Mirknir Posted April 18, 2016 Author Posted April 18, 2016 Great work as always! Do you think in the near future you will be able to bump up the max player limit any? I want to see how the new script does with performance, may be better but I don't know yet. Mirknir My old server: The Thread
Mirknir Posted April 18, 2016 Author Posted April 18, 2016 One small thing a a new player on your server (thumbs-up for this great thing!) Being concentrated to work on some objectives, suddenly I almost got a heart attack because the server wants to tell with a "BOOM-BOOM!" that a restart will occur in 2 hours... Suggestion: Could you please change that sound for us elderly, very easily being scared pilots, by a more silenced one? My favorite would be the 'ticker' from J.A.G. Pls listen enclosed file. It has several rips in it. Hope I don't hit any legalties by offering it here...:cry: If so: Mods, pls delete attachment. TIA I've redone a lot of sounds in Skynet 2.0, I could put a less violent sound :smilewink: Mirknir My old server: The Thread
Mirknir Posted April 18, 2016 Author Posted April 18, 2016 Release Notes So, this new release was not bug free! What a shocker :music_whistling: Quick! Some fixes! In Skynet Masterscript v2.0.2 Added: More weapons in database Fixed: Message bug in rescue drop off Reported by CEPEGA & Liranoc The drop-off was successful but the on-screen message was wrong: 'The objective didn't need what you transport' Fixed: Missing function in the mission environment Was causing some script critical failures Changed: Server time popup sound Requested RightStuff Sound is now less violent as the message is not that critical to get In Map v5.4.0 Fix Attempt: AI CAPs attacking static helicopters They would engage static helis contained in some A2G objectives under their CAP path I am trying the new 'Restrict Air to Ground attack' see if it works Fixed: Gori FARP not dispensing fuel Reported by Noma Fixed by putting FARP auxiliary installations closer from FARP position Could not reproduce: Surami FARP not repairing Reported by UrbanG I managed to repair my Ka50 there (once it was shutdown) I've still moved the FARP auxiliary installations closer from FARP position to make sure Fixed: Su33s incorrectly marked as FLEET Reported by SuBDivisions23 Added: Ka50 black-er skins Requested by CEPEGA For blue side, I will use: http://forums.eagle.ru/attachment.php?attachmentid=86963&d=1378156548 For red side, I will use: http://forums.eagle.ru/attachment.php?attachmentid=86974&d=1378156629 1 Mirknir My old server: The Thread
RightStuff Posted April 19, 2016 Posted April 19, 2016 I've redone a lot of sounds in Skynet 2.0, I could put a less violent sound :smilewink: Hey buddy, thanks for the quick change! :D
Anna Posted April 20, 2016 Posted April 20, 2016 So much good stuff, I'm online way too less now, I feel kind of bad about it... :noexpression: That birthday surprise was one of the kindest things I've ever experienced, thank you so much Teddy and Mirknir, and the rest of the OC crew! :D <3 Planning to drop by more again this weekend, will be fun! Skynet 2 made the freezes and stuttering stop, idk what exactly it was, but it's gone!
Elwood Posted April 20, 2016 Posted April 20, 2016 Great, that's really great. Just missing players on teamspeak but the server and SkyNet is great!
Mirknir Posted April 20, 2016 Author Posted April 20, 2016 In Skynet v2.0.3 Fixed: Air Tanker immunity to team-ram is properly working Player won't get offense score if they fail their refueling Added: Looping Ground Patrol Unlike air patrol, ground group can not be set to loop back to first waypoint at the end of their route I've added this feature in Skynet using as starting point the code sample Grimes provided here I hope this will provide some challenge and randomness to some bases For now, only Red Khashuri base will have a defense patrolling group to see how it goes For Debug: Player info will now be dumped in log when some event occurs to help debug the situations: Info will be about the same as -me command Events are, for now, when an offence or a report happens In Map v5.4.1 Fixed: AI CAPS won't spawn inside protected zone anymore Their route were also tweaked to maintain them further from protected zone Requested by mav1 Fixed: F15 AI unable to maintain proper formation They are replaced temporary by F16 Fixed: Red Ka-50's AI not engaging Tskhinvali base Reported By CEPEGA Once they get the order to engage, they can turned around to attack another nearby target like a convoy Their CAS is now restricted by a zone Also, their path have been modified to avoid the blue convoy's route Added: A ground defense group patrolling around Red Khashuri base Mirknir My old server: The Thread
CEPEGA Posted April 20, 2016 Posted April 20, 2016 (edited) Can you move the spawn point for Mi-8 (and Huey?) at Tbilisi-Lochini to the area where Ka-50's respawning on this airfield? It looks like this area is meant for helicopters in rl, because of the very short runway there. EDIT: yep, checked it on google maps, all helicopters are only in that one area (where Ka-50's respawn in the mission) Edited April 21, 2016 by CEPEGA Asus Z97-PRO | Intel i7-4790K @ 4.00Ghz | beQuite! PowerZone 650W | Kingston HyperX Fury 32GB | Gigabyte RTX 2080 Ti | Creative E-MU 1616m | Samsung SSD 840 Evo Basic - 1TB | Win10 | TM Hotas Cougar w. U2nxt + hall sensors | VPC ACE-1 Rudder Pedals | TrackIR 5 + Track Clip Pro
Oceandar Posted April 21, 2016 Posted April 21, 2016 I have reported team-ram between K-50 and Huey couple days ago. Hope you'd look into it. Thanks alot Gam Zeh Ya'avor - King Salomon Mastering others is strength. Mastering yourself is true power. - Lao Tze
Mirknir Posted April 21, 2016 Author Posted April 21, 2016 (edited) I have reported team-ram between K-50 and Huey couple days ago. Hope you'd look into it. Thanks alot Gam Zeh Ya'avor - King Salomon I saw it but couldn't really understand what you mean with the small info you typed, sorry about that. I investigate in priority report with clear information as it's very hard and take too much time to play detective when information is missing. You just said 'team-rammed' so I don't know: - If you were trying to just tell me you were rammed into (which I know from the log) - I don't kick people over one offense. - If you were repeatedly rammed into by a clear offender player (in this case, add the name a the player) - If you were reporting a collision that the script misinterpreted into a false team ram... - Or something else. I know you guys are usually in the heat of the action but remember that I will only have small context when I read the report. The more precise you are, the faster I can understand and act on the report if needed. Edited April 21, 2016 by Mirknir Mirknir My old server: The Thread
Mirknir Posted April 21, 2016 Author Posted April 21, 2016 Can you move the spawn point for Mi-8 (and Huey?) at Tbilisi-Lochini to the area where Ka-50's respawning on this airfield? It looks like this area is meant for helicopters in rl, because of the very short runway there. EDIT: yep, checked it on google maps, all helicopters are only in that one area (where Ka-50's respawn in the mission) hum hum I think I see what you mean. Still, can you please link this google map thingy so I am sure of what to do? Thanks Mirknir My old server: The Thread
Oceandar Posted April 21, 2016 Posted April 21, 2016 (edited) Oh sorry for the confusion I blame my bad english. What I mean by team-ram is that the guy in Huey spawned exactly in front of me and I wasn't in refuel or rearm, I started with a new fresh K-50. In short, we've spawned on the same spot. Hope that help. Im sorry for the trouble Cheers Gam Zeh Ya'avor - King Salomon Edited April 21, 2016 by Oceandar Mastering others is strength. Mastering yourself is true power. - Lao Tze
CEPEGA Posted April 21, 2016 Posted April 21, 2016 hum hum I think I see what you mean. Still, can you please link this google map thingy so I am sure of what to do? Thanks here we go :) Asus Z97-PRO | Intel i7-4790K @ 4.00Ghz | beQuite! PowerZone 650W | Kingston HyperX Fury 32GB | Gigabyte RTX 2080 Ti | Creative E-MU 1616m | Samsung SSD 840 Evo Basic - 1TB | Win10 | TM Hotas Cougar w. U2nxt + hall sensors | VPC ACE-1 Rudder Pedals | TrackIR 5 + Track Clip Pro
Mirknir Posted April 21, 2016 Author Posted April 21, 2016 here we go :) Well, DCS won't lemme do this. I think the MI8 requires a specific or bigger slot. I can still move them to their own specific spot but not the one your want. :( Mirknir My old server: The Thread
CEPEGA Posted April 21, 2016 Posted April 21, 2016 yes, discovered it too now in mission editor. But if Mi-8 position in your screen is working then i'm fine with it. :thumbup: Asus Z97-PRO | Intel i7-4790K @ 4.00Ghz | beQuite! PowerZone 650W | Kingston HyperX Fury 32GB | Gigabyte RTX 2080 Ti | Creative E-MU 1616m | Samsung SSD 840 Evo Basic - 1TB | Win10 | TM Hotas Cougar w. U2nxt + hall sensors | VPC ACE-1 Rudder Pedals | TrackIR 5 + Track Clip Pro
Elwood Posted April 21, 2016 Posted April 21, 2016 Yesterday I was in a 2 flight Huey, one crashed so I tried to rescue the pilots, wasn't listed in the rescue available pilots but landing allows me to pickup both of them. Is it an issue? The server restart before I could make to the drop zone. Anyway it's a great map, good idea about the patrolling group.
Mirknir Posted April 21, 2016 Author Posted April 21, 2016 (edited) Yesterday I was in a 2 flight Huey, one crashed so I tried to rescue the pilots, wasn't listed in the rescue available pilots but landing allows me to pickup both of them. Is it an issue? The server restart before I could make to the drop zone. Anyway it's a great map, good idea about the patrolling group. The rescue system works as follow: When an AI or player ejects or survives their crash and they are near enough from a safehouse, they will rejoin it and wait for rescue, increasing the downed pilot count. But why not generate a downed pilot where the wreck is? Because, it would be too random, hard to track and often impossible in time or geography for heli to reach the wreck. The way I chose, I can control where are the safehouses and thus the distances I asked player to cover and the danger level of where I send them. Usually, I also combine safe house with other objective FARP like delivery so helicopters can also refuel during the rescue. Also, helis can then combine transport mission to the objective and rescue mission back to home base. Creating rescue spots each time and position where someone crash all over the map would also be to hard to keep track of and guide players to. To come back to your situation: If the huey crashed in a safehouse zone and you landed next to the wreck, you were able to rescue them because you were in a safehouse zone, not because you were near their wreck if you get what I mean. Knowing the principles, if you still find something fishy in a situation you encounter, it is possible there are some bugs and in this case, mark the situation with -report command. I will have the report marked in my logs so I can investigate faster. Edited April 21, 2016 by Mirknir Mirknir My old server: The Thread
Mirknir Posted April 21, 2016 Author Posted April 21, 2016 yes, discovered it too now in mission editor. But if Mi-8 position in your screen is working then i'm fine with it. :thumbup: :thumbup: Mirknir My old server: The Thread
CEPEGA Posted April 22, 2016 Posted April 22, 2016 I just had a idea, how make rescue missions at crashsite of a plane/ejected pilot. Will see if it works when i'm back home from my nightshift. Asus Z97-PRO | Intel i7-4790K @ 4.00Ghz | beQuite! PowerZone 650W | Kingston HyperX Fury 32GB | Gigabyte RTX 2080 Ti | Creative E-MU 1616m | Samsung SSD 840 Evo Basic - 1TB | Win10 | TM Hotas Cougar w. U2nxt + hall sensors | VPC ACE-1 Rudder Pedals | TrackIR 5 + Track Clip Pro
Mirknir Posted April 22, 2016 Author Posted April 22, 2016 (edited) I just had a idea, how make rescue missions at crashsite of a plane/ejected pilot. Will see if it works when i'm back home from my nightshift. My first implementation was more like you said: create a rescue point at crash sites, making it more realistic. Here are some of the problem I ran into if it can help you: - When a player crashes, usually he dies with the aircraft - When a player ejects, I didn't find a way to track the position of the pilot in multiplayer and couldn't know where he hit the ground So I projected the in air ejection position on the terrain and considered this a crash site but then: - Players on the server are all over the place :) - In this case, random was bad - I realized that players' crash sites are usually too far behind enemy lines or too far from a heli spawn point, or too close from a defended base or, in some of my previous map, too high in the mountains - There was also some feedback problem to give information to the players where all the crash site were So I opted to create Safehouses to control the flow and destination of the mission One of the upgrades to my transport/rescue missions I want to do: - Track player helicopter crashes - Generate a crash site that will contain the downed pilot AS WELL as the cargo the helicopter had if he was on a transport mission - Add this crash site in the objective system to have direction/heading - Make it so another helicopter or the same player can rescue the pilots or loot the cargo to finish the transport mission - Of course, control the number of crash site generated to avoid flooding the system But my TODO list is huge!! So I don't know when I will be able to do this. Edited April 22, 2016 by Mirknir Mirknir My old server: The Thread
Elwood Posted April 22, 2016 Posted April 22, 2016 The rescue system works as follow: But why not generate a downed pilot where the wreck is? Because, it would be too random, hard to track and often impossible in time or geography for heli to reach the wreck. But I did pickup pilot and copilot from my friend crash site. It was just not listed in the radio menu.
Elwood Posted April 22, 2016 Posted April 22, 2016 My first implementation was more like you said: create a rescue point at crash sites, making it more realistic. Here are some of the problem I ran into if it can help you: - When a player crashes, usually he dies with the aircraft - When a player ejects, I didn't find a way to track the position of the pilot in multiplayer and couldn't know where he hit the ground So I projected the in air ejection position on the terrain and considered this a crash site but then: - Players on the server are all over the place :) - In this case, random was bad - I realized that players' crash sites are usually too far behind enemy lines or too far from a heli spawn point, or too close from a defended base or, in some of my previous map, too high in the mountains - There was also some feedback problem to give information to the players where all the crash site were So I opted to create Safehouses to control the flow and destination of the mission One of the upgrades to my transport/rescue missions I want to do: - Track player helicopter crashes - Generate a crash site that will contain the downed pilot AS WELL as the cargo the helicopter had if he was on a transport mission - Add this crash site in the objective system to have direction/heading - Make it so another helicopter or the same player can rescue the pilots or loot the cargo to finish the transport mission - Of course, control the number of crash site generated to avoid flooding the system But my TODO list is huge!! So I don't know when I will be able to do this. Flare/smoke from the crash site?
Mirknir Posted April 22, 2016 Author Posted April 22, 2016 But I did pickup pilot and copilot from my friend crash site. It was just not listed in the radio menu. What's the name of your friend, I will check the logs, see if there is a bug or some confusion somwhere? Thanks Mirknir My old server: The Thread
Mirknir Posted April 22, 2016 Author Posted April 22, 2016 Flare/smoke from the crash site? Flare/smoke are a tool I already use for A2G destruction objectives and they are a great tool. However, they are not enough as they are a short to medium guidance tool depending on your aircraft, speed, altitude... When you spawn at your FARP/Airport, you will most likely never know the general area to go search for those random crash sites even with flare. That's why I use/designed more tools for the objective system: - The briefing - The Map F10 on which FARP, safehouse and spotters can be seen - The intel report that will give you heading / distance like so (► Dst: 015km/008nm ▬ HDG: 339° ▬ [LEN] Leningori FARP) Like I posted before, I intend to use these new tools to upgrade the rescue system...... (at some point :music_whistling:) Mirknir My old server: The Thread
Elwood Posted April 22, 2016 Posted April 22, 2016 What's the name of your friend, I will check the logs, see if there is a bug or some confusion somwhere? Thanks He was tomcat and i was flying limasierra, 2 Huey Red side.
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