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Mirknir

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Thats what makes it exciting! Ive gone almost to the edge of the combat zone on the enemy side and come out alive. CEPGA would of made it too but he had an accident :) Gotta be strategic in your route to the pilot and back home, can't just fly direct both ways at 7,000' lol But if Mirk is providing CAP you should be safe. The other night we had a convoy going way deep and he blasted a mig out of the sky right in front of us. Then my game crashed :mad:

[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''

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Thats what makes it exciting! Ive gone almost to the edge of the combat zone on the enemy side and come out alive. CEPGA would of made it too but he had an accident :) Gotta be strategic in your route to the pilot and back home, can't just fly direct both ways at 7,000' lol But if Mirk is providing CAP you should be safe. The other night we had a convoy going way deep and he blasted a mig out of the sky right in front of us. Then my game crashed :mad:

 

You guys are hard to protect going so deep in enemy territory.

 

I almost took a missile in the face :mad:

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Mirknir

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In Masterscript: Skynet v2.4.1

 

  • Tweaked: Helicopters tagged 'MEDIC' are now also 'medic' in the transport system
    • They have one more slot for personnel and one less slot for cargo
    • This will simulate an extended cab for medical purpose
    • As a reminder, medic helicopters also have no external hard points
    • Chewie gave me the idea while speaking about huey with extended cab

     

 

  • Fixed: Helicopters auto requesting smoke on the wreck they've just created by ejecting

 

  • Added: Dedicated explosive pick-up zone
    • Explosive can now be loaded from a specific explosive pick-up zone as well as general transport pick-ups
    • This will allow me to add explosive pick-ups without changing transport pick-ups
    • You can now load explosive packs, in Forward FOBs, in the conflict zone
    • Requested by DustOff=3=6

     

 

  • Tweaked: Remaining unit list in the objective detailed report are now sorted by threat level
    • For example, the SAMs, if any, will now appear at the top of the list
    • Requested By Vyrtuoz

     

 

  • Tweaked: Output less debug information for old system proven to work

 

In Map: Open Conflict Khashuri - v5.9.5

 

  • Added: Red Su27 with Digital Camo
  • Added: Explosive pick-up zones @ FOBs and Medical Centers

 

 

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Edited by Mirknir

Mirknir

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There should not be a penalty involved. Helicopters are fair game in the conflict

zone. I will gladly shoot one if I see one while I'm flying the soon released F5 :) if

you don't like being shot down stay out of the conflict zone. Simple


Edited by acdelta57

[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''

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What are the ROE regarding medic choppers? Can they be fired at? Is there a penalty system for that? IIRC IRL that is a war crime.

 

This is a topic I've been thinking about a lot lately.

By adding a lot more helicopter-friendly-ground/rescue/transport objectives in the CZ, I've attracted more helicopters in the 'danger zone'.

And now, of course, I see a lot of helis taking big missiles in the face.

 

To be honest, I've noticed that it can already be hard for some pilots / aircrafts to properly identify friends from foe, even harder to identity the kind of aircrafts and almost impossible to identity the skins :)

 

This is the conflict zone and I think part of the thrill of the rescue/transport is to potentially have enemies trying to kill you.

This also encourages team play ; you have to ask for fighter escort.

This is also nice for fighters cause this is a type of CAP they usually don't play often.

Protecting a flight and trying to get kills can be oh so different.

 

I can't really actively protect medic by, for example, script-destroying missiles launched at them nor can I actively penalize people from killing a medic by, for example, triggering random failures or removing one of their wings :lol:

 

Stats wise, a medic pvp kills goes to 'transport' category so it's not as fancy as a 'fighter' kill. It's already something.

 

I am trying to find a positive way to better the situation.

Adding more FARPs is already something.

Maybe providing better tools for helis about the nearby threat...

Maybe adding the satisfaction for helis to go capture ejected enemy pilots in addition to rescuing the teammates :P


Edited by Mirknir

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We got other sar helicopter pilots shot down by fighter pilots (easy target after all, always the same xcuse "I didn't know it was a helicopter" etc), afaik no penality whatsoever was applied, however that was before Skynet v2.4.1 update.

 

In the current DCS that basically have no ROE features, I can't consider killing an heli or even a medic heli an offense like I do with friendly fire.

 

And if it's not an offense or trolling, I am trying to think in term of positive change to make the situation better, not in terms of penalty if it makes sense.

Mirknir

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No protections! Use of CAP from teammates is the best part. If we are protected by the enemy there is no thrill in the rescue, might as well play single player medevac campaign. I don't

Think any punishments or enhancements to transports are necessary, in my opinion. Dulling down the conflict zone is counter productive to having a conflict zone right? Are already think it's FARP heavy, any more might be a little much. Besides helos can always land and stage in a city or town somewhere in the zone. It's more fun having to plan fuel, deviations and routes with the current distances from FARPS. Any more would seem slightly unrealistic I think.

[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''

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Matter of fact I think there should be another armored convoy making it even more challenging to see and avoid around it's route :)

[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''

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Well, one action would be kicking pilots who shoot down a medical helicopter out of their rides. This way they would have to start over their flight, and make them more cautious about killing no combatants and to check closer the helicopter they are going to take down. For instance you can use a white skin, coupled with nor pylons neither weapons and, of course not to be able to load explosives. After all, it is a med helo, not a saboteur.

 

Maybe adding the satisfaction for helis to go capture ejected enemy pilots in addition to rescuing the teammates

 

That is a good one!


Edited by Martillo1

Vista, Suerte y al Toro!

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No protections! Use of CAP from teammates is the best part. If we are protected by the enemy there is no thrill in the rescue, might as well play single player medevac campaign. I don't

Think any punishments or enhancements to transports are necessary, in my opinion. Dulling down the conflict zone is counter productive to having a conflict zone right? Are already think it's FARP heavy, any more might be a little much. Besides helos can always land and stage in a city or town somewhere in the zone. It's more fun having to plan fuel, deviations and routes with the current distances from FARPS. Any more would seem slightly unrealistic I think.

 

I like how passionate you are about these mission and I agree, it's a fragile balance to maintain.

 

Also, it doesn't have to be extra protection, could also be some kind of help, an additional awareness, an "enemy fighter in vicinity" alert for example would be possible and not that crazy unrealistic, then you can take action, go hide, go low, go dark, go home, go land, go to Sachere pub and have some fish-and-chips....

Mirknir

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Well, one action would be kicking pilots who shoot down a medical helicopter out of their rides. This way they would have to start over their flight, and make them more cautious about killing no combatants and to check closer the helicopter they are going to take down. For instance you can use a white skin, coupled with nor pylons neither weapons and, of course not to be able to load explosives. After all, it is a med helo, not a saboteur.

 

hahaha no, I am never going to do that. This is against all my design philosophies.

 

In the current DCS version and the open-to-all server philosophy, I can't expect pilots to be able to identify a medic helicopter so I won't penalize them to kill one.

 

I don't mind suggestions but again, I am trying to find a positive and balance way to deal with it.

Think carrot, not stick. Stick is for trolls.

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Lol I just think it's funny how people want to fly in a war zone and not be a target. Especially a big juicy one at 90kts. The alert might not be a bad idea, but at the same time how many alerts are we going to get? I've seen a Tacview (thanks for the info on that by the way great program!) multiple fighters fly over and over. It could get annoying. But I suppose if you HAVE too appease the scaredy cats it may be a solution. However I think most people know where I stand on that nonsense :) The pub sounds good right now! If you're comrades at TSA in Montreal would not of hassled our crew tonight I would be on my way already lol

[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''

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One more thought, if you make it too easy for helos the slots will become saturated and I'll never be able to fly as medic lol. Medevac should be for hardcore Huey pilots only that accept the risk of death!:pilotfly: Virtually of course:D

[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''

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Btw. I never fly jets, so I am curious how things look from their perspective- if a helicopter flights really low nap of the earth flight, do fighter's radars detect it? If not, how low do we (medevac's) stay to be safe?

 

Second question- I know we currently have safehouses which are not random in location, and we have chuted pilots that are randomized, but they appear only when a player ejects. Is there a way to implement more random locations for pickups? Waiting for players to eject can take time, and flying to the same safehouses will get borring with time I guess.

 

Another question- out of curiousity: does the cargo/ humans onboard affect helicopter's weight? I remember picking up personell and some cargo at the same time and having pretty much all slots full, but I didn't notice any change in handling.

[sIGPIC]http://i55.tinypic.com/21oydlx.jpg[/sIGPIC]

ヒューイ最高!o(≧∇≦o)

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First question yes we are detected. Especially at higher speeds. Rotor blade is basically a big disk and not to mention the cross section on a huey is quite large as well. Nap of the earth helps but far from invisible. Use of terrain is your best bet.

 

Random ejections would be lame I think. Wait for an ejection, plan your routes , study F10 map, know how much fuel you need to complete round trips from FARP/base to grid or fly safe house/transport cargo missions. Or just practice assault landings. Much to do in spare time.

 

For your third question I actually don't know. I assume it's no as it doesn't change the weight in the ramp fuel/loading screen but I could be wrong

[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''

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Btw. I never fly jets, so I am curious how things look from their perspective- if a helicopter flights really low nap of the earth flight, do fighter's radars detect it? If not, how low do we (medevac's) stay to be safe?

 

Usually, the closer from the ground the safest from fighters and/or AWACS detection.

However, it is true for heli AND for planes so attackers and/or fleeing/sneaking fighters will sometimes also have a tendency to go low so fighters are also looking for low targets.

 

When they dogfight, fighters might also switch to fast acquisition radar mode and if an helicopter is nearby, he might easily get locked and quickly fired upon mistaken for an aircraft.

 

Second question- I know we currently have safehouses which are not random in location, and we have chuted pilots that are randomized, but they appear only when a player ejects. Is there a way to implement more random locations for pickups? Waiting for players to eject can take time, and flying to the same safehouses will get borring with time I guess.

 

Yea I've noticed, I might add the AIs in the system when the number of active rescue is super low.

AIs are better at ejection.

This way, I could maintain like 1 or 2 active rescues at a minimum.

 

Another question- out of curiousity: does the cargo/ humans onboard affect helicopter's weight? I remember picking up personell and some cargo at the same time and having pretty much all slots full, but I didn't notice any change in handling.

 

Tried but last time I checked, I didn't have the script accesses to change the internal cargo weight of a plane.


Edited by Mirknir

Mirknir

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OK, thanks.

Random ejections would just change how often we woud get calls, that's it- I don't see anything lame about it, but that's just me ;) So I more or less know how to plan my flights, but is there any way to make waypoints on F10 map, so I could see it on my kneeboard at all? I know there is an external map application here on the forums, so I might give it a go, but do you have any tips acdelta57?

 

@Mirknir Thanks a lot, that's helpfull!

[sIGPIC]http://i55.tinypic.com/21oydlx.jpg[/sIGPIC]

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I don't know if it would be possible to have a flight plan display on your kneeboard, that would be cool tho. If you find a way let me know! I made a rough print out of the map and use that as a physical guide. However what I use most is made my own fuel/distance grid using the existing grid in F10 map. That way I know when I am tasked with an ejected pilot I use f10 to see what grid he should be in then look at my notes and see "to that area from this FARP is xmiles will take x amount of fuel and if there is flat area no elevated terrain I also have a note to avoid if possible. Takes time to get it all mapped out and I add to to every time but the gratification of completing a rescue perfectly according to my references never gets old :)

[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''

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