Mirknir Posted May 13, 2016 Author Posted May 13, 2016 (edited) cool so when can you add it? I got a lot of nice or angry or impatient requests about the Gazelle so I also wanted to clarify some stuff: The release of a new aircraft can be in several steps like was the Mirage2000 or the Gazelle. Even if the Gazelle was released several weeks ago as early access, it doesn't mean that the aircraft can be put on a server, especially by people that didn't buy it yet. As I never buy early access anything, I have to wait for ED to release the standard support of the new aircraft to the main version and if possible, the steam version too. The Gazelle support was added today in DCS main version, in this patch (that is still not on steam btw) I will do my best to have some Gazelle on the server today. :thumbup: Edited May 13, 2016 by Mirknir Mirknir My old server: The Thread
Mirknir Posted May 13, 2016 Author Posted May 13, 2016 Server updated to Version 1.5.3.52724 http://forums.eagle.ru/showthread.php?t=147601&page=3 Clients with previous version should still be able to connect In Masterscript: Skynet - v2.3.1 Added the Gazelle in Skynet Database Added the Gazelle in the Transport/Rescue missions 1 slot for documents 1 slot for personnel 2 slots for Cargo In Map: Open Conflict Khashuri - v5.8.3 Added some Gazelle playable slots @ kutaisi @ Tbilisi More will come later when the Gazelle support comes on Steam (where I have my dev environment) Mirknir My old server: The Thread
designamk1 Posted May 13, 2016 Posted May 13, 2016 I got a lot of nice or angry or impatient requests about the Gazelle so I also wanted to clarify some stuff: The release of a new aircraft can be in several steps like was the Mirage2000 or the Gazelle. Even if the Gazelle was released several weeks ago as early access, it doesn't mean that the aircraft can be put on a server, especially by people that didn't buy it yet. As I never buy early access anything, I have to wait for ED to release the standard support of the new aircraft to the main version and if possible, the steam version too. The Gazelle support was added today in DCS main version, in this patch (that is still not on steam btw) I will do my best to have some Gazelle on the server today. :thumbup: Thank you sorry for my impatience
Mirknir Posted May 13, 2016 Author Posted May 13, 2016 Thank you sorry for my impatience np, I hope it will work, I have no way to test it! Mirknir My old server: The Thread
decipher Posted May 13, 2016 Posted May 13, 2016 You mean Su-24? :smilewink: oops. yes of course! :music_whistling:
Mirknir Posted May 13, 2016 Author Posted May 13, 2016 (edited) You mean Su-24? :smilewink: Charlie: Well, if you were directly above him, how could you see him? Maverick: Because I was inverted. Iceman: [coughs whilst saying] Bullshit. Goose: No, he was man. It was a really great move. He was inverted. Charlie: You were in a 4g inverted dive with a MiG28? Maverick: Yes, ma'am. Charlie: At what range? Maverick: Um, about two meters. Charlie: Ok but what was your ping? Maverick: Um, about 280, server was in Europe, ma'am. Charlie: Yea must have been lag, checking on tacview... Goose: I may have alt-tabbed during the manoeuvre to check my facebook.... Maverick: Oh come on man! Charlie: Yep, tacview shows a crazy lag spike... Maverick: Next ejection, you gonna pay! Sorry... Edited May 13, 2016 by Mirknir 2 Mirknir My old server: The Thread
Mirknir Posted May 14, 2016 Author Posted May 14, 2016 Infinite Gazelle Warfare In Map: Open Conflict Khashuri - v5.8.4 Added: Gazelle slots on Gori and Zestafoni FOBs Updated: Gori and Zestafoni FOBs now have 2 heliports to accommodate more helicopters Ka50 and MI8 will share one heliport UH1 and Gazelle will share another one [*]Updated: Red protected zone for better protected against west intrusion Mirknir My old server: The Thread
Anna Posted May 14, 2016 Posted May 14, 2016 Charlie: Well, if you were directly above him, how could you see him? Maverick: Because I was inverted. Iceman: [coughs whilst saying] Bullshit. Goose: No, he was man. It was a really great move. He was inverted. Charlie: You were in a 4g inverted dive with a MiG28? Maverick: Yes, ma'am. Charlie: At what range? Maverick: Um, about two meters. Charlie: Ok but what was your ping? Maverick: Um, about 280, server was in Europe, ma'am. Charlie: Yea must have been lag, checking on tacview... Goose: I may have alt-tabbed during the manoeuvre to check my facebook.... Maverick: Oh come on man! Charlie: Yep, tacview shows a crazy lag spike... Maverick: Next ejection, you gonna pay! Sorry... I laughed way more than I should!! :D:D
doodenkoff Posted May 15, 2016 Posted May 15, 2016 Still spawning red L-39s in the heliport at Lochini heh? I should get extra points for successfully taxiing out of that labyrinth. Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
FraserNZL Posted May 15, 2016 Posted May 15, 2016 Hey Mirknir I have a bit of an idea, how about for those that have combined arms could you maybe add access and some manpads to the defended areas on your mission. They aren't overly powerful yet a challenge to find or at least make the units that are defending controllable. Also put in the briefing that CA user's have to be in TS3. I also thought about people that go retarded and go be Dicks at airfields maybe you could have some sort of protection zone around airfields. Maybe a firing range as well or a town to attack way in the middle of nowhere. Just something I was thinking at work today because us CA users get left out a bit sometimes. What say you old chum?
CEPEGA Posted May 15, 2016 Posted May 15, 2016 Hey Mirknir I have a bit of an idea, how about for those that have combined arms could you maybe add access and some manpads to the defended areas on your mission. They aren't overly powerful yet a challenge to find or at least make the units that are defending controllable. Also put in the briefing that CA user's have to be in TS3. I also thought about people that go retarded and go be Dicks at airfields maybe you could have some sort of protection zone around airfields. Maybe a firing range as well or a town to attack way in the middle of nowhere. Just something I was thinking at work today because us CA users get left out a bit sometimes. What say you old chum? As Mirknir already said, he is testing the implementation already. There are some difficulties tracking user controlled vehicles. 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
Martillo1 Posted May 15, 2016 Posted May 15, 2016 I am loving this server :thumbup: Vista, Suerte y al Toro! [sIGPIC][/sIGPIC]
Mirknir Posted May 16, 2016 Author Posted May 16, 2016 I am loving this server :thumbup: Thanks man:thumbup: Mirknir My old server: The Thread
Mirknir Posted May 16, 2016 Author Posted May 16, 2016 In Map: Open Conflict Khashuri - v5.8.6 Updated: Lessen SAMs presence @ Tskhinvali blue base Updated: Route of Blue convoy heading to Tskhinvali so that it's less in the way of CAPs Fixed: Red F16 CAP having only 1 plane instead of 2 In Masterscript: Skynet - v2.3.5 Preparatory work for Upgraded Rescue System (STILL NOT ACTIVATED) Added: Objectives can now have more dynamic component Updated: Rescue Pick-up objectives are now divided in 2 concepts Safehouse Pick-up (the one currently in use) Wrecked Pilot Pick-up (the new dynamic one still work-in-progress) radio menu or '-re' command will show the 3 following categories: Safehouse pick-up slots Wrecked Pilot pick-up slots Rescue drop-off Updated: Green Smoke for Rescue Pick-up is now on-demand (instead of continuous) This will make the LZ stealthier especially when I activate wrecked pilot Player can now request for the closest pick-up to release a green smoke using radio menu or '-re smoke' chat command This works for Safehouse but will work for Wreck Pick-up too This will work only in a certain range (1.5km for now) Updated: Radio beacon can now be deactivated Safehouse radio beacon will stay active continuously Wreck Pick-up radio beacon will stay active until the battery dies Mirknir My old server: The Thread
acdelta57 Posted May 16, 2016 Posted May 16, 2016 In Map: Open Conflict Khashuri - v5.8.6 Updated: Lessen SAMs presence @ Tskhinvali blue base Updated: Route of Blue convoy heading to Tskhinvali so that it's less in the way of CAPs Fixed: Red F16 CAP having only 1 plane instead of 2 In Masterscript: Skynet - v2.3.5 Preparatory work for Upgraded Rescue System (STILL NOT ACTIVATED) Added: Objectives can now have more dynamic component Updated: Rescue Pick-up objectives are now divided in 2 concepts Safehouse Pick-up (the one currently in use) Wrecked Pilot Pick-up (the new dynamic one still work-in-progress) radio menu or '-re' command will show the 3 following categories: Safehouse pick-up slots Wrecked Pilot pick-up slots Rescue drop-off Updated: Green Smoke for Rescue Pick-up is now on-demand (instead of continuous) This will make the LZ stealthier especially when I activate wrecked pilot Player can now request for the closest pick-up to release a green smoke using radio menu or '-re smoke' chat command This works for Safehouse but will work for Wreck Pick-up too This will work only in a certain range (1.5km for now) Updated: Radio beacon can now be deactivated Safehouse radio beacon will stay active continuously Wreck Pick-up radio beacon will stay active until the battery dies OMG DREAMS DO COME TRUE:D:D:thumbup::thumbup::thumbup::lol::lol::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''
CEPEGA Posted May 16, 2016 Posted May 16, 2016 big thanks again to Janissary for recording a video of the datalink bug on Su-33 with me (Su-27 not tested yet). I uploaded the video and reported that bug on russian forums. Hope they fix it till next update. 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 16, 2016 Posted May 16, 2016 This is a great server. It's so much more fun than SP. Even if you don't have a buddy on with you at the same time. Just seeing other players around airports makes it much more immersive. Funny...I've seen several take off, but have yet to see another player actually land. The first time I tried to sneak into the conflict zone, I got about 10km in before an AIM120 got me. The last time, I actually got the L-39 in to the target, launched some munitions, and got back out. It was a lotta' fun. Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
CEPEGA Posted May 16, 2016 Posted May 16, 2016 Indeed. Had lot of fun today flying in group with Janissary on Su-33. We got airborne, burned some fuel, refueled both at same time in air on one tanker, then head on to conflict zone and had 2 pvp kills and one ai CAP kill with no losses. Unfortunetly he was shot down by a blue Tor as we gone rtb. 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 16, 2016 Author Posted May 16, 2016 (edited) Upgraded Rescue System In Masterscript: Skynet - v2.3.6 Upgraded Rescue System The goal here is to add actual wrecked pilot in Skynet and integrate it smoothly in the current systems I have. Here is the first version... When a player pilot ejects, 2 things can now happen: Either the pilot will rejoin a safe-house like the current system Either the pilot will create a wrecked pilot around where the ejection took place In order to avoid impossible objectives or crowding the map too much, Skynet will still apply some restrictions to this new system. Each coalition has a finite number of wrecked pilots that can be active concurrently (for now 10) The condition to create a wreck are multiple, here are a few: Be over land Be in the conflict zone, but not too deep Be outside FOBs area Having a free 'wrecked pilot' slot Once created, a wrecked pilot will be spawned on the ground and Will create an wrecked pilot objective in the objective system [radio menu or '-re' in chat] [*]Will emit a radio beacon [*]Will have a detailed report with freqs, direction and lat-lon infos [*]Will appear on F10 map [*]Will despawn after the battery runs out For now, the battery will last 1 hours [*]Will respond to smoke request in a certain range For now 1.5 km range Smoke will last for 5min [radio menu or '-re smoke' in chat] [*]Can be killed so be careful with smoke requests [*]Can be picked-up in a certain range like safe house pilot For now 200m [radio menu or '-re load' in chat] [*]Will be added in your aircraft as 'downed pilot' like safe house pilot [*]Can be rescued at rescue drop-off points like safe house pilot It's a big system that I can only partially test as I suck at helicopters so don't hesitate to report bugs with the -report command :thumbup: Edited May 16, 2016 by Mirknir Mirknir My old server: The Thread
acdelta57 Posted May 16, 2016 Posted May 16, 2016 That is so exciting, Ill be testing it daily lol well till Thursday at least then I will be off for a few days again. 1 Suggestion the 1.5km for smoke as of now almost seems a little too short of range I think, maybe 2.0 for smoke range. I was messing with it today and I felt by the time I tracked the beacon down I pretty much was on top of my LZ before the smoke came into play. Also moving at 120kts it takes a little while to slow and setup the approach, if the smoke is popped sooner like 2.0-2.5km it would help with planning the combat style approach for helicopters. Just a suggestion tho, everything else sounds fantastic! [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''
Mirknir Posted May 17, 2016 Author Posted May 17, 2016 (edited) In Masterscript: Skynet - v2.3.7 Rescue smoke request range is now 3000m Some aircraft will now auto request rescue smoke when nearing a wrecked pilot (@ 80% request range) UH1, MI8, Gazelle and every dev slot I have [*]One ejection will now only create one wrecked pilot even if the aircraft have AI copilots Edited May 17, 2016 by Mirknir Mirknir My old server: The Thread
Oceandar Posted May 17, 2016 Posted May 17, 2016 big thanks again to Janissary for recording a video of the datalink bug on Su-33 with me (Su-27 not tested yet). I uploaded the video and reported that bug on russian forums. Hope they fix it till next update. What bug ? And link to video ? Thanks Gam Zeh Ya'avor - King Salomon Mastering others is strength. Mastering yourself is true power. - Lao Tze
CEPEGA Posted May 17, 2016 Posted May 17, 2016 (edited) What bug ? And link to video ? Thanks Gam Zeh Ya'avor - King Salomon Watch datalink display, the F-15 had ecm always on! [ame] [/ame] This happens everytime you press "unlock target" button and the jamming plane is tracked by your AWACS. Without AWACS it don't work. Tested only on Su-33, but i guess datalink on Su-27 will behave the same Edited May 17, 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 17, 2016 Author Posted May 17, 2016 (edited) In Masterscript: Skynet v2.3.8 Fixed: Radio beacon not being released on mission reset The rescue system would run out of free frequencies [*]Fixed: Rescue wreck objective not being properly released on mission reset The rescue system would then create wrecks in the previous session objectives instead of the current session ones [*]Fixed: Some safehouse not displaying directions In Map: Open Conflict Khashuri - v5.8.8 Tweaked: Rescue morse code sound to be less violent (added a fade in) Added: Awacs freqs in the briefing Added: Red air tankers freqs in the briefing Updated: All air tankers freqs to be in the 130-140Mhz VHS range Fixed: Mirage2000 not having radio channels Mission editor was removing them cause I don't own the Mirage I did the same 'hack' as for the Mig21 to make the ME believe I own the Mirage VHS channel 1 should be 124Mhz (Awacs) VHS channel 2 should be 135Mhz (IL78M) I can't test it properly as I don't own the plane, tell me if it's better Added: Medic UH1 @ Zestafoni and Gori FARPs No external hard-point, no IR exhaust Edited May 17, 2016 by Mirknir Mirknir My old server: The Thread
acdelta57 Posted May 18, 2016 Posted May 18, 2016 Some crazy Mirk action...we Wont discuss what happened on landing...:dunno: [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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