Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 10 [11] 12 13 14 ... 16   Go Down

Author Topic: SAS BoX Server ("The Flying Ass Clowns")  (Read 36675 times)

0 Members and 2 Guests are viewing this topic.

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23886
  • Taking a timeout
    • STFU
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #120 on: March 17, 2019, 11:22:45 PM »

You can use whatever floats your boat ;)

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #121 on: April 11, 2019, 02:58:04 PM »

Hi, thanks again for this server and the excellent training missions.
This is a feature request, please consider and act as you find appropriate.  ;)

1. Missions now universally start at dawn. This might become repetitive. Could or would it be possible to randomize it to the effect that mission duration encompasses various periods from dawn to nightfall?

2. Now we have server masseges "two hours left", "one hour left", "30 mins left", but would it be possible to have a counter on the info page telling how much time is left if nobody wins the map?

3. As I see one person can single-handedly win a map in 15 to 30 minutes, so would you consider making it more though? (Just annoying to always having to kill those pesky howitzers, to make a few bomb runs, and to find it's all over now.)  8)

Thank you again.
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23886
  • Taking a timeout
    • STFU
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #122 on: April 11, 2019, 11:38:06 PM »

Thanks for your suggestions sniperton.

Part one (mission start time) can easily be implemented by having several copies of the same mission that differ by start time only. The Server already has a random rotation, so they will pop up just randomly.

Part two unfortunately seems impossible.
There's no way to know the real remaining mission time.
Public pvp Servers showing the remaining time on their stats page can only do so because their missions have the very same duration every time they run.
In our case it's different, the mission duration strictly depends on what's happening on the mission, and there's no way to signal this to any outside application.

Mission Targets are a tricky thing. Currently you need to achieve 4 out of 6 goals, available goals are: Kill Howitzers, Kill Rocket Arty, Kill Train, Kill Level Bombing Target, Kill Vehicle Column, Kill 10 Tanks.
Another logical goal would be "kill <n> enemy aircraft", but the "Kill 10 Tanks" goal already taught us that there's no way to distinguish whether a player actually contributed to the achievement of that goal, or just AI.
Therefore essentially we are limited to goals where AI doesn't take care of.
We could make it 5 out of 6 goals to achieve, but I'm not sure how much that would add to the immersion.
Would be great if we would be able to count player activities only, but for the moment this is out of reach.

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #123 on: April 12, 2019, 02:30:53 AM »

Part one (mission start time) can easily be implemented
Great, but appetite comes with eating, so what about a bit more versatile weather? I don't think of rain storms or fully overcast weather, but a 1/10 to 3/10 coverage could be perhaps more frequent without seriously affecting performance.

Part two unfortunately seems impossible.
There's no way to know the real remaining mission time.
Not even the time elapsed since mission activation? It would give a good guesstimate how much time is left unless the mission is won by either party.

Mission Targets are a tricky thing. Currently you need to achieve 4 out of 6 goals, available goals are: Kill Howitzers, Kill Rocket Arty, Kill Train, Kill Level Bombing Target, Kill Vehicle Column, Kill 10 Tanks.
Killing the first two is self-rewarding, since they are shelling your home airfield, so that you're advised to kill them for your own safety. Perhaps one of them (whichever is closer to the base) should cease to be an objective and players should achieve 4 out of 5 goals to win the map. Just an idea.
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23886
  • Taking a timeout
    • STFU
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #124 on: April 12, 2019, 03:06:52 AM »

what about a bit more versatile weather? I don't think of rain storms or fully overcast weather, but a 1/10 to 3/10 coverage could be perhaps more frequent without seriously affecting performance.
It's not that much the performance that causes the weather to be "bright blue skies" on our training mission.
Every once in a while I'm putting clouds back in, just to see ourselves turn away in disgust once we see that butt-ugly cloud implementation in BoX.
No seriously, as much as I'd love to have shitty weather on the missions, as little do I tolerate that bad excuse of something they call "clouds".

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #125 on: April 12, 2019, 03:56:10 AM »

No seriously, as much as I'd love to have shitty weather on the missions, as little do I tolerate that bad excuse of something they call "clouds".
I faintly remember of having seen quite spectacular weather effects and conditions in SP campaign missions, but possibly it was before the damn new clouds were introduced. Maybe it's time for me to fire up some old careers and to note the combination of weather settings, date of year, and time of day when I see something bearable. Anyway, don't hold your breath  ::)
Logged

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #126 on: April 24, 2019, 05:08:03 PM »

Tonight I experienced weird behaviour on the server (ghost sounds, graphics glitches). Most notably landings count now as "forced landings" and sortie results look rather odd both in-game and on the stats page:
http://www.sas1946.rocks:8000/en/sortie/log/12129/?tour=1
http://www.sas1946.rocks:8000/en/sortie/log/12130/?tour=1 
Maybe these are just temporary issues due to the server not yet updated to 3.012c.
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23886
  • Taking a timeout
    • STFU
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #127 on: April 24, 2019, 10:30:23 PM »

Maybe these are just temporary issues due to the server not yet updated to 3.012c.
That's exactly the reason why.
I've had my little rant about this freaking lack of communication here:
https://forum.il2sturmovik.com/topic/46425-update-today/?tab=comments#comment-761795

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #128 on: April 25, 2019, 02:59:08 AM »

Thanks Mike for your efforts. Now you see why BS Robin is on the ignore list of many people...
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23886
  • Taking a timeout
    • STFU
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #129 on: April 25, 2019, 03:33:45 AM »

Yep thanks, I get an idea about him 8)

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

sniperton

  • member
  • Offline Offline
  • Posts: 1228
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #130 on: May 07, 2019, 04:29:56 AM »

Here is the sortie, seemingly nothing special, just the usual poor marksmanship on my side:
http://www.sas1946.rocks:8000/en/sortie/log/12341/?tour=1
(I also have a track recording the incident until my landing.)

The AI F2 went into circling mode and was shooting into the empty air already before I attacked it.
When I arrived at his tail, he continued circling and shooting into the air as if nothing happened.
It was like he was target-fixated and was shooting at an invisible ghost plane circling in front of him.
His ammo lasted for more than 3 minutes (plus add the time before my attack).

After his ammo was gone (?), he finally took notice of me and made some hectic evasive maneuvres.
By this time the F2 was cheese and my ammo gone, so I disengaged and headed home.
The damaged F2 tried to pursue me, albeit quite slowly and seemingly struggling with his controls.
He reached my airbase when I was already landed, and was doing high-G maneuvres with his cracked wing.
5 minutes later he crashed and the kill was credited to me.

Possibly it was just another netcode issue, I only report it for curiosity and because I've never ever seen such an odd AI behaviour.
Prost!  ]cheers[
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23886
  • Taking a timeout
    • STFU
Re: SAS BoX Server ("The Flying Ass Clowns")
« Reply #131 on: May 07, 2019, 05:20:41 AM »

Might be worth a bug report at the official forums so the devs get notice of it.
Especially the track recording should be valuable to the devs.
From Server side I can only say that there's no single glitch in the logs for several weeks now.

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.
Pages: 1 ... 8 9 10 [11] 12 13 14 ... 16   Go Up
 

Page created in 0.034 seconds with 27 queries.