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Everything posted by Mirknir
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Please try it before silently disapproving ;) It's a new system that can be tweaked or even optioned out in the future. I always prefer criticism and suggestion on which I can build :thumbup:
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In Masterscript: Skynet v2.4.6 Tweaked: 'Enemy Fighter In Vicinity' warning Warning will now trigger its own message pop-up with its own related sounds The chosen sounds and messages should be relatively subtle so it won't make you spill your drink Warning alert begin will pop-up when players in enemy fighters enters a inner radius around your aircraft (for now 25km flat) Warning alert end will pop-up when all players in enemy fighters exited an outer radius around your aircraft (for now 35km flat) This threshold system should help to avoid pop-up spam Don't hesitate to feedback on this system as I don't pilot transport helicopter or legacy aircrafts
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In Masterscript: Skynet v2.4.5 Updated: AI and Rescue System If there are less than X active rescues, the AI pilots ejecting will be injected in the system For now, if less than 4 rescues are active AI pilots will be given cool names and will be tagged with [AI] clan Added: Medical Personnel in the transport system Used to resupply hospital Added: Field Hospital Feature A Field Hospital is a delivery AND rescue drop-off. The hospital won't be an operational rescue drop-off until the delivery drop-off has been resupplied Added: 'Enemy Fighter In Vicinity' warning The warning will alert some more vulnerable aircrafts that enemy modern fighters are nearby The warning is, for now, in the Conflict Zone information popup Aircrafts receiving the warning are legacy fighters and transport helicopters Detection range is 30km for now In Map: Open Conflict Khashuri - v5.9.8 Fixed: Protected zone SAMs slacking their asses off A lot of SAM operators have been fired Both side still have a SA10 site in the center of their zone Red protected zone border is defended by some SA8 and SA19 Blue SA15 and SA8 were not firing at anything for some reason and were letting thru most of these nasty red Su27s Blue coalition have now deployed, at Kutaisi, an Hawk site codename 'Gandalf' in the hope that no-one shall pass Because they have so much money stealing everyone's oil, blue also installed some SA19 vehicles along Rioni river. I hope this will decrease the number of people script-killed by the protected zone flaks without being previously fired upon by SAMs Moved: Sachere Safehouse have been moved east Added: Field Hospitals One for each side LM59 Field Hospital for blue Kverno Field Hospital for red Tweaked: Review some delivery drop-off needs Tweaked: Medical Centers are now also delivery pick-ups This will allow Medic helicopter to load the necessary supply for Field Hospitals
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I am actually considering a crossover feature. Delivery missions to 'supply' the field hospitals before they can be a valid rescue drop off point. Still checking the feasibility of that :book:
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Don't worry, transport mission tweaks and updates are also on my list :) However, I am just a one man team so I try to not attack too many subjects at the same time to ensure some sort of quality :thumbup:
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I am trying to change that, that's why I scripted all the rescue/transport/explosive mission. I want to lessen the frustration of helicopters getting killed but not by punishing the opposite part. This could also apply to Korean war or WWII planes entering the conflict zone BTW. I understand people wanting full on danger and I also understand people wanting a more chilled experience. I think that by adding an 'enemy fighters in vicinity' warning/info and some hospital fields to reduce, if you want, the average rescue time should help helicopter stay alive and/or not get as frustrated to get shot down after a 1h rescue flight. Stay tuned!
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Yea its in my plan to decrease the average time of a rescue mission. My idea way to create field hospitals that are not farp but where you can drop downed pilot. You could use them or not thus you would choose your mission duration. It could also decrease the frustration of being shot down. You would still need to go back to a farp/airport to refuel.
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This is my server but sadly, this is not my game. And it's not war, it's dcs war with unrealistic bits even if it's a simulation game. There are no ROE, no commanding hierarchy, no system whatsoever to ask for engagement permission or receive orders. I've added medical rescue like I've added transport and explosive pack: to add content for transport helicopter. Apart from visual identification with a super low pass, the game offers no tools or systems to identify properly a non combatant. It's just bad design to punish someone for doing an action while you don't provide him the proper tools to avoid doing said action. I can understand the frustration when a fighter kills an helicopter and I can also understand that some people like the challenge to sneak past them. I am willing to help with the situation and offers some scripted assistance of some sort but not by punishing people when the non combatant system and ROE systems don't exist in DCS. An actual popup alert or additional information in the conflict zone popup could be a start and relatively easy to code. Knowing the enemy fighters are lurking around may just be enough information to save you while keeping it interesting. The other side of the coin would be to popup a message to the fighters when they target-lock an heli medic but I know the F15 will still scream SHOOT and the pilot will comply :P
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Usually, the closer from the ground the safest from fighters and/or AWACS detection. However, it is true for heli AND for planes so attackers and/or fleeing/sneaking fighters will sometimes also have a tendency to go low so fighters are also looking for low targets. When they dogfight, fighters might also switch to fast acquisition radar mode and if an helicopter is nearby, he might easily get locked and quickly fired upon mistaken for an aircraft. Yea I've noticed, I might add the AIs in the system when the number of active rescue is super low. AIs are better at ejection. This way, I could maintain like 1 or 2 active rescues at a minimum. Tried but last time I checked, I didn't have the script accesses to change the internal cargo weight of a plane.
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hahaha no, I am never going to do that. This is against all my design philosophies. In the current DCS version and the open-to-all server philosophy, I can't expect pilots to be able to identify a medic helicopter so I won't penalize them to kill one. I don't mind suggestions but again, I am trying to find a positive and balance way to deal with it. Think carrot, not stick. Stick is for trolls.
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I like how passionate you are about these mission and I agree, it's a fragile balance to maintain. Also, it doesn't have to be extra protection, could also be some kind of help, an additional awareness, an "enemy fighter in vicinity" alert for example would be possible and not that crazy unrealistic, then you can take action, go hide, go low, go dark, go home, go land, go to Sachere pub and have some fish-and-chips....
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In the current DCS that basically have no ROE features, I can't consider killing an heli or even a medic heli an offense like I do with friendly fire. And if it's not an offense or trolling, I am trying to think in term of positive change to make the situation better, not in terms of penalty if it makes sense.
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This is a topic I've been thinking about a lot lately. By adding a lot more helicopter-friendly-ground/rescue/transport objectives in the CZ, I've attracted more helicopters in the 'danger zone'. And now, of course, I see a lot of helis taking big missiles in the face. To be honest, I've noticed that it can already be hard for some pilots / aircrafts to properly identify friends from foe, even harder to identity the kind of aircrafts and almost impossible to identity the skins :) This is the conflict zone and I think part of the thrill of the rescue/transport is to potentially have enemies trying to kill you. This also encourages team play ; you have to ask for fighter escort. This is also nice for fighters cause this is a type of CAP they usually don't play often. Protecting a flight and trying to get kills can be oh so different. I can't really actively protect medic by, for example, script-destroying missiles launched at them nor can I actively penalize people from killing a medic by, for example, triggering random failures or removing one of their wings :lol: Stats wise, a medic pvp kills goes to 'transport' category so it's not as fancy as a 'fighter' kill. It's already something. I am trying to find a positive way to better the situation. Adding more FARPs is already something. Maybe providing better tools for helis about the nearby threat... Maybe adding the satisfaction for helis to go capture ejected enemy pilots in addition to rescuing the teammates :P
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In Masterscript: Skynet v2.4.2 Fixed: Script exception when joining the second seat of a L39
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In Masterscript: Skynet v2.4.1 Tweaked: Helicopters tagged 'MEDIC' are now also 'medic' in the transport system They have one more slot for personnel and one less slot for cargo This will simulate an extended cab for medical purpose As a reminder, medic helicopters also have no external hard points Chewie gave me the idea while speaking about huey with extended cab Fixed: Helicopters auto requesting smoke on the wreck they've just created by ejecting Added: Dedicated explosive pick-up zone Explosive can now be loaded from a specific explosive pick-up zone as well as general transport pick-ups This will allow me to add explosive pick-ups without changing transport pick-ups You can now load explosive packs, in Forward FOBs, in the conflict zone Requested by DustOff=3=6 Tweaked: Remaining unit list in the objective detailed report are now sorted by threat level For example, the SAMs, if any, will now appear at the top of the list Requested By Vyrtuoz Tweaked: Output less debug information for old system proven to work In Map: Open Conflict Khashuri - v5.9.5 Added: Red Su27 with Digital Camo Added: Explosive pick-up zones @ FOBs and Medical Centers
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You guys are hard to protect going so deep in enemy territory. I almost took a missile in the face :mad:
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In Map: Open Conflict Khashuri - v5.9.2 Tweaked: Wrecked pilot zone to avoid spawning them too deep, in the enemy AI CAP zone Tweaked: Conflict Zone size Tippo: Second red convoy is actually going to Ambrolauri, not Kutaisi base like the popup says Added: Medical Forwardish Base These bases served as new Rescue Drop-Off area with fully equipped hospital These bases are situated at the edge of the protected zone so less forward than Gori and Zestafoni MEDIC helicopters will now spawn on one of the base 2 heliports This will also help having less slots at Zestafoni and Gori heliports (spawning outside the helipad) Blue medical center is in Kutaisi city Red medical center is on Dezgvi city Updated: Gori / Zestafoni Forward Base Added a third heliport/FARP to each of these bases Because these forward bases are really huge now, convenience stores have opened shop for you beer/vodka needs Also sushi shops Wholefoods is considering opening a store there too No heliport/FARP will have more than 4 playable helicopters on it I hope this will help lessen the spawning on people or outside helipad bugs I've attached some sexy-hot FARP pictures ; careful if you are at work ;)
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Sadly, I am a perfectionist so I can't just put FARPs, I need to try to place them properly, try to make a fancy setup as much as possible. I had the concept of medical center on a previous map so I think I am going to create forward medical centers that will act as rescue drop-off and medic helis spawns :thumbup:
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It's a DCS bug reported since forever. I can/will lessen the problem by adding more FARP, I don't think DCS likes to have more than 4 helicopter slots on a FARP. Stay tuned!
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Yea When the server crashes, my DCS launcher will automaticcaly restart it so you may have to wait like 30 sec to see it appear again while the launcher auto click all the screens
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In Masterscript: Skynet v2.4.0 Added: Hovering near Ground Computation In addition to a 'parked' status, aircrafts now have a 'hovering near ground' status Aircraft needs to be under a speed threshold (for now 1 m/s) Aircraft needs to be under a certain AGL altitude (for now 15m) Hovering status is displayed in the '-me' command An hovering-near-ground aircraft can now pick-up pilots (rope included) An hovering-near-ground aircraft can now plant / recover explosives (grappling hook included) I am not sure about the threshold values as I suck at hovering, so test and tell me if it's ok :thumbup:
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In Map: Open Conflict Khashuri - v5.9.0 Added: Medic MI8 slots @ Zestafoni and Gori FOBs No external hardpoints, no IR exhaust suppressors, no additional armor, no vodka bottle holders I am using Police Skin for now until a proper medic one is added Added: F86 Radio Channels However, I can't setup a channel for AWACS 124Mhz, it's out of the channel freq range Any idea? In Masterscript: Skynet v2.3.9 Updated: Radio Beacon for wrecked pilots Wreck pilots no longer reuse the same frequencies Seems like the radio system doesn't update properly the signal position when I change the beacon position Yep, the radio system is an enigma wrapped in a mystery inside a locked box lost in a maze To compensate, more frequencies have been added in the VHF frequencies pool This will double the pool to about 100 VHF freq These frequencies seems more tricky to tune in but I need more freqs since I can't reuse them Ex: 215Mhz - 415Mhz - 1150Mhz [*]When no frequencies are available, no wreck pilots will be created
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Yea it's already on my list to detect hovering helicopters and then allow explosive pack drops or rescue pick-up... I have no ETA tho :thumbup: Maybe before the release of the F18 :P
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Providing air escort is serious business, you have to fly in formation with your escortees even if they insist on flying at 200km/h :pilotfly:
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In Masterscript: Skynet v2.3.8 Fixed: Radio beacon not being released on mission reset The rescue system would run out of free frequencies [*]Fixed: Rescue wreck objective not being properly released on mission reset The rescue system would then create wrecks in the previous session objectives instead of the current session ones [*]Fixed: Some safehouse not displaying directions In Map: Open Conflict Khashuri - v5.8.8 Tweaked: Rescue morse code sound to be less violent (added a fade in) Added: Awacs freqs in the briefing Added: Red air tankers freqs in the briefing Updated: All air tankers freqs to be in the 130-140Mhz VHS range Fixed: Mirage2000 not having radio channels Mission editor was removing them cause I don't own the Mirage I did the same 'hack' as for the Mig21 to make the ME believe I own the Mirage VHS channel 1 should be 124Mhz (Awacs) VHS channel 2 should be 135Mhz (IL78M) I can't test it properly as I don't own the plane, tell me if it's better Added: Medic UH1 @ Zestafoni and Gori FARPs No external hard-point, no IR exhaust