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lol "Pilot Induced Turbulence" is another term, although I'm not sure it's gained any official status.

Last edited by EinsteinEP; 04/15/14 09:24 PM. Reason: omitted a

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Ants

Almost...





Seems simple... NOT

crew


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And now pray tell what lured you with false hope
To make the venture of eternity
And seek the love of kind in wintertime?


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So when is the next fly in, are we going to use 1.2.8 or 1.2.7, and are we going to use TARS?

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I would imagine TARS would be a bottleneck to folks getting in to play, considering its current miscellaneous issues and setup needs. I'm still waiting for a release that works with the current version of TS biggrin


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:-)

If we get the v128 then the servers will run that.

For Hollo Pointe, we'll use the SimHQ Teamspeak channels.

If folks want to try/use TARS that's A-OK with me, but I think they will want to create temporary TS channels for that (I have not tried TARS).

---

Originally Posted By: EinsteinEP
And now pray tell what lured you with false hope
To make the venture of eternity
And seek the love of kind in wintertime?


Hee hee -- I kept getting hung up on trying to prove a negative. Need to determine if all the ant bunkers within a zone are destroyed, but some of those bunkers may never have been created. The solution was to set the Bunker Destroyed flag at Mission Start, and turn it off when the bunker spawns, and turn it back on if/when destroyed. The location of these events must be in the right place in the sequence of all the triggers.

I *almost* concluded it was impossible. But hey, it's software.

WC

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It's Wreck and Eno's servers, but my recommendation is that TARS should NOT be required. TARS is not compatible with either the most recent TS3 server or client, so users who want to use TARS have to do a little configuration juggling. That said, I don't think folks who want to use TARS should be shut out, either.


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Ill have it setup on my server as I did before but it won't be a requirement.

I'm back home now and could use some help flying kinks out of the runs, viva lost vega, leapfrog and a few other older missions adapted to 128. Also have the first series of the new gp campaign to trial. Lots of brand new missions- Keep your eyes open

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I was just making sure I have everything ready to go. I am going to enjoy flying the KA-50 with the ability to pass off target info to wingmen. We will be very effective this time around!

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though... Integrated Voice Comms for broadcasting with channel specific broadcast/receive would be fun to have.


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I will have my TARS configuration current and ready to go. If other folks want to try it out, holler out on game day and we'll see who we can grab up.

I'll put together a TARS primer in the meantime: how to set TARS up, enable/disable it, nuances of using it in game, etc.


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Working on a new chopper concept mission...

It's a simple ground defense mission- but choppers need to transport supplies to defensive forces to activate them. The new sling loads are actually "units" so it is very easy to track when each package ends up at the right destination.

The supplies are oriented in the same way as the defensive forces, so you can choose which units you activate first. There will be some spares as well but those will activate random units. Obviously this is a ground attack mission wrapped in as well so A-10A/C and SU25/T will be available.

For a start it'll be predominantly blue oriented... but when I have some time to fix it up I'll make it so that the attack is dictated by which red force supplies arrive in the proper zone.

Should be fun. It's kind of like Crew's reward to us back in the day... in the form of Back to School. 0 air defenses... just really primal attack / defense.

Mission name is tentatively "Eno's Corn on the Kobuleti."

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Okay well that went together pretty quickly.

Having red choppers would be fun because then you could choose which group is going to attack first... or you could technically have several groups attacking in quick succession.

I'll build that in tomorrow- that is too good to pass up.


Not a lot of complex scripting or anything- just a good ol' fashion dash and smash mission. A little artillery here and there... a bit of randomness generated by strategy...

I like it!

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Originally Posted By: eno75
It's a simple ground defense mission- but choppers need to transport supplies to defensive forces to activate them. The new sling loads are actually "units" so it is very easy to track when each package ends up at the right destination.

Mission name is tentatively "Eno's Corn on the Kobuleti."


Maybe you are doing this, when I read the concept I thought of using the Mist unit in zones to determine when the sling loads are dropped off in the right place, and requiring that more than one load be delivered. You could also add a timer in there to prevent the triggered flag from going true if a load simply passed through the zone.

After it is dropped off, does the sling load remain active and visible? Can it be destroyed?

How are you defining the drop zone so that Huey pilots can know where it is?

:-)

---

Ants is working... Started it up last night and spent a little time in it, but my brother from Texas surprised me so it was a family night.

This ^^^ is going to require some coordination between pilots.

I'm happy to be finished with the edits -- it took a lot longer than I'd anticipated.

WC

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I have the landing area plotted out and know the height. I thought I might be able to work that landing script into it (since the script doesn't care what the unit is- just that it is either on the ground or not) but I was having trouble with the copy paste function. The container needs to be almost on the ground and in the zone before it counts.

As far as I know it can remain active the whole time. I don't know if it can be destroyed or not but I imagine so.

I've defined the zone as an enclosed grass portion on the westernmost edge of the airbase- as well as marked it with smoke when the cargo gets within an expanded zone.

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Okay... well Corn on the Kobuleti has transitioned into more of an adversarial mission with both sides having cargo choppers it can use to control the order of battle. DREDS have an advantage on the ground but have fewer aircraft while BLUE has more airpower but a significant disadvantage on the ground.

Just updating the server and I hope to give that mission a go tonight!

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"WARNING": "DO NOT EDIT this file. You may break your install!",
"branch": "openbeta",
"version": "1.2.8.26834.405",
"timestamp": "20140417-124943",

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Some Blue side --


Some Red Side --






Think I may play this Fly-In from Red ...

WC

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We had a reasonably good time on "Corn on the Kobuleti" last night... a couple of weird instances where Crowley was just randomly dropping out of the sky. I've forwarded associated files to the devs (Crowley, I'd like you to do the same in my thread in the multiplayer area. Put your track file into gdrive and post the link to share.)

They're going to look at it this weekend (or soon- given that it's easter and all).

Overall the mission concept is sound but I forgot MI8s can't transport so that was a bit of a bust.

Also still getting vehicles trapped on bridges... sigh.


Anyway- XRAY and MOL were back in and that was awesome though by the time XRAY was sorted out the mission was winding down.

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Sorry about my bad tactical options last night! I'll be better next time ready

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