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Everything posted by Mirknir
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oh maybe I don't display the altitude for ground target, I ll add this since I def compute it. I am getting confused between what's currently on the server and what I am currently working on :)
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The altitude is also there yea. For non-moving objective, the lat / lon is in the detailed tab that you access with -ag <objectiveCodeName>
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Skynet doesn't really announce air targets ; the AWACS is still being used and outside my control. Spoiler: this will change next OC. For ground target, skynet gives on demand, heading and distance as well as lat long so you can navigate there or enter a waypoint in your airframe. Spoiler: this will change next OC. Does that answer your question? What do you suggest?
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Air quake is not the only problem I/we discussed about ; the constant relentless air superiority battle can also be a problem for other roles to find gameplay space to play. Whether fighters are fc3 or not, airquaking or not, having 25 fighters in the current map (not that big), is a problem for a lony bomber trying to make a run especially if everyone is focused on kills and don't do escorts and shits. Having a small delay before being able to battle again can help affected pilots to ponder on their death and try to be less airquaky next time as well as give some breathing room on the battlefield for other roles to do stuff. I've thought and been given other solutions I will describe in another post. For the briefing, in addition to be read by noone and be automatically filled with irrelevant informations by dcs like slots and shits, the briefing is also static and can't be edited in runtime. I am trying a go towards a more dynamic mission and try to not use static tools to give precise information. That's why, I have my own ingame menu with pop-up text I can modify on demand.
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About the recent post frenzy... Like some of you, I am not totally happy with the current status of OC and especially the amount of fighters that sometimes overwhelm the server. So yea, adding more fighter slots is not going to happen. Decreasing the number of fighter slots is an option but I fear that with all the released or reworked fighters, even 2 slots of each fighters will allow the server to be filled by fighters. I've already taken steps to reduce airquake with popular decision like limited access to some missiles and low fuel for some aircrafts :music_whistling: Even if it worked in some manner, it still didn't produce the result I wished. After discussing with a lot of people and seeing the comments on the forum, I think I've reached the limit of what I can do on this version of OC and the server just need a bigger playzone to, first, support more slots and second, increase the flight/track time inbetween fights and let more gameplay space for other roles. I've been working on something new and bigger but to be honest, it's just slower than I anticipated between my life, my new jobs and recently my broken computer. I've already have Belgriffen ready to host the new server in a more professional settings so yea... please be patient :thumbup: When I get my new computer, I would also be able to come back and play on the server ; my old computer was just to weak for those wondering why there is no Mirknir on OC :helpsmilie: I might still try some radical limited testing like a week-end no FC3 or week end low fighter slots and see how it goes. Send me your reasonable suggestion - No dust, a UH1 only week-end is not an option :)
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Coming back from vacation with 3 pages of posts to read... I wonder what happened ; I ll need to catch up. Doing some maintenance on the server ATM... Maintenance Done Mission time changed to 5am to 11am.
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No, i am in vacation far from home ; almost no internet connections :) I ll check this next week
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Anyways, the fact is that I am working with bel to host a bigger server with regenesis. In addition to a better internet, a bigger server also requires some work on skynet performance as well as a bigger map with more battle space. That's why I am focusing on the next open conflict to do such expansion instead on this one. I know it's slow since I am busy with life and work but it's progressing :)
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Well, i am actually asking for help. That's why there is a donation page (for the hosting but also the dcs module/map costs). That's why CrimsonGhost is hosting the TS server. That's why Ciribob is hosting the SR server I have worked hard and am working hard on Open Conflict and I also want to keep control on my work to continue applying my philosophies of a public, free and open server and the game designs I like. Thus I am very picky and wary about hosting the server somewhere else and releasing all control. However, having someone else host OC is indeed the best way to expand and is actually in the work but it won't happen on this version of OC I am sorry :cry:. I am working on ReGenesis and making it and the associated tools better to handle remote hosting and I am working with a cool guy to host ReGenesis in a more professional setting :thumbup: ... speaking of the devil... Hello Belgriffen and thanks for the encouragement. The new project is doing fine even if I had a set back last week with my computer frying during a thunderstorm. It was an old computer that I already planed on replacing but ReGenesis is on hold until the new one arrives. Still the project is progressing well and the War Dawgs clan Yo! are helping me test the diverse features as they come in. When I get my new computer, I will most likely expand ReGenesis dev to 2.1 to make sure everything is working outside 1.5. I prefer to not say to much and wait for stuff to be playable ; no need to create a hype I won't be able to deliver :lol:
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Hardware problem - server is down. Should be fixed
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I will check this. However, the number of cargo slots are not supposed to be an exact representation of what the actual aircraft can do. Its more a gameplay relative representation of the transport capacity versus other aircrafts. Like the mi8 has the most capacity in skynet like in RL but still doesn't have 20 seats even if it could in RL. But still, I'll check a bit further the multiple gazelles:thumbup:
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Like NASA said :) However, I am not satisfied with the current radio beacon system and especially with some new bugs that appeared in recent patches. I am indeed working on the next Open conflict and I feel I have to change some stuff about the radio beacon. So I need you guys help! Currently, I have a bunch a radio beacons with each free radio frequencies (Ex: VHF: 270.00 KHz - FM: 31.40 MHz). As some objectives appear - like rescue pilots, they receive a beacon and emit at these frequencies at their position. The beacon is then retired for the session as changing the position won't move the source of the emission. I have to consume a lot of radio freqs so it's almost impossible to use the concept of presets afaik. Another problem too is that I have a lot of server crashes in radio transmission so I feel I am overusing the system. For the future, I was thinking of using a limited predefined set of frequencies (thus being compatible with presets). Then assigning them to specific objectives like safe-house 0->10. Then to keep some dynamic aspect, at the start of the map, moving safe-houses around the conflict zone so it's different from one reset to another. I will thus use less radio beacon, stop spawning more at runtime and could use the presets. However, some dynamic aspect will be lost, a downed pilot will always rejoin a safe house and it will be the safe house spawning a bit randomly. I suck at radio. It's true, I am no masters of any helicopters or high fidelity planes so my knowledge literally stop at a VHF and FM freqs. I will need more information to do better radio beacons. I have no idea what you are speaking of when you speak about the different MI8 radio systems and the related frequency ranges. I wouldn't mind more information about it as it would make my job easier. Why do the MI8 need so much different radio systems? What are the differences? How exactly are radio freqs categorized? What ranges are free? Is all of this standard with other aircrafts? Can I even make radio beacons generalized or they will need 10 settings per aircrafts? How does all of this help you kill F15s? Cause it's the goal of the game IIRC :lol:
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The ships I left are immobile landing platform. Some of the ships I removed were active moving fighting ships.
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yea it's a dedicated server with render off and max FPS @ 40. However, the problem was present on my personal computer as well as the dedicated server. Since the patch, my original mission was just massively slow and I had to remove ships to make it work better. This issue is just a bigger problem when you run it on a server for clients.
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It may be too many. I'll add some information so that you can tweak your ship number to your server hardware. The problem for me was the number of ships just killing the server FPS, dropping it to about 10FPS. The server being massively slowed down, the client requests and responses were delayed creating massive lag. On the hosting server or just by hosting your mission on your computer, you can press RCtrl-Pause x 2 to display DCS advanced profilers (see attached pictures). There, you should see the simulation part getting way crazier than it should be. That was my problem ; then I removed ships until it became tolerable :)
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I kept only 6 unit carriers (one group of 2 and one group of 1 for each side) Removed all other unit ships, I had close to 20 ships before. I kept the minimum to not have to change to much the mission but still, the su33 are back on airports and the zone defenses are severely weakened by the absence of offshore cruisers. I hope this will help
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Yea since the last patch something went wrong, I ll investigate. Edit: something was broken in ships performance last patch. 90% of the ships in the map have been removed to decrease the lag on the server :(
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- Server has been updated to last DCS version -
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Yea I wish I could but am limited by my current internet connection and the fact that DCS is really hungry for bandwidth. As I am hosting a server, the bottleneck is my upload bandwidth to send all the information to my players and it is, of course, the more expensive to increase. The server is indeed opened to donation (link in my signature) to support me and help me with the cost of hosting the server. I am exploring other avenues / models for the next open conflict but nothing is sure yet.
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- SERVER MAINTENANCE DONE - In Masterscript: Skynet v3.5.8 Server duration set up to 6h Updated the 'server will reset in' warnings In Map: Open Conflict Tuapse - v3.6.3 Play time is now from 16h to 22h Weather remains unchanged ; the 1.5.7 kinda broke rain and overcast
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Hello guys! Sorry for the long silence ; real life kept me too busy and stressed for some weeks now. First off, thanks for the good word and compliments on the server, it means a lot and motive me for the next phases. Also, I wanted to thank the War Dogs for helping me with forum and server customer support :megalol: Now, some quick answers: That's what I am going for for now. Gonna try to push this today after the maintenance. Thanks for the donation and the plug :D It's in the mission briefing :thumbup: I wanted to add sense of emergency to rescues with a timer after which the downed pilot get captured / run out of battery / die from his wounds / contemplates drinking his own urine and prefer to end his life - your pick. I could make it more obvious with warnings saying "this rescue is about to fail" or yea, check if a medic is nearby and make them hold on longer :)
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Thanks for the feedback ; I am happy you like the server. When you say server runtime, you mean the 4h before reset? I chose 4h back in the day when dcs was maybe a bit more unstable and a reset was always good for the stability. Also, it's a good duration considering the number of players and the amount of stuff to be destroyed. I am working on more dynamic spawning to avoid running too much out of stuff to kill. Also, something I don't have control over is the wrecks that can block out runways and are cleared on reset. Did they change the wrecks recently? Can they still be so blocking? As for auto reconnect, I am not sure what do you mean. Can I get more info on this?
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Yea this DCS update came as a surprise to me and at a very busy time for me. :helpsmilie: ED also changed a lot of stuff that required a lot of extra work to update (but still for the best of DCS so it's ok :)). I didn't mean for this weather to stay that long (DCS fog bug or not) but I got caught in real life stuff. I will still push an quick update with a quiet beautiful summer sunset... perfect for BBQs and killing F15s...
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Yea, I always save the mission with the current build when I update the server to a new version (that what I call "porting the map" in my posts :)) This time I did it on the web client I use for private-test server instead of my steam client that I us for playing/editing but still. Now that the new version has been released on steam I will be able to do more proper tests :thumbup:
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The server doesn't really have the ability to make something look weird on a client. It's most likely a DCS problem sorry ; maybe the overcast got a bit broken in this version :(