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Syndicate introducing "Active Front" missions on weekdays


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#81 Oliver88

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Posted 03 July 2014 - 16:39

I was not getting this problem. Although on an whim about this I deleted my mission directory, so that I would have to download again. And then I too saw this. Server appears to have updated the mission to 1.4 and I was again able to download the mission. So whatever you changed seems might have worked?
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#82 SYN_Vander

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Posted 03 July 2014 - 17:33

I changed some \ to / in the Path to a new media file. Let's hope it works for everyone now!
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#83 SYN_Jedders

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Posted 03 July 2014 - 17:39

\0/
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#84 J2_Hornet

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Posted 03 July 2014 - 20:12

Yep, it works now. :S!:
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#85 Oliver88

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Posted 03 July 2014 - 20:20

And just restarted (with 25-30 people in there) updating to 1.5 and now not working for me again.
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#86 J5_Corsaire

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Posted 03 July 2014 - 21:18

Also confirm it works now. Thks !
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#87 Flashy

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Posted 04 July 2014 - 07:49

Great mission Vander! Its very similar to something I always wanted to do, but never actually finished!

Just a few suggestions:

1.) is there any way to tell players what loadout the AI planes will take off with? I found it difficult to keep formation with the AI because they were faster and could climb better than me, because I had a heavier loadout. Could we maybe add the loadout info in the plane name, so when you click on an airfield you see which loadout you should take? Either than or lock loadouts?

2.) in a future version, could we have an option for longer missions? I found the bombing runs in particular were a bit short and we didnt have enough time to climb to a decent altitude before going over the front. Crossing the front at 4 thousand feet should be suicide!

3.)related to number 2.), can we add some more AA over the lines to discourage going low? I did see a bit of AA, but it didnt bother us at all even though we were only going over at 4 thousand feet. I realise of course that AI limits have to be taken into account, but if the SPS of the server doesnt suffer maybe we could try?

4.)How about a night mission version one night a week? Maybe on the channel map doing home defense missions? I could put one together if you like?

Thats it :) Great mission though, it was great not knowing if the plane coming down to attack you was a player or AI!
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#88 SYN_Jedders

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Posted 04 July 2014 - 08:44

Flashy, definitely put together any missions you like and fire them over to us based on this setup. The more variety we have the better. That goes for anyone else who likes to make em aswell :)

Submit them over at our forum if possible, thanks
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#89 SYN_Bandy

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Posted 04 July 2014 - 15:30

Yes, defo give it a go Flashy and let us know; would love to fly your mission(s).
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#90 SYN_Vander

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Posted 05 July 2014 - 10:55

Great mission Vander! Its very similar to something I always wanted to do, but never actually finished!

Just a few suggestions:

1.) is there any way to tell players what loadout the AI planes will take off with? I found it difficult to keep formation with the AI because they were faster and could climb better than me, because I had a heavier loadout. Could we maybe add the loadout info in the plane name, so when you click on an airfield you see which loadout you should take? Either than or lock loadouts?

2.) in a future version, could we have an option for longer missions? I found the bombing runs in particular were a bit short and we didnt have enough time to climb to a decent altitude before going over the front. Crossing the front at 4 thousand feet should be suicide!

3.)related to number 2.), can we add some more AA over the lines to discourage going low? I did see a bit of AA, but it didnt bother us at all even though we were only going over at 4 thousand feet. I realise of course that AI limits have to be taken into account, but if the SPS of the server doesnt suffer maybe we could try?

4.)How about a night mission version one night a week? Maybe on the channel map doing home defense missions? I could put one together if you like?

Thats it :) Great mission though, it was great not knowing if the plane coming down to attack you was a player or AI!

1) I'll add it to the mission description (or use locked weapons, but I don't like that)
2) Next version will have 40 min. instead of 30 min. so every 10 minutes a new flight wil leave.. I will also change to only one airfield to avoid confusion where the next mission will be flown from.
3) For you it maybe too low; others will still complain it's too much. SPS is indeed a problem now with all these AI aircraft.
4) I have been thinking about that, but first I'll complete more "popular" variants :)
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#91 Cro

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Posted 06 July 2014 - 09:18

I think, the duration of appearance of the orders is too short. Either extend or repeat orders.
And Thanks for your job.
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#92 SYN_Vander

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Posted 06 July 2014 - 20:59

There is a new version up as of Monday. It's a 1917 scenario on the wonderful Channel map. This time I have used only 1 active airfield per side, so there is no confusion where the next flight will take off from. I added new weather as well, with some great clouds by DiFis.

Attached File  active_front_1917.jpg   111.79KB   348 downloads
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#93 Stick-95

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Posted 07 July 2014 - 15:21

This is such a great addition to mp. Thanks for the effort to create and implement it. Flew my first sortie in it today. Love the objective missions. Having the AI allows one to enjoy the server whether there are 30 humans or just 2. Will try to get some of the squad in.
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#94 O_Rod

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Posted 08 July 2014 - 02:57

:S!: Love the addition of no mans land, makes me feel more at home
Great work guys
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Vitae elit Brevior


#95 Flashy

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Posted 08 July 2014 - 08:45

New version is great, thanks Vander!

Had a lone patrol in a British N17 last night. Climbed to 10 000ft and then went over the lines looking for trouble. Saw a couple of Re8's on a bombing run about 5 thousand feet below and waited for a hun to try something, which a DIII did a few minutes later. I tried to surprise him, but he saw me as I came down on him. Nevertheless, I had the energy advantage and got a few deflection shots in while he tried to out turn me as I climbed back up out of reach. Eventually he ran away to our side of the lines and I couldn't match his speed, so I climbed back up to 8000ft and stalked him again. He again went after an R.E coming over our lines and I came down on him again, this time getting quite a few hits in and holing his petrol tank as we got lower and lower over no-mans land. My gunnery is rubbish though, so I ran out of ammo before I could finish him off and had to climb out of the fight and go home. Was good fun though :)
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#96 Stick-95

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Posted 08 July 2014 - 14:57

The squad is interested however the Channel Map was up last night and most don't have it. Is there a schedule of the various map rotations?
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#97 SYN_Vander

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Posted 08 July 2014 - 14:59

Just get the map! :) Is the summer sale still on?
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#98 Stick-95

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Posted 08 July 2014 - 15:30

Just get the map! :) Is the summer sale still on?

Sadly, I don't think that is likely.

No, Summer sale ended 6/30.
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#99 SYN_Vander

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Posted 08 July 2014 - 17:13

Demo accounts? :) We will rotate 1917 and 1918 (western front map) versions as of tomorrow.
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#100 Stick-95

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Posted 08 July 2014 - 18:00

Demo accounts? :) We will rotate 1917 and 1918 (western front map) versions as of tomorrow.

No, regular accounts, most of the guys have most of the planes. The idea that one had to purchase a map however went over like a lead balloon, though a few did. I'm sure these guys are not alone in that feeling. When flying in other servers and many are in, if it rotates to the Channel Map it pretty much empties the server. IMO, 777 should just give away the map for free to all at this time, might help the mp community.

The guys in VR are looking forward to flying in Active Front once the non-Channel Map is up. Thanks again!
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#101 PapaFlo

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Posted 08 July 2014 - 18:36

The Cannel Map is really great and good fun to fly.
Even more, with such cool missions like the "Active Front 1917".

But the Channel Map and this great mission deserves more pilots who will enjoy it.
So: the first one who PMs me will get the Channel Map for free.
:S!:
Flo
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#102 SYN_Vander

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Posted 08 July 2014 - 18:37

That's the spirit! :S!:
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#103 SYN_Jedders

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Posted 09 July 2014 - 11:04

Love you, man!
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#104 J2_Jakob

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Posted 09 July 2014 - 11:53

Hello…

I had some weird error (can't recall the number, but I believe it was something like "can not download the mission file") last week. Hopped in yesterday to realize that 1) I am no longer receiving that strange error (hooray!) and 2) it's a channel map. (Doh!)

Can not play on channel map, 'cause I get no higher than 10FPS with my poor old rig. That map must be much more resources-hungry than the regular WF. If it was optimized for slower PCs, it would be wonderful. If not, so be it. But until then I'll only join as long as there's WF map. Rotation schedule would be nice to have (ideally here: http://online.riseofflight.net/en-us/" onclick="window.open(this.href);return false;">http://online.riseofflight.net/en-us/, if it is technically possible).
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#105 Oliver88

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Posted 09 July 2014 - 15:19

Got an couple sorties done on the Channel 1917 scenario last night and today. Something to check upon maybe is the path that the ambulance takes on Poperinghe as that thing crashed into me on two occasions whilst sitting in an Strutter awaiting the Bomber mission.
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#106 Stick-95

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Posted 09 July 2014 - 16:36

After some additional flying on the Channel Map I also can attest to slower frame rates, at least at certain times. I also experienced some graphic anomalies, such as seeing all blue ground for a second when I turned to look behind me although over land.

Still had fun though!

I agree, a time schedule of the missions would be helpful, especially when trying to set an event time for the squad to fly the non-Channel Map.
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#107 pollux18

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Posted 09 July 2014 - 21:52

Some advertising on C6: http://www.checksix-fr.com/" onclick="window.open(this.href);return false;">http://www.checksix-fr.com/
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#108 Flashy

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Posted 12 July 2014 - 17:52

Dunno if anyone else is having this issue tonight (Saturday), but when loading the mission, I get kicked back to the main menu without a warning or error message. Only happening now all of a sudden and not happening on other servers…
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Just because I can give multiple orgasms to the furniture just by sitting on it, doesn't mean that I'm not sick of this damn war: the blood, the noise, the endless poetry...


#109 SYN_Vander

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Posted 12 July 2014 - 21:01

Dunno if anyone else is having this issue tonight (Saturday), but when loading the mission, I get kicked back to the main menu without a warning or error message. Only happening now all of a sudden and not happening on other servers…

Actually, I have it too! And have no clue how to solve it… :shock:

I'll look into it tomorrow.

EDIT: It's some sort of freak server issue. It appears to be running, but 1 core is at 100% and it showed one player in session the whole day long. Obviously, the server process is locked or something, but it didn't crash. I'll reset it.
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#110 PapaFlo

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Posted 12 July 2014 - 21:06

Dunno if anyone else is having this issue tonight (Saturday), but when loading the mission, I get kicked back to the main menu without a warning or error message. Only happening now all of a sudden and not happening on other servers…

Actually, I have it too! And have no clue how to solve it… :shock:

I'll look into it tomorrow.

Maybe deleting all the files in …\Rise of Flight\data\Multiplayer\Dogfight can help.

Flo
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#111 NewGuy_

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Posted 18 July 2014 - 02:59

I tried this out and I really loved it. More players should participate. It is a great time.
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Something something SPAD. Something something then dive away. 


#112 SYN_Vander

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Posted 18 July 2014 - 09:05

Guys, if you have any suggestions let us know here. we would like to change/add objectives every now and then so the environment will not always be the same.
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#113 thedudeWG

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Posted 18 July 2014 - 17:22

SYN_Vander,
I finally had a chance to try this out, and it was every bit as good as the community has posted. I didn't get to fly against any real players, but it was fun nonetheless. Oddly enough, I can't really see any advantage that a regular MP dogfight server has over this format, … even if all you want to do is furball. This also is a great alternative to single player, and I would encourage anyone not comfortable with the MP environment to give this a try.

I might be alone on this, but I wish the skins were locked. With so many short flights and the rotating aspect of the available aircraft, it would be fun to be "fully absorbed" into the flight you are taking part of and to don their colors. If your aircraft would default to the pictured skin without being locked would be even better (if this is even possible), so that those who want to fly their own skins still can.

Also, has "mods-on" ever been considered for this? I'm not a fan of the ambient flak, and there has been a lot of nice texture and AI mods done by the RoF community. I don't see anything wrong with servers running mods, especially if the players don't need to install them to join in.

Anyway, thanks and keep up this amazing work!!! :S!:
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#114 PapaFlo

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Posted 18 July 2014 - 17:26

Hi Vander!

After flying a couple of these superb missions, there are a few things I'm missing or would like to have.
Listed in no particular order:
# some strategic targets and some missions for our fat ladies (Gotha and HP)
# late 1918 setting in the south, so we can have some french and/or american sorties and the great Breguet
# recon flights
# artillery spotting
# a coastal setting (maybe when the Hanriot is out?)
# late 1916 setting
# larger or random numbers of planes in AI - flights
# maybe more AA around targets

Thank you once more for your great work!
:S!:
Flo
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#115 SYN_Vander

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Posted 18 July 2014 - 18:38

# late 1916 setting

I'm working on this one already, but I will also look into your other suggestions. Thanks!
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#116 LennysCopilot

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Posted 18 July 2014 - 21:27

I tried this server this morning. I think I was the only human flying for a bit, but it was great fun. I will be back!
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#117 gavagai

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Posted 19 July 2014 - 18:54

A Day at the Front v2.1

The AI RE8s fly at the same altitude as the cumulus cloud layer. Maybe the clouds or the AI altitude can be moved a bit? It's a real pita to try to escort them this way.

:S!:

———–

P.S. It would be nice if there could be a better attempt at side balancing on the player side of things. I would like to fly German now and then. ;)
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#118 SYN_Vander

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Posted 19 July 2014 - 21:30

A Day at the Front v2.1

The AI RE8s fly at the same altitude as the cumulus cloud layer. Maybe the clouds or the AI altitude can be moved a bit? It's a real pita to try to escort them this way.

:S!:

———–

P.S. It would be nice if there could be a better attempt at side balancing on the player side of things. I would like to fly German now and then. ;)

Is that 1917 or 1918 version ?
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#119 gavagai

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Posted 19 July 2014 - 21:33

1917.
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#120 SYN_Vander

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Posted 20 July 2014 - 21:08

I have added a (late) 1916 version, in the Somme area. This one also introduces reconnaissance sorties, so don't forget to choose the camera loadout if you want to join the two-seater flight!

The 1916 version is third in rotation, so should be on around 8pm CET.
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