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TX-Kingsnake

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Everything posted by TX-Kingsnake

  1. Make tropical foliage and environment textures available to modders = problem solved. DCS to develop maps = not soon. Tropics = Korea + Vietnam + WII pacific. Community modders will take it from there. Easy: make some tropic textures and foliage. ED & DCS is for FM and cockpits. Make textures and environs available = the world is open. Source: has happened in IL2 and FSX. Know what to ask for, it isn't much to make it happen.
  2. Will WWII have ground units which will work with Combined Arms?
  3. I made some very good on-line multiplayer missions for the Black Shark when it was released several years ago with the extensive use of ground units which would almost randomly spawn in to keep the battles going and target rich while keeping it from getting predictable. I've returned now with the Mustang and the Huey. I am at a loss as to ground units selection for the battle field given the mixed eras. The Huey and Mustang are out classed by the selection of modern era ground units. The Huey is outclassed by the Black Shark and aerial combat between anything other than the AI 190 and the P-51 is imbalanced. I can see how the Warthog and the Blackshark pair well with modern ground units. The rest of the time I am stuck pondering which ground units to pair with the remaining aircraft. At this point I've stopped making missions because I'm very confused. With the mix match of aircraft and ground units I end up with an airshow gone rogue. How do you determine the appropriate selection of ground units? Which ground units are appropriate for the Huey? :huh:
  4. 1) It could take 20 minutes to populate a server. I like to have a wingman with me if nobody is around. 2) It has been tested on the ka50.com server for about a week. And you read the post where mp missions are sending all the audio out at client join then triggering properly after that. I imagine you may have run into this before but the sounds were rather short. If not here is the link to the question. But save your time reading it and hope they fix it in the patch. http://forums.eagle.ru/showthread.php?t=39592 Another item of note - The black flight has cold starts and the white flight is ready to go. If you prefer startup and preflight or not you can have it your way.
  5. 2GvSAP_Dart are you giving an example of conjecture or observed fact? I tried triggering the sounds with a flag, a unit in zone and a group dead trigger. They all go off at the right time but they also trigger at the mission join for the client. I noticed the stock mission (the sounds don't go off all at once on join)modified into a mp mission had the sounds listed in the SampleDurationTable.lua file. I tried caching the sound files in the sample directory and that made them show up in the SampleDurationTable.lua file when restarting the sim. But it still happens at client join. Also, I have used the stock sounds in mp missions and those worked fine. The stock sounds are all listed in the SampleDurationTable.lua file. So - I've let enough time out on this time vampire and I hope it gets patched or better yet they point us to what we obviously overlooked.
  6. I joined a single player stock mission edited into a mp mission. The custom audio triggered properly. I don't see a difference in the mission file inside the .miz file when I compare a stock mission side by side.
  7. There are 2 IFX points - look for the radio towers.
  8. Mission by TX-Kingsnake txsquadron.com Mission version 5 http://www.4shared.com/file/94562682/ed248643/AREA_DEFENSE.html ____________ SITUATION ENEMY: U.S.A. armor departing LOA (limit of advance) HUNT for the EA (engagement areas) FENCE, WALL, MOAT & FORT. FRIENDLY: Russia. The ATKHB (attack helicopter battalion) are tasked to conduct an area defense of the areas outlying the airbase from 07:00 to 09:00. The ATKHB will concentrate its assets on denying the enemy designated terrain. The enemy enjoys a mobility advantage over the defending force with well-defined avenues of approach. The defending ground force has insufficient combat power to cover the likely enemy avenues of approach in sectors RULE & TURF. START TIME: 07:00 TEMP: 17 deg. C WIND: 45 at 8 kph PRECPTNS.: None EXECUTION: Deny the enemy designated terrain in sectors RULE and TURF for 2 hours. MANEUVER: At WP SNOWMAN assess direction of threat and move forward to WP LOOKOUT. Friendly units are behind LD TURF. Engagement expected near WP DYNAMITE. ENEMY FIRES: Air to air, sam threats, AAA and armor. ALTITUDE FORMATION MVMT TECHNIQUE: Ceiling <1,000 m. up to WP LOOKOUT, no ceiling thereafter. Utilize terrain masking and altitude at your discretion until Hawk threats are exhausted. RALLY POINTS: 1) LOOKOUT & 2) DYNAMITE ACTIONS ON CONTACT: Weapons free A/C LOADS: 12x9A4172, 40xS-8 SERVICE SUPPORT: FARPs: N/A MAINT: Min. Vody Airbase URMM COMPANY FREQ'S: 127.5 #1 Commander mode Black 1 127.5 #2 Commander mode Black 2 127.5 #3 Commander mode Black 3 127.5 #4 Commander mode Black 4 127.5 #1 Wingman mode White 1 127.5 #2 Wingman mode White 2 127.5 #3 Wingman mode White 3 127.5 #4 Wingman mode White 4
  9. 1- Even if clients join at the launch or before it unpauses. 2- Does it matter how sound gets triggered? Every mission maker has the same sound issue for mp clients. 3- Each of these.
  10. Missions with custom audio have all the sound files going off at once when the client joins. For the host the sounds do not all go off at once. For the client every sound file in the miz file is heard at joining. So now what? :helpsmilie:
  11. I'm going to give it a try in ogg. It is one of the few cases where you would want poor quality audio.
  12. DSL download is 1.0 - 1.5Mbps. Cable can give you 2 - 3Mbps. For downloading, cable can give you almost twice the speed of DSL. On the upload side, cable and DSL are pretty evenly matched. They both provide about 100Kbps - 400Kbps. But you have to go with what you got. I am making large missions RETROGRADE, OVERWATCH, AREA DEFENSE. These are intended to last around 2 hours for 8 players on a server with a good connection. For those with limited bandwidth these missions are going to require a longer wait time, and that is the trade-off. Smaller missions like convoy hunts around 30 minutes long or Spetsnaz pinpoint strikes without custom audio would be better suited for limited bandwidth. Someone could take that approach to mission building and I gather it would be well received by those with limited bandwidth. Where I am focused the difference between 1 and 3 megs is a matter of seconds and considering the missions are over 2 hours, a few seconds isn't painful.
  13. I have been working on several missions and I keep scrapping them. Often a mission gets scrapped due to online playability. I get cynical and loose interest over a number of things like - WTF am I doing at 4 am playing with my pretend army men? Or why do I waste time with a flightstimulator? Why am I not logging hours in a real plane? I am ready to beta test the current mission I am working on called AREA DEFENSE. Like the past few missions I am using USA armor as the enemy ground forces with a few choppers and a jet. I keep using the USA units since they make for a fun challenge. Once I see how the triggers and flags act from the client side I will be releasing it... probably in the next few days. As for the single player missions. I like to start the multiplayer game and host as LAN then choose the chopper that has the AI wingman. If you do that the AI wingman will respawn with you. Unlike single player where the AI wingman will not respawn.
  14. I think he is talking about the pause that goes on for ever sometimes in your server.
  15. That is one I would have too see to figure out.
  16. I made a post about the success message earlier in this thread on page 1. It looks like a flag issue for more than one of us making multiplayer missions. Yes, MACK 6 should have been set to trigger around HIT and CHEVY 3 should have gone to SLAM. Good eye. With 109 triggers I bet I missed a couple.
  17. Going from 1.2MB to 800KB is hardly worth the effort. The result would be less than a second for the client to download the mission from the host. Ogg files must be decompressed so you get each client doing that and it has the potential to cause stutter or frame rate drop. Wav files are not compressed. When you load the mission the wav files are ready to play. That is a factor for multiplayer missions. For single player missions the ogg format is smaller and might be a better option.
  18. Farp will need a lot of support objects, otherwise nobody is there to reply. If you are at an airfield you need to open the door and yell.
  19. No don't do that or you will mess up the waypoints. It already has a player with a wingman. Open up the mission in single player it will work as single player too. A better way is to host your own server in multiplayer and set it to LAN. If you do that you can respawn and start where you left off. It is the same as single payer except you can respawn. It won't matter which directory the mission is in, you can browse.
  20. I also found the missions rotating too early. There is a second phase to the mission with 2 more EA. I think 2.5 to 3 hours would do fine.
  21. I am only listing the missions I made. Name : RETROGRADE Type : mp CAS 8 players Task : Defend convoy / attack 2 phases Difficulty : Hard 2.75 to 4 hours Link: http://www.4shared.com/file/87763569/ee051071/RETROGRADE.html Name : OVERWATCH Type : mp CAS 8 players Task : Attack to attrit. & defend 2 phases Difficulty : Hard 1.5 to 4 hours Link: http://www.4shared.com/file/82506709/1cb5e8a7/OVERWATCH.html Name : Insurgent Camp (don't whine if you have low bandwidth its 10 good megs) Type : mp/sp Night Mission 4 players Task : Attack 1 phase Difficulty : Medium 1 - 2 hours Link: http://www.4shared.com/file/80734028/6b35ae4f/Insurgent_Camp.html Name : Mountain Stingers Type : mp/sp Escort / CAS 4 players Task : Remove Sam threats 1 phase Difficulty : Easy Link: http://www.4shared.com/file/80735236/2eae0102/Mountain_Stingers.html
  22. I tried ogg and ended up with a pretty big file. It may be that I am more familliar with wav files and can get the missions down to just over 1 meg now. I prefer the volume level you used in your missions over loud white noise. I keep the audio out of the red zone and into the yellow so people can understand the audio and not be annoyed by volume which could be harmful. 16 or 8 bit 22khz mono makes it sound closer to a radio and limits the file size.
  23. For a mission that takes 1.5 to 4 hours to complete phase 1 and phase 2 there is a 1 page brief that covers what you need to know. If it were a half hour mission it would fit into a paragraph. For realism the brief would be several pages long. I tried to make it much shorter. I also omitted the geo-political situation often found in briefings which has nothing to do with the simulation. People were asking all sorts of questions about things not in the brief so I followed the format of a real brief and tried to keep it as short as possible. Have a look at the real brief outlined below, its much longer and less intuitive. Plus I spelled out the abbreviations in the brief to help you get through it. The briefing is a reduced version of the Company Brief from the Field Manual 1-122 SAMPLE ORDER AND MISSION BRIEFING FORMATS ROLL CALL/CREW ASSIGNMENT: TM ACFT CALLSIGN CREW ______ ______ ________ _____________ ______ ______ ________ _____________ ______ ______ _________ ____________ I. SITUATION 1. ENEMY : E. PP OPEN CONTROL/CALLSIGN FREQ F. E&E/DPPP INST: ACTIVE: TO: ACTIVE: TO: G. LASER CODES: UNIT LT TM HVY TM UNIT LT TM HVY TM H. JATT/CAS Freq's: IP1: IP2: IP3: CALL SIGN: I. RELIEF ON STATION: J. FLIGHT MODES: A/S ALTITUDE FORMATION MVMT TECHNIQUE 1ST CP HA LD RP BP RTN K. RALLY POINTS: 1) 2) 3) L. ACTIONS ON CONTACT: A)TO HA B)IN HA C)TO BP D)IN BP E) M. IMC BREAKUP: N. TIME LINE: APU: CRANK: COMMO: LINEUP: T/O: BP'S: O. AIRCRAFT LIGHTING: A)IN TAA B)TO SP C)TO HA D)TO BP P. A/C LOADS: IV. SERVICE SUPPORT: A. FARPs B. MAINT: C. CREW ENDURANCE: V. COMMAND AND SIGNAL: A. SUCCESSION OF COMMAND: B. FREQS: UNIT CALL SIGN FREQ BDE BN LT HVY F/S C. COMPANY FREQ'S: A)FM: B)VHF: C)UHF: VI. 1. REHEARSAL: 2. TIME HACK: 2. FRIENDLY: 3. ATTCH/DETACH: 4. WX/ILLUM: Void: Ceiling: Vis: Winds: PA: DA: % Illum: SR: SS: MR: MS: EENT: WX Warning: II. Mission: III. Execution: Intent: 1. CONCEPT OF THE OPERATION: A. MANEUVER: B. FIRES: C. FLT FOLLOW: D. MVMNT INTO BP'S/BP LAYOUT/FIRE DISTRIBUTION:
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