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  • 1 month later...
Posted (edited)

Had a testrun before thursdays squadnight. Seems to work well.

Adjusted scoring to 12000 and changed default loadout of the A10. Also put on Fog of war.

 

It would be awesome if ED ever made it possible for only GC to see ground units on map.

 

I would like to see this type of mission over a bit larger area. Not more units just more spacing.

 

Thanks for a great mission. Keep upp the good work!

 

EDIT: One more thing. Seems like RED units become visbile earlier than BLUE units on the map with fog of war.

Edited by Rivvern

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Posted

Did you try out if F10 commands work for client Huys? 1.2.4 had a game crashing bug with the triggers and I have suspended developing this mission until I know if it got fixed in 1.2.5.

 

Your edits are what I have been considering doing myself. What kind of loadout you gave to A-10? I think I put them into the official version also. Thanks for the feedback.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

Posted

Nope. Didnt try the F10 for the Huey. I noticed the CSAR function but didnt try it.

 

Loadout for the A10c: 2xAIM9, TGP, 2xAGM-65D 6xM151 2xGBU-12 1x156, ECM

 

I also set 25 AGM-65D available on base. So people have to use them more wisely.

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We are looking for Swedish members!

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Posted

Thanks. Have you tested the mission with more than couple of players? I'd really like to know how the game balance works with lots of people or how the game dynamics change.

 

To clarify a little, I'm waiting to know if the f10 triggers works, so that I know they work now or I need to find a workaround. I'm not abandoning this mission until the bug gets fixed.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

Posted

Tonight we were 10 players.

It worked pretty good and had lots of fun.

 

We added guns and rockets to the UH-H1 and also changed the A10 loadout as i said earlier. Point were set to 12000 instead of 6000 for a longer game.

 

Problems/feedback:

*Didnt work: When ground unit group is destroyed, it will respawn immediately at the spawn zone.

*Didnt work: ...request (F10 menu) if the requesting chopper is less than 1.5km away. (not sure if he was within 1,5km, he just said it didnt work)

*Had one massive client crash. I made it but 5 other players crashed at the same time.

*Clients had a problem connecting. Some error about a "stream".

*Uneven fog of war as Ground Commander. in the beginning. Blue see almost all red forces and red dont see anything. We had to add Game Masters instead to make it even. The only problem with that is that they see everything all the time.

*Would like the scoring bars to be removed. Points as numbers are good enough.

*Got report about Chaparral that didn't work... dunno.

 

Thanks again. I hope you make a more upscaled version sometime with the same amount of units.

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We are looking for Swedish members!

http://www.masterarms.se

Posted
Other than the simplistic helicopters, the infantry game play is fun as the hot-place-down-below. Bring DCS to this level of play and graphics card use and DCS will have a second to none gaming immersion.

 

Exactly. If DCS had the infantry and terrain of Arma, it would be the end of Arma. There are a lot of people on Arma who really want to have realistic vehicles and aircraft. I included. I love the infantry combat, but everything else sucks ( i.e. what DCS does have! )

 

I'm really waiting to see what the EDGE engine will bring us in terms of graphics and tools, but even the grass and tree mods being made now look near the level of Arma already.

Posted

F10 radio menu should appear for UH-1 right from the birth. If it doesn't, it never will until you respawn again and it might appear. I will figure out a workaround for this. Consider UH-1 as a transport and all other stuff related to it as not functional at this point.

 

Ground units will not respawn immediately anymore but they have a delay that can be adjusted in the script. I have forgot to change the briefing.

 

The massive client crash was most likely because someone spawned a Huey or actually had a F10 menu and tried one of the commands. If this wasn't a case then it's something to be investigated.

 

I assume the problem with Chaparal was that human player can't shoot the missiles? It's a bug probably not fixed yet.

 

Thanks for the bug reports and suggestions. They are really valuable.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

Posted (edited)

Some suggestions:

 

- For the F10 menu to show, the client needs to navigate to the main radio-menu, then close and open it again. The menu doesn't get updated immedately when the F10-menu is added.

 

- I noticed that activating a F10-menu item that gets immediately removed at the area where it is added (and therefore immediately re-added) crashes the game in MP. I guess this might create a infinite loop situation. I "solved" this by asking players not to use the radio item within those areas.

Edited by RagnarDa

DCS AJS37 HACKERMAN

 

There will always be bugs. If everything is a priority nothing is.

Posted

Maybe I should try adding a slight delay to the radiomenu update. Currently it's updated by clearing the whole menu and then adding back the relevant triggers. It's done this way to make sure the radio menus are synced for the clients as clients will have only those radiotriggers appear that are created when they are connected. This way I don't need to keep tabs on what triggers are already created that should be first removed and then re-added for synchronizing. Radiomenu gets updated on birth and when loading or unloading troops. Radiotriggers work perfectly in SP so it's something in MP that causes the crashes.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

  • 2 weeks later...
Posted (edited)

Updated the mission again. This time the radio triggers for Huey should work. At least they did for my test subject. Also changed the initial tickets to 12000, tweaked some radio messages to not clutter radio menu, adjusted A-10 default payload, reduced Maverics to 20pcs of D and H model to total of 40 per coalition. There's also some other tweaks I can't remember now. Mission file is attached to the first post.

 

I also encapsulated the mission mechanics into single script that automatically adjusts itself to the units and zones in the mission. All you need to do is to add units and zones named correctly and you have a new DCS BF mission. I will publish the BFCK.lua (Battlefield Creation Kit) when I get it documented.

Edited by Bushmanni

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

  • 2 weeks later...
Posted

I haven't had a chance to play this yet but I want to thank you and encourage you to continue with this concept. Team vs Team combined arms (in concept, not the module) fights are something I'd like to see more of in DCS and with every module and every patch it gets closer and closer to a reality. Thank you for working on something like this!

Posted

Cool! What about Mils? :D

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Posted

I think my next goals are to finish the BFCK to a publishable condition and then make a very large scale DCS BF mission with lots of zones spread on a large area for a slower paced gameplay. Support for Mi-8 in the script is given.

 

My goal is to provide human vs. human missions that can be replayed, don't need lots of preparation to get into (which takes time and commitment and limits chances of joining in) and that people with varied skill levels can enjoy. I also want to provide a framework for people to create more of this kind of missions with reasonable time and skill requirements. I'm thinking of adding optional gameplay features other than what is included in Battlefield concept and I'd like to hear what kind of problems or expansion possibilities people think the basic concept has. Thanks to everyone for your support.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

Posted

As soon as my new rig comes out of..ehm beta testing :) and I will be back on track with DCS online I will be there to try, progress looks really interesting.

TrailBlazer

Posted

Beta 6 is out and can be downloaded from the first post. There's not much changes but some bugs were fixed. I'm not expecting this version to have much bugs or any major bugs in it anymore but it's still not extensively tested. I'm hosting the mission today from 20 onwards GMT+2 time.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

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SF Squadron

  • 2 weeks later...
Posted

Awesome work Bushmanni. Haven't played it multiplayer yet but I was checking out the mission in the editor to get a sense of what's what. I do have one very small suggestion. I noticed that in v6, the hog has both Mk-82s and GBU-12s. Would it be possible for you to swap their positions in the load out? The hog does not allow you to release Mk-82s in pairs if they are in the innermost pylons. Considering GBUs will usually always be dropped one at a time while Mk-82s are most often used in ripples and/or pairs, I figured this change would be more helpful.

Posted

Thanks for the suggestion. Inner pylons can hold only single GBU-12s, so you could have only 2 of them with that change which could be bad trade. I'm don't have yet enough experience with the mission to have a solid grasp of optimal loadout.

DCS Finland: Suomalainen DCS yhteisö -- Finnish DCS community

--------------------------------------------------

SF Squadron

Posted
Thanks for the suggestion. Inner pylons can hold only single GBU-12s, so you could have only 2 of them with that change which could be bad trade. I'm don't have yet enough experience with the mission to have a solid grasp of optimal loadout.

 

I hear ya. Are you still regularly hosting this map? I figured it'd be a good way to get me playing multiplayer so that I can hide my noobiness amidst the chaos :D

 

Only been online once so far and didn't get to interact much with other players. Though I'm trying to get over my performance anxiety :lol:

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