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Everything posted by Mirknir
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hehe I wish I could master the dynamic weather but even after some experiments, it's still a riddle, wrapped in a mystery, inside an enigma, locked in a box, lost in a maze... This is the opposite of fly-by-wire, my inputs are reinterpreted by the computer to exactly do what I don't want :) I can't seem to manage to create a high cloud ceiling or even a nice cloud layer without crazy winds The coastal map might allow more use of the fog and winds.
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Server is online but I guess it losts the connection to ED master lobby. I will fully restart it in 10. IIRC DCS saves the IP of the last server you joined, just doing connect by IP¨should give you the direct IP of OC.
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In Map: Open Conflict Khashuri - v6.1.4 Added: Cold M2000C @ Kobuleti Updated Weather
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Maybe it was THEM trying to warn you, you know... THEM :P On another note, I installed DCS 4.5 open pre pre pre pre pre pre pre pre pre pre pre alpha and the nuke effect has improved :lol:
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My original post was not really about the stutter, more about the interaction between ships and AWACS. My tests are live but when I manage to make DCS stutter, it doesn't mean I found the source of all stutters ;) Like I said, stutters, like crashes, can come from a lot of sources, server or client side. I am just trying to find a way to remove some server side ones from the equation. I know it's confusing ; it's complex. That's why I usually try to not get too technical. If it was simple, the problems would be fixed by now lol. Let's say that I m trying to keep a good amount of content in the mission and have better server performance. But then again, even if I hosted a empty map on NASA server, you could still have some stutters. For example, when someone join in a ressource-hungry-aircraft like the mig21 and DCS stop everything to load it or if you run DCS with graphic options over your computer capabilities or if your torrent is eating all your bandwidth.
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It can be one cause of stutter yea ; there are many in DCS, some more in DCS multiplayer :)
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Not really. Stutters can come from a lot of places, from CPU being overworked for a short time to your VRAM being full and streaming from RAM or something loading from your hard drive stalling the game. It can come from your hardware and/or the way the game is programmed. If you add multiplayer to the mix and a client/server architecture, stutters have even more possible origins including network lag or server stutter creating delayed response. My profile says this one is the CPU being overworked by a process of some sort happening every X second and being resource-heavy because of so much missiles. I believe a huge number of units/statics can cause the same kind of stutter ; at least on the server side. That's why I am looking at it. I would like to identify the process that's getting crazy with a big number of objects and maybe find a more optimize way to build a big map. In this particular case, I know how to prevent the AIs from fighting each other and avoid having 500 missiles in air. I just find it interesting that ships are in the AWACS system and need it to 'see' each other.
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Oh look what happened when I put an AWACS in the mission!!! Seems like the AWACS is doing more thing that I thought in DCS... With them, ships starts to cruise missile each other. Seems like the AWACS notice ships of nearby targets and they switch their alarm state from green to red. And it also comes with crazy stutters every X seconds :thumbup: So yea, still experimenting and doing performance profile, it's interesting :music_whistling:
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Oh boy HardcoreDustOff=3=6 is back, take shelters! :megalol: As always, I like to have a certain balance between stuff: The average time to start an aircraft VERSUS the other aircrafts in the same category In DCS, the average time to start an aircraft is almost the only penalty for dying making sometimes players favors trying to get a kill over trying to get home safe. FC3 plane modern fighters have an easy&quick start so I don't mind putting HOT full fidelity modern fighters to compensate. Since there are no FC3 helicopter, I don't mind having all helicopters cold (except the one dedicated for DEV) [*] The average time to start VERSUS the geo-location I won't mind adding HOT full fidelity aircrafts when they take long to start&setup like A10C (IRL, I think the route and weapons setup could be instantly done with a massive usb style key) I will try compensate by not putting them on a front line airport or FOB I also try to not put FC3 fighters on a front line airport Sometimes, you want to fly a bit before learning all the complex stuff or your first experiences can resemble something like this Of course, this are some philosophy points but not always applicable; I don't have infinite slots on airports and I don't choose airport positions. All this to say that adding cold mirage 2000 @ Kob is not a problem if the airport still has some free slots :thumbup:
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Yea moving ships are a serious no go in multiplayer :cry: Also, dcs doesn't support moving LZ smoke. Also those ships with helipads are beast so if I put an active one, it has to be like 100km on shore or it will destroy all enemy in their crazy range, with their crazy SAMS and sometimes cruise missiles I have to navigate around a lot of bugs and restrictions, that's why all my experiments don't work exactly how I would like or don't work at all :) It's sometimes frustrating but also exiting to investigate and create solutions
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I don't know man, I am doing a lot of experiments with Skynet but not all of them pan out. Here is a screenshot of some experiment with artillery and warship about a more alive battle ground. I would also like to find a way to make captive-extraction and rescue work in open sea and if possible work a bit differently so that it doesn't feel the same as on land. Maybe something inbetween safehouse and pure dynamic rescue, maybe spawn the guys on dedicated ships with helipads already put in the map. I will keep you posted :thumbup:
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:thumbup: hehe Skynet is only one big script with all features interconnected. I can't really divulge the secret sauce. :music_whistling:
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:thumbup: Thanks for the feedback. I know and I would like to upgrade the server hardware. For this purpose, I've opened the server to donation (link in my signature). Have fun on OC!
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I thought so too but it's not that flat, the coast have some nice hills and valleys even if it's not as crazy as Khashuri. helicopters should have enough to hide while fighters may have less. I added a third screenshot with the conflict zone (in yellow) The very open sea, protected by heavy warships would be where you could have operational tankers. I'll add more ingame screenshot soon if you guys are interested
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yea the CZ needs to be static. I don't want to go there for now. Last time I checked, capturing an airport doesn't remove/add player spawn slots from enemy/ally factions. I can prevent, by script, a player from taking a slot of a captured base like I prevent them from taking my dedicated slots but it's not very user friendly as you don't have any messages to explain why it's happening. However, the mission is called 'Open Conflict Khashuri' because they were some other experiment before including a promising one: Open Conflict Tuapse This mission had a lot of advantages: Terrain variety Some big cities Coastal adventures for both side. A coast makes it also easier to be aware of where you are Also it loads less terrain in your card [*]Each coalition had several spread-out airports The "the quicker is the aircraft to start, the further from the CZ it spawns" principle is easy to do here [*]Slightly bigger/wider conflict zone This with the spread-out airports would decrease the need for intrusion/troll near the protected zone [*]Offshore operational tankers protected by heavy ships. "Cool stuff bro so why didn't you finish it?" The problem of the mission is that it was hard to find cool places for everything more in the wilds like FARP, safehouses, small bases. This part of the map is older than Khashuri. A lower rez terrain and lower quality textures and texturing turned me away from this region. However, now, the region seems really more enjoyable to fly when you install the Starway texture packs. Here are some screenshots of this experiment if you want to scout in single player the region. I could try to revive and finish it if you guys are interested. This is not a final map whatsoever, don't freak out :lol:
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Fighters are here to offer minimum protection to their side of the conflict zone and bombers are for practice / missile bait on the enemy side of the CZ. They don't have the same purpose or reach. Adding event to intercept a special escorted bomber or VIP plane is something I would like to do tho and combine this with a follow up vip rescue or capture. Also, I would like the map to feel more alive and AIs to do more war stuff and be less passive. I don't want to go full AIs vs AIs fights since it will be resolved too quickly and I also want the players to be the 'heros' of the maps. That could be bombers that actually bomb or artillery that actually fires on an enemy base or the surrounding. With a good random, I can make it feel more like war without having AIs killing all the content because they will :) I also miss the sea and I would like to add some maritime/coastal content but I need a way to move the black sea
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Nice! :thumbup: I got all the information I need. I want to know how DCS treats these events. DCS flag 'airborne' has a tendency to be wrong on helicopter and I fear it is for oil platform I am also curious about the altitude AGL of the landing pad. Here are the information I needed:
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Speaking of changes, I am trying some stuff and I would need help from helicopter pilots because I am not good enough. I need an helicopter pilot to: Land on a oil platform like the red one @ Poti and type in chat '-report landed on oil platform' Land on an aircraft carrier like the ones at Kobuleti and type in chat '-report landed on carrier' The report will issue an 'report complete' message and I will have in log all the information I need for my evil plans. :lol:
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I know that you like your feature hardcore and realist so what happens to a pilot that kills 2 teammates in real life? I guess I ll have to perma-ban you for the sake of realism :lol:
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Objective System Rework Update Just a small post to tell you guys that the coding part is done and now the testing part is starting. I will have to go through all features related to objectives so it's going to be fun :megalol: So yeah, the first step is not really exciting as it consists of having the current mission working like before. The only changes in this test are: * Medical supplies have been added * Some safe houses need some delivered. Still here is some sexy screenshots of my tests so you can see how it affects the objective popups. Still works in progress! (In dev mode, Skynet spawns fake players for testing purpose so don't mind the names)
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I need ideas that don't involve adding more AIs... please :lol: Know that if DCS had the net code quality of a mmorpg, I would have the entire map filled. Now, about tankers: Tankers are in the protected zone cause they are here for practice, not for operational purpose. I don't want a A10 that want to try refueling to have to ask for player CAP support. There is also the fact that tankers are immortal also for training reason so that if an aircraft fails and impacts it, the tanker is not gone for X min before it respawns. Adding operational tankers escorted by AI CAPs comes back to adding more AIs and more performance drops... maybe when I can upgrade the server hardware.
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Rescuing friendly pilots or extracting enemy pilots are done the same way. There have been a lot of rescues completed on the server but there's still can be obscure uncommon bugs. If you find one, please: Use the '-report' chat command. This will mark the moment in my logs and dump a lot of information about reporting players. -report Rescue is failing while I am on the pilot Post the tacview or a screenshot. It would be super helpful. Thanks for reporting, I ll put it on my list.
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Ok thanks! That confirms the logs, somehow, blue Rammit got 'credited' the kills made by a red ka50 attacking blue Khashuri. Tacview tells me that 2 red players were attacking blue Khashuri in ka50 at this moment. I will debug the DCS and Skynet tracking of these 3 players ; will be way more easier that checking everyone. :thumbup: Thanks
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You didn't get perma ban, you got kicked with a cool off period. You should be able to play np. I don't auto perma ban because of situation like this where something seems to go wrong in the events I received. Seems like you were attached to 2 aircrafts, a blue medic and a red ka50. I will investigate further when I have the time to know if the events were wrong or my interpretation of them. Thanks for reporting the bug. If someone has the tacview of this part of the session and can share it to me, it would help immensely.