnect will NOT disconnect you and reconnect, which is what you saw happen and is ok. I made that choice on purpose so the user has control over connections as for what ever reason the server could have the wrong auto connect IP, which would mean you would be repeatedly disconnected, even if you had a working connection. So yes, normal and expected :) Regarding the spitfire frequencies on the radio, thats entirely controlled by the mission that you're currently in, the server you're connected too has no effect on that. The presets are actually part of the mission itself and must be set by the mission creator, unless the radio is an FC3 or expansion radio. I thought i'd added the spitfire to the sheet, i'll add it at some point, but its pretty much the same radio as the p-51d so just go by that
  14. Should be reset now Sent from my ONEPLUS A3003 using Tapatalk
  15. Sorry meant to reply earlier, sides are reset for all :) Sent from my ONEPLUS A3003 using Tapatalk
  16. No worries, just post logs here, PM me or get me on Discord https://discord.gg/baw7g3t and i'll help :)
  17. Glad that worked. That's why it's in giant bold writing everywhere I can possibly put it [emoji14] Same again, please post the logs :) Are you sure you ran the installer, and you're running the client from where it installed, not the zip, you've not dragged the exe anywhere? Usually this is caused by the missing opus.dll which is usually an improper install. If not that, did you install the media codec pack linked on the installation page? You'll know you need it if you don't have windows media player installed. Sent from my ONEPLUS A3003 using Tapatalk
  18. Please post a screenshot of the error, please also post the error logs that the program should generate where it was installed. Did you install the latest .Net? https://www.microsoft.com/en-gb/download/details.aspx?id=53345 Are you running MSI afterburner? If so turn it off Are you sure you're running from where you installed it, NOT the zip file? i.e C:\program files\DCS-SimpleRadioStandalone
  19. Try deleting this line: https://github.com/ciribob/DCS-CTLD/blob/master/CTLD.lua#L2976 and the one below it, should work :) No worries, thanks for posting! Should have a look this weekend :) That sounds great! Look forward to seeing it in action :thumbup:
  20. What error are you getting? Please post the error details, and SRS logs (logs are where you installed the radio) Also make sure that MSI afterburner as it tried to inject an FPS counter into the radio and then crashes the program... Hope that helps! :)
  21. As I badly explained previously, if SRS is installed (scripts are present in DCS Folders) then SRS is always running regardless of if you start the client or not. DCS will just export data and nothing is listening to it. Due to this, SRS should not effect the stability of DCS in any way (as it doesnt talk to DCS, DCS passively sends data to it), as you'd see the crashes either way. The only bit of data passed back to DCS is for the in game overlay, you can delete the OverlayGameGUI file to stop that and see if stability improves or just not toggle the overlay in DCS on. If you are getting DCS crashes, and you're sure they're related to SRS, please post the logs so I can diagnose and fix as just saying it crashes won't get the problem fixed :)
  22. If you enable "allow more input devices" and restart SRS does it work or stop detecting all devices? If it doesn't work, post your logs and I'll manually whitelist your button box and TM MFDs I know the MFDs work for some so not sure why they don't work for you. Might have a different device ID :) Sent from my ONEPLUS A3003 using Tapatalk
  23. No worries, not a waste! Helped you solve a problem :) Ah, sorry, i've not added expansion radios for the mirage as I didnt see the need due to its inbuilt VHF and UHF radios which have a pretty good range of frequencies between them. Changing that line will have NO effect on ATC comms, that file just changes what data is exported by the sim. It'll disable the incockpit mirage radios having an effect on SRS but thats all. It'll be as if you were flying the FC3 A10A to the radios mind, giving you control over the frequencies and volumes regardless of the actual radio state in the sim. Hope that helps :) As I say, i'd message the admins as you can have Easy comms set to enable but not enforced, then the players own settings will have an effect. It seems odd to enforce Easy Comms and as pointed out above is probably an oversight as there is no reason to enforce it (AFAIK).
  24. On the list :) Defenders will spawn when the airbase is closed to make it a little exciting but again this is all subject to change as wags says. Sent from my ONEPLUS A3003 using Tapatalk
  25. Yes I understand the suggestions and I know what you mean about the capture zones too. As I say we want (because we're crazy) particular formations unique to each base, and differing units per case,and they will be moved around in respect to their initial group template centroid in the editor to start with. What you have suggested is similar to what I've been toying with at airbases as, as you say, you have more "safe" space to play with. When you see it, if you're not happy, feel free to post a proof of concept as time is not something I have that much of either :) What you have suggested with the zones does require a lot of effort in the mission editor, creating all the zones per airfield, which increases mission size, that's what I'm trying to avoid. The concept is fine, it's the knock on effects. Sent from my ONEPLUS A3003 using Tapatalk
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