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  #1  
Old 01-20-2013, 03:12 PM
IceFire IceFire is offline
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Works like a charm too. Although we find in practice that too many AI objects can slow things down a bit.
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  #2  
Old 01-20-2013, 07:51 PM
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TexasJG TexasJG is offline
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Thanks for the quick response
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  #3  
Old 01-21-2013, 08:33 AM
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TheGrunch TheGrunch is offline
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Worth pointing out that several MDS related things will not work the same in the FMB "Play Mission" option as they will once you start a server so it's best to actually host a game in the MP interface to test properly.
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Old 01-31-2013, 10:56 AM
Bearcat Bearcat is offline
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I thought the MdS was not working in 4.11. Is it working but with limited functionality or does it only go as far as 4.10?

Last edited by Bearcat; 02-02-2013 at 01:45 AM.
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  #5  
Old 01-31-2013, 10:21 PM
IceFire IceFire is offline
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Quote:
Originally Posted by Bearcat View Post
I thought the MdS was not working in 4.11. Is it working but with limited functionality or does it only GA as fast as 4.10?
The basic stuff works just fine. Every day Battlefields1 runs with MDS features like moving convoys, ships, tanks, some AI aircraft and so forth. There are other more advanced features like the ability to capture airfields and radar but those aren't something that we employ. I'm sure some servers do.

I still don't understand what the point of refuel/rearm/repair is. Just get a new plane. It's the same thing isn't it? In a COOP where you can't otherwise do that I do understand.
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Old 02-01-2013, 02:49 AM
Bearcat Bearcat is offline
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Quote:
Originally Posted by KG26_Alpha View Post
IMHO
It was too buggy in its nod pack representation.
Zuti wanted an end to traditional CooP mode replaced by MDS,(according to the forum where I asked the questions about CooP support).
Removing CooP netcode meant only DF mode was supported correctly in tracking pilots especially multi engined ones.
RRR is ok but gimmicky most will take a new fresh ac everytime.
I gave up with it after a couple of years and went back to building normal CooP missions.
Do you mean Mod pack? Is that a typo? Why was it buggy .. because of the RRR?

Quote:
Originally Posted by IceFire View Post
The basic stuff works just fine. Every day Battlefields1 runs with MDS features like moving convoys, ships, tanks, some AI aircraft and so forth. There are other more advanced features like the ability to capture airfields and radar but those aren't something that we employ. I'm sure some servers do.
I still don't understand what the point of refuel/rearm/repair is. Just get a new plane. It's the same thing isn't it? In a COOP where you can't otherwise do that I do understand.
That is great to know..!!

I never was onto RRR either.. I always thought that it was kind of hokey.. like clickable cockpits (as long as the function is available to be mapped to my stick who gives a $ if it's clickable from my PoV ) for me just the ability to have AI in a DF server was good enough..

That is fantastic news.. !!

All this time I thought the MDS was no longer functional in 4.11.. I will have to revise the Nugget's Guide yet again.. but first I think it is time to try my hand at making a few MDS missions.. so I can know WTH I am talking about ..

So just to be absolutely clear on what I understand the situation to be here.. as long as RRR and some of the more advanced features of the MDS are not employed or expected.. I should be able to create a nice DF server mission with AI flights that spawn.. fly around a predetermined area on patrol to defend a base or just look for trouble .. and they will attack if you get close enough .. and if they survive .. they will land and disappear.. on either side red or blue .. and I can do that with as many flights as I have the patience to create.. again on either side.. red or blue..

Is that correct?

Also.. if the triggers feature that TD had been talking about is ever released then theoretically .... I could make a mission so that when X amount of AI on X side is reached .. more will spawn .. but not until .... as long as I have the patience to think that far ahead .. Yes?

Last edited by Bearcat; 02-01-2013 at 03:18 AM.
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  #7  
Old 02-01-2013, 03:46 AM
IceFire IceFire is offline
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Quote:
Originally Posted by Bearcat View Post
Do you mean Mod pack? Is that a typo? Why was it buggy .. because of the RRR?



That is great to know..!!

I never was onto RRR either.. I always thought that it was kind of hokey.. like clickable cockpits (as long as the function is available to be mapped to my stick who gives a $ if it's clickable from my PoV ) for me just the ability to have AI in a DF server was good enough..

That is fantastic news.. !!

All this time I thought the MDS was no longer functional in 4.11.. I will have to revise the Nugget's Guide yet again.. but first I think it is time to try my hand at making a few MDS missions.. so I can know WTH I am talking about ..

So just to be absolutely clear on what I understand the situation to be here.. as long as RRR and some of the more advanced features of the MDS are not employed or expected.. I should be able to create a nice DF server mission with AI flights that spawn.. fly around a predetermined area on patrol to defend a base or just look for trouble .. and they will attack if you get close enough .. and if they survive .. they will land and disappear.. on either side red or blue .. and I can do that with as many flights as I have the patience to create.. again on either side.. red or blue..

Is that correct?

Also.. if the triggers feature that TD had been talking about is ever released then theoretically .... I could make a mission so that when X amount of AI on X side is reached .. more will spawn .. but not until .... as long as I have the patience to think that far ahead .. Yes?
I have no idea where anyone got the impression that MDS was in some way broken. What's there works.

I haven't tried recon planes or capturable bases but that's it. The key things for BF1 have always been the AI moving ships (including carriers), vehicle convoys, etc. From experience I don't recommend large numbers of AI aircraft... especially heavy bombers as its a load on the server and causes lag as a result but small numbers of AI fighters haven't been a problem at all. I think the problem may be exacerbated by it being a 64 player server. So a smaller server or one with more CPU/bandwidth might be just fine. As a result we don't use them a lot but we do sprinkle them in here and there. With fighters we've had up to 4-5 wings going with no problem. Also at least a couple of scenarios have over 20 ships on the move or large numbers of vehicle and armor convoys without issue.

We're running around 60 objective based, semi-historical, dogfight scenarios of which nearly all are using some MDS feature at this point. It works just fine! The biggest problem is that although its a stock server, we do allow HSFX (many of our players do use it... no problem!), but there are bugs that HSFX has introduced... particularly around spawn points... but none of that is caused by MDS.

Seriously... I'm curious... who said it didn't work? We've been doing this since 4.10. That was... 2 years ago?
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Last edited by IceFire; 02-01-2013 at 03:49 AM.
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  #8  
Old 02-01-2013, 11:31 AM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by Bearcat View Post
Do you mean Mod pack? Is that a typo? Why was it buggy .. because of the RRR?



That is great to know..!!

I never was onto RRR either.. I always thought that it was kind of hokey.. like clickable cockpits (as long as the function is available to be mapped to my stick who gives a $ if it's clickable from my PoV ) for me just the ability to have AI in a DF server was good enough..

That is fantastic news.. !!

All this time I thought the MDS was no longer functional in 4.11.. I will have to revise the Nugget's Guide yet again.. but first I think it is time to try my hand at making a few MDS missions.. so I can know WTH I am talking about ..

So just to be absolutely clear on what I understand the situation to be here.. as long as RRR and some of the more advanced features of the MDS are not employed or expected.. I should be able to create a nice DF server mission with AI flights that spawn.. fly around a predetermined area on patrol to defend a base or just look for trouble .. and they will attack if you get close enough .. and if they survive .. they will land and disappear.. on either side red or blue .. and I can do that with as many flights as I have the patience to create.. again on either side.. red or blue..

Is that correct?

Also.. if the triggers feature that TD had been talking about is ever released then theoretically .... I could make a mission so that when X amount of AI on X side is reached .. more will spawn .. but not until .... as long as I have the patience to think that far ahead .. Yes?
Its an obvious typo.

Just one bug thread and you see where Zuti falls out with TD over misinterpretation.
> http://forum.1cpublishing.eu/showthread.php?t=17329

Its been working fine since v4.10 as Icefire's already mentioned.

There's a comprehensive read me for the MDS stuff in the installation folder of your IL2 1946 HSFX v6.0 ie:

X:\IL2 1946 HSFX 6\HSFX V6 Tools & Read me's

Also.

Download the attached Documentation that come with v4.10 for MDS guide.
Also a separate guide from UP website.
Remember though not all the features are available in v4.11.1 as they are in the UPv1.2 pdf.zip guide., but it will give some extra insight into the base friction set up.

Best you make sure you know what your talking about in your nuggets guide, you don't want to look like a nugget.
Attached Files
File Type: zip MDS_Guide.zip (455.1 KB, 17 views)
File Type: zip MDS_v1.2.pdf.zip (2.02 MB, 11 views)

Last edited by KG26_Alpha; 02-01-2013 at 12:15 PM.
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  #9  
Old 02-15-2013, 10:52 PM
AirWarriorVet AirWarriorVet is offline
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Repair/Rearm/Refuel ? ahh, just get a new plane?

As you can see from my handle, I've been MMO WW2 siming along time. Back when Confirmed kill became Warbirds (Interactive Creations Inc.) and later IMagic Online, and Eidos bought up the old Confirmed Kill project. I beta tested this new CK project. The lead was a fella named Mike Gilmartin. He disclosed an idea he had for a totally new style of online game play.
You have to remember that Air Warrior (late 1980's) actually had a strategic game play aspect to it, but a poor flight model and graphics. Others that followed that improved the FM and visuals but only had dogfight mode (pure) and or capture the base ( close the airfield ).
Enter Gilmartins idea. (btw google his name to see a long list of accomplishments in computer gaming) Over the phone one evening he revealed to me his idea of a "Limited Resource Engagement" This LRE would be perfect for Aerosquadron play.
The problem with MMO WW2 gaming is direction. Players will game the game so to speak. Not given good structure, they will resort to bad styles of game play.
Back to IL2 Sturmovik for abit, I was around early on, getting Olegs ear ( which was incredibly easy back then) long before the first version went gold.
I argued for many options on a now defunct message board (dogfighter.com) against a sea of opposition. 3 realism options I finally got Oleg to agree to were: No Icons, No Icons on Mini Map, and No Padlock view allowed.
Back then Padlock view was a bad option to sticky view keys.( no track IR back then ) The main opponent to these options back then was a guy named Luthier ( who you may know ) Seems he's redeemed himself these days.
Not long after IL2 was released, ideas for enhancing styles of game play emerged, scorched earth was one I believe and mud movers another?
Just my observations over many years, as an end user, not a programmer, just lending my ideas and hoping they're heard.
When computer gaming was in its infancy, flight sims accounted for almost 1/2 of the mix of available games, but not even close today. I don't believe anything is too blame, except the structure of the game play itself, and the failure to be innovative.
Enter "Zuti's MDS" and its many accomplishments. Kanal uporabnika veqlargh81 is his youtube account name. KUV has breathed life into a neglected aspect of the industry. Something Gilmartin tried to do years ago. Girlmartins CKII never made it out of beta, never went gold, axed by Eidos presumed to be over budget and under developed to continue.
But Gilmartins ideas of an LRE were very aligned with KUV's MDS. And still, to this day, I have not seen it incorporated into IL2 as it could be IMO and this lies with what I would call, improper use of R/R/R.
Sorry for all the back story telling, but I believe its important to understand the past, to help improve the future.
I myself have been INACTIVE as far as gaming, for some time, but peruse the message boards for signs progress in this specific area. I've long lost interest, for the very reasons stated above, the lack of structured game play.
Others have engaged ideas that are again IMO a step forwards, but not in direction Gilmartin wished to implement, which if done properly might restore some of that MIX on the gaming shelves back toward FlightSims.
If any of you gentlemen would like to know more of this concept of LRE and how Zuti's MDS and R/R/R could provide a yet UNtapped mode of structured game play that would provide constant heart pounded decision making and sweating flight stick palms back into the game, let me know.
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