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Sorry for the delay guys, finally I dont have internet in my new place so I cant even test my work...I figure out a way that I will try next week and see how that goes.

 

About the mission, it ready but I will test it today and tomorrow so hopefully I will publish it on Sunday.

 

Cheers.

 

PS: I need to try those missions Jupp ;)

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Anyone working on an I-16 SP mission out there?Pleeeeeeeze????? :rolleyes:

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~S~ Blitzen,

 

I've already added the I-16 to my multiplayer missions however, as of now there's an annoying spam message having (I suppose) to do with exceeding the object and MCU limits in the builder.

 

So, until I resolve that matter (it's global, and shows to both host and players as such, which is unacceptable) I won't be reposting them (updated to v1.101) until I can stop it spamming somehow.

 

I've looked into (and asked) about the Rcon, but from what I've gathered there isn't an easy solution. Either the Devs hotfix it, to go away, or I re-edit the missions right down to mega boring levels.

 

If it's intention indeed pigeon holes missions writers to conform to some sort of standard to ensure that the sim runs well, rather than plays well, well, I'm hanging up my efforts pretty early on then.

 

Sorry,

 

S! -Jupp- :salute:

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If it's intention indeed pigeon holes missions writers to conform to some sort of standard to ensure that the sim runs well, rather than plays well,

I don't think that's the issue. Players wanted the player limit in MP to go away, claiming maybe sometime a bit optimistically that the server could handle the load. Maybe that's the devs way to tell us to see for ourselves, that the limit is indeed needed. As far as flying AIs go, you should be OK with 16 or so fighters. Bombers take more resources.

 

At least I hope that's the case. The official recommendations are quite low, and I hope it's OK to go over it as long as the server's CPU can take it.

 

 

 

Anyone working on an I-16 SP mission out there?Pleeeeeeeze?????

Yes  ;)

 

Working on a mission on Lapino with waves of Stukas to shoot down. I'm aiming for MP first, but it shouldn't be hard to make an SP variant.

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Hey coconut, just tried your two versions of attack on kalach, huge amount of fun, and great quality, love the way you made it so that you are the wingman and not the flight leader :) and the combat comes often enough, and is neither too little, neither too intensive, please make more! Honestly really impressed :)

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Thanks Xenos  :salute:

At the moment I'm working on tools to improve my productivity with the editor, and hopefully I'll be able to increase the pace soon.

In the mean time, if you have a DServer account you might want to try Counter-Offensive at V-Luki. It's a multiplayer map that should work in single-player/coop with friends too.

Start the server, join it and you'll have 4 missions on each side (i.e. 8 total).

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Yeah, thanks coconut! I had fun with your missions, nice work :) . As Xenos said nice to fly as a wingman for a change.

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Ok Coconut- I'll be patient for the SP version!! ;)

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Thanks Xenos  :salute:

At the moment I'm working on tools to improve my productivity with the editor, and hopefully I'll be able to increase the pace soon.

In the mean time, if you have a DServer account you might want to try Counter-Offensive at V-Luki. It's a multiplayer map that should work in single-player/coop with friends too.

Start the server, join it and you'll have 4 missions on each side (i.e. 8 total).

Coconut, how many players have you set on your mission Counter Offensive at V luki ?

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Habu, do you mean AIs or humans? The most AIs is 12 (3 patrols of 3 fighters each, 2 Ju52 with 1 fighter escort). As for humans, the most I've had on the server at the same time must have been 4 people.

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For human, because i would like to play it any wednesday (french day), but i have many players and the server is now set on 64 players.

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I have no idea how much resources human players take, and never played the mission with that many players, so I can't guarantee it would work, but it sounds like it would be a lot of fun.

 

The missions with AI spawns are a bit unnecessary if you have many players, and you might be better off disabling them (I can do that if it's too hard finding your way in the spaghetti plate in the mission editor). Same thing for AI patrols (although shooting them down might be more fun :biggrin:, they don't respawn when killed). The ground objects and the tanks don't seem to use up a lot of CPU, but they might stress up the network.

 

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On the subject of CPU loads, I'm attaching three missions that contain respectively 32, 16 and 0 AI planes.

 

Statswise, running on an core i5 4690K (no OC, only standard Turbo at 3.8Ghz), I get:

- at 32 AIs: 50SPS and 15 Tick delay

- at 16AIs: 50SPS and 7 TD

- at 0AIs: 50SPS and 0TD

 

The server console graphs:

post-31381-0-74992500-1436610155_thumb.png

 

During the test with 32 AIs CPU utilization was about 23%, i.e. pretty much 100% of a single core.

load-tests.zip

Edited by coconut

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I have no idea how much resources human players take, and never played the mission with that many players, so I can't guarantee it would work, but it sounds like it would be a lot of fun.

 

The missions with AI spawns are a bit unnecessary if you have many players, and you might be better off disabling them (I can do that if it's too hard finding your way in the spaghetti plate in the mission editor). Same thing for AI patrols (although shooting them down might be more fun :biggrin:, they don't respawn when killed). The ground objects and the tanks don't seem to use up a lot of CPU, but they might stress up the network.

You misunderstood what i'm asking. How many slot for human player are there in the mission ?

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During the test with 32 AIs CPU utilization was about 23%, i.e. pretty much 100% of a single core.
You misunderstand the CPU load.
In fact, the 32 AI, and 23% - 100% of the load it.
15 Tick delay, is maximum.
 
Since a single thread usage, you need to divide 100 by the number of cores in the system that would be the limit as a percentage.

A graph of CPU usage in windows, distributes the load on all cores, it is most likely a consequence of the work scheduler windows.

 

I apologize for the language, Google translate

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You misunderstood what i'm asking. How many slot for human player are there in the mission ?

"Slots"? There are 6 airfields from which you can spawn as many aircrafts as you want. Actually, the two airfields closest to the action might have limited number of planes, I don't remember any more, but that's easily changed.

 

 

 

Since a single thread usage, you need to divide 100 by the number of cores in the system that would be the limit as a percentage

Indeed, that is why I wrote "pretty much 100% of a single core".

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Slot = plane available for player.

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Habu: I don't know if you are familiar with the mission. The plane sets at Isocha (German side) and Bubenovo (Russian side) depend on whether a mini-mission is running.

If a mini-mission is running, only planes from that mini-mission are available, in infinite numbers.

 

Russian side (Bubenovo)

- Mission 1 and 2: pe2 or yak

- Mission 3: il2 and lagg

- Mission 4: lagg and la5

 

German side, spawning from Isocha:

- Mission 1: he111, bf109g2

- Mission 2: ju87, bf109f4

- Mission 3: he111, bf109g2

- Mission 4: bf109g2, fw190

 

When the other side is running a mini-mission, you can spawn choosing from 20 attack airplanes, 5 bombers, or 5 fighters of each type. In other words, you can pick from 40 planes.

 

Additionally, each side can spawn from 2 other airfields, further from the action. These airfields provide infinite numbers of bombers, attack airplanes and fighters (bf109g2, lagg3).

 

That was the complex answer, the simple answer is "more than 64 slots".

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No i didn't try it, only open it in the editor, but i stopped quickly, because i didn't have enought time to understand it, and i have to provide a mission as soon as possible for last wednesday.

 

Ok, thx. I will run it on the server and test it.

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I'd love to see this mission with 64 players or even 32. I'm going to host this next week when I'm back flying.

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Forgive me if this is wrong place to post this,but ever since the last update that included the I-16 a number ( but not all) of my third party missions have gone completely blue as if the red yellow 7black had been completely removed.I'm not sure why this occured except possibly a conflict in the mission folder with the new update.Has anyone else had this glitch or does anyone have a quick fix?

Thanks!

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Hi,

 

as i am a totally noob on mission making, i want to ask if all SP missions will be updated on th first post. I have tried it via Notepad ++ but blue terrain remains.

 

Thanks

Edited by LcSummers

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Re. "blue missions": try reapplying a cloud cover setting in the Mission Properties > Atmosphere Options.

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Re. "blue missions": try reapplying a cloud cover setting in the Mission Properties > Atmosphere Options.

Forgive me for being a bit dense,but I've gone through an mission folder with Notepad but failed to find Mission Properties > Atmosphere Options.Perhaps I am looking in the wrong place.can you point me in the right direction?Also will it be clear wht setting should be re-applied when I do find Atmosphere Options?

Thanks again! ;) 

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Forgive me for being a bit dense,but I've gone through an mission folder with Notepad but failed to find Mission Properties > Atmosphere Options.Perhaps I am looking in the wrong place.can you point me in the right direction?Also will it be clear wht setting should be re-applied when I do find Atmosphere Options?

Thanks again! ;) 

No problem. Open the mission in the editor and set the mission properties there.

 

1. Click Atmosphere Options at the bottom of the Mission Properties dialog.

2. In Atmosphere Options dialog, choose a value from the Clouds drop-down list.

 

Jim

Edited by JimTM

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No problem. Open the mission in the editor and set the mission properties there.

 

1. Click Atmosphere Options at the bottom of the Mission Properties dialog.

2. In Atmosphere Options dialog, choose a value from the Clouds drop-down list.

 

Jim

Of course !!! Will give it a try! :biggrin:

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Hi,

 

thanks for the answer but i do not have the Mission Editor.

If i am correct i have to make a request or? Sorry for such dump questions.

 

LC

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Everybody has the editor. Go in you installation directory :

 

H:\IL-2 Sturmovik Battle of Stalingrad\bin\editor

 

The editor is the program STEditor.exe. Run it.

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Jim TM

Problem solved! Many thanks for your help! ;)

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Everybody has the editor. Go in you installation directory :

 

H:\IL-2 Sturmovik Battle of Stalingrad\bin\editor

 

The editor is the program STEditor.exe. Run it.

 

 

Thank you all for your help!!!

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Here is a simple​ mission to demo a train stopping at two stations along a route before reaching it's destination. You can hop into a Yak-1 and patrol for it if you like or just follow the train on it's route using F12, F11.


JimTM - TestTrainRoute


I'm still learning the editor so there's nothing too fancy in the mission.   :)


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~S~ JimTM,

 

Opened the test train mission and really liked what you've demonstrated, using delay timers and subtitles.

 

Wondered, if you know you can target link Icons together, to make lines and other uses like I've done here...

 

Great Job with sharing BoS ME knowledge,

 

S! -Jupp- :salute:

 

Bo_S_Pot_W_prt1_Ru.jpg

Edited by Jupp

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Thanks Jupp, I am familiar with creating lines using icons.I played around with that awhile back and I'm going to dive back in very soon and add some doc to the manual (once I finish playing with my train set and doc'ing it).  :biggrin:

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~S~ JimTM,

 

Gut, gut.

 

Keep 'em Rolling,

 

S! -Jupp- :salute: 

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Jupp, which kind of line and colour are you using in the icon to display the path of the train please.

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~S~ Habu,

 

Sorry the delay in response, my health nosedived last week and I'm still catching up.

 

I tried to make a screenshot for you but the Interface Popup for The advanced properties wouldn't show up.

 

They are "not Named" (blank field) MCU Icons, Target Linked in succession, Advanced Properties Background color RGB 128-0-128 (purple)...

 

Enabled ticked (yes), Icon ID None, Line Type = Sector Type 1, and the Coalitions set to what ever sides you want it to be visible to when they join a side.

 

So in this case I used two icons (per side) at the terminals that are named Attack or Defend etc., and in between I used the unnamed icons, target linked as described, to draw the line.

 

Also note, it would seem you do not have to be exact in laying out the icons to the track (or a road?) to have it look good on the map, as the screenshot does show. Adjust until happy I guess?

 

And, to make arrows and such point different ways you must target link the MCUS in order, in the direction (succession) that you want the Line Type arrow to be pointing. Just mentioning it.

 

Good Hunting,

 

S! -Jupp- :salute:

 

Bo_S_Linked_Icon_Lines.jpg

Edited by Jupp

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~S~ Everyone,

 

Postscript : Here is a quick RGB Color Chart to refer to when working with Lines and other markers in BoS mission writing.

 

Blue Skies,

 

S! -Jupp- :salute: 

 

RGB_Color_Chart.gif

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