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Long-running mission feasible?


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Yes absolutely.

 

In the 476th we commonly have missions that use almost the entire theatre running for 100 hours and beyond of actual mission time. The server itself can be running for a couple of weeks including the time it is paused when empty.

 

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Many of our missions are intended to be longer duration as well- but in the event of a crash it's a restart. There are no "saved game" options unfortunately.

 

The other option is to do more of a campaign format in smaller sections so if you need to restart you can start a little closer to where you ended up.

 

Stability right now isn't the greatest but I think they're narrowing it down.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

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Yes you can do it through flags or through... Frick I can't remember what the feature is called... Mission goals or something like that. I just work through flags... But then once you get the condition you need there is a "load mission" action that will load the mission that suits the result.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

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Many of our missions are intended to be longer duration as well- but in the event of a crash it's a restart. There are no "saved game" options unfortunately.

 

The other option is to do more of a campaign format in smaller sections so if you need to restart you can start a little closer to where you ended up.

 

Stability right now isn't the greatest but I think they're narrowing it down.

 

 

It would be SO GREAT to be able to save multiplayer mission in progress. I wonder if one can convert a track file status in to a .miz-file? Because you can continue flying a saved track, it should also be possible to be able to do that in multiplayer.

 

Of course it would be enough to be able to convert the world status of a track in to a .miz, It doesn't matter if the planes have to take off again. Persistent damage to the ground units and other objects is more important.

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The only way to "restore" mission progress at the moment is to make use of Combined Arms.

 

If we need to restart our server due to a crash etc, then the admins tend to just jump in a CA role (on the Red side) and spend some time killing all the units that were previously destroyed (by using red unit to kill red units).

 

Not ideal, but it's the only real workaround for large missions with 1000+ units like ours.

 

Spoiler

Gigabyte Z390 Aorus Xtreme, Intel 9900K (5Ghz), 64Gb 3600Mhz, MSi RTX 3090, Schiit Modi/Magi DAC/AMP, ASUS PG43UQ, Hotas Warthog, RealSimulator FSSB3, 2x TM MFDs + DCS MFDs, MFG Crosswinds, Elgato Steamdeck XL

 

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To add to that, I am starting to break the big missions like these up into defined "phases", so that if you do have a restart there is a triggered mechanism to destroy all units in phases that had been completed up to that point. Just requires some organization and thinking in your triggers.

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The only way to "restore" mission progress at the moment is to make use of Combined Arms.

 

If we need to restart our server due to a crash etc, then the admins tend to just jump in a CA role (on the Red side) and spend some time killing all the units that were previously destroyed (by using red unit to kill red units).

 

Not ideal, but it's the only real workaround for large missions with 1000+ units like ours.

 

Maybe could be a logic solution to "print" a .csv file via script that contain a list of all dead units (or, maybe group with less than 1/3 units than start... but it depends on how your ground units ORBAT is organized). So you could simply open the miz file with the list on your hand and manually remove those groups that meet the "I'm dead" parameters.

 

That could be at least faster :)

 

Using MIST and allowing export by deactivate sanitize module in lua, it shouldn't be too hard... sorry that I can't directly help.

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.

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To add to that, I am starting to break the big missions like these up into defined "phases", so that if you do have a restart there is a triggered mechanism to destroy all units in phases that had been completed up to that point. Just requires some organization and thinking in your triggers.

 

Even faster than my suggestion but also less accurate. I'll try to think about it, it seems a very fast solution.

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.

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  • 1 month later...

whoa. my rig is getting just a bit outdated even for a mid-level enthusiast and it wasn't happy with one mission where I had quite a few planes and things flying about...wouldn't even load. you guys are pumping 1000+ units into the theater, that's amazing, and i'm curious what sort of rigs or settings you use.

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