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3Sqn Dedicated (FC2)


Grimes

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From the tacview it looks like a real unfortunate Teamkill. The Aim-120 was fired in the direction of a bandit but picked the Klarsnow up instead from then it made a b-line toward him.

The right man in the wrong place makes all the difference in the world.

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OK, thank you for the clarification Grimes. I figured that the F-15C had either mistaken us for the MiG-29 or that the slammer intended for the MiG-29 went rogue.

 

Great server BTW. Both KlarSnow and myself are new to flyin' LOMAC online and the mission ("Capture Maykop") was very easy to understand!

"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here."

 

- Jayne Cobb, "Firefly"

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Glad you enjoyed yourself. The mission is in constant iteration. I went in an added more targets to the A-10 CAS mission when ruggbutt informed me that a group of A-10 pilots were flying in a pack, using great teamwork, and looking for targets. I'll be adding a few Su-25A's on blue, I've seen a few players comment on it so I will oblige.

 

I'm still working on a way to get the ground pounders more involved in the mission. Right now its a mostly fighter affair.

The right man in the wrong place makes all the difference in the world.

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Is there any way to send a private message to new pilots explaining the status of the mission? (for example, wich stage is active would be enough). Or perhaps a global message about stage each 5-10 minutes (maybe it is and haven't seen it yet).

 

EDIT: lol I've just seen "neither side has control of Maykop" so that puts us in stage 1 right?


Edited by Distiler

AMD Ryzen 1400 // 16 GB DDR4 2933Mhz // Nvidia 1060 6GB // W10 64bit // Microsoft Sidewinder Precision 2

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Messages appear for the following:

 

At 5 minute intervals the "Status" of the base area. The message changes based on the condition of the base. So if nobody controls the airspace it says that. If Red has control it states "Red has the airspace." As transports arrive it changes to let people know the sam site strength there. Once the base is cleared at any point the messages get reset to neutral status.

 

Other messages include Each "Capture" aircraft entering or exiting the zone. If they have reached the halfway point of capture, and when they have completely captured the zone.

 

Also any Red or Blue aircraft set a message if they enter the zone or all from one side leave a zone.

The right man in the wrong place makes all the difference in the world.

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Just a little update on the development of "Capturing Maykop RC2"

 

I've changed a few things on the backend, mostly dealing with how capturing the zone is handled. It is intended to fix most of the bugs, glitches, and general gameplay issues of the previous system.

 

Long story short it follows proper "King of the Hill" rules.

-Player enters zone it starts to capture

-The more players in the zone the faster it captures

-Enemy in the zone blocks you from capturing

-If capture started, and team leaves the zone the % captured drains until 0% or a friendly re-enters the zone.

-The more % captured the longer it will take to drain.

-When players re-enter the zone the drain stops and begins to capture again at whatever % it stopped at.

-Capture zone drain is doubled by the presence of enemy in the zone.

 

Along with all that extra cool stuff, I can also easily add more aircraft to have influence on the capture, but for now I am leaving it at 8 players per team.

 

So if you were looking through the triggers and just figured it out....

sorry :D

The right man in the wrong place makes all the difference in the world.

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KlarSnow and myself had an awesome time on the server tonight flyin' A-10A's 1 - 2. We spent most of our time over WP3, but we're still just practicing our formation and attack techniques. When we jump in again over the weekend we plan to hit WP3, RTB, and move on to the main objective.

 

Sorry if we seemed quiet over Ventrilo, but we use the SimHQ TS2 Server for inner-flight communication, which worked out well as we would have saturated the Ventrilo channel otherwise. The communication between the F-15C's over Ventrilo definitely added atmosphere to the mission though!

"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here."

 

- Jayne Cobb, "Firefly"

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The latest version of Capturing Maykop is live on the server. I've had a bit of issues getting it to work like its supposed to. I figure thats what I get for deciding to change the entire capture mechanic and expecting it to work without much bug testing. But I digress...

 

The fancy new capture mechanics are based on King of the Hill gamemodes. Everything from my previous post regarding KOTH gamerules is accurate to the functionality of the mission. To get into specifics, the new triggers count how many players are in the zone, depending on how many are in the zone the capture will go faster.

 

Airspace capture is done in 5% increments. The speed which you earn 5% is based on the number of capture aircraft in the zone. All 8 from a single team can be in the zone, but a max of 6 are applied. Each additional aircraft takes 6 seconds off the 5% capture time. If all aircraft entered the zone at the same time it takes of 2 minutes of capture time per aircraft.

 

1 Player = 45 seconds per 5% Total cap time approx 15 min

2 players = 39 seconds approx 13 min

3 players = 33 seconds approx 11 min

4 players = 27 seconds approx 9 min

5 players = 21 seconds approx 7 min

6 players = 15 seconds approx 5 min

 

The biggest improvement for gameplay though is that the capture progress is SHARED between the team. So one guy can go all Braveheart into the airspace and capture as much as possible, rally his teammates into entering the airspace, and be relieved to head home once they get there.

 

Non-capture capable aircraft also have greatly needed use. They can block enemy capture or maintain their teams capture rate if all friendly capture aircraft leave the airspace.

 

If you team leaves the airspace while capturing it, your progress will slowly drain to 0% The speed of the drain is based on 1 factor, is the enemy in the zone.

 

Normal Drain is 16 seconds to drain 5%

Enemy in Airspace Drain is 8 seconds

 

 

TLDR;

The Big Changes

 

Old System :bomb:

Two aircraft must cap

10 minutes each at same time

leave the zone, your timer resets

Enemy only prevents the capture

 

New System :weight_lift:

At least 1 aircraft can cap (up to 6)

5-15 min total cap time

Cap time shared between the team

Enemy prevents capture progress

 

I seriously hope this fixes most of the shortcomings of the previous design. If this updated system is successful the rest of the changes/adjustments to the mission should expand the overall player experiences of the mission.

The right man in the wrong place makes all the difference in the world.

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Grimes, I flew in server tonight on updated mission and looks like everything is working good now, RED caputed the airspace, convoy arrived, SAM defenses started building up and IL-76 drops with escort arrived also

No longer active in DCS...

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  • 3 weeks later...

I've decided to change some stuff on the capture mechanics for Capturing Maykop. Now ALL fighters will be able to capture the airspace. There was just simply too much of people not grabbing the needed slots when plenty were available. So every single fighter aircraft is capable of base capture.

 

Also added some extra capture rate values.

6-9 aircraft in the zone capture rate is 15 seconds (per 5%)

10-11 is 9 seconds

12-15 is 3 seconds

16 is instant capture. It doesn't matter if enemy are in the airspace.

 

I'm thinking of something where having 8+ friendly aircraft in the airspace could still advance the capture state regardless of enemy presence. However it would be at a reduced rate.

 

Any comments, ideas, or opinions for Capturing Maykop? This is going to be the last major edit/overhaul I do of the mission. As the other missions I have in development need some TLC.

The right man in the wrong place makes all the difference in the world.

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Glad you enjoyed yourself. The mission is in constant iteration. I went in an added more targets to the A-10 CAS mission when ruggbutt informed me that a group of A-10 pilots were flying in a pack, using great teamwork, and looking for targets. I'll be adding a few Su-25A's on blue, I've seen a few players comment on it so I will oblige.

 

I'm still working on a way to get the ground pounders more involved in the mission. Right now its a mostly fighter affair.

 

I'd like this, when I connected to try it out I flew to all the waypoints and there were no targets to destroy, they had already been taken out but nobody knew because they were all figther aircraft.

 

You could put some consequences if the ground pounders don't do their job, for example AI ground units could spawn from each of your bases, and move towards Maykop, having the ability to help secure it. This way your defence force is fighting together, rather than just being an air only war.

 

If the ground unit reaches the zone, they can double the capture rate and also prevent enemy capturing until they call a strike mission to take out the occupying force.

 

And - if both ground forces get there, it's a fiery ground battle :)

Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

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Integrating A2G and A2A into a mission is quite difficult, mostly because there always isn't a guarantee that either group will be properly represented in players connected. I'm not sure if I'm ready to actually have ground forces advance on the base. Afterall a single T-55 tank is somehow capable of capturing the airbase and supplying all friendly aircraft who land there with weapons and fuel!

 

What I will likely implement is a gradual reinforcement of established ground positions. For instance all those FARPS red has will receive helicopter supplies dropping in tunguskas or OSA's into the area. Simply be located between Maykop and the Blue homeplate these sams could be quite a nuisance. Likewise for the Blue ground forces. I think I will have several convoys move up and take positions to annoy Red aircraft.

 

On a side note... Interestingly enough, the entire trigger system dealing with base capture has completely changed from the first release. The mission has gone from just 8 aircraft per side, requiring 2 to be in the airspace for at least 10 minutes at the same time, now 26+ aircraft per side are capable of base capture, the capture process is shared between them, and the capture time is dependent on how many aircraft are in the airspace. All thanks to Eagle Dynamics giving us up to 999,999,999 Flags to use. Without that addition none of this would be possible. Well it would be... but limited to the original system I made. :D

The right man in the wrong place makes all the difference in the world.

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Updated the game to the latest version and installed the newest Servman version.

 

Hopefully RC3 for Capturing Maykop should be out sometime next week. I have alot of additions still to make. Thankfully the majority of them are simple messages that are independent from everything else. So adding them wont break anything. *In Theory* I might put testing version of RC3 up on the server this weekend. Just to put it through its paces.

 

Missions will be updated to support up to 8 Ka-50s in anticipation for the Black Shark patch.

The right man in the wrong place makes all the difference in the world.

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Capturing Maykop RC3 is Released

 

Changes/Additions

 

+All fighter aircraft can now capture the airspace

+Added additional capture rates

+16 Aircraft in a zone now instantly captures the airspace or clears the enemy capture %

+Added 4 Ka-50 to each side

+Mission start time change from 1400 to 0500

+Blue Fighter base moved from Sochi-Adler to Guduata

+A2G Missions Updated. Now 4 target groups for each side

+Minimum altitude of about 1000m now enforced to capture the airspace

~This prevents aircraft from "blocking" the capture if they are landed anywhere in capture zone.

+Additional Messages

~ Messages for each fighter when they enter, exit, or too low to capture. Messages accurate to player call-sign and selected client slot.

~Updated Messages for Transports. Now informs the team at 100km, 65km, 35km from Maykop, In addition if they were successful in their airdrop

~ Info on the completion/location of A2G targets are now displayed every 5 minutes.

~As a team captures they will receive a message about their "capture rate" This equates to how many aircraft are counted as capturing the airspace.

+Nearly 400 additional triggers

 

NOTE: New Capture Rates

Capture Rate 1 = 1 Aircraft is 5% Every 45 seconds

Capture Rate 2 = 2 Aircraft is 5% Every 39 seconds

Capture Rate 3 = 3 Aircraft is 5% Every 33 seconds

Capture Rate 4 = 4 Aircraft is 5% Every 27 seconds

Capture Rate 5 = 5 Aircraft is 5% Every 21 seconds

Capture Rate 6 = 6 to 9 Aircraft is 5% Every 15 seconds

Capture Rate 10 = 10 or 11 Aircraft is 5% Every 9 seconds

Capture Rate 12 = 12 to 13 Aircraft is 5% Every 3 seconds

Capture Rate 16 = Instant Capture

 

 

The new briefing image for Blue.

CM3_Blue.png

 

New Briefing image for Red

CM3_Red.png

 

Cheers. :drink:

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The right man in the wrong place makes all the difference in the world.

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The only server that has the mission with a sense. Excellent job. But I do not understand our criteria for the selection of the servers where we can fly. This server is empty and people are flying on a server with oversized maps and without any sense. I really want to invite all of us to enjoy on this server and fly a great mission.

 

Excellent job Grimes. This is the best offer from all the FC 2.0 Dedicated servers. :thumbup:

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NOUS DEFIONS

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The only server that has the mission with a sense. Excellent job. But I do not understand our criteria for the selection of the servers where we can fly. This server is empty and people are flying on a server with oversized maps and without any sense. I really want to invite all of us to enjoy on this server and fly a great mission.

 

Excellent job Grimes. This is the best offer from all the FC 2.0 Dedicated servers. :thumbup:

 

???? We love you to Falcon lol.

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Great work Grimes! All your effort working on the triggers and thinking out the procedures has paid off.

 

Too bad some people feel differently.

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There are only 10 types of people in the world: Those who understand binary, and those who don't.

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Yes, it's an opinion of taste - unfortuantely I havent flown on the 3'sqn in a while, so this means I have to get over there to have a look. I've always been a fan of Grimes missions ;)

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Official Server Rules:

 

Rule 1: Be Cool

Rule 2: Don't Teamkill

 

Server Changes to be applied soon...

 

Added files to the integrity check

 

1.) Config/export/export.lua (default file)

2.) Config/ServerGraphics.cfg

3.) Scripts/Database/db_sensors.lua

4.) Sounds/Sound.cfg

5.) Sounds/SoundDescr.lua

6.) Scripts/Aircrafts/_Common/ (except rearm.lua)

7.) Config/Weapons/

 

Highlighted in green are the new additions to the integrity check.

 

Mission Changes: (applied immediately)

 

Updated Capturing Maykop

+Now plays static radio sound when important A2G messages appear

+Move Ka-50 spawns closer to the front by about 35 KM or so

 

Note 1: Rearm.lua is allowed primarily for the payload modification mod. However the reason it is allowed is specifically for A2G strike aircraft. That said A2A aircraft may take advantage of the extra payloads with the exception of TWO requirements.

 

1. Do not add weapons that would not normally (in the game) be allowed. No R-77 on Flankers, ETs only on the proper pylons...etc.

2. Max active missiles = 6 for F-15C and 4 for Mig-29S.

 

Using an all actives payload goes against Rule 1. of the server so don't do it.

 

 

Note 2: Export.lua has been added to the integrity check for a multitude of reasons. The most notable of which is the proper lack of control over which mods we allow, and which mods we disallow. It was debated to allow ERI and tacview into the server while blocking out LEAVU and other uses of export.lua. Unfortunately the end user experience is better supported by just requiring a default export.lua check, rather than for players to download a custom export.lua. As a result we are forced to block out Tacview and ERI from our server.

 

If a more user friendly or preferably server side capability is developed to allow the inclusion and exclusion of specific modifications to the game, 3Sqn will support and utilize such features to the fullest extent.


Edited by Grimes
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The right man in the wrong place makes all the difference in the world.

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Official Server Rules:

Rule 1: Be Cool

Rule 2: Don't Teamkill

 

.....

 

2. Max active missiles = 6 for F-15C and 4 for Mig-29S.

 

Using an all actives payload goes against Rule 1. of the server so don't do it.

In other words, be cool, don't be cool_t.

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There are only 10 types of people in the world: Those who understand binary, and those who don't.

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3.) Scripts/Database/db_sensors.lua

 

FYI, this file is forced by the server to all clients anyway. From the GUI manual:

 

currently, there are two files of interest: ...\ Scripts\AI\detection.lua and ...\ Scripts\Database\db_sensors.lua. all values will be taken from server

users can tune it up for local game only.

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thanks Crunch.

 

Integrity Check now live. Final list of checked files.

 

"Config/export/export.lua",

"Sounds/Sound.cfg",

"Sounds/SoundDescr.lua",

"Config/Weapons",

"Config/ServerGraphics.cfg",

"Scripts/Aircrafts/_Common/sfm_aerod.lua",

"Scripts/Aircrafts/_Common/sfm_engine.lua",

 

Modman compatible files for our server. Download

 

Also fixed some waypoints for Ka-50/strike aircraft and added the needed trucks to allow Ka-50s to rearm and refuel at farps.... Apparently static "FARP" objects don't work anymore.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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