Mirknir Posted March 23, 2016 Author Posted March 23, 2016 In Map 4.7.3 Add CrimsonGhost Teamspeak in the briefing Hacktempt#4 to allow the tooltips (that I never tried to disable btw :thumbup:) 1 Mirknir My old server: The Thread
CEPEGA Posted March 24, 2016 Posted March 24, 2016 In Map 4.7.3 ......Hacktempt#4 to allow the tooltips (that I never tried to disable btw :thumbup:) hey cool, and i always thought you disabled them for some reason :) 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
CrimsonGhost Posted March 24, 2016 Posted March 24, 2016 Also, regarding TS; Are you guys using a hotkey or just leaving the mic on? I had to think hard about what hot-key to program that wouldn't interfere with a game key (almost impossible for DCS). I programmed the "Pause" key, but it won't work when I'm in game. Also, something I thought about with TS; what is to say that someone on the red team couldn't simply join the blue team's TS groups? I don't think there's anything in game that talks to TS to tell it not to let you in the opposing team's rooms, is there? I *really* want to be able to not worry about reading the chat messages and just using voice comm's. I've gotten nailed before for trying to pay attention to chat, and if you're blue it's super hard to read against some of the terrain. Don't get me wrong, I love talking to you all and it does make me laugh to read some of the stuff, but it's hard to figure out when to pay attention to critical info and when it's just us goofing around in chat. Unfortunately there is nothing to prevent someone from the opposing team from hoping in your TS channel. It's very much an honor system. But I have created multiple rooms on each side so it shouldn't be too bad. Lastly, I can and will ban those people that abuse the system. Please don't hesitate to report abuses to me directly via PM. i7-7700K @ 5.2Ghz SLI 1080Ti 64GB GSkill Trident Z RGB 4133 Asus Maximus IX Extreme Custom Water Cooling Loop TM Warthog/ MFG Crosswind
CrimsonGhost Posted March 24, 2016 Posted March 24, 2016 Whats the server address for ts guys The address is in the server briefing as well as a few posts up. I will put it in again though. openconflictserver.typefrag.com Still hoping folks catch on to this, but activity has been increasing. Its much better than having to type everything. i7-7700K @ 5.2Ghz SLI 1080Ti 64GB GSkill Trident Z RGB 4133 Asus Maximus IX Extreme Custom Water Cooling Loop TM Warthog/ MFG Crosswind
CrimsonGhost Posted March 24, 2016 Posted March 24, 2016 (edited) Ok Mirknir, I give up. I have been bombing the hell out of the Kutasi Abandoned Airfield Objective, and it is down to 1 box. Everything is dead. What is the trigger for this one? Edit: Found it. One little lone A-10.......... Edited March 24, 2016 by CrimsonGhost i7-7700K @ 5.2Ghz SLI 1080Ti 64GB GSkill Trident Z RGB 4133 Asus Maximus IX Extreme Custom Water Cooling Loop TM Warthog/ MFG Crosswind
StandingCow Posted March 24, 2016 Posted March 24, 2016 Ok Mirknir, I give up. I have been bombing the hell out of the Kutasi Abandoned Airfield Objective, and it is down to 1 box. Everything is dead. What is the trigger for this one? I dropped like 5 GBU-10s on one bunker and it wouldn't die... not sure what is up with that objective. 5900X - 32 GB 3600 RAM - 1080TI My Twitch Channel ~Moo
FraserNZL Posted March 24, 2016 Posted March 24, 2016 yea tried putting that in ts but i couldnt find it. Still kinda new to ts
CEPEGA Posted March 24, 2016 Posted March 24, 2016 (edited) I dropped like 5 GBU-10s on one bunker and it wouldn't die... not sure what is up with that objective. +1 Tried all kind of anti-bunker bombs and missiles with A-10C and Su-25T, none of them could make any damage. Now i don't even try to destroy this shelters, i think they are immortal :) Will make last try today offline on this mission with nukes. If nukes don't destroy them, then they are realy immortal Edited March 24, 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
CrimsonGhost Posted March 24, 2016 Posted March 24, 2016 +1 Tried all kind of anti-bunker bombs and missiles with A-10C and Su-25T, none of them could make any damage. Now i don't even try to destroy this shelters, i think they are immortal :) Will make last try today offline on this mission with nukes. If nukes don't destroy them, then they are realy immortal What I found to work on those bunkers is 2 of Russian Bet-500 penetrator bombs from the SU-25. A few sorties later and I moved onto the HE bombs for the rest. So yeah, they may be a little too resilient. i7-7700K @ 5.2Ghz SLI 1080Ti 64GB GSkill Trident Z RGB 4133 Asus Maximus IX Extreme Custom Water Cooling Loop TM Warthog/ MFG Crosswind
Mirknir Posted March 24, 2016 Author Posted March 24, 2016 (edited) What I found to work on those bunkers is 2 of Russian Bet-500 penetrator bombs from the SU-25. A few sorties later and I moved onto the HE bombs for the rest. So yeah, they may be a little too resilient. There is 3 kind of bunkers in DCS and 2 in use in my map :) Are you talking about those ones? http://www.digitalcombatsimulator.com/upload/iblock/ac6/1.jpg This doesn't work anymore? Edited March 24, 2016 by Mirknir Mirknir My old server: The Thread
CrimsonGhost Posted March 24, 2016 Posted March 24, 2016 There is 3 kind of bunkers in DCS and 2 in use in my map :) Are you talking about those ones? http://www.digitalcombatsimulator.com/upload/iblock/ac6/1.jpg Yes sir, those be the ones. I know they are supposed to be strong but 2 500lb penetrating bombs each seems a bit much. And with the GBU-10/12 just scratching it, I'm not sure what the fix is. On a side note, is there a section of the forum that has graphics that shows you what you are looking for at each type of objective? Maybe a "reconnaissance " photo of each objective style, along with notes on what is required to complete them? I imagine that would be a lot of work, but the photos in the first post of this thread aren't of much help. At least to a relatively new player in DCS world. Might help entice others to do more than the typical dogfighting you find on pretty much every other server out there. i7-7700K @ 5.2Ghz SLI 1080Ti 64GB GSkill Trident Z RGB 4133 Asus Maximus IX Extreme Custom Water Cooling Loop TM Warthog/ MFG Crosswind
Mirknir Posted March 24, 2016 Author Posted March 24, 2016 Yes sir, those be the ones. I know they are supposed to be strong but 2 500lb penetrating bombs each seems a bit much. And with the GBU-10/12 just scratching it, I'm not sure what the fix is. On a side note, is there a section of the forum that has graphics that shows you what you are looking for at each type of objective? Maybe a "reconnaissance " photo of each objective style, along with notes on what is required to complete them? I imagine that would be a lot of work, but the photos in the first post of this thread aren't of much help. At least to a relatively new player in DCS world. Might help entice others to do more than the typical dogfighting you find on pretty much every other server out there. I already answered you picture question here: http://forums.eagle.ru/showpost.php?p=2702112&postcount=180 When I see logs or join the server, I am happy to see everyone is doing different stuff and engaging the different air or ground objectives and also players. I don't know what you mean by 'the typical dogfighting' but I feel the activities on the server are diverse enough even if I would add more and more stuff if the net code was better. However, like I stated before, I agree that objective needs more detailed information especially when it's almost done and you want to get those last pesky targets. Again, images are not the solution because I would like more dynamic objectives down the line but I have more ways to give you those information especially since Skynet 2.0 will have access to chat commands. I am working on it, don't worry :) Mirknir My old server: The Thread
Anna Posted March 25, 2016 Posted March 25, 2016 Regarding what you said about the targets being more dynamic, I see three different levels possible in that regard: 1.) Making a bigger pool of target areas of which only a certain number will spawn. This group will be randomly selected out of the pool each restart. For example only the core bases like East/West Khashuri are there every time, other areas like for example the arty base only sometimes spawns. 2.) Randomizing the position of the defending units in the bases, although total randomization could become problematic, I'd suggest several predetermined positions to choose from randomly or a safe spawning area where no complications will happen. 3.) Randomizing the type of unit that will spawn within certain limits. For example a TOR will switch to an OSA on restart, AAA/Tunguskas are interchangeable, IR SAMs are and so on. Could be combined with 2. Those 3 levels of randomization together would be really nice, although 1 or 2 alone would make a huge difference. What do you guys think? Are they even possible to archieve? I think they should be, but I'm not the girl writing the scripts.
Windsortheater Posted March 25, 2016 Posted March 25, 2016 Also, regarding TS; Are you guys using a hotkey or just leaving the mic on? I had to think hard about what hot-key to program that wouldn't interfere with a game key (almost impossible for DCS). I programmed the "Pause" key, but it won't work when I'm in game. Also, something I thought about with TS; what is to say that someone on the red team couldn't simply join the blue team's TS groups? I don't think there's anything in game that talks to TS to tell it not to let you in the opposing team's rooms, is there? I *really* want to be able to not worry about reading the chat messages and just using voice comm's. I've gotten nailed before for trying to pay attention to chat, and if you're blue it's super hard to read against some of the terrain. Don't get me wrong, I love talking to you all and it does make me laugh to read some of the stuff, but it's hard to figure out when to pay attention to critical info and when it's just us goofing around in chat. Totally agree. Chat seem a bit like a `clique'.
Windsortheater Posted March 25, 2016 Posted March 25, 2016 ...And don't hesitate to ask for a wingman! This.
CrimsonGhost Posted March 25, 2016 Posted March 25, 2016 Regarding what you said about the targets being more dynamic, I see three different levels possible in that regard: 1.) Making a bigger pool of target areas of which only a certain number will spawn. This group will be randomly selected out of the pool each restart. For example only the core bases like East/West Khashuri are there every time, other areas like for example the arty base only sometimes spawns. 2.) Randomizing the position of the defending units in the bases, although total randomization could become problematic, I'd suggest several predetermined positions to choose from randomly or a safe spawning area where no complications will happen. 3.) Randomizing the type of unit that will spawn within certain limits. For example a TOR will switch to an OSA on restart, AAA/Tunguskas are interchangeable, IR SAMs are and so on. Could be combined with 2. Those 3 levels of randomization together would be really nice, although 1 or 2 alone would make a huge difference. What do you guys think? Are they even possible to archieve? I think they should be, but I'm not the girl writing the scripts. I also do not know what is possible, but this certainly sounds like a step in the right direction. Randomization would be amazing. i7-7700K @ 5.2Ghz SLI 1080Ti 64GB GSkill Trident Z RGB 4133 Asus Maximus IX Extreme Custom Water Cooling Loop TM Warthog/ MFG Crosswind
Windsortheater Posted March 25, 2016 Posted March 25, 2016 Regarding what you said about the targets being more dynamic, I see three different levels possible in that regard: 1.) Making a bigger pool of target areas of which only a certain number will spawn. This group will be randomly selected out of the pool each restart. For example only the core bases like East/West Khashuri are there every time, other areas like for example the arty base only sometimes spawns. 2.) Randomizing the position of the defending units in the bases, although total randomization could become problematic, I'd suggest several predetermined positions to choose from randomly or a safe spawning area where no complications will happen. 3.) Randomizing the type of unit that will spawn within certain limits. For example a TOR will switch to an OSA on restart, AAA/Tunguskas are interchangeable, IR SAMs are and so on. Could be combined with 2. Those 3 levels of randomization together would be really nice, although 1 or 2 alone would make a huge difference. What do you guys think? Are they even possible to archieve? I think they should be, but I'm not the girl writing the scripts. also linked objectives and team reward system would be nice. I don't know f anyone here has played arma domination which uses new units and weapon availability to players as objectives are completed. not saying this works in DCS but some meta system in open conflict would bring it to the next level. lastly is there a way to connect two sessions together and have some status or progress carry from one session to another? at the 3.5hr mark when game resets its a bit strange.
Mirknir Posted March 25, 2016 Author Posted March 25, 2016 Regarding what you said about the targets being more dynamic, I see three different levels possible in that regard: 1.) Making a bigger pool of target areas of which only a certain number will spawn. This group will be randomly selected out of the pool each restart. For example only the core bases like East/West Khashuri are there every time, other areas like for example the arty base only sometimes spawns. 2.) Randomizing the position of the defending units in the bases, although total randomization could become problematic, I'd suggest several predetermined positions to choose from randomly or a safe spawning area where no complications will happen. 3.) Randomizing the type of unit that will spawn within certain limits. For example a TOR will switch to an OSA on restart, AAA/Tunguskas are interchangeable, IR SAMs are and so on. Could be combined with 2. Those 3 levels of randomization together would be really nice, although 1 or 2 alone would make a huge difference. What do you guys think? Are they even possible to archieve? I think they should be, but I'm not the girl writing the scripts. Yep Anna, that's why I am redoing the script framework, to be able to add such features :thumbup: From what I tested: 1: Possible for sure and is my current goto 2: Teleporting stuff in DCS is a bit tricky, especially separate unit within a group. I was looking at this option to maybe modify the starting position of an entire convoys. 3: I am yet to try dynamically spawning active units, this is something I want to experiment but it not my first goto. Mirknir My old server: The Thread
Mirknir Posted March 25, 2016 Author Posted March 25, 2016 also linked objectives and team reward system would be nice. I don't know f anyone here has played arma domination which uses new units and weapon availability to players as objectives are completed. not saying this works in DCS but some meta system in open conflict would bring it to the next level. lastly is there a way to connect two sessions together and have some status or progress carry from one session to another? at the 3.5hr mark when game resets its a bit strange. You guys really read my mind :) The new script framework resides server side instead of mission side so it will be able to control more stuff and also persists thru mission reset. I am planning to do my own scoring system and somehow, also have some data persists from one reset to another. But first step is to release the new framework with at least the same feature as the current other :lol: Going back to work on it! Mirknir My old server: The Thread
Oberst Hummel Posted March 25, 2016 Posted March 25, 2016 Hey Mirknir, just a short feedback on the tooltipps. They WORK now! :D Great work and thanks for the effort. 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 March 25, 2016 Author Posted March 25, 2016 Hey Mirknir, just a short feedback on the tooltipps. They WORK now! :D Great work and thanks for the effort. Yea, sometimes DCS can be an enigma behind a paradox within a cage within a maze under a sea ;) Mirknir My old server: The Thread
Mirknir Posted March 26, 2016 Author Posted March 26, 2016 State of The Server Hello Conflictians The server has grown a lot this past few months and I have received a lot of feedback and questions. So I thought I would do some kind of State of The Server / FAQ / Roadmap post to keep you posted on what's going on with stuff! Some answers about the Server Open Conflict is a server hosted in Montreal QC, in my living room on a computer donated by my RL friend Vyrtuoz, creator of Tacview. The server is launched by DCS Launcher, a windows software I programmed using Tacview's libraries. This launcher detects server crashes and memory overruns and will take care of relaunching it automatically. The server is running a mission I created as well as 2 scripts: SLMOD (by Grimes and Speed) resides server side and mainly takes care of combat log and server administration. Masterscript/Skynet (by me) resides mission side and mainly takes care of everything you see while playing: objectives, messages, sounds, respawn, cause of death, the polarizing protected zones... Server is running on the web client while I play, develop and buy on steam. Cool story bro but what's next? Skynet 2.0 - Basic Version Skynet script has reached its limits and adding even more features requires me to rewrite the entire framework and actually move it server side. It's been a long time coming and now that I am happy with the current version of the server, I decided to take the time to do it before DCS 2.0 and Nevada. So, right now, my time is spent on writing what I call Skynet 2.0 (Nothing to do with DCS 2.0 :)) This is the next big step down the road: releasing a first version of Skynet 2.0 doing about the same and maybe a bit more than the 1.0. Doing about the same but, of course, having more potential for future features and more accesses to DCS systems. The version is right now in private testing phase and I hope to start public tests 'soon' when I am happy with the quality of the version. Skynet 2.0 - More Features Once the better framework is released and after a period of debugging/stabilization, I will start to add more content and features requested like: * More dynamic objectives * More diversity * Improving the sushi quality at Batumi * A better and more meaningful scoring system than DCS's * Some persistence between reset * Flying aircraft carriers * ... What do we want? SAND! When do we want it? NOW! I know NTTR is slowly coming to DCS and I am thinking about it. I like to stay focused on one big project at a time so I haven't checked the new map yet and since I can't buy it yet on steam, I am not in an hurry. However, here is my point of view: I like the idea of more theaters of war but I don't like the idea of putting my server behind a paywall. As a consequence, I need to find a way to host both servers if possible. Short of finding a new computer, as a first step, I was thinking of building a mission in NTTR and just host it only some days of the week, make it better each session and alternate it with Georgia mission. Then, see how it goes and proceed from here! ----------------- Well, I hope this wall of text will answer some of your questions and give you more visibility of where I want to go. I will also update my signature to link those kind of posts for people joining the thread later. Mirknir My old server: The Thread
Mirknir Posted March 26, 2016 Author Posted March 26, 2016 In Map 4.7.4 Airplane Shelters are gone since they seems impossibly hard to kill They have been replaced by hangar and electric house Time of day is now late evening, going darker in the night Mirknir My old server: The Thread
Razgriz_37 Posted March 26, 2016 Posted March 26, 2016 Twilight Time! Awesome, we'll fly into the sunset . . .
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