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rory_pamphilon

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Posts posted by rory_pamphilon


  1. Hi Alex,

     

    First of all, great mod, thinking about implementing it on my topgun mission for carrier protection however I'm having a few issues...

     

     

    Is it possible to disable the chat/notifications, it keeps the message 'projectile scanner' on screen all the time?

     

    As others have mentioned, there is a texture error on startup

     

    Is it meant to shoot down incoming missiles? Using john & sauls SU35 mod, missiles keep getting to the carrier even with 4 of your turrets placed.

     

    Could you put this on steam workshop? would make it so much easier for people to play missions with this mod.

     

     

    Thanks, and keep up the great work :)

    • Like 1

  2. I can understand what dwarden is asking though, he's purely trying to determine if c 500 is the real ai limit or the rate of spawn is too high for init on each unit to complete properly causing a backlog which manifests itself as cpu load issues around the 500 spawned unit mark.

    BIS has always utilised community support to identify issues, there are simply more cummunity members than bis staff so greater chance of them noticing issues. However I agree that recently their direction has been puzzling, we don't need zues or 100 tiny tweaks to vest armour values. We also don't need more content. The single most useful and fun thing BIS could bring to the table now is more server & client fps.

    ---------- Post added at 02:18 PM ---------- Previous post was at 02:13 PM ----------

    Also dark wanderer or Dwarden (it is ur job after all :p ) it would be interesting if you could get to the 500 mark and then stop spawning anymore and just leave it for a while to see if the fps recovers. If it does then it could maybe be a backlog init issue but if it doesn't then potentially it points to a more serious unrelated issue.

    Have you tried connecting another client around the 500 mark to see what impact that has?

    ---------- Post added at 02:19 PM ---------- Previous post was at 02:18 PM ----------

    Also dark wanderer where your spawned units given waypoints or are they just standing still?


  3. very interesting, thanks for testing countermeasures. Maybe I'm wrong but it seems something is wrong with countermeasures. Id have thought they were designed to disrupt lockon by AT missiles and yet be almost transparent to a thermal camera? Not the other way around, as they are now.


  4. This is all incredibly interesting, thanks for taking time to do all these tests. A couple of areas I was wondering about...

    1. Tank/APC Countermeasures: Do they work? Do they stop an AT missile locking on? Do they stop an already locked on and airbourne missile from hitting? Do they prevent AI from engaging? If already being hit by AI bullets/shells does it make them stop firing? Does the fact the countermeasures only fire forwards have any impact on rear area attacks?

    2. What, if anything, can survive an airstrike? Attack chopper/jet AT guided missiles seam to one hit kill evrything but I may be wrong. Does Tank countermeasures have any effect?


  5. Can somebody (more skilled than I + a machine to spare for a day or two) maybe try this test...

    1. Create simple coop mission that spawns a friendly ungrouped AI unit with no waypoints every 2mins (allows sufficient time for server to settle between spawns) at a random location on Altis.

    2. Record server fps & CPU load every 2mins (bothersome if manual, can this be scripted?)

    3. Keep going until server fps becomes v low (single figures)

    I imagine when then plotting the fps on a graph you would not find a steady decrease all the way down to single figures rather it would decrease at a certain rate until some bottleneck was hit then it would decrease far quicker. I would also imagine at that point of change of fps decrease rate we will also see CPU usage decrease.

    It would then be interesting to connect a client or two and repeat the test and seewhat the difference is.

    This wont tell us the problem but it may highlight an issue once we get past a certain number of ai spawned which then maybe the devs can investigate. it would however show if the issue is ai code related or network code related ( if issue is there with no clients connected then not network related)

    Any thoughts? I'm no coding genius but enjoy trying to solve a problem :-)


  6. Hi,

    I have just uploaded a new mission and its not showing in the workshop missions list when starting a new server (not dedicated).

    http://steamcommunity.com/sharedfiles/filedetails/?id=210083460

    I can see it in Scenarios but not in multiplayer, I check in steam when paged out and it says im subscribed but if i hit workshop button below mission list it doesnt show in overlay window.

    I have tried unsubscribing and resubscribing but no luck :(


  7. Hi John,

    Thanks for that mate. I have been diligently working away on an F18 vs SU35 mission that is all ready to go once I get a copy of the new mod. All that's left to do is swap out the RedFOR F18s for su35s and then release.

    The respawn module would be greatly appreciated but not imperitive. When u do get time to give it a go though there are two things that would be important to me in the design of it.

    1 the ability to set spawn height.

    2 the ability to set individual spawn points per plane, not just a master spawn area for all.

    Oh and the ability to re utilise the original aircraft's init would also be handy.

    Many thanks guys & keep up the absolutley outstanding work

    *Edit* I also have a few scripts etc to set up once I have an early version of the SU so feel free to send on over something as soon as your ready, I wont release until you release public obviously thanks :)


  8. Hey airborneguy,

    I am using Kronsky's UPS script which although designed for urban foot patrols actually works very well for vehicles and jets. They patrol and area and then once they die they respawn at the dirt airfields. You only need to two markers/waypoints, a respawn point and a patrol point.

    Cheers

    ---------- Post added at 03:26 PM ---------- Previous post was at 03:24 PM ----------

    Mission updated slightly,

    0.64

    Added Virtual Ammo Box System Script

    Updated wreck removal script - 5mins for vehicle wreck removal so long as within 100m of player

    Added extra ammo crates to rear R & R area

    Tweaked weather

    Reworked respawn system, four spawns now all with markers in correct place

    Respawn now with same initial start weapons (pistol, smoke and glow sticks)

    Fixed multiple players respawn bug

    PBO's updated and link updated

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