Mirknir Posted May 7, 2016 Author Posted May 7, 2016 Hey mirk! Briefly mentioned this last night but I thought I could explain it a little better here for a possible suggestion. While playing on the 71st AH server they had a script as to when a player was shot down, that aircraft slot was not available for re-use unless a huey would conduct a CSAR to pick up the pilot and return him to a farp/base. To track down the pilot an ADF code was transmitting that could be received by the huey to home in on the downed pilot position. Once within 8km of target the huey could request signal flares then within about 3km smoke was popped on objective zone. Since all ejected pilots may not be in a location where landing was possible you could also hover directly over the target for a 10 second timer to retrieve the pilot. Just thought it added kind of a cool dynamic to the game and really made you not want get shot down lol Anyway love the new inf hideout those little buggers are dangerous with those small arms! Good day. I will check this and google all the technical lingo, see what can be done I am just a su27 pilot, all I do is try to kill the maximum amount of F15s before they take over the world :D Each new fancy requests make me investigate and understand more parts of the game, I like it. :thumbup: Mirknir My old server: The Thread
Mirknir Posted May 7, 2016 Author Posted May 7, 2016 Seen you having issues about the carriers and will try to provide some insight from our experience on the Virtual Aerobatic Server. The normal carriers seem fine for communications but they bounce around on the ocean creating sync issues and can damage A/C on deck. We tried static carriers to fix the bouncing issue, but found out that communications with the static carrier did indeed cause the server to crash. Since we are a non-combat server, our solution was to make a static carrier on the opposite side of what is available (in our case, all selectable a/c are "red", the static carrier is "blue"). This removes the capability to communicate with it, eliminating the server crashing comms bug and is stable on the water. The downside is you can not spawn, rearm, refuel or repair on it. For this reason it probably will not work out for you. If you can deal with the bouncing carrier and posible de-sync issues, the regular carrier should still be ok for you, in our experience. Hope this helps, /Salute Shahdoh Thanks for the advice! I appreciate it Indeed, OC is a combat server and I think people really like to use su33 from carrier or even land with a heli to resupply. It's just too cool :) I also noticed the bouncing and it's even crazier if you make your ships move. With a immobile carrier, no route, only the initial waypoint, the bouncing is minimal and even more IF you put the speed of your unique waypoint to 0. This is strange cause the speed shouldn't matter since there is nowhere to go. The coms for me is more a general problem on the server and I think all my radio problems come from AWACS spamming and overloading the system. I can't manage to shut him up and just speak when spoken to. I've contacted the dev but no answers yet. Removing AWACS would be unfair to almost every planes except the su27/33 that still get EWR datalink. Mirknir My old server: The Thread
Mirknir Posted May 8, 2016 Author Posted May 8, 2016 (edited) In Masterscript: Skynet - v2.2.3 In order to offer better rescue mission, I started to read manuals and research radio system and how to script them in DCS. Radio Beacon Preliminary Work Skynet can now create radio beacons at any position that will emit a radio transmission on different channels Each beacon will emit on VHS, UHF and FM to hopefully be able to be picked-up by most rotorcrafts UHF emission is silent because it seems to spam FC3 aircrafts To test this new feature, each rescue safe house will have a beacon on which aircrafts can home to These informations are accessible in the detailed report (-re <objectiveCode>) Ex: Beacon Freqs: VHF: 250.00 KHz - UHF: 222.50 MHz - FM: 30.50 MHz The communication should be this mysterious morse code sound Check attached image for more geekness [*]Tell me if it works properly for other rotorcraft like MI8 and ka50 [*]If it does, I might use this feature to improve on rescue Here are the references I used/checked: Huey Flight Manual: http://www.digitalcombatsimulator.com/en/files/346897/ ADF/VHF FM navigation tutorial: http://y2u.be/SNT0A2Pgxh8 Complete transport script: http://forums.eagle.ru/showthread.php?t=108523 Alternative CSAR Script: http://forums.eagle.ru/showthread.php?t=146994 Complete Transport and Logistics Deployment: http://forums.eagle.ru/showthread.php?t=143107 So I also received Combined Arms as a gift from CEPEGA :thumbup: I thus started to check-it out to see how I can prevent the massive trolling potential of this module: Combined Arms Preliminary Work Skynet now monitors players entering/exiting the role-based playable slots of CA Those playable slots are different as they are not unit based Roles are: GROUND FORCE CMD, GAME MASTER, JTAC, OBSERVER Edited May 8, 2016 by Mirknir Mirknir My old server: The Thread
acdelta57 Posted May 8, 2016 Posted May 8, 2016 AWESOME will try this beacon homing today! [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''
Mirknir Posted May 8, 2016 Author Posted May 8, 2016 AWESOME will try this beacon homing today! Will be pushed in next reset, with some rain Mirknir My old server: The Thread
acdelta57 Posted May 8, 2016 Posted May 8, 2016 :) [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''
Oberst Hummel Posted May 8, 2016 Posted May 8, 2016 Hey Mirknir, I have some suggestions: Maybe you could add 1 or max. 2 Manpads at the Infantry defended AO. This would be a nice addition for helicopters and also planes. Also a ship target that can shoot back would be nice. Nothing big maybe a Frigate or a small destroyer at max. And maybe a German Mig21 skin that is not in the duel area at blue side? :D But as always, awesome work keep it up! Thanks! MiG-29G :thumbup: :joystick: UH-1H - FC3 - SU-25T - A-10C - Mi-8MTV2 - BS2 - CA - MiG-21bis - P-51D - M-2000C - F-5E
Mirknir Posted May 8, 2016 Author Posted May 8, 2016 Maybe you could add 1 or max. 2 Manpads at the Infantry defended AO. This would be a nice addition for helicopters and also planes. This is mainly an objective for the transport helis as it is trivial for modern planes or attacker helis. This is a new objective so I am monitoring it for now. I may increase the difficulty and put randomly a manpad but it will never be a challenge for modern planes and attack helicopter :) Also a ship target that can shoot back would be nice. Nothing big maybe a Frigate or a small destroyer at max. Active ships are too problematic for multiplayer so I won't add more than the carriers I just added. You can check on this thread the different posts about it... sadly, too many issues! Mirknir My old server: The Thread
acdelta57 Posted May 8, 2016 Posted May 8, 2016 :D Lol please no manpads at inf hideout! I just wasted those AK's with my mini guns in orbit. Hard to find but good challenge. I'm going to be cautious each time I approach now incase you throw in some unexpected surprises. [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''
acdelta57 Posted May 8, 2016 Posted May 8, 2016 :thumbup: Also love the additional USMC painted huey [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''
Mirknir Posted May 8, 2016 Author Posted May 8, 2016 Ok so the radio beacon are not working on main server but they were working on test server... Investigating! Stay tuned! Mirknir My old server: The Thread
acdelta57 Posted May 9, 2016 Posted May 9, 2016 So I made a report that the beacons were working, then they stopped working I think? lol I only was able to lock in to -re [sHO] which ever safehouse that was. But I definitely heard the distress code. But then after my game had a CTD I returned and could not pick up any beacons. Anyway just throwing out some infos for ya. In other news, those explosive packs work pretty well on that inf hideout :gun_smilie: However I almost shat myself when I went to land and plant an explosive and there was an enemy soldier IN the bunker lol good times. [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''
Mirknir Posted May 9, 2016 Author Posted May 9, 2016 So I made a report that the beacons were working, then they stopped working I think? lol I only was able to lock in to -re [sHO] which ever safehouse that was. But I definitely heard the distress code. But then after my game had a CTD I returned and could not pick up any beacons. Yea, I am indeed leaning toward a join-in-progress bug. DCS have some bugs in term of the status of the world you see when you join versus the actual status of the world at this moment. Examples: If you were not connected when a hangar door opened, you will see it close If you were not connected when a light bomb was drop, you will not see the illumination I think that if you are not connected when the radio beacon starts to emit, you will not see it in your radio. This is the difference between main server and test server, I usually join the test server before it actually had a chance to start. I can repro the bug if I join the test server like 1 min in, after the beacons have started. I am working on a tentafix :thumbup: In other news, those explosive packs work pretty well on that inf hideout :gun_smilie: However I almost shat myself when I went to land and plant an explosive and there was an enemy soldier IN the bunker lol good times. I am glad you are having fun and some thrill in the conflict zone! I am starting to really like the config of the map ; I've seen and flown some epic moments :thumbup: Mirknir My old server: The Thread
Mirknir Posted May 9, 2016 Author Posted May 9, 2016 Radio Beacon Fix for Skynet - v2.2.3 Radio beacons are now manually repeated by Skynet instead of automatically looped by DCS. The safe house transmissions will thus be restarted every X sec instead of just once at the start of the mission.Players should now be able to pick-up the transmissions whenever they connect during the session. Mirknir My old server: The Thread
Mirknir Posted May 10, 2016 Author Posted May 10, 2016 (edited) In Masterscript: Skynet - v2.3.0 Randomization I've started to experiment with randomization to make the map feels different from one session to another. Teleporting existing units is a no-go in DCS so I am going to put more units in groups and select a subset of them to stay for the session. Here is the first route I am going to try for randomization: First Layer - Unit: Each unit can now have an individual chance to spawn. Skynet will roll the dice for each unit and remove it if necessary. I will use this for special units often very dangerous for the objective. Example: A MANPAD having a 20% chance to spawn in the infantry objective Example: A Tunguska SAM having a 20% chance to spawn at Ambrolauri Second Layer - Group: Each group can now have restrictions on how many units they can have per category. For now, categories are SAM, AAA, Tank and Infantries. Skynet will roll the dice and keep the specified number of units per category, choosing at random amongst the ones in group. Example: Ambrolauri defenses keeping at maximum of 2 SAMS, 3 AAAs amongst all the ones I've placed Misc: Skynet now changes the random seed each server restart. This will reset the pseudo-random generator and make it produce different sequences of numbers each time. These features requires a new mission version to be activated. Stay tuned! :thumbup: Edited May 10, 2016 by Mirknir Mirknir My old server: The Thread
Mirknir Posted May 10, 2016 Author Posted May 10, 2016 In Map: OpenConflict Khashuri - v5.8.1 Activate Randomization on 2 objectives to start with Red Ambrolauri Artillery Base Defense now has more units amongst which 2 SAMs and 3 AAAs will be chosen at random Blue MM58 Drone Base Defense now has more units amongst which 1 SAM and 2 AAAs will be chosen at random It was a bit complex to make this feature work well with some other ones, so don't hesitate to report bug if you see any! :thumbup: Don't forget to check the detailed intel report before attacking these objectives as some surprises may await you Mirknir My old server: The Thread
acdelta57 Posted May 11, 2016 Posted May 11, 2016 This looks like it will be an exciting change to the server that adds incredible dynamics for every session! Can't wait to get back on and try it out [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''
Mirknir Posted May 13, 2016 Author Posted May 13, 2016 Power out... Server momentarily down :mad: Mirknir My old server: The Thread
decipher Posted May 13, 2016 Posted May 13, 2016 recently rediscovered the server, after flying in the nevada desert for a while and i love all the skynet menu features. the heli rescue missions (have not tried the others yet) are reall fun and a great thing to do, when i just want to fly my huey. latest highlight was shooting down an enemy mig-24 with a missile from my F-86 Sabre, took a lot of F10 -> "wheres the enemy!" spamming, but was really exciting and first time in sabre for me :D
Mirknir Posted May 13, 2016 Author Posted May 13, 2016 recently rediscovered the server, after flying in the nevada desert for a while and i love all the skynet menu features. the heli rescue missions (have not tried the others yet) are reall fun and a great thing to do, when i just want to fly my huey. latest highlight was shooting down an enemy mig-24 with a missile from my F-86 Sabre, took a lot of F10 -> "wheres the enemy!" spamming, but was really exciting and first time in sabre for me :D Thanks man, happy to see you enjoy the server. I am working on making these rescue mission more engaging for players by adding proper downed pilots when someone ejects! Stay tuned! Mirknir My old server: The Thread
CEPEGA Posted May 13, 2016 Posted May 13, 2016 ...shooting down an enemy mig-24... You mean Su-24? :smilewink: 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
Phaser Posted May 13, 2016 Posted May 13, 2016 Awesome updates Mirknir. Loving the helicopter focus as of late. On that note, any chance we'll be able to fly the gazelle soon? Im pretty excited to crash and burn in my favorite server.
Mirknir Posted May 13, 2016 Author Posted May 13, 2016 Awesome updates Mirknir. Loving the helicopter focus as of late. On that note, any chance we'll be able to fly the gazelle soon? Im pretty excited to crash and burn in my favorite server. Yea it's in my plans ; I think it's been finally added in the recent patch as a placeable helicopter so I will be able to add it even if I don't own it :thumbup: Mirknir My old server: The Thread
designamk1 Posted May 13, 2016 Posted May 13, 2016 Yea it's in my plans ; I think it's been finally added in the recent patch as a placeable helicopter so I will be able to add it even if I don't own it :thumbup: Cool so when can you add it?
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