addicted2code 0 Posted December 9, 2019 Love this mission generator... but one question. Does it override default difficulty settings? It has become nearly impossible to play. We're a small 3 man squad, play on a private server host. But the AI kills us typically in one shot, from any distance. Any air support I call in is shot down in seconds by infantry (snipe the pilot). Seems insanely complicated. Maybe it's just me.. hoping to get insight into how to change this. Share this post Link to post Share on other sites
roy86 367 Posted December 12, 2019 On 12/10/2019 at 4:24 AM, addicted2code said: Love this mission generator... but one question. Does it override default difficulty settings? It has become nearly impossible to play. We're a small 3 man squad, play on a private server host. But the AI kills us typically in one shot, from any distance. Any air support I call in is shot down in seconds by infantry (snipe the pilot). Seems insanely complicated. Maybe it's just me.. hoping to get insight into how to change this. Thanks mate, appreciate the feedback. It does not play with difficulty settings, only the scale of the mission. Small Player numbers = smaller OPFOR where as Larger Player numbers = more OPFOR + Vehicles. I left out any difficulty settings as groups like to play with AI mods and that would increase chance of conflicts with the mission. Share this post Link to post Share on other sites
roy86 367 Posted January 5, 2020 Wrapping up the last of the key features Conduct precision strikes or area bombardment when assigning request to AI or Players using the support screens in Patrol Ops 4. Video demonstrating the function of the support available to squad leaders for either AI Artillery/CAS or Player tasked Firemissions integrated into a UI on an Amrel Tablet. Players operating in support platforms must be in the vehicle and active in the AO to appear in the request list. 2 1 Share this post Link to post Share on other sites
roy86 367 Posted January 5, 2020 and the full CAS/Artillery support test. Note the restrictions and cooldowns were turned off in the test. 1 1 Share this post Link to post Share on other sites
vengeance1 50 Posted January 5, 2020 WOW, very impressive! Is this in the mission release at this time? Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 5, 2020 YEA!!!!! I hope you and your family are well in NSW. Fires look bad. 1 Share this post Link to post Share on other sites
roy86 367 Posted January 6, 2020 18 hours ago, vengeance1 said: WOW, very impressive! Is this in the mission release at this time? It will be 😄 3 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 6, 2020 Roy you got me all spun up again! This looks great! I saw yesterday on a cell phone, so no details. I hope A3 MPSF is still in the mix for PO4. 1 Share this post Link to post Share on other sites
Zulu Three Zero 2 Posted January 10, 2020 After watching those, have gone through the surprisingly lengthy process of signing back into these forums via Steam from a new laptop in a foreign country just to say: HYPE. Keep up the good work Roy! 2 Share this post Link to post Share on other sites
delta99 34 Posted January 11, 2020 Looking forward to a release!!! Share this post Link to post Share on other sites
sargken 286 Posted January 12, 2020 Will there be more wait time before the strike actually reaches you? It seems almost instantaneous after you call for fire. Share this post Link to post Share on other sites
roy86 367 Posted January 12, 2020 2 hours ago, sargken said: Will there be more wait time before the strike actually reaches you? It seems almost instantaneous after you call for fire. Those videos are tests so the timers and cool downs are short or turned off. ordnance flight times are configurable but can be within 40secs for artillery or a few mins for cruise missiles. I haven’t actually landed on how long the various ordnance should take. i welcome input on the various options for wait times. 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 12, 2020 As a 11C and 13B, we pumped out as many rounds as the FDC ordered up. There was never any cool down times for mortars or towed/SP artillery. You alternate guns in the battery. Or shoot base gun to register, and then the battery fire for effect. If I remember correctly, a good crew could do about 6 rnds per minute on a 155mm SP. Faster on a 105mm towed, and really fast on a 4.2 inch/81 mm mortar. As fast as the ammo bearer could cut cheese on the rounds. Time to impact was dependent on humidity, temperature, charge, distance, and elevation. Let the internal arma algo handle that. For MLRS, which I didn't serve, I can imagine reload times for missile packs, would require down time. 1 1 Share this post Link to post Share on other sites
sargken 286 Posted January 13, 2020 I think that CAS should take roughly 2-5 minutes to arrive on target. 1 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 13, 2020 Yea agree, CAP should be in place before ground ops begin, and arrive within minutes supplying CAS on targets. Share this post Link to post Share on other sites
roy86 367 Posted January 13, 2020 14 hours ago, Blackheart_Six said: As a 11C and 13B, we pumped out as many rounds as the FDC ordered up. There was never any cool down times for mortars or towed/SP artillery. You alternate guns in the battery. Or shoot base gun to register, and then the battery fire for effect. If I remember correctly, a good crew could do about 6 rnds per minute on a 155mm SP. Faster on a 105mm towed, and really fast on a 4.2 inch/81 mm mortar. As fast as the ammo bearer could cut cheese on the rounds. Time to impact was dependent on humidity, temperature, charge, distance, and elevation. Let the internal arma algo handle that. For MLRS, which I didn't serve, I can imagine reload times for missile packs, would require down time. Thanks Black, That is very useful. Can't use the arma algo as when using "AI" it is simply a sleep timer with ordnance created above the target area. But if someone can run a bunch of tests, I'd be happy to take the timings based on the distance from the origin as a calculation of delay. I"ll set the CAS/CAP on a few minutes 😉 Also note, if there are players in these support platforms IE in artillery or in a plane, they will appear in that list and be issued the tasking so timing is completely on them to get on point. 2 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 13, 2020 Didn’t someone in this Armaverse already work on firing tables for arty? I may be mistaken. i can do some tables when I get back from work trip. 1 Share this post Link to post Share on other sites
roy86 367 Posted January 14, 2020 19 hours ago, Blackheart_Six said: Didn’t someone in this Armaverse already work on firing tables for arty? I may be mistaken. i can do some tables when I get back from work trip. If anyone can point me to it, I'll adopt the calculations, just don;t have the time to go fishing myself 🙂 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 15, 2020 Home tomorrow. I looked at some topics on arty tables but didn’t look promising. One more I need look and D/L. I’ll do data collection in VR map. I’ll start with FA M4 scorcher. angle/distance to impact/time to impact Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 15, 2020 @roy86 Before I go too deep into this. Here is an example of what I got. Give me a thumbs up and I'll keep running it. These values are from the artillery computer. It takes too long to run actual ToT numbers. M4 Scorcher - Mode:CLOSE Range (meters) Time On Target (seconds) 900 - 1300 30 1400 - 1700 29 1800 - 1900 28 2000 - 2100 27 2200 26 2300 25 2400 23 1 Share this post Link to post Share on other sites
roy86 367 Posted January 16, 2020 12 hours ago, Blackheart_Six said: @roy86 Before I go too deep into this. Here is an example of what I got. Give me a thumbs up and I'll keep running it. These values are from the artillery computer. It takes too long to run actual ToT numbers. M4 Scorcher - Mode:CLOSE Range (meters) Time On Target (seconds) 900 - 1300 30 1400 - 1700 29 1800 - 1900 28 2000 - 2100 27 2200 26 2300 25 2400 23 Interesting, thanks for running those, I'll tweak the equations to build a calculation based on distance. I've tested with the cruise missile which is simulated to be launched from 71km away with flight time based on 880km/hr to impact. Much more interesting dynamic waiting a couple of mins with anticipation. 2 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 16, 2020 39 minutes ago, roy86 said: Interesting, thanks for running those, I'll tweak the equations to build a calculation based on distance. I've tested with the cruise missile which is simulated to be launched from 71km away with flight time based on 880km/hr to impact. Much more interesting dynamic waiting a couple of mins with anticipation. Cool. I'll collect the rest of the modes for the M4, and do the other NATO pieces, and post them up here in a spoiler box. 1 Share this post Link to post Share on other sites
roy86 367 Posted January 21, 2020 Just for fun, testing streaming the development on twitch 1 Share this post Link to post Share on other sites
roy86 367 Posted January 22, 2020 Patrol Ops 4 - Twitch Dev Session #1 4 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted January 23, 2020 Wow, looks great, Roy! Good insight to what your doing, and how you code it with the dev video. Glad to see event/task code structure resembles what is up in the wiki and the beta MPSF. I think that is a great system for creating missions quickly. Are you thinking of doing another beta? Looks like a lot of changes/additions since Dec. 2017 beta. Seeing all this is very exciting, but don't want to get out too far over my ski's. ⛷️ Still just around. Share this post Link to post Share on other sites