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roy86

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Posts posted by roy86


  1. On 1/24/2020 at 11:44 PM, Blackheart_Six said:

    If you need help with documentation I am sure there are a few, that will help out, me included.

    As I stated before, I am really interested in the A3 MPSF side of things. A3 MPSF could become the "combat patrol" mode we all envisioned, but BI has ignored. 

    Thanks mate, I will take you up on that when the time comes.

    Combat was an interesting game mode but never really played it much other than the launch. PO/MPSF would definitely be a good tool to create something more.

     

    On 1/24/2020 at 11:44 PM, Blackheart_Six said:

    On a side note.....

    I uploaded PO3 to our group server. And it still runs like a champ. Which after 6 years since it's release is amazing! Outside of some mission issues that were known, I haven't seen any NEW issues. That is a testament to your code. After all the Arma updates, and PO3 still runs great. 

    Thanks mate, a lot of effort went into PO and at the time I tried hard to make it as universal as possible for that exact reason. I'm glad to see it still holds up.

     

    Cheers!

    • Like 1

  2. I’ll update the beta once more as I update the position functions for the operations. Then it’s released.

     

    I aim to do more of these sessions as 1. It’s motivating me to keep going and 2. I hope people can use the info.

     

    once PO4 is out, I may do this on demand if people want to learn how to use the framework to develop TAC missions for their community. 

    • Like 1
    • Thanks 2

  3. 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.

    • Like 2

  4. 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.

    • Like 2

  5. 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. 

    • Like 1

  6. 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.

    • Like 2
    • Thanks 1

  7. 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.


  8. 21 hours ago, pr0ph3t said:

    ROY!!!! How have you been man ? I haven't spoken to you since 2006 lol. Dunno if you remember me, once upon a time I had hosted your Patops2 on a server and was adding stuff to your mod and was helping with bug fixes and vice-versa.

     

    Well I was reminiscing the other day with a clan and I overhyped Patrol Ops 2 and of course nobody wants to go back to Arma 2 when Arma 3 is out God forbid lol... So here I am sigh 🙂

     

    Was going to offer my help but I think I'm late to the party, Version 3 seriously ? You're a busy beaver heh. I'll see if I can port over the changes I made once upon a time but looking at the work I have a feeling there's not much I can implement that you haven't thought of already. We'll see though who knows.

     

    Thank you very much for continuing this work I was actually going to msg you and beg to port to Arma 3 until I found this thread haha

    Thanks mate, currently working on version 4 which you can get a copy of the beta through steam.

    Depending on the changes, it may not be an easy thing to port your changes

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