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Mirknir

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Oh gawd I laughed way too hard, I got so triggered from the first two changes for the F-15 and Su-27/33, I was like REAAALLY. Then I realized the date.

 

If it was up to me, I would make this server short range, for AI and Players but I have a board of directors to answer to.

Mirknir

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Yesterday one player in Ka-50 was blocking the exit of my hangar, then he got out of my way just to start blocking me on rolling to the runway. Will provide screenshots when i'm back from work

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If it was up to me, I would make this server short range, for AI and Players but I have a board of directors to answer to.

 

Could run a mission in rotation like the 104th does. With no aim-120s and no R27-ET/ERs.

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AV8B | AJS-37 | F-5E | Mig-21bis | P-51D | Spitfire Mk IX | Bf-109 | M-2000C | A-10C | U1-H1 | Ka-50 | FC3

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Yesterday one player in Ka-50 was blocking the exit of my hangar, then he got out of my way just to start blocking me on rolling to the runway. Will provide screenshots when i'm back from work

 

Yea, don't hesitate to send them to me.

 

Also, I would prefer that player reporting is done via private messages.

 

I may add a report command in the next version of the script to report trolls and bugs too.

 

Thanks!

Mirknir

My old server:

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Love playing on this server. I have a request about visibility tho. I think visibility setting is too much, I can see enemy aircraft from far distant, could you please make it back to default DCS. Its a mod, isn't it ?

 

Thank you

 

Edit : Oh I got it now, its called impostor to be off. Well, your server your call.

 

Gam Zeh Ya'avor - King Salomon


Edited by Oceandar

Mastering others is strength. Mastering yourself is true power. - Lao Tze

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Love playing on this server. I have a request about visibility tho. I think visibility setting is too much, I can see enemy aircraft from far distant, could you please make it back to default DCS. Its a mod, isn't it ?

 

Thank you

 

Edit : Oh I got it now, its called impostor to be off. Well, your server your call.

 

Gam Zeh Ya'avor - King Salomon

 

What are you talking about? You mean the distant model enlargement? That's in vanilla DCS since 1.5 and can be found under options->game. It's a local setting which can be enforced by the server though, I think OC just uses your local setting, at least it does for me.

 

I'm using the 'Small' option at this point and I'm happy with it.

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I don't think OC uses local setting. I don't have it in SP.

 

Gam Zeh Ya'avor - King Salomon

 

I would like to have it set the same for everyone.

 

It was set from large to medium recently but I found it still too cartoon and big.

I might switch to small soon.

Mirknir

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There seems to be a new issue with F10 menu. From time to time it is showing the same distance and heading to mission targets no matter were you are on the map. Encountered this some days ago.

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There seems to be a new issue with F10 menu. From time to time it is showing the same distance and heading to mission targets no matter were you are on the map. Encountered this some days ago.

 

Yea there might still be some small bugs in the current masterscript.

 

I am focusing right now on releasing the new framework that will give me more tools and logs to track and debug this kind of problem.

It will also give you a command to report a bug on the spot so I can locate it in time and in my logs.

 

I hope it's not too game breaking for now

Mirknir

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I wouldn't call it gamebreaking but challenging, because you have to search the convoys visualy without any recon data. To be honest, i had even more fun searching for that convoy without knowing where on map it could be right now.

It could also be a cool feature. Just a picture of possible route of the convoy in the briefing, and the players have to search it visualy then, patroling on that route. And maybe just 2 or 3 messeges that the convoy has been spottet there and there.

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Skynet 2.0 Release Notes Part 1

 

Skynet 2.0 - Release Notes Part 1



 

Hello Guys

 

In the past few weeks, I've been working at rewriting Open Conflict masterscript also known as Skynet.

In addition to redoing some features I wanted to redo for a long time, I also gave Skynet access to new features like chat and server environment.

 

Having access to those new part of DCS, Skynet will take over server administration, players and kills tracking as well as chat combat log.

 

I have done a lot of manual and automated tests and soon will comes the time for you guys to break it... well ... I mean test it.

More information on this will come later.

 

This first version is designed to propose about the same features as the current Skynet 1.0 / SLMOD combo and build a better framework for the future.

Once it's released and stabilized, I will have a better foundation to work with and add on.

 

I hope these changes will streamline and unified the features on Open Conflict.

Here goes the wall of text for people interested :lol:

 

Combat Log

 

 

  • Open Conflict now takes over combat log

 

  • A coalition will now only see kills done by their players or AIs
    • Still not 100% sure about this filter

     

 

  • Some kills that were previously missing will now be displayed
    • For example, scenery or building destruction
    • Weapon used will still be missing in some cases though

     

 

  • Active units will now be referenced as AI to differentiate them from static ones
    • 'Shilka AI' versus 'Shilka'

     

 

Scoring (Still in progress)

 

 

  • Open Conflict now have its own scoring system

 

  • Type '-score' to see the score board
    • I am still investigating if it's possible to override DCS scoring to substitute mine

     

 

  • Score will be given for kills but also for other actions like delivery or rescue...

 

  • The more dangerous the unit, the more score it should give
  • Players will give more score than AIs
  • Defended objectives will score more
  • Objectives in the conflict zone will also score more
  • Scoring values and factors will be tweaked over time

 

Chat Command vs Radio Command

 

 

  • Chat Commands are now available
  • Chat Commands are now the primary way to communicate with Skynet

 

  • Some Radio Commands are still there and will act as shortcut to some chat commands

 

  • Type '-help' for more information

 

  • I will skip admin and dev commands as they, of course, are not accessible to all.

 

 

Server Status

 

 

  • Type '-server' in chat (Also in Radio Commands)
  • Server status is mainly there to get info on server reset timings
  • Server information will return something like this:

 

Server resets every 4h

 

Next server will happen in 3h45m32secs

 

Debug Infos:

> Playable Slot Count: 254

> Blue Objective Count: 50

> Red Objective Count: 35

> AI Group Count: 42

> AI Unit Count: 163

> Static Object Count: 618

 

 

 

Player Status

 

 

  • All information about the player is now in one place
  • Type '-me' in chat (Also in Radio Commands)

 

  • Player information will return something like this:

 

Mirknir Data:

 

 

Player Status:

Avg Ping: 9

Connections: 1

Total Score: 0

Session Score: 0

 

Unit Status:

Su-27

GroupID: 760 - UnitID: 1098

You are Parked

 

Cargo Status:

In Document Chest - 0/1

In Passenger Area - 0/3

In Cargo Hold Area - 0/2

 

Objective Status

Closest FOI objective : [ARCO] Air Tanker US (Low/Slow)

Closest Rescue objective : [KUT] Kutaisi Airport

Closest Delivery objective : [KUT] Kutaisi Airport

Closest Destruction objective : [LAN] Lanchhuti Weapon Factory

 

Area Status:

You are INSIDE Blue Home Area

You are INSIDE Blue Protected Area

 

 

 

Player Death

 

 

  • Like in the current version, the last death (by other) that you suffer will be displayed when you die
  • This death info will be derived for combat log instead of being computed separately
  • The last death message will also appear in the next welcome message you receive
  • The last death message can also be requested with '-death' chat command

 

  • Last death message will be something like this

 

You've been killed:

◆ Killer: AI

◆ Killer Unit: SA19 Tunguska

◆ Killer Weapon: 9M311

◆ Your Unit: Su25T

 

 

 

 

Last Death By Other:

> 45secs ago: You've been killed:

◆ Killer: Synergy15

◆ Killer Unit: F15C

◆ Killer Weapon: AIM7M

◆ Your Unit: MiG21Bis

 

 

 

Conflict Area

 

  • Type '-cfl' in chat for Conflict Zone report (Also in Radio Commands)
  • Like in current version, the Conflict Zone report is only available to people inside the zone

 

  • Some bugs have been fixed in the computation of the allies versus enemies

 

  • A new concept have been added: 'Your coalition is currently AT DISADVANTAGE!'
  • Coalition at disadvantage in the conflict zone will receive more points for their actions
  • The formula is, for now, based on number of players in fighter in the conflict zone

 

  • When inside the zone, the conflict area status will be something like:

 

You are entering the Central Conflict Area:

 

No Friendly Players in Area

2 Enemy Players in Area

 

▶Your coalition is currently AT DISADVANTAGE!

▶You will receive more score for your actions!

 

 

!! Beware of SAMS and enemy AI CAPs!!

 

 

 

 

To be continued...


Edited by Mirknir

Mirknir

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Skynet 2.0 Release Notes Part 2

 

Skynet 2.0 - Release Notes Part 2

 

Objective System

 

 

  • Objective system has been broadened!

 

  • In addition to A2G, objective system will now encompass A2A, air refueling and AWACS infos

 

  • Each objective is now referenced by a unique code to make some chat command easier
    • '[KHAR] Khashuri Red Base' objective code is 'khar'
    • '[RCN1] Blue Recons v1' objective code is 'rcn2'

     

 

  • Each objective can now display detailed information using the objective code and the appropriate command (explained later: ag, aa, tr, re, ex)
    • '-ag khar' for detailed information about A2G objective Khashuri Red Base
    • '-aa rcn1' for detailed information about A2A objective Blue Recons v1

     

 

Air To Ground Objectives

 

 

  • Type '-ag' in chat to get a briefing on Air To Ground Objectives (Also in Radio Commands)
  • Type '-ag help' for more information

 

  • 'Disarm bombs' missions are now replaced by 'infiltration' to squash.
    • Like bombs, infiltrators will be scattered in a small region and more or less well hidden
    • Unlike bombs, infiltrators won't be able to be defused but will come in different shape and durability (truck, helis, light armored...)

     

 

  • 'Hideout' scenery objectives have been removed as they are hard to properly defined and a lot of players are confused about what to destroy
  • More specific and easily defined scenery objectives will stay like destroying bridges

 

  • Regular objectives have been added to the map and especially to red side to make it more viable for training:
    • Sagarejo Blue Spy Base for Red to destroy (inside the protected zone)
    • Tbilisi Blue Infiltration for Red to destroy (inside the protected zone)
    • Kobuleti Abandonned Red Airfield for Blue to destroy (inside the protected zone)

     

 

  • Detailed report on A2G objectives will return something like this:

 

[KHAR] East Khashuri Base

 

Directions:

► Distance: 104km or 056nm

► Heading: 093°

 

Content:

► Threats: SAM AAA Tank

► Active Unit: 8/8

► Static Object: 23/23

► Remaining Units:

◆ SA19 Tunguska AI

◆ SA9 Strela AI

◆ SA19 Tunguska AI

◆ Gepard AI

◆ T90 AI

◆ SA15 Tor AI

◆ SA19 Tunguska AI

◆ Shilka AI

◆ Tent

◆ Fuel Depot

◆ ... 21 more targets

 

Completion:

► Completion Percent: ■■■■■■■■■■

► Completion Value: 4430/4430points

 

Consequences:

► When Undefended ► Retaliation Convoy Sent To Khashuri after 5m to 25m

 

 

 

Air To Air Objectives

 

  • Type '-aa' in chat to get a briefing on Air To Air Objectives (Also in Radio Commands)
  • Type '-aa help' for more information

 

  • AI CAPs are now part of the objective system
  • Players can thus ask for briefing/direction/heading to CAPs

 

  • Detailed report on A2A objectives will return something like that:

 

[RCN1] Red Recons (Su24MR)

 

Directions:

► Distance: 100km or 054nm

► Heading: 048°

 

Content:

► Active Unit: 1/1

► Unit Type: Su24MR

 

Consequences:

► On Completion ► _Self Cloning_ after 5m

 

 

 

Flights of Interest

 

  • Type '-foi' in chat to get a briefing on Flights of Interest

 

  • AWACS and Air Tankers are now part of the objective system
  • Players can thus ask for briefing/direction/heading/freq about those flights

 

  • Detailed report on FOI objectives will return something like that:

 

[TEXACO] Air Tanker US (High/Fast)

 

Directions:

► Distance: 091km or 049nm

► Heading: 274°

► Freq: 149Mhz AM

► Tacan: TCN: Y-1-TKR

 

Content:

► Active Unit: 1/1

► Unit Type: KC135

 

 

 

To be continued...


Edited by Mirknir

Mirknir

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Skynet 2.0 Release Notes Part 3

 

Skynet 2.0 - Release Notes Part 3

 

Transport / Delivery

 

 

  • As before, if your aircraft allows it, you can transport cargo/personnel to resupply some objective

 

  • Successful deliveries now gives score

 

  • Type '-tr' in chat to get a briefing on Transport Objectives (Also in Radio Commands)
  • Type '-tr help' for more information

 

  • Your current transport capacity and load are available in your status: type '-me' in chat

 

  • Detailed report on Drop-Off objectives will return something like that:

 

[sUR] Surami FARP

 

Directions:

► Distance: 087km or 047nm

► Heading: 094°

 

Needs

► 2x Attack Plans

► 4x Tank Commander

► 3x Ammunition

► 2x Repair Parts

 

Consequences:

► When Resupplied ► Reinforcement Convoy Sent To Khashuri after 5secs

 

 

 

  • Detailed report on Pick-Up objectives will return something like that:

 

[sEN] Senaki Airport

 

Directions:

► Distance: 037km or 020nm

► Heading: 274°

 

Has

► Infinite Attack Plans

► Infinite Tank Commander

► Infinite Helico Pilot

► Infinite Ammunition

► Infinite Repair Parts

► Infinite Explosive Pack

 

 

 

Planting Explosive

 

 

  • As before, if your aircraft allows it, you can pickup explosive packs, plant them somewhere and then detonate them
  • Type '-ex' in chat to get a briefing on Explosive Objectives (basically pickup point)
  • Type '-ex help' for more information

 

  • Explosive pack now uses the new 'black tyre with red flag' model instead of the 'mortar' one

 

  • Detonate command is also in Radio Commands to make it easier when you are flying

 

  • Sadly, I still haven't found a way to link the units you kill with explosive pack to you so you won't get score for those kills

Rescue Pilots

 

  • As before, if your aircraft allows it, you can go rescue downed pilots and transport them from safe houses to medical center or airports

 

  • Type '-re' in chat to get a briefing on rescue Objectives (Also in Radio Commands)
  • Type '-re help' for more information

 

  • Players and AIs ejecting will fill the safe houses
  • Rescuing pilots now give you score

 

  • Briefing report on All Rescue Objectives will return something like that:

 

Rescue Pick-Up Zones:

► Dst: 044km/023nm ▬ HDG: 092° ▬ [ZES] Zestafoni FARP ▬ 5 Pilots to Rescue

► Dst: 073km/039nm ▬ HDG: 068° ▬ [sCH] Sachere Safe House ▬ 1 Pilots to Rescue

► Dst: 075km/040nm ▬ HDG: 126° ▬ [LM42] Safe House ▬ 3 Pilots to Rescue

► Dst: 077km/041nm ▬ HDG: 080° ▬ [sHO] Shomaheti Safe House ▬ 1 Pilots to Rescue

► Dst: 079km/042nm ▬ HDG: 049° ▬ [AMB] Ambrolauri Safe House ▬ 2 Pilots to Rescue

► Dst: 087km/047nm ▬ HDG: 094° ▬ [sUR] Surami FARP ▬ 1 Pilots to Rescue

 

Rescue Drop-Off Zones:

► Dst: 001km/000nm ▬ HDG: 227° ▬ [KUT] Kutaisi Airport

► Dst: 037km/020nm ▬ HDG: 274° ▬ [sEN] Senaki Airport

► Dst: 059km/032nm ▬ HDG: 235° ▬ [KOB] Kobuleti Airport

► Dst: 098km/052nm ▬ HDG: 223° ▬ [bAT] Batumi Airport

 

 

 

 

Random Thoughts

 

So hopefully, it shouldn't be a big shock to go from Skynet 1.0 to 2.0.

Everything is still there but a bit more unified and streamlined.

 

The framework underneath is way better for me as it comes with load of profiling, logging and autotesting.

 

Also, the script will reside and run on the server making the mission lighter and maybe the performance better.

 

Still, it will be a lot to test and I plan to do public testing soon.

 

I hope you guys will like it!

 

 


Edited by Mirknir

Mirknir

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Great job as always:thumbup: And Thx.

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Oh boy, this looks very promising!

 

BTW, is the server updated for the latest patch that came out on 4/1?


Edited by CrimsonGhost

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Question... for the poti bridges do you only have to destroy the 3 (1 railway and two roads) across the river? Or do you have to kill the other set on the other side of the red smoke as well? I went back and destroyed both of those as well... and one in the city but still can't get the objective clear.

 

I hammered every section of bridge and I still see 1 object count with 4 HP bars.

 

EB2E141735EAC45CF0BBA8EFAC1269E097C43E85


Edited by StandingCow

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Question... for the poti bridges do you only have to destroy the 3 (1 railway and two roads) across the river? Or do you have to kill the other set on the other side of the red smoke as well? I went back and destroyed both of those as well... and one in the city but still can't get the objective clear.

 

I hammered every section of bridge and I still see 1 object count with 4 HP bars.

 

EB2E141735EAC45CF0BBA8EFAC1269E097C43E85

 

Yea Scenery Objectives are a good idea but are a pain in the ass to check for completion as they are not objects I put myself in the map.

If you kill the bridges in the wrong order (land section first), the detection can fail in current version of the script on main server.

 

I've spend a very long time fixing them in Skynet 2.0, fixing the detection so I can combat log the kills and give score to killer.

In the public tests of map version 5.3.3, I've had people kill them so it seems to work, the condition is to kill 6 section total, 2 for each bridges.

 

Thanks for reporting the bug and sorry for the inconvenient but I am working on it.:thumbup:

Mirknir

My old server:

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Yea Scenery Objectives are a good idea but are a pain in the ass to check for completion as they are not objects I put myself in the map.

If you kill the bridges in the wrong order (land section first), the detection can fail in current version of the script on main server.

 

I've spend a very long time fixing them in Skynet 2.0, fixing the detection so I can combat log the kills and give score to killer.

In the public tests of map version 5.3.3, I've had people kill them so it seems to work, the condition is to kill 6 section total, 2 for each bridges.

 

Thanks for reporting the bug and sorry for the inconvenient but I am working on it.:thumbup:

 

Ah! Appreciate all the work you are doing to fix this! Looking forward to skynet 2.0.

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