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Developer Diary, Part 83

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83

 

 

Hi Everybody,

 

Yesterday I asked Vander for an interview and luckily he agreed to answer my questions. You know Vander if you’ve ever played on Syndicate’s servers. But if you never did then you definitely should try one in BOS as soon as you can, and I bet you’ll figure out why it’s so popular.

 

1) Please introduce yourself

 

Hi, my name is Pieter aka SYN_Vander. I live in the Netherlands and I'm 45 years old. I have been interested in flight simming for a long time. My first flight simulator must have been "F-15 Strike Eagle" on the Commodore 64 in the late eighties! After a period of racing I returned to flight sims when I found out about the original IL2 game and I had bought my first TrackIR.

 

2) Tell us who's behind the SYN server idea? Who's actually making this greatly popular server?

 

The Syndicate squadron is now 15 years old and started as a small Irish "clan" playing FPS games online. One of the original founders, SYN_Jedders is still an active member and does a great job of keeping the squadron together as well as feed us with new ideas. When I joined the Syndicate in 2010 the server was already running missions for "Rise of Flight" but pretty quickly I was heavily involved in mission creation and server maintenance. Back then we had to learn a lot of stuff the hard way! Nowadays I'm happy to say that we have multiple members running our server and making missions: SYN_Blackrat does an excellent job keeping both our servers running for Rise of Flight and Battle of Stalingrad (which is not always easy if the software is still in beta!). SYN_Haashashin has learned to build missions for RoF which he now puts to good use for BoS and SYN_Per manages our donations and keeps track of costs since without money there would be no server. Of course the list is not complete as we have several other members that help with organizing events and occasional fund-raising.

3) The service you're providing is of really impressive quality. Is this anything like you're doing for living? How much time does the SYN server take from your daily spare time?

 

In real life I work in IT as an enterprise architect so yes I have a good knowledge of computers and networks, but most of the stuff I need for running the server I have learned along the way. Luckily the internet is an excellent resource for anything IT related and you can always find helpful individuals in our community. In the early days the server took quite some time to manage, but nowadays we have a lot of automated scripts running; to automatically restart the server for instance.  

 

4) What do you personally enjoy most in your project? BTW do all SYN members fly on their servers and play these missions?

 

As soon as I realized the great potential of Rise of Flight with its Digital Nature engine and high fidelity simulation of flight, I hoped to one day see WW2 era aircraft in the sim. Although I must admit I have become quite attached to the WW1 era of flight and it's unique atmosphere, a WW2 flight simulator potentially has a much larger scope, both in number of aircraft types and theaters of operations. The number of interesting mission scenarios you can create is huge!

Most of our SYN member fly BoS as well as RoF. Others are waiting for it to be finished first.

 

5) Describe your perfect multiplayer mission? What is it like and do you think, can it be created?

 

I have always tried to focus on team based game play. Nothing beats flying online together with and against organized groups of people. It really brings a flight simulation to life as you get a brief glimpse of how it may have been in real life. Although you may be sitting safe and sound behind your computer, as soon as you meet an enemy flight and "mix it up" the adrenaline will start pumping and your hands get sweaty! Something I never experience when playing single player missions.

My perfect MP mission is when groups of players are working together to achieve realistic goals, preferably set in a historical scenario. Ideally, the mission goals should be part of a larger online campaign with a persistent environment. Think of having not a number of independent servers running totally different missions, but one "campaign server" and several connected servers that offer missions from a central mission pool. The results of the individual server missions will then decide the direction of the campaign.

Because I have a busy job and a family I find it difficult to commit to scheduled, longer missions. So ideally, some sort of match making logic should be present where you can sign-up for a particular flight and sortie. This also to make sure not everyone is flying on his own, but is always part of a flight having one clear objective. I think the tools and technology are already there to achieve this, but we need some talented individuals working together to make this a reality.

 

6) What improvements are coming to the SYN BOS server next? What should players be expecting?

 

I think we just scratched the surface really. Just as the game itself is still in development, so are our missions. Most of the missions are us testing various aspects of game play: Are the airfields to close together? Is there enough AAA? Are the targets visible from the air? etc. Our short term goals are as follows: For weekdays, when we expect not everyone has a huge amount of time to play, we want to create a simplified "online campaign". This means we'll have a set of pre-defined missions, each with a specific objective for one of the factions, e.g. capture airfield "A". The actual outcome of the mission will decide which mission will be loaded next. This will give the player an idea that the mission goals are actually worth achieving and we should see different missions every night. For weekends or special occasions we want to create more historical mission scenarios. Players will then have to prepare more and have to be willing to participate in organized flights. This is something we have done several times for Rise of Flight and in a sense is what we are doing every Sunday with our "Vintage Mission" night. I would like to stress that anyone who has created an interesting mission can always contact us and we may run it on a weekend!

 

7) Is there anything you'd like to suggest other players who are eager to be involved in mission creating? A couple of advice from a SYN pro.

 

A lot of people keep saying that the mission editor for RoF / BoS is too complex to use. I will admit that it may be daunting at first, but I think once you have overcome the first hurdles and understood the basics it is actually pretty straightforward. It just needs some patience and determination. There are several youtube tutorials (for RoF) to help you on your way.

But getting to grasp with the various functions in the editor is not the hardest thing of mission making. You need to design the actual game play. Anyone can make a simple dogfight/dual mission where everyone meets up in the middle of the map. But how to create objectives that actually motivate players? How to give the player a feeling that he is part of something bigger, part of on-going battle? What conditions should be met to achieve victory? How long can the mission last before it gets boring? All these questions are actually quite hard to answer. The good thing is that creative people in our community can already think about this and share this in our forums without understanding the editor at all. We will most certainly listen to any interesting idea!

 

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Great interview! 

Is there gonna be an update today?

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S!

 

 Good to hear about people behind the scenes of MP :) Any news on release as the PC DVD is already all over the place etc?

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Cool little interview, hope we see some servers like this in North America again soon.

and Asia, let's not forget Asia.

Anyone?

 

Red

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Change log:
 
1. Night missions were added to the Campaign;
2. Destroyed villages and bonfires were added to the front line areas in the Campaign;
3. Bonfires in Stalingrad were added to the Campaign;
4. The skill level of allied AAA was changed in the Campaign. It should be safe now on the home airfield;
5. Ammo counter for the turret armament was added in multiplayer;
6. The lag between hits and hit sounds was decreased in multiplayer;
7. Trucks and train cabs should be swinging on the road in multiplayer as they are in single player modes;
8. The bug with ground vehicles shooting after being destroyed and removed from the map was fixed;
9. The bug with flares and headlights random disappearing was fixed;
10. Sun glint on the airfields coming from the already set sun was removed;
11. The bug with turrets not shooting when the aircraft is damaged was fixed;
12. FW 190 A-3 climb rate was corrected according to the reference data;
13. Engine limits added not only to extreme revs but for extreme supercharge as well (with possible break down in case of prolong use);
14. Ju 87 D-3 and He 111 H-6 now have an automatic supercharger mode instead of switching to the 2 stage;
15. Time for takeoff and climb engine modes on He 111 H-6 and Ju 87 D-3 was increased, so after 1 minute of takeoff mode the engines should be able to run 30 minutes in climb mode;
16. After 1 minute of working in extreme engine mode Bf 109 F-4 should be able to run in combat mode for 30 minutes;
17. After 3 minutes of working in extreme engine mode FW 190 A-3 should be able to run in combat mode for 30 minutes;
18. Reheat time limiter on La-5 bug was fixed;
19. Animation for landing lights, nav lights and cockpit light switches on He 111 H-6 was added;
20. Flaps lever animation on He 111 H-6 was fixed;
21. Basic set of scenarios was added (standalone single missions).
22. Speed indication on FW 190 A-3 fixed;
23. Speed indication on Ju 87 D-3 fixed.
24. Parts which have fell off from plane now have damage on them
25. Temporary design of Plane Setup dialog was replaced by final one
26. Special marks were added to Premium customers HUD icons in Multiplayer game
  • Upvote 20

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Good Job.........You Guys are back on Our Christmas Card  and fruit cake list     Thanks guys happy Developing and Producing

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Update after update we are all getting there thanks to the dev team. ;)

Edited by senseispcc

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FM and engine fixes first friday after Han tested. I'd say that response time should show a few of the critics that they will be listened to.

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Any info on what are you guys are going to do wiht  the Unlock system?

 

Nice to hear the FM are already updated, can't wait to start playing again when all of this Unlock system is over

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Nice interview. A couple questions, Any news on Oculus Rift support? Also would it be possible to get a separate key binding for engine 1 & 2 propeller feathering control instead of one button to feather both props. It's really sorta a pain when you lose an engine in the HE111 

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Waffle anyone?, when will someone from behind the scenes dare to answer the question on all multiplayers lips after all it`s been asked 100+ times, we`ve even had a potentially pointless poll started by the fella who`s the frontman.

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Nice interview. A couple questions, Any news on Oculus Rift support? Also would it be possible to get a separate key binding for engine 1 & 2 propeller feathering control instead of one button to feather both props. It's really sorta a pain when you lose an engine in the HE111 

Press 1 or 2 to select the left or right engine then feather it.

Edited by SYN_Requiem

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PS: What it would really bring back all of the hope and hype for the game should an solution for the "Unlocks" that would fill the forums in seconds, and restore his honor

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Press 1 or 2 to select the left or right engine then feather it.

Right but thats a pain when I'm sure it wouldn't be too hard to add a keybinding for each. Every other engine control has a 1/2 keybinding except feathering. 

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Change log:
 
11. The bug with turrets not shooting when the aircraft is damaged was fixed;

 

And the bug with dead turret gunner where the turret still aim you and shooting at you.

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21. Basic set of scenarios was added (standalone single missions).

 

Intresting, who made the missions?

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Seriously? I can't believe the posts I'm seeing. We get long awaited FM and CEM fixes as well as bug fixes and several improvements to the campaign, and all I see are people whining: "What about blahblahblah?!??!" "Still no word on XYZ?!?!?"

 

How about just one word of appreciation?

  • Upvote 16

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Change log:
 

12. FW 190 A-3 climb rate was corrected according to the reference data;

17. After 3 minutes of working in extreme engine mode FW 190 A-3 should be able to run in combat mode for 30 minutes;

 

 

 

 

:yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:  :yahoo:

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Neat stuff! There has clearly been many additions to BOS, since I last I had the pleasure of playing. Thank you to the team and testers for all of the improvements. I would also like to show my appreciation for the Vander interview. Syndicate is a superlative Rise of flight multiplayer server and I know that I will really like the BOS Syndicate Server. I can't wait to try out all the new stuff and multiplayer servers, when I get my new computer.  :salute: MJ

Edited by =69.GIAP=MIKHA
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Great interview guys.

 

Writing missions isn't that difficult when you get your head around it (Vander has some great tutorials on YouTube) but to get the missions as balanced as good as Vander and Haashashin do is something else. It you want to see how good missions are going to be in BoS then you should join us on the Rise of Flight Syndicate server on Sunday nights for one of our vintage missions.

 

Keep up the good work guys

Edited by SYN_Skydance

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FM and engine fixes first friday after Han tested. I'd say that response time should show a few of the critics that they will be listened to.

 

These guys are just barely getting cranked up.  It must be tough being the best in the business and still having to take the heat from all angles. 

 

Thanks to all of you who contribute to this amazing experience.  Long live BOS!!!

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Seriously? I can't believe the posts I'm seeing. We get long awaited FM and CEM fixes as well as bug fixes and several improvements to the campaign, and all I see are people whining: "What about blahblahblah?!??!" "Still no word on XYZ?!?!?"

 

How about just one word of appreciation?

Amen brother. Another update. Again this week. How many is that? 3 or 4? This is headed in the right direction. 

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S!

 

 Good to see fixes and of course very much appreciated, but frankly they are in a tight spot to fix as much as possible now if the release is 7th of November. So I would expect there are quite a few updates within the next couple of weeks before software goes RC and Gold.

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