Speed Posted June 7, 2011 Author Posted June 7, 2011 (edited) Yup, the artillery in this mission is useless and broken now :( No tubes fire at anything. Gonna shelve this one and wait till the next patch. :cry: I sure hope it comes soon. Hell, just give us a hotfix that fixes artillery. Edited June 7, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Ells228 Posted June 7, 2011 Posted June 7, 2011 No wonder we did so well then lol Still we had great fun and looking forward to a working version in the future
Speed Posted June 8, 2011 Author Posted June 8, 2011 No wonder we did so well then lol Still we had great fun and looking forward to a working version in the future Well, it was still a useful data point... now I know what happens when three players attempt it without artillery.:noexpression: Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Bahger Posted June 8, 2011 Posted June 8, 2011 Speed, I know it's of little comfort but in every single mission I've made in the ME I have run headlong into a big, ugly bug: helicopters that won't fly faster than 45kts, AI wingmen that won't take off or who burn fuel circling the airfield if they do, AI aircraft that get stuck taxiing when there is more than one player in the server and now lobitomised artillery. In each case I have found, after bring furious with the devs for this constant silliness, that I can reconceptualise the .miz and work around the problems without compromising the essential gameplay. The drag is all the hours spent doing ED's job troubleshooting and debugging the ME only to find one more idiotic glitch for every one they fix in the updates. How on earth could they have broken the artillery?
jeffyd123 Posted June 8, 2011 Posted June 8, 2011 very cool mission speed. quite an achievement. I hear you guys about the ME issues... they are irritating and extremely time consuming to figure out and work around. i7 8700K @ 4.4Ghz, 16G 3200 RAM, Nvidia 1080Ti, T16000 HOTAS, TIR5, 75" DLP Monitor
Speed Posted June 9, 2011 Author Posted June 9, 2011 Speed, I know it's of little comfort but in every single mission I've made in the ME I have run headlong into a big, ugly bug: helicopters that won't fly faster than 45kts, AI wingmen that won't take off or who burn fuel circling the airfield if they do, AI aircraft that get stuck taxiing when there is more than one player in the server and now lobitomised artillery. In each case I have found, after bring furious with the devs for this constant silliness, that I can reconceptualise the .miz and work around the problems without compromising the essential gameplay. The drag is all the hours spent doing ED's job troubleshooting and debugging the ME only to find one more idiotic glitch for every one they fix in the updates. How on earth could they have broken the artillery? LOL Bahger, you're really furious. Personally, I used up all my fury during the course of the patch 1.1.0.666 hell. Look on the bright side: at least the game doesn't crash every 10 minutes. Now what will slowly make me furious is if we have to wait months and months for the artillery fix. This is a pretty central feature of many ground wars in the sim, just completely broken. It needs a quick fix. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Ells228 Posted June 10, 2011 Posted June 10, 2011 Guys, What is the exact problem with the arty (make, model, firing advanced waypoint parameters, etc)? Can you make a quick mission for me so I can test it and record a track for submission. Thanks, Ells.
Druid_ Posted June 10, 2011 Posted June 10, 2011 I'm not sure it's just arty to be honest. Any unit where you ask it to 'fire at point' and set a radius in the advanced tab does NOT do so if there are any other enemy units within LOS. It will engage those units rather than do as you told it. Easy to replicate yourself if you have a reasonable understanding of the ME. i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q
Ells228 Posted June 10, 2011 Posted June 10, 2011 I do, just on the move at the moment and could test, record a track and post up to get checked out
Druid_ Posted June 11, 2011 Posted June 11, 2011 OK here is track & miz. Details of problem in brief.BUG Fire at Point.trkFire at point bug.miz i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q
Grimes Posted June 11, 2011 Posted June 11, 2011 No wonder we did so well then lol 1.1.0.9 Patch Notes -Removed ability for players to easily complete "Speed's Kashuri CAS" The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Ells228 Posted June 11, 2011 Posted June 11, 2011 Thanks for that Grimes, now we gotta work for it, is that what you're saying haha Also thanks Druid, I'll check it out
calys Posted June 11, 2011 Posted June 11, 2011 (edited) Cool mission! Edited June 11, 2011 by calys S.O: Win 64bit MB: ASUSTek TUF GAMING X570P/Alim: 850 watt Corsair 850TXEU CPU: AMD Ryzen 7 5800X3D 8 Core/GPU: nVidia RTX3070 8GB (GIGABYTE Technology) RAM: DDR4 64 GB 1600Mhz Accessories: Thrustmaster Hotas Warthog
Speed Posted July 21, 2011 Author Posted July 21, 2011 (edited) I actually flew this for the first time in 1109 the other day. I finally bit the bullet and saw what the mission was like without having to fight the artillery. It was still pretty fun! It especially a blast to hear the friendly ground units screaming over the radio for air support and providing coordinates, and then coming in low from the east and unleashing a maverick attack right into the incoming enemy formations that were fighting with ground forces. It felt like actual CAS! This mission also greatly benefits from the fact that ED finally fixed EPLRS in multiplayer- friendly ground forces will finally show up as a green X on the TAD, even for multiplayer clients! What is amazing is that we were able to complete it with only one loss for friendly blue forces. I didn't expect that at all. I guess the arty does a better job of softening up friendly forces than I originally estimated!! In 1108, when arty worked, the friendly forces had a MUCH harder time destroying enemy tanks. I wonder if this is an implementation of the supposed partial damage model that exists in the game? Back when artillery would work, it would get a lot of near-hits on the friendly armor. I wonder if the accuracy of the M1s was getting shot to hell by all these artillery near-hits? Also, the enemy air aspect of this mission is a bit easier, because the Smerches do not destroy the friendly Patriot site at Gori. You do not have to retreat that far to get to safety from enemy fighters when they show up. I'll be making a lot of changes to this mission post-1109 to help test out some new scripting work, and also to balance the mission better and make it more fun, but as it is, this mission is actually still surprisingly fun for me, even with the broken artillery. Having the artillery broken makes this mission like 5X easier! Artillery really is the king of the battlefield (especially with the right scripting to make it auto-create its own indirect fire aimpoints...). BTW, if it gets to the point where all the enemy ground forces on the three roads are dead and the friendly forces haven't retreated to Gori (point Golf), just consider it mission accomplished and RTB. Basically, the victory condition I threw in there that requires just about everything to be killed before doing a victory evaluation is sorta just a place holder till I figure out what the real victory conditions will be. Edited July 21, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
snwboardn Posted July 22, 2011 Posted July 22, 2011 Hey speed I was just trying to DL this mission, link appears to be broken. You got it somewhere else?
Ells228 Posted July 22, 2011 Posted July 22, 2011 Like I posted earlier Speed, we had great fun flying this mission and looking forward to any future amendments you make. Ells
Speed Posted July 22, 2011 Author Posted July 22, 2011 (edited) Hey speed I was just trying to DL this mission, link appears to be broken. You got it somewhere else? Fixed mission link. If anyone new is attempting to fly it, just remember to a) Read the briefing b) Read it again c) Since artillery is broken, save all the artillery-related (and Smerch) tasks for last :( d) Stay above 23,000 feet over the target area till the second SEAD wave is done killing the remaining radar-guided enemy SAMs at mission start + 65 minutes e) Pay attention to AWACs calls and what the friendly fighters providing air cover to you are doing Edited July 22, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Speed Posted July 24, 2011 Author Posted July 24, 2011 Mission broken in 1.1.0.9. Either play this one in 1.1.0.7, or wait a few weeks and there will probably be a working 1.1.0.9 version. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
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