Mirknir Posted May 4, 2016 Author Posted May 4, 2016 At work all week and tracking all the stuff Happening on the server I can't wait til I get back so I can play some Open Conflict! Also question, was the US Navy huey spawn removed from Senkai kolhki? Last time I think I remember the only spawn I could use that one was a FARP far from poti shores. Some stuff have changed around yea but there are some hueys at Senaki. Not sure if the navy one is there thought :) Mirknir My old server: The Thread
Mirknir Posted May 4, 2016 Author Posted May 4, 2016 (edited) In Map: Open Conflict Khashuri - v5.7.5 Added: Objectives defended by Infantries One for each side In the conflict zone In Masterscript: Skynet - v2.2.0 Updated: Skynet now tracks units that mysteriously disappeared This will help track the 'unit sometimes disappear on reset' bug After a reset, if too many units are missing, Skynet will attempt to trigger a respawn on these groups It's a long shot but it might work :) Deactivated: Patrol Feature Too many server crashes related to this feature Fixed: Stats typo Ground kills (versus AIs) was just repeating the air kills value Fixed: Error in scenery object position computation Bridge destruction detection should be better Bug encountered by Mythradites Added: Infantry concept Infantry is now a new unit category for Skynet Infantry will appear in the objective threats next to SAMs, AAAs and Tanks Infantry kills will now also appear in the stats Optimization: Object states update is now done less frequently Events have now been proven sufficient to catch almost all destructions The other very few destructions not caught by events will just be caught by states update after a bigger delay than before Edited May 4, 2016 by Mirknir Mirknir My old server: The Thread
Anna Posted May 5, 2016 Posted May 5, 2016 Still so many good updates, I badly need to drop by again, just don't get around to it, having so much fun with Ted! :D
doodenkoff Posted May 5, 2016 Posted May 5, 2016 Question from a rookie: I landed at Tbilisi yesterday and ran directly into an aircraft sitting on the runway. Or, he was taking off, I'm not sure. I'm hoping I didn't fail to perform some kind of "check" in order to land at an airport without some kind of clearance. For some reason I could not access comms....the normal key press would do nothing. When I taxi to a runway and prepare to take off, I visually check for any air traffic around me, and check the F10 map for any aircraft that may be vectoring to my chosen runway before turning onto the runway and starting my take off roll. Is it just an inherent risk of the multiplayer environment that you might collide with another player, or might I have done something wrong? The other player did announce in chat an apology for the bad timing. And, can you consider spawning the L-39s somewhere other than the far, distant reaches of that airport? Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
CEPEGA Posted May 5, 2016 Posted May 5, 2016 (edited) in order to access comms you have to be on the right frequency (138 Mhz AM for Tbilisi Lochini if i remember it right). And you have to push the "radio" button instead of "/" on the keyboard when flying modules with clickable cockpit. Normaly the RADIO button is placed on throttle in planes. If the runway is occupied ATC will not give you clearence for landing Edited May 5, 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
doodenkoff Posted May 5, 2016 Posted May 5, 2016 That's confusing. The very first mission I flew on the server allowed me to press the normal "\" key for comms and check ground targets etc. By that I mean I could choose from a menuI couldn't even do that yesterday. Is it normal for me to be able to contact ATC on the ground without tuning any particular channel? Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
CEPEGA Posted May 5, 2016 Posted May 5, 2016 Is it normal for me to be able to contact ATC on the ground without tuning any particular channel? as i know "easy communication" is turned off now on server, so even on ground you have to tune your channel for ATC. btw, the "radio" button i was talking about is only used for comms with ATC, AWACS, tanker, JTAC and so on, you dont need to press it to get to the F10 menu on the server 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
doodenkoff Posted May 5, 2016 Posted May 5, 2016 Alright. 'Scuse me while I stick my nose in the manuals for a bit. Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
Mirknir Posted May 5, 2016 Author Posted May 5, 2016 Yea I switched off easy communication at the general request. Landing is the most dangerous part of DCS :) I usually check F10 map or do a slow recon pass over the airport before landing. You can also contact ATC or even declare your intention in chat. However, sometimes, ATC and Tankers seems irresponsive because the AWACs are constantly spamming and take over the channels. Sometimes people shut down communication from AIs to them to not hear the AWACs and cant hear the ATC anymore. I am trying to find a way to make the AWACS speak only when spoken to and remove the spamy automatic BRA calls that they do. Any help is welcome on this subject by the way :) If you have information about AWACS spam or have been on a server with AWACS and that don't spam, tell me! Mirknir My old server: The Thread
Mirknir Posted May 5, 2016 Author Posted May 5, 2016 In Masterscript: Skynet - v2.2.1 Added: Skynet Version in Server Status popup Accessible with '-server' chat command You couldn't actually see it anywhere Tweaked: Self hit will now be registered separately from team hit Self hit will now have less priority than team hit or AI hits happening around the same time This will result in less 'self-killed' resolution Tweaked: Duel Slot now have a F10 radio menu Only one entry explaining that this is a duel slot, without the regular menus This should help with some confusion Here is a bigger link to donate for people that asked: Mirknir My old server: The Thread
St3v3f Posted May 6, 2016 Posted May 6, 2016 (edited) I just joined for the first time, it looks pretty nice. One request I have is to make message stay on screen for longer. In particular I am talking about the list of ground targets, I find it hard to check everything and get a full picture because it disappears too fast. Also in the objective details, it would be nice to have lat longs to hack into the nav system Edited May 6, 2016 by St3v3f aka: Baron [sIGPIC][/sIGPIC]
Oceandar Posted May 6, 2016 Posted May 6, 2016 Just pick one and memorize it or write it down. Cheers Gam Zeh Ya'avor - King Salomon Mastering others is strength. Mastering yourself is true power. - Lao Tze
Mirknir Posted May 6, 2016 Author Posted May 6, 2016 I just joined for the first time, it looks pretty nice. One request I have is to make message stay on screen for longer. In particular I am talking about the list of ground targets, I find it hard to check everything and get a full picture because it disappears too fast. Yea, I've added some objectives recently and it can be too short even if you can just request the info again. Maybe I will do a variable display delay depending on how many objectives are displayed in the list instead of a flat delay. Noted. Also in the objective details, it would be nice to have lat longs to hack into the nav system It has been requested and it's on the list, stay tuned :thumbup: 1 Mirknir My old server: The Thread
Mirknir Posted May 6, 2016 Author Posted May 6, 2016 In Map: Open Conflict Khashuri - v5.7.7 Added: Fleet Blue Side I want to try them again and see if they impact performance like it seemed before In Masterscript: Skynet - v2.2.2 Added: Latitude and Longitude of Installation Objective You can now access the LatLon infos in the detailed report I chose to compute/display/format like F10 map does I hope this will be enough for A10C lovers (Check the attached picture) Mirknir My old server: The Thread
CEPEGA Posted May 7, 2016 Posted May 7, 2016 I hope this will be enough for A10C lovers ... and Ka-50 lovers too :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
Anna Posted May 7, 2016 Posted May 7, 2016 Added: Latitude and Longitude of Installation Objective You can now access the LatLon infos in the detailed report I chose to compute/display/format like F10 map does I hope this will be enough for A10C lovers (Check the attached picture) Mirk, just give me a 500km radius and put a cut in half lemon on the target, I'll find it and I'll eat it within the hour! :D (And then kill the target of course...)
CEPEGA Posted May 7, 2016 Posted May 7, 2016 Mirk, just give me a 500km radius and put a cut in half lemon on the target, I'll find it and I'll eat it within the hour! :D (And then kill the target of course...) :megalol: Anna, you made my day! :thumbup: 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
CEPEGA Posted May 7, 2016 Posted May 7, 2016 did the server crash? 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
Mirknir Posted May 7, 2016 Author Posted May 7, 2016 did the server crash? Yea but then was restarted by DCS launcher. Now that I added a fleet, I have new random crashes. They will be removed next update. I tried :cry: Mirknir My old server: The Thread
CEPEGA Posted May 7, 2016 Posted May 7, 2016 (edited) :( That's sad, i had my fun with the carrier today Are you sure the carriers a responsible for the crash? I am flying sometimes on an russian formation and aerobatics server and never seen it crash. But there is only one carrier on the server. Edited May 7, 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
Mirknir Posted May 7, 2016 Author Posted May 7, 2016 :( That's sad, i had my fun with the carrier today Are you sure the carriers a responsible for the crash? I am flying sometimes on an russian formation and aerobatics server and never seen it crash. But there is only one carrier on the server. The crash callstack didn't have any information about what exactly happens. I will keep the experiment going a bit more longer and monitor it closely. Mirknir My old server: The Thread
Mirknir Posted May 7, 2016 Author Posted May 7, 2016 Combined Arms Combined Arms For people that asked for CA to be integrated in the server, what feature of CA would be the more fun? I am trying to see what work I would have to do to track and prevent the massive trolling I had when I activated it last time. Driving tanks seems ok and easy to monitor. But I think CA provides more features that were maybe more used to troll. In the Battlefield Command Options, there are those ones: * Game Master * Tactical Commander * JTAC * Observer I am not sure what 'powers' over the units these options give and if it's even something people would like. I am currently doing some research about this module that I've never used so any information would be appreciated. Thanks Mirknir My old server: The Thread
acdelta57 Posted May 7, 2016 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. [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''
CEPEGA Posted May 7, 2016 Posted May 7, 2016 I would love to fly this kind of rescue missions in my huey or mi-8. 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
Shahdoh Posted May 7, 2016 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
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