Mirknir Posted May 27, 2016 Author Posted May 27, 2016 The only good way to compare helicopter is how much time does it take Rambo to kill it with a bow Mirknir My old server: The Thread
acdelta57 Posted May 28, 2016 Posted May 28, 2016 always showboating :smilewink: [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 28, 2016 Author Posted May 28, 2016 Server updated to DCS version 1.5.3.53279 :pilotfly: Mirknir My old server: The Thread
Mirknir Posted May 28, 2016 Author Posted May 28, 2016 always showboating :smilewink: I make it my duty to check up close all them helicopters and especially hueys. Since Air America, you never know if they aren't CIA agent smuggling opium and heroin to finance their sinister plans! I am onto you buddy! Mirknir My old server: The Thread
Why485 Posted May 30, 2016 Posted May 30, 2016 I just wanted to drop a message saying that I really appreciate the work that goes into this mission and server. It's the best of the "fly around and shoot stuff" missions out there because there's a wide variety of targets and it's just overall more involved than your typical 104th mission. Keep up the good work.
acdelta57 Posted May 30, 2016 Posted May 30, 2016 I make it my duty to check up close all them helicopters and especially hueys. Since Air America, you never know if they aren't CIA agent smuggling opium and heroin to finance their sinister plans! I am onto you buddy! Hehe you never know what's in those cargo slots :D Question, with the talk of merging 1.5 and 2.0 to 2.5, will your server scripts be compatible if that happens? [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 30, 2016 Author Posted May 30, 2016 (edited) Hehe you never know what's in those cargo slots :D Question, with the talk of merging 1.5 and 2.0 to 2.5, will your server scripts be compatible if that happens? It's a good question and you never know until you test it. Even if Skynet is 15k lines of code, only 1k is actually the interface to/from DCS. This Skynet-DCS interface doesn't use anything fancier than what SLMOD and Mist are using. Actually, Mist goes even deeper in some features. I am expecting some surprises to deal with and some work-around to do but I feel like Skynet won't be completely broken :thumbup: Or if it is, a lot of major scripts will be too :P Edited May 30, 2016 by Mirknir Mirknir My old server: The Thread
Oceandar Posted May 30, 2016 Posted May 30, 2016 After a week break from DCS because of work I had low FPS below 25, something I didn't see before. Did you add more ground units in the missions ? I'm not sure tho... Gam Zeh Ya'avor - King Salomon Mastering others is strength. Mastering yourself is true power. - Lao Tze
Mirknir Posted May 31, 2016 Author Posted May 31, 2016 After a week break from DCS because of work I had low FPS below 25, something I didn't see before. Did you add more ground units in the missions ? I'm not sure tho... Gam Zeh Ya'avor - King Salomon Yea I added some anti troll SAMS and the performance took a bit of a hit. I am currently investigating to find more ways to optimize the whole shebang. That's why the updates stopped a bit lately. Trying to find a way the exact performance murderer is not easy and trying to fix it without emptying the map is even harder. My most promising solution if you are interested: Sleeping Defenses From all the solutions I tried, the one that seems to give the better results is what I call Sleeping Defenses. I am using the fact that AIs only fire on Players, that Player are spread around the map and that a lot of SAMs are here as deterrent and not targets so most of the time, they are doing nothing. By partitioning the world and tracking ground units and players in these partitions, I can make ground units go dark, shut down awareness and stop trying to find targets when no players are nearby. It's still in testing and I am not entirely sure this will help the client performance but we'll just have to try :) Bonus: This would allow me to reduce the sniping of SAMs with anti radiation missile since if no-one is near enough, the SAM radar would not be active. Stay tuned :thumbup: Mirknir My old server: The Thread
doodenkoff Posted May 31, 2016 Posted May 31, 2016 Well, I'm a horrible A2A pilot, with zero experience. But, even though I didn't shoot him down and only caused him to crash, I scored an AI Su24. It wasn't that damned Gepard, but it'll do for now. Oh, and I successfully landed the F-15 without breaking anything. Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
Mirknir Posted May 31, 2016 Author Posted May 31, 2016 I just wanted to drop a message saying that I really appreciate the work that goes into this mission and server. It's the best of the "fly around and shoot stuff" missions out there because there's a wide variety of targets and it's just overall more involved than your typical 104th mission. Keep up the good work. Thanks for the feedback, I appreciate it :thumbup: Mirknir My old server: The Thread
Mirknir Posted May 31, 2016 Author Posted May 31, 2016 Well, I'm a horrible A2A pilot, with zero experience. But, even though I didn't shoot him down and only caused him to crash, I scored an AI Su24. It wasn't that damned Gepard, but it'll do for now. Oh, and I successfully landed the F-15 without breaking anything. I recommend Afelium tutorial: [ame=https://www.youtube.com/watch?v=OCFMX5z-ed4&index=12&list=PLMQT7F0Pmz1SS68Kdwj7Y6p4WDMTyjb93][/ame] Mirknir My old server: The Thread
Oceandar Posted May 31, 2016 Posted May 31, 2016 Yea I added some anti troll SAMS and the performance took a bit of a hit.... Oh ok then. Thank you for the effort Mirknir. Gam Zeh Ya'avor - King Salomon Mastering others is strength. Mastering yourself is true power. - Lao Tze
Mirknir Posted May 31, 2016 Author Posted May 31, 2016 (edited) In Masterscript: Skynet v2.4.8 Added: Landing Zone Feedback (LZ Feedback) More generalized version of the rescue smoke feedback Request range is now 8km (increased from 3km) Added: Navigation Beacon New concept added More generalized version of the radio beacon Navigation Beacon now contains a Radio Beacon (instead of the objective) Navigation Beacon now contains the LZ feedback (instead of the objective) Navigation Beacon is attached to a location A Navigation Beacon will be shared between all the objectives on the same location Ex: Hospital is a rescue AND delivery drop-off but only one location, thus one beacon Ex: Surami is a rescue pick-up AND delivery drop-off but only one location, thus one beacon Updated: Rescue and Delivery System Every Rescue and Delivery destination will have a navigation beacon (except airports) They will thus emit a radio beacon They will thus respond to LZ feedback manual and automatic requests Updated: Radio Menu In rescue sub menu, 'Request Smoke from Closest LZ' entry replaces 'Ask pilot to drop green smoke!' entry In the delivery sub menu, 'Pickup / load stuff' entries are now in a sub menu to free some space In the delivery sub menu, 'Request Smoke from Closest LZ' entry has been added Optimization: Testing Sleeping Defenses... Skynet can now enable/disable the awareness of ground grounds (wake up / go dark) Mission now has some wake-up zones associated to ground objectives Ground defenses will only be active when players are intruding in the associated wake up zones This will be particularly useful to reduce the cost of the MANY protected zone SAMS that, most of the time, do nothing This will also be used on some isolated objectives that will go dark until approached (Ambrolauri, Drone Base....) This could also be used later to decrease the ability to snipe SAMs with anti-radiation missiles as they will be dark in no-one is nearby Edited May 31, 2016 by Mirknir Mirknir My old server: The Thread
Mirknir Posted June 1, 2016 Author Posted June 1, 2016 (edited) In Masterscript: Skynet v2.4.9 Fixed: All objective smokes being blue Red objective for blue to destroy will be back to having red smokes Reported by FreeFighter In Map: Open Conflict Khashuri - v6.0.8 Added: HOT blue slots for Mirage 2000 @SENaki and @KOBuleti This will offer Mirage pilots a faster respawn option since they are usually fighting quick-to-start FC3 fighters Fixed: Slot A10C (@SEN6 - HOT - CAN.Snow ) not being HOT Reported by Zee Pet Tweaked: Blue protected zone SAMs are now on the banks of the Rioni river This should provide a clear visual reference for intruders This should provide more reaction time between lock and destruction Even if the sleeping defense feature can be used to create realistic SAMS traps, I prefer, FOR NOW, to use it mainly for the optimization The fighter unbalance problem: I am still thinking/wondering what/if I should do something when player fighters stack in one coalition and you get something like 5 modern fighters versus 1 F86. I have some ideas but I am still not convince they are good enough Stay tuned :smilewink: Edited June 1, 2016 by Mirknir Mirknir My old server: The Thread
St3v3f Posted June 1, 2016 Posted June 1, 2016 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. This inspired me to create my FlightPlanTool, maybe you want to try it out: http://forums.eagle.ru/showthread.php?t=167822 aka: Baron [sIGPIC][/sIGPIC]
acdelta57 Posted June 1, 2016 Posted June 1, 2016 In Masterscript: Skynet v2.4.9 The fighter unbalance problem: I am still thinking/wondering what/if I should do something when player fighters stack in one coalition and you get something like 5 modern fighters versus 1 F86. I have some ideas but I am still not convince they are good enough Stay tuned :smilewink: Yeah you just join the opposing team to even it out :thumbup: [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 June 1, 2016 Author Posted June 1, 2016 Yeah you just join the opposing team to even it out :thumbup: Of course, I am talking about when people don't do that ;) Mirknir My old server: The Thread
acdelta57 Posted June 1, 2016 Posted June 1, 2016 Lol no I meant you specifically. Mirknir=The Equalizer :) [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''
doodenkoff Posted June 1, 2016 Posted June 1, 2016 He could put more Gepards on the weak side. Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060
Mirknir Posted June 1, 2016 Author Posted June 1, 2016 Lol no I meant you specifically. Mirknir=The Equalizer :) Haha you have to much faith in me ; I am still learning the su27 and still can't do proper formation with helicopters:megalol: I've actually noticed that it's way more difficult to do CAP with a purpose. Taking off and trying to get a pvp kill is really easy. Trying to protect someone makes you more exposed ; you often can't choose your fights or the location of the fights. If it's a moment where your AI fighters are down, the unbalance can be a big challenge for a fighter but also a pain for an attacker. Of course, feeling strong in numbers, the enemies will also be less careful and more kill hungry. You can then drag them in your ground defenses. I understand people joining the stronger side to get kills but I also understand the frustration of attackers or newby fighters when they are chained killed. I don't know, it's a fragile balance so if I intervene, it must be subtle. Mirknir My old server: The Thread
Mirknir Posted June 1, 2016 Author Posted June 1, 2016 He could put more Gepards on the weak side. The protected zone border SAM presence of both side have already been increased to reduce the trolling of the borders and the need for scripted protection with Skynet flaks. I don't want to artificially add more AAAs or SAMs in the conflict zone. It would not be a subtle change :) Mirknir My old server: The Thread
Mirknir Posted June 2, 2016 Author Posted June 2, 2016 In Masterscript: Skynet v2.5.0 Fixed: Changing aircrafts won't trigger the automatic LZ requests anymore The player teleporting from one plane to another could trigger some LZ feedback on the way Updated: Sleeping defenses will stay active for a minimum of X seconds This will avoid having to much flickering radars For now, the minimum duration is 5 min Updated: AI CAPs are now a special kind of AI flight in Skynet Your AI CAP status and respawn delay will now be included in the air to air report '-aa' in chat or F10 -> F7 in radio menu Mirknir My old server: The Thread
Mirknir Posted June 2, 2016 Author Posted June 2, 2016 In Masterscript: Skynet v2.5.1 So, since I added rescues, I wanted to add consequences on the battlefield for rescuing pilots. Deliveries will spawn a convoy or make an hospital operational but rescues didn't have a direct impact. I also wanted to do something subtle and player driven to soften the effects of fighter unbalance that can sometimes happen. So I thought about trying to kill 2 eagles with one missile... euh... I mean 2 birds with one stone. Added: AI CAP Morale AI CAP now has a (hidden) concept of morale affected by player actions AI morale will be increased by ground related actions: Completing rescues will have the biggest impact Completing deliveries will have a moderate impact Destroying enemy defenses on ground objectives will have a small impact [*]The higher the morale, the less time the AI CAP will take to respawn [*]Respawn delay will thus vary in a certain range [*]For now, from default 20min to minimum 10min [*]Value can be seen with '-aa' in chat or F10 -> F7 in radio menu Tweaked: Deliveries and rescues now output combat log messages like kills In Map: Open Conflict Khashuri - v6.0.9 Tweaked: Clear weather to appreciate the release of Caucasus Map Textures by Starway https://starwayblog.wordpress.com/ Added: Battle Creek skins for A10C and A10A Requested by Blitz_USMC Mirknir My old server: The Thread
acdelta57 Posted June 2, 2016 Posted June 2, 2016 Wow I love the AI "morale" feature! Guess I'll have to be a little more ambitious to rescue mr Afterburner Frittata!! [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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