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Showing content with the highest reputation since 03/18/2024 in all areas

  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. 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
  6. 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
  7. 2 points
  8. 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
  9. 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
  10. 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
  11. Testing Update #1 - Syria map is fine.
    1 point
  12. 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
  13. 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
  14. 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
  15. 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
  16. "Monday Tuesday Wednesday Thursday Friday Saturday Sunday ... What have I done?" Monday be good. Thursday too. Just tell me what to do!
    1 point
  17. 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
  18. 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
  19. Thanks craven, appreciate your help, we have some issues with icons and locked payouts but I have posted on your dischord
    1 point
  20. 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
  21. thanks FT you are a star
    1 point
  22. 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
  23. 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
  24. Remove anything\everything to do with WMR, Quest doesn't use it. Can't be any help beyond that, I went from a G2 to a Varjo Aero, will say DCS runs much better in OpenXR (the "MT" exe) than OpenVR..
    1 point
  25. UPDATE 16th MARCH 2024 I have now started to work on a Syria mission and have added a "tourist" mission onto the server. Now for the clever bit...(well I think so anyway) I have updated the F10 Comms menu to enable you to change the missions between Persian Gulf, Syria and now Fenrir's original Caucasus map as well. For the Persian Gulf and Syria maps you can also change the mission time to either 05:45, 10:00 or 22:00 hours. When you change from Persian Gulf to Syria (or back the other way, the mission defaults to 10:00). Once it has loaded you can then change it to 05:45 or 22:00 if you wish. On the new Syria map there are allied air bases in Turkey in the North and Jordan in the South, as well a single carrier. I am working on the Air College base in Jordan to have a rating system to judge your landings (comments on hitting the right point on the runway, if you kept it straight and the distance you pulled up in etc). I am also planning to add a bombing range that will also give you feed back on your performance. There are no enemy positions or defenses at the moment, once I have had a proper look round the map I will start to plug in some scenarios.
    1 point
  26. oh...not a Star Wars "fan-boy" so lost on me, sorry..
    0 points
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