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Mirknir

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So I'm home at lunch time, thinking I got enough time to bomb something. I fire up the L-39ZA, load it with 8 100kg Jupiters and head to the Sachere Supply Base in the CZ. If you're the first on site, the targets are bunched up just sitting there. On closely bunched targets, the parachute retarded munitions work great. Once you attack though, they start to move and line up on the road.

 

I get to within 30km or so, brushing hilltops and spooking the cattle while looking forward to obliterating some supply trucks, when I'm suddenly peppered with automatic fire. Say what? I look to the right and see tracer fire from below my altitude coming from a low hill. AA? There's never been any AA on any part of this route...wtf?

 

Thinking it's AA, I turn away and down, hoping to throw off the targeting and get below the gun's depression range. I see tracer misses over my canopy then, KAPOW! Uh oh, I'm going down.

 

Turns out, it was an Su-27 flying lower than me. If I had realized it was another aircraft I would have turned into the source of the tracer fire, but instead, turning away allowed the AI to get right dead on my six.

 

Sneaky Mirk.....but I'm going to lay waste to that supply base eventually.

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

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So I'm home at lunch time, thinking I got enough time to bomb something. I fire up the L-39ZA, load it with 8 100kg Jupiters and head to the Sachere Supply Base in the CZ. If you're the first on site, the targets are bunched up just sitting there. On closely bunched targets, the parachute retarded munitions work great. Once you attack though, they start to move and line up on the road.

 

I get to within 30km or so, brushing hilltops and spooking the cattle while looking forward to obliterating some supply trucks, when I'm suddenly peppered with automatic fire. Say what? I look to the right and see tracer fire from below my altitude coming from a low hill. AA? There's never been any AA on any part of this route...wtf?

 

Thinking it's AA, I turn away and down, hoping to throw off the targeting and get below the gun's depression range. I see tracer misses over my canopy then, KAPOW! Uh oh, I'm going down.

 

Turns out, it was an Su-27 flying lower than me. If I had realized it was another aircraft I would have turned into the source of the tracer fire, but instead, turning away allowed the AI to get right dead on my six.

 

Sneaky Mirk.....but I'm going to lay waste to that supply base eventually.

 

Yea I am trying new things like evading 2 friendly fired R77 on my 6 while trying to engage 2 F15s on my 12 :thumbup:

 

This server is full of surprises lol

 

Spoiler Alert: I ended with a pitbull AIM120 in my face


Edited by Mirknir

Mirknir

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In Masterscript: Skynet v2.4.7

 

  • Added: Option System
    • Players can now have options to personalize their experience
    • Option system is accessible by chat command '-opt'
    • Option system is also accessible in Radio menu -> F10 -> F5
    • Options are saved for each player on the server

     

 

  • Added: Unit System Option
    • First option is to personalize the unit system used to display dist and alt information
    • This will make the objective popups clearer
    • Option values are Metric or Imperial
    • '-opt unit' to toggle the value (or Radio menu -> F10 -> F5)

     

Mirknir

My old server:

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What's the status on carriers being added back in? As of the last time I flew they were still gone unless I missed them.

"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.

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What's the status on carriers being added back in? As of the last time I flew they were still gone unless I missed them.

 

Yea I put some carriers back, blue side, around Kobuleti Shores.

 

Red side doesn't have seas so no carriers for them!

Mirknir

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Yea I put some carriers back, blue side, around Kobuleti Shores.

 

Red side doesn't have seas so no carriers for them!

 

Indeed, flew today and noticed them. Thanks mirk!

"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.

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I have an idea that could help spice up the conflict zone without too much trouble. Would it be possible to have multiple convoys running at once for each team, graded with difficulty?

 

For example:

-'light/cargo' convoy consisting of trucks, light APCs, MLRS and troop carriers which can be easily tackled by the helos that aren't the KA-50, or attackers with rocket/gun loadouts.

-'medium' convoy consisting of AAA, heavier APCs, early tanks (T-55,Leo1,M60), armoured artillery (M109,Gvozdika) and maybe 1 IR missile AA, which present more of a threat but aren't untouchable (kinda like the current convoys)

-'Heavy' convoy consisting of high end AAA like Gepard/Tunguska(yes I know missiles...), multiple missile AA (Linebacker/Strela/Avenger) and high end tanks (Abrams, T80/90, Chally2), designed to be a tough nut for attackers/attack helos to crack without assistance from multiple aircraft.

 

I think having multiple convoys (2 maybe 3 active at any one time) would make the conflict zone a bit trickier for helo pilots to navigate and make helo escorts for the medevac choppers a more viable tasking, without cluttering the zone or being too demanding on scripting/PCs. It also helps players practice target aquisition as there are multiple targets that they can go after which aren't marked by flares/static smoke.

Bonus points if the strength of the convoy isn't given away by the name, but hinted at (such as 'troop supply convoy' suggesting a light convoy or 'Assault Unit 23' implying a medium/heavy convoy)

 

Thoughts?

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I have an idea that could help spice up the conflict zone without too much trouble. Would it be possible to have multiple convoys running at once for each team, graded with difficulty?

 

For example:

-'light/cargo' convoy consisting of trucks, light APCs, MLRS and troop carriers which can be easily tackled by the helos that aren't the KA-50, or attackers with rocket/gun loadouts.

-'medium' convoy consisting of AAA, heavier APCs, early tanks (T-55,Leo1,M60), armoured artillery (M109,Gvozdika) and maybe 1 IR missile AA, which present more of a threat but aren't untouchable (kinda like the current convoys)

-'Heavy' convoy consisting of high end AAA like Gepard/Tunguska(yes I know missiles...), multiple missile AA (Linebacker/Strela/Avenger) and high end tanks (Abrams, T80/90, Chally2), designed to be a tough nut for attackers/attack helos to crack without assistance from multiple aircraft.

 

I think having multiple convoys (2 maybe 3 active at any one time) would make the conflict zone a bit trickier for helo pilots to navigate and make helo escorts for the medevac choppers a more viable tasking, without cluttering the zone or being too demanding on scripting/PCs. It also helps players practice target aquisition as there are multiple targets that they can go after which aren't marked by flares/static smoke.

Bonus points if the strength of the convoy isn't given away by the name, but hinted at (such as 'troop supply convoy' suggesting a light convoy or 'Assault Unit 23' implying a medium/heavy convoy)

 

Thoughts?

 

So far, I've tried to spice up the Conflict Zone by trying to get more players into it and I think it worked to a certain extend.

 

As usual, adding more AI is always a problem for performance and I think the mission is already on the heavy side.

Also mission-design wise, I like to have the player is the center of the mission so adding random AIs may not be the best solution.

I still want the player to be able to roam the conflict zone without having to dodge X number of convoys in addition to Y number of installation, especially since AI have perfect awareness and they will not not detect you.

 

So far, the mission have 2 red convoys for blue to kill and 1 blue for red to kill and only 1 of the red convoys is activated at once.

 

Then you have delivery-player-triggered convoys: 1 for blue, 1 for red (red also have a ka50 flight that can be triggered).

These convoys go to reinforce the Khashuri defenses but I could actually change their route so they wander deeper in the conflict zone.

Mission design wise, it would be better as this extra threat would actually be created by player action.

 

And then, there is also the problem of finding convoy routes :)

If I don't want convoys to interfere too much with other convoys or objectives or to troll an helicopter landing zone, routes can be tricky to find.

 

I will keep your suggestion in mind and see how I can incorporate these ideas in the fragile balance of the map :thumbup:

I may start with the delivery trigger convoys.

Mirknir

My old server:

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The supply base convoy looks like its ready to move out at any moment :smilewink:

 

I had a good experience this morning, picked up 2 pilots around the HEAVILY defended ambro base (always a challenge finding LZs there its great!) and then the other pilot got shot down right in convoy path, had 2 su25s on station picking away at the convoy until I could move in for the rescue at BINGO fuel. Totally epic experience :thumbup: I think the triggering of convoys would be cool, but maybe 3 roaming around at a time would be a lot of work lol

 

The field hospital is awesome too! really hard to find I circled around for a few minutes until I just used f10 map to land pretty much right on the building. Might be helpful to some players if there was a tent or too to help identify the spot. Or maybe a few equally spaced out tents forcing players to land accurately between them? idk. Low profile is good too, keeps those damn fighters away from spotting us. Anyway all the changes are great so far I'm loving them Mirk! However the kutasi pub does not open til noon! This could have a negative impact on morale for us chopper pilots :D

[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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The supply base convoy looks like its ready to move out at any moment :smilewink:

 

I had a good experience this morning, picked up 2 pilots around the HEAVILY defended ambro base (always a challenge finding LZs there its great!) and then the other pilot got shot down right in convoy path, had 2 su25s on station picking away at the convoy until I could move in for the rescue at BINGO fuel. Totally epic experience :thumbup: I think the triggering of convoys would be cool, but maybe 3 roaming around at a time would be a lot of work lol

 

The field hospital is awesome too! really hard to find I circled around for a few minutes until I just used f10 map to land pretty much right on the building. Might be helpful to some players if there was a tent or too to help identify the spot. Or maybe a few equally spaced out tents forcing players to land accurately between them? idk. Low profile is good too, keeps those damn fighters away from spotting us. Anyway all the changes are great so far I'm loving them Mirk! However the kutasi pub does not open til noon! This could have a negative impact on morale for us chopper pilots :D

 

 

Nice, I like to hear about these epic war stories :)

 

Did you finally experience the infamous warning?

Was it more of a thrill like tracers popping near you or did you feel like it was helping too much?

Mirknir

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While flying the medic Huey and re-supplying the Front Hospital (actively trying to evade and flying around the enemy artillery convoy), i thought that having at least some pre-set way-points would be nice - they show up on the huey kneeboard map - for practical navigation.

 

They are easy enough to add in the mission editor, but i guess you would have to add them manually to EVERY different client vehicle spawn and that would be pretty time wasting and tedious.

 

another thing i thought about and i don't know if something like that isn't even already implemented in open conflict (and i just didn't saw it yet)... a little more involved CAS mission. like a friendly AI convoy or infantry group that gets ambushed by enemy AI ground forces and calls for air strikes / CAS.

 

either way, enjoying open conflict very much :)

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While flying the medic Huey and re-supplying the Front Hospital (actively trying to evade and flying around the enemy artillery convoy), i thought that having at least some pre-set way-points would be nice - they show up on the huey kneeboard map - for practical navigation.

 

I want more points of interest to be in the beacon system so you will be able to guide using radio.

 

They are easy enough to add in the mission editor, but i guess you would have to add them manually to EVERY different client vehicle spawn and that would be pretty time wasting and tedious.

 

Waypoints are a nightmare to add to the 300 playable aircrafts I have in the mission.

Plus, it's a very open map so it's difficult to know where to put them.

I would like to be able to push waypoints to the player planes using Skynet. Like you can request intel report on an objective, you could say 'setup a waypoint there' too.

Not sure if it's possible tho with all the different planes ; never investigated.

I'll add it to the list.

 

another thing i thought about and i don't know if something like that isn't even already implemented in open conflict (and i just didn't saw it yet)... a little more involved CAS mission. like a friendly AI convoy or infantry group that gets ambushed by enemy AI ground forces and calls for air strikes / CAS.

 

What DustOff just described was a CAS started by a scared UH1 pilot assaulted by a mean convoy :)

 

But yea, again, I prefer not to add more AIs for performance reason.

However, I could make some existing enemy convoy being more of a threat for friendly assets.

I would also need to add notification about events that require player involvement OR ELSE :)

I ll think about that.

 

either way, enjoying open conflict very much :)

 

:thumbup:

Mirknir

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Haha scared?! Never :) just a little bit but that was due to a lack of

Vodka. As for the warning, I don't feel it helped too much, and I can see why people enjoy it. However it did give me a sense of " non chalantless" I guess when there "wasn't" and enemy nearby. Before I would just use conflict zone report to see enemy fighters, and when there is one in the zone but not "nearby" I guess I just feel a sense of "not to worry?" I guess? Hard to explain. But I do see why people like it, I guess it's helpful for those who don't want to fly in "serious" mode the whole route. :)

Anyway, a thought I had, instead of spamming smoke request for downed pilot like I do lols, what if there was an option to request signal flare at say 5nm? It came to mind when I was flying by the infiltration looking at those signal flares. Maybe a request to flare as well as smoke. Might be kinda cool! That way when pilot is in rough terrain it would help determine best course to take? Anyway the field hospital system IS EPIC. I love it! My new favorite addition since the entire rescue system you designed! It's so fun to prep it then use it as staging area. Maybe an option to smoke (60 second max) for the field hospital? There's an identical complex about a mile east that I almost landed at twice today:doh:

[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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Ah yeah....got in to the Sachere Supply Dump and spammed all four pylons of rockets on the trucks waiting on the road. Got four of 'em and hauled my ass back to base. I love my L-39ZA.

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

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I want more points of interest to be in the beacon system so you will be able to guide using radio.

 

 

 

Waypoints are a nightmare to add to the 300 playable aircrafts I have in the mission.

Plus, it's a very open map so it's difficult to know where to put them.

I would like to be able to push waypoints to the player planes using Skynet. Like you can request intel report on an objective, you could say 'setup a waypoint there' too.

Not sure if it's possible tho with all the different planes ; never investigated.

I'll add it to the list.

 

 

right, also each aircraft handles waypoints differently and of course there is also a red side! i only saw it from the perspective of the vehicles i use on the blue side. then again, the more you fly around between the certain locations of open conflict, the more familiar you get with specific routes that work best for each personal style of flying.

 

then you have aircraft like the ka-50 with the abris nav system, where you can program your own routes directly, basically i just copy the coordinates over from the skynet info menus and set that up before flying. (the manual says you can actually save routes PER MISSION to the dcs folder and re-load it, but i am not sure if thats possible for multiplayer missions. )

 

it would definitely be cool if skynet was able to inject waypoints dynamically, depending on the situation/mission you pick.

 

another thing i like about open conflict is the playerbase! it is not as brutally competitive as some other servers around... lots of friendly, helpful people and almost always someone who is up for co-op impromptu missions.

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Haha scared?! Never :) just a little bit but that was due to a lack of

Vodka. As for the warning, I don't feel it helped too much, and I can see why people enjoy it. However it did give me a sense of " non chalantless" I guess when there "wasn't" and enemy nearby. Before I would just use conflict zone report to see enemy fighters, and when there is one in the zone but not "nearby" I guess I just feel a sense of "not to worry?" I guess? Hard to explain. But I do see why people like it, I guess it's helpful for those who don't want to fly in "serious" mode the whole route. :)

Anyway, a thought I had, instead of spamming smoke request for downed pilot like I do lols, what if there was an option to request signal flare at say 5nm? It came to mind when I was flying by the infiltration looking at those signal flares. Maybe a request to flare as well as smoke. Might be kinda cool! That way when pilot is in rough terrain it would help determine best course to take? Anyway the field hospital system IS EPIC. I love it! My new favorite addition since the entire rescue system you designed! It's so fun to prep it then use it as staging area. Maybe an option to smoke (60 second max) for the field hospital? There's an identical complex about a mile east that I almost landed at twice today:doh:

 

Well, I've seen some helicopters casually flying high in the CZ and eat an AIM120 in the face without the warning being triggered so the sense of security it gives can be misleading ;)

You always think you are safe until a F15 sees you, launches 8 amraams on you and immediately RTB while the missiles casually track your happy-to-be-alive smile.

 

The manual request for smoke is 3km range and your helicopter will do an auto request at 80% of this. I may increase the base range as I've noticed it can be too small.

 

I wanted to add flare in the whole process but I am still thinking about how to do it properly.

Also, I can't control the duration of smoke, it's 300sec, it's DCS controlled.

 

I am currently working to bring some of the rescue system features to the delivery system to harmonize both systems.

Mirknir

My old server:

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and almost always someone who is up for co-op impromptu missions.

 

I've started an altitude awareness campaign for helicopters in conflict zone.

If, with my su27, I can do a supersonic flyby between the ground and the helicopter, it means the pilot is not flying low enough :thumbup:

 

I hope I've awaken some pilots with this or make beers spilled!

Mirknir

My old server:

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Ah yeah....got in to the Sachere Supply Dump and spammed all four pylons of rockets on the trucks waiting on the road. Got four of 'em and hauled my ass back to base. I love my L-39ZA.

 

Flying the L39ZA is cheating, it's too stable at low speed :lol:

 

I had trouble maintaining a proper chase position behind you with my fully loaded su27 :smilewink:

Mirknir

My old server:

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Yeah it's an airwolf mod I have it downloaded. I think I just realized I've been flying with my laser beam destruction cannon in the standby position too, time to shake things up on that medevac chopper of mine. Btw see that awesome F5^? Get used to seeing it from your rear view mirror Mirk come July :)

[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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Waypoints are a nightmare to add to the 300 playable aircrafts I have in the mission.

Plus, it's a very open map so it's difficult to know where to put them.

I would like to be able to push waypoints to the player planes using Skynet. Like you can request intel report on an objective, you could say 'setup a waypoint there' too.

Not sure if it's possible tho with all the different planes ; never investigated.

I'll add it to the list.

 

What you can easily do is put an "Inital Point Object" on the objectives. They will at least be in the A-10C's CDU and could then be easily used in a flight plan.

aka: Baron

[sIGPIC][/sIGPIC]

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