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Mirknir

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Everything posted by Mirknir

  1. (Released) In Map: Open Conflict Tuapse - v3.5.5 Warehouse ET missiles are gone like the ARH F15 Fuel tank are back in limited quantity Every weapons considered without limits have been set to quantity 9999 (instead of 500) to work with rockets
  2. I am glad you are enjoying the server and it made you an addict :) Tell ED to give me free licences :helpsmilie: But I am sad to tell you that your setup is kind of crap comparing to the Open Conflict Bad Ass server room I setup: :lol:
  3. While I appreciate the proposition, I am, for now, focusing on growing my current server, not opening new ones. Even if players usually see the slot count as the first thing to fix, the donations are more generic and sometimes just used to keep the server alive. The donations are here to support the current server and the work I do behind the scene. The donations help to go toward more slots (from 20 to 30 recently) but they also help me maintain it when something break down (so far 1 hard drive, 2 video cards) and also help me grow the server for everyone. Finally, donations also helps me buy DCS modules I wouldn't have bought but that really helped me develop content for particular aircrafts (for example the UH1 for the rescue / deliver systems). And I will not start on the new DCS monetization where I will have to buy a lot of stuff twice to host a server :cry: I know it's not easy to give money randomly without knowing if I am spending everything on cocaine but I also accept piece of hardware and DCS module/map licences :)
  4. I don't have the finance for a better internet connection but you can pitch in ; the donation link is in my signature ;) It was expected. Basically, the (constructive) complaints I receive on the forum or in private messages are as follow: 70% -> Too much airquake 30% -> Too much datalink-sneak-ET-kills 10% -> Need more slots! 20% -> Need more dynamic events 15% -> You don't know how to count I never received any complaints from F15pilots saying it's too easy to kill an helicopter with 8 AIM120. It's always good to shake things up even if some changes may not persists. Tell the complaining pilots to come here and participate constructively to the betterment of Open conflict. Thanks for the feedback and I agree with you. In my initial design for this release, the F15 slots would be moved to airports closer from the CZ but Sochi is full like you can't imagine, most of the heli/WWII slots are "On Ground" instead of "Parked". It's a nightmare ; I blame the Gazelle releasing all the alphabet letters :megalol: I like the idea of having some weapons only available on certain airbases and it's something I could try to use on capturable airports in the next Skynet. I think the changes to the CAP respawn and the removal of the ARH may be enough for now and the fuel tank change could be reverted. I am not sure why people would put the ER in the same category as Fox3 because you still get many alarms and a lot of time to react. The ET might need to get gone too. Thanks, it's not easy man :lol: I will ship a new version tomorrow so don't hesitate to comment on all of this :)
  5. I haven't used this system so far because it's a lot of work for not a lot a cool stuff :P Even using an outisde script, the warehouse edition of all airports is long The file generated in the mission is huge making the mission larger (even compressed) When a new missile/bomb is released, it can mess-up the whole thing so you have to check everything each patch AFAIK, this is a closed system and there are no script function for Skynet to link deliver mission with resupplying this system I can't with the warehouse system as I don't have access to it from script. However, in ReGenesis, I was thinking of having to skynet-resupply a captured airport/FARP to unlock playable slots on it. We'll burn this bridge when we have to cross it :) Something to know is I can't control the player aircraft payloads or I will have limited the Fox3 to like 2 per payload. The removal of the ET would be the next logical step but it's not like a su27 can take 8 of them. The removal of ER would cripple maybe to much the MiG29. Let's monitor the situation and see if it requires more intervention :) Good call. Yea sadly, to put some weapon count to 0, I have to put a number for everything else :/ I will fix this and increase the number of "not limited" ammo to something bigger. Like a lot of more complex and work-intensive solution, yea I may use this for ReGenesis like also, a more air superiority battle front and a more ground pounding one. Haha nope, the server is on east coast Canada! Even if an ocean separates us, usually, European has a ping of 100-200ms. 300ms seems really high except if you do stuff with you internet like torrenting, streaming...
  6. Server Update (Server Maintenance done ; windows 10 is happy) In Masterscript: Skynet v3.5.7 AI CAP Will now longer stop respawning if they is too many players This will offer a minimum protection for non-fighter aircrafts In Map: Open Conflict Tuapse - v3.5.4 Warehouse Warehouse system is now activated on the mission Weapons & fuel tanks are no longer in infinite quantities CBU's are in low number Nukes are gone even if they couldn't be used (RN24, RN28) Operation Less Air-quake (Experiments v2) ARH missiles are gone (AIM120, R77) Fuel tanks for F15 are gone Low fuel fighters are now starting with more fuel to compensate Krasnodar Added more SAM defences (Hawk) because this zone is more exposed (no mountains) It's all lot of manual changes, so don't hesitate to report problems or even your experience on Open Conflict with this new changes
  7. haha It's ok. I'd rather have people express their opinions (in a constructive way if possible) than staying silent. I have been focusing on the Skynet ReGenesis lately and without a new computer, I can't play DCS anymore so you guys and this forum are my eyes on the server. I've been noticing lately that the aircraft composition on the server shifted a lot towards fighters, especially on the week end and I already wanted to investigate this. I am not sure how it happens since OC didn't change that much since I started working on ReGenesis. Did the 104th closed? :) Thanks all of you guys for the feedbacks and keep it coming. A lot of good proposals and analysis; I will think on it and see what I can do now and what I will keep for next map. Seeing the team composition, I was considering doing some more drastic changes than the low fuel and I think all you say confirms what I wanted to do. Keep up the constructive feedback!
  8. That's exactly what I don't want to happen. Any idea what would help getting a bit more balanced? Less fighter slots? Less FC3 fighter slots? No more AIM120? No more fuel tanks? More SAMS / Warships cover? More scripted help? A main front where most fighters slots are and another one less fighter slot heavy? I wanted to push a new version of the map this week-end ; I should have time to experiment with some stuff. I guess the less fuel on startup thing didnt help that much :(
  9. This post really doesn't help me :) I am trying to keep the dialog running, try to keep you updated on what I am working on and usually answer concerns and am not hesitant to take actions even if I have been super busy lately. I've always communicated that I don't want Open Conflict to become a sky quake server and always wanted to make space for everyone to play. So to make this post a but more helpful for me, lemme ask you these questions: You are usually the first one to want stuff more hard core, more winds, more MANPADS, less help from Skynet... So what's changed for you? I've notice the amount of fighters in Open Conflict have increased and despite insistent requests, I've not increased the number of fighter slots and I even considering decreasing it. Is it a factor in your frustration? Even if a bit artificial, would some more protection from Skynet be something cool? I know sometimes it might appear unrealistic but in wars, usually you have the fight for the sky happening at a different time from the ground offensive. Speaking of fight for the sky VS ground offensive, for the next map, I was wondering if I should add 2 fronts to kind of reflect this. Still not sure how it could be done in a cool way but I am, as always, open to solution. I think the AI Caps stop spawning when there is too many players, is this extra defense more usually than we thought? Why especially the F15? I know they are pretty OP, easy to pilot and full of fuel but I was wondering if it's really a F15 problem or a fighter problem or aim120 or fuel tanks. I know the AWACS is not perfect or configurable in DCS so that's why I am trying to merge it with the next Skynet. Any other solutions in mind? Some major changes are already under way but it's will not be there tomorrow :) I am also open to making some more minor changes to the current Skynet if I see that some aircrafts lost their place to have fun. Let's keep the dialog running... Thanks
  10. So yea, I can explain a bit more what I am trying to do in term of fog of war. As always, all this is still work in progress :) First off, the design intent is to have something leaning toward realistic but with some short cuts due to DCS limitation, performance and how Skynet can talk to players. Overwatch - Fog of war In Skynet ReGenesis, I am implementing Overwatch that will play the role of AWACS/CGI as well as some more advanced features. Each Overwath will receive every detection reports from its coalition. An enemy unit can be detected by different ways (still in progress) By attacking a player By attacking a base/convoy Detected/Engaged by AI (air or ground) or players More... This applies to air, ground or surface units. While detected and X minutes after the last detection report An enemy unit will appear in Overwatch as a clear contact (using Bert terminology proposition) Overwatch will dispatch players using the exact position. After dissapearing from detection/report The enemy unit will appear in Overwatch as a faded contact (using Bert terminology proposition) for Y minutes. Overwatch will dispatch players using the last know position. After being faded for Y minutes The enemy will disappear from Overwatch. Notes: Some aircrafts could be immune to reports and never appear in Overwatch like Medic / WWII Aircraft. Even if it's less realistic (like WWII fighting the same battleground as F15 btw), I think it will help to create gameplay space for them. In case of Medic, DCS doesn't have proper ROE so I don't want the system to purposely dispatch fighters on them like the DCS AWACS would. Overwatch - Picture / Bogey Dope First, like other Skynet systems, you will be able to choose your preferred unit system (imperial or metric) In addition to the detection status (Not Reported / Clear / Faded) from the target, I would like to add a report precision depending on the requester. The idea is to give less precise reports to aircrafts with more detection capabilities. For example, a modern fighter with rwr and radar would get less precise information comparing to a trainer. I am not sure how this will be displayed whether by introducing ranges and/or names Full precision : [Dst:156km HDG:256° Alt:7800m] Low precision (numeric): [Dst:100-200km HDG:180-270° Alt:5000->10000m] Low precision (name): [Dst:Far HDG:SE Alt:Medium] Fog Of Wars and Objectives I also want to use this fog of war system for the objective popup. An objective detailed popup will no longer gives you all the information about the objective but only the the position / composition of discovered units. It's a big system to put in place but I think it would be more exciting and somewhat a bit more realistic than the current Skynet. By integrating the role of the AWACS into a Skynet system, I can do more things like: Overwatch not dispatching players on a Medic helicopter Overwatch not dispatching players on a bogey in the opposite protected zone Overwatch using your preferred unit system Overwatch dispatching help to base under attacks Overwatch using the SAM detection system to find enemies ....
  11. Hello Guys I've been working on Skynet ReGenesis lately and more specifically on the Fog of War aspect. So far, I've been going towards something kind of realistic but with some simplification for gameplay purpose. A unit could be undetected, detected-not-tracked or detected-and-tracked for lack of better words. Undetected units would not be reported or reported with [Location Unknown] depending on other parameters Tracked units would be reported with an accurate position like currently in Skynet [Dst:150km HDG:250° Alt:25000m] Detected units that aren't currently tracked would be reported with a last known position message [Dst:150km HDG:250° Alt:25000m][LastKnownPosition] My questions are: What would be better names for undetected, detected-not-tracked or detected-and-tracked? Something maybe simpler or militarier :) What would be, for you, a good way to communicate in the Skynet popup the fact that the position given is a last know position without actually writing [LastKnownPosition]? Thanks
  12. In Map: Open Conflict Tuapse - v3.5.2 Assault Fleet Objectives * Decrease their strength so that they are more easily destructible Weather * First manually edited dynamic weather pattern "Coastal Storm 1" * Mostly clear weather with a storm front offshore and a bit north (see images) * Don't hesitate to comment on it since it's very hard to test everywhere / everywhen
  13. Ok thanks for the feedback. I am trying to use dynamic weather to offer difference kind of weather depending on where/when you are on the map. The drawback is that it's hard for me to test everywhere/everywhen in the map so feedback is important. :thumbup: I started to read on dynamic weather and edit my own weather outside the mission editor to get even more control on it. As I release new weather pattern, I will name them and put this in the release notes so you guys can comment on them and I can better track and improve them :thumbup:
  14. yea like i said, i am not totally happy about how the dynamic weather usually turns out even if I like the concept of dynamic weather. I started to experiment a bit more with it to try to control it better. My goal for next update is to localise a storm offshore and see how it goes.
  15. You set up a bunch a cyclone and anti cyclones with pressures and all and then, the system simulates the weather and it makes a weather that can be different in different part of the map. I am not super knowledgeable in this system and I find it very hard to make something interesting that is not overly windy or cloudy so I just use it sporadically. You can create weather patterns in mission editor and experiment if you want. You can also save them and send them to me if you manage to do something cool in the Tuaspe region. "Ever"? This weather has been released like 1 or 2 weeks ago ; it's not like it has been on since forever. :) I usually change weather when I release an update and it will most likely happening soon to nerf the fleets.
  16. Like a friend of mine always said, trying is the first step toward failing :) In the history, it will be known as the week Skynet couldn't be defeated by humans ; rest will be history if anyone is still there to write it :cry: Yea dynamic weather is nice but it's a bit like having a tiger pet. Sometimes, it's cool but it's hard to control and at some point, people are complaining because their kids start disappearing :smilewink: Trying and I am right now in discussion with God to add 8 hours to my days :thumbup:
  17. Thanks for the cool feedback and the encouragements guys, it means a lot especially in these trouble times. I hope to have more time to put on Open Conflict soon :/ Yea it's ok ; the fleets were supposed to be really strong and disruptive for regular map operations ; more and more disruptive as they approach the shore. I was expecting some whine and maybe one post by some veterans saying "We killed your crappy fleet with WWII planes and Hueys" :). They are not meant to stay that strong and will decrease in power next update.
  18. Power outage is my neighborhood ; server is down :( Update: Server should be back up. I used this forced down time to do some maintenance on the computer and change to new weather (dynamic this time).
  19. In Map: Open Conflict Tuapse - v3.5.0 Add Assault Fleet Objectives Fleets spawn far off the coast Fleets move toward Tuapse Frontline Fleets should respawn when destroyed I am using Skynet vehicle convoy system for this so I hope it will still work for moving fleets Updating DCS to last version first [Done] This fleets are pretty powerful and a growing danger to everyone as they move closer from the coast. If they are too disruptive or strong, post here and I will update the map.
  20. I started to play this game with labels and it quicly became the crutch I couldn't give up. I think labels are in the way of properly learning the game and that's why, for my server, I preferred to add all kind of targets of different sizes to practice your target detection skills and avionics. Playing without labels was very hard for me after so long playing with them but the game quickly became more interesting and exciting without. Like someone also said, you can ask a friend to help you by making the targets fire at him so you can spot them easily. I may be mistaken but I think it's called Wild Weasel in military term.
  21. I guess you are talking about the Flaming Cliff low fuel. The reasons are explained in a link in my signature :) For the next map/skynet, I will try to incorporate more solutions than this one. I have some weather patterns that are dynamic but I don't use them as much as they tend to be boring clear sky or extremely windy and cloudy. Dynamic weather is harder to control and it's very hard for me to create something reasonable. If anyone wants to try and create nice dynamic weather pattern for the Tuapse region, I will take them. You're welcome. I am glad you like it :thumbup:
  22. Very nice. I like this :thumbup: This week end, the thunderstorm will stop but another kind of storm may come from off the coast like Cosmic asked.
  23. The problem with bull-eyes in DCS is that there are static so it's easy for a red guys to remember where is the blue bull-eye, listen to the blue teamspeak and deliver some well placed R73 :) If you want secure communcation over team speak or chat, a more proper way to encode the BRA calls would be as follow: * Skynet chooses a bull eye for each side among easy to spot places like airports / FARPs / ... * Skynet adds the current bull eye in the messages. * Skynet codes the BRA calls using this reference * After X min, Skynet chooses a new bull eye for each sides and notifies everyone. It's pretty easily doable ; I am just wondering if it's something we want as the DCS bull eyes will be unused.
  24. Yep, I am aware of the bull eyes function in the real world but in DCS, there's no real interception of communications. Apart from being more realistic and practicing with an external point of reference, I was just wondering if there were more reasons for it to be used. I guess it's also a common point of reference to communicate targets with other friendlies.
  25. Hello guys, Here are some updates, questions for you. Change Chat Colors You have to do it manually, here is where these colors are set-up. Open your MissionEditor\modules\dialogs\mul_chat.dlg Change the RGB numbers (search for sBlueText and eBlueText then change the color in the file) The color code is standard Red/Green/Blue values, from 0 to 1. (This doesn't break the integrity check) CAP Kills not displaying I didn't find a pattern in the report but I've find some instances where the kills wouldn't generate a combat log. I've made a fix and we'll see if it's better. I've also noticed that the F18 have a tendency to eject when out of fuel instead of RTBing. Without hits or weapons fired at them, they will not output a kill log. I may change this. BRA call reference? For Skynet ReGenesis, I am coding Overwatch, the system that will guide the players and acts as a GCI/AWACS. This system will output some BRA calls to target/objective position (bearing/range/altitude/attitude). Like the current Skynet, the system will support metric/imperial unit system. However, I was wondering if it would be relevant to support BRA calls from the bull-eye in addition to self? If yes, I am curious of in what situation it would be useful since I usually never use the bull-eyes? Thanks The snow will soon be gone for a really bad thunderstorm ; prepare your whippers.
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