Jump to content

Open Conflict - Server Information


Mirknir

Recommended Posts

People need to stop firing on their own tankers as you get frustrated refueling.

 

 

Have watched 2 people do this as I approach to get my own fuel... you're ruining other people's game time due to a lack of patients... and from the SIM POV you are committing fratricide.

 

 

 

I have tracks of one and digging up the other right now.

 

 

Edit: Names are "Crourr" and "Noobpyjama"... Tracks can be provided as needed.


Edited by Tibet
  • Like 1
Link to comment
Share on other sites

I've put together some nice shots whilst on OC. been meaning to do it for a long time but only just gotten around to it.

Enjoy!

 

Awesome! Love the effects on the picture.

 

People need to stop firing on their own tankers as you get frustrated refueling.

 

Yea I may increase the "team killing an AI" penalty score and auto kick this kind of behavior sooner.

However, the tankers are respawning after something like 5 min I think.

 

Can we have this skin please? It's too cool. Just let me know, I'll point you at the download.

 

Once again :), I only use official skins and don't want people to download additional package to have the intended Open Conflict experience.

However, it's very easy for you to install your favorite skin over an official one used in Open Conflict. Then, you just have to join the server and and chose the slot with the skin you overwrote. :thumbup:

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

However, it's very easy for you to install your favorite skin over an official one used in Open Conflict. Then, you just have to join the server and and chose the slot with the skin you overwrote. :thumbup:

 

:doh:

 

Overwrite an existing skin, like "Hellenic", with a new custom skin.......

 

:doh:

Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060

Link to comment
Share on other sites

Dynamic Campaign

 

Hello Guys

 

Here is a little update on the work I am doing for the next Skynet (I still need a codename for this project if you want to propose one :)).

For those who didnt see my last update, I am in the process of migrating Skynet from a Lua Masterscript to a C++ MasterDLL that will allow me to do more advanced features in less time.

The migration is doing well and the new Skynet already have access to the radio menu, chat, world events and mission environment.

 

However, migrating the code is, of course, useless without considering using this new power to do some major changes to Open Conflict gameplay and game design.

 

Something usually brought out to me in posts or PM is doing more of a living map and/or more of a dynamic campaign.

 

I have my own ideas of what could be a more dynamic and involving mission/map but I would like to hear from you while I am still redesigning the mission and map.

Dynamic campaign can be kind of a buzz word so here are my high level questions to you:

  • What is for you a dynamic campaign in Open Conflict?
  • What kind of core features would define such a dynamic campaign?
  • How would you factor a (sadly needed) reset every X hours?

I will be out of town next week so I will leave my programmer hat on my desk and put my designer hat for the trip to do more game design.

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

  • What is for you a dynamic campaign in Open Conflict?
  • What kind of core features would define such a dynamic campaign?
  • How would you factor a (sadly needed) reset every X hours?

 

To me a dynamic campaign means that the server generates missions in real-time based on current conditions on the battlefield. The missions should be linked to the extent possible between different roles; a SEAD should have an associated CAP, and then if successful a follow-up strike on a base or other target (or conversely, clearing the way for a base to be rebuilt with resupply mission).

 

For it to be worthwhile the outcomes of the missions should have a tangible, semi-permanent impact on the battlefield. I don't suggest that aircraft slots should be impacted on either side, but maybe the front should move as bases or other points of interest are taken or lost.

 

I think it would be worthwhile looking into adding slots for Combined Arms, I've seen a video or two of it in action on other servers and it looks like it would add a really interesting dynamic.

 

To accomodate the reset every X hours, perhaps the objectives that can be captured or lost should be limited to a specific area, at least to start, and hopefully as the dedicated server is developed for 2.0 in the longer term we can have a battlefield that runs for several days or even a week. But regardless of run time, at the end of the period the total points gained by each side can be tallied and a winner declared. How you would actually communicate the winner, who knows - would it be possible to have the server dynamically post the previous cycle's winner on the briefing screen?

 

Anyway, all kinds of interesting ideas and of course this is all volunteer work on Mirknir's part, I'm sure any part of the above that could be implemented would be much appreciated but we certainly can't expect it.

=============================

i7 5820k | 32GB RAM | Nvidia 2070RTX | 1TB SSD

Link to comment
Share on other sites

I would love to see (not sure if it is possible due to how quickly units kill each other) two front lines engaging one another and depending on the support one side gets will depend on if that front moves forward or not, possibly capturing airfields/cities/etc. If nobody supports the front line it is a stalemate possibly... or it gets destroyed on it's next encounter.

5900X - 32 GB 3600 RAM - 1080TI

My Twitch Channel

~Moo

Link to comment
Share on other sites

Our group wanted to go on the server last night, but unfortunately the ping had got too high for us in the UK (over 130) - it's normally below 100, which would be acceptable.

 

Oh well - I know there isn't really anything you can do about this.

Kneeboard Guides

Rig: Asus B650-GAMING PLUS; Ryzen 7800X3D ; 64GB DDR5 5600; RTX 4080; VPC T50 CM2 HOTAS; SN-1 Pedals; VR = Pico 4 over VD Wireless + Index; Point Control v2

Link to comment
Share on other sites

random ideas for future open conflict upgrades and stuff i would like to see:

 

-field hospitals: when a field hospital gets activated (by delivering the cargo/personal) it should get a farp with 2-3 slots for rescue helicopters to directly start from there, as long as the hospital is active.

 

-dynamic field hospital/forward base that can be set up anywhere via cargo drops from helicopters, with the ability to protect it by dropping manpad troops or something (also the ability to get destroyed by enemy team)

 

i guess the idea of the dynamic helicopter troop management is already working pretty good with other scripts and on other servers with the script from chirobob, i wonder if it would make more sense to just integrate that, instead of spending a lot of time to create your own version of it?

 

the basic idea of more "dynamics" in general, not only with helicopters as described above. something that will allow ground attackers, rescue and transport teams and fighter pilots to work together to achieve mission goals, that somehow result in visible consequences (like capturing an area or weakening enemy ground forces in general etc).

 

tl;dr: something something more dynamic!

Link to comment
Share on other sites

Our group wanted to go on the server last night, but unfortunately the ping had got too high for us in the UK (over 130) - it's normally below 100, which would be acceptable.

 

Oh well - I know there isn't really anything you can do about this.

 

I was on for a couple of hours with two of my UK friends and they had fine ping.

"Though I fly through the valley of the shadow of death, I shall fear no evil. For I am 80,000 feet and climbing." -9th SRW Det. 1 Wing Ops, Kadena AFB, Okinawa, Japan

 

[sIGPIC][/sIGPIC]

 

i5-4460, 16GB of RAM, MSi GTX 970 Twin Frozr V, ASRock H97M Anniversary, 2x 1TB HDD, Fractal design Core 1100, Thrustmaster HOTAS Warthog, CH Pro Pedals, Corsair Vengeance K70, Razer Abyssus mouse, BenQ 1080P monitor.

Link to comment
Share on other sites

Our group wanted to go on the server last night, but unfortunately the ping had got too high for us in the UK (over 130) - it's normally below 100, which would be acceptable.

 

Oh well - I know there isn't really anything you can do about this.

Anything up to 300 is fine, this ain't an fpshooter.

"[51☭] FROSTIE" #55

51st PVO "BISONS"

Fastest MiG pilot in the world - TCR'10

https://100kiap.org

Link to comment
Share on other sites

I wanted to thank people for their suggestion ; keep them coming :thumbup:

 

To me a dynamic campaign means that the server generates missions in real-time based on current conditions on the battlefield.

 

That's actually a very good point and something I never really tried to design.

My approach on Open Conflict was to provide objectives and let the players do their missions because it's usually how I like to play games.

 

However, having mission generated like "SEAD this objective" "Bring capture infantry to this objective" could bring a nice context for the player.

A mission with proper waypoints that you can complete and that would output a message.

I will see how I can integrate with the open world aspect that I want to keep.

I guess the first step would be to see if I can, in runtime, generate and inject proper waypoints in a live aircraft. :thumbup:

 

I would love to see (not sure if it is possible due to how quickly units kill each other) two front lines engaging one another and depending on the support one side gets will depend on if that front moves forward or not, possibly capturing airfields/cities/etc. If nobody supports the front line it is a stalemate possibly... or it gets destroyed on it's next encounter.

 

I've been trying to do a mini front line on Tuapse to see the problems it could bring and yea, like you guessed, AI fights have a tendency to be resolved very fast.

Creating a active front line with combat and stalemate is very hard and in Tuapse, the AI are actually firing randomly in a zone so from afar, you see fights but they are not really trying to kill each others :)

 

So I have been thinking of injecting different orders when a player is nearby, supporting them or having just dropped them.

This is part of the things I wanna experiment on with the new system and that would bring more important to the player presence.

 

random ideas for future open conflict upgrades and stuff i would like to see

...

field hospitals: when a field hospital gets activated (by delivering the cargo/personal) it should get a farp with 2-3 slots for rescue helicopters to directly start from there, as long as the hospital is active.

...

 

Love you propositions and it's going in the direction I was thinking of going.

 

I can't really spawn a FARP as it's a huge ass installation in DCS but I want to try making a FARP change side meaning unlocking associated playable slots of the owner side and spawning the needed installation like fuel, ammo, control center in the right color.

Airports might be easier to change color as they don't need external object to function.

 

i wonder if it would make more sense to just integrate that, instead of spending a lot of time to create your own version of it?...

 

That's a good point and I am surprised it's the first time ever it's been brought up on the forum.

Open Conflict started as just a map and third party scripts like SLMOD and MIST, then I started to add my own masterscript Skynet.

As I was adding more features in Skynet, I wanted them to be integrated in all systems and ended up changing third party script or having my script do part of the same job as other scripts.

 

A good example was the explosive / rescue features.

Once I added them, I wanted the combat log and stats to take these into consideration but the script in charge of this aspect of the server (SLMOD) didn't know what an explosive pack or a rescue was.

So at some point, I decided that Skynet needed to take care of this aspect of the game too.

 

Even if I do a lot of joke about that, I've chosen the name Skynet for the very reason that I knew it would have to take over every aspects of Open Conflict to make a consistent, non fractured experience.

 

The more recent aspect of the game that I wish I had control on and that will surely ended up being done in Skynet is the AWACS.

Even if I want to protect some aircrafts like pure transport, medic or WWII planes, the AWACS doesn't know what a protected aircraft is and will still declare them as targets and dispatch F15 to them.

Same if I want aircrafts in the protected zone to be invisible to the enemy AWACS to not dispatch players in enemy protected zone to their death... DCS AWACS just doesn't know Skynet Protected Zone concept.

 

The fact is that the more advanced and integrated features I want to do, the more systems on the server I need to control and take care of.

 

Also, I am now moving away from lua to get more performance and productivity.

 

Dynamic campaign can be kind of a buzz word so here are my high level questions to you:

  • What is for you a dynamic campaign in Open Conflict?
  • What kind of core features would define such a dynamic campaign?
  • How would you factor a (sadly needed) reset every X hours?

I will be out of town next week so I will leave my programmer hat on my desk and put my designer hat for the trip to do more game design.

 

Let's keep the ideas flowing :thumbup:


Edited by Mirknir

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

To me, dynamic means mission/sortie generation in a way that makes sense in the current context. Ie, DEAD before a regular roster of CAP flights can move in, CAS support of front line ground units with an escort rota, etc. Maybe some hero objectives like anti ship, that require things to be in place beforehand.

 

One way to regulate what pilots can do would be to control both ammunition stock piles and available aircraft, or at least which airfields you can spawn from. This could change over time. Can you modify spawn slots while a server is running?

 

An awesome idea would be that if you land and log off, your aircraft is still available when you come back, and at the same place if it's still held by your side. This would invest people in their airframes and to be cautious. I have no idea if you can implement this.

 

Looking at Falcon 4 single player, and some of the persistent campaigns in il2, it would be good if a server reset could save the current state of any units still alive, ammunition/logistics, etc. That way each 'map' could cycle once every 48 hours. This would further invest people in objectives and create a perception of a larger context.

 

Now, how to do this and make it approachable to newbies and those looking to jump in for a short flight. Not easy to find a way for both. Perhaps incentivise participation by the pilots that complete missions get better loadouts? Would need some unique user key. Heh maybe the user could set a pin via a radio command.

 

Maps: is it possible, like in arma to spawn map markers? Some kind of indication of the current order of battle? Maybe offload it to a Web service? This way a player would get an easy overview of what kind of sortie is most needed at that time, and also what's more likely to be fun.

 

Re script name: Shodan?


Edited by Shabi
asdasd

Oculus CV1, i7 4790k @ stock, gtx 1080ti @ stock, 32gb PC3-19200 @ 2.4ghz, warthog & saitek pedals, razer tartarus chroma.

Link to comment
Share on other sites

IDK what it is... but it seems like my presence instigates teamkilling lol.

 

 

Would like to report "F1L" for teamkilling friendlies on the ground at Anapa. (live fire stafing passes)

 

 

Have the track saved and can provide it if needed.

 

Tk reports can be made through PMs with mirknir, please do not publicly announce names.

"Though I fly through the valley of the shadow of death, I shall fear no evil. For I am 80,000 feet and climbing." -9th SRW Det. 1 Wing Ops, Kadena AFB, Okinawa, Japan

 

[sIGPIC][/sIGPIC]

 

i5-4460, 16GB of RAM, MSi GTX 970 Twin Frozr V, ASRock H97M Anniversary, 2x 1TB HDD, Fractal design Core 1100, Thrustmaster HOTAS Warthog, CH Pro Pedals, Corsair Vengeance K70, Razer Abyssus mouse, BenQ 1080P monitor.

Link to comment
Share on other sites

you could also use the ingame report function with the chatcommando "-report X".

without the " " of course and instead of an X you can write a message, that Mirknir can check within the context of the server at that specific time, makes it easier for him to see what happened in the log.

Link to comment
Share on other sites

I would like to make a request.

The AJS 37 will be released in 8 days and im far from the only one excited to get her and fly her on the Open conflict Server.

 

What im asking for is if would it be possible for you to give her the Targets as waypoints (atleast the Stationary targets).

I know you usually dont give the Aircraft the waypoints but it would be extra important for the AJS 37.

 

While yes the Waypoints are an important help when it comes to navigation and knowing

the range to target etc but more importantly they will help in a different way when it comes to targeting.

 

Target QFE settings play a crucial role to make sure that the Weapons Calculations work correctly (and you get accurate weapon solutions)

and the easiest way to get the Correct QFE for each of the targets would be making them waypoints.

 

Leatherneck has made a custom Kneeboard feature where all waypoints created in the Mission editor are loaded onto a Kneeboard page where it gives you all the relevant information about those waypoints including the QFE setting.

(example)

f4bc7aa8fc014e01dcfeac2f57eaf14e03cb0bf3_1_328x500.png

 

This does not work however for Waypoints the player adds during the mission.

 

And since the correct QFE setting is required to accurately use

unguided munitions (but it would also help some guided munitions as well)

this would be of great help to make the AJS 37 fully functional on your server,since while it might be possible for players to manually calculate the QFE setting it would be a major pain to do so =P (and most players probably have no idea how to) and this would be the best and easiest way to solve the problem and give

Viggen Pilots the best Experience on the server.

 

The alternative would be if you added the QFE settings for the different targets in the Briefing but just adding the waypoints for the AJS 37 would probably be easier / faster.


Edited by mattebubben
Link to comment
Share on other sites

Another idea:

 

Have a random seed specified by system time. And add it to the spawn location (and other characteristics) of NPC units. For example, armored convoys are fun to shoot at, but it's repetitive if they are always in the same place.

 

When the server restarts, compile the mission with the seed, and BAM we have a more 'dynamic' environment, keeps players on their toes.

Oculus CV1, i7 4790k @ stock, gtx 1080ti @ stock, 32gb PC3-19200 @ 2.4ghz, warthog & saitek pedals, razer tartarus chroma.

Link to comment
Share on other sites

Tk reports can be made through PMs with mirknir, please do not publicly announce names.

 

you could also use the ingame report function with the chatcommando "-report X".

without the " " of course and instead of an X you can write a message, that Mirknir can check within the context of the server at that specific time, makes it easier for him to see what happened in the log.

 

 

Thanks good info

Link to comment
Share on other sites

Hi there,

 

AWACS in russian side is giving contacts in US format (bulleyes and imperial system).

 

Please, can we get it in russian format ?

 

Thanks !

 

It used to be in the standard russian format, but the forum was inundated with requests to make it the US format. I wonder if it is possible to put 2 awacs on a team on different frequencies and tune into the one you want...

[sIGPIC][/sIGPIC]

Link to comment
Share on other sites

It used to be in the standard russian format, but the forum was inundated with requests to make it the US format. I wonder if it is possible to put 2 awacs on a team on different frequencies and tune into the one you want...

 

Freedom units all the way! Russian smushin:smilewink:

[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''

Link to comment
Share on other sites

Freedom units all the way! Russian smushin:smilewink:

 

No, true MiG-28 pilot fly with Ruskie unit!

"Though I fly through the valley of the shadow of death, I shall fear no evil. For I am 80,000 feet and climbing." -9th SRW Det. 1 Wing Ops, Kadena AFB, Okinawa, Japan

 

[sIGPIC][/sIGPIC]

 

i5-4460, 16GB of RAM, MSi GTX 970 Twin Frozr V, ASRock H97M Anniversary, 2x 1TB HDD, Fractal design Core 1100, Thrustmaster HOTAS Warthog, CH Pro Pedals, Corsair Vengeance K70, Razer Abyssus mouse, BenQ 1080P monitor.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...