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  1. Salute I now believe (subject to final multi-player testing) that I have completed what will be a first for DCS. I have re-created the scenario played out in IL2 Tank Crew where players control WWII tanks and capture towns / flags which then enables spawn points and if previously owned by the enemy, disables their spawn point, thus pushing them back. The mission in based on Normandy map and players will require Combined Arms module and WWII Asset pack to play, but there is no reason why once I know the scenario fully works when opened up to multiple players the logic can not be migrated to any scenario on any map. My intention is to host this as a public server and will advertise it once the final test has been completed. FT has kindly offered to help test but is there anyone else that could join us for a game play test? I would also like to use the in-game voice chat option for players to join either the Blue or Red channel, which I believe needs to be enabled on the install on our server?
    3 points
  2. The 352nd will show up with at least 7 members.
    3 points
  3. With the help of ft and friar we have tested the missions on my server and the other dogz server and they ran well, they are back on the normal server and we can test them before fens p38 campaign on Sunday
    3 points
  4. Ok , I have it all figured out now and we can run the ww missions with our settings so we will give that a try tonight.
    3 points
  5. First thanks for all who turned up, I believe there were 16 flying , which is something we have not seen for a while. This thread is for comments , I believe this will only stay interesting if we work together and ensure any issues are ironed out as much as possible , so please feel free to comment. I am not a mission builder and have only used the quick mission generator, however for this to work I will get the info needed to tweak the missions to suit the majority. My thoughts on the first session; Positives good numbers flying It successfully fulfilled the two main objectives of being fun and everyone working together. Comms was very good Co-operation was very good with people covering each other and not all chasing same target Improvements I will need to make sure there are sufficient planes by making airfields unlimited I will check to make sure there are rearm facilities The secondary and tertiary enemy targets were destroyed by AI, I will remove random flights so that the ground pounders will have alternatives if primary is closed. I am concerned about lack of enemy planes after first wave is engaged, I will look at how to activate a second wave after a period of time so that the fighters have secondary targets later in mission. Questions These are just some ideas, I would need to dig into wither it is possible but would appreciate feedback on this before I put the time in. Do people wish to see a scoreboard ? Do you wish to submit claims and I will keep a running total ? I had doubts about running as a DF as it sometimes leads to carelessness, however I was pleased this did not happen. In future to encourage people to take care of their aircraft/ virtual life do people wish there to be a penalty for being killed , such as voluntary 5 min sit out or an incentive for not being killed such as extra points at mission end on scoreboard.
    2 points
  6. Success We have given the enemy a bloody nose. All targets were successfully completed with limited casualties. Our victories today will ensure that the enemy wont get all their own way and give our ground troops some relieve. News from other sectors is not so good , the enemy continue to push forward and our battle squadrons took losses. We fly again soon Next round is provisionally Sunday 5th May. I will keep this thread for announcements and have started another for comments/feedback
    2 points
  7. Working on the new PC. Component list below using one of the GPU cards listed. Component Selection CPU AMD Ryzen 7 7800X3D 4.2 GHz 8-Core Processor CPU cooler Thermalright Frost Spirit 140 V3 BLACK 77.8 CFM CPU Cooler Motherboard ASRock X670E Taichi EATX AM5 Motherboard Memory G.Skill Trident Z5 Neo 64 GB (2 x 32 GB) DDR5-6000 CL30 Memory Storage Sabrent Rocket 4.0 2 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive Storage Kingston KC3000 2.048 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive GPU GALAX SG (1-Click OC) GeForce RTX 4080 SUPER 16 GB Video Card GPU Gigabyte GAMING OC GeForce RTX 4080 SUPER 16 GB Video Card GPU Palit GamingPro GeForce RTX 4080 SUPER 16 GB Video Card Case Antec C8 ATX Mid Tower Case Power supply Thermaltake Toughpower GF3 TT Premium 1350 W 80+ Gold Certified Fully Modular ATX Power Supply I have the case and have completed all the things I wanted to do. Added 2 USB-c ports to front of case from adapter card - M.2 nvme to 2 x USB-c Added 2 USB-3 ports to front of case from internal header block off plate for one fan port diverter - blow cool air directly to CPU cooler and motherboard made a stand/air filter box for below case to pre-filter incoming air. Hook & loop tape holds pre filter sheet to frame and case side panel
    2 points
  8. 8th May 1940 URGENT TO ALL OFFICERS AND MEN Today we have had news from a reliable source that an attack is imminent. In all likelihood the enemy will attack on the 10th of May in two days’ time. Friendly forces patrolling the border have noticed heightened activity on the German side and the sounds of trucks and armour moving into the area. You may have noticed an increase in observation craft in the skies above. You are now on high alert. One squadron will be maintained at standby at all times and all aircraft must be armed and ready for action. While we hope it will not come to pass an invasion looks likely and we have faith in our men to carry out their duty to protect our allies. Please be on dogz teamspeak by 20:45 UK time on Sunday so I will have numbers to generate mission. Start time 21:00 hrs This will be run as a co-op with our standard settings. MODS on. Please use small icon mod. This will be run on our events server so password is same as we used in matches vs 352nd IF it goes quickly, and everyone wished to continue, I will generate a second mission for the night. You will be able to fly hurricanes or il2m1942, please see post above for il2 skin. If anyone has questions please get in touch .
    2 points
  9. Hi chaps, Too keep you abreast of the latest modifications to this mission map. Version 2.1 on the server now incorporates the following additions/revisions: 4x Tactical Commander slots available to each coalition New Axis client spawn spots 4x Fw 190D-9 Ronai 4x Bf 109K-4 Ronai 4x Bf 109K-4 St Andre 5x New Allied Convoy targets (now 6 total) will spawn, one randomly on mission start 12x New Allied Artillery positions added, 4 of which will appear randomly on mission start Axis AI air threat spawn trigger will reset after 40 minutes Plans moving forwards: to continue population and randomisation of trigger Zones on the frontlines towards the west of the map (US Sector) to continue population and randomisation of trigger Zones to the rear echelons of the German lines to look at creating Mission Templates selectable from the F10 map. Add spawnable V-1 sites to the Pas de Calais area for use as targets or for future generation of V-1 attacks to defend against. If you have any other suggestions for features you wish to see or ideas for targets/missions I'm open to persuasion; please keep in mind I am trying to keep this historically plausible if not 100% accurate, so I will be being discerning.
    2 points
  10. Thanks again to FT for help . It appears our issues are with missions copied across to the server directories which house the missions. We have never had any issues with a mission generated on the server. From FT : 1) File transfer error for some can be that a remnant or partial remnant of files are still on the client that either cannot or will not be replaced with a new one from the server. Usually, deleting the multiplayer/coop folder on a troubled client fixes this. 2) I have no explanation for server crashes at all, other than there's something in the mission that makes the server crash. The reason for generating missions beforehand and transfering a stock of missions was to cut down my effort on the night generating them from the server on the fly but I am now spending more time troubleshooting than anything else. With co-ops I generated missions on my pc and copied them across and I dont recall the server crashing. We have had crashes with mozzies missions. With the dogfight WW missions there is no explination for why some can join and others cant and I dont have time to chase this up so unless someone else does the digging we are unable to run WW in the future. The continual crashes has me concerned over the proposed 73 squadron sessions I had planned, we need to know that the server is stable prior to inviting other squads to attend For the above reasons I propose that when I host we only run syn generated missions to test the server stability for the proposed event. This will help me tailor the missions for the event and test the server so I would be gratefull for cooperation in testing these. We do not need to fly co-ops all night I am happy to run a few then go to wingwalkers server if thats what the group prefer but I would like to run a few tests first. apologies for issues and I hope we can get back to stable nights
    2 points
  11. 2 points
  12. Ouch! Have you checked the wiring? Aren't those pedals known for wires going bad? (I dunno) Get your self a bodnar board, some wood board and bolts and the soldering iron and go for it!
    2 points
  13. UPDATE 21ST APRIL 2024 Persian Gulf Deployed troops from helicopter will now head off in Echelon Right formation rather than one behind the other. This means they now will all engage the enemy, rather than just the man at the front. I will update the Syria map to match in due course. Corrected bug with Southern approach suicide bomber truck not working correctly. If it gets through it will now take out our southern SAM defenses.
    1 point
  14. Small update - the 352nd have requested that we fly this as a dogfight, so that you can respawn if killed. I have limited experience generating DFS but we will give it a try. We will run this for 1 hour then I will take a note of scores. I would like everyone to try to prioritise staying alive over enemy kills I will review events after mission and see if we need to change anything
    1 point
  15. SOLVED! With a lead provided by Bignewy from DCS - the issue was a linked zone to a carrier. The mission now loads ok. I have not corrected the 05:45 or 22:00 missions yet. Friar
    1 point
  16. I have spent pretty much all day working on this and thought I had it nailed, but alas not. Hopefully the patch tomorrow may shed some light? For now I have the Caucasus map running. We can switch to Syria but please do not call the Persian Gulf. I have removed the 3 Persian Gulf missions (05:45, 10:00 and 22:00) from the cycle for the time being so should not get called up when the server rolls.
    1 point
  17. Testing Update #1 - Syria map is fine.
    1 point
  18. Updated DCS server. At the moment, if and when DDServerPersianGulf-0545hrs is running on the server, my client crashes. It does not crash when DD All planes Jet practice A 700 is running. Am I alone?
    1 point
  19. UPDATE 7TH APRIL 2024 Persian Gulf and Syria Updated all time-slot maps (05:45, 10:00 and 22:00) to have different lighting effects. 05:45 - Sunrise is now later meaning that the map will stay darker for a bit longer. 10:00 - Changed the date to make the sun a bit lower in the sky. 22:00 - Changed the date to have the moon in a different phase and not cast so much moon light.
    1 point
  20. After much research I have decided not to go with FT's excellent advice and use two bits of wood and a few nuts and bolts, instead I have gone for the Turtle Beach set. They are on sale at the moment and should be here on Monday, so all being well I will be in the air on Monday evening.
    1 point
  21. Had the first session last night. Deacon and one of his squad from the 352nd attended to help test which was nice of them. On the plus side, All of my logic worked which was good, driving around the Normandy country side and through the towns and villages is amazing, something that can not be appreciated from the air the level of detail there is down here. On the negative side, it seems that player tank v player tank is a bit of a slug fest with it taking far too many shells for one tank to take out another, whereas player v AI or AI v player death comes swiftly. Also if AI tanks are taking out of "Hold" mode in the ROE they can achieve miracles (see below)
    1 point
  22. "Monday Tuesday Wednesday Thursday Friday Saturday Sunday ... What have I done?" Monday be good. Thursday too. Just tell me what to do!
    1 point
  23. UPDATE 29th March 2024 Persian Gulf and Syria Updated range for ground soldiers and JTAC to 3km for them to see enemy units and engage / laze. Added extra air frames as cold starts. Re-located Huey's with more space between them for multiple spawn-ins at the same time. Added marker and ground crew in yellow top to the right-hand side in the FARP landing zone for troop pickup to indicate safe position for tail to be clear of pipes marking landing zone. Place nose of helicopter at or just forward of position. Persian Gulf Found bug causing mission map not to roll over to Syria. School boy coding error, name of flag being triggered had got changed from the name of flag being tested to force the mission roll.
    1 point
  24. UPDATE 28th March 2024 Persian Gulf and Syria Following some testing on Monday (thank you Fruitbat and Wingflyr) I have decided to remove the "Owned Zones". They did not react as expected so will look into this a bit more. We can still take either 6 or 12 troops and drop them within 1km of the nearest enemy and they will make their way towards them. After engaging the enemy they will stay at that point. Added ability to deploy JTAC unit. JTAC unit can be picked up from FARP and taken to a location and deployed. He will then provide "lazering" to nearest target on 1688 which planes should then be able to drop on. There is a new option on the F10 comms menu to interact with this, where you can check in with the unit for details of their target. This feature needs fully multiplayer testing Syria Added AWACS Added tankers Added ability to activate enemy fighters. 8 different types are fed in randomly once the trigger has been pulled, just as per the Persian Gulf map. Added extra ground targets
    1 point
  25. Thanks craven, appreciate your help, we have some issues with icons and locked payouts but I have posted on your dischord
    1 point
  26. UPDATE 25th MARCH 2024 Persian Gulf and Syria Both maps have had the troop transport completely re-worked. It is now controlled by the DML module. This module gives the ability to load troops that are within range from anywhere on the map. When deploying troops they are given orders to go and attack the nearest enemy area. No matter where you drop them off, they will head to the nearest zone. Once they have taken control of the zone you will be able to see the area represented in blue. By default the "owned zones" are red and can be seen on the F10 map. Troop transport is accessed via the F10 menu and selecting "Airborne Troops". As an individual you have the option of making YOUR settings to say if you want to; automatically pick-up troops on landing or need to request / load them (default) automatically deploy troops on landing or need to tell them unload (default) Helicopters may only carry 1 loadout per trip (pickup/deploy, pickup/deploy etc) That will either be a group of 12 soldiers (intended for the Blackhawk) or a group of 6 (intended for the Huey.) You can of course take 6 in the Blackhawk or 12 in the Huey (but they will have to sit on each others laps!) At the start of a mission troops must be picked up from the satellite base. But after deploying them they can be picked up from anywhere and deployed anywhere. There are multiple "owned zones" that could be captured in this way. In order to pick up troops in areas of operation you must be with 50 meters of them. When deploying, they can be dropped off anywhere. If they do not see any local "owned zones" they will adopt a "guard" formation at the point they were deployed. (I may have got this not quite right so in early play we will have to look for troops setting out on a "yomp".) If it looks like they are - you can load them back up before they get out of range. Syria There are 3 main targets at the moment. There are two hydro electric dams/installations and a railway station. All are protected by air defenses. I will add to these in further updates. There are also a maximum of 8 random SAM sites deployed at mission start. These are selected from 10 SA8's and 10 SA13's. There is also a base in Israel with just F16's and F15's In writing this update I have just realized that there is no AWAC or Air to Air refuel available.
    1 point
  27. thanks FT you are a star
    1 point
  28. I have now converted/edited them (Basically edit the .list file so the path is correct, ie, remove /GB_PublicServer from it, as well as references to an mp3 file and I think a jpeg file) You should now be able to run them as a dogfight on our server - I saw you already prepared the DangerDogzDF-tanks.sds, I copied it to DangerDogzDF.sds and it's running on the server now.
    1 point
  29. Just to add to what Crash has noted, the same applies to the missions on the WW1 server if you're interested. If you have any issues getting things sorted, simply pop WWCephas (WW2) or WWBiker (WW1) a note either on Discord or our Wing Walkers forum, they'll be happy to assist. It's always good to see the Dogz on either of our servers. We've stopped our Team Speak subscription and are using Discord for our comms these days, invite link https://tinyurl.com/ww92invite . Feel free to join in if you're of a mind.
    1 point
  30. oh...not a Star Wars "fan-boy" so lost on me, sorry..
    0 points
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