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Some GUI features that could help multyplayer (illustrated)


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Posted (edited)

Hi,

 

Have you ever imagined that you joining in a multiplayer session and fly with your desired type skin and board number? Yes me too... Because what all the excellent skins are good for if you cannot fly them, or what does you aircraft module is good for if you cannot fly them in missions...

 

But with the new resource system this dream could came through (in theory).

First I would like to propose a "Generic Aircraft" in the mission editor that relies on the airbase resource system.

prop1.jpg

 

The benefits of this placeable group:

- You can select your desired aircraft to fly for missions

- It can rely on the airfields resource system, therefore it can be controlled to make restrictions

- You only don't have to place 60 aircraft to an airbase, lets say 10 MiG-29A, 10 MiG-29C and so on.

- Smaller airbases can be more strategic in multiplayer sessions like Beslan, because they don't have space for diversity now.

- You only have to update the resource management system if a new aircraft comes out.

 

Second to support this "generic aircraft" conception is to make some adjustments in the GUI of the multiplayer start menu

 

prop2.jpg

 

With these modifications the multiplayer can be much more able to fill the players needs and ease the mission makers tasks and boundaries. I think these new features can really push the edge forward for this allready fantastic sim.

 

Any feedback would be appreciated especially form the developers. Hope I made a good point. Thank you for reading through!

Edited by Mechanist

"Fighters make movies, bombers make history."

Posted

Well these are not just GUI features, the game engine has to support it first

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Posted

As far as I see, Spawn point is definied by the generic aircraft concept as well as some other values like waypoints, and resource system can handle the aircraft types. Selectable skins was in the version of Lockon 1.00 to FC1 so as the board number. I don't see the blocking point in the engine, or nothing that cannot be solved.

"Fighters make movies, bombers make history."

  • ED Team
Posted
Selectable skins was in the version of Lockon 1.00 to FC1 so as the board number. I don't see the blocking point in the engine, or nothing that cannot be solved.

Apart from the fact that underlying mission db backed has changed completely.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

  • ED Team
Posted

I dunno, making skins and planes selectable kinda go against the design of most missions, I suppose if you are just having a 'free for all' then it would be ok, otherwise I think leaving these decisions to the mission designer would be better... I would rather they work on respawning of AI units based on the new warehouse features, etc

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Posted

One thing the server browser needs is to display what flyable aircraft the server/mission has available at the current time. Currently someone with only the A-10C might join a server only to find out there are no flyable A-10Cs in the current mission.

  • ED Team
Posted
One thing the server browser needs is to display what flyable aircraft the server/mission has available at the current time. Currently someone with only the A-10C might join a server only to find out there are no flyable A-10Cs in the current mission.

 

Good point.

Dmitry S. Baikov @ Eagle Dynamics

LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2.

Posted
I dunno, making skins and planes selectable kinda go against the design of most missions, I suppose if you are just having a 'free for all' then it would be ok, otherwise I think leaving these decisions to the mission designer would be better... I would rather they work on respawning of AI units based on the new warehouse features, etc

 

Well an extra option can't hurt can it? Also the resource management system can influence the whole thing if a mission editor decides to use it.

"Fighters make movies, bombers make history."

  • ED Team
Posted
Well an extra option can't hurt can it? Also the resource management system can influence the whole thing if a mission editor decides to use it.

 

No, of course not, but I dont think if a mission is set as a ground strike with an A-10 that it does much good if a user can jump in and change the plane to an F-15C, know what I mean? Maybe I misunderstood the request. The skin option isnt as bad, that might be cool, but not sure how it would all work. An option for downloading custom skins from the server might be nice.

 

What might be cooler as a future feature is the battle commander feature, giving the ability to add an aircraft and plot a course for it. Limiting it to supplies in the resource manager... that could be cool. But changing the current aircraft, not so much IMHO.

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Posted
One thing the server browser needs is to display what flyable aircraft the server/mission has available at the current time. Currently someone with only the A-10C might join a server only to find out there are no flyable A-10Cs in the current mission.

 

Most mission designers mention in the first few lines of the Mission Description, how many slots for respective aircraft are available.

 

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Posted
No, of course not, but I dont think if a mission is set as a ground strike with an A-10 that it does much good if a user can jump in and change the plane to an F-15C, know what I mean? Maybe I misunderstood the request. The skin option isnt as bad, that might be cool, but not sure how it would all work. An option for downloading custom skins from the server might be nice.

 

What might be cooler as a future feature is the battle commander feature, giving the ability to add an aircraft and plot a course for it. Limiting it to supplies in the resource manager... that could be cool. But changing the current aircraft, not so much IMHO.

 

Hmmmm....sounds nice.

 

lets get this current iteration stable first shall we? particulary the infamous kernal32.dll and ntdl.dll errors we are all suffering from. Logs submitted by many before the usual request is made. no offence.

 

Thanks for ya time and efforts.

 

'T'

 

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Posted

Variation to this theme:

 

The ability to create a flight with a certain mission (CAS, CAP, SEAD, transport, etc.) and let the client choose available flyables suited for that mission, filtered by the role assigned to the flight, much as is the case now: Select CAS in the mission editor and the dropdown aircraft list won't let you choose F15 or C130.

[sIGPIC][/sIGPIC]

Posted
Variation to this theme:

 

The ability to create a flight with a certain mission (CAS, CAP, SEAD, transport, etc.) and let the client choose available flyables suited for that mission, filtered by the role assigned to the flight, much as is the case now: Select CAS in the mission editor and the dropdown aircraft list won't let you choose F15 or C130.

 

Well you can't fly F15C in CAS role because it's an out and out fighter and not Multi Role (AFAIK), but the F15E is. As for CAS with a C130, well, Spectre Gunship is not modelled (shame), so CAS with a C130 is defo out of the window.

 

No, with respect, the aircraft available for CAS are correct. RL, Sim and that bloody word 'Game' all get jumbled up in a bag called DCS and what we get we get.

 

'T'

 

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Posted
Most mission designers mention in the first few lines of the Mission Description, how many slots for respective aircraft are available.

 

I think he was saying not how many slots are available, but how many A10C are available in the warehouses in the mission in a precise moment.

 

Let's say there are 8 slots for an airbase with 10 A10C limited resources:

 

If 4 client are connected, than there are 4 slot free and 6 A10C in the warehouse.

 

Suddently those 4 A10C in flights were killed by something... you will see 8 A10C slots, but only 6 are available in the warehouse :)

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted
I think he was saying not how many slots are available, but how many A10C are available in the warehouses in the mission in a precise moment.

 

Let's say there are 8 slots for an airbase with 10 A10C limited resources:

 

If 4 client are connected, than there are 4 slot free and 6 A10C in the warehouse.

 

Suddently those 4 A10C in flights were killed by something... you will see 8 A10C slots, but only 6 are available in the warehouse :)

 

Gotcha.

 

Thanks. good point.

 

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Posted
Well you can't fly F15C in CAS role because it's an out and out fighter and not Multi Role (AFAIK), but the F15E is. As for CAS with a C130, well, Spectre Gunship is not modelled (shame), so CAS with a C130 is defo out of the window.

 

No, with respect, the aircraft available for CAS are correct. RL, Sim and that bloody word 'Game' all get jumbled up in a bag called DCS and what we get we get.

 

'T'

 

That's not what i meant. I mean that we could have this feature that, when a mission designer sets up a client flight with mission role X, the client gets limited in choosing what he flies by that mission role. In the case of CAS, the player gets to choose ground attack capable aircraft. Is the flight for example escort, the player can only choose aircraft fit for that task.

This way we keep the choice of flyables as suggested but limited to functionality so there wouldn't be F15's buzzing around that were supposed to be A10's attacking ground targets, as was argumented against these suggestions.

[sIGPIC][/sIGPIC]

Posted
so there wouldn't be F15's buzzing around that were supposed to be A10's attacking ground targets, as was argumented against these suggestions.

 

You can always ensure that tactical A/A situation will be equal by triggering in opposite air-to-air enemy as soon as F15-C slots are used and no human opposite A-A mission is in flight.

 

Beside this, I clearly understand your point.

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted

Separating roles could be a great idea, you just set the task as for a normal flight and you will only get the list of lets say for the CAS planes. This might be good because of the predefined waypoint system that this conception requires. But besides that the resource manager can handle all restriction.

  • Like 1

"Fighters make movies, bombers make history."

Posted
That's not what i meant. I mean that we could have this feature that, when a mission designer sets up a client flight with mission role X, the client gets limited in choosing what he flies by that mission role. In the case of CAS, the player gets to choose ground attack capable aircraft. Is the flight for example escort, the player can only choose aircraft fit for that task.

This way we keep the choice of flyables as suggested but limited to functionality so there wouldn't be F15's buzzing around that were supposed to be A10's attacking ground targets, as was argumented against these suggestions.

 

Hmm.......to be honest...why re-invent the wheel?

 

The mission Designer can 'decide' which aircraft is to be used or as is the case with some of my missions on LYNX, what aircraft is 'available'. All done from the mission editor.

 

Clientside, you log in, READ the brief, UNDERSTAND what is required from you and then CHOOSE your aircraft. Multiple aircraft available made possible in the Mission design.

 

If you are more akin to the Clinet being able to choose its aircraft, clientside, and seperate from the missions integral design by the designer, particualry with what aircraft is available, well.......to be frank.............i dont see the point at all.:cry:

 

'T'

 

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Posted

I like this. Especially if you consider having a bunch of 3rd party planes some day. Using a model with slots that specify a role rather than an aircraft would relieve mission designers of having to update their mission for every single plane that would fit into the mission

aka: Baron

[sIGPIC][/sIGPIC]

Posted
I like this. Especially if you consider having a bunch of 3rd party planes some day. Using a model with slots that specify a role rather than an aircraft would relieve mission designers of having to update their mission for every single plane that would fit into the mission

 

and...............................a complete re-write of the DCS World code.

 

No. It'll never happen. Nice to have, but then again so would 1 million dollars.:music_whistling:

 

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