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=VG= SavageCDN

VG Clan Administrators 2A (Inactive Duty)
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Everything posted by =VG= SavageCDN

  1. OK you need to tell us what it is kicking you for. Is it a huge list of things in the error message? I'm gonna guess you are running the beta version of Arma (DayZ requires it) however our server is not running the beta. You might need to find and post your .rpt file for Arma which is a log of all errors. http://community.bistudio.com/wiki/Crash_Files
  2. Also make sure you are NOT running the beta version of Arma.
  3. If you are getting kicked for having mods (remove listed files or install additional keys) you're going to have to help us help you by providing more information: 1 - remove any mods you have loaded this may or may not include DLCs like ACR or BAF 2- tell us what it is kicking you for (either through the error message on screen or by looking at your .rpt file which logs all errors) 3 - Tell us what server it is.. "something like VETERANS-GAMING COOP" does not help all our servers start with that name. Is it Insurgency, MSO, Domination, etc?
  4. Great report too bad I missed Gaz eating an RPG. Will add my AAR after the intense hangover clears Also if you experienced any technical issues yesterday during the event please post them here so we can troubleshoot. I know there were a few players having issues with ACRE which required disco/reco or ACRE sync. Not sure if these were 'normal' ACRE issues with a large group of players (we've never had 40 on the server at once before!!) De-sync was a bit of an issue at times however there are a few tweaks I will make to the server's bandwidth settings to hopefully clear up the problem.. understanding that regardless of any settings Arma can just de-sync at times.
  5. Yeah I agree a simple pad is best.. it's on the todo list :)
  6. Big thanks to LAMBS and BanterWagon for showing up and kicking ass. Also everyone needs to thank Poff for doing a lot of the mission prep and managing to lead you sorry lot
  7. Disagree 100% Maybe we take out the Rangers and use the boring Arma 2 stock US Army guys then? The loadouts are all about convenience and consistency not to follow what a website tells me they should be using. Look... MSO is all about teamplay not about what OP weapon I can grab and go get some kills. Really it should not matter what the weapon is they all kill the same... and besides the AI is too easy to kill as it stands now.
  8. As mentioned those loadouts do need to be tweaked they are obviously not what we are going to stick with. Really I'm close to just preset loadouts and a few ammo/ordinance/launcher crates to adjust the default. If people get angry cause they can't use their M249 TWS then perhaps this kind of mission is not for them....
  9. NVRam we are using the Rangers cause they look cool not to follow their exact loadouts.
  10. Here's what I envision for a typical MSO 'mission'.. this is only my view and feel free to disagree or post your own vision. These things also depend on player numbers.. obviously if there are 3 players on the server they won't be clearing towns easily and perhaps have to settle for some recon tasks or logistics Mission starts. Day 1 - Spent doing ground recon of nearby towns and potential enemy strongpoints. Day 2 - Towns within a few kilometers are cleared systematically and claimed by BLUFOR. Day 3 - Recon potential FOB locations and plan logistics, maybe do a Patrol OP. Pack trucks in prepartation. Day 4 - Lead elements secure FOB location and radio for logistics.. trucks get escorted... chopper drops containers, etc. FOB is deployed with one person designated as Lead Boss Guy for that FOB (otherwise we get too many cooks) Day 5 - Towns within range of FOB are cleared and secured.. do another Patrol OP. and so on.... Then we wipe the database and try something completely different !yes
  11. PITN LAN_WROTE ... 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 I agree but having those bases 'in a box' that can be quickly setup is not the idea (IMO) and is beyond my ability to do. Adding some kind of script attached to a box that spawns in defenses is possible but again those items will not be saved by the DB automatically and would require a lot of work and testing to have that functional. Our other option is the COIN interface which is on the MHQ currently (I think?). Not sure if stuff spawned in via COIN will persist either though... we would need to test. IMO what really should be happening is players should be taking supplies with them in vehicles or having pilots fly in supplies. Choose a FUP and leave the transport vehicles/supplies there and then move into your AO.. making re-arming a short hop. When I logged into the Dev server yesterday I restarted it and checked that the bases were still there which they were. I don't know which items where delivered via logistics and which ones transported by players but there were definitely vehicles and walls at the FOBs. To be honest we might just scrap the entire logistics system (the one called in via radio) if it causes issues like this and instead force players to haul stuff with trucks (after adjusting the R3F logistics params to allow for more items in containers, for example... this will get done next week). We'll see what everyone thinks. edit: forgot about loadouts.. yeah I have not touched those at all they do need some tweaking. If anyone wants to contribute please let me know. I'm also of the mind to scrap weapons boxes (just ammo and ordinance) and force players to use preset loadouts.. I too hate the crate :)
  12. Yeah I'll test the warfare hescos they are huge. NV - all the fobs were still there just no map markers
  13. 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.
  14. 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
  15. 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.
  16. The SP missions mentioned above (Flashpoint and Advancing Power) now have MP compatible versions available. Gonna check these out and if they are good VGize them for testing. http://forums.bistudio.com/showthread.php?145925 http://forums.bistudio.com/showthread.php?146026-MP-BlackHole-Collider-Be-Absorbed-by-Highly-Intensive-Battle!-%28MP-AdvancingPower%29
  17. ah didn't see the 2 lights one.. not really a priority lol
  18. No problem I can't imagine playing Arma without JSRS. If you're good with mods you should try our ACE Insurgency version or better yet ACE MSO (best if you use six-updater for your mods)
  19. Both keys I think are already on the server (client-side mods they are)
  20. Hi Mirk - not sure why JSRS key is not on that server... perhaps since the last update? I'll be doing some work on all servers this Thursday and will add the key then. Thanks for report!!
  21. 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
  22. Another maintenance window this Thursday evening.. I'll be giving the german Dedi some love. Services affected: Teamspeak server All Arma servers Minecraft / Terraria BF2 servers should be fine as they run on the US dedi Tasks: Add JSRS key to vanilla insurgency server
  23. 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
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