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Posted

ED Team,

 

It would be a great feature if we had the option to kick players for not following ATC instructions based on the new ATC system.  Obviously, it would have to be a server setting, but just having the ability would be nice.

 

 

Posted
Just now, jwflowersii said:

ED Team,

 

It would be a great feature if we had the option to kick players for not following ATC instructions based on the new ATC system.  Obviously, it would have to be a server setting, but just having the ability would be nice.

 

Add the feature to the HC mode so system would detect the improper behaviors and corresponding penalty would be issued to the player.

Be it first a warning for the player on server and later just more serious penalties, eventually leading to kick/ban if server owner so wants. 

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Posted

What if they send the “unable” response, which would also be necessary to implement? 😛 

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❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Posted
10 hours ago, Tippis said:

What if they send the “unable” response, which would also be necessary to implement? 😛 

 

"Yeah, sorry, I can't taxi down this part of the airfield as there's a crater big enough to fit a small destroyer blocking my path."

Posted
11 minutes ago, Tank50us said:

 

"Yeah, sorry, I can't taxi down this part of the airfield as there's a crater big enough to fit a small destroyer blocking my path."

 

"I am sorry that the engineers and workers built this airbase such way that only the paved areas are hardened and compacted, everything else is just a swap where your wheel will sink like after a heavy rainy week..."

 

 

i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S.

i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.

Posted
11 hours ago, jwflowersii said:

ED Team,

 

It would be a great feature if we had the option to kick players for not following ATC instructions based on the new ATC system.  Obviously, it would have to be a server setting, but just having the ability would be nice.

 

 

Totally depends on how good or bad the new ATC system is at coping with unusual situations. Say, we have a scramble while an enemy bomber squadron is raining bombs on an airport and pilots scramble to get as many planes airborne as possible before losing them. Would be "not cool" to get banned for barely taking of a taxiway in time, 'cause "not following ATC"... 😉

Shagrat

 

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Posted
6 minutes ago, shagrat said:

Totally depends on how good or bad the new ATC system is at coping with unusual situations. Say, we have a scramble while an enemy bomber squadron is raining bombs on an airport and pilots scramble to get as many planes airborne as possible before losing them. Would be "not cool" to get banned for barely taking of a taxiway in time, 'cause "not following ATC"... 😉

 

Would be good to have some sense like enemy proximity, or being under attack (detection of explosion proximities etc). As a smart ATC would be at that moment issuing command to just get out of there in proper order so planes don't collide on runway. 

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i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.

Posted (edited)
13 minutes ago, Fri13 said:

 

Would be good to have some sense like enemy proximity, or being under attack (detection of explosion proximities etc). As a smart ATC would be at that moment issuing command to just get out of there in proper order so planes don't collide on runway. 

That makes it sound more like it should be a scriptable/trigger-controlled airport setting: if coalition [red] in zone [airport], use strict ATC [airport] = off.

 

Making it a trigger target would also make it far more sensible since you could tie it into whatever penalty structure you'd like — from kicks and bans via Slmod to “demerit points” of some sort in a custom script to just being yelled at over radio messages and in-game text. So the ATC wouldn't really do anything in and of itself but would rather set off an event trigger (if enabled) that could then be intercepted and handled in whichever way you like.

Edited by Tippis

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Posted (edited)
1 hour ago, Tippis said:

That makes it sound more like it should be a scriptable/trigger-controlled airport setting: if coalition [red] in zone [airport], use strict ATC [airport] = off.

 

It shouldn't be required be so, but possible be done so if wanted. It should be in control of the AI so that normal players don't need to even think about it in mission editing.

 

Quote

Making it a trigger target would also make it far more sensible since you could tie it into whatever penalty structure you'd like — from kicks and bans via Slmod to “demerit points” of some sort in a custom script to just being yelled at over radio messages and in-game text. So the ATC wouldn't really do anything in and of itself but would rather set off an event trigger (if enabled) that could then be intercepted and handled in whichever way you like.

 

Too many things in DCS is behind scripts, waypoints etc. It is time to let go of those requirements for players to get functional and living combat experience from take-off to landing.

The scripting is critical part of almost any game, don't take it wrong. But it should never be requirement for basic and advanced features. 

Example the Super Carrier, it shouldn't require any scripting to have it living and functioning properly. It should be default that you spawn on deck, you have deck filled properly from planes, it is populated by crew and you have all guidance and everything from start to finish by the default. You would even see planes take-off and fly randomly as in RAT etc. So be it example a flight take-off and fly a 50 nm circus and then return. Have the rescue helicopters in station and everything. 

Then if player does not want those things, they can in editor click them off one by one "no extra planes", "No deck crew", "No random traffic", "No automatic ship positioning" etc. 

Edited by Fri13
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Posted

Sure, the more that can be set directly and have some (sensible) default behaviour attach to it, the better. I don't think one would preclude the other, though, and the flexibility of the response would probably have to go the trigger route. Full-on scripting is really only needed if you want to pick out specific units in a larger set (e.g. an individual player) due to how the underlying engine and unit lists work. Any application above that can usually be handled by the trigger functions present in the editor.

 

…which, granted, could also use a massive overhaul, but one thing at a time. 😄 

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

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