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Posted

Enough with the condescension, Speed... So I suppose you can convert in your head? I use a calculator or one of the converters on the web. I highly doubt Hog pilots get incorrect format coords from FAC/AWACS and have to convert using a calculator on their kneeboard.

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Posted (edited)
Enough with the condescension, Speed... So I suppose you can convert in your head? I use a calculator or one of the converters on the web. I highly doubt Hog pilots get incorrect format coords from FAC/AWACS and have to convert using a calculator on their kneeboard.

 

Nope, I use a calculator, and it's just an observation. The simple fact is that most people I have run into do not understand the difference between degrees minutes and seconds and degrees and minutes. Some have even argued with me over it. I would be willing to bet that a lot of the inaccuracy is simply caused by people not knowing the difference between degrees minutes and seconds and degrees and minutes. Alot of people just don't understand it, and do not know there is a difference, and that's a fact, not "condescension". :mad: I am well aware it's been awhile since most people's geography, trigonometry, or astronomy classes.

Edited by Speed
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Intelligent discourse can only begin with the honest admission of your own fallibility.

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Posted

Now that the final release of WH is out I'm going to apply all of the coordinate fixes and test the mission in MP before releasing the updated version. I haven't decided how much more in depth I'm going to develop things within this mission aside from the minor fixes needed. I guess it all depends on how well JTACS work online and whenever the Ka-50 gets compatibility.

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Posted

On Station version 4a is uploaded. Check the first post for the download.

 

Changes:

Fixed all coordinates. They are now in Degrees Minutes.Thousandths of minutes as they should be.

Disabled "Show of Force" missions for the time being

Changed tanker frequency to 150 Mhz AM. The briefing image in the mission reflects this change.

 

Its worth noting that I joined a server tonight hosting version 3 and the tasks wouldn't spawn. After a few tests I can honestly say I have no idea why version 3 didn't work as the tests disproved my possible theories. The only other reason I can think of for why it didn't work is that the published v3 was never saved in the release version of DCS:WH.

 

So the mission *should* work, but if it doesn't please post your experiences. Tomorrow I should have time for a proper full on test.

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

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Posted (edited)

Well if you joined the 354th Dedicated Server, the tasks may have already been completed... It seems you put a finite limit on how many tasks will be given?

Edited by -=NFlight=-
Speeling error :)

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Posted

Will be "on station" this evening.. Will advise how it goes. Thanks for taking the time to work on a dynamic mission and modify it as needed.. :)

[sIGPIC][/sIGPIC]



please... please... please... let the next DCS module be an F-18 fighter aircraft :worthy:

Posted

Yes there is a finite number of missions, 23 to be exact. It isn't a terribly difficult task of adding more missions to it, but it just takes abit of time. I have been wanting to add more complex missions that add abit of interaction with friendly units. Unfortunately placement is becoming an issue. Also, its a question of whether I want to add to this mission or to begin work on the next mission project.

 

If there is interest in adding more missions to the possible list I can write up little guide on how to do it. The triggers are fairly well organized and pretty much all that is needed to do is to place the new targets a certain way, clone some triggers, change some values of the cloned triggers, and note and convert the relevant coordinates to a text message in game.

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Posted

Excellent, Grimes. As far as adding more tasks, personally, you probably don't need to. You'd probably be better off making a similar but different mission. IMO, randomization is GREAT, but there is such a thing as taking it too far. With too much randomization, you get diminishing returns on the time you spent building the mission. Everytime I've flown yours, I've had new tasks I've never done before, so I'd say personally, you have enough tasks, and while adding more tasks would improve the quality of the mission, you'd probably be better off spending your time making a new mission. Just IMHO though.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted

I wasn't referring to the total amount of missions, but rather the amount of tasks issued since start of mission. On our Dedicated Server I like to leave it running all day so folks can come and go but it seems after four completed tasks it reverts to "Picture Clean" for the duration until reset.

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Posted
I wasn't referring to the total amount of missions, but rather the amount of tasks issued since start of mission. On our Dedicated Server I like to leave it running all day so folks can come and go but it seems after four completed tasks it reverts to "Picture Clean" for the duration until reset.

 

Humm. I'm looking into it. The limit of tasks should be equal to the number of tasks in the mission so unless its 100% completed, it should still dish em out. I'll add some form of notification once all possible tasks are completed. Its also supposed to scale the number of concurrent tasks based on players in mission, but I think the logic in that area might be flawed.

 

This looks like a perfect excuse to experiment and use the new "numerical flag" conditions and actions.

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

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Posted

Version 4b uploaded. Note, the changes only effect co-op play therefore there is no single player version of 4b.

 

Changes

-Fixed issue of tasks not being assigned when players in game were out of the acceptable range for the current number of active tasks.

-Found excuse to use "Flag Increase" Trigger actions to fix the problem

-Adjusted concurrent task requirements and limits. The new max limit of tasks is 3 for all settings.

At default player requirement settings

1to3 Players -1 Max Tasks

4to5 Players-2 Max Tasks

6to8 Players -3 Max Tasks

 

"2x" Settings

1 Player -1 Max Tasks

2to3 Players -2 Max Tasks

4to8 Players -3 Max Tasks

 

 

Basically the problem was a stupid programming error that only occurs with a certain number of players and tasks. The correct combination of which never occurred during testing. At anyrate its fixed now.

 

BTW, I've decided to do a V5. If anyone has specific requests please say so now as I doubt I'll add more to the mission after this little update. I'm mostly going to make a few changes to the radio script that have been bothering me and will hopefully replace the barrel roll script with something not accidental and stupid. Might add a few more random variables where I can to spice things up. Unfortunately there is only so much you can do with moving convoys and defensive positions.

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Posted

Haven't had chance to fly this yet, but have you used the % of group alive trigger to have group retreat/move for cover yet? Would be a good one for group that are initially static.

 

 

Posted

On Station Version 5 (co-op and SP)

 

Updated to version 5. This is the last major edit I am doing on this mission, aside from adding Ka-50s when we get them. Its time to move on to other, more interesting projects. :music_whistling:

 

-When a new task is assigned only the new task info is part of a message.

-Limited maximum concurrent tasks to 3

-More efficient handling of multiple messages. "Tusk, Standby for Sit Rep, Message 1 of 2"

-When player count is above 4 players, tasks will automatically spawn more frequently

-Added "F10" Radio Command to spawn a new task (if additional task spawns are allowed)

-Message added for when all tasks are completed

-Additional threat randomization

-Doing a barrel roll no longer triggers messages. (It still might help to avoid enemy fire)

-Implemented "Speeds 'Text Command Script'" (co-op version only)

-Added Mission Rotation Trigger (For Servers-- Trigger is dormant unless edited)

-Added Alternate Weather and Time Versions (co-op only)

"Clear Night"

"Foggy Sunrise"

"Overcast"

"Snowy Morning"

 

Feel free to edit this mission however you like. If anyone wishes to add more task types to the scenario they are more than welcome to. If interest is shown I will write up a guide on how to do it. It's complex, but really not all that difficult. All I ask is that you keep the original credits to me and http://www.3sqn.com in place.

 

Special thanks to Speed and his awesome lua scripting expertise. In the co-op version of the mission any player can type "getupdate" into chat. This in turn triggers the mission to send a message update to all players. The text is case sensitive.

 

See first post for other details.

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Posted

Thank you for taking the time to update and a special thanks for the single player

"To most people, the sky is the limit. To those who love aviation, the sky is home."-----anonymous

Posted

Hmm, V5 may be broken, no tasks or awacs comm's in freq.124.

 

 

-haukka81

Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC )

 

 

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Posted

I believe v5 is broken also. We uploaded it on the dedicated today and had no joy. The first tasking would come in, Priority 2-Clean. And then nothing for 5 minutes, typed getupdate and it would give the "Trigger was bought by the lowest bidder" text. No tasks were given.

 

On another note though. Keep up the good work, it's a most entertaining mission and we really enjoy flying it.

Posted

Issue Fixed. Everything works as it should.

 

Haukka81, radio frequency doesn't matter for tasks, however AWACS is confirmed working now.

 

Sorry about that.

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

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Posted
Issue Fixed. Everything works as it should.

 

Haukka81, radio frequency doesn't matter for tasks, however AWACS is confirmed working now.

 

Sorry about that.

 

 

Yeah, works fine now! Thanks. :doh:

 

Btw..will there be fighters or some other planes ? i'm not yet seen those. :thumbup:

Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC )

 

 

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Posted
Btw..will there be fighters or some other planes ? i'm not yet seen those. :thumbup:

 

 

In my next project/whenever airbase ops for AI in multiplayer is perfected.

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

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Posted (edited)

Hi Grimes,

 

Just want to run something by you.

 

Since the patch, both times I hosted a MP server and ran On Station v4b heavyload.miz, I get a repeatable client CTD when I the host engage and hit a target with a weapon. Specifically the AGM 65 D.

 

Have you heard of this?

 

EDIT: My apologies, I did not see V5 is up....I will try that one and see if the Client CTD continues.

 

EDIT #2: V5 solved the CTD.

Edited by WarriorX
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