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=BURNING SKIES= WWII Server


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Posted

Eekz! After playing the mission and talking with my friend, analysing the missions after last time I wanted give you a bit of my feedback.

 

I have a few to say. This is my feedback:

1. Mission targets are not interesting and seem to not bring anything to the game dynamic. Some lazy trucks on an airfield are not very compeling. Without the old script showing incoming planes and target score it is a bit hard to say who is winning/loosing at the time.

 

2. AAA placement. Now that we have period AAA it is nice to see it. BUT! Your placement of AAA changes the fight dynamic and unblanaces the whole experience. From what we have noticed is that Allied AAA emplacements are around our main bases 40km from the battlefield while German AAA are put along side the coast line 20km from the target. That makes German players dive everytime and within secodns they are over 3 concetrated fields and fly from one field to another to get AAA support. Combined with BS DM and overwhelming German AAA and airplanes that never flew in Normandy it skeews the mission in favour of the German side.

 

My idea for a new mission.

a) Set up targets in a way that is compelling.

My idea for a mission is: Germans:

-1st target Defensive line of infantry, AT- guns and bunkers close to a town that has light AAA coverage. About 12 light targets and some 6 heavy (buildings/bunkers/trenches) Close to the middle between both teams.

-2nd target Armoured column on the road to the 1st target. Some 12 trucks and 8 tanks.

-3rd Fuel Depot that is located closer to one of the bases with more powerful and plentiful AAA.

 

Allies:

-1st target. Units next to the German line. They will simulate an assault force and need support with very light AAA. 5 tanks and 20 halftracks some infantry.

 

-2nd target. Allied "Red Ball Express" supply convoy with only trucks with some AAA halftracks.

 

3rd target. Allied staging area with barracks, kitchens, trucks etc. guarded by heavy flak closer to one of the bases.

 

We do not have medium bombers so I am trying to make those targets feasible for

I am right now trying to create the aforementioned idea into a mission and can send it to you so that you can make the rest of the MP magic happen.

 

If something doesn't work in DCS (creates crashes, low FPS, lag, etc.) just tell me. :)

[sIGPIC][/sIGPIC]In 21st century there is only war and ponies.

 

My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS.

My channel:

https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA

Posted

While I agree with Solty that the objectives need to be reworked and perhaps scenario changed due to them being a bit "bland," I really haven't been experiencing the aforementioned "massive lags" lately? I've been on pretty regularly with a couple of mates and the only issues are a few lags when a player joins a fresh slot or when a bunch of asset pack units get destroyed (still way better than previous objective set up). Some workarounds for the player joining a slot causing lag is to place the static object aircraft of each type somewhere on the map, that way at a new start the server has already loaded all the aircraft models.

[sIGPIC][/sIGPIC]1000 miles of road will take you around town, a 1000 feet of runway can take you around the world...unless your in a Huey, you can go anywhere with no runway in a Huey!

 

multiplayer name ''DustOff=3=6''

Posted (edited)

Thanks for feedback! I'll be thinking about it all the evening :) I've had some rest from mission making and ready to change things. It's good time to have your word!

 

As for B-17s, yep. They lag. I've actually started to make some routes and respawn timings but put it on hold when messages that they cause lag started to appear. So I've decided to come back to bomber later when they'll have some optimization.

 

eekz, check ground movement if you have any.

Disabling any ground movement helps.

 

I actually have only few jeeps moving at the beach just to make it look more alive. Currently I consider 2 possible reasons: 1) my dynamic missions script, 2) some dcs bug with big amount of destroyed ground units. Currently checking 1st.

Edited by eekz
Posted (edited)

EDIT: OK. After a bit of testing my mission would be a bit messy and hard to guide to the targets especially for the Germans. Streamlining now. Everything is going to be around St.Lo Area and airfields are going to be nearly equaly far from the targets to allow for more balanced flow :)

Edited by Solty

[sIGPIC][/sIGPIC]In 21st century there is only war and ponies.

 

My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS.

My channel:

https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA

Posted (edited)

"Operation Cobra"

15'C, Cloud cover thickness 250 m at altitude of 3000 m. That way it feels different, close to the weather of real Operation Cobra and it has a layer of clouds that is the same for everyone so that there is no confusion due to poor DCS cloud system.book.gif

 

There are 3 Targets for each team.

 

1st is St.Lo where both teams have their forces. It has more Hard targets for the Germans but thats because second target for the allies has hard targets. Hard: 10 Shermans vs 5 Bunkers and Jagdpanther.

 

2nd is Convoy. Germans have smaller convoy with 4x Panzer IV tanks few trucks and Kubelwagens. Allies have a big Red Ball Express with trucks, jeeps and APC's only. No hard targets.

 

3rd is Command Center. It is the most equal of the targets. The only difference is that allies have tanks and Germans have fuel tanks. I have made AAA interesting by adding more light weapons around heavy flak batteries. That way AAA feels very exciting to fly through but at the same time doesn't end the flight within 10 sec.

 

There are two Airfields per team. 1st closer to the targets (~20 km from St.Lo)has very poor protection just 8x HMG's for both Allies and Axis. 2nd is farther away in equal distance (~40 km from St.Lo) to the target for both teams. This has Heavy AAA with 6 Flak emplacements for each team. Airplanes from the far airfield are better camouflaged with darker tones while those closer have lighter camouflages. It will help the variety in combat and those that choose the long way are rewarded with better Camouflage smile.gif

 

I do not have scripting ability so it is quite bare bones and eekz would have to do his magic when it comes to targets/counters/messages etc. Now to see if eekz is interested :)

E7D6DBBDED8B3E94CD247F24E2023C7EFD2D2B7C

DF368EDA6DF2E0E545C089F714C42AAC13C5E09452A2DBA3928E99C533F249E26E94734D6CD7CA8E7112EBE04B96D93EE532E0B55956533344AC2393F5052F55F2136D2395B0EEF0313371466D8DACCD

Edited by Solty

[sIGPIC][/sIGPIC]In 21st century there is only war and ponies.

 

My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS.

My channel:

https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA

Posted (edited)

I actually have only few jeeps moving at the beach just to make it look more alive. Currently I consider 2 possible reasons: 1) my dynamic missions script, 2) some dcs bug with big amount of destroyed ground units. Currently checking 1st.

 

So, in Blue Flag Normandy we have almost 4000 units in the mission and it ran with more than 20 players without lag. And I believe we have many more scripts running than Burning Skies...

Nevertheless, it could be that your scripts are running on all the units and creating hard processing, so should check that, but most likely it is the moving targets, even few create problems.

@Solty - notice we have bomber runs that can be called upon and they do not create the lag you describe... Make sure the model is always spawned in the mission so no users have any freezes.

 

What we do see is lower FPS due to the amount of units in the mission probably (no other explanation).

Let me know if you find anything else, I'm looking to improve the FPS in the mission and over stability as much as I can, and collaborating will probably get us further then moving on alone!

Edited by xcom
Posted (edited)
What is causing IC fail for you? For me there is strange bug that if i take Dora (haven't tried Spit or 109) i get IC fail because of some P-51 texture file bug (no mods) and workaround for that seems to be load Mustang cockpit first and then i can take Dora without problems.

 

Did you guys find a workaround?

 

I found this but it bypassed my Quartermaster's 109 mod and uses the stock 109. But at least I did not get kicked off the server.

 

https://forums.eagle.ru/showthread.php?t=191886

 

See Message #8 is how I added the mod ; and separately turned my JSGME off.

 

-

 

https://forums.eagle.ru/showthread.php?t=191357

 

 

-+-

 

If DCS is going to change how they now install mods, wish they would be up front about it and show us how to do it the new way without having to dig thru forums to find a fix.

 

 

_____________________________________________UPDATE_____________________________________

 

_________________________________FIXED IT; WORKS NOW and NOT A CHEAT______________________

Edited by DieHard
Figured how to fix the latest patch screw-up

[sIGPIC][/sIGPIC]

Posted
So, in Blue Flag Normandy we have almost 4000 units in the mission and it ran with more than 20 players without lag. And I believe we have many more scripts running than Burning Skies...

Nevertheless, it could be that your scripts are running on all the units and creating hard processing, so should check that, but most likely it is the moving targets, even few create problems.

@Solty - notice we have bomber runs that can be called upon and they do not create the lag you describe... Make sure the model is always spawned in the mission so no users have any freezes.

 

What we do see is lower FPS due to the amount of units in the mission probably (no other explanation).

Let me know if you find anything else, I'm looking to improve the FPS in the mission and over stability as much as I can, and collaborating will probably get us further then moving on alone!

 

Thanks for information! I think it's really my bad scripting. Did some research few days ago and it seems I know where to dig.

Posted

Add more tripleA and increase their skill could help against the vulchers. Actually planes can fly over the enemy airfields without great troubles.

IndiaFoxtEcho Textures Artist

 

My DCS liveries on UserFiles page here

Posted

Not true at all. I've been over German airfields numerous times, either spawn fields or those in front of them, still with some Flak 30s or what have you, and I get damaged or even splashed frequently.

And its not that I fly slow and present myself to every AA gunner down there.

 

But every now and then I see a 109/190 over our fields as well, though usually its a friendly aircraft that gets them before AA manages to score hit. Of course perspectives may differ.

 

In practice I could agree to increase AA over airfields players spawn. And only there. On the other hand get rid of AA or decrease it as much as possible over front fields. Currently there is barely any AA around Allied objectives, particularly Allied airflieds south of Point du Hoc I have seen none, while on the eastern side around Longes sur Mer, Le Molay and further airfields up until to German spawn fields there are two - three flaks deployed.

And its the same story I have pointed a month ago, combat develops over Brucheville or Chapelle, if things go bad for 190/109 he dives and flies a few miles to get into his AA safe barrier. It's less than minutes of pursuit and this map is just too small for having to fight half the time under AA fire.

 

In regard to Blue Flag, I like it there but this huge numbers of objects come at a price. I have 20-30 FPS less than on any other server and frequent stutters. From my perspective its overloaded.

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Posted
Not true at all. I've been over German airfields numerous times, either spawn fields or those in front of them, still with some Flak 30s or what have you, and I get damaged or even splashed frequently.

And its not that I fly slow and present myself to every AA gunner down there.

 

But every now and then I see a 109/190 over our fields as well, though usually its a friendly aircraft that gets them before AA manages to score hit. Of course perspectives may differ.

 

In practice I could agree to increase AA over airfields players spawn. And only there. On the other hand get rid of AA or decrease it as much as possible over front fields. Currently there is barely any AA around Allied objectives, particularly Allied airflieds south of Point du Hoc I have seen none, while on the eastern side around Longes sur Mer, Le Molay and further airfields up until to German spawn fields there are two - three flaks deployed.

And its the same story I have pointed a month ago, combat develops over Brucheville or Chapelle, if things go bad for 190/109 he dives and flies a few miles to get into his AA safe barrier. It's less than minutes of pursuit and this map is just too small for having to fight half the time under AA fire.

 

In regard to Blue Flag, I like it there but this huge numbers of objects come at a price. I have 20-30 FPS less than on any other server and frequent stutters. From my perspective its overloaded.

 

In fact I meant on the airfields. I'm not absolute agree to add triple A on the maps, but near the airfield is necessary to prevent savege vulching. Never tasted the flak near the german fields, but maybe is simply much more effective.

IndiaFoxtEcho Textures Artist

 

My DCS liveries on UserFiles page here

Posted

Dear EEKZ,

 

might it be possible to establish a SimpleRadio server. I think this will help to communicate. The use of Teamspeak seems to be a little bit outdatet.

 

Just my 2 cents.

 

Regards

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Posted

My apologies to a P51 pilot who I set on fire last night in my Spit. I was sure that I was following an FW190, but that clearly wasn't the case.

 

If anyone here has good tips for aircraft recognition, I'm all ears. Promise that I try to be very careful about who I shoot at.

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Posted
Use the same label mode settings from DCS Israel could help the players a lot.

How do you think?

 

Any chance of adding a screenprint such that we know what they look like?

7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat 

Posted
Not true at all. I've been over German airfields numerous times, either spawn fields or those in front of them, still with some Flak 30s or what have you, and I get damaged or even splashed frequently.

And its not that I fly slow and present myself to every AA gunner down there.

 

But every now and then I see a 109/190 over our fields as well, though usually its a friendly aircraft that gets them before AA manages to score hit. Of course perspectives may differ.

 

In practice I could agree to increase AA over airfields players spawn. And only there. On the other hand get rid of AA or decrease it as much as possible over front fields. Currently there is barely any AA around Allied objectives, particularly Allied airflieds south of Point du Hoc I have seen none, while on the eastern side around Longes sur Mer, Le Molay and further airfields up until to German spawn fields there are two - three flaks deployed.

And its the same story I have pointed a month ago, combat develops over Brucheville or Chapelle, if things go bad for 190/109 he dives and flies a few miles to get into his AA safe barrier. It's less than minutes of pursuit and this map is just too small for having to fight half the time under AA fire.

 

In regard to Blue Flag, I like it there but this huge numbers of objects come at a price. I have 20-30 FPS less than on any other server and frequent stutters. From my perspective its overloaded.

 

Hi Hiro,

 

its the aaa the 20mm is way more dangerus than the bofors 40mm. its fires faster and is easer to aim with. Even when it is not historical i would build for both sides the same aaa to protect targets, so both sides use the 20mm. If you like it historical you need to set the bofors on a higher level to use the historical guns, but with the same dangerus damaged out put as the conterpart.

 

What you have for a system and settings? Can fly on Israel without to much problems. i7 3737k 16 BG ram and gtx 680 with high to medium ingame settings 1920x1080.

 

Use the same label mode settings from DCS Israel could help the players a lot.

How do you think?

 

Hi Porco,

 

+1:thumbup::thumbup::thumbup:

 

even when it is not historical, it makes it mutch more easer to finde the enemy or the targets, for both sides. And for all that are thinking hunting is now easyer, no it becomes mutch harder. Not because you will see your enemy earlyer, no you will get also the same amount of kills from suprised enemys than normal, but now you as the hunter that is conzentrated on his target is also more easyer to see from a hunter of the other side. So watch your six more often or die. This makes it mutch more interesting to hunt. So hopefully we get it or a different one as good as Israel on Buning Skies.

I need to start to chek my six way more often :music_whistling::pilotfly:.

 

regards

 

Little_D

1./JG2_Little_D

Staffelkapitän

1./Jagdgeschwader 2 "Richthofen"

 

"Go for the leader, if you can. The path is the goal, the kill the result."

"The one who has 12, leads. The one who has six, follows."

 

YouTube Channel: 1./JG2 Filmkanal

Posted
I actually think that TS is better.

 

If so. Why isn't anyone on the BurningSkyes TS while the server is populatet by 16+ Pilots?

 

If there were a SRS Server running I would guess there are more people comunicating.

 

Just my oppinion.

My Rig: Windows 11 Pro, Intel i7-13700k@5.4GHz, 64GB DDR5 5200 RAM, Gigabyte Z790 AORUS Elite AX, 2TB Samsung 990 PRO, RTX4080, Thrustmaster HOTAS WARTHOG Stick + WINWING ORION 2 + MFG Crosswinds, LG 32" 4K 60FPS, ACER 30" 4K 60FPS GSync Display, HP Reverb G2 V2

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