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hottehotte

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About hottehotte

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  1. hottehotte

    Field of war [CTI] [SP/MP]

    Nice, much appreciated! I'll give it a try hopefully still during this weekend.
  2. hottehotte

    Field of war [CTI] [SP/MP]

    I also never experienced AI reviving me, and I can confirm that I had the option enabled. What are the requirements for this feature to work? Does the AI have to be within your command group, or can any AI which is in the near vicinity perform the action? Does the AI need some special equipment?
  3. hottehotte

    Field of war [CTI] [SP/MP]

    Okay, played the new version yesterday, and in general everything was working fine. I didn't experience any error messages like kremator did, but then again I'm running the mission on a dedicated server, so maybe that's the simple explanation. I did restart the mission a few times just to check about the upgrades / progression of the AI teams, and in one instance I noticed a Fighter Jet in the sky just less than 5 minutes after mission start. I myself wasn't able to purchase any fixed wing aircraft, but it seems the Commander or AI in general was able to do so. Not sure if this is intended or a bug. Would it be possible to make the Artillery support system upgradedable too? I usually play on the western side, with RHS mod, so the Commander always has the M109 Paladin right from the beginning. And he makes good use of it right from the start on. Many times he ordered Arty strikes on the Resistance in the towns surrounding main basecamp. I really like it. I'm just wondering if the self propelled howitzers could be an upgrade option and only mortars or similar things would be available at mission start. Placement of the resistance MG bunkers (the bigger ones with sandbags all around) sometimes is problematic. Several times I noticed them stuck in walls, sometimes only a little bit, sometimes the wall was splitting the bunker in half. Seems the placement logic isn't working perfect all the time. Had a problem with vehicle maintenance yesterday. The turret of my Bradley IFV was badly damaged, with the main gun out of service. After using vehicle maintenace at the nearest base I was able to select the main gun again, but the damage to the turret was still there, so I couldn't position the gun correctly. I had to repair the vehicle myself using the repair trait from the options menu to completely fix the vehicle. Could you add Engineer units to the availble unit list, so I could buy some support if I need it? That's all my thoughts for now. Still having lots of fun playing this CTI. Keep it up!
  4. hottehotte

    Field of war [CTI] [SP/MP]

    Great, I'll test this right away. Many thanks for taking care of my requests / suggestions so fast!
  5. hottehotte

    Field of war [CTI] [SP/MP]

    Any chance you could add a parameter to turn off Fatigue? I never liked this in ArmA, and at the moment I'm using a mod to disable it. But it would be better if one had the chance to turn it off in the mission parameters. Also, it seems that restricting Gear and Vehicles has no effect on the AI. I'm playing your mission with RHS Units, and no matter which option I choose, the AI will have Bradley mechanized troops right from the start. This way they usually don't encounter much resistance and clear the first few towns pretty fast. I would prefer it if the AI groups, while still being mobile, would use lighter armed vehicles like trucks, HMMWVs or other wheeled APC's for transport in the beginning. They could upgrade to better vehicles later, when they're either researched our they have enough money to afford them. The mission (Altis) runs good on a dedi server, when I lower attackers, defenders etc. below the 100% default settings.
  6. hottehotte

    [MP][CTI] Warfare missions (WASP edition)

    Okay, I set the starting positions to anything but Random, but it didn't help. Neither choosing to start in the North or in the South prevents the mission to end after one minute, About getting the latest updates directly from Github: Maybe I overlooked something, but from what I saw you can only download the files in their raw format, not as finished PBO's. As I don't know how to generate a PBO out of the master files, I'm stuck. A few of the files were updated just a few days ago according to the changelog, so it seems the project isn't dead completely.
  7. hottehotte

    [MP][CTI] Warfare missions (WASP edition)

    Hey, I wanted to try out this mission, but have a serious problem. The match ends shortly after start, after one minute to be precise. It doesn't matter on which side I play or if I'm the Commander or not, after one minute the match ends always with the East side winning. I'm running the mission on a dedicated server, no headless clients. Has someone experienced similar problems and was able to fix it? I would've asked the Devs for help, but sadly their Discord Server isn't available at the moment.
  8. hottehotte

    Field of war [CTI] [SP/MP]

    Okay, just wanted to give a quick Sitrep: Played for about 1,5 hours, and Server performance did greatly improve. Still getting a ton of those "Object not found" errors in the RPT, so I'll use that -noLogs parameter from now on. But aside from that the mission itself did run much more smoothly. I didn't touch any of the new parameters, so the attacking and defending forces were at 100%. But I noticed that the commander did send out more "full" groups, meaning vehicles with up to 8 or 11 men inside instead of more vehicles with less soldiers. This seemed to help running the mission more efficiently, as it also limited the number of towns he was attacking at once. Most times there were only about 2 towns under attack at once, and during that time Server FPS were about 40 - 45. Only at the end of my current session FPS went down to 30 - 35, but at that time the commander was attacking at four separate points simultaneously. How does changing the percentage of attacking / defending forces translate to actual units / groups? Can you tell me how many units or groups will attack or defend towns on a 100% setting? This way I could make my own estimates what lowering or raising the percentage would result in. Are those two parameters related to another? Meaning, would lowering the "defenders" free up more troops for attacks, or are those not sharing the same resource pool? You've already provided a good amount of options to affect the server performance. Maybe, as a last thing, could you add a parameter which limits the maximum number of towns the commander can attack at the same time? For me, the sweet spot seemed to be around 2 or 3 towns. Adding the option to buy vehicles remotely has been very much appreciated! Also the option to disband units. I made good use of both of them today. Also tried the "unflip" feature, with mixed results, but I'm sure that's not your fault. I unflipped a Hunter APC without problems, but later tried the same on a tank, which made the vehicle disappear. The crew was still alive and well, but the tank was gone, even though it was still shown on the map as one of my owned vehicles. Speaking of vehicles, their clean up still seems to be an issue. The preferred vehicle of the resistance seems to be the lightly armed Jeep, and I have those standing around in various damaged states in all towns. The same goes for damaged vehicles of my own side. I assume those will degrade server performance over time if the quantity rises. Is "ordnance drop" the only option to resupply in the field? I'm asking because I ran out of ammo and the transport which I requested to drop some supplies got shot down twice in a row 🙂
  9. hottehotte

    Field of war [CTI] [SP/MP]

    Sounds great, will definitely test this during this weekend
  10. hottehotte

    Field of war [CTI] [SP/MP]

    Personally, I would prefer it to have an option to buy troops or vehicles remotely from the nearest base. Buying those things directly at friendly towns makes progress too easy in my opinion. I don't have a problem to wait for my reinforcements to arrive. So if I'm far from home and would order some tanks as backup, it's fine with me that I'll have to wait for some time till they make the journey from Base to my location. Does the commander build artillery at some point? I never was able to use this combat support option as no artillery pieces were available. Maybe it was still too early in game and they weren't researched yet. Please add some kind of "unflip" option to the action menu. Without certain mods, AI is terrible at driving and I've lost so many vehicles because they flipped over at some obstacle. It's very frustrating to loose your transport due to this kind of issue. Do you think you could expand the respawn options by adding the abillity to respawn as a different soldier within your group? This would keep one longer in the fight, at least as long as you've some AI left to command.
  11. hottehotte

    Field of war [CTI] [SP/MP]

    Changed the performance option from "average" one notch down, and also turned off the automated Supply Trucks. Server performance was a little better today, between 15-22 FPS. But still the RPT file is full of those errors, so I'm still unsure if the general performance is at least a little influenced by the server not running smoothly. Okay, I've uploaded a portion of the RPT to Pastebin. As a free user I'm limited to 512 kb, but the RPT file was 16 MB after my session I played today. But the sample size should suffice 🙂 https://pastebin.com/6ybcxs0Z Just have a look at it and let me know what you think. Another thought on the mission itself: Can you add the ability to buy troops or vehicles while you're not in the base, besides the already existing options to buy stuff in towns or request reinforcements by menu? Is there a cleanup script at work which handles broken, destroyed or abandoned vehicles? I lost 2 Prowlers when attacking the first town, or to be more precise I lost the crew manning those vehicles. The vehicles then stood around for more than an hour, one with a broken engine, but he 2nd one was still drivable. Both vehicles remained accessible and weren't removed from the mission although they were empty for more than an hour.
  12. hottehotte

    Field of war [CTI] [SP/MP]

    Strange, for me the Link is working. But if you say the problem isn't related directly to your mission, then I'll have to believe you. Don't know what else could cause it, as I was playing completely without any 3rd party addons, just the official DLC's. I'll give it a go. What kind of performance to you get when you play? And what settings do you use? Can't remember to have spotted those Flags, but I'll keep an eye out next time I play It's an 8700K which I've overclocked slightly to 4.8 Ghz. It could handle more, but I don't want to stress the CPU. And nowadays CPU power isn't that important anymore, GPU power often times is the limit. Arma is an exception to this though. As I run the game and the server on the same machine, I manually assign the cores / threads 50/50 between the game and the server.
  13. hottehotte

    Field of war [CTI] [SP/MP]

    Hi! It's me again. Gave your newest update a go today, and after about an hour of gameplay I have to report some findings. I ran your mission (Altis) on my dedicated server (Intel I7, 6 Cores, dedicated 6 of the 12 Threads to the Server, 16GB RAM) without any mods, just the regular DLC, and didn't alter the performance parameter while configuring the mission launch. Sadly, the Server RPT was spammed with some sort of "Object not found" errors. You can use the following link to download the RPT and check it if you like: https://1drv.ms/u/s!Ahke1hY3s19TgbgIMGypQqGMWewDeA?e=zyIPma . After an hour it was already about 9MB in size. Also Server performance degraded rapidly. Not sure if that's a result of the errors in the RPT or the general performance issues this game has. There were many groups active on my side alone, not counting the enemy side, and several battles were happening at once, as the AI was advancing on multiple towns simultaneously. In the end, when I shut down the Server, the Server FPS were about 15-18, which resulted in the usual syncing problems one can notice while playing. Other than that the mission ran fine, and besides the performance issues I had fun. I would suggest to add an option to abandon AI under your command, as often times groups can get split up, and then you want to get rid of any AI still in your group but are maybe many miles away. Would it be possible to automatically place markers on the map for each HQ and Factory that get's build? When my vehicle get's destroyed or I just want to buy something new, I never know where to find the nearest base to do so. If I respawn I get at least a list of spawning locations, but just from the regular map I don't know where I'll find the nearest base to suit my needs.
  14. hottehotte

    Field of war [CTI] [SP/MP]

    Hey, gave your mission another go today. Seems like the previous issues are gone, at least I now stayed group leader when I died, and also my player was in slot 1 instead of slot 2. But unfortunately there was some new major issue. The Gear menu wasn't working correctly. The only thing I was able to buy was backpacks. All other Gear lists were completely empty. Also, the RPT file got spammed with "Server: Object 2:1302 not found (message Type_92)" and "Server: Object 2:1673 not found (message Type_120)" messages. I tried both the Altis and Tanoa version, and the problem with the Gear selection happened in both. I also unloaded almost all my mods, except for "cba", "no stamina" and "no weapon sway" to make sure it's no issue on my side. Buying vehicles and soldiers was working good, even though I once got a short error message pop up about some price not being set for some vehicle, but I don't remember which one it was. Can you look into this and hopefully fix it?
  15. hottehotte

    Field of war [CTI] [SP/MP]

    Please also try to fix the issue that the player is in "slot 2" when commanding troops, instead of the usual "slot 1" position. Silverchase mentioned that earlier in his posts too. Maybe both issues are related somehow. I'm not sure if I tested your latest version, as your last two posts in this thread before I submitted my report yesterday were made at a time when I was already playing. So I'll check if the mission updates and then test again. Yes, it's my opinion too that this is just some misbehavior of the game engine. But the option to cancel the support request and therefore despawn the heli would become handy if the system is broken again. Maybe you could add that if it ain't too hard Okay, understood.
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