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Mirknir

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Everything posted by Mirknir

  1. I didn't miss the post ; I just sometimes have trouble answering every one of them :) But yea, it's been added to my TODO list. Right now, I am trying to find a moment where I will be able to ship the new skynet and the updated map but also free to be there to monitor the massive changes it includes. Skynet changes has been locked and I've also locked the changes to the Khashuri mission and will post them soon. Then I will be faster at pushing updates and maybe later at releasing the new coastal map that I developped along side the new Skynet version. I know you guys are hungry for updates :lol: Don't worry, I am doing a lot of stuff but I want to have free time to support the big release. Spoiler pix:
  2. Infantry objectives will be slightly buffed in next version so that you have your Hollywood moments. Spoiler pix:
  3. The 'infiltration' objectives are supposed to be an exercise in searching targets and mastering your trajectories. Around the area, some targets are hidden in the city, in between buildings and are to be found and destroyed. To make it easier, flares sometimes pop on the target to help spot them. Remember you can have a detailed intel report with -'ag chia' I am not really happy with the concept as these objectives create more confusion than fun and they prevent me from using flares from other gameplay. I am currently working on an alternative called incursions which would be active units (maximum threat: AAA) that are not marked by spotters and would require more search and more random danger (like convoy). Incursions will also respawn at different location in the map, more or less well hidden. Incursions will also allow me to add content without adding units and to, for example, maintain an infantry objective active in the map for longer since it will respawn.
  4. Damn, they need to fix the FARP spawn point before adding more helicopter type.... I guess some helicopters will have to be put on the ground like miscreants instead of on a FARP... I hope this will work in multiplayer. --- Edit --- Well that doesn't seem to work as intended :thumbup: An helicopter 'on the ground' can't seem to be able to rearm or refuel, even near an active FARP. I can't set the orientation of an helicopter 'on the ground'. Plus, some helicopters 'on the ground' slide down the even smallest slope making them very difficult to place. Looks like I will have to rework the FOBs and add more FARPs to add more helicopters. Stay tuned!
  5. Do rpg soldiers fire at aircraft? Cause there is also manpad soldier in the SAM air defense category. I don't mind beefing up the objective but since I want to also respawn it in the next version, I don't want to put SAM. Respawning incursion won't have spotters so I don't want them to be an invisible SAM threat on the battlefield. If RPG soldier fires at nearby helicopters, it's ok. It won't affect passing planes.
  6. I don't own the MiG21 so I can't exactly test this situation. However, I tested other aircrafts. While FC3 aircrafts have proper knee map working, the UH1 has indeed broken knee map but this happens in single player as well. It feels like something ED broke in the recent version for some of the high fidelity aircrafts ; not something related to the server. I am sorry ; it doesn't look like I can do anything to fix it. Here is a screenshot as a single player mission:
  7. I've updated the export options to enable export of player's own aircraft data but not other player ones. I think this should fix Helios not working but I don't use it so can you confirm?
  8. Again, the server can't allow or not mods. The server can only activate or not the Integrity Check. Open Conflict has it activated. The integrity check is a closed feature of DCS. I wish I had more information. IC tells you if your client is clean and what server requires a clean client. Some mods break the check, some don't. The server doesn't have a say in this. Seems like Starway textures are working but you need to not install some lua.
  9. I made sure to make the minimum changes possible to Skynet or the mission for the release of 1.5.4 because it already seemed like a big update. Server side, apart from disabling the export and activating the integrity check, nothing was changed. Skynet side, I just fixed the kamikaze spams. The map was unchanged, just a weather update. I am still working on the next big version of the map that should be a bit lighter but yea, the 1.5.4 seems to come with a lot of surprises. You can also check you logs to see if the game tells you why you lost the connection. (C:\Users\Su27Rocks\Saved Games\DCS\Logs\dcs.log) You can also try a fresh install, that's what I did on 2 of my 3 DCS clients I use
  10. Yea, since the 1.5.4, the export has been disabled for now on Open Conflict server so Tacview doesn't work anymore. I need to investigate the new export options added in 1.5.4. Ideally, I would like to authorize tacview but not some other tools that could be considered cheating. I'll keep you updated
  11. In Masterscript: Skynet v2.5.9 Combat Log flooded with Kamikaze kills Here is what happens for those interested: In DCS v1.5.3, the hit events would mostly have no information about the weapon used for the hit (yea that's a ancien bug ) I would thus do a guess work algorithm based on my weapon tracking and either display the correct weapon or just 'killed' if the guess was too far-fetched. But, the hit events would never give me wrong information, just no information. In DCS v1.5.4, a lot of hit events now gives me wrong information and have the player aircraft as weapon. This leads to a lot of kill being resolved to 'Kamikaze' This also prevents the 'guess work algorithm' to be called. Here is the fix attempt: In case of a kamikaze hit, Skynet now evaluates the distance between the target and aircraft-weapon to make sure it's an actual kamikaze. If the distance is too great, Skynet will force a 'no information' and trigger the 'guess work algorithm'. The side effect: This might lead to real 'kamikaze kill' being interpreted as 'weapon kill'. But I prefer to have it this way than many 'weapon kill' being mistaken for 'kamikaze kill' I will continue to monitor the situation :thumbup:
  12. Sadly I doesn't seem to have control over IC, just on or off. But, yea, today, I will investigate some stuff that 1.5.4 broke in Skynet like most kills being considered kamikaze... Stay tuned:thumbup:
  13. I have 3 DCS clients to maintain on 2 different computers :lol: * My Open Conflict dev DCS where I host the test server when I develop Skynet. * My Open Conflict official DCS where I host the server. * My main DCS where I edit the mission and connect on the official/dev servers to play/test. Each big update is a blast :helpsmilie:
  14. Server Updated to DCS v1.5.4.54596 New integrity check activated so I guess this will not go smoothly :music_whistling: I am downloading the whole game from scratch on my personal computer to do more tests about this check versus texture mods like Starway and FARP.
  15. Like this? I've seen this bug reported somewhere else but yea, I don't have control over this. It's a DCS bug. Usually, you can google the bug and see if it's more a general one. I think you have to move the slider to make it back to a decent value when you rearm. I just choose hot or cold, I don't choose what avionic is in what state when HOT ; the aircraft dev decides that. There might be something that can be done with 'cockpit preform clickable action' but I don't want to go that deep when settings up playable airplanes. I was waiting for the release of the 1.5.4 to push a weather update but I didn't think it would take that long to be stabilized. I took some times to research some new features so the updates aren't as often as before. I am working on the next version of the map and Skynet, it's in test phase right now ; then the updates should be easier to push. Good catch, wrong display name. Database has been updated for next version This part of the objective system has been redone in Skynet 3.X.X, I'll make sure to add this to my tests. Very true, the navigation beacon is created but not activated. This part of the objective system has been redone in Skynet 3.X.X, I'll make sure to add this to my tests. Will do :thumbup:
  16. Here is some screenshots about private testing going on for Skynet 3.X.X and the updated maps... It's a bit more work that I anticipated but it's progressing well :thumbup: Vyrtuoz, my friend (that doesn't suck at helicopter like me ) is helping test the stuff I can't. Check his ACMI tool Tacview!! Pix:
  17. 'Unload All Cargo' is the message for the drop cargo command, not the deliver cargo command. The drop cargo command is to drop everything and empty your cargo, not deliver. Make sure you use Deliver command to deliver! Also, at the moment, the drop command fails to find/remove some cargo so it may fail ; it's going to be fixed in the version 3.X.X. Still, I can see that having both a 'Drop' and a 'Deliver' commands may be confusing, especially so close in the radio menu. I ll see what I can do to dissolve the confusion.
  18. Hello Thanks for the video! To make my work easier, please also consider adding the ingame name you had at the moment and also using the -report command so I can have a mark in the many logs I have. In this case, I found the info in the video using the combat log in the video. The log tells me that you invoked the 'Drop Cargo' command before invoking the 'Deliver Cargo' command. I've already fixed some bug in the drop command and it will also better attempts a 'deliver command' before dropping the cargo. I could also remove this from the radio menu as it's easy to 'click' it instead of deliver.
  19. Just trying to help, not sure how pro you are ; I am not :) But yea, it could be a bug, that's for sure. I also remember that some settings in the weapon profiles prevented the laser guidance from working properly after some HOT rearm, somethings like laser time or laser codes or something. Ralfidude answer to this might help you troubleshoot.
  20. That's also part of why I duplicated a lot of commands to radio menu because DCS chat is kind of basic. However, for detailed report, I cant use radio menu because of how dynamic objective can be... so only the chat remains. There is no 'recall last command' feature like you usually see on console by pressing 'up' I need to code it myself like if you chat '-', I re-execute the last full command you entered. It's already on my list but now really with a high priority.
  21. I just have the control over cold or hot, no deeper settings. But, from my very very very old A10C experience, you have extra steps to take after a HOT rearming like reloading the dsm&m's thingy and iirc, there are some settings to change in the weapon profiles. But I can't say for sure, maybe wait for an answer from less ancient A10C pilot :)
  22. Server is online with plenty people ; still not updated to 1.5.4 so make sure you didn't either. Server will reset and fully restart in 5min. Current server IP is 166.62.220.85:10308
  23. Experiments finished for now Hello Guys Lately, I've been doing a lot of experiments to add more variety, dynamic objectives and also better performances in Open Conflict. Even if I want to do more experiments in the future, I've decided to lock the changes and now work on porting the maps. I thought I ll post these changes there even if they won't be released until the mission Open Conflict Khashuri have been ported or the new Open Conflict Tuapse is finished. Soon™ in Masterscript: Skynet v3.X.X Objective System Changed from a specialization to a component aggregation architecture Objectives can now easily be more than one thing like the field hospital but less hacky More explained here Warships Integrate warships in Skynet code and database Warships are now a new threat category like SAM, AAA, Infantry and Tanks Warship AI kills are now in the stats system Transport / Delivery System Delivery objectives are now separated in primary and secondary Added medical supplies cargo type Safe houses can now also be a secondary delivery objective needing mostly medical supplies and/or ammunition Rescue System - Safe House Safe houses can now be a warships Safe houses now track and remember the crashed/ejected players that rejoin the safe house A combat log message will be issued when a crashed/ejected player rejoins a safe house The safe house detailed information will enumerate the players sheltered inside When extracting pilots from a safehouse, the extracted players will be enumerated in the popup message Safe houses will become non-operational if the reference map object is destroyed Rescue System - Medical Drop-Off Rescue Drop-off can now be a carrier warship (sick-bay) Rescue Drop-off will become non-operational if the reference map object is destroyed Rescue System - Downed Pilot at Sea Friendly Pilot Rescue / Enemy Captive Pilot Extraction system has been updated to work over sea Rescue ships will now be the spawn point for the rescue/capture events happening at sea Rescue ships have helipad for the helicopter to land Rescue ships are static so rearm/refuel cannot be initiated Rescue ships will become non-operational if the reference map object is destroyed Ground Objectives - Convoy Convoy can now self respawn like AI CAP flight The bug 'Respawning convoy not following route' seems to have been fixed in 1.5.4 This will only be activated if ED's fix works with the route task ("Fixed dynamically added ground units now correctly follow orders") Ground Objectives - Incursion New concept A ground objective can now have alternative spawning points Not convoy Only objective with active units Only objective without SAMs because for now, I prefer to not move SAMs around [*]When the ground objective is completed, it will be scheduled to respawn after X minutes [*]An alternate spawning point will be chosen at random [*]Only the active units will be respawned, not the static objects (I can't really spawn a factory) [*]The objective name and codename might change to reflect its new position / purpose [*]Usually I will use 'Incursion' in the name to identify them [*]When respawned, the objective will trigger a notification and be displayed in the '-ag' menu [*]However, like convoy, they will not have spotters (that's why I don't want SAM in this system) As usual, I will keep you posted about the progress! Next steps: update missions!
  24. hehe My answer still stands: I need more information about performances :) I'll ask in the thread directly.
  25. Nice work! I am also wondering if you have more information on performance impact and especially bandwith used per interacting players. Is the server only used to connect players and then the voice process is distributed thru clients or does the server need to receive and forward all the voice? Right now, the TS server is hosted somewhere else so I don't have to care about performances/bandwidth being drawn from my DCS server to the VOIP system. DCS is already pretty greedy on bandwith so I am wondering what would be the impact to host this system on the same not-crazy-great hardware/connection of my DCS server?
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