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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9


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Posted

As we know it is very difficult to identify aircraft for F5E without IFF.

So is it possible to give those aircraft which are in both side different skin??

I mean we can give the dark blue skin for M2K in red side, and give the grey one in blue.

Posted

It seems there are some issues with fuel (WIP), where kobeleti and kutasi seem to have been very low on fuel for two days at this point... Also my previous statement about rearming the viggen was a bit premature. The function seems to work, but nothing actually gets placed back on the plane. This is a Heatblur problem at the have stated they are working on a fix. https://forums.eagle.ru/showthread.php?t=185826&page=5 . Is refueling an airbase via chopper working? I tried this earlier and was able to launch one mirage and one F-15 (another player) from Kutasi before the base was out of fuel again. However I'm not sure if this was due to the chopper drop or a timed respawn of fuel.

Posted
It seems there are some issues with fuel (WIP), where kobeleti and kutasi seem to have been very low on fuel for two days at this point... Also my previous statement about rearming the viggen was a bit premature. The function seems to work, but nothing actually gets placed back on the plane. This is a Heatblur problem at the have stated they are working on a fix. https://forums.eagle.ru/showthread.php?t=185826&page=5 . Is refueling an airbase via chopper working? I tried this earlier and was able to launch one mirage and one F-15 (another player) from Kutasi before the base was out of fuel again. However I'm not sure if this was due to the chopper drop or a timed respawn of fuel.

 

Can confirm issues with Viggen rearming. Initial spawn starts with Mavericks, but any changes requested via the kneepad option completely wipes your ordnance and gives you a clean aircraft. Also, there seems to be sporadic issues with the Viggen flight computer and HUD when spawning from these FARPs...instead of a horizon line being a solid line graphic there was a row of numbers (1234567890....dot...1234567890). Weird stuff.

Posted

Kutaisi needs to be included in PAK intel. Trying to figure out the fuel issue for Kobuleti and Kutaisi, but cannot interrogate the intel menu before and after helo fuel runs to see what's going on.

 

We need some additional fuel spawn capability via AI cargo planes or base generation. Right now, it takes a helo run for each plane, and then the base is out of fuel after they take off. I suspect that if aircraft waited to refuel until the first plane took off, the base would be zeroed (no fuel) after just one aircraft taking off. The current tactic is to drop fuel at Kutaisi, then get as many to slot in and rearm/refuel at once, otherwise it's going to be more like 3 choppers per plane to get them fueled.

Posted
Kutaisi needs to be included in PAK intel. Trying to figure out the fuel issue for Kobuleti and Kutaisi, but cannot interrogate the intel menu before and after helo fuel runs to see what's going on.

 

We need some additional fuel spawn capability via AI cargo planes or base generation. Right now, it takes a helo run for each plane, and then the base is out of fuel after they take off. I suspect that if aircraft waited to refuel until the first plane took off, the base would be zeroed (no fuel) after just one aircraft taking off. The current tactic is to drop fuel at Kutaisi, then get as many to slot in and rearm/refuel at once, otherwise it's going to be more like 3 choppers per plane to get them fueled.

 

Re-did PAK lines - Kutasi may have fallen off the bottom of the status message due to the number of bases. Moved a few bases into PAK 6 and it seems to show now.

 

Fuel - The Fuel crates had the wrong amount of fuel set for them, by a factor of 10 or more! Sorry! So refuel it again and you should be good to go.

 

The fuel crates & mechanic are still being worked on. Fuel will be automatically replenished at an Airbase by a linked fuel base. Supplies can then be cut by destroying this base or capturing it.

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

Posted

@Ciribob are the hour+ long transit times for helis reaching closed enemy objectives intended or is that a result of the incomplete restructuring of the mission at the moment?

 

Also, semi-related, the current respawn time for ground units seems extremely short. Tried closing Gagra SAM site from Sochi with an A-10C and a Viggen on multiple occasions with a couple other players and we couldn't get it to 0% before units were respawning in a three hour period...closest to closed we saw it was 13%, then quickly back to to 50% within a 10 minute span.

Posted
@Ciribob are the hour+ long transit times for helis reaching closed enemy objectives intended or is that a result of the incomplete restructuring of the mission at the moment?

 

Also, semi-related, the current respawn time for ground units seems extremely short. Tried closing Gagra SAM site from Sochi with an A-10C and a Viggen on multiple occasions with a couple other players and we couldn't get it to 0% before units were respawning in a three hour period...closest to closed we saw it was 13%, then quickly back to to 50% within a 10 minute span.

 

Not intended but if you played on Sunday afternoon more of the Farps are now populated so transit times are much much shorter. Map still needs most of the bases & farps to be populated

 

For that specific SAM site the repair timer is set to be random between 25 & 45 minutes. The repair timer starts once the first unit of a group is destroyed - but the group as a whole is repaired when the timer fires.

 

As we tweak the map we'll have smaller groups of units per objective OR make it so that the entire group has to be destroyed before it can be reinforced - Either change will make it so that a base takes longer to repair. I prefer the first option but it may be that performance drops as we add more groups so will have to change to option two.

 

We'll probably tweak repair times as well - It's easy to do now and set per base rather than just a global setting as before.

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

Posted (edited)

Meant to add - CTLD dropped crate units are now persisted​ between restarts.

 

I've seen some guys on RED have worked this out so making it globally known now :)

 

This includes Igla / Stinger & JTACs

 

More work to be done so units only persist for x hours as well as other limits. An incomplete AA system will not be persisted i.e if it's damaged

 

Let me know if you have any issues and have fun trying to build a Maginot line of defence :)

 

 

 

Sent from my ONEPLUS A3003 using Tapatalk

Edited by Ciribob

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

Posted
Just a thought, are moving ground units possible? For instance a small convoy hauling fuel from the depots to the airfield?

 

It is possible but I believe it completely annihilates the performance of the server. Even for fairly small groups moving.

Posted (edited)
Just a thought, are moving ground units possible? For instance a small convoy hauling fuel from the depots to the airfield?

 

It is possible but I believe it completely annihilates the performance of the server. Even for fairly small groups moving.

 

Yup unfortunately any kind of moving convoy brings lag. This is why we are implementing the idea of Linked bases, so kinda "virtual convoys". It's a shame but we are really pushing the multiplayer system as it was never designed for 50+ simultaneous players!

 

We'll revisit again after the 2.5 merge as the new map may have path optimisations that'll help. :thumbup:

 

Edit: @Hollywood126 - Dynamic weather used to bring lag unfortunately - Thats one for Xcom and Greg as they know more about it. We may bring back our own version of dynamic weather where we have different version of the map and they get rotated at each restart randomly

Edited by Ciribob

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

Posted
Yup unfortunately any kind of moving convoy brings lag. This is why we are implementing the idea of Linked bases, so kinda "virtual convoys". It's a shame but we are really pushing the multiplayer system as it was never designed for 50+ simultaneous players!

 

We'll revisit again after the 2.5 merge as the new map may have path optimisations that'll help. :thumbup:

 

Edit: @Hollywood126 - Dynamic weather used to bring lag unfortunately - Thats one for Xcom and Greg as they know more about it. We may bring back our own version of dynamic weather where we have different version of the map and they get rotated at each restart randomly

 

Appreciate all of the hard work. I'm seeing people that I haven't seen in a long time coming back to see the revived Blue Flag server :)

 

I look forward to building a magnificent wall of defense with CTLD dropped crates being saved :)

***HEY LOOK HERE***

Posted

Not 100% sure but i think the ONI farp is bugged, i can only find one vich and ive seen missiles come from under the ground.. not 100% sure tho i might just be blind :)

Posted
Meant to add - CTLD dropped crate units are now persisted​ between restarts.

 

I've seen some guys on RED have worked this out so making it globally known now :)

 

This includes Igla / Stinger & JTACs

 

That's AWESOME!

 

Persistant only x hours? Why are you thinking about to implement this? From my opinion they should be there until destroyed.

Regards

REAPER 31 | Painter

[sIGPIC][/sIGPIC]

Posted
That's AWESOME!

 

Persistant only x hours? Why are you thinking about to implement this? From my opinion they should be there until destroyed.

 

What about when The Igla/Stinger troops or larger SAMs placed via crated run out of ammunition? Unless there's a way to replenish they would just add to the number of units in the mission if left indefinitely. SAM launchers would be more visible, but if they are not firing at anyone, especially a single soldier, I imagine no one would likely be able to see them let alone killl them.

 

Based on this, some sort of time limit makes sense (e.g. 6-9 hours so they exist across 2 or 3 contiguous missions).

Posted

Yeah a 6-9 hour limit sounds good.

 

Some nice points raised. To add a little more.

 

  • Units aren't visible on the map so someone would need CA in order to know where to fly supplies to if GCI isn't on.
  • Some nerd could place a bunch of defenses in terrible positions thus having them not persist forever would be a decent balance.

 

If you wanted to get stupid and make it complicated stingers could have a lower persistence time then something like the crated SAMs. 6hrs stinger, 9hrs SAM sites.

Posted

Having trouble with capturing bases and sam sites.

 

Sam site north of Sukhumi was red. Blue closed (0%) it and blue mortar troops dropped next to towers, no capture.

 

Gudata base (red) was shacked, but only went down to 6%. Blue mortars dropped mid runway with a JTAC. JTAC started lazing a UAZ about 2.5 miles to the northwest, across two rivers.

 

Wondering if these bases have been spot checked yet for capture modes. Also, I recommend having a map of where target areas are - I spent the better part of an hour searching for the last unit that made the base 6%. I don't know if it as that UAZ a heck of a long way away or not, and I didn't see that UAZ until I got shot down by a respawning SAM at that Sukhumi SAM site we couldn't capture - go figure...

 

 

Not having strike and helo slots at nearer bases is making testing capture at these airfields much more arduous.

Posted
Having trouble with capturing bases and sam sites.

 

Sam site north of Sukhumi was red. Blue closed (0%) it and blue mortar troops dropped next to towers, no capture.

 

Gudata base (red) was shacked, but only went down to 6%. Blue mortars dropped mid runway with a JTAC. JTAC started lazing a UAZ about 2.5 miles to the northwest, across two rivers.

 

Wondering if these bases have been spot checked yet for capture modes. Also, I recommend having a map of where target areas are - I spent the better part of an hour searching for the last unit that made the base 6%. I don't know if it as that UAZ a heck of a long way away or not, and I didn't see that UAZ until I got shot down by a respawning SAM at that Sukhumi SAM site we couldn't capture - go figure...

 

 

Not having strike and helo slots at nearer bases is making testing capture at these airfields much more arduous.

 

Agreed. To add, it would be great to have coordinates of ground units available by some recon mechanic other than JTAC as it makes the Viggen's main attraction, the BK90s, almost useless without precise locations.

Posted
Agreed. To add, it would be great to have coordinates of ground units available by some recon mechanic other than JTAC as it makes the Viggen's main attraction, the BK90s, almost useless without precise locations.

 

I feel like having a recon chopper or TGP capable striker helps a bit in getting these coordinates. But the Viggen, which I have been learning and loving recently, was designed with fixed targets in mind (and ships). Trying to hit AAA with a BK90 is a little silly, but maybe houses, stationary SAMs (i.e.SA-3's) bunkers, and fuel tanks should have no variation in placement and available coordinates via some sub menu or on the app. In fact if there were variation in placement but GPS was available via CTLD or something that would work too. I also very much enjoy the HD bomblets and running in on an SA-3 site, which I pulled off once out of 77 times... practice makes progress. I hope we get some love with a BK90 MP adjustment and Roadside re-arm fix. I also noticed rockets and Rb-05 seem to have been weakened. Anyway, cheers mate.

Posted (edited)
I feel like having a recon chopper or TGP capable striker helps a bit in getting these coordinates. But the Viggen, which I have been learning and loving recently, was designed with fixed targets in mind (and ships). Trying to hit AAA with a BK90 is a little silly, but maybe houses, stationary SAMs (i.e.SA-3's) bunkers, and fuel tanks should have no variation in placement and available coordinates via some sub menu or on the app. In fact if there were variation in placement but GPS was available via CTLD or something that would work too. I also very much enjoy the HD bomblets and running in on an SA-3 site, which I pulled off once out of 77 times... practice makes progress. I hope we get some love with a BK90 MP adjustment and Roadside re-arm fix. I also noticed rockets and Rb-05 seem to have been weakened. Anyway, cheers mate.

 

Having a JTAC in the area makes BK90 deployment much more feasible, but it requires someone assisting you with a transport helicopter to get the JTAC in the area and feeding coordinates started. Using this strategy you can take out (EDIT: USED TO...new spawn timer makes this almost impossible with 1 Viggen) most objectives just short of an airfield in size.

Edited by AbortedMan
Posted

Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 9

 

Agreed. To add, it would be great to have coordinates of ground units available by some recon mechanic other than JTAC as it makes the Viggen's main attraction, the BK90s, almost useless without precise locations.

 

 

 

You guys realize that you get a copy of the mission stored on your pc every time you launch the server? It's pretty easy to open it and build your own maps with coordinates for the Viggen (and probably even QFE since youd have weather variables too!

 

I've been too busy at work to play lately, so Ive been living these new updates through this thread. I can't wait to get a few hours and try out the new map!

 

TJ

 

 

Sent from my iPhone using Tapatalk

Posted
You guys realize that you get a copy of the mission stored on your pc every time you launch the server? It's pretty easy to open it and build your own maps with coordinates for the Viggen (and probably even QFE since youd have weather variables too!

 

I've been too busy at work to play lately, so Ive been living these new updates through this thread. I can't wait to get a few hours and try out the new map!

 

TJ

 

 

Sent from my iPhone using Tapatalk

 

Yeah, I mean that seems a bit, i dunno... not intended... In the meantime, I've just been trying to setup SP mission where the general coord. are known but not the precise location and adapting on the fly. I think the intent of the gracious BF curators is to have multiple spawn layouts. This may be an incorrect assumption though. I feel variation as airfields respawn removes some issues, including buildings spawning inside destroyed buildings, and keeps the attackers on their toes. Some stationary buildings would be nice though, for air-frames like the viggen, that are designed for strike as opposed to CAS.

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