Content Type
Profiles
Forums
Downloads
Gallery
Events
Articles
Everything posted by Friar
-
@Perfesser How are you adding the tanks? If you are adding them directly in the mission editor, then that seems to work for me as well. The problem with that is you can only generate a tank once, it can not re-spawn. If you are designing your mission where a player can get killed multiple times you will need to place enough tanks on the map to have enough supply. This then means that if the enemy could get to the the place where all the tanks are stored, they could be killed, if they do not have any AI protection. If you add AI to the mission you then run the risk of AI kills from amazing ranges and angles. A mission where a small number of players jump into tanks and attempt to take a town guarded by AI players and defences could be achieved however, but again you will need to provide enough stock for re-spawns. There is a feature called "late activation" where you could define triggers that state activate tank 2 when tank 1 gets killed and tank 3 when tank 2 gets killed and so on to prevent the map being littered with tanks not being used, that might be an option for your game play. That would half work to get round my problem but not when a town or zone could change hands a number of times. If you need to ask anything about building your mission please give me a shout.
-
It looks like my project may be dead in the water. It seems, for what ever reason, the way I create tanks when played on line gives them no sound, played off line they are fine. I have submitted my mission to cfrag for him to review to see if he gets the same issue.
-
@Squee7e Many thanks to @Perfesser for rocking up and helping me test. Testing highlighted a couple of issue that I need to investigate but the absolute biggie was the fact there was no tank engine sound for either of us when played on the server. I did a repair this morning and still nothing. Works fine off line for both of us! UPDATE: I have just loaded up the Persian Gulf mission and jumped in a tank I have on there and the sounds work fine so it is something in my mission
-
@Perfesser - I have done a Normandy version previously with WWII tanks but requires obviously to have Normandy map and WWII Assets pack. This way I can test the concept as players only need CA. CA is not perfect and has it faults (tanks can go through stone walls but a shrub will stop it!) but I am hoping this concept will work and is popular. If so I can push it back to WWII which I actually think WOULD be a better scenario.
-
If anyone want to see what this map is about I will be be sitting on discord this evening and will put it on the server for you to try your hand.
-
The main key binds that a player will need to play this (my defaults in brackets) Engines - Are running from start but could get stopped so a key for Stop / Start (Page-up) Positions Jump to Driver (numpad 1) Jump to Gunner (numpad 2) Outside view, called Iso-something? (numpad 0) When in outside view which is behind and slight above tank you can zoom in to position yourself in a "commanders" view. If you go to outside view from the driver position you can look around without the turret swinging all the time. Binoculars (B-toggles on and off) This function has its own pre defined buttons, like L for laser, N for NVG's, Z for IR view etc Zoom (scroll mouse wheel) Weapons Fire selected weapon (left mouse click) Ammo Selection (E). You may see some tanks showing "depleted" from the start. Just use E to select next ammo. I have tried to configure each tank to have similar loadouts with similar initial reload times. Some times the default weapon was not right for this. Tanks have primary and secondary stocks. Once the primary is used up the secondary is used but load times take longer. Weapon select for turret - main gun / heavy machine gun etc (Q) Gun Stabilizer (if fitted) (V) Gun Range Finder (if fitted) (L) Gun sight zoom (if fitted) (right mouse click and hold) Centre gun (when in gun sight view) (numpad 5) Target Lock (if fitted) (not sure what I have for this-doing this post from work computer) Movement Handbrake (H toggle on and off) Put tank in forward drive gear (X), gears change up and down automatically once moving Put tank in reverse drive gear (Z) Throttle up (W) Cruise Control (T) - useful when travelling across country. Just hit T then its hands free. Go Left (A) Go Right (D) Stop (S) - also clears cruise control You will also need a key for Comms menu (same as planes) to get to the F10 "Other" menus
-
@Crash - I will try and work it to suit most people that want to try it. Sundays are getting a bit easier for me now so could try it on a week when Delta is not doing his Campaign? Failing that either a Friday or Saturday? For the tanks you only need about 6 buttons and can play it on the keyboard.
-
You just need the combined Arm module Perf - do you have it?
-
Salute I have recently re-visited my idea of creating a player v player Tank only capture the flag mission, based on the IL2 Tank Crew "Advance and Secure". I have created this new version using modern tanks on the Caucasus map, so only the Combined Arms module is required, nothing else special. Before I go public over on the DCS forums I need to test it with some players to test "tank on tank" action. I think this has the potential to be quite exciting (well I would wouldn't I) If you would like to help me test, please let me know below
-
Due to the current issues I am just working on trying to convert the Syria Campaign to stock DCS (no DML/scripts or mods) and hope to use the new in game save. Just found the below screen via right shift + @ Has this always been there or is it new?
-
I have also made another slight change. I have created two new versions of the map, "Caucuses Day" and "Caucuses Night". Both have the ability to change to the other version and both can be re-started. Enjoy.
-
I have just updated the Caucasus map to version"d" which now has DML scoring function with points having to be banked as per the Syrian Campaign. I have also added the option to re-start via the Comms F10 "Other" and Mission Commands menu.
-
@delta7 - Funnily enough I posted the below in the chat at the top of the forum this morning; To all that play the campaign - Are the new AI flight gaps working out ok? is action intense enough? This seems to be the opposite of what you are experiencing. Thoughts anyone else? Is it a case we need to be more coordinated with our missions?
-
PHASE 1 SESSION 3 Yet another stern fight put up by Red forces that managed inflict a number of casualties on the blue air force however they continue to give as good as they get and took out a number of the enemy flights. Aleppo remains operational however it again sustained significant damage to operational ground units, it must surly now be within blue forces grasp. The ground offensive has gone well with the two keys towns of Abu Talhuh and Harim at last being captured. Abu Talhuh was especially difficult to hold with it changing hands a couple of times with close quarters street fighting seen. Harim, although captured will need to be protected as convoys of enemy units have already been reported as approaching from the south west and should be given a high status level. SCORES LOGISTICS Planes were again ferried from Incirlik down to Hatay and the status is a follows There may also be some F5's but the hanger was closed and locked so I was not able to do a stock count. If you know how many are there please let me know. Although the plane situation looks OK, we are getting critical with ordnance supplies as resources have been running down and will need to be re-supplied from Adana by CH-47 BOMBS / AIR TO AIR / AIR TO GROUND MISSION TECHNICAL PERFORMANCE No system wide issues were reported and on the whole the mission seemed again to run smooth with no issues. @PapaBear reported some frame stutters and @delta7 reported some odd issues but both these seemed to have been localized. SUMMARY Another intense session with lots of action and complexities thrown up.
-
Thanks Sir, we all know Life v1.0 takes precedent over flying. Do not bust a gut to get on, no point. Your wife comes first.
-
Good Sunday Morning, Gentlemen, please may I make an urgent request for the DCS session tomorrow, Monday 10th March. I have invited cfrag (the man behind the DML tool box that I so like and has become such a key part of us flying DCS now) to fly with us. He has very kindly accepted my invitation but can only do a Monday. So if you can drop in at all to say Hi and fly for a bit that would be very much appreciated. Many thanks Friar
-
PHASE 1 - SESSION 2 Red air resistance continue to be a constant threat, although not as intense as in the first engagement, however, they still managed to claim a number a victories. Blue air force certainly gave as good as they got, if not actually winning more duels and enabling the ground war to continue. Aleppo was again the main target and its defensive units taking multiple hits. It still remains operational however. Ground was made to the South East of Hatay with the town of Abu Talhah being captured by units of the 82nd deployed by Ch-47. Despite being taken there are still some Red resistance units in the area who will no doubt stage an attempt to recapture it at the next opportunity so some thought should be given to protecting the Blue ground units that are occupying. Alpha FOB became fully operational again for rearm and refuel following the arrival of a supply convoy. Harim has again taken significant damage and may well also be ready for an assault. Advise strongly that further recon takes place before committing boots on the ground. SCORES LOGISTICS Hatay was again supplied with ferried aircraft and the stocks are as follows During the course of the mission stocks of Hellfire type "K" missiles were nearly depleted and a re-supply mission was required. Stocks were flown in my Ch-47 from Incirlik. MISSION TECHNICAL PERFORMANCE No major issues were report and the session seemed to run smoothly. From the scores we can see that @DD_Fenrir has flown under different pilot IDs and his score has been split over the two sessions so far. It is therefore recommended pilots join the campaign with the same name to ensure your scores are maintained correctly. SUMMARY I hope you all enjoyed this session and I look forward to next week when we might finally get our hands on Aleppo. Friar
-
SESSION 1 REPORT Despite the Red forces putting up consistent waves of defending aircraft, the blue air force managed to stem the tide which assisted the ground offence to make some ground. Gaziantep which started out under Red control was re-captured and despite an attempt by Red forces to take it back (they managed to get a convoy very close to the airfield perimeter and were able to take out some of the NASAMS) it remains in Blue control. The ground team have worked hard and have managed to get one of the NASMA launchers operational again. The Alpha FOB is back under Blue control after being briefly taken by a Red patrol. The red held towns of Abu Talhah and Harim were targeted by helicopter and air strikes and have taken losses to their defenses but still need further attention before we can send in troops to capture them. The key Red airfield of Aleppo suffered many hits but still remains fully operational and must be considered a key target for the next attack if Blue forces are to progress into Red territory. Hatay remains the key front line airfield with flights of F4, F14, F16 and F18 being ferried there to be available for the next mission (see below) SCORES Fruitbat was the first pilot to hit 1000 points but was sadly killed on that "one last attack" so suffered a 10 point penalty....... MISSION TECHNICAL PERFORMANCE All players seemed to be reporting good frames (unlike previous attempts to run the mission ) so it looks like my changes have been a good step forward. I have loaded the mission up on my machine this morning in order to grab the screen shots and it loaded with no problems so looking good for the next session. Feedback regarding AI spawns was that it could be spaced a bit more so I will update the enemy spawn delay from between the current 5 to 8 minutes out to 5 to 15 minutes. Many thanks to all those attended and I hope you enjoyed the experience. Friar
-
I do keep having a look at RIAT, just need to commit to the £79.50 x 2 for the Saturday as my wife may come as well.
-
-
Following some more testing (thanks to @fruitbat for the assistance) we encountered a performance issue after saving the mission a couple of times. I reported this to cfrag (creator of DML) and he kindly investigated. He unearthed a contributing issue from ED in the way the server performs when loading the mission and has made changes to one of his key scripts to accommodate this. He also commented on the fact that I may have been too keen with the number of units I had in the map. Turns out I had made arrangements for just over 1200! Not all were on the map at the start but they were in the "library" so to speak ready to be used. To correct this I have decided (and perhaps a decision I should have made at the start) to break the campaign map into phases. Probably 3, may be 2. I will delete all the units that will be required in phase 2 from the phase 1 section, in Phase 2 all the units in Phase 1 will be removed etc. This should help considerably with our performance, together with the changes to the scripts. When we move from phase 1 to phase 2, I will test copying the score files over so I am hoping you will be able to keep a running total for the whole campaign. I am hoping to have Phase 1 ready for Monday so we can make a start in doing some of the ground work ready for Thursday. Apologies for yet another fresh start but I am sure you all appreciate the learning curve this has been but I hope (again) we are there this time (yes, I know I have said this before ) Hopefully Real Life V1.0 will be treating you all a bit better this week, only myself and Fruitbat on Monday and Thursday last week (turns out this was a good thing!) Cheers Friar
-
I have just added two new versions of the Caucasus map to our server. I have taken the current v3 (built by Fen) and made them a winter version and also removed the WWII asset pack for those who do not have it YET.... As of Sunday morning 16th Feb I have put the no WWII asset pack version up.
-
Erm, bit embarrassing chaps, we are not quite out of the woods after all. When I did my test I did not make much of the convoy that attacks Alpha FOB (the one with helicopter escort) starting up, but thinking about it, this is another problem. It means the mechanic I have used (a module called "convoy") which I have discovered is not compliant with Persistence, so they are started fresh each mission, units killed in one session will re-start in the next session. This is obviously a problem. I will now go through the mission and remove the convoy module and use a different method to trigger convoys. What this does mean, unfortunately, that we will need another re-start. I propose to do this Monday evening.