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funkyfranky

ED Closed Beta Testers Team
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Posts posted by funkyfranky

  1. Hi all

     

    I have spoken with the team, setting the the groups to excellent should help in this scenario.

     

    Using excellent will increase their spotting range.

     

    My testing with groups set to excellent has the troops engaging until they are all dead or out of ammo.

     

    Let me know if you see the same.

     

    thanks

    Thanks a lot for investigating into this and talking to the team, BN :thumbup:

     

    I just tried it out. Setting the groups to excellent indeed makes the battle a lot longer. But eventually, the engagement did stop.

     

    Please find attached an example mission which generates an endless battle between (excellent) infantry groups. Note that it is sometimes necessary to run it up to 5h or more (in accellerated time). Hope it helps :)

    WHS - 180 - Capture Zone Infantry Excellent.miz

  2. I am sorry you guys dont see the difference here.

    The strange thing is that the lion share of the work has already been done by ED. People who don't own the module will not be able to use it properly.

     

    Why it is now such a big thing to allow everyone to place a bloody icon on the map and have a carrier in the mission, which can only be used by people who bought it, is beyond me.

     

    Or, in other words, disabling all the goodies puts the SC more on the side of a module rather than on the side of an "asset pack". I have not heard any good argument, why the SC is on the asset pack side. It seems more like a "we can't explain it, but it is what is is".

     

    Anyway, I'm looking very much forward to the SC. Still, I dislike how things are developing...

  3. Funkyfranky, I tried your method which I really would have preferred but it just wouldn’t work. I tried different folders and different ways of calling the path. No joy. I really would have preferred this method.

    Ah, sorry to hear that. However, the method I suggested works. I use it like this all the time as I simply cannot be bothered to create dozens of triggers for each mission ;)

     

    Check out some of my ATIS example missions. Files are at an arbitrary folder inside the miz.

  4. I really don't see this as an "issue". [...]

    As a mission builder you need to give that drunken skipper a little help with a bunch of waypoints scribing an arc for the group to follow if you want him to change course 180 degrees.

    Well, if you get to the point to create missions where you don't only have a pre-defined set of waypoints, you'll probably see the "issue" as well.

     

    For example, I use a script that let's the carrier turn into the wind at arbitrary times. It already uses additional waypoints to help the carrier turn. Still this issue is happening at times. Then the mission is basically fubared and/or people need to restart their server.

  5. This is a perfect example of where having the DLC being a compromise with certain limitations is causing issues. The super carrier module exists somewhere between the binary implementation of the WW2 Asset Pack and any other module where ownership is optional. Being a new type of DLC brings loads of unanswered questions and just general confusion over it. [...]

    Don't know, whenever I read a discussion like this, the contributions of Grimes (if any) are usually the ones that make most sense to me. Very clear, reasonable and logic thinking.

  6. Vielleicht liegts auch an den Wirbelschleppen, hab die ja nun seit ein paar Tagen permanent angeschaltet, hat das vielleicht jemand mal ausgetestet, ob die ne spürbare Auswirkung auf die Performance haben?

    Ja, die Wirbelschleppen haben einen großen (negativen) Einfluß auf die FPS. Das merkst Du besonders, wenn Du in hinter einer größeren Anzahl an anderen Flugzeugen fliegst. Wenn ich in einer WWII Mission hinter einer großen Bomberformation fliege, wird DCS zum Daumenkino.

  7. Thanks for looking into it BN.

    the track does not play correctly for me and has errors pop up due to moose.

    Oh, that's probably because I use a symbolic link to the Moose files. I was not aware that this makes tracks unplayable for others.

    If I do my own mission infantry engage fine

    Yes, it's not that they are not engaging at all. They do but at some point it stops.

     

    Here is a 2 min video showing the issue:

     

  8. Here is a track file showing the issue.

     

    You can check the logs. It prints out the number of detected groups/units

    2020-01-08 20:20:51.207 INFO    SCRIPTING:    910(  1028)/I:                   SUPPRESSION00203.StatusReport(SUPPRESSION Infantry AK_WID-2_AID-101_RID-1 | State CombatReady, Units=3/4, ROE=Weapon Free, AlarmState=Auto, Hits=39, Life(min/max/ave/ave0)=93/98/95/71, Total Ammo=172, [color="red"]Detected=0/0[/color])
    2020-01-08 20:20:51.208 INFO    SCRIPTING:    910(  1028)/I:                   SUPPRESSION00829.StatusReport(SUPPRESSION Soldier M4_WID-1_AID-1_RID-1 | State CombatReady, Units=5/5, ROE=Weapon Free, AlarmState=Auto, Hits=10, Life(min/max/ave/ave0)=95/100/99/99, Total Ammo=498, [color="red"]Detected=0/0[/color])
    2020-01-08 20:20:51.208 INFO    SCRIPTING:    910(  1028)/I:                   SUPPRESSION00858.StatusReport(SUPPRESSION Soldier M4_WID-1_AID-2_RID-1 | State CombatReady, Units=5/5, ROE=Weapon Free, AlarmState=Auto, Hits=12, Life(min/max/ave/ave0)=97/100/98/98, Total Ammo=505, [color="Red"]Detected=0/0[/color])
    

    which becomes zero at the end, whilst the groups of opposite coalition stand right next to each other.

    AI_Infantry_NOT_Engage.trk

  9. Thanks ED. Great choice :thumbup: I will certainly enjoy flying there!

     

    From the newsletter:

    For this new map, we want to use our latest map technologies [...]

    What will be improved compared to the other maps already in game?

     

    Thanks.

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