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Everything posted by Multiplayer team
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Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
If you go through this thread from start you may see some of our answers from which picture will be more clear I hope. In short: current server is only to test all core features we will come up with. When we will implement all we can, we hope to go map wide. Also we hope to use these mechanics, you see now, to implement meaningful sets of activities, you will do. Final challenge will be to entangle all of this into economy. We were sitting and dreaming what we can do back at December 2019, we came up with a lot of stuff. Thing is we can't do everything instantly, we take one game mechanic or mission type and implement it (this include coding plus planning how it should fit in the end and interfacing etc.), also we have to check if each idea is even possible to do in DCS mission editing API environment. ok its not "in short" already I hope you got the idea.. Regarding server be offline - happens not that often but usually we check it at least once per one or two days. Also it is hosted in data center so if there is any problems with it we get their support. Regarding night and daylight check changelog couple posts above. Now mission is running for 6 hours (4 hrs. for severe weather) and then it restart other mission with different weather preset. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
New missions pool uploaded to server and we've activated new functionality. Changelog: - Sling load functionality and transport missions added We also introduced a new base type: Factories. They currently only produce medical supply which is used by Hospitals to heal patients. If a hospital runs out of supply it will still take patients, but they wont heal and thus wont get released - on a positive note: they also wont die, more on that below. To avoid hospitals clogging up with patients make sure they have constant supply. Also: the more patients a hospital has, the faster a hospitals supply level will drain. - Injured people now have a health status. SAR Units will spawn with a random health level (between 20-80%). As long as they are in the field, their health status will slowly get worse. If it takes too long to pick them up and their health drops below 0, they die and despawn. Likewise, a unit with better health will get released from hospital sooner and will consume less medical supply while getting healed. - We've swapped the infantry units for more civil looking ones - airfield will now provide fuel - we've added more windsocks - there's a new hospital in Tbilisi - theres a new rescue area west of Tbilisi - we've added two factories, one east of Tbilisi and one East of Kutaisi. - Some Mi-8 slots to Mi-8s with halfdoor removed (Making them lighter). - a few bugfixes and minor other fixes Missions now have different weather presets, we will see how it will work and probably add more presets later. Come of the current presets have challenging weather conditions. Each mission running 6 hrs. Except heavy weather conditions one which are running 4 hrs. for now -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
After tomorrow patch we plan to roll out new missions pool, after we check that everything is working. New set of missions will be a different weather randomly chosen from pool of preset missions which will run for limited time and restart with new one from pool. We were thinking what would be best time limit? 4 hours? 6 hours? Propose here guys. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Server is staying open beta. We were working in our testing environment to bring new slingloading and transportation tasks, we will take a look at the running mission and what could have happened. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
These are more likely to happen when we will figure out economy and add it. Currently we add features one by one. SLingloading already pretty much ready and we had some time spent on implementing patients recovery time depend on medical supplies you guys would need to deliver to hospitals in next mission patch -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
We are developing our own code and trying to use as less side frameworks as possible. Our implementation currently is more suitable for our future plans than CTLD or CSAR, also our implementations should be more FPS friendly at the moment. Using MOOSE on our server even for a future implementation would like killing fly with a grenade. We have no problem in coding our own stuff for any idea, just need some time. Widely used scripts doing a great job in helping general public to setup missions on daily basis but they are too heavy to use in something specific what we have. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Hi! Currently we are working on slingloading operations code. We've started with implementing features and testing them on online server, when all features mechanics will be working as intended we will combine them into single environment. We had all these ideas and more, but on practice we are not moving fast yet. No one guesses limited conflict zone thought yet, you are first. The thing we will have I hope is zone where you will receive loadout if cleared to do rescue ops there, but you will be endangered there, we would need to tie that to server economy so it would be some kind of end game. Near term we will update different weather variations and include slingload ops and we would need you guys to fly it and give more feedback. Thank you for being involved! -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Currently we are making good progress on adding slingload operations and making it a part of our final vision for whole system.. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Some quick responses.. ADF is not implemented yet Random failures are impossible to do in DCS multiplayer, hope that will change in future.. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Applied fix to the mission: a crashed or abandoned helicopter will not spawn SAR-units in a base from now -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Operation restored -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Server is currently down due to technical issues on hoster side. We hope they will be resolved soon. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
The server is running the latest OB. You will not see it in release version. Sorry! -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Multiplayer complicates things. Singleplayer missions have "convenience" of mission editor tools which we are lacking if we are tracking not one player but up to possible 60+. Also tracking state of each client additionally on top of everything we already have can affect overall performance on server, that is why it is not easy task to do, maybe impossible even at the moment, we need to research it further.. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
It is possible with only preset weather missions that are randomly shuffled. Basically same mission but with other weather that loads after current mission is at the end. Which is we are working on now.. In future we plan to differentiate missions difficulty, we are looking at feedback now to see what will be the better way to do it. Highest difficulty would be just giving you rough coordinates and radius like 10 km and you need to look visually for someone who can't drop smoke or contact you :) (but that is possibly too much). This is beyond the scope of multiplayer server :) Only can be included by devs of Uh-1H Wind should be displayed in information window in top right corner when you arriving at one of the hospitals. And there should be wind socks on each landing spot. Also we are actually preparing change that will restart mission as soon as dark time falls, unless people think night missions are doable with current setup. We already have this in plans. Firefighting was one of the first things that came in mind and was relevant to this kind of server just as transporting. We will move step by step though, as soon as SAR functionality is done we will move to next feature. As stated before we didn't include list of all planned mechanics because we've already encountered ones a case when our ideas were taken and other server was created. But again, we can see our views are aligned with community here regarding firefighting which is good. I'll uncover one more feature, cropdusting, yeah I know right :D But it is possible to make it. Probably not top of the list though .. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
We can try and look into this. Can you send us your dcs log in the meantime? (We can bring it to PM to not clutter this forum thread) Its located in C:\Users\YOUR_USERNAME\Saved Games\DCS.openbeta\Logs Files dcs.log and dcs.log.old -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Yes it is running OB 2.5.6.45915. Can you ping the servers ip? 145.239.150.127 -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Maybe Port 10312 is closed/not forwarded on router? That might be worth looking at. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
It is up 24/7. You can also connect by IP using this adress: 145.239.150.127:10312 -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Hey Spider! Sorry for not replying right away. We are absolutely on your page with this idea, unfortunately in terms of what we can do, there is no API to display any information to the User except this box in the top right and the chat window. It might be possible to adjust the position of the window by modding some files on your local system, but this is not something we would recommend every user to do. Eventually we'll add voice hints later on, like having a crew chief look out of the window for you. Thank you for your input Captain! This is something that actually received a significant amount of consideration early on during development. Eventually decision was made that for now every unit is free for everyone and accept that there will be some "scavenging" and high traffic for missions. Not due to lazyness but due to the already mentioned limitations in terms of User Interface API. On one side, it is important for us to leave freedom to pilots. If you are injured and need a helicopter you do not care which helicopter comes, as long as it comes fast, which ofc is annoying for people flying helicopters, if you flew all the way to a unit far away, just to have it picked away by another helicopter right in front your nose. But at the same time we'd like to leave some freedom to pilots. If you only picked one unit from start, but pass another one on the way then why not let you pick it up? That said, we are still considering pilots to be able to be assigned to a specific mission but we still have to solve the user interface problem. Currently the only way of input is through the F10 radio menu and the only way of output is the black textbox in the top right. Eventually the upcoming website will help solving that problem, so you could use your phone or a second screen with a browser to interact with the mission, eventually even get distance readouts there. Please rest assured, your input is never being disregarded. It is your experience that helps us shape the mission as we move along with development. Feedback is always welcomed, even if it was the most stupid thing (which this input certainly isnt :)) No modpack on the horizon so far, sorry. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
To refuel use helipads. Single or 4 pad FARPs. No way around it for now as it is core DCS mechanic. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Yes that hospital was a bit on the small side. Changes like these are quick and easy to implement. Please keep posting your suggestions! The server has just been updated with a new Version. Apart from a few bugfixes we have also increased the Sizes of the hospital. The biggest change however is they have also stopped just filling up, they will now also release Units after some time once "they healed". For now that system is very simple, the time is a random time between 1 and 6 hours. Please let us know how this works out. Adjusting the numbers as said above is easy, especially with your feedback. Also if you have further ideas, we'd love to hear them! Even the most ridiculous idea can trigger another idea that is significantly less stupid :joystick: -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
Disabling integrity check can cause people who modify their game files to flow into server to troll, cheat, etc. it is a hard decision to make at the moment. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
New mission launched with fixes to spawns and fixes to some script issues. We've also enlarged zones where SAR units are spawning. -
Helicopters and civilian ops project
Multiplayer team replied to Multiplayer team's topic in Multiplayer
We have noticed that DCS server instance hanged couple of times, nothing in logs about root cause though. If that will persist we will try rearranging our machine to run less server instances in parallel.