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Everything posted by Mirknir
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In Masterscript: Skynet v3.5.4 (In next reset) Fix a bug in the despawn of pilot, command and explosive pack objects This was my fault, not a DCS patch :music_whistling: I hope it will fix your issues with SAR
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ok cool ; seems like a new generalized despawn problem :helpsmilie: I'll ask Santa for advice :pilotfly:
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Yea that's a bit what I was talking about in here I would like to have the concept of feed (let's use this instead of channel to confuse the concept with radios) You would have different feeds like AA, AG, Rescue, Delivery and you would receive notification pertinent to the feeds you are registered too. This would allow me to stop spamming everyone when something specific to some players happens and to add more feature like a skynet-made-awacs system, call for help from players or AIS or objectives... And this would allow me to to filter some notification using a FoW making reconnaissance useful and/or the destruction of radio tower more meaning full if you know what I mean. If I am to add more and more complex features to Skynet, I need to stop using lua (I am working on this right now) but I also need to find a more effective way for Skynet to speak to the players. I think this could add a brand new kind of features.
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I ll check the SAR feature see if something is not working anymore with the recent patches. When you see something wrong like that don't hesitate to use the -report command to mark the moment in the logs for me :) You can also screenshot and post a screenshot of the -me command popup Then it's easier for me to debug :thumbup:
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Hehe beside DCS bugs, that's the hard part of hosting the server ;) A lot of people have very clear-cut ideas on how DCS should be played and may not understand a player with different motivations. I am a su27 pilot that like a good flight model and air fights, don't care that much about clickable cockpit but wants to protect my teammate and come back to base in one peace. Still, I am trying to consider that other people like piloting ground pounders and helicopters and I am adding features (that I am unable to properly test) dedicated for them. Something can feel weird to you but not for other people and I prefer to hear all arguments to accommodate the server to the maximum people as long as it doesn't affect negatively on other people. Shabi's argument about the wait for refueling being somehow relatively passive is a valid argument even if it's not something that I personally feel. Having air slots could remedy that if people prefer to spend the new death penalty flying instead of refueling ; it shouldn't affect negatively people. It could also be a good way to have less powerful missile in the sky as I would control the in air slot armament. Of course, it needs to be balanced and I need to place them well and all. But I am usually pretty good at keeping track of this forum and react and update the server when needed :thumbup: Also, when my computer will be fixed and will be able to properly run DCS ; I will spend more time on the server.
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Hello, I am Mirknir, the guy behind Open Conflict. Welcome to the server! I am glad you are having fun and thanks for the screenshot! :pilotfly:
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I don't know what it would bring ; having to restart /refuel your plane when you die / spectator respawn is already there. I am trying to keep a positive approach to the game design and use the reward card more than the penalize card. I just feel the penalty card should be used when the action affects others in a bad way like team kills or, recently the increasing air quaking. And then, the penalty should be proportionate. People flies in different manner and as long as it doesn't ruin your fun I don't see why I should add extra penalty. I am trying to be tolerant and open minded ; there is not only one way to enjoy "correctly" this game. For your particular post, I don't see why not bringing its plane home should be punished more than dying from damage but I can see how takeoff/landing ratio can be a stats your are proud to keep around 1. That's how I try to approach problem anyways in the limit of what I can do from the server scripts :thumbup: For the fighter, I might try to implement the in combo (ground slot / limited fuel) or (air slots / limited armament) like I proposed here Why do you guys think?
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The model enlargement is setup by the server and the same for everyone except if ED broke something. Also, if the mirage 2000 becomes the new air quaking tool, it will suffer the same fate as the FC3 aircrafts. It's an online server ; everything is constantly changing. And if ED gives server owners more powers like limiting the number you can equip of a missile type or allowing me to place field airports like I can FARP or if I ever have the courage to code my own AWACS (and thus control the report), I will update the server with those. Other solutions I've thought about for this airquake problem and you might love more: Removing the most powerful air to air missiles from the game Removing all air to air missiles Spawning the most powerful fighters in the air so I can control the distance from conflict zone Maybe with limited external fuel Surely with limited firepower so I can control the danger (like having only 2 AIM120C) The fighter would have to land to rearm to its most powerful state [*] [*]Combining on ground no fuel slots and in air but limited firepower slots for the most dangerous fighters
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I don't want to start a fighter aircraft debate. The goal is not to discourage people from using one or another planes, it's to decrease the air quaking and try to have some players care more about dying, fuel consumption and ammo conservation. However, the Mirage is of course not even close in term of reach, range and destructive power from the F15/Su27. I see the mirage as an interceptor much like the mig29 and right now, the mig29 refuel time to full is about 3min.
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Noted
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The F15/MiG29 are spawning with 0% fuel and the Su27 with 30%. The refuel time to full is about 5min on F15/Su27 and lower on MiG29 so that's far from forever. The goal is, indeed, to reduce the air quaking that is happening on the server by giving the same death penalty to FC3 aircrafts than the other aircrafts have by having to properly restart. FC3 fighters are, for now, ones of the most dangerous and fast planes in DCS without real death penalty as the restart is almost instant. This will hopefully make people care a bit more about their life / fuel / ammo like IRL or make them migrate to a server more dedicated to air quaking. Even if a totally legit way of approaching DCS, I fell like air quaking is removing too much gameplay for other players like doing missions, rescues, delivery without having to worry about the same players coming back in AB with full compliment of missiles, 2 min after being killed. This change is still new so I appreciate feedbacks. It can be rough in the short term but I think this will help the pacing in the long term and will reduce some video game behaviors like exessive missile spam, suicide runs, after burning all the time.....
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Thanks for all the awesome ideas ; keep them coming! I will respond to them a bit later more in details. But I wanted to add questions about the way Skynet communicate with the players. Almost every features end up needing to communicate something with the player whether it's by pushing the information on the player (notification popup) or having the player query the information (chat/radio commands). I would like to improve the communication with the players to be able to add more features. I was thinking of adding a global notification system that will give information to the players and would spam on different channels that you register too and request information from. A bit like now but more global.... The information could be spammed to you in BRA calls in your unit system. The message would be text only though ; I don't think I can generate audio. The notification system would be tied into the objective but also a scripted-by-me AWACS or EWRS or TCAS and also what happens to players. The channels / information could be: A2A Channel AI CAP spawning Friendly objective under air attack Friendly player under air attack Enemy player spotted .... [*]A2G Channel Ground objective spawning Enemy convoy progress report Friendly objective underground attack Air enemy closing .... Rescue and Transport Downed Pilot Captured Pilots Downed Wreck to loot .... Since I would control almost all aspects of this system, I could do more stuff like hide MEDIC or some planes from AWACS message, maybe do a Fog Of War on notification like without a drone nearby, you don't get convoy progress or information, no objective detailed report until a player comes nearby, automatic help request after Xmin of player being engaged, without com tower a objective could not report its status.... It's a very rough and kind of crazy idea but I think it could help solidify the way Skynet and players interacts.
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What's next in Open Conflict? Hello guys, A lot of the past discussion have been centered about policing the server or removing the irritants that can happen on the server and that's ok. However, I would like to start compiling some new ideas for Open Conflict. Skynet masterscript might "soon" get a major overall and before considering this massive work, I would like to gather a bunch of ideas to add more gameplay. So what new activities would you like to play in Open Conflict? Of the top of my request list, here is some examples: Capture enemy bases and even better enemy airports Implement a warning system that will tell you when your bases are under attack Transport actual troops that will attack stuff Retrieve sensitive cargo / secret documents on enemy aircraft/objective wrecks (like the rescue but with cargo) Defuse explosive packs put by saboteur on your objective /convoy path (inverse of planting bombs) Of course, a lot of my limitation comes from DCS but still, let's make it first a brainstorm and then see what we can do :lol:
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Skynet is relying on DCS death events ; forward this to ED :music_whistling:
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Was the culprit a big bad F15C? Should I decrease fuel level in AIM120Cs too? :lol:
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On the datalink screen, you can differentiate targets detected by your own instruments from the targets given by the AWACS. If you only know a target from your instruments and you don't have the radar turned on, don't trust IFF because you are not interrogating the target and the AWACS is not doing it for you. This case happens more in OC because the AWACS coverage is, by design, not that great. From the manual, here is what it looks like:
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Yea su27 will say enemy if you are seeing an aircraft thru IRST and the AWACS DL doesn't see it. You have to switch your radar on to do a proper off request
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Server Updated to DCS/1.5.5.60338 In Masterscript: Skynet v3.5.3 Spitfire Added in Database Same cargo capacity as other WWII planes 1 document slot 1 cargo slot Can carry explosive pack In Map: Open Conflict Tuapse - v3.3.7 Free some slots All P51 @ GEL are now "On Ground" but still on the airport Krymsk now have 2 slots of each WWII planes instead of 3 The advanced launching grounds [ALG] still have slots of each Some UH1 @ GEL are now "On Ground" but still on the airport New Spifire slot At Gelendzhik, Krymsk for blue airports At Sochi for red airports At Blue and Red ALG Not sure if they can cold start without ground power Please tell me if they require HOT slots there like the Bf109 [*]Radio ButtonA is setup on AWACS Freq 124 I don't own the Spitfire / I couldn't test any of this / Please report bugs
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Thanks, glad you like it. I am testing something right now that could make OC even greater! I already asked ED and my current company for support lol Listen to Shia Labeouff: "Do it now!" :) Every bits count!
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As usual if there is a new version of dcs that has been released, please wait for the server to be updated to this version ;) I will try to update it tonight and post here when done
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In Map: Open Conflict Tuapse - v3.3.5 More M2000 (HOT) slots have been removed Su27/33 slots now spawn with 30% fuel to make the start time about the same as the F15 (that has external fuel tanks) Red Awacs Solex is back on 124Mhz Freq (Freq was changed to 251Mhz when I did the language change)
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Yea don't hesitate to report inconsistencies ; I had to go thru like 300 playable slots :helpsmilie: I never expect big changes to fully work on the first release ; that's why I monitor this thread closely :)
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Cue to the crying In Masterscript: Skynet v3.5.2 Skynet now monitors the fuel level of playable aircraft and outputs warning when rules are not respected In Map: Open Conflict Tuapse - v3.3.4 Duel planes now spawn with 50% fuel A10C and A10A planes now spawn with 80% fuel FC3 fighters (MiG29, Su27, su33 and F15) now spawn with 0% fuel The goal is to equalize the death penalty of restarting your aircraft This will hopefully motivate people to care about their life and not play "ace combat" on the server [*]M2000 (HOT) slots have been removed
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Thanks for the ideas. However, I don't think it's the way to go to fix this problem. -aa already exists but there is not a lot of AI to go against for performance reason and also to give space for players to fight. The awacs and the other players are the fighters mission givers :) A lot of players in fighters will already try to protect or escort other players so the team play is here for fighters, whether it's to protect, escort, intercept threat to other players. The server and DCS already offers more than just taxi take off in your F15 and AB to the danger zone to try to get a kill while not caring that much for your life and it's still somethings some people are choosing to do. Imo, proposing more stuff to do won't help in this case. Affecting the scoring (that I already do) won't help either since I can't replace DCS crappy scoring and people don't care about that much about it anyways. Adding more AIs will just lower the server performance for everyone and will never be as satisfying as hunting humans. I could facilitate the request of player CAPs by player ground pounders but between chat, TS and SRS, I don't think this will bring much more in terms of player organization over what we have right now. It's just a different play-style, a valid one that a lot of people choose, not because there is nothing else to do but because they like it. It's totally ok... but I want to tune it way down on the server because Open Conflict is not about that. I am going to implement the easier solutions first and see how it goes without going too crazy :thumbup:
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Open Conflict is a not an hardcore server and has still a training purpose. I am not going to implement a life count system. I don't want people to stop being able to play or have to switch to another aircraft to play or have to be rescued to play. "hey wanna join our bombing party?" "oh no, I don't have any bomber life but I can join you with my bike, I have some bike life left" That's just not Open Conflict. I am trying to keep the server an opened place for everyone ; not just hardcore people. It's in that sense that I want to remove or decrease the "air quakers" play-style as the increased ganking is limiting the gameplay the server is offering. I am going to start with limiting slot counts and starting fuel and we'll see if we need more drastic changes. Let's not go overboard :lol: Besides that, I am not sure the life system will prevent "air quakers" as they will come, use their life and go to another server when they can't spawn in fighters anymore...