Joe Kurr Posted October 8, 2013 Share Posted October 8, 2013 Is it feasible to have a mission file running for let's say 48 hours or more non-stop? I have an idea for a very big scenario, but for this to work it's vital the server can run this long with players connecting and disconnecting several times. Dutch Flanker Display Team | LLTM 2010 Tiger Spirit Award Link to comment Share on other sites More sharing options...
Eddie Posted October 8, 2013 Share Posted October 8, 2013 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. 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 Link to comment Share on other sites More sharing options...
Joe Kurr Posted October 8, 2013 Author Share Posted October 8, 2013 (edited) Thanks for the quick reply, that sounds great. Do you have a backup plan in case the server fails during a scenario, or do you just start over again? Edited October 8, 2013 by Joe Kurr Dutch Flanker Display Team | LLTM 2010 Tiger Spirit Award Link to comment Share on other sites More sharing options...
ENO Posted October 8, 2013 Share Posted October 8, 2013 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 Link to comment Share on other sites More sharing options...
Joe Kurr Posted October 8, 2013 Author Share Posted October 8, 2013 ENO, your campaign option also sounds good. Is it possible to generate a new mission based on the outcome of the previous one? Dutch Flanker Display Team | LLTM 2010 Tiger Spirit Award Link to comment Share on other sites More sharing options...
ENO Posted October 8, 2013 Share Posted October 8, 2013 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 Link to comment Share on other sites More sharing options...
Joe Kurr Posted October 8, 2013 Author Share Posted October 8, 2013 But the new mission will have to be built in advance, or can it be generated based on progress during the current mission, i.e. is it possible to have all the ground units in the same place as where they were during the last mission? Dutch Flanker Display Team | LLTM 2010 Tiger Spirit Award Link to comment Share on other sites More sharing options...
ENO Posted October 8, 2013 Share Posted October 8, 2013 No. That part requires a "situational" staging... Ending the mission when certain objectives are complete gives you the poetic license to design the mission with forces in designated areas for the next onslaught. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art Link to comment Share on other sites More sharing options...
Joe Kurr Posted October 8, 2013 Author Share Posted October 8, 2013 Ok, thanks for clearing that up :) I'm trying to work out if a weekend-long team vs team scenario is possible, where the progress between sorties is unpredictable, since it's based on the achievements of both teams. Dutch Flanker Display Team | LLTM 2010 Tiger Spirit Award Link to comment Share on other sites More sharing options...
Galwran Posted October 8, 2013 Share Posted October 8, 2013 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. Link to comment Share on other sites More sharing options...
Eddie Posted October 8, 2013 Share Posted October 8, 2013 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 Link to comment Share on other sites More sharing options...
Joyride Posted October 8, 2013 Share Posted October 8, 2013 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. Link to comment Share on other sites More sharing options...
Darkwolf Posted October 8, 2013 Share Posted October 8, 2013 Can a mission script call a separate file ? [sIGPIC][/sIGPIC] PC simulator news site. Also....Join the largest DCS community on Facebook :pilotfly: Link to comment Share on other sites More sharing options...
chromium Posted October 9, 2013 Share Posted October 9, 2013 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. 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. Link to comment Share on other sites More sharing options...
chromium Posted October 9, 2013 Share Posted October 9, 2013 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. 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. Link to comment Share on other sites More sharing options...
SputnikYuri Posted November 21, 2013 Share Posted November 21, 2013 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. Link to comment Share on other sites More sharing options...
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