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SomethingSimple

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Everything posted by SomethingSimple

  1. Hey, any news on this? A big hit to dynamic style missions
  2. Well they do fly for a bit and sometime they recover but most of the time at least half of them crash into the ground. So the workaround is you check how many parking spots the base has preconfigured in db airbase and then if ATO wants more than that they spawn stacked in air? Was this an issue with the original MBOT campaigns? I remember making/tweaking some back in the day and dont remember having too many issues. Or is this introduced by the mp mods in your versions etc? And how about this screenshot? https://imgur.com/a/aBnRv0c The planes dont even spawn on a parking spot but just in middle of taxiways etc.
  3. Its a base that has 5 parking spaces where I can put 5 helicopters. I am not trying to put any planes there. https://imgur.com/a/VA7GUBs This is how it looks in ME. 5 parking spots to choose from out of total of 5 at the Airfield. Manually I can put 5 helicopters - 1 on each parking spot. Some smaller planes can use the parking too for example christen eagle, larger ones get put on different AB: https://imgur.com/a/0KxwYc6 I have this config in db airbases for this particular base: ['Kiryat Shmona'] = {x = -199857.71875, y = -34831.57421875, elevation = 100.00009155273, airdromeId = 20,ATC_frequency = "250.400", side = "blue", divert = true, LimitedParkNb = 5,}, Dont have specific parking configured in oob_air_init. This is what results after mission gen when I pause right after mission start: https://imgur.com/a/2hg6BwP All the helos are stacked in different heights and ATO generates missions for them even though the parking can only take 5 at a time that are not in flight.
  4. Hey, thanks for the quick reply. I did configure parking spaces in the db airbase file. Every airbase has the exact number of parking spots. For example the airport with helicopters has 5 configured in the file and in ME.
  5. Hi guys, currently working on a campaign in Syria but am running into issues with the spawning. For example I got an airbase defined in the dbairbases as having 5 parking spots. ATO schedules way too many flights and the planes end up stacking on top of each other in an upwards column and they fall down and crash. What can I do to fix that? https://imgur.com/a/zcXGyw1 I also get a lot of planes spawn in each other like this on bigger airbases with more parking spots: https://imgur.com/a/aBnRv0c Helicopters spawning in the middle of the runway: https://imgur.com/a/fNU1YzW I have prunestatic=true in conf_mod. This is the generated .miz: Bekka Valley - Syria_first.miz Let me know if you want any other files for troubleshooting.
  6. Hi, what are the new features? Is there any kind of changelog? I wasnt able to find it and didnt see anything myself personally.
  7. Hmm, looking around at the small but very dedicated community that is built around your campaigns Id say why not release it a bit early in the state they are currently in? Its not like your old ones haven't been modified with quite a number of additions if you just browse through PB0_CEFs campaign thread for example. I imagine that would be the case with the new ones too. Other than that I am personally very thankful for your contributions to the DCS community. Your campaigns are frankly the only reason I stick around still. I just think it would be a shame if they just sat around on your hard drive with all the hard work you put into them when quite a number of people cant wait to give them a try :)
  8. Hi, any chance of an early release? Me and my group literally cant wait to start playing through the newest iteration of the best DCS campaign!
  9. Hi, just tried to edit one of the FARPs and run the resources/tools/generate_groundobjectsmap.py. It does work but generates the file one direction backwards - in this case on my busy desktop. Would it make sense to get it generated in the Root folder as well? So that its a bit easier to decipher whats going on?
  10. Awesome that you worked it out so quickly! Ill be spending some time with it over the weekend and will submit it afterwards. In regards to objects that can be used: Would it be possible to use vehicles other than AA as a part of the objective instead of static objects? For example make trucks the objective as a part of a FARP strike for example?
  11. Strike missions manual setup I would really love to help with the manual setup of the bases (with the tedious stuff) but am not sure how would I submit these to you or what would the workflow be. Could you please elaborate or provide some guidance?
  12. I thought about the defensive convoys as well, the way they spawn out of nowhere, sometimes they spawn on the enemy side to follow the road to the objective (Iam looking at you FARP Elbrus). The solution that comes to my mind is simple. What if we made the heavy armor only be a part of the convoy after you take an Aerodrome on the enemy side? You are still able to ferry the slingable units to the fresh FARPs that you just captured but the heavy armor is only available through airlift in heavy cargo planes. The second part is that the convoys called in (whether defensive or offensive) would depart from the nearest captured Aerodrome (provided that theres a road connection). What I mean by this is that the "spawned new units" convoys would always originate from Aerodromes. This would be the most expensive option as this generates new units to go out into the field. If you want to attack a location than your rule would apply - you can only send units from FARP to attack another FARP when they are located there. The FARP to FARP attacks with already stationed units could be a bit cheaper as you are not bringing anything new to the table, youre just using the stationed units. This would make the Aerodromes a priority when deciding where to attack to get a foothold in the enemy territory(as it would be in a real conflict) while still having the option to "skirmish" around the FARPs and fortify them with light units. Obviously doing this would require even more changes. For example the Aerodromes would need to be a bit harder to capture and I would go as far as either introducing ground crew for these as well, or at least a period when it is captured but unusable (maybe due to repairs after the attacks while capturing it). The other change (dont really know if technically possible) is to introduce just the friendly ground units to the F10 map of every player in the air. It could be viewed as an abstraction of BLUFOR trackers and general intel on the battlefield that your pilot studied before the sortie - helping with the option to escort friendly convoys from place to place. I believe that all of these changes could actually contribute towards longetivity of the campaign as well as make the progress of capturing bases with helicopters a bit slower. The idea of slowly pushing across the map from aerodromes towards FARPs and supplying them after getting into fights on the frontlines with ground units included sounds really good to me. This would also solve the overextension that sometimes happens as nothing is stopping you from clearing whichever objective you want and filling it with out-of-thin-air defensive convoys.
  13. Yes! On top of that the map is geographically divided into 2 parts with unpassable terrain which is a good thing from the "road connection" perspective as this really puts the pressure on team that has lost an objective within their half of the map. For example: You capture FARP Elbrus - you just instantly gained an opportunity to attack all of the bases in the north (road connected). So the red team is instantly pressured to take action ASAP. On the other hand I believe there should be a range restriction (to maybe simulate the fuel that the units use?) as to keep the sense of progression in the mission (there is no real reason to capture bases deep in enemy territory, theres no way to sustain them)
  14. Ok, thanks for the feedback guys. I hope that one day it will become a possibility. As far as the griefing goes, its all based on the community and the mentality on the server overall. Youre not going to stop griefers if they really want to grief. What would you guys think about attack ground convoys? An ability to send the convoy out from an already captured location? Of course it would be available just from the locations that have road connections/traversable terrain. The cool challenge that this could offer is that the scout helos/strikers would have targets to seek and destroy, not just pound the static objectives or if youre on the offense escorting the convoy to its target. On top of that it would add a new strategic layer to the light RTS element that this mission has going on.
  15. Hi guys, Any chance of allowing the Combined Arms guys have a bit of control when in the GCI role/create a new ground commander role? I believe it could add diversity and challenge to the mission. Mainly the AI for the ground SAM assets is sometimes.. underwhelming.. It would be cool to be able to take control of the AA assets on currently attacked objectives at least to make them a bit more effective. Also the ground ops could be expanded beyond just the simple convoys and it could result in this campaign being one of a kind experience with the simple RTS elements. Let me know what you think. Arthegor
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