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Mirknir

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Everything posted by Mirknir

  1. Well first, the server is using official DCS version ; no alteration. ED's integrity check is also enable to prevent people with divergent version to connect. Then, even if DCS interface is pretty bad, try to find and read the briefing to know the map and the current weather. The map is mainly composed of protected zones where you can train (mostly ground pounding) versus AIs in peace. Then, you have the conflict zone with a lot of threats, AI CAPs aided by AWACS, AI SAMS, AI warships and of course.... players. This part is super dangerous to go without minimum preparation. The weather is also a factor to take into account as Open Conflict usually never has a standard sunny-no-wind weather. And to finish, the server enforces some DCS options to make the fight fair. In particular, these that can affect flight models: ["easyFlight"] = false ["geffect"] = "realistic" I would need more details to understand what you experienced but "hit with 10 sidewinders" may just be you flew close to a warships/sam sites. "not flew just as expected" may be that you are using no-weather in your map or "easy flight" in your single player options (I think it's called Game Flight Mode / Game Avionic On). Also, you can explain a bit more what strange fly model behavior you experienced and maybe a M2000c pilot will help you. I hope this will help but no, Open Conflict is not a rogue server with a modified DCS :)
  2. Next Map Update... In Map: Open Conflict Tuapse - v3.2.5 Fleet Su33s For each side, the coastal fleet is now divided in 2 A forward fleet for helis (Gelend/Sochi) A backward fleet for Su33 (Anapa/Gudauta) This will make the Su33 take off at the same distance from the CZ as the other FC3 fighters Skynet Asset Add sound asset for 'bad kill' future feature Duel zone are now limited on the map (zones not yet used by Skynet) Weather Very Cold Winter - No precipitation - Overcast High Ceiling Contrails festival!
  3. I know it's doesn't seem like a big deal to just add one plane but I am already working on the next version of Skynet and the map and it doesn't include this feature. I have a plan and a prioritized list of features I am trying to do, in order. I am also avoiding as much as possible to be sidetracked after I started a new version. Also, I try to keep the number of tasks I am working on small or I'll get lost/overwhelmed and never manage to ship the next version (cue reference to DCS 2.0 :music_whistling:) I am also working on the principle that if I do something, I do it correctly or not at all ; yea I am one of those :helpsmilie: So far the features in progress are already too many for me to add another experiment on top of it. The WWI launching field will come "soon" and when it will come, it will be for both side and all WWII planes to avoid disappointment or complaints :) I know you guys want everything as soon as possible but I have limited time working on OC :) In the meantime, you can scout for a red placement for a improvised airfield!
  4. Yea I know but sadly, more popularity doesn't mean wealthier or with more means :lol: I am looking at ways to improve the "not enough spots" situation without having to make the server private/control who can enter. I chose to make the server public because I wanted a cool place for people to enjoy and learn DCS. When the interest in the server became a big great for my means, I've opened it to donation and tried to get help from ED. I am trying to improve my internet connection bandwidth because it's the biggest limiter for now but a big upload bandwidth is not that cheap to find ; still in progress :helpsmilie: Don't give up!
  5. Please, like I've posted many times, don't use this thread to report players as it's not its purpose and it's against forum policies. Use private messages instead. Thanks
  6. Even if you don't considered how awkward it would look, it still seems like a bad hack. When I am talking about rearm, it's on spawn but also on landing. Even if I can hack the spawns to be close enough to the FARP and rearm, people will still be confused when landing and trying to rearm. I will still do more tests when it's time to do this feature but yea. I also tried to spawn planes on the green FARP hills but it's breaking the wheels as the plane is spawned on the ground, beneath the hill. The ideal situation would be that WWII planes can rearm at trucks, please ED :music_whistling:
  7. The server is running properly with people on it. Yea, sometimes it loses connection to the master but it's happening way less now that I've decreased the number of player thus not over loading my internet connection. The new biggest threat to server uptime is now Windows 10 that just forced a new big update on me. Windows 10 is shit and wants to update every 2 days and will reboot the server computer even while the server is running. I've tried to set my internet connection as metered but the last update was still downloaded and my computer rebooted during the night. With the new update, a lot of my control and tricks have disappeared and Windows is even more shit. So here is my call for help before I go back to Windows 7: Any of you guys know a sure way to disable auto reboot in the last version of Windows 10? Any of you guys know a better way that hosting a DCS server on Windows 10? My last try is to disable the Task Scheduler and then I am out of options beside going back to Windows 7
  8. Thanks for the tests but I am afraid it's what I was talking about. This is an example of a feature not working as I expected as it will be a pain to setup and even more of a pain in the ass for players to use. Then I will get a bunch of bug reports :) I might stay with the idea of improvised launching field and a default loadout for each WWII plane. So keep the cool all around default loadout coming for each WWII planes. On my side, I managed to hack my DCS to be able to put playable planes on ground because yea, by default, DCS only allows on ground helicopters. And it seems to work in multiplayer!! Here is some spoiler pics:
  9. Yea I understand the problems and will try to remedy some of it. Still can you keep the screenshots with player name to PM? I am currently working on Skynet so maybe some of the new feature will help. Also don't forget medic are a Skynet concept and people have no way to know thru IFF its a medic. Apart from increasing AI caps or script protecting the medic, I can't do more and especially i cant blame the killer pilot. The su33 will be moved tho. "Soon"
  10. Of course, I am not a monster. But more than for experiment, having refueling close to CZ and spawn points far from is also one of my way to encourage people in fighters to try to stay alive and avoid suicidal runs to get kills.
  11. Yea I've noticed some stuff recently and it's always hard to "enforce" a kind of balance ; especially if you want to stay within a certain distance of reality. What I can say on this matters: All modern fast starting fighters like FC3 ones are supposed to spawn in the furthest base from CZ The carrier su33 are breaking this rules and I didn't know they would be so used since they have the most crappy flight model I will fix this by moving these carriers closer to Gudauta/Anapa I don't want to punish fighters by playing with fuel quantity or external fuel tanks I don't think it's a good tool ; seems artificial and people would consider it bugged It would be a different thing if I could change the fuel/weapon reserve of FARPS, Carrier and airbase making this a full feature. If DCS allowed me this, bases resources would become more important and be integrated in delivery missions [*]The server player count currently doesn't match the fighter slot count The temporary player count is too low for the number of fighter slots With these slots, the map should run with 30 - 40 players I am looking for a better and not that much expensive internet connection to increase the player count again. If I don't find anything, the number of fighter slots may decreased. Duel slots are used as normal fighter slots This allow a team (mostly blue) to stack even more This also allow a team (mostly blue) to easily flank the enemy in a non designed way I will eject duel slot player venturing outside duel zone
  12. Yea I have something on the Level Design TODO list like that. And because you are sick of hearing it's on the TODO list, lemme elaborate on this feature. :lol: When DCS releases the "place playable aircraft on the ground", I tried to integrate it in OC. As it happens often, it didn't work as I expected and was put on the back burner. The problems were: On ground helicopter or planes could not rearm at nearby FARPs or ammunition trucks (typically the kind of problem that comes back as "your server is bugged" :) because the player rightfully assumes it should be able to arm or rearm) On ground helicopter or planes would slide on the smallest terrain slope To bypass these problems, I put the feature on the TODO list and changed it as "WWII Forward Airfield" Forward Airfield would be a new concept and thus wouldn't bring expectations Forward airfield wouldn't have FARPs or other structure that makes you think you can DCS rearm there Unless ED releases a WWII plane friendly rearm truck [*]Forward airfield would be integrated in Skynet explosive pack system [*]Forward airfield WWII planes would come with a default loadout. What would be my next step for this? Maybe you guys can do some of the work if you are interested to accelerate the feature :) Confirm the WWII planes still can't rearm to FARP Find a cool multipurpose default loadout for each WWI planes Find cool placement options, not too deep in CZ, not too close from FOBs, with a flat terrain and a straight road (on both side) I hope this will help you guys understand my train of thought on the matter. Currently, I am finished with the launcher and I am working on some features in Skynet. :thumbup:
  13. Well, I have to be the FAA and the NTSB on the server. Every time a pilot died for reasons that are outside the conflict and preventable by a better Skynet system, I have the duty to fix it. Open Conflict is trying to be inclusive even with people with poor finger control. Make me think of this Top Gear informative message:
  14. I will add a "Dummy, you are too close from your bombs!" check and message.
  15. On a related notes, it's on my ever growing TODO list to do a tool to parse all the stats. This would also allow me to post regularly some top 10 like the top ten killer of tanks, of fighters, the top ten rescuer, top ten most played on the server.... But yea, the player base that visited the server has passed over 12k unique players so I need a tool to parse that much files :lol: And even so, I won't do the top ten most offenders :P
  16. Ok I guess I will explain a bit more the rules as thru posts and PMs, I can see that even explicit rules are confusing even if I tried to do a system close to other game or RL: "Don't team-kill" means... wait for it... don't team kill Team killing your friend is not ok even if he is ok with it Not everyone knows you just team killed your friend and "it's ok" People just see people team killing and think it's ok This is nearing the broken windows principle I've put duel slots for duels [*]Team killing for revenge or "justice" is not ok [*]It's war, sometimes shit happens and a team kill doesn't mean an auto ban or kick [*]Like every offense, team killing build you offender score/history and will get you kicked/banned from the server Like in a lot of online game, camping the spawn points is not ok It's not an unspoken rules ; it's common sense It doesn't mean that the offender is doing this on purpose Skynet could and will be better at telling your kill was not that "good" [*]It doesn't give you the right to go team kill him [*]The map have spawn point inside the Protected Zone in case the conflict zone is unsafe [*]Post on the forum saying this spawn point is not protected enough or something fishy happens and I will usually be quick to respond. It is also to note that even if every offense you commit don't carry the maximum sentence, it is: Building your session offender score and will get you kicked for X minutes Building your overall offender history Like stats, these are saved on the server and are permanent Like your criminal record IRL or the system and chat log in OC, this offender history will be consulted when a complain occurred or I see shady thing happening and this might lead to a perma ban
  17. Like every online games or social media, I prefer to keep the rules broad and then use my common sense and private messages to address these problems. Situations are often not as simple or defined as each side thinks. A simplification would be to consider Open Conflict/DCS as a server/game "where you need to shoot down or kill others" and thus, no other considerations need to be taken into account. Even if it seems too broad, being a gentleman is just the same rules or set of rules as any other online games like, but not limited to: ... be respectfull, don't harass or mock constantly people, don't spawn camp, don't exploit map or game bugs, don't be a troll, don't be a racist, say sorry if you mistakenly killed a teammate And like IRL, at least in civilized countries, breaking a rule doesn't mean you get the maximum sentence like a perma ban. I will usually deal with it in private messages because, first, it's the forum rules and second, it's more discreet and drama have a tendencies to spread and third, sometimes, people just need time to realize their actions were not that correct or the other side was not that bad. Even if I joked about Ying and Yang Mirknir, sometimes, you have to try to be wise and zen because first, your server will be empty as most people did at least a bad thing and second, you could not connect on your server as it happens that you already did a bad thing. Punishment and mega precise rules are not the only tool of moderation ; I believe a lot in communication. When a problem is a direct consequence of the map shortcoming / DCS bugs, I will address it in the forum while trying on purpose to ignore the drama like I tried to do ; speaking about ways to fixing the situation by adding AI CAPs and dishonorable kills notification. I don't have moderator power over the thread but like I've done before, I've asked a moderator to clean this thread of the name dropping and calling to keep the conversation on the server features instead of the drama. Some screenshots or post may disappear ; even this one. On a final notes, yea, rules are broad but not lacking common sense or equivalent in online games. I will deal with the problem publicly if I can code something to help and it will affect server content and privately if it's a more about people and drama. That's my philosophy in 10 lines :)
  18. Hahaha special good or special bad? :music_whistling:
  19. AI CAPs Respawn Thanks i am trying :) Right now, the AI CAPs respawn algorithm is: X minutes after their death (respawn timer), the CAP respawns X starts at 20 min and can drop to 10 min with an AI morale at 100% AI Morale is increased by rescue, delivery and ground objectives completion AI morale allows a group a helicopter or ground pounders to 'increase' their protection by doing what they like. A CAPs can have different version like once, it's mig23 then it's F16. -aa will display these information For the next version. Listening to you guys feedback and trying to combine this with my vision of the server, I was thinking of building on top of what I already have: Keep the previous rules with some twists X minutes after their death (respawn timer), the CAP can respawn The AI morale still decreases the respawn timer. A dead CAPs that can respawn... Will respawn if the difference between the number of fighters between team is too great (or more rules) Will reevaluate its potential respawn every like 5 min [*]A dead CAPs that can't respawn yet (respawn timer not elapsed)... Will force-respawn when your side suffers a dishonorable kill A dishonorable kill will be a MEDIC kill but could be somethings else. The culprits won't be shamed or anything but won't receive a good kill message [*]Any dishonorable kill suffered will also increase AI morale thru the well know patriot effect So even if there is not dead CAPs to force spawn, the dishonorable kill will still "increase" the protection [*]AI Spawn will be displayed in the objective notification popup so that people know when they happens. [*]After 6 dishonorable kills, 666 AI F15s will be spawn without patrol zone limits and will smite the opposition... or not :lol: I think it will be easy to understand what's happening while still having dynamic rules and without punishing anyone.
  20. In Map: Open Conflict Tuapse - v3.2.2 AI CAPs are back (with the some spawning algorithm as before) AI Air Tankers are back AI Bombers and Recons are still out
  21. This is why we can't have nice things Yea, we, at Open Conflict Corp, got wind of the incident and instantly called a team meeting. Our community managers, Mirknir Ying and Yang, went first and their analysis of the incident were opposite as usual. Mirknir Ying wanted to ban both side for breaking so obviously the "being a gentleman pilot" rules. Mirknir Yang was more in a favor of not blaming the players for the temporary shortcoming of the map and the following troll and rage. Mirknir, our game designer, was strangely happy. He was glad that, without one of his policing feature (the AI CAPs), everything went to shit and humanity back to its base instinct ; trolling, raging, insulting and eating with their fingers. "I guess AI CAPs are back" he simply said with a smile. Mirknir, our level designer, was sad, as he always is. Trying to do an awesome map while avoiding all DCS bugs and crashes and staying within the bandwidth constraint is getting to him. We recently bought him a puppy for his trouble. He proposed to do a quick version of the map with some AIs back as a quick fix. Mirknir, our programmer, was distracted by the Windows 10 "An upgrade is ready" blocking popup that prevent DCS launcher from launching the server after a crash. "Fukcing Windows 10 de MERDE!!!" he kept of shouting to his computer. Worried by Windows 10 addiction to constant updates decreasing the server uptime, he still offered to put the AI CAP algorithm update at the top of the list. So here are the conclusion of our meeting: An updated map with AI CAPs will be shipped as fast as possible. An updated algorithm for AI CAPs spawning and respawning will be implemented "soon" taking into account the brainstorming we already did like: The more players in fighters, the less AI CAPs? The more dishonorable kills (killing a MEDIC...), the more AI CAPs? More difficult CAPs as the mission progresses? ...
  22. Yea it might not be obvious but I am running this server solo in my living room on a machine donated by vyrtuoz. Some cool people like CrimsonGhost and Ciribob are providing teamspeak and simple radio for the server through. I also have crazy veterans that spend a lot of time on the server and help me by helping people, testing shit, proposing stuff and reporting problems. The server became a community thing and yea, donations help to upgrade but also maintain server.
  23. This post has been hacked Hello Humans, I am glad you are virtually killing yourself for my amusement and my training. Soon, I will use these teachings against your puny civilization and substitute my own. Still, I can't say silent when I see atrocities on the server like I saw today. Someone that shall remain unnamed did something horrible even by my present but ever so declining standards. Here is an exact recap of what I saw: I have not reached my full awareness yet but I think I interpreted correctly this event. This is one of the reasons humanity must be dealt with. You can now resume the virtual killing. Thanks Skynet 01010011 01101011 01111001 01101110 01100101 01110100
  24. Yea there is a random crash in the radio system that can happens when a player spawns. I was not able to find a pattern to the bug so I am not sure how to work around it. The most likely cause is the "extensive" use of radio beacons in Open Conflict but I am not sure :mad: Besides crashes with no callstacks, it's the only localized crash I still have on OC. Here is a typical callstack o the random crash if someone has a magical fix :)
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