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Everything posted by Mirknir
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In Masterscript: Skynet - v2.3.7 Rescue smoke request range is now 3000m Some aircraft will now auto request rescue smoke when nearing a wrecked pilot (@ 80% request range) UH1, MI8, Gazelle and every dev slot I have [*]One ejection will now only create one wrecked pilot even if the aircraft have AI copilots
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Upgraded Rescue System In Masterscript: Skynet - v2.3.6 Upgraded Rescue System The goal here is to add actual wrecked pilot in Skynet and integrate it smoothly in the current systems I have. Here is the first version... When a player pilot ejects, 2 things can now happen: Either the pilot will rejoin a safe-house like the current system Either the pilot will create a wrecked pilot around where the ejection took place In order to avoid impossible objectives or crowding the map too much, Skynet will still apply some restrictions to this new system. Each coalition has a finite number of wrecked pilots that can be active concurrently (for now 10) The condition to create a wreck are multiple, here are a few: Be over land Be in the conflict zone, but not too deep Be outside FOBs area Having a free 'wrecked pilot' slot Once created, a wrecked pilot will be spawned on the ground and Will create an wrecked pilot objective in the objective system [radio menu or '-re' in chat] [*]Will emit a radio beacon [*]Will have a detailed report with freqs, direction and lat-lon infos [*]Will appear on F10 map [*]Will despawn after the battery runs out For now, the battery will last 1 hours [*]Will respond to smoke request in a certain range For now 1.5 km range Smoke will last for 5min [radio menu or '-re smoke' in chat] [*]Can be killed so be careful with smoke requests [*]Can be picked-up in a certain range like safe house pilot For now 200m [radio menu or '-re load' in chat] [*]Will be added in your aircraft as 'downed pilot' like safe house pilot [*]Can be rescued at rescue drop-off points like safe house pilot It's a big system that I can only partially test as I suck at helicopters so don't hesitate to report bugs with the -report command :thumbup:
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In Map: Open Conflict Khashuri - v5.8.6 Updated: Lessen SAMs presence @ Tskhinvali blue base Updated: Route of Blue convoy heading to Tskhinvali so that it's less in the way of CAPs Fixed: Red F16 CAP having only 1 plane instead of 2 In Masterscript: Skynet - v2.3.5 Preparatory work for Upgraded Rescue System (STILL NOT ACTIVATED) Added: Objectives can now have more dynamic component Updated: Rescue Pick-up objectives are now divided in 2 concepts Safehouse Pick-up (the one currently in use) Wrecked Pilot Pick-up (the new dynamic one still work-in-progress) radio menu or '-re' command will show the 3 following categories: Safehouse pick-up slots Wrecked Pilot pick-up slots Rescue drop-off Updated: Green Smoke for Rescue Pick-up is now on-demand (instead of continuous) This will make the LZ stealthier especially when I activate wrecked pilot Player can now request for the closest pick-up to release a green smoke using radio menu or '-re smoke' chat command This works for Safehouse but will work for Wreck Pick-up too This will work only in a certain range (1.5km for now) Updated: Radio beacon can now be deactivated Safehouse radio beacon will stay active continuously Wreck Pick-up radio beacon will stay active until the battery dies
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Thanks man:thumbup:
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Infinite Gazelle Warfare In Map: Open Conflict Khashuri - v5.8.4 Added: Gazelle slots on Gori and Zestafoni FOBs Updated: Gori and Zestafoni FOBs now have 2 heliports to accommodate more helicopters Ka50 and MI8 will share one heliport UH1 and Gazelle will share another one [*]Updated: Red protected zone for better protected against west intrusion
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Charlie: Well, if you were directly above him, how could you see him? Maverick: Because I was inverted. Iceman: [coughs whilst saying] Bullshit. Goose: No, he was man. It was a really great move. He was inverted. Charlie: You were in a 4g inverted dive with a MiG28? Maverick: Yes, ma'am. Charlie: At what range? Maverick: Um, about two meters. Charlie: Ok but what was your ping? Maverick: Um, about 280, server was in Europe, ma'am. Charlie: Yea must have been lag, checking on tacview... Goose: I may have alt-tabbed during the manoeuvre to check my facebook.... Maverick: Oh come on man! Charlie: Yep, tacview shows a crazy lag spike... Maverick: Next ejection, you gonna pay! Sorry...
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np, I hope it will work, I have no way to test it!
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Server updated to Version 1.5.3.52724 http://forums.eagle.ru/showthread.php?t=147601&page=3 Clients with previous version should still be able to connect In Masterscript: Skynet - v2.3.1 Added the Gazelle in Skynet Database Added the Gazelle in the Transport/Rescue missions 1 slot for documents 1 slot for personnel 2 slots for Cargo In Map: Open Conflict Khashuri - v5.8.3 Added some Gazelle playable slots @ kutaisi @ Tbilisi More will come later when the Gazelle support comes on Steam (where I have my dev environment)
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I got a lot of nice or angry or impatient requests about the Gazelle so I also wanted to clarify some stuff: The release of a new aircraft can be in several steps like was the Mirage2000 or the Gazelle. Even if the Gazelle was released several weeks ago as early access, it doesn't mean that the aircraft can be put on a server, especially by people that didn't buy it yet. As I never buy early access anything, I have to wait for ED to release the standard support of the new aircraft to the main version and if possible, the steam version too. The Gazelle support was added today in DCS main version, in this patch (that is still not on steam btw) I will do my best to have some Gazelle on the server today. :thumbup:
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Yea it's in my plans ; I think it's been finally added in the recent patch as a placeable helicopter so I will be able to add it even if I don't own it :thumbup:
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Thanks man, happy to see you enjoy the server. I am working on making these rescue mission more engaging for players by adding proper downed pilots when someone ejects! Stay tuned!
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Power out... Server momentarily down :mad:
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In Map: OpenConflict Khashuri - v5.8.1 Activate Randomization on 2 objectives to start with Red Ambrolauri Artillery Base Defense now has more units amongst which 2 SAMs and 3 AAAs will be chosen at random Blue MM58 Drone Base Defense now has more units amongst which 1 SAM and 2 AAAs will be chosen at random It was a bit complex to make this feature work well with some other ones, so don't hesitate to report bug if you see any! :thumbup: Don't forget to check the detailed intel report before attacking these objectives as some surprises may await you
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In Masterscript: Skynet - v2.3.0 Randomization I've started to experiment with randomization to make the map feels different from one session to another. Teleporting existing units is a no-go in DCS so I am going to put more units in groups and select a subset of them to stay for the session. Here is the first route I am going to try for randomization: First Layer - Unit: Each unit can now have an individual chance to spawn. Skynet will roll the dice for each unit and remove it if necessary. I will use this for special units often very dangerous for the objective. Example: A MANPAD having a 20% chance to spawn in the infantry objective Example: A Tunguska SAM having a 20% chance to spawn at Ambrolauri Second Layer - Group: Each group can now have restrictions on how many units they can have per category. For now, categories are SAM, AAA, Tank and Infantries. Skynet will roll the dice and keep the specified number of units per category, choosing at random amongst the ones in group. Example: Ambrolauri defenses keeping at maximum of 2 SAMS, 3 AAAs amongst all the ones I've placed Misc: Skynet now changes the random seed each server restart. This will reset the pseudo-random generator and make it produce different sequences of numbers each time. These features requires a new mission version to be activated. Stay tuned! :thumbup:
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Radio Beacon Fix for Skynet - v2.2.3 Radio beacons are now manually repeated by Skynet instead of automatically looped by DCS. The safe house transmissions will thus be restarted every X sec instead of just once at the start of the mission.Players should now be able to pick-up the transmissions whenever they connect during the session.
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Yea, I am indeed leaning toward a join-in-progress bug. DCS have some bugs in term of the status of the world you see when you join versus the actual status of the world at this moment. Examples: If you were not connected when a hangar door opened, you will see it close If you were not connected when a light bomb was drop, you will not see the illumination I think that if you are not connected when the radio beacon starts to emit, you will not see it in your radio. This is the difference between main server and test server, I usually join the test server before it actually had a chance to start. I can repro the bug if I join the test server like 1 min in, after the beacons have started. I am working on a tentafix :thumbup: I am glad you are having fun and some thrill in the conflict zone! I am starting to really like the config of the map ; I've seen and flown some epic moments :thumbup:
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Ok so the radio beacon are not working on main server but they were working on test server... Investigating! Stay tuned!
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This is mainly an objective for the transport helis as it is trivial for modern planes or attacker helis. This is a new objective so I am monitoring it for now. I may increase the difficulty and put randomly a manpad but it will never be a challenge for modern planes and attack helicopter :) Active ships are too problematic for multiplayer so I won't add more than the carriers I just added. You can check on this thread the different posts about it... sadly, too many issues!
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Will be pushed in next reset, with some rain
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In Masterscript: Skynet - v2.2.3 In order to offer better rescue mission, I started to read manuals and research radio system and how to script them in DCS. Radio Beacon Preliminary Work Skynet can now create radio beacons at any position that will emit a radio transmission on different channels Each beacon will emit on VHS, UHF and FM to hopefully be able to be picked-up by most rotorcrafts UHF emission is silent because it seems to spam FC3 aircrafts To test this new feature, each rescue safe house will have a beacon on which aircrafts can home to These informations are accessible in the detailed report (-re <objectiveCode>) Ex: Beacon Freqs: VHF: 250.00 KHz - UHF: 222.50 MHz - FM: 30.50 MHz The communication should be this mysterious morse code sound Check attached image for more geekness [*]Tell me if it works properly for other rotorcraft like MI8 and ka50 [*]If it does, I might use this feature to improve on rescue Here are the references I used/checked: Huey Flight Manual: http://www.digitalcombatsimulator.com/en/files/346897/ ADF/VHF FM navigation tutorial: http://y2u.be/SNT0A2Pgxh8 Complete transport script: http://forums.eagle.ru/showthread.php?t=108523 Alternative CSAR Script: http://forums.eagle.ru/showthread.php?t=146994 Complete Transport and Logistics Deployment: http://forums.eagle.ru/showthread.php?t=143107 So I also received Combined Arms as a gift from CEPEGA :thumbup: I thus started to check-it out to see how I can prevent the massive trolling potential of this module: Combined Arms Preliminary Work Skynet now monitors players entering/exiting the role-based playable slots of CA Those playable slots are different as they are not unit based Roles are: GROUND FORCE CMD, GAME MASTER, JTAC, OBSERVER
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Thanks for the advice! I appreciate it Indeed, OC is a combat server and I think people really like to use su33 from carrier or even land with a heli to resupply. It's just too cool :) I also noticed the bouncing and it's even crazier if you make your ships move. With a immobile carrier, no route, only the initial waypoint, the bouncing is minimal and even more IF you put the speed of your unique waypoint to 0. This is strange cause the speed shouldn't matter since there is nowhere to go. The coms for me is more a general problem on the server and I think all my radio problems come from AWACS spamming and overloading the system. I can't manage to shut him up and just speak when spoken to. I've contacted the dev but no answers yet. Removing AWACS would be unfair to almost every planes except the su27/33 that still get EWR datalink.
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I will check this and google all the technical lingo, see what can be done I am just a su27 pilot, all I do is try to kill the maximum amount of F15s before they take over the world :D Each new fancy requests make me investigate and understand more parts of the game, I like it. :thumbup:
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Combined Arms Combined Arms For people that asked for CA to be integrated in the server, what feature of CA would be the more fun? I am trying to see what work I would have to do to track and prevent the massive trolling I had when I activated it last time. Driving tanks seems ok and easy to monitor. But I think CA provides more features that were maybe more used to troll. In the Battlefield Command Options, there are those ones: * Game Master * Tactical Commander * JTAC * Observer I am not sure what 'powers' over the units these options give and if it's even something people would like. I am currently doing some research about this module that I've never used so any information would be appreciated. Thanks
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The crash callstack didn't have any information about what exactly happens. I will keep the experiment going a bit more longer and monitor it closely.
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Yea but then was restarted by DCS launcher. Now that I added a fleet, I have new random crashes. They will be removed next update. I tried :cry: