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I just wanted to create a thread where I can gather feedback and announce WIP on my missions, announce times when my server is up...
I'll keep posting updated versions to the mission sharing thread too, when there's something reasonably stable and tested to share.

 

Multiplayer missions updated for game version 2.006: (M4T)

 

A multiplayer mission with the Ju52: VLJu52.zip (game version 2.006)

 

Single player missions:

  • Two missions, one flying the i16, the other flying the mc202. Game version 1.107c (To be updated...).
  • Gzhatsk.zip 4 missions (3 i16, 1 il-2) on the Moscow autumn map. Game version 2.006c.

(Awesome that we can now edit old threads. Very useful, thanks Jason)

RatasAndStukas.zip

 

Cooperative missions:

  • CoCoop1.zip Kuban map, 3x IL2m43, 2x A-20, 2x Yak7b, 3x Spitfire, 4x Bf109g4, 2x Bf109g6. Germans cover ships to Taman.
Edited by coconut
Added coop mission
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I just had a very fun experience with another player on the server. We were only two human players, but the AI surprised me and delivered an interesting performance.

 

I was in a fw190 patrolling high over v-liki (5-6km).

post-31381-0-65762700-1432586381_thumb.jpg

 

I spotted a plane flying slowly at low altitude. Knowing where the AI is supposed to be and doing, I concluded this must be the other human on the server. I cut the engine and spiraled down on my target, an IL-2.

post-31381-0-36923200-1432586382_thumb.jpg

 

One pass, a few hits. Zoom up, turn around... I did three passes.

post-31381-0-02096300-1432586383_thumb.jpg

 

Then I noticed I wasn't the only fighter in the area. Two Russian LaGGs had taken an interest in me without me noticing. I was lucky to be still alive.

post-31381-0-26917200-1432586383_thumb.jpg

 

Suddenly, out of nowhere a Bf109 came and shot one of the LaGGs, before getting himself shot.

post-31381-0-33720000-1432586384_thumb.jpg

 

The remaining LaGG and myself faced eachother, but after the merge I just kept going.

post-31381-0-77704100-1432586384_thumb.jpg

 

Not a good idea to fight so low and so close to the heavy Russian AAA. I used my speed to fly back home.

post-31381-0-48422900-1432586385_thumb.jpg

 

Meanwhile the other player limped back to his airfield, without rudder and with oil on the windshield, but alive. Fun was had!

 

 

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Nice. Great mission.

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on my pc I put under multiplayer/vliki. If you put it somewhere else, you'll have to open it in the Fmb and save it

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OK did that. We spawned but couldn't see each other despite being on the same runway. We fired flares and tracer but couldn't see a thing. 

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That's a known bug, not specific to the mission (or at least I don't think it is). See the changelog for 1.011. When that happens, disconnect from server and send "MP invisible planes.log" to the devs.

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Thanks Coconut we'll give it another go tonight or tomorrow it does look very cool.

 

I have another question, I am only seeing mission 1 and 3 flight paths on the map but there are 4 missions according to the aircraft selection bit how do we see where the other two missions are?

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The flight paths in the map are updated according to the status of the objective. If it has not been spawned yet, has been destroyed or reached its destination, it is not shown.

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Coco, how can i manage to replace AI by a human on a mission ? For instance, in your mission "counter offensive", wich i did not try to fly, only analyzed in the Mission Editor, i don't understand how it is possible to replace the AI.

TIA

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Coco, how can i manage to replace AI by a human on a mission ? For instance, in your mission "counter offensive", wich i did not try to fly, only analyzed in the Mission Editor, i don't understand how it is possible to replace the AI.

TIA

 

By mission, I'm not sure if you mean the mission-within-the-mission I made in "counter offensive", or its traditional meaning.

 

Either way, you cannot have humans fly instances of planes (i.e. the planes you place manually on the map), only planes that are created as a result of spawning in a fakefield. As a consequence of this, you cannot give humans orders, and you cannot make AIs fly in formation with you.

 

If you mean to ask how to tie the mission-within-the-mission logic to humans instead of AIs, as in for instance making a mini-mission terminate when all humans have died or have returned to base, it's not a simple change. You would need to count how many humans that have spawned for playing the mission are still in the air. This would involve using a counter that you increase when a player spawns, and is decreased when a player finishes a flight or is destroyed. The mission would end when that counter reaches 0 after having been increased. But then there is still the problem of people (re)spawning while the mission is still going on, which can be tackled in a number of ways, for instance by disabling spawns 15 minutes after the mini-mission has started.

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Ok... i understood... so i need to work on the waypoint being seen by humans and add some ai that will spawn when the humans get close to the target, Ai and humans will share the same targets.

 

Cool...a new clue !!!

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I just had a very fun experience with another player on the server. We were only two human players, but the AI surprised me and delivered an interesting performance.

 

I was in a fw190 patrolling high over v-liki (5-6km).

attachicon.gif2015_5_25__20_16_3.jpg

 

I spotted a plane flying slowly at low altitude. Knowing where the AI is supposed to be and doing, I concluded this must be the other human on the server. I cut the engine and spiraled down on my target, an IL-2.

attachicon.gif2015_5_25__20_18_35.jpg

 

One pass, a few hits. Zoom up, turn around... I did three passes.

attachicon.gif2015_5_25__20_19_52.jpg

 

Then I noticed I wasn't the only fighter in the area. Two Russian LaGGs had taken an interest in me without me noticing. I was lucky to be still alive.

attachicon.gif2015_5_25__20_21_20.jpg

 

Suddenly, out of nowhere a Bf109 came and shot one of the LaGGs, before getting himself shot.

attachicon.gif2015_5_25__20_29_31.jpg

 

The remaining LaGG and myself faced eachother, but after the merge I just kept going.

attachicon.gif2015_5_25__20_33_2.jpg

 

Not a good idea to fight so low and so close to the heavy Russian AAA. I used my speed to fly back home.

attachicon.gif2015_5_25__20_35_10.jpg

 

Meanwhile the other player limped back to his airfield, without rudder and with oil on the windshield, but alive. Fun was had!

I confirm ! I was the other player. It was awsome !

But i didn't see anything, too busy to manage my plane .

Coconuts told me. I only find today this post !

If you play Il2 Sturmovik, follow the two IA sturmovik in the early morning : a very very beautiful mission !

Thank a lot Coconuts for this great job !

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New mission "Ratas And Stukas" available.

 

I's played in the Lapino map. 8 waves of 3 stukas attack parked planes.

 

Russian spawns have an infinite amount of i16 to down them, and 9 BOS fighters.

 

German spawns have an infinite amount of stukas and 9 BOS fighters.

 

Currently running on my server.

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New version of "Ratas and Stukas", which should contain all the functionality and logic of the final thing. The most notable change is the removal of the German escort, they made it too hard for Russians, especially when they are few.

 

I'll now add some decorations (smoke, vehicles...) and make a single-player version.

Edited by coconut

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Yet another iteration of Ratas and Stukas. I made it easier to locate the Stukas by adding spotters on the ground. I also set the mission start time in the morning. The devs added beautiful sunrises in this version, it would be a shame not to use them!

 

post-31381-0-19624200-1436876080_thumb.jpg

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Hi Coconut. I hope this is not "stupid" question...is the ratasandstukas single player missions? I took them to the folder but it did not work. Many thanks.

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Hi Coconut. I hope this is not "stupid" question...is the ratasandstukas single player missions? I took them to the folder but it did not work. Many thanks.

 

Hi, the mission posted above is multiplayer. I'm attaching a single-player version I've quickly thrown together this evening.

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Hi Coconut,

 

Thx for taking the time to make the mission. 

 

The Blue Orchids will have the "Rata and Stuka" mission on tonight - 29 July, 2030hrs AEST. 

A warm-up mission will be loaded prior to this for any early birds!

All welcome!

 

We will be on BOS TS.

 

http://blueorchids.freeforums.net/

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Hi Felix_Culpa,

 

Glad you picked one of my missions. I hope you had fun.

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A quick update to "Ratas and Stukas" multiplayer: MC202s have invited themselves to the party. Use them to escort the Stukas. I've also added Russian i16s AIs patrolling the middle of the map. That should given you something to shoot at if you spawn in an mc202.

 

Currently running on my server, look for the server starting with "coconut" in the list. I'll leave it running tonight (2015-Aug-11 to 12).

 

(Unpack in data/multiplayer/coconut, it will create the ratasandstukas directory and its content. Alternatively, unpack anywhere you like and load/save in the FME).

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Nice, this will be great practice with the 202.  I was looking for such a mission.

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I revised the single-player mission of Ratas And Stukas, and added another single-player mission flying the MC202. Enjoy!

 

My server is currently running the latest multiplayer version of "Ratas And Stukas" (I've added smoke effects and redecorated the Russian airfield) and "Attack On Kalach" in alternance.

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I've started working on a new mission. On Velikie-Luki again. Mostly ground attack, with some AIs flying around. I put special effort into the tanks' behavior to make for an interesting ground battle, should you find the time to watch it.

 

Currently running on my server "coconuts...". Note: Still very early stages, less than 1/4 of the mission has been done so far.

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Rush updated:

  • Tank platoons should stop when platoons ahead are stopped. Should limit massive tank crashes on the road to the battlefield.
  • Moved Russian patrol further west, in an attempt to make them more aggressive.
  • Tank platoons that take damage on the road call for help by firing green flares. The trucks should also fire back at air targets, but in practice they are very passive.

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Rush updated:

  • Tank platoons should stop when platoons ahead are stopped. Should limit massive tank crashes on the road to the battlefield.
  • Moved Russian patrol further west, in an attempt to make them more aggressive.
  • Tank platoons that take damage on the road call for help by firing green flares. The trucks should also fire back at air targets, but in practice they are very passive.

 

Completed the first of three last night and loved it. 

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I saw how you destroyed all Russian defenses all by yourself, that's why I moved the Russian patrol to better cover the battlefield :) I've also added il2s that attack the tank column while it's on the road.

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Latest addition: Destructible bridges! When a platoon arrives at a damaged bridge, it stops for 15min, after which the bridge is repaired and the vehicles can move on.

 

post-31381-0-25100200-1440415152_thumb.jpg

Bridge destroyed, must stop. A queue builds up.

 

post-31381-0-69341200-1440415152_thumb.jpg

Bridge fixed (yay German engineering!), first platoon goes on.

 

post-31381-0-32079800-1440415153_thumb.jpg

The rest of the column gets moving and follows.

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Looks great. I thought german engineers were faster. Since the last patch I observed 30% decreased load on graphics card when flying in overcast cloud cover and thought it my be good time for adding a few (not too many) smoking city buildings or structures without so much impact on the user. At some point over the last year a lot of those smoking effects were removed from the campaign, but you may be able to add a few back into this mission without complaints from users.

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you may be able to add a few back into this mission without complaints from users.

I'll add these and lots of other things when I get to the decoration phase, which I typically keep for the end. I indulged in putting a few guards and their housing by the first bridge. I figured out how to make one sit, but other than that I haven't been able to have them move.

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I'll add these and lots of other things when I get to the decoration phase, which I typically keep for the end. I indulged in putting a few guards and their housing by the first bridge. I figured out how to make one sit, but other than that I haven't been able to have them move.

Ok, but For some reason I'm not worried. Given the talent seen in the video, I expect you will have the guards dancing or doing a moonwalk within a few weeks. Your video was very helpful, thanks.

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Coconut,

If a mission file is large and takes a long time to download the first time in MP, would it be safe to assume that if nothing has changed in the file, the second time someone enters the server, they will have a shorter wait/load time?

 

The last time I entered your server I noticed that the FW190 is sliding backwards on the ground slightly before even starting the engine (Wind?)...also tonight it overcooled in 10 seconds after entering the mission and then knocked me out.

Thanks..

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@

That's correct, the client does not download mission files again unless they have changed.

 

 

 

The last time I entered your server I noticed that the FW190 is sliding backwards on the ground slightly before even starting the engine (Wind?)...also tonight it overcooled in 10 seconds after entering the mission and then knocked me out.

 

Was that on Rush or Counter-Offensive? About the sliding, I think it's simply the slope. Some airfields on V-Luki are not 100% level. For the overcooled engine, that's strange. I'm pretty sure I have "engine warmed-up" ticked in the server options, but I'll check again.

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The platoon fixing the bridge is a cool idea. Do you have one unit being linked to any bridge that can be destroyed or do you spawn  the platoon when the bridge is destroyed. 

 

Latest addition: Destructible bridges! When a platoon arrives at a damaged bridge, it stops for 15min, after which the bridge is repaired and the vehicles can move on.
 

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I think there might have been a misunderstanding, there is no platoon dedicated to fixing bridges.

 

Normally, when a tank platoon reaches a destroyed bridge they will take a dive into the river, oblivious to the fact that you cannot cross a bridge that has been damaged.

 

My platoons are a bit smarter than that. They will stop, and "repair" the bridge, i.e. they wait for a fixed amount, the bridge automagically gets repaired and then the tanks cross the bridge. Not super-realistic, but pretty good from a gaming perspective. There is an incentive for the opposing team to destroy bridges, because that will slow down the advance. Yet at the same time, you can't just win the game by destroying a handful of strategically picked bridges.

 

I also use another method, which I prefer to use when the terrain allows it: When a group of vehicles reaches a waypoint just before a bridge, it will trigger two actions, only one of which is active: cross the bridge, or take detour in the country side. Which alternative is active depends on the state of the bridge. The bridge OnKilled event is linked to a deactivate node linked to the "cross bridge" alternative.

 

post-31381-0-05705100-1441025260_thumb.png

 

The trigger waypoint is linked to two timers: One with a delay of 1s goes to an OnRoad/next combi, the second has a delay of 2s and is linked to an OffRoad/Waypoint combi above the river's source. The first alternative also deactivates the second alternative when triggered (because the delay of the 1s alternative is less than the delay of the second, this is similar to the random choice pattern). The bridge's OnKilled (or is it OnDamaged? It's up to you which you use) event triggers a deactivation of the first alternative.

 

There's also some dynamic icon machinery to remove the bridge from the map after it's been destroyed, so that nobody launches a bombing raid only to find a bridge that's already been destroyed.


 

 

Was that on Rush or Counter-Offensive? About the sliding, I think it's simply the slope. Some airfields on V-Luki are not 100% level. For the overcooled engine, that's strange. I'm pretty sure I have "engine warmed-up" ticked in the server options, but I'll check again.

 

I checked the server this morning after posting that and noticed that it had failed to restart the mission. The server had been up without a restart for more than 24h, so it's not entirely surprising that some things might not have been working as they should have. 

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