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  • MSO Esbekistan Development discussion/change log

    I made a few more changes to this today.

    - added Osprey, Hercules, A10 GBU, Harrier II, F35B
    - added Team Status to all players
    - removed AI recruitment/still counting on players to leave the AI at base alone
    - added General Carvers Vehicle Rearm/Repair stations
    - failed on Halo, but decided against it anyway
    - more lights around base
    - changed layout of stations around the base
    - increased the base safe zone from 200m to 600m

    Look forward to suggestions. My focus on this is to allow for lots of ways of playing and experimenting.
    |TG-189th| Unkl
    ArmA 3 Game Officer
    Dean of Tactical Gamer University
    189th Infantry Brigade Member
    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
    "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

  • #2
    Re: MSO Esbekistan Development discussion/change log

    My PC is built, finally. Im installing. SHould be around this weekend.

    So this has MSO on it? Or is it more like Domi?

    Current ARMA Development Project: No Current Project

    "An infantryman needs a leader to be the standard against which he can judge all soldiers."

    Friend of |TG| Chief

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    • #3
      Re: MSO Esbekistan Development discussion/change log

      Its MSO.

      - just added retransmit
      - changed to c130 instead of the refuel craft
      |TG-189th| Unkl
      ArmA 3 Game Officer
      Dean of Tactical Gamer University
      189th Infantry Brigade Member
      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
      "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

      Comment


      • #4
        Re: MSO Esbekistan Development discussion/change log

        How about an supply point somewhere on the map that can be captured so convoy's can resupply there?

        other requests
        - no forced respawn/ add in reviveing
        - add in the A.L.S.S script
        - The ability to range sniper rifles somehow it's dissabled
        - Increase the cargo capacity on the c-130 and the chinook
        - reduce the cargo capacity on mv-22 osprey


        I notify you as much as possible about what I come across
        TG-189ᵀᴴ ArmaXO TGU Instructor

        Comment


        • #5
          Re: MSO Esbekistan Development discussion/change log

          Originally posted by woesterudolf View Post
          How about an supply point somewhere on the map that can be captured so convoy's can resupply there?
          Interesting. You have the ability to call in resupply from air so you can make your own depots as needed.

          - no forced respawn/ add in reviveing
          Will check that the ACE life timer is running. I wouldn't remove the consquence of dying outright.

          - add in the A.L.S.S script
          Interesting. Will have a closer look. Anyone else care to chime in on this one?

          - The ability to range sniper rifles somehow it's dissabled
          Does this have something to do with the map scale? Is the ACE artillery accurate?

          - Increase the cargo capacity on the c-130 and the chinook
          - reduce the cargo capacity on mv-22 osprey
          Whats this about? how much stuff fortifications you can put in these?
          |TG-189th| Unkl
          ArmA 3 Game Officer
          Dean of Tactical Gamer University
          189th Infantry Brigade Member
          SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
          "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

          Comment


          • #6
            Re: MSO Esbekistan Development discussion/change log

            Originally posted by Unkl View Post
            - Increase the cargo capacity on the c-130 and the chinook
            - reduce the cargo capacity on mv-22 osprey
            Whats this about? how much stuff fortifications you can put in these?
            The chinook has 50 slots
            The osprey has 90 slots
            The C-130 has 150 slots

            A jackal is 50 slots
            A truck is 150 slots

            Originally posted by Unkl View Post
            - The ability to range sniper rifles somehow it's dissabled
            Does this have something to do with the map scale? Is the ACE artillery accurate?
            Yes the artillery is accurate.
            You are able to open the range table on the sniper rifles but not able to adjust the gun accordingly
            TG-189ᵀᴴ ArmaXO TGU Instructor

            Comment


            • #7
              Re: MSO Esbekistan Development discussion/change log

              Originally posted by woesterudolf View Post
              You are able to open the range table on the sniper rifles but not able to adjust the gun accordingly
              Use arrow keys, its default since it comes.

              Comment


              • #8
                Re: MSO Esbekistan Development discussion/change log

                Originally posted by Chichco View Post
                Use arrow keys, its default since it comes.
                That's the problem that part doesn't work we tested it with multiple persons but for none it worked. I'm able to if I load up another mission but not in this one.
                TG-189ᵀᴴ ArmaXO TGU Instructor

                Comment


                • #9
                  MSO Esbekistan Development discussion/change log

                  Ace config keys?

                  TGU Instructor TG Pathfinder

                  Former TGU Dean Former ARMA Admin Former Irregulars Officer

                  "Do not seek death. Death will find you. But seek the road which makes death a fulfillment." - Dag Hammarskjold

                  Comment


                  • #10
                    Re: MSO Esbekistan Development discussion/change log

                    Found the problem one of my files went corrupted during the updating to the new TG maps.
                    TG-189ᵀᴴ ArmaXO TGU Instructor

                    Comment


                    • #11
                      Re: MSO Esbekistan Development discussion/change log

                      On my 2 do:
                      - needs ammo box script to get rid of the zillion boxes at base (include the A2 weapons currently only the A2OA crates are in)
                      - life timer needs fixing
                      - look at ALSS script
                      - make ammo box marker more noticable
                      - make medics only ones who can use medikits
                      - ?
                      |TG-189th| Unkl
                      ArmA 3 Game Officer
                      Dean of Tactical Gamer University
                      189th Infantry Brigade Member
                      SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                      "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

                      Comment


                      • #12
                        Re: MSO Esbekistan Development discussion/change log

                        Decided that the life timer is going to stay out. The ACE wounds kicks in if you are injured and that is working great. If you die you respawn way back at the FOB or the base. This is why we use dedicated pilots and have to factor in reinforcements. The life timer creates more slow time where everyone at the front line has to wait and wait for casualty collection when they should be dead, not able to be revived in the field.
                        |TG-189th| Unkl
                        ArmA 3 Game Officer
                        Dean of Tactical Gamer University
                        189th Infantry Brigade Member
                        SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                        "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

                        Comment


                        • #13
                          Re: MSO Esbekistan Development discussion/change log

                          A few quick things on arty, because I tend to notice that....

                          Issues/Problems:

                          The fact that the GPS on this map is 6 digit makes it more difficult to accurately use the ACE arty. But not impossible, just less accurate. Because the spotter must estimate roughly the 8 digit of the target, as opposed to using the DAGR/Vector to simply know the 8 digit of the target. Furthermore the arty crew must estimate the location of the gun within that 6 digit sqaure. This creates a small source of error for the 119. (Note this is not an issue for the paladin, and less of one for the mortar.)

                          The fact there are (I believe) no vectors make corrections much more difficult for all arty [mortar, ACE M119, and Paladin]. Forward observers would typically use Vector (with battery) to give Add/Drop, Left/Right correction to the firebase. Without that they must estimate corrections, increasing the number of correction shots to hit.

                          This becomes more important because of the other sources of error, which will mean more correcting shots are needed.

                          Third issue is the direction of the ACE arty (m119s) only. Both, as I recall, point north. [It would be easier if one is exact north, one is exact west, but this is fine.] When re positioning the for a new shot (say because the target is west, or east, and outside their starting arc of fire) the fire base team has to get an exact direction for the gun when they turn it. (Is it NOW facing 1400 mills, or 1350? or 1340?) This is hard to do precisely without a vector. Without a vector, the gun crew must estimate the precise direction of the gun, which creates another possiblity for error. (This is a source of error for the m119 again, and less of one for the morar, and not a problem at all for paladin.)

                          If you add all these up, you end up with several possible sources of error. Each is small by itself, but combined they mean that the ACE arty will lose much of its accuracy, mortar will lose some, and paladin will lose some, but less than the otehrs. Loss of accuracy is loss of effectiveness. Most of these apply to the ACE arty and not the paladin, but the precise correction problem applies to paladin too.

                          Solutions:
                          One solution would be providing vectors to some members of the team (with batteries). This would correct most of the problems. Since you already have DAGRs, the Vector/DAGR combo would then by present, and is the ideal for accuracy.
                          Another would be to mark the m119 gun positions exactly (8 digit), or provide their coordinates in the missoin breifing. This would remove one source of error, while leaving most of the others.


                          These are some thoughts on Arty on your mission Unkl. You do not have to make these changes by any means, I just thought I would bring them up, just in case. If you leave as is, people can still use the paladin and the mortar fairly well, except for the poor corrections.
                          The question foremost in my mind is "what will bring the most tactical fun to the server?"

                          Comment


                          • #14
                            Re: MSO Esbekistan Development discussion/change log

                            Originally posted by Unkl View Post
                            Decided that the life timer is going to stay out. The ACE wounds kicks in if you are injured and that is working great. If you die you respawn way back at the FOB or the base. This is why we use dedicated pilots and have to factor in reinforcements. The life timer creates more slow time where everyone at the front line has to wait and wait for casualty collection when they should be dead, not able to be revived in the field.
                            I'm torn on this. You make a good point, but rather than disabling it outright, or setting it back to how it was, why not find the middle ground? Right now it feels like there's a 10% chance of being able to save a friendly, most of the time just dying outright. A 90 second timer (Maximum, ideally 60 I'd say) would emphasise the need to be really on top of casualties as any role. It gives medics the opportunity to save friendlies, while there's still a risk of them dying. Good management and response could save 4 guys who all went down at once, yeah, but that's the payoff for that effort. Without life timer, medics feel a lot less important, and it really screws about with cohesion and organisation and that effect increases the longer it takes for a dead player to return to his unit.

                            If there's meant to be emphasis on the use of air transport, give them more jobs by requiring a full heal at the med tent to get legs back. Maybe a system by which if a player goes below a certain health, they aren't healable beyond that point. Could turn CASEVAC into an actual thing in this game.

                            Comment


                            • #15
                              Re: MSO Esbekistan Development discussion/change log

                              Originally posted by Garthra View Post
                              Issues/Problems:
                              The fact that the GPS on this map is 6 digit makes it more difficult to accurately use the ACE arty.

                              Solutions:
                              Use ASR Map Grids 1.4

                              Comment

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