Jump to content

Mission Ideas


Recommended Posts

On our Clod server we have bomber mission and people escord them. As it is bob they don't fly as high as a b17 but the roc of the fighters is also lower.

We will include escord/intercept flights on our dcs server. The escords get a rondevu time and position, inteceptors get infos from radar stations. Simple as that.

No airstarts and points will be delivered for destoyed bombers/bombs on target. New bomber raids every 30 - 60 minutes(?).

If people don't want to have long flights this is the wrong type of game for them anyway imho.

 

Gesendet von meinem LG-V500 mit Tapatalk

Link to comment
Share on other sites

On our Clod server we have bomber mission and people escord them. As it is bob they don't fly as high as a b17 but the roc of the fighters is also lower.

We will include escord/intercept flights on our dcs server. The escords get a rondevu time and position, inteceptors get infos from radar stations. Simple as that.

No airstarts and points will be delivered for destoyed bombers/bombs on target. New bomber raids every 30 - 60 minutes(?).

If people don't want to have long flights this is the wrong type of game for them anyway imho.

 

Gesendet von meinem LG-V500 mit Tapatalk

It is interesting, as your ACG server is still the most populated even though missions like you have proposed are held on the DoW server. And thats despite the simple dynamics of quake missions.

 

Bomber escort is not the only thing that P-51D did, they did every possible mission that can be thought of, high altitude escort is the main one, but many ground support missions, fighter sweeps etc.

 

Sure bomber missions can be fun, but currently we need a working B-17 AI that can also defend itself and have a proper DM. Because last time I flew a mission like that it took 1x109 to shoot down 4xC130's within one pass because one MG burst and the big airplane goes down like a candle.

 

Also, remember to put those bombers so that P-51's can join with them way before Germans can get there. Last time I flew a mission like that Germans were faster at the bomber formation than most Allied aircraft. You know, because German airplanes are interceptors, and it took nearly twice as long for allies to get there. Not to mention that it is usually more Germans than allies which creates another problem

[sIGPIC][/sIGPIC]In 21st century there is only war and ponies.

 

My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS.

My channel:

https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA

Link to comment
Share on other sites

It is interesting, as your ACG server is still the most populated even though missions like you have proposed are held on the DoW server. And thats despite the simple dynamics of quake missions.

 

Bomber escort is not the only thing that P-51D did, they did every possible mission that can be thought of, high altitude escort is the main one, but many ground support missions, fighter sweeps etc.

 

Sure bomber missions can be fun, but currently we need a working B-17 AI that can also defend itself and have a proper DM. Because last time I flew a mission like that it took 1x109 to shoot down 4xC130's within one pass because one MG burst and the big airplane goes down like a candle.

 

Also, remember to put those bombers so that P-51's can join with them way before Germans can get there. Last time I flew a mission like that Germans were faster at the bomber formation than most Allied aircraft. You know, because German airplanes are interceptors, and it took nearly twice as long for allies to get there. Not to mention that it is usually more Germans than allies which creates another problem

 

 

As we currently have no AI bomber we( or better myself) had no intention to build suchs scenarios so far. Feels wrong, thus the motivation dies. I never said we would only have bomber escord flights. As on our Clod server we're having a variety of different mission based on documentation of real missions/events.

http://www.aircombatgroup.co.uk/server/clod_mission_briefings.php

 

Anyways, I won't start to work on this in DCS before the map is released.

Link to comment
Share on other sites

So you haven't tried Markindel and teams new Ai bombers? The B17's are too hard right now as they have no ammo limit or gimbals, but there's a bunch of other things like Flyable DC3's that can be used for different scenarios like VIP escort. Or try the inverse with the He111 intercepts.

 

Probably the easier way to run a server with escort/intercept is to have a constant stream of bombers on both sides and allow pilots to do whatever. Points systems can be used if really wanted. If people want to escort it all the way then thats great, if they want to intercept they can find the closest one etc.

 

I need to crank out MOOSE to get escorting done right because the trickiest thing with these is the behaviour of the bombers, it's not ready yet. But its still better than nothing.

As we currently have no AI bomber we( or better myself) had no intention to build suchs scenarios so far. Feels wrong, thus the motivation dies. I never said we would only have bomber escord flights. As on our Clod server we're having a variety of different mission based on documentation of real missions/events.

http://www.aircombatgroup.co.uk/server/clod_mission_briefings.php

 

Anyways, I won't start to work on this in DCS before the map is released.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Link to comment
Share on other sites

So you haven't tried Markindel and teams new Ai bombers? The B17's are too hard right now as they have no ammo limit or gimbals, but there's a bunch of other things like Flyable DC3's that can be used for different scenarios like VIP escort. Or try the inverse with the He111 intercepts.

 

Probably the easier way to run a server with escort/intercept is to have a constant stream of bombers on both sides and allow pilots to do whatever. Points systems can be used if really wanted. If people want to escort it all the way then thats great, if they want to intercept they can find the closest one etc.

 

I need to crank out MOOSE to get escorting done right because the trickiest thing with these is the behaviour of the bombers, it's not ready yet. But its still better than nothing.

 

 

I tried them out. They are great but i want to keep the server mod free to avoid complications.

 

I'm using Moose for our mig server :)

Link to comment
Share on other sites

So basically the Guardian Angel event from.WT.

 

IDK, I don't play WT. But what difference does that make?

 

Are you saying that because WT has that kind of mission, that for that fact it cannot be good?

 

Or that since WT already does it, that DCS doesn't need it, because the subject is so well covered in WT, that nobody in DCS would ever be interested in it?

 

It was fine there because that game had an MM.

 

Excuse me, but a whaaaat?

 

While in DCS you will have to restart the server. The mission will take mostly 15min till either all bombers go down or they drop their load.

 

*ummm* yea-h! Restarting the server process only takes a about 20 - 30 seconds.

 

Would preferr ground start vs air spawn for interception missions. After all bombers don't need to travel tremendous distances and climbing up shoulldn't take too long.

 

It's time spent doing nothing but climbing. It is pointless, unless you're into just doing that. But then you can do that off MP, or have a mission, in which all players simply climb to 30,000' fly a few circles, and then they descend and land.

 

About the "too late to partake" issue, maybe a squad system with flight leaders and wingmen could help that (new players can either spawn as a flight leader back at the base or as a wing man next to the flight leader of their wing even in midflight).

 

It would have to be implemented, but it also begs the question, if you can simply wait until everybody else has gone through the motion of start-up, take-off, and actually flying to not beyond point-x, why have it mandatory to go through those first, rudimentary, monotonous steps in the first place?

 

I would like to see the P51D doing some high level bomber escort, so I am with you regarding that. I just hope we can get some bombers modelled that we can escort. Great battles around bomber formations would be very desirable and very representative.

 

Happy landings,

 

Talisman

 

That's my point too. I'm hoping that an AI B-17 gets released with the Normandy map.

 

On our Clod server we have bomber mission and people escord them. As it is bob they don't fly as high as a b17 but the roc of the fighters is also lower.

We will include escord/intercept flights on our dcs server. The escords get a rondevu time and position, inteceptors get infos from radar stations. Simple as that.

No airstarts and points will be delivered for destoyed bombers/bombs on target. New bomber raids every 30 - 60 minutes(?).

If people don't want to have long flights this is the wrong type of game for them anyway imho.

 

Gesendet von meinem LG-V500 mit Tapatalk

 

The point is getting an air battle with historical objectives, and environment. Let's see how the match-up works at high altitude, and if the 190 and 109 cannot simply dog-fight the 51 into oblivion and then slide on home, if their objective to to prevent the bombers from dropping their loads, and to destroy as many of them as possible.

 

That sounds good IronJockel and yeah we deffo need to get the fighting at higher altitudes.

 

:thumbup:

 

It is interesting, as your ACG server is still the most populated even though missions like you have proposed are held on the DoW server. And thats despite the simple dynamics of quake missions.

 

Bomber escort is not the only thing that P-51D did,

 

No silly, but it's the only mission not represented on public servers, AT ALL

 

Why are you trying to straw-man me, as if I'd said anything of the such EyesRollingunhappy.gif?

 

they did every possible mission that can be thought of, high altitude escort is the main one, but many ground support missions, fighter sweeps etc.

 

IE Air Quake, which is practically all we have.

 

Sure bomber missions can be fun, but currently we need a working B-17 AI that can also defend itself and have a proper DM. Because last time I flew a mission like that it took 1x109 to shoot down 4xC130's within one pass because one MG burst and the big airplane goes down like a candle.

 

Yes, we will need a functioning AI B-17 first, but possibly also some MP mission possibilities, which we currently don't have, like air-start with variable starting points so neither side knows from exactly where the interceptors will be approaching and when.

 

To get such a feature, we'd have to present a case for it and ask for it now, and not when the Normandy map has just been released.

 

Also, remember to put those bombers so that P-51's can join with them way before Germans can get there. Last time I flew a mission like that Germans were faster at the bomber formation than most Allied aircraft. You know, because German airplanes are interceptors, and it took nearly twice as long for allies to get there. Not to mention that it is usually more Germans than allies which creates another problem

 

Also, another question, fill empty slots with AI, or just tough-luck? Possible now? or do we need a new feature?

 

I tried them out. They are great but i want to keep the server mod free to avoid complications.

 

Markindel's B-17 is... not completed, and won't until ED implements some things, which they will need for their own B-17 anyway.

 

I don't really see a good, high altitude escort mission until ED catches up, and possibly puts out their own B-17.

 

I'm using Moose for our mig server :)

 

Whaaa?

 

moose%20stuff.jpg

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Link to comment
Share on other sites

I never said it's complicated. I said i want to avoid complications.

 

Yes... no... I mean.... ;)

 

Not to worry, I'm not trying to get anybody to put the current B-17's into any missions. I'm more thinking of what missions we'd like to see, how they would need to be written, and which features we would need to write them.

 

Waiting until the Normandy map is out is too late.

 

MOOSE is a framework for DCS mission editing and scripting.

 

m k, does it have a companion product called squirrel.... ummm... don't answer that, forget I asked ;)

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Link to comment
Share on other sites

Yes... no... I mean.... ;)

 

Not to worry, I'm not trying to get anybody to put the current B-17's into any missions. I'm more thinking of what missions we'd like to see, how they would need to be written, and which features we would need to write them.

 

Waiting until the Normandy map is out is too late.

 

 

Already doing it. And as far as i can see DoW and burning skies aswell.

 

Ps:

Feel free to contribute and try out the mission editor yourself ;)

Link to comment
Share on other sites

I'm working on classic ground targets based mission similar to those that are commonly used in Il-2 Sturmovik series, also i plan to add limited bot bomber groups support to both coalitions (like an ultimate skill with long cooldown :D)


Edited by eekz

Куплю B-17, можно B-24. B-29 не предлагать!

Burning Skies

=Burning Skies= @ Facebook

Link to comment
Share on other sites

I'm working on classic ground targets based mission similar to those that are commonly used in Il-2 Sturmovik series, also i plan to add limited bot bomber groups support to both coalitions (like an ultimate skill with long cooldown :D)

 

We're collecting different sources about post D-day air and land operations. So i'm hoping, i will be able to implement CAS, Intercept and escord missions on an more or less dynamic battleflield.

Link to comment
Share on other sites

Already doing it. And as far as i can see DoW and burning skies aswell.

 

Ps:

Feel free to contribute and try out the mission editor yourself ;)

 

I've played around with the ME. I would have no idea, nor have I seen how to:

 

- Have an active chat before mission start so that allied players can make plans, chose their slots, etc.

 

- Program groups to have a >=2 starting points, one of which is chosen randomly, or by the player (maybe the flight leader of a flight) before the start of the mission.

 

- Have slots not occupied at mission start be given to AI. Once mission starts, these slots allocated to AI cannot be chosen by a new player until the mission restarts after 10-20 minutes.

 

If these things are currently not possible, they must be requested.

 

If I am the only one who thinks these things might be useful, because I'm the only one who thinks this kind of mission would be interesting, then there's no point in my requesting them.

 

If however there is support for this kind of mission, the story is different.

 

That's what I'm trying to ascertain.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Link to comment
Share on other sites

The only way I know how to do this is use the API to prevent clients taking a slot before X trigger occurs. It isn't very intuitive because the chat interface is the only way to communicate outside as spectators, but there isn't anyone currently using slot blocking outside of CSAR script and Blue Flag in any meaningful way so if you can't access the API in scripting then its not doable (for you). However it is possible, it will just look nasty as the client slots will appear available until you try to take them. AI Groups having random starting positions is easy, just RNG and activate the group you want.

I've played around with the ME. I would have no idea, nor have I seen how to:

 

- Have an active chat before mission start so that allied players can make plans, chose their slots, etc.

 

- Program groups to have a >=2 starting points, one of which is chosen randomly, or by the player (maybe the flight leader of a flight) before the start of the mission.

 

- Have slots not occupied at mission start be given to AI. Once mission starts, these slots allocated to AI cannot be chosen by a new player until the mission restarts after 10-20 minutes.

 

If these things are currently not possible, they must be requested.

 

If I am the only one who thinks these things might be useful, because I'm the only one who thinks this kind of mission would be interesting, then there's no point in my requesting them.

 

If however there is support for this kind of mission, the story is different.

 

That's what I'm trying to ascertain.

___________________________________________________________________________

SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

Link to comment
Share on other sites

Thanks for the reply Pikey.

 

This sounds like scratching your right ear from behind your head, with your left hand :huh:. Of course you can do it, but it is not practical, and not really how the 'design' was intended.

 

And this is really what I'm getting at. The MP framework would need to allow for pre-mission-start staging so that players can pick a side, chat with each other, pick their slots, and when ready, a countdown can start---like 15 seconds---for when the mission actually starts.

 

This is not really complicated. Hundreds of games do this, because they support missions, where you:

- start once (no respawns)

- get one life (if you are killed/eliminated, you have to wait for the mission to restart)

 

This was especially done for FPS'es where the players got tired of other players using suicide-tactics. Everybody knew they could take out a very strong position by jumping into that position with a high-ROF weapon and taking out as many enemy as possible before being killed, or jumping in with a large, live explosive, which would kill not only the suicidal player, but all or nearly all of the enemy; and 5 seconds later they respawn. There was no penalty for losing that one increment of their unlimited number of lives. BORING!!

 

I can remember when, years and years ago, this was brought into Day-of-Defeat; god, how embarrassing embarrassed-smiley17.gif. It changed play completely, and the fear that players would not play on servers running such maps was to the greatest extent unfounded, because the excitement of you playing with just one life actually meaning something, and the effects were quit profound.

 

The major paradigm shift would be getting the virtual pilots into their planned mission positions without having to spend 10-30 minutes or more of staging, which is really just the same-old-same-old, and not really something I want to spend my time on in MP. If I really want to do that, I can set up a single player mission to do that. Staging is a routine activity. It's like if in an FPS you had to simulate getting dressed and tying your boots :huh:

 

Plus, in an escort mission with extensive staging and flying to a distant engagement area, once you have been shot down, there really is no way for you to reenter the battle. By the time you've gotten there, the battle will have long been over.

 

I also don't buy the idea of setting up a group of strategic bombers to do a high level attack on 'strategic' targets 10 minutes away from my air bases. That's just silly. It's bending reality to fit into a framework, which can't be bent to fit reality.

 

This certainly wouldn't prevent anybody from creating missions in which you have to go through all the steps of staging. It would however give mission creators the options to create missions, which revolve around just the 'meat' of the mission.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Link to comment
Share on other sites

  • 1 year later...

I'm going to necro my own thread, because we now have the B-17, although not complete in any sense of the word, we might soon have a new DM, and I see no viable way to put the B-17s to use in their historical role as a high altitude bomber, with current ME resources, nor P-51s in their role as escorts, without creating restrictively long missions for open-play servers.

 

Why do I think it cannot be reasonably done? There are basically two ways to do this.

 

1. Start a mission with everybody on the ground, everybody has to start-up, climb to mission altitude and fly to the mission area. This means much of the mission time is spent just climbing and flying, and I've already heard many complaints about missions where you start far from the active area of the map, that the player is forced to fly for 5-10 minutes just to get into the action. With such a bombing mission, the advance flight time will be even greater(!!). Interceptors will be in much the same situation, only they would be over the designated bombing mission target well in advance of the bombers, or more likely, they would sortie out to intercept the bombers long before they have come close to their targets. After all, if it's a known mission, the intercepting side will inevitably know where the bombers are coming from, and will be able to intercept them far in advance, which is certainly not realistic, nor does it lend itself to a good mission IMHO.

 

Such a mission would be a one time shot, as far as the bombing/escort mission itself goes, and it would last for well over an hour, which means, anybody joining the server after mission start would miss out on the meat of the mission. Maybe they might catch up with the bombers on their way back, but only maybe. More likely players would simply say, forget it, bc they don't want to wait however long for the mission to restart before they could actually take part in the action.

 

So to enjoy the mission challenges you would have to be there right when the mission starts, and most of the time in the mission would be just flying to and from the bomber's target.

 

I don't think that makes for a good mission for pick-up players on an open server.

 

2. You could air-start everybody at the same time with the bombers already at altitude not too far from their target, and with escorts already in position, as well as interceptors. This could be done now with current ME resources, but it would still have two issues IMHO.

 

A. There would be no kind of balance, because AFAIK there is no system for doing this in DCS. If 5 players join as interceptors and only one as escort, too bad for the escort.

 

B. We would still have the unlimited-lives-syndrome situation. IE if you fly recklessly and get shoot down, it doesn't matter much, because you can simply respawn back in 10 seconds later.

 

This type of mission would have the advantage of being fairly accessible to pick-up players, but I think it could be done better with the right ME resources.

 

--

 

So what resources would we need?

 

1. Empty slots should be filled by AI at mission start. Then regardless of how many players joined each side, even if none joined one side, the mission would still have a viable balance, and be challenging for all the players; ofc this is considering the new DM and the AI working more realistically, both of which are on their way, or being worked on right now.

 

2. A pre-mission staging--kind of a lobby, where players could chat, decide which slots they wish to fly, and generally get ready for an air-start.

 

3. One mission, one life.

 

--

 

My thoughts are that with these resources a mission could be created which only represented a short period of time before the bombers reached their target until they had left the area, so maybe something like starting 10-20 miles away form the bombing target, and ending when the last bomber left the area, or an arbitrary time limit after the last bomber was shoot down.

 

The mission would only last around 10-15 minutes, being the real meat of a bombing mission, getting over target with interceptors trying to down as many bombers as possible before the bombers dropped their loads, and pushing their attacks to take down as many bombers afterwards, while the escorts would ofc try to prevent this. So, a mission very much like the situation over Europe during the bombing campaign, but limited to just the part where the real action was.

 

If the ME allowed it, it could be created so that once the mission started, no players could join the mission. Ofc they could join the server as observers until the mission restarted, but if the mission were created well, that shouldn't be very long. Every player would have 1 life and would be forced to act like it or wait for the mission to restart. Since the missions would not last very long, late-comers and lost pilots would never have to wait very long for the next mission to start.

 

We would finally have escorts and interceptors flying their actual roles. Interceptors would have to decide whether to concentrate on attacking the bombers or taking out the escorts, and escorts would have to decide whether to stay and guard the bombers or chase down the interceptors. The situation would be far different than what we have now at any rate.

 

I think this kind of mission would be a lot of fun to fly.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Link to comment
Share on other sites

  • 2 weeks later...
I'm going to necro my own thread, because we now have the B-17, although not complete in any sense of the word, we might soon have a new DM, and I see no viable way to put the B-17s to use in their historical role as a high altitude bomber, with current ME resources, nor P-51s in their role as escorts, without creating restrictively long missions for open-play servers.

 

Why do I think it cannot be reasonably done? There are basically two ways to do this.

 

1. Start a mission with everybody on the ground, everybody has to start-up, climb to mission altitude and fly to the mission area. This means much of the mission time is spent just climbing and flying, and I've already heard many complaints about missions where you start far from the active area of the map, that the player is forced to fly for 5-10 minutes just to get into the action. With such a bombing mission, the advance flight time will be even greater(!!). Interceptors will be in much the same situation, only they would be over the designated bombing mission target well in advance of the bombers, or more likely, they would sortie out to intercept the bombers long before they have come close to their targets. After all, if it's a known mission, the intercepting side will inevitably know where the bombers are coming from, and will be able to intercept them far in advance, which is certainly not realistic, nor does it lend itself to a good mission IMHO.

 

Such a mission would be a one time shot, as far as the bombing/escort mission itself goes, and it would last for well over an hour, which means, anybody joining the server after mission start would miss out on the meat of the mission. Maybe they might catch up with the bombers on their way back, but only maybe. More likely players would simply say, forget it, bc they don't want to wait however long for the mission to restart before they could actually take part in the action.

 

So to enjoy the mission challenges you would have to be there right when the mission starts, and most of the time in the mission would be just flying to and from the bomber's target.

 

I don't think that makes for a good mission for pick-up players on an open server.

 

2. You could air-start everybody at the same time with the bombers already at altitude not too far from their target, and with escorts already in position, as well as interceptors. This could be done now with current ME resources, but it would still have two issues IMHO.

 

A. There would be no kind of balance, because AFAIK there is no system for doing this in DCS. If 5 players join as interceptors and only one as escort, too bad for the escort.

 

B. We would still have the unlimited-lives-syndrome situation. IE if you fly recklessly and get shoot down, it doesn't matter much, because you can simply respawn back in 10 seconds later.

 

This type of mission would have the advantage of being fairly accessible to pick-up players, but I think it could be done better with the right ME resources.

 

--

 

So what resources would we need?

 

1. Empty slots should be filled by AI at mission start. Then regardless of how many players joined each side, even if none joined one side, the mission would still have a viable balance, and be challenging for all the players; ofc this is considering the new DM and the AI working more realistically, both of which are on their way, or being worked on right now.

 

2. A pre-mission staging--kind of a lobby, where players could chat, decide which slots they wish to fly, and generally get ready for an air-start.

 

3. One mission, one life.

 

--

 

My thoughts are that with these resources a mission could be created which only represented a short period of time before the bombers reached their target until they had left the area, so maybe something like starting 10-20 miles away form the bombing target, and ending when the last bomber left the area, or an arbitrary time limit after the last bomber was shoot down.

 

The mission would only last around 10-15 minutes, being the real meat of a bombing mission, getting over target with interceptors trying to down as many bombers as possible before the bombers dropped their loads, and pushing their attacks to take down as many bombers afterwards, while the escorts would ofc try to prevent this. So, a mission very much like the situation over Europe during the bombing campaign, but limited to just the part where the real action was.

 

If the ME allowed it, it could be created so that once the mission started, no players could join the mission. Ofc they could join the server as observers until the mission restarted, but if the mission were created well, that shouldn't be very long. Every player would have 1 life and would be forced to act like it or wait for the mission to restart. Since the missions would not last very long, late-comers and lost pilots would never have to wait very long for the next mission to start.

 

We would finally have escorts and interceptors flying their actual roles. Interceptors would have to decide whether to concentrate on attacking the bombers or taking out the escorts, and escorts would have to decide whether to stay and guard the bombers or chase down the interceptors. The situation would be far different than what we have now at any rate.

 

I think this kind of mission would be a lot of fun to fly.

 

 

 

 

 

 

 

Howdy, I created a sort of framework to enable this very type of mission. However, I felt it was too clunky for primetime and I've let it weather in the hanger. It uses a combination of slot blocking and server pausing to synchronize players into flights. Rounds are designed to last 10-20 minutes, all assets dynamically spawned so you don't replay the same geometry etc.

 

 

In brief, it works like this:

- Players join the server

- The players select a slot representing a position in the formation

- When the next round begins, the sim is paused and players are automatically moved from their FORMATION slot to the corresponding MISSION slot. While the game is still paused, pilots click "fly" to spawn into their mission aircraft. Note: The mission slot can be obfuscated to hide spawn locations.

- After a short countdown, the mission is unpaused. All players are in formation and get mission details via radio messages.

- No respawns, although crashed pilots can always fly around using "practice" slots.

- At the end of a round, all players are kicked back to spectators and must re-select a FORMATION slot before the next round begins.

 

 

It works! (not tested in 2.5) But frankly, the lack of players online have curbed my enthusiasm for polishing the product. I'd be happy to tackle it again if there is sufficient interest.

 

 

Cheers,

Andrew

Link to comment
Share on other sites

Howdy, I created a sort of framework to enable this very type of mission. However, I felt it was too clunky for primetime and I've let it weather in the hanger. It uses a combination of slot blocking and server pausing to synchronize players into flights. Rounds are designed to last 10-20 minutes, all assets dynamically spawned so you don't replay the same geometry etc.

 

 

In brief, it works like this:

- Players join the server

- The players select a slot representing a position in the formation

- When the next round begins, the sim is paused and players are automatically moved from their FORMATION slot to the corresponding MISSION slot. While the game is still paused, pilots click "fly" to spawn into their mission aircraft. Note: The mission slot can be obfuscated to hide spawn locations.

- After a short countdown, the mission is unpaused. All players are in formation and get mission details via radio messages.

- No respawns, although crashed pilots can always fly around using "practice" slots.

- At the end of a round, all players are kicked back to spectators and must re-select a FORMATION slot before the next round begins.

 

 

It works! (not tested in 2.5) But frankly, the lack of players online have curbed my enthusiasm for polishing the product. I'd be happy to tackle it again if there is sufficient interest.

 

 

Cheers,

Andrew

 

 

 

Sounds awesome. And would be interested ! Hopefully some new ground attack and escort missions get

Put up on the servers

 

 

Sent from my iPhone using Tapatalk

Link to comment
Share on other sites

I would love to see some BoB Mission spam, for single player ;)

 

Bf109 and Spitfire ones

X-Plane 11.5x / DCS 2.5.6 / P3Dv5 / Aerofly FS 2 / War Thunder

 

Win10-x64 | ASUS Z390 Maximus VI | Intel i7-9700K @3.6GHz | Corsair Vengeance LPX 32 GB DDR4 | 6TB SSD Samsung 850 Pro | 2TB M2 PCI 4x | ASUS GTX 1080 ROG STRIX 8GB DDR5X | TM Hotas Warthog | Saitek Combat Pedals | Oculus Rift S

Link to comment
Share on other sites

Howdy, I created a sort of framework to enable this very type of mission. However, I felt it was too clunky for primetime and I've let it weather in the hanger. It uses a combination of slot blocking and server pausing to synchronize players into flights. Rounds are designed to last 10-20 minutes, all assets dynamically spawned so you don't replay the same geometry etc.

 

 

In brief, it works like this:

- Players join the server

- The players select a slot representing a position in the formation

- When the next round begins, the sim is paused and players are automatically moved from their FORMATION slot to the corresponding MISSION slot. While the game is still paused, pilots click "fly" to spawn into their mission aircraft. Note: The mission slot can be obfuscated to hide spawn locations.

- After a short countdown, the mission is unpaused. All players are in formation and get mission details via radio messages.

- No respawns, although crashed pilots can always fly around using "practice" slots.

- At the end of a round, all players are kicked back to spectators and must re-select a FORMATION slot before the next round begins.

 

 

It works! (not tested in 2.5) But frankly, the lack of players online have curbed my enthusiasm for polishing the product. I'd be happy to tackle it again if there is sufficient interest.

 

 

Cheers,

Andrew

 

I was going to answer your answer a while ago, but I got sidetracked and forgot - sorry :(

 

I cannot image the work that went into scripting this. My hat of to you :thumbup:

 

... but that's exactly the point. I believe setting up such a mission ought to be as simple as setting up any other mission, and not require special scripting skills and huge amounts of effort.

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Link to comment
Share on other sites

In one of the other threads, somebody conjectured that once the new toys are here (Spitfire and P-47D) Air Quake will start to disappear as the most prevalent Mission on MP servers. I have serious doubts to that, but time will tell.

 

Air start for both sides.

Allies have a bunch of B-17's flying at 20,000 feet with escorts overhead (non-filled slots controlled by AI).

Axis coming in from some direction, possibly the direction decided randomly, so the Allies don't know exactly from which direction they will be coming.

After 10 minutes of flight, the B-17s reach the target area, run into flak, the Axis interceptors have to break off attacks while the B-17s start their bombing runs, the mission ends and points are awarded for kills (maybe damage?) and bombers over target.

 

Here's my favourite quick mission profile:

 

1) Take off

2) Fly somewhere

3) Blow $#!* up!

 

AD

Kit:

B550 Aorus Elite AX V2, Ryzen 7 5800X w/ Thermalright Phantom Spirit 120 SE, 2 x 16GB Kingston Fury DDR4 @3600MHz C16, Gigabyte RTX 3070 Windforce 8GB, EVGA SuperNova 750 G2 PSU, HP Omen 32" 2560x1440, Thrustmaster Cougar HOTAS fitted with Leo Bodnar's BU0836A controller.

--Flying is the art of throwing yourself at the ground, and having all the rules and regulations get in the way!

If man was meant to fly, he would have been born with a lot more money!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...