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Multiplayer team

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  1. Glad you like it! There will be a bunch more things you can do in the near future. Regarding your issue, there was indeed a bug where empty missions without a unit slipped into the savegame, it has been fixed. There is no manual yet, but of course it is also on the todo list. Keep in mind, the orange smoke is not exactly at the same location as the unit. It is a smoke canister a few meters away that smokes for 5 minutes, regardless what happens next. Every mission pops smoke when it hears a helicopter that does not have smoke markers turned off in its f10 radio-menu-settings. Regardless of smoke, when you get close to an active mission itself (= a mission has at least one or more active units) you should get a message in the top right that a unit is close with a clock direction and distance to the unit (you can turn off clock-dir and distance callout in the settings, also the smoke, the beacon setting does nothing currently). Just follow those directions or land to pick up whichever unit is there. If you land at a mission with multiple unit, one unit per second will be picked up until either all units are picked up or your helicopter is full. Keep in mind, for every unit picked up, the weight of your helicopter will increase by 100kg. To check how many units you have loaded you can ask for your cargo status in the F10 menu (should be F1). When you have units loaded, bring them to a Base. All bases have Markers on the F10 map, you can also ask for directions with F10-F3. Those directions also list how much capacity those hospitals have. If a hospital is full you wont be able to drop units there. However, you can transport units from that hospital, to one that has capacity. A bit of future music: Currently in the pipe is some logic that releases units from the hospital once healed to free up space. If a hospital has enough supply, units heal sooner. To make sure a hospital does not run out of supply you'll be able to fly transport missions from suppliers to speed up the recovery process. We hope to finish these rather soon.
  2. That's a good idea! You can already see the capacity in the radio menu when you list the Bases with F10-F3.
  3. Units should automatically board your aircraft no interaction is needed so far. Check if this mission is active by listing closest nearby missions from F10 menu. If it says you are right at the spot and you don't see any messages about pickup, try different one. This maybe one of the bugs we need to chase. Also units you need to rescue will look like infantry (we are lacking civilian models in DCS :) ).
  4. We have this in plans, but not in closest plans. Unfortunately we already had a case where we've communicated our ideas publicly in past beforehand and later seeing they've been taken and server was made using those ideas. This is why we did withhold our full feature list at the moment. Its not like we have copyrights or anything, and we don't even mad, I hope most of them will pop up as user feedback that would mean our vision is aligned with community and that is all we wish for. Also all veteran DCS players know how it is when developers lay out all plans and people are having hard time waiting for them to come to life :D But since you pulled rabbit out of the hat already (no problems with that btw), I will describe what we had in mind regarding your proposition. "We can try making part of the map as conflict zone, players won't be able to wage a war there, BUT AI or randomly appearing events will be there. For instance CSAR for which player maybe approved with weapons loadout to clear some insurgents nearby the CSAR site. Also delivery of some military related goods will be in place but in this conflict zone we need to make some possible danger for players delivering stuff like randomly placed insurgents with manpads or AAA etc. Deliveries in that zone will be more dangerous and maybe pilots would need to have some progression done in civilian zone before they are allowed to go to conflict zone. Also tie it to economy" This is just initial concept of this feature, we will see how it can be implemented when we'll get there.
  5. Thank you for your feedback! We would actually be really interested to hear more opinions about difficulty and F10 visibility. It is not exactly straight forward to find a good balance that fits everyone, but we're very willing to try! :pilotfly: ADF is on it's way!
  6. thank you for the report. This issue should be fixed!
  7. Glad you like it, and thanks for the feedback! If you fly the missions in the "ski resort" around Mt. Elbrus you should find greater distances. If that's not far enough, we'll be happy to add an even bigger zone. Also, the medical center in this area has a rather limited capacity, so you will have to bring rescued units down to Ambrolauri or Kutaisi at one point anyway. The current layout is really preliminary and we are indeed looking for feedback on what the Community likes to fly. Most of the work so far has gone into the SAR-code to make sure we don't waste cpu cycles. We wanted it to be able to handle many pilots with many active sar-missions at the same time, without negatively affecting performance. We are currently investigating a bug where the mission-list would stop working. If that's the case for any one please try switching to another slot. This should temporarily solve the issue until we have a fix. Happy flying! And please keep the feedback coming! :joystick:
  8. A lot more planned than just SAR to be included. Transport of things is one of the obvious things would be needed to create some kind of economy. So that will not be missing. Current weather have wind, and some people on server already liked it, currently there is no way to set it to truly random so that is something we will probably take manually on.
  9. Hi! Our team wants to introduce first feature of the server we are currently working on. This feature is Search and Rescue routine. We are not using CTLD or CSAR public scripts for it. We've developed our own solution which we hope you will like. We also will gather all activities from server to SQL database and later planning to try and implement economy with persistence. Currently your flight time and completed SAR missions will be logged automatically and you can check this stat on server. We chose this niche of DCS Multiplayer because we feel it is where Multiplayer in DCS is lacking. SAR functionality is only around 15-20% of all features we want to introduce on this server and connect it with economy and persistent stat. We create this thread mostly for collecting feedback. Current SaRS (Search and Rescue Server) alpha test briefing: Welcome to the SAR-Server This Server is all about SAR. You will find a set of available missions you can fly. Fly to the SAR missions and either hover above them or land next to them to pickup stranded/injured people. This region have too many lost people for some reason and you are here to save them all.. If the missions are in a forest or between high houses, you can adjust the length of your rope via F10 Radio Menu. Everything you do is stored in a database. Your flight time will accumulate over time and we will always know how many Units you have rescued. Hospitals have a limited capacity. Some are bigger than others, and some may be quite small. If there is no capacity left, you'll have to fly a transport mission and bring Units to a bigger hospital. Helicopters are stripped from all additional armor and IR exhaust suppressors. This server is in alpha state. Your feedback is very welcome! Weight of picked up passengers is instantly added to airframe, take that into account in mountain regions and be careful. We are working on gameplay calculations as well: difficulty of the missions, distance, etc. So everything is subject to change and subject to your feedback. Live web page is also possible, we are reviewing options... Server name: Search And Rescue Server Address: 145.239.150.127:10312 SRS: 145.239.150.127:5008 Server name: Search And Rescue Server - Syria Address: 145.239.150.127:10313 SRS: 145.239.150.127:5009 edit 1: if helicopter crash it will check a probability of crew and passengers surviving and spawn a new SAR mission on crash site Slingload ops added 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 edit2: New changes: - added bearing to mission and base-directions - improved overal message display - switched back to infantry units instead of carrier personel - fixed a few bugs in the system that could potentially break functionality edit3: ADDED FIRE FIGHTING Check attached document "firefighting_manual" for details Alternatively you can check this post: Changed clinic status message frequency to 4 minutes firefighting_manual.pdf edit4: ADDED SYRIA MAP SERVER INFO
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