Ciribob ED Testers Team

Join Date: Mar 2015 Location: Brighton, UK Posts: 1,941

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FUEL



Repair / Fuel Crate - +50000 KG (50 Metric tons)



Every base starts with - 1000000 KG (1000 Metric tons)



When Fuel Dump is repaired at a base - +10000 KG (10 Metric tons)



Fuel is transferred by an automated process to all linked friendly (same coalition - non closed) bases at a rate of 7500 KG every 5 minutes



The list below shows fuel bases and who is supplied by what. This list will likely change as this was done quickly before I headed out. Names wont quite match map (as this is from the config file) but you can work it out quite easily



Tskhinvali

- NALCHIK

- BESLAN

- TBLISI

- VAZIANI



Zestafoni

- KUTASI

- SENAKI

- KOBULETI

- BATUMI

- GUDAUTA

- SUKHUMI

- SOCHI



Udarnyy

- VODY

- NALCHIK

- BESLAN

- MOZDOK



Goryachiv

- ANAPA

- NOVO

- KRYMSK

- KRASNODARC

- MAYKOP

- SOCHI



Destroying or capturing the Fuel bases will redirect or stop this fuel flow



You can temporarily block spawns at some bases that have fuel dumps by destroying them - those slots cant be used until the dump is repaired.



Fuel is removed at takeoff and added back when landing. You'll see the amount of fuel you took and dropped back in the takeoff and landing messages. The fuel value matches to the correct value for the aircraft as it is calculated per aircraft and per actual current fuel load. This also means burnt fuel is lost and obviously not added back when landing



By taking off and landing at a different base you do also transfer fuel but its a pretty ineffcient way to move large amounts.



Fuel is here to stay - as its one of the many ways we try steer BlueFlag away from Airquake (we have nothing against it - its just not the point of BF) - but the amounts transferred and other mechanisms around it will likely be tweaked



Any helicopter (except KA50) any TF-51D can transfer Fuel / Repair Crates so everyone can help out. No one needs to be a dedicated fuel mule, but a relatively quick flight can really make a difference. The TF even has a seperate lives pool and can also be used for recon and normal crates (yes you can build a SAM site if you're cray enough). It is also purposely unarmed so CAP have some more work to do



REPAIR



Repair times are set from the FIRST unit destroyed in a group. This means if a single unit from a group is gone, the random timer starts. Closing a base does not reset this timer - nor does dropping a repair crate. A Repair crate will instantly repair a group of that base, starting with the Fuel bunkers if they're down and will not affect the repair timer. Repair crates are dropped via F10 and dont need to be unpacked. This also applies at the start of a mission - i.e a damaged base will start its repair cycle on anything thats not 100%



Repair times are anywhere from 30 - 55 minutes (randomly) and also dependant on the type of base.



When a damaged group repairs - the entire group repawns. The amount of groups vs units will be tweaked at each base over time so that the entire base doesnt respawn when one group is fixed.



CLOSED BASES & CAPTURE



When a base is closed - some base types spawn a group of soldiers as a last ditch defense. You CANNOT capture the base until these units are found and destroyed - They will be hard to find!



You also cannot capture if there are any units of the opposing side still present - i.e if they somehow hid a JTAC, stinger or just other troops around. This could happen if a base flips between sides repeatedly as you cannot unpack crates or drop troops in a friendly area



To help with this - every single player can now drop marker smoke using F10 and JTACS are designed for this role too to help find the last defenders so team work as always is very very important. Due to the persistence of JTACS now it means you can drop one in advance of moving on the objective.



A base can only be captured if there are two or more standard soldiers (M4, paratrooper or MG gunner) on the base so RPG & Mortars wont do the job.



Once captured - you will not be able to spawn their until you repair the base or it repairs to reopen it.



EWR



EWR units will spot incoming enemy flights and alert everyone. EWR units on airfields can be destroyed which stops this



BOMBERS



Bomber script is back in and working - For now just the TF-51D can use this script but we'll likely add the L-39 as well for this and possibly the Mistral Gazelle (which will not get troops)



CTLD UNITS



ALL dropped crate units (not troops) are now persistent. Currently its forever, unless the unit is destroyed but this will change to X hours depending on the unit type. Should be able to work on that this week when im back



General Notes



Again - this is "blah, blah, blah beta" - As in, its unfinished and the fact it works is a miracle.



Hardly any of the final player slots are in place and unit positions will need tweaking so please report if you see things in odd places. Please keep - My favourite X is missing... to a minimum - We know, its just not there yet



I'm not sure where the idea came from that we wanted unarmed choppers? None of us said that... Rest assured choppers will be (optionally) armed in the final version and FARPS will be present at helicopter spawns so you can change the loadouts. If you guys list some typical loadouts that you like for the Mi8 and Huey - We might be able to manually set that for a few of them in the interim



Spawning of choppers will always be on the ground - to stop the spawning collision bugs, so you will have to tootle on over to the FARP to rearm



Rearm wont work if the supporting vehicles are destroyed around the FARP as per usual DCS. On the Mi-8 - dont forget to use the INTERCOM switch or the ground crew will ignore you...



Viggens - Ground rearm is unfortunately not quite working yet but should be fixed soon by ED in a patch.



Moving units - Still out on the whole due to lag but we'll see how we go in a later round.



Bases & Positions - Bases are still not fixed and more may be addded, removed or moved about as there are some empty areas on the map. The general idea is also to try to stop 40 minute plus flights for the UH1 but there may still be some long journeys.



Lone Wolfs - There's still plenty to do, launch bombers, drop fuel, provide CAP, bring troops, build defences - But team cohesion is really the most important thing in BF so get on comms and work together. Its more fun that way too but we try not to discriminate at all against solo players



Most Importantly!



We do welcome feedback, I hope you can see that we DO listen and make changes but time is currently lacking for us all again but rest assured we are working when we can to get this stable and ready for the next round. 2 Weeks to be sure



We hope you all have fun on the new setup and performance seems to be hugely improved which was the most important part of this work



Please let us know if you see bugs or serious, persistent lag (rather than a temporary spike)



Apologies for the wall of text - hope its useful More info as I have time waiting in an airportRepair / Fuel Crate - +50000 KG (50 Metric tons)Every base starts with - 1000000 KG (1000 Metric tons)When Fuel Dump is repaired at a base - +10000 KG (10 Metric tons)Fuel is transferred by an automated process to all linked friendly (same coalition - non closed) bases at a rate of 7500 KG every 5 minutesThe list below shows fuel bases and who is supplied by what. This list will likely change as this was done quickly before I headed out. Names wont quite match map (as this is from the config file) but you can work it out quite easilyTskhinvali- NALCHIK- BESLAN- TBLISI- VAZIANIZestafoni- KUTASI- SENAKI- KOBULETI- BATUMI- GUDAUTA- SUKHUMI- SOCHIUdarnyy- VODY- NALCHIK- BESLAN- MOZDOKGoryachiv- ANAPA- NOVO- KRYMSK- KRASNODARC- MAYKOP- SOCHIDestroying or capturing the Fuel bases will redirect or stop this fuel flowYou can temporarily block spawns at some bases that have fuel dumps by destroying them - those slots cant be used until the dump is repaired.Fuel is removed at takeoff and added back when landing. You'll see the amount of fuel you took and dropped back in the takeoff and landing messages. The fuel value matches to the correct value for the aircraft as it is calculated per aircraft and per actual current fuel load. This also means burnt fuel is lost and obviously not added back when landingBy taking off and landing at a different base you do also transfer fuel but its a pretty ineffcient way to move large amounts.Fuel is here to stay - as its one of the many ways we try steer BlueFlag away from Airquake (we have nothing against it - its just not the point of BF) - but the amounts transferred and other mechanisms around it will likely be tweakedAny helicopter (except KA50) any TF-51D can transfer Fuel / Repair Crates so everyone can help out. No one needs to be a dedicated fuel mule, but a relatively quick flight can really make a difference. The TF even has a seperate lives pool and can also be used for recon and normal crates (yes you can build a SAM site if you're cray enough). It is also purposely unarmed so CAP have some more work to doRepair times are set from the FIRST unit destroyed in a group. This means if a single unit from a group is gone, the random timer starts. Closing a base does not reset this timer - nor does dropping a repair crate. A Repair crate will instantly repair a group of that base, starting with the Fuel bunkers if they're down and will not affect the repair timer. Repair crates are dropped via F10 and dont need to be unpacked. This also applies at the start of a mission - i.e a damaged base will start its repair cycle on anything thats not 100%Repair times are anywhere from 30 - 55 minutes (randomly) and also dependant on the type of base.When a damaged group repairs - the entire group repawns. The amount of groups vs units will be tweaked at each base over time so that the entire base doesnt respawn when one group is fixed.When a base is closed - some base types spawn a group of soldiers as a last ditch defense. You CANNOT capture the base until these units are found and destroyed - They will be hard to find!You also cannot capture if there are any units of the opposing side still present - i.e if they somehow hid a JTAC, stinger or just other troops around. This could happen if a base flips between sides repeatedly as you cannot unpack crates or drop troops in a friendly areaTo help with this - every single player can now drop marker smoke using F10 and JTACS are designed for this role too to help find the last defenders so team work as always is very very important. Due to the persistence of JTACS now it means you can drop one in advance of moving on the objective.A base can only be captured if there are two or more standard soldiers (M4, paratrooper or MG gunner) on the base so RPG & Mortars wont do the job.Once captured - you will not be able to spawn their until you repair the base or it repairs to reopen it.EWR units will spot incoming enemy flights and alert everyone. EWR units on airfields can be destroyed which stops thisBomber script is back in and working - For now just the TF-51D can use this script but we'll likely add the L-39 as well for this and possibly the Mistral Gazelle (which will not get troops)ALL dropped crate units (not troops) are now persistent. Currently its forever, unless the unit is destroyed but this will change to X hours depending on the unit type. Should be able to work on that this week when im backAgain - this is "blah, blah, blah beta" - As in, its unfinished and the fact it works is a miracle.Hardly any of the final player slots are in place and unit positions will need tweaking so please report if you see things in odd places. Please keep - My favourite X is missing... to a minimum - We know, its just not there yetI'm not sure where the idea came from that we wanted unarmed choppers? None of us said that... Rest assured choppers will be (optionally) armed in the final version and FARPS will be present at helicopter spawns so you can change the loadouts. If you guys list some typical loadouts that you like for the Mi8 and Huey - We might be able to manually set that for a few of them in the interimSpawning of choppers will always be on the ground - to stop the spawning collision bugs, so you will have to tootle on over to the FARP to rearmRearm wont work if the supporting vehicles are destroyed around the FARP as per usual DCS. On the Mi-8 - dont forget to use the INTERCOM switch or the ground crew will ignore you...Viggens - Ground rearm is unfortunately not quite working yet but should be fixed soon by ED in a patch.Moving units - Still out on the whole due to lag but we'll see how we go in a later round.Bases & Positions - Bases are still not fixed and more may be addded, removed or moved about as there are some empty areas on the map. The general idea is also to try to stop 40 minute plus flights for the UH1 but there may still be some long journeys.Lone Wolfs - There's still plenty to do, launch bombers, drop fuel, provide CAP, bring troops, build defences - But team cohesion is really the most important thing in BF so get on comms and work together. Its more fun that way too but we try not to discriminate at all against solo playersWe do welcome feedback, I hope you can see that we DO listen and make changes but time is currently lacking for us all again but rest assured we are working when we can to get this stable and ready for the next round. 2 Weeks to be sureWe hope you all have fun on the new setup and performance seems to be hugely improved which was the most important part of this workPlease let us know if you see bugs or serious, persistent lag (rather than a temporary spike)Apologies for the wall of text - hope its useful

Scripts: Complete Transport And Logistics Deployment - CTLD /







Projects:

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord __________________ CTLD Examples - Lots of example of how to use CTLD CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! Last edited by Ciribob; 06-11-2017 at 08:04 PM .