Jump to content

Open Conflict - Server Information


Mirknir

Recommended Posts

Counting the hours before I can get my dose of some open conflict!! Very cool idea about balancing team message when a player joins, you are genius Mirknir! :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''

Link to comment
Share on other sites

In Masterscript: Skynet v2.5.4

 

  • Hot Fix: Sleeping Defense feature is now only activated on immortal homebase defenses
    • It seems like playing with the AI controller of killable groups is causing some server crashes
    • The same problem I had with the Infinite Patrol feature

     

 

  • Tweaked: Team Composition message
    • You can now type '-team' in chat to get the information
    • This will allow players that spent extended time in spectator to request refreshed information
    • Contrary to '-server', this new command doesn't require you to be in a vehicle

     

 

  • Added: Aircraft Specialty in Combat Log
    • DUEL or MEDIC will now appear in the kill log
    • Ex: Baddie Mc Fly in Su27 ▶ R27ET ▶ Mirknir in Su27 (MEDIC)
    • In case a MEDIC is killed, this extra information will allow:
      • The population to revolt
      • The clergy to send prayers
      • The sinner to repent
      • The paladins to seek vengeance

       

     

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

In Masterscript: Skynet v2.5.4

 

[

  • Added: Aircraft Specialty in Combat Log
    • DUEL or MEDIC will now appear in the kill log
    • Ex: Baddie Mc Fly in Su27 ▶ R27ET ▶ Mirknir in Su27 (MEDIC)
    • In case a MEDIC is killed, this extra information will allow:
      • The population to revolt
      • The clergy to send prayers
      • The sinner to repent
      • The paladins to seek vengeance

       

     

 

^ this is also awesome. This will definitely cause some unleashed vengeance when I begin to troll hunt helos in my F5:D

 

hahah yes please too much awesomeness happening. I need to temporary ban myself from the forums when I go to work I guess!:pilotfly:

[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''

Link to comment
Share on other sites

^ this is also awesome. This will definitely cause some unleashed vengeance when I begin to troll hunt helos in my F5:D

 

hahah yes please too much awesomeness happening. I need to temporary ban myself from the forums when I go to work I guess!:pilotfly:

 

It keeps you updated :)

Then when you are back home, you don't need to catch up!

 

Don't worry, sometimes, I join as DustOff=3=7, enter a huey, start it, don't fly but drink beers.

It's like you are there :lol:


Edited by Mirknir

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

 

Don't worry, sometimes, I join as DustOff=3=7, enter a huey, start it, don't fly but drink beers.

It's like you are there :lol:

 

:megalol: very true!

[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''

Link to comment
Share on other sites

In Masterscript: Skynet v2.5.5

 

 

  • Added: Captured Pilot Extraction
    • When a player ejects too deep in the CZ, he now has a 'chance' to get captured by enemy ground forces
    • The capture will output a combat log message for ALL
    • The capture will output a 'new objective' pop-up (like rescues but with a different Morse code)
    • After being captured, the downed pilot will be subdued and guarded by a commando.
    • Both prisoner and guard will need extraction.
    • The extracting aircraft will thus needs 2 free passenger slots to do so.
    • The commando will also take care of activating a radio beacon and dropping the LZ smoke.
    • The prisoner will need to be dropped off at a nearby base/medical center to be processed
    • Captures count as a separate stats from rescues
    • Captures reward more AI morale than rescues (AI morale decreases AI CAP respawn timer)
    • Visually, I spawn 2 soldiers, 1 RUS, 1 USA but I can't spawn an unarmed one so use your imagination :)
    • After a certain delay (1h for now), the pilot will managed to escape.

     

 

  • Updated: Rescue/Capture Creation Rules

    • I want more player wrecks so I am testing some changes
    • AIs no longer create wrecks
    • Players still have a big chance of creating to wreck when ejecting
    • Players will now have small chance to create wrecks when they crash even if they didn't eject
    • This will compensate for the fact that players usually don't eject or just respawn.
    • This will also compensate for the fact that when you plane is destroyed, DCS removes your input while your pilot is still alive.
    • If DCS send me a pilot dead event, no wreck will be created
    • Still, it's a bit less realistic but I prefer to see more player wreck and not have to generate AI wreck
    • I also hope this will spread the wrecks a bit more

     

 

  • Tweaked: Pilot Rescue
    • Some messages have been updated to mark off the difference between capture and rescue

     

 

As usual, I don't pilot helicopter so I was only able to test these features partially using my DEV-MEDIC su27 :)

Those changes are pretty major for the rescue systems.

Don't hesitate to report bugs!!


Edited by Mirknir

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

Wow sounds awesome! will try first thing in the morning. Question, what are "wrecks?" Is that just like a rescue for a pilot that say didn't eject or something?

 

Also with the capture requiring 2 slots, and per the real world UH1H being able to hold up to 6 litters, can you maybe increase capacity to 4? 3 Would be realistic if we had mounted door gunner with M60, but the true extended 1H slick could hold up to 6, however I think 6 maybe excessive considering weight restrictions since we are also allowed to carry an additional cargo slot (in sim which is definitely a solid choice would not want to lose the cargo slot) in game maybe a middle ground like 4 or 5? Just a thought. Super excited about captures !! :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''

Link to comment
Share on other sites

Wow sounds awesome! will try first thing in the morning.

 

It's not yet activated.

If you see rain, the new map with the activation zones will be released.

 

Question, what are "wrecks?" Is that just like a rescue for a pilot that say didn't eject or something?

 

Wrecks are my codename (actual name in skynet code) for dynamic rescue objective that are not in safe houses.

Wrecks can be 'friendly rescue pickup' or the new one 'captive pilot extraction'

I updated the release notes to remove the confusion.

 

Also with the capture requiring 2 slots, and per the real world UH1H being able to hold up to 6 litters, can you maybe increase capacity to 4? 3 Would be realistic if we had mounted door gunner with M60, but the true extended 1H slick could hold up to 6, however I think 6 maybe excessive considering weight restrictions since we are also allowed to carry an additional cargo slot (in sim which is definitely a solid choice would not want to lose the cargo slot) in game maybe a middle ground like 4 or 5? Just a thought. Super excited about captures !! :D

 

Cargo and personnel slots are easy to change in code but hard game design wise. Lemme explain:

 

In addition to be used in rescue/capture, those slots are also tied to the delivery system where you can transport stuff and people to places.

If I increase the huey capacities, I need to increase the MI8 capacities as well.

 

Because I can't affect the weight of the aircraft, there is no added difficulty to flying an helicopter with plenty stuff and passengers.

Increasing the capacities of helicopters would just make the mission easier without making the actual flying harder.

 

So I would need to increase the supply needs of objectives and also review the AI morale rewards because suddenly you can rescue/deliver more stuff in one trip, without added difficulty...

 

Even I know the transport capacities of the helicopter are not realistic, I took some shortcuts for gameplay BUT also user interface reasons.

I only have the ghetto DCS popup to communicate with the player and the radio menu to get player's input. (I don't want to rely on chat for VR users)

 

A more realistic personnel capacity for the MI8 would be like 20-24 but imagine loading 20 tank commanders for a transport mission using the radio menu ; and then imagine trying to display all these in the tiny popup :lol:

 

If the spreading of the wreck objectives work and we see more rescue/capture in the southern part of the CZ, I will add more field hospital to lower the average duration of a rescue/capture.


Edited by Mirknir

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

I love this server but I find the awacs to be too spammy. How can I fix it?

 

Thanks

 

I've found no way to remove the automatic notification without removing the AWACS.

I would like an AWACS that only speak when spoken too but it seems impossible ; I even contacted the dev.

 

If you have a flaming cliffs aircrafts, you can do this

If you don't, you might need to check your aircraft radio manual.

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

Ahh makes sense now, that would be funny typing "-re load" 20 times for stuff:doh:.

Captures work well! Awesome new feature. However according to my crew chief the captured Mirknir caused quite a bit of ruckus on the way to the hospital.;)

 

Something ive noticed about the smoke, it seems with the extended range now that the smoke is almost always auto activated, while this is fine it sort of takes away from the satisfaction of having to "request" to pop smoke, any chance the auto smoke can be shortened way down or maybe cancelled? Or perhaps an option to remove it with the option menu? Perhaps im doing something wrong but every time I fly to an LZ the smoke is always already popped.

[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''

Link to comment
Share on other sites

Something ive noticed about the smoke, it seems with the extended range now that the smoke is almost always auto activated, while this is fine it sort of takes away from the satisfaction of having to "request" to pop smoke, any chance the auto smoke can be shortened way down or maybe cancelled? Or perhaps an option to remove it with the option menu? Perhaps im doing something wrong but every time I fly to an LZ the smoke is always already popped.

 

When increasing the LZ request distance, I added log infos to track the feature and be able to tweak it. I'll check them.

The distance is also computed in 2D, I remove the altitude coordinates so sometimes, the reach may seem further.

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

:thumbup:Sounds good

 

In other news this is what happens when you play open conflict and try to rescue pilots in a hot zone without CAS. So those A10 pilots out there, your skills are highly appreciated :pilotfly:

Screen_160607_174246.thumb.jpg.0e758c9acc72e3f604fc60831cd6cd1e.jpg

Screen_160607_174354.thumb.jpg.3243cc64b7205a474fea2f25fab9ed89.jpg

[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''

Link to comment
Share on other sites

:thumbup:Sounds good

 

In other news this is what happens when you play open conflict and try to rescue pilots in a hot zone without CAS. So those A10 pilots out there, your skills are highly appreciated :pilotfly:

 

My question to helicopter fans:

Why does USA seem to prefer skids and Russia seems to prefer wheels?

 

Is it for philosophy reasons? for weight? for stealth?

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

Less complex thus increases payload capacity. My best assumption

[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''

Link to comment
Share on other sites

Considering that most helicopters are aerodynamically restricted at high speeds having retractable landing gear with decreased drag would not be as beneficial as increased payload

[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''

Link to comment
Share on other sites

In other news this is what happens when you play open conflict and try to rescue pilots in a hot zone without CAS. So those A10 pilots out there, your skills are highly appreciated :pilotfly:

 

You didn't have me to escort you in a gunship huey!

[sIGPIC][/sIGPIC]

Link to comment
Share on other sites

Please don't remove auto smoke popup. Or maybe make it an option to turn it off if anything.

 

Also is there any reason you prefer not to spawn AI wrecks? Does it impact server performance? I am asking because I am always waiting for wrecks call when I am online, flying savehouses is OK, but maybe there could be another option- to have random Medical transport flight calls from FARPS to bigger hospitals. Maybe critically wounded soldiers need to be threated with more advanced medical equipment not avaliable at FARP, or maybe guys wounded in a fight that got extracted to FARP, and got their health status stabilised need to be transported to a bigger hospital for a long term recovery threatment? I am just trying to think of some way to randomise flights more. Even general Medevac missions occuring on friendly territory would do (soldiers stepping on mines, and what not- plenty of role play reasons for having wounded soldiers on friendly territory). You could spawn friendly convoys so they pop a smoke, Medevac helicopter lands next to them and extracts wounded soldiers. Just dropping some ideas :)

 

As for wheels vs skids- US doesn't prefer skids over wheels. Huey is 60's design, and it was an easier/ lighter/ more rigid solution than to make a wheeled version. UH-60 has wheels, and so do most helicopters (in fact I cannot remember any other US army helicopter than ultra light Little Bird, Bell- 206 based Kiowa and Huey based Cobra not having wheels).

EDIT: And actually I think skids did a better job on typical Vietnam surface that wheels would. Also I forgot about Bell 47, which is even older construction than Huey.


Edited by Samek

[sIGPIC]http://i55.tinypic.com/21oydlx.jpg[/sIGPIC]

ヒューイ最高!o(≧∇≦o)

Link to comment
Share on other sites

Please don't remove auto smoke popup.

 

I won't ; I may adjust the auto/manual distance to make manual request more meaningful.

 

Also is there any reason you prefer not to spawn AI wrecks? Does it impact server performance? I am asking because I am always waiting for wrecks call when I am online.

 

Because it's a multiplayer game, I always prefer player driven content/event.

For different reasons, players are not ejecting a lot, that's why I initially added AI ejection in the system.

But this last update, I added player crashes in the system and players crash A LOT so this should lead to more wrecks.

 

Also, as always, I am monitoring the server stats and this thread feedback.

If adding player crashes doesn't work as planed, I will put AI back in the system, don't worry.

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

In Masterscript: Skynet v2.5.6

 

 

  • Tweaked: Rescue and Capture
    • LZ smoke auto request has been decreased to 4km (was 6km) and manual request increased to 12km (was 8km)
    • This will make manual request more meaningful
    • For people still using Game of Throne unit system, it's 2.16nm for auto / 6.48nm for manual request :)

 

  • Tweaked: Combat Log will now display a hint of player's color/side
    • (B) Mirknir in Su27 ▶ R73 ▶ ® John Cassey in Su27
    • (B) Mirknir ejected deep in CZ and got captured by ground forces!

Mirknir

My old server:

The Thread

Link to comment
Share on other sites

You didn't have me to escort you in a gunship huey!

 

haha I know where were you man?!

 

Love open conflict so much ive been so motivated I spent all day building my simpit! Going for 100 rescues tomorrow!:joystick::thumbup::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''

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...