SimHQ
Previous Thread
Next Thread
Print Thread
Rating: 3
Hop To
Page 181 of 240 1 2 … 179 180 181 182 183 … 239 240
Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
Lol no I just worded it poorly. You mentioned someone playing with matches and I went "password!"

Had some weird anomalies last night... Guys couldn't join a variety of spots. Going to be hunting that down.

Inline advert (2nd and 3rd post)

Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
You know what I just figured out the issue with the logins / spawning I think...

We had an issue with CTTS where if you had over 100 units the dynamically spawned units numbers would overlap- and I can fix that easily!

Joined: Mar 2007
Posts: 5,111
W
Smooth Operator
Hotshot
Smooth Operator
Hotshot
W Offline
Joined: Mar 2007
Posts: 5,111
Originally Posted By: eno75
Had some weird anomalies last night... Guys couldn't join a variety of spots. Going to be hunting that down.


I had an odd one last night, too.

The GRAD EX mission completed and counted down to a restart and when it did restart the mission was Paused. What was that about? That happens when the Load Mission is pointing to a non-existing .miz file but that was not the case.

WC

Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
I'm still curious if it causes issues if you link to a mission, then change it (leaving the name the same) and don't re-link the mission...

Sort of like how we have to redo ctts initiation if we make changes to it. Even though it stays the same name.

Joined: Mar 2007
Posts: 5,111
W
Smooth Operator
Hotshot
Smooth Operator
Hotshot
W Offline
Joined: Mar 2007
Posts: 5,111
It has worked fine for some time now. And after I added in mission load choices and that scheme of loading the next mission in sequence, I hardly change the miz filename version anymore -- just so I don't have to go back to every affected mission and reset the Load Mission action.

Oh, Teamviewer has a new mobile update. Of course I don't remember my account info.

WC

Joined: Sep 2013
Posts: 148
W
Member
Member
W Offline
Joined: Sep 2013
Posts: 148
PM sent to Eno & Crew, RE: TS3 options & other ideas.

---

In regards to that one Georgia Peach mission with the one convoy, I read the briefing expecting more then just the one column and likely some nicely placed hidden AAA/SAM threats. I decided to take 4-AGM65Ds for SAMS, 2x GBU-38 for things like bridges should I find destroying them of use, a CBU-97 for the convoy, and I have 6x GBU-12s for stubborn survivors, additional air defenses etc and a 7th GBU-12 as a counterweight for my TGP. I lightened up on fuel to about 60-65%.

Knowing Eno and his ability to hide air defenses, I flew high (16,000ft) expecting to spend a lot of time searching and avoiding SAMs. What happened? I flew to bullseye, changed the WP's altitude to 0ft to start scanning from bullseye. I moved my TGP not even a mile and BAM there's the convoy. A few passes later, including a double-unit kill (this is why you NEVER tailgate when driving gents!) and mission complete?!?!!?

Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
Hey- you guys wanted to complete a mission... and you did. Wanted one that could be completed easily... well- there it is.

What this demonstrates is the classic challenge of a mission designer especially given the limitations of the AI on the ground. Want it to be something that can be completed... but not too easy. It was something a couple of A-10s (common in the firehouse) could do without being overwhelming. Just so happened we had about a dozen guys in last night which is great but it knocked the mission potential off kilter.

The idea with that mission is that it has a variety of options so it won't always be the same convoy. Unfortunately the convoy is limited to a small area (so it doesn't cross bridges.)

I've since slowed it down a bit and rolled the dice on making it cover a bigger area which involve crossing bridges.

I want to elaborate and go on a rant- but suffice to say that spending 20 hours on building an intricate mission just to have half your ground force stuffed on a bridge has got WAY old and I'm absolutely sick of it. So... there are limitations.

You're looking for a secondary objective... I can probably add one.

I've also discovered through grimes that the "random flag value" selection tends to favour first and last missions- which explains why I've been seeing my missions with 4 options on one aspect of a mission and 2-4 options on another aspect of a mission always being the same.


Joined: Dec 2000
Posts: 237
R
Member
Member
R Offline
Joined: Dec 2000
Posts: 237
A couple of camera pics of my new rig and cockpit.
i5 [email protected]
GTX 780
40 inch Hisense TV found for $300 and some change on sale at Wally World. In real life it is stunning.
Very pleased with the whole setup for sure. smile



One of my first "modded" computers. This was pretty sick back in the olden days.

Joined: Sep 2013
Posts: 148
W
Member
Member
W Offline
Joined: Sep 2013
Posts: 148
Ah no complaints I was just surprised! If we do get more admins it will help - change the mission to match number of players.

I'm having a fair number of cases where I am carrying too many munitions and near equal times too few. This of course would change flying as fast jet like the '18 where RTB and return to AO weren't so long. If I'm not being bullheaded I survive well in the A-10C - being my sole trade, I'm well versed.

My current main issue is my ability judging other client's skill levels in a given craft to expect whether or not to bring more munitions on wing or not. In cases of a long flight and/or cold start, I'd tend to bring more. If we have newer players - or someone is trying something new, I'd surely bring more equipment and attempt to wipe AAA/SAMs out if possible so they don't have to get shot down as much.

I've learned my plane, now I must learn my fellow combatants! cheers

Last edited by Wesley; 02/07/14 12:05 AM.
Joined: Oct 2012
Posts: 117
S
for SCIENCE!
Member
for SCIENCE!
Member
S Offline
Joined: Oct 2012
Posts: 117
Wesley I have NO CLUE how you could possibly bring too much ordinance haha. On an almost constant basis I load down the 25T beyond its maximum allowable weight and I still run out of things that go boom.

Are there any planned events tonight? It looks like I'll finally have some free time and should be flying all night.


Still rockin the Saitek X36F & X35T biggrin
Joined: Mar 2007
Posts: 5,111
W
Smooth Operator
Hotshot
Smooth Operator
Hotshot
W Offline
Joined: Mar 2007
Posts: 5,111
Very nice, Rider!

That last pic reminded me of the puter I flew Gunship on.

WC

Joined: Mar 2007
Posts: 5,111
W
Smooth Operator
Hotshot
Smooth Operator
Hotshot
W Offline
Joined: Mar 2007
Posts: 5,111
Originally Posted By: sniporbob
Wesley I have NO CLUE how you could possibly bring too much ordinance haha. On an almost constant basis I load down the 25T beyond its maximum allowable weight and I still run out of things that go boom.

Are there any planned events tonight? It looks like I'll finally have some free time and should be flying all night.


Hope to shake out GRAD EX on Hollo Pointe tonight.

---

Eno talked a bit about mission dev above...

Let me launch a beer... and get my cat haha typing one-handed strapped to ground.

Man, it takes at least a month to develop a new mission just to get it to be presentable. Then it takes testing to see if all modes really play out -- single player testing mode helps but doesn't come close to what real players can shake out of a mission when you let lose the cats of war. Tack on another two weeks or more to fix the surprises, and add in the 'great new ideas' that come to mind only after seeing what is working. hehehe and seeing was is not.

Once the mission goes into release mode, it's a challenge to then add new platforms or objectives. That usually upsets the original concept.

Most of my missions are complex in terms of units on the ground and ADA and air threats. Some are what I'd consider 'simple', or less complex. I'm leaning more now to the simple less complex missions. When Nevada comes out we'll see what spills out.

But I have to say, 104th_Moa's Operation Rampant Bear is always going to be a model for the great ones. Lots of stuff, everywhere. Thunder of Kojori is like that.

Then there is Huey Apocalypse, Paradise and the new BeachAV8R's GRAD EX -- focused on the A-10 and HUEY, challenging and fun without a lot of sophisticated ADA threats.

At some point I want to be done with each mission's design and let it roll from there. The Highway now has a variety of a/c in it and I'm not convinced it is better because of that.

^^^

If you have an idea for a mission then present it in a summary. I'd be glad to look at it and give comment. Beach let me have some liberties with his GRAD EX --> multiplayer and it it turning out to be another good one.

WC

Joined: Jan 2001
Posts: 24,314
B
Lifer
Lifer
B Offline
Joined: Jan 2001
Posts: 24,314
Yeah - Crew has a done a great job with a very rough idea I had with GRAD EX. What I like about it is that it is an eminently doable with fairly clear objectives and a few of them to give some diversity. Hope to hop on later tonight and do some more mission testing...but once again I'm on duty, so if I get popped I gotta run.. Just gotta get the kid in bed.

These mission designers have a tough task - that much I can tell you. They have a constant look at their mission, so it can be hard to figure out how difficult a mission is because, well..they know what is behind the curtain. So player testing, comments, suggestions, and feedback are essential to getting the right formula. And then there is the whole issue of ever expanding capabilities of the Mission Editor. Kudos (I hate that word..yeah..) to them for keeping up with it all and continuing to push out awesome new missions.

thumbsup

BeachAV8R



Joined: Nov 2004
Posts: 17,632
S
Skate Zilla Graphics
Veteran
Skate Zilla Graphics
Veteran
S Offline
Joined: Nov 2004
Posts: 17,632


HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro,
Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133,
2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ.,
3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV
CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals
Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
Joined: Nov 2007
Posts: 3,674
E
Just a Noob
Senior Member
Just a Noob
Senior Member
E Offline
Joined: Nov 2007
Posts: 3,674

Silly Bast, you can't loop a Huey!


Shoot to Kill.
Play to Have Fun.
Joined: Nov 2007
Posts: 3,674
E
Just a Noob
Senior Member
Just a Noob
Senior Member
E Offline
Joined: Nov 2007
Posts: 3,674

Bast and Wheel in formation, "Slick and The Beast"


Shoot to Kill.
Play to Have Fun.
Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
Checked the mission and I'm not sure why the medevac wasn't working. Still scratching my head about it.

Joined: Jan 2013
Posts: 664
N
Member
Member
N Offline
Joined: Jan 2013
Posts: 664
Hey Eno,

I got a chance to play with the medevac system tonight on GP routine 3. We had two pilots shot down with a significant amount of time between the two. I hopped in one of the Huey's to go rescue the first pilot, and about halfway to his crash site, the second pilot was shot down and ejected. Oddly I received a "come get me" message from the second pilot instead of the first. Once I approached the second pilot everything went pretty smoothly. He popped smoke, I landed and he "got in", and then I got the timer and high tailed it back to the FOB where he exited as soon as I landed.

I never was able to pick up that first pilot though. I never received a "come get me" message when I went back for him, and when I landed next to him, he refused to budge (So I left him to improve relations with the locals ar15 )


Off to greener pastures
Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
Thanks for that great report blind. I'll forward that to the creator and see if he can fix it. In his thread on the script he says feedback is all he asks for in return. Might be that the first pilot bled out or something?

http://forums.eagle.ru/showthread.php?t=107303

Of course a thank ou won't be far behind. He says there are scripts that do the sar better... And I'm looking but I still like how easy this one is to setup.

Joined: Jan 2012
Posts: 2,397
E
Member
Member
E Offline
Joined: Jan 2012
Posts: 2,397
http://forums.eagle.ru/showthread.php?p=1990024#post1990024


There is a new update... It's not up yet that I can see on DCS UPDATE- but it's inbound.

Page 181 of 240 1 2 … 179 180 181 182 183 … 239 240

Moderated by  Force10, RacerGT 

Link Copied to Clipboard
Quick Search
Support SimHQ

If you shop on Amazon use this Amazon link to support SimHQ
.
Social


Recent Topics
God Forbid they want to have a bit of fun at work
by NoFlyBoy - 09/22/26 08:50 PM
How a 5" 38 Caliber US Naval Gun Works
by F4UDash4 - 09/19/26 01:20 AM
100% commission based sales
by PanzerMeyer - 09/18/26 04:47 PM
Relativity
by Terl9999 - 09/18/26 04:34 AM
HOA's
by Terl9999 - 09/18/26 04:12 AM
Football
by Terl9999 - 09/18/26 02:42 AM
Flags
by Terl9999 - 09/15/26 10:03 PM
September 15th Battle of Britain Day.
by RedToo - 09/15/26 08:06 PM
Population Patterns
by PanzerMeyer - 09/15/26 03:43 PM
"Problem occurred in connection"
by F4UDash4 - 09/14/26 01:41 PM
Popular Topics(Views)
7,067,060 SAM Simulator
Copyright 1997-2016, SimHQ Inc. All Rights Reserved.

Powered by UBB.threads™ PHP Forum Software 8.0.1