STP Dragon Posted November 4, 2009 Posted November 4, 2009 (edited) Hi developers :) Yesterday I was testing one of my new multiplayer-trainingsmission "Mechanics Failure". In the editor I added some failures: L-Engine - After 3min - Within 5min - 60% R-Engine - After 3min - Within 5min - 60% HYD MAIN - After 3min - Within 5min - 75% HYD COMMON - After 3min - Within 5min - 75% ASC NICK - After 3min - Within 5min - 75% ASC ROLL - After 3min - Within 5min - 75% ASC YAW - After 3min - Within 5min - 75% ASC ALT - After 3min - Within 5min - 75% In the game (MP) I joined my Ka-50. I started and took off. After ca. 4min my left engine was going down and burning. Failure-function was working fine... I thought.... I crashed and joined again in my Ka-50. I started and took off again. ... and I was flying and flying and flying without a problem anymore. The failure function only works for the first time you joined in MP. After you crashed and joined again you will not have a problem anymore. Please fix it. Regards Dragon Edited November 4, 2009 by =STP= Dragon Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
STP Dragon Posted November 5, 2009 Author Posted November 5, 2009 We tested it yesterday again and get a other result. ED: Please explain how does it work. :helpsmilie: It seems like a "list" of failure will be assigned to every player at begin of the mission. In this "list" is managed what kind of failure the player will get (depending on the %) and on what time the player will get the failure (depending on the time frame). Then the mission starts, the player took off and the "list" will be in process, nevermind what the player is doing. So it is possible that the player crashed, joined again, took off and get a failure. Is this correct? Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Feuerfalke Posted November 5, 2009 Posted November 5, 2009 We tested it yesterday again and get a other result. ED: Please explain how does it work. :helpsmilie: It seems like a "list" of failure will be assigned to every player at begin of the mission. In this "list" is managed what kind of failure the player will get (depending on the %) and on what time the player will get the failure (depending on the time frame). Then the mission starts, the player took off and the "list" will be in process, nevermind what the player is doing. So it is possible that the player crashed, joined again, took off and get a failure. Is this correct? IMHO this sounds way to complicate. What you describe rather sounds like the time until the failure occurs is taken from the point when the player joins the cockpit. Then the time simply ticks down, regardless if the player was killed or not. So after the minimum timeframe after the initial start in a helo, it's probably just checking probabilities for failures every given instance. Of course that means that with the new helo the chance are very high to start with a broken helo right along. Or did "So it is possible that the player crashed, joined again, took off and get a failure." mean that you experience the same malfunction again and again? MSI X670E Gaming Plus | AMD Ryzen 7 7800X3D | 64 GB DDR4 | AMD RX 6900 XT | LG 55" @ 4K | Cougar 1000 W | CreativeX G6 | TIR5 | CH HOTAS (with BU0836X-12 Bit) + Crosswind Pedals | Win11 64 HP | StreamDeck XL | 3x TM MFD
STP Dragon Posted November 5, 2009 Author Posted November 5, 2009 I don't know how it is working. So I hope ED will explain the exact functionality. I think it is defined at missionstart what failures you will get. Sort of a list: L-Engine - 3min.32s. (random in time frame) - 75% <- true (this time) R-Engine - 5min.12s (random in time frame) - 75% <- false (because not 100%) Main Hyd. - 2min.30s (random in time frame) - 95% <- true (because nearly 100%) . . . So it is nevermind what the player is doing. If he crashed and joined again at 3min 32s, the engine will going down at startup. Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Vekkinho Posted November 5, 2009 Posted November 5, 2009 Having failures enabled for MP is a baaad idea, probably the worst you could come up with. I mean, for testing purposes it's OK but imagine the frustration of fellow players if they reach their objective area once in a hundred! Your numbers (failure timings) are a bit too harsh to be realistic! Makes me think of a neglected helo that wasn't meant to fly that day! On the other hand it's an interesting question there! [sIGPIC][/sIGPIC]
STP Dragon Posted November 5, 2009 Author Posted November 5, 2009 @ Vekkinho: It is a part of my Trainingpack. <-klick The mission is called "Mechanics Failure". It is a freeflight. No enemys, no weapons. Only for practice the procedures with fire aboard etc. ;) Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
Feuerfalke Posted November 5, 2009 Posted November 5, 2009 I don't know how it is working. So I hope ED will explain the exact functionality. I think it is defined at missionstart what failures you will get. Sort of a list: L-Engine - 3min.32s. (random in time frame) - 75% <- true (this time) R-Engine - 5min.12s (random in time frame) - 75% <- false (because not 100%) Main Hyd. - 2min.30s (random in time frame) - 95% <- true (because nearly 100%) . . . So it is nevermind what the player is doing. If he crashed and joined again at 3min 32s, the engine will going down at startup. Yes, that's the way I think it works, except that I don't think it's a predefined list. But of course it could be. :dunno: Did you test if it was bound to the player or the helo-slot? MSI X670E Gaming Plus | AMD Ryzen 7 7800X3D | 64 GB DDR4 | AMD RX 6900 XT | LG 55" @ 4K | Cougar 1000 W | CreativeX G6 | TIR5 | CH HOTAS (with BU0836X-12 Bit) + Crosswind Pedals | Win11 64 HP | StreamDeck XL | 3x TM MFD
STP Dragon Posted November 5, 2009 Author Posted November 5, 2009 Did you test if it was bound to the player or the helo-slot? Phuuu... I don't know... I also want to know: When the time frame will start? At missionstart (for all users)? Or at joining the mission (special for every user)? ED, please can you explain how it works? Homepage: Spare-Time-Pilots DCS:BlackShark v1.0.2: BLINDSPOTs EditorMod DRAGONs ArmA2-Sounds DRAGONs BS1 TRAININGPACK DRAGONs MISSIONPACK [bS & FC2] DCS:World: TM WARTHOG PROFIL FOR BS2 DRAGONs BS2_TRAININGPACK DRAGONs TRAININGPACK DRAGONs MISSIONPACK
26-J39 Posted November 13, 2009 Posted November 13, 2009 The failures will apply to all players.. You can set the "time to failure" upon entry to the mission ( failure within Hr:min ). Or have the "time to failure" set a certain amount of time after the player has joined ( failure after Hr:min). Or Both.. I did test the failures in MP and yes it only seems to work once unfortunately.
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