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Mirknir

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Everything posted by Mirknir

  1. I am not sure I understand the entirety of the feedback but here is some stuff I can say about the map and my design intentions: I hope this will help :thumbup: The features Lots of people are doing deliveries but yea rescue and captures are more successful. Rescue/capture are more dynamic and since it's linked to actual players crashing so I am not surprised the fantasy is greater. Deliveries are more static and chills and give another purpose to fly around with your heli Deliveries might be more fun for MI8 pilot because they are lots of cargo and can do a lot of them without having to come back to base Explosive Packs 'Deliveries' Not everyone knows about this feature but this can be a lot of funs You pick up explosive packs and you go place them on road to ambush convoys or on objective to just destroy them Explosive pack pickup point are more numerous than delivery pickup so you might not have to do a full trip back home to reload. The design intents: Deliveries are designed to be a trips 'Home Base -> Conflict Zone' Rescues/Captures are designed to be trips 'Conflict Zone -> Home Base' I thought about adding dynamic aspects to deliveries but it always ended up resembling rescues as trips 'Conflict Zone -> Home Base' with just a different cargo Something missing for deliveries is more sea deliveries, maybe these cruisers could be delivery drop off It's also ok to not find deliveries fun ; it has been designed to be different from rescues The map The forward carrier is the closest rescue drop point for a rescue/capture happening at sea (around 20km) The FOB is more than twice as far from cruisers ships (around 60km) Maybe flying over sea seems longer and more boring :) It's also true that rescue/captures happening at sea are totally player driven. If no-one goes over sea to die, no events will be created Don't forget Gelendzhik airport, it's dedicated for helicopters and is a viable spawn point to go do these rescues and yea, you are wrong.... Huey is not life, Su27 is!
  2. So who's in for a short range week-end? No et, no aamram, no er :cry:
  3. In Masterscript: Skynet v3.2.9 Team Score board Added a team based score board type '-score' in chat Board contains team based score and stats Close Quarter Combat Modes Skynet is now suporting 2 CQC Modes: Short Range Only and Guns Only When the map is properly setup, one of the mode can be activated When a CQC mode is activated, Skynet will warn the player with an audio message after the welcome The MOTD popup will also warn the player about the mode AI CAPs will also obey the restriction (part of the map setup) Mission name, that you can see in the lobby, will be marked CQC-SR or CQC-GO. Tacview Message For those who don't know, the server is running on a machine donated by Vyrtuoz, the creator of Tacview (tacview.net) He helps me with Open Conflict and I help him with Tacview To promote his awesome tool that I use for mission debug and flight review, I've added a 'Review your flight with tacview.net' message Like the welcome message, the tacview message will be played only once per session, on the respawn after the first kill suffered I hope this will encourage people to at least test the free version! Mistaken Identity Bug Still working on it Tweak a bit the potential fix In Map: Open Conflict Tuapse - v2.9.5 Added some blue F15s Air tankers paths have been changed to be more forward
  4. Is my view distorted by DCS? What do you see first? A SAM launch or a plane with contrails ? :lol:
  5. A lot thanks :thumbup:
  6. Let's say I consider AIM120, AIM7, R77, R27ET/ER long range. Let's say I consider AIM9 and R73 medium range How would you categorize all these air to air missiles on the picture? I don't know all of them and especially the ones from the mirage. I need some help from specialists :)
  7. I wouldn't mind cut the bvr and removing all long range missiles but some people wouldn't be happy
  8. Your innocence is touching :) It was like that at the beginning of Open Conflict and people would just change team, team kill the awacs and go back to their original team. I am not happy with the Datalink OPness but without it, it would be the FoX3, then without it F15 radar OP ness and without it.... and so on and so on. The current situation is the best of the bad solutions. The only alternative I can think about is removing all long range air to air missiles then the playing field would start to be more leveled.
  9. In my opinion, a rescue is a thing by itself. It doesn't undo the loss of the rescued pilot's aircraft. Same for capture, it doesn't undo the kills done by this pilot. I prefer to keep them as separate stats, unlinked to loss. Then, in the team stats, if people wants to compare or subtract loss and rescue, they still can. For fighters killing transport/medic helicopters, I can always create the concept of un-honorable kills that would boost the victim's team AI's morale :lol: The killer won't be punished ; it's open conflict, not restricted conflict but the victim side will "benefit" a bit more of his demise.
  10. Skynet Score Board vs DCS Score Board Skynet already computes a score for each players, a more meaningful score than DCS's one ('-score' command) Contrary to DCS scoring, mine takes into account the conflict zone, if units are active or statics, AI or players and support mission like rescue/delivery. However, I can't remove DCS scoring and neither can I substitute DCS scoring with mine. Because it can be confusing to have 2 scoring system ; I never really put emphasis on my scoring system. At the same time, I always wanted to add some kind of team based scoring so that players can band together to beat the other team. My idea is to keep my scoring but also add session stats for the teams. Each time you increase your stats or your Skynet scoring, you increase your team stats and Skynet scoring. Here is my idea: Instead of a by-player rating like DCS does, Skynet scoreboard ('-score' command) will instead display team based information, stats and scoring. There will be less confusion as the information will be different. Each player could then decide to compete for their team in one aspect like having more pvp kills or more rescues.... Here are some screenshot of an early implementation. I am not totally happy with the format of the display but you can see what kind of information would be displayed: What do you think about this?
  11. but no cigar :)
  12. Yea I want to make the tanker more operational but I also need to protect them somehow. I already have a version of the map with tankers going more forward. I need to to some troll test to see how easy it is to kill them :music_whistling:
  13. Dust-Off, the Huey whisperer "The commanding officer of a severely traumatized huey pilot enlists the aid of a unique huey master to help the pilot and it's equally injured huey." In theaters now :P
  14. Contrary to Khashuri mission, in Tuapse mission, the tankers are supposed to be operational ; not for training. There are a bit more forward, toward the conflict zone, protected by ships but still part of the conflict. Players can go try to kill them and if you fail to refuel, you kill it. Since it's operational tankers, t's ok ; it's more dynamic like that. They will still respawn 10 min after being killed. Being able to set infinite fuel / ammo on units have been requested to ED since 1866. :music_whistling: Late in the server, the tankers will have less fuel and maybe RTB depending on how they were used. It's ok ; it's part of the operation. They will still respawn 10 min after rtbing and landing. Su33 have a forward and a far offshore carrier to refuel too. Nothing happened, they were never in Tuapse map. I didn't feel the map size requires an operational tanker for A10C. In Khashuri mission, the low and slow tanker is for training.
  15. Server Upgrades Hard drive changed to a SSD Operating System changed to Windows 10 In Masterscript: Skynet v3.2.8 Random Fixes The report command will now ignore empty report and also warn the player Add missing '-tr' commands in '-help' main command Update kick reason since the new DCS displays it in the 'disconnected popup' Mistaken Identity Bug I've investigated some occurrences of the very rare bug where Skynet miss-identities players and issues wrong hit/kill logs The culprit is this DCS function - DCS.getUnitProperty(UnitID, DCS.UNIT_RUNTIME_ID) - that rarely but sometimes gives wrong informations Problem is: this function is central to player tracking I've devised a bypass to stop trusting this function but it's risky so it's only in trial mode in this version Ping Checks Skynet will now warn then kick people with too high of a ping Limit is set to 400ms for now and will be lowered later Some exceptions apply In Map: Open Conflict Tuapse - v2.9.4 Random Fixed Red Forward Carrier needing more deliveries then blue one Red Air Tankers not set-up for respawn like blue F5E Added 2 more slots @ Anapa Added some duel slots
  16. Hello On my server, when it resets after a big mission with many events, the game often stalls and crashes in what seems like the track parsing to write debrief.log (?isReading@TrackController@@QEAA_NXZ()+2) Since it's a server, I don't need the track or debrief.log and I was wondering if there was a way to deactivate the writing of the tracks and thus debrief.log. In addition to causing the previous problem, the tracks is also an extra process that takes resources and just fills-up the server hard drive so deactivating it would just be better anyways. Thanks Mirknir
  17. Nice :thumbup: The myself command or '-me' also give you your current aircraft life time fyi
  18. Ok so... the server computer is back up and I transferred the Open Conflict back there. The server computer has been updated to Windows 10 and a SSD.
  19. Server should be back on (on my main computer) I am still working on the server computer! Yep, that's one of these day when nothing works :)
  20. Yeaaaaaa so the power outage took out more than power... I am investigating...
  21. Again, power went out in the neighborhood. Server is down :mad: I swear there must be a map of underground electric lines somewhere so people doing roadwork stop busting them by mistake. Or workers were playing Pokemon Go while digging :lol:
  22. Oh man, so much compliments, I don't know what to say :huh: I am glad you guys are having so much fun. Do you see any major problem that would prevent me to un-beta the new map?
  23. Server Updated to DCS v1.5.4.55169
  24. In Masterscript: Skynet v3.2.6 Added F5E and F5E-3 to database In Map: Open Conflict Tuapse - v2.9.3 BETA Add some F5E-3 playable slots Helicopters @ ANA.Fleet are now @ GEL.Fleet (closer from the CZ) Helicopters @ GUD.Fleet are now @ SOC.Fleet (closer from the CZ) Rescue Ships are now a bit closer from the shores and from each other
  25. Thanks, that's why I wanted to know
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