Jump to content
Website Updates and Upgrades are still underway! We don't expect any further downtime, but we thank you for your patience as we restore themes and other elements including the Chatbox.

Arma 2 ACE Multi-Session Operations thread


=VG= SemlerPDX

Recommended Posts

Another possible change for the MSO base.

Have the m119 howitzer pre-placed and ready to fire, facing due west would probably make the most sense. Reason being that setting up the howitzer after it has been moved is practically identical to real life procedure. So requires a whole lot of knowledge and practice.


If anyone is interested in the lengthy howitzer setup procedure there's good info here: http://forums.unitedoperations.net/index.php/topic/12959-howitzer-emplacing/
First post details the procedure for the howitzer gunner, a couple posts down there is a description of how to setup the aiming circle.
Link to comment
Share on other sites

  • Replies 306
  • Created
  • Last Reply

Top Posters In This Topic

ridDle =VG= LAN_WROTE ...

Jager LAN_WROTE ...

Ingo =VG= LAN_WROTE ...

quick hint building a fob with requesting everything in by choppers kills the server in 3 minutes ...


Haha somehow that does not surprise me :p


Your premenition came true!


Oh my.. I haz powerz

Anyhow after removing the container loadout system rearming the apache has become a weird task, not always that the rearm script on the trucks actually rearm the apache.

Spawning ai how does that work? is it based on proximity on the x-axis only or both the x & y axis?
And does the event MSO have access to jets? If the proximity spawn script allows for CAS to loiter in a holding pattern 2km above the ao that is pretty common sop, then called in as requested.
Link to comment
Share on other sites

Not sure about the AI spawning Jager... I would hope it would not spawn in units due to an aircraft flying overhead but it certainly does lower the frame rate when it occurs.

We tested yesterday with the dynamic enemy modules set to lowest possible settings, convoys turned off, and cranked up the CQB populator to 50% (a bit high probably best at 30-40%).. and it was a ton of fun.. far fewer 800m engagements and fewer random patrols but holy fuck once we hit a town they came out of the woodwork!!

Oh and the persistent DB is now working on the MSO Dev server. We'll probably leave it running for a few days then port it over to the regular MSO server. Server FPS never dropped below 38 in our tests.



Edit: updated 1st post with correct mod list
Link to comment
Share on other sites

Persistent DB stuff:
http://forums.bistudio.com/showthread.php?128795-Arma2MySQL/page19


Carrier OPS?
https://dev-heaven.net/issues/30187


Fuck me they might add DAC to next version of MSO :)
https://dev-heaven.net/issues/29954

Actually this gives me some ideas if they have already tested DAC with MSO


For Semler:
https://dev-heaven.net/issues/17888


Link to comment
Share on other sites

hmmm.... I never noticed that in game until now, that vehicles project one light beam. Then again, I dislike playing at night. Maybe I'll start using the map auto-brightness mod myself - it would certainly make paying without nightvision much easier on the eyes when switching to map...

Link to comment
Share on other sites

SemlerPDX =VG= LAN_WROTE ...

hmmm.... I never noticed that in game until now, that vehicles project one light beam. Then again, I dislike playing at night. Maybe I'll start using the map auto-brightness mod myself - it would certainly make paying without nightvision much easier on the eyes when switching to map...




Strange thing is that I actually noticed the headlight thing yesterday and thought it pretty strange. So good timing with that mod ;)

But yeah, not a huge fan of night-ops either. AI seems to be at it's worse during the night, enemies go from walking 2m past you without noticing, to headshots at 200m once they know you're there.
Link to comment
Share on other sites

MSO ideas/bugs etc. Server FPS was 49 when i joined and 45 by the time I left. My goal was to tax it with AI. Some lag client side in busy enviornments but server fps never dropped below 45.

-Supply convoys are not working atm .The lead or escort vehicle spawns but the convoy does not.
-Supply helo (landing) sometimes can't find a helipad and will abort. Need to create a helipad on map click?
-Even with AI bringing me building materials it takes me hours to complete a small fob. Zzzzzzzzz.
-Logistics GPS drop gets lost or off course. Can be 500m+ off sometimes.
-Logistics ammo crate via GPS drop places the ammo crates in a net crate (awesome). If you use the standard drop it scatters ammo crates along the flight path. Not awesome.
-Can we have the addaction for weapons attachemnts placed on the soldiers ace menu or attached to the soldier itself? Reason being I spawn with night vision m4 and I can't turn it off until I return to the crate and select a new weapon and reselect the nv m4. Then I'm good to go until next respawn/reconnect. The other reason is I can go SD in the field and not have to RTB to refit.

Bug, somehow the lift script was making the vehicles fly throught he helo on drop. This resulted in the loss of several MTVR' 's from main base. The Chinnoks lost were Logistic spawns. The lift script worked fine the other day so it must be breaking during the game or maybe someone knows how to recreate the bug?

I'm sure there is more but I can't remember atm.
Link to comment
Share on other sites

Would still like a FO or OP in a box. A connex filled with everything to set up a Checkpoint, Observation Post, or small Forward Outpost. Add warfare buildings etc.

Right now it takes upwards of 40 large walls to build a small FO. Add the bunkers, towers, and crates and you get an idea of the logistics problem.

An example would be enough goodies for four walls, bunkers, Ammo crates, MG guns, Dragon Teeth, elevated positons, and matierials for hull down/up scenarios.

What gave me the idea. Check out the video on that page.

http://www.hesco.com/prod_raid.asp
Link to comment
Share on other sites

Is there a chance to get bigger/Longer/Higher hescos etc?
we should put a lot more building stuff on the map maybe next to the airfield in that big open field put a lot buildingstuff there in prefilled container with ~400whatever that unit is the containers hold so 5 Container should be enought to build the FOB Maybe also we should add something that we get dedicated Helopads
Link to comment
Share on other sites

I'm not sure of a way to pre-pack containers using R3F logistics. Probably won't get a chance to look at the logistics side until next week (it's a lot of script work).

We are going to test removing some of the logistics support stuff as it seems to kill the server FPS.
Link to comment
Share on other sites

SavageCDN =VG= LAN_WROTE ...

I'm not sure of a way to pre-pack containers using R3F logistics. Probably won't get a chance to look at the logistics side until next week (it's a lot of script work).

We are going to test removing some of the logistics support stuff as it seems to kill the server FPS.


What about attaching a script to one or two containers that when activated spawns various base objects in the general vicinity?

As for the logistics system. I'd consider removing quite a bit of the stuff there, seems that a lot of it defeats the point of having a main base, looking after assets etc. Could be worth looking into whether it would be possible to limit the logistics system to only be usable by the Commander unit, have a feeling that could be complicated to do though.

Something else you may want to look into is the ACRE re-transmit towers. 4th post in this thread: http://forums.unitedoperations.net/index.php/topic/11186-acre-retransmit-function/ explains how they work. Would be nice to be able to have radio contact with people back at base. Wouldn't need 100% coverage, but a couple dotted around so most towns are covered could work.
Ideally we'd have to actually transport the towers from base and set them up, but that is likely a pain to setup, plus I think I read that the MSO guys are adding something like that in a future update.
Link to comment
Share on other sites

The issue with spawning objects is that MSO will not 'log' them and re-create on a server restart (with the persistent DB stuff working that is)... or at least not to my knowledge.. each item in the editor has to be given a name (mso_#) or it will not be persistent or respawn after the required # of hours have passed.

Maybe someone with more scripting knowledge than myself can do this....

As for the ACRE rebo stuff they are already working on it for the next version of MSO.. it will be a module you can enable/disable:

https://dev-heaven.net/issues/17888


Link to comment
Share on other sites

Some quick tests today... PDB seems to be working fine I was able to disconnect and re-connect multiple times.

I saw some test markers on the map but they were gone on server reset. There is a function if you have a backpack radio to create persistent markers (go into map, press ACE interaction, Team Markers) however I just tested it and it seems they too are gone on server restart.

AARs are ok though.. same procedure on map click interaction then AAR. These reports show up under Notes in map screen and are there on restart.
Link to comment
Share on other sites

Calv =VG= LAN_WROTE ...

Could be worth looking into whether it would be possible to limit the logistics system to only be usable by the Commander unit, have a feeling that could be complicated to do though.


TFOR South Airbase has that kind of system. Was rather role based gameplay, and it's logistics and vehicle handling was nice - truth is, MSO has so many of the same systems, just less limits.


Calv =VG= LAN_WROTE ...

Something else you may want to look into is the ACRE re-transmit towers. 4th post in this thread: http://forums.unitedoperations.net/index.php/topic/11186-acre-retransmit-function/ explains how they work. Would be nice to be able to have radio contact with people back at base. Wouldn't need 100% coverage, but a couple dotted around so most towns are covered could work.
Ideally we'd have to actually transport the towers from base and set them up, but that is likely a pain to setup, plus I think I read that the MSO guys are adding something like that in a future update.


Pretty sure I've nailed down a way to make them work with MSO (without having to wait for their next update) - I've been writing such a system for weeks, and all concept tests work! Retrans both ways (Ch 1 to Ch 21 and vice versa). Will be doing the pdb tests after this weekend's event because of the sensitivity of the pdb (don't want it porked before the event).
Still need to decide on a way to allow them to be destroyed and rebuilt, and I'd like to make a small GUI to show status of the networks.

Right now, the channels used for each tower are pre-defined in the many script files, but to make it easy on mission makers, I'll make a general config so they can just open one file and set the channels of each Rebro Tower for use in game.
Eventually, I'll make an in-game interface where the player can choose each channel, with "error" lights that will prevent improper setup (i.e. Tower 1 is Ch1 to Ch21, but player tries to make tower 2 Ch1 to Ch32 - this will throw up error light and not allow it to be set).

Main thing, I don't want to put TOO much work into something that may likely be replaced with a better system by either the ACRE Team or the MSO Team - but to get a functional, constructable working version of my ACRE Retransmitt Constructor Network ASAP.

May do some small tests on a dev server later today...

Link to comment
Share on other sites

I observed no fps degregation due to multiple logistic AI spawns. I think you're more likely to see it if you have too many towns activated.

Id did not know that each item needed a database name. Mayeb have the server create a name based on location, random counter, etc. Has the server been restarted since I've built those FO's?

I'm not sure what you're trying to accomplish here. There needs to ba a balance between reality and fantasy. Some of us can"t spend and hour driving to the AO, pick a fight, and then drive back to get more bullets. Having only one base is a huge logistics issue and makes your LOC (line of communication) too long. It prevents you from maintaining an engagement and reduces battlefield tempo. Having smaller bases (FO's and OP's) placed between poulation centers help maintain contact with the populace and allow you to project your power quickly.

Oh, and have the AI counter attack and capture the FO''s. If player in radius FO then randomly attack FO etc.
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy