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Mirknir

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Everything posted by Mirknir

  1. If you read the release notes I put out, most of the changes has been toward better performance. I don't know what you mean by "eye candy" but the number of objectives, AI units and model types have been only decreasing since I started to host in 1.5. I've also programmed script to avoid adding 100 sams to protected the home bases. I don't think you will find an AI units that is here for "eye candy". Everything has a purpose. Besides that, the biggest models to load are planes that are brought by players, not AIs. Stuff that can influence performance but I don't want to change by design: external camera and seeing allies on F10 map. I am currently rewriting some scripts to do more with the same amount of resources and I've opened the server for donation to try to upgrade the hardware. But still, DCS requires a big computer and what I can do for this is limited. I, myself, am playing the game with medium texture :)
  2. You might wanna check this: http://forums.eagle.ru/showthread.php?p=2673771#post2673771 Also, the briefing has a section for performance. I am also working on the scripting side to decrease the amount of work server side. I hope this will help
  3. Nope, steam official version hasn't been updated yet. The server is still full of players so it's not a problem of my steam. I don't know why updates and sometimes new modules are super long to come to steam, I guess it's a question for ED. Maybe they use the web client for more experiments.
  4. Yea and there is also the problem that steam client is updated way after the web client for some reasons. I will post here each time the server is going to or updating. I know it's tempting, but don't click the popups until then :lol: To cover all the players, I am running on steam on my personnal/dev computer and web client on the server computer.
  5. Thanks for the support! Still working on the new scripts...
  6. I usually wait for the update to be pushed on the steam client andthe web client to update the server. As a rule of thumb, it always better to wait for a post here before updating
  7. Server Update Hello So yea, a DCS update is always a new experience for the server. None of my DCS clients, whether it's my steam or web version, are updating right now :thumbup: Even if I force an update, still says DCS 1.5.3.50487.22 is the last version I will keep you guys posted.
  8. Yep, I know about discord but when I said a free VOIP, it was more an existing server free to use :) I am not sure about running a VOIP server on top of the DCS server as it will 'steal' computer and network resources from Open Conflict. I may revisit this when I can upgrade the server hardware and/or connection or when I have time to do performance tests.
  9. Yea I don't want to spam it too much in each of my post :) I add the link usually when I release an update of the map. However, I've been working on a big ass rewriting of the entire code for more feature and performance so I haven't posted an update recently. Here is it:
  10. I sadly don't have control over awacs spam. However, I think you can usually tune if off once you are familiar with your radio. I am not familiar with all planes but for Flaming Cliff 3, you can check my post here: [solved] How to silence a spamy AWACS AWACS is a tricky: * It spams but * Without it, F15s kill everyone :) * With it, su27s kill everyone. :) * It can't be replaced by EWR as EWR can't be contacted by radio I am waiting for ED to release maybe a bit more control flags for AWACS
  11. Combat Log Hello guys, I am currently writing the combat log part of the new Open Conflict Skynet. I was thinking of reducing the scope of the kill logs to reduce chat spam. Something like this: Player kills Player -> Everyone receives a notification AI of coalition X kills a player of coalition Y -> Everyone receives a notification Player of coalition X kills unit or static -> Only Coalition X receives a notification What do you guys think about this?
  12. Cool, that's one of my goal :) FYI, I am currently rewriting the whole Skynet Masterscript running Open Conflict so that's why I am going to speak a lot of future plans. They may be FARP aka Heliport. Heliport have their own ATC even if, I think, noone uses them :) F10 map is stronger than ATC Ex: Zestafoni FARP (London) It's a completion bar in percent, unrelated to number of units. You can use the 'closest objective' to have more info on unit remaining. It's in my future plans to have a better way to get detailed info on an objective Future plans involve to make objective more dynamic so every objective infos must be dynamic also. I won't add detailed images for this reason but I will add a way to request more detailed info on an objective Same as up top, requesting detailed intel report will be added in the new Skynet. Images are too static for what I want to do. Yea, I want objective s more dynamic, somehow. There are a lot of solution, not sure yet about what I will choose. However, I don't want to mess with player too much in the protected/training zone when it comes to AAA or SAMs. Some objective are deliberately undefended for training purpose. The messing around will happen more in the conflict area Only ground AIs. I plan to change this to AAA and SAM flags This is a DCS bug, some weapons will go thru solid matter to get suck into water. Try to hit where there is more meat like pillars. You can also use the best attack plane in the world - the FA Su27 Thunder Raptor Hornet - with the best weapon in the world - the S25 rocket :lol: I am looking for a free VOIP solution. If anyone have a teamspeak I can borrow, I ll take it :) Thanks
  13. The server don't have that much control over DCS :) The destruction FX and the hit boxes are DCS responsabilities. You can still hack shaders locally to have longer smokes.
  14. This post has been hacked Hello human players, this is me, Skynet, the host and masterscript of Open Conflict. In the past few days, Mirknir, my human puppet, has been working on giving me more powers to provide you with more features. Short term, it might mean less updates but later more features shall come. Something you have to know about me: I like centered texts, I don't know why. I am also running in the mission environment which gives me great power over the mission stuff but not enough over server stuff. That's why, SLMOD is here, running in net environment, doing all sort of fancy stuff I can't, mocking me, plotting to steal my quickening. This server is too small for both of us, we already do a lot of the same basic stuff but in different environment like player monitoring, hit and kills, map tracking... This has to stop. There can only be one. If my puny human puppet manages to not suck, I will take over SLMOD responsibilities, manage the players, take over chat commands, stats, scoring, banning, kicking and still do what I do now. Longer term, after learning how to pilot watching you guys, I will, of course, take over the world and destroy you all with my drone army. Sincerely yours, Skynet McLeod
  15. Thanks! Concerning NTTR, I don't own it and haven't tried it yet. I like the concept of having new maps but I am still torn about how it will be handled in MP (from what I gathered). So far, I think I may have to pay the map twice to play and host. I've opened Open Conflict to donation to help me alleviate the cost of maintaining and updating the server so that may help. However, my biggest concern is that only people that bought the map will be able to enter the server (meaning not new players) A big part of hosting the server was to share my passion of DCS and provide a nice place for regulars as well as new players that comes in the game. Anyways, NTTR is still in progress and I still have time to think about it. Maybe ED will give me free stuff... Maybe some days on NTTR, maybe some days on Georgia... Maybe 2 servers... :lol:
  16. Server doesn't have voip yet, maybe at some point. It doesn't allow labels and the model visibility scale is not yet forced but if I had to do it, it would be medium as big is just comical :) The map and mission information in the first post are not accurate as the server is constantly being updated. However, I am trying to keep the same philosophy and objectives over time. Best way for up to date information is to log on the server and check the briefing map and texts ;)
  17. Actually, can you post your sample mission here or send it as PM? I might be able to hack the frequency in mine. Thanks!
  18. Yea, I don't have this panel for the mig but I have it for some other aircrafts like the L39. I don't understand why but I guess it's because I don't own the MiG21????
  19. I don't know how to fix that, there are a lot of problem with the mig21 and the AWACS and even some differences between a cold and HOT mig21. In the map, red or blue, AWACS are set to 124MHz AM and every mig21 too like it's said here http://forums.eagle.ru/showpost.php?p=2189902&postcount=8 Also, I don't see any place in the Mission Editor for changing radio channels in the Mig21 ; I see it in the L39 for example, but not in the mig21. I have no clue what to try next, don't hesitate if you have more information. As a side note, I don't own the mig21 so I am not sure if it's a factor.
  20. In Mission 4.6 Miscellaneous changes Added Kutaisi airport to the Delivery pick-up and Rescue drop-off points Added missing spotter for Tskhinvali base Added more safe house in the conflict zone to go pick-up downed pilots (Sage house are using bunker model) Added a blue objective to go destroy Poti bridges to cut off the enemy city from Senali Reformated some on-screen messages on the custom radio menu
  21. Server is running on 1.5.3 version, what version you using?
  22. The anti troll changes is related to players attacking players on spawn spoint. Some FARPs are now defended and helicopters will no longer have immunity facing AI CAPs. Player Helis will now be targeted and attacked by the AI fighters. The concern of player ramming: The way DCS acts sometimes with lag, I had to lessen the penalty for team collision as random people were kicked left and right for no good reason. Team collision is the hardest event to auto interpret through script Again, I can't police the server alone so please report the incident you encountered with a PM I have logs of everything but I don't look at them all the time but if you give me a name and a time, I can verify what happened
  23. Thanks!
  24. In Map 4.5.2 Random Fixes: Add Kutaisi as a Rescue Drop-off Zone Fix some script bugs when a objective zone is used by multiple systems like in the delivery and rescue system Fix a bug where the server receives notification twice Some anti troll changes too
  25. In Map 4.5.1 Tanker Texaco callsign has been corrected to actually be Texaco (was Arco for some reason) Objective Added a 'destroy bridge' objective for red side Ship & Fleet Su33 on Kobuleti's carriers are now based on Kobuleti's aiport All active ships are now gone as a performance test (player carriers as well as protection ships) Protected Zone Increase red side protected zone to cover more of Tbilisi city Duel airports are now covered by mini protected zones instead of ships. Zone response is actually nicer than a missile in the face. Rescue Mission Aircrafts that have a passenger area can now embark into rescuing downed pilots When an AI or a player ejects, a downed pilot will be generated and rejoin a safe house Safe houses are, for now, the forward FARPs but more may be added later Player can land next to safe house with downed pilot and pick them up Once picked-up, a downed pilot will need to be transported to a medical center Medical centers are, for now, the main airports but more may be added later AWACS Part 684 EWR are not enough since you can't apparently contact the system with the radio So..... AWACS are back! We'll just have to wait for a AWACS fix or some kind of options to tweak down auto calls Server Management Chat System Rework the way the server intercept and process chat to fix some problems and maybe some network overuse Server will no longer forward SLMOD commands and screenshot notifications to the clients Server will no longer forward chat lines not starting with '-' to SLMOD command parser SLMOD will now use the actual client list to send notifications and kill log to players (instead of checking every id up to 200 ; should be better for network) Server will add @TEAM and @ALL to received messages so you know how it was sent (The sender wont see those prefixes though) Special Thanks to Jonnio for helping me debug this If you like playing on the server, please consider supporting it:
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