Jump to content

Stiletto Feedback Thread


Recommended Posts

Feature request: Active protection system (for MBTs etc)

 

I've played a few workshop missions today and yesterday and I've noticed how some of them have written their own active protection system for some of the tanks out there.  One of those tanks, that we also use on enhanced, is the vanilla Kuma or the Leopard.  In real life the Leopard 2 can be equipped with an active protection system so I was wondering if we could get one as well?  

I found some code that is licensed in a favorable way to use it in stiletto: Baked_AIS.zip

It will need some tweaking as it's using 'fired' event-handlers which is probably not the best idea for stiletto due to the amount of units.  Instead i'd suggest rewriting it to incoming missile event-handlers.

It'll also need some tweaking as to which projectiles it can defeat and to the part that determines the direction the turret is facing.  


Obviously only for vehicles that are capable of mounting an active protection system, so no quads with it :)

And as always i'm willing to help implement/rewrite/tweak it.

Link to comment
Share on other sites

On 5/30/2018 at 6:29 AM, Ryko said:

So as it turns out this was related to the Tembelan map, had nothing to do with the server. We've changed out the Tembelan mod, so that issue shouldn't resurface.

It wasn't a critisim @Ryko more just a fond memory of the hilarious times we were just all running on the spot!

Link to comment
Share on other sites

Stiletto 60:

We did 2 capture HVT missions yesterday.  For the first one it took us a while to get to the AO and we had to search a while for the HVT.  But we finally found him hiding somewhere.  When I got to him I found a hold action on him after using the stop option while pointing my gun at him didn't work.  I completed that hold action 2 times.  After the second time the HVT disappeared and the mission failed. 
On the 2nd HVT mission we found him way sooner and this time when I pointed my gun at him and used the stop action; he stopped and put his hands up.  

 

On the first mission did we run into that timer that fails the mission after x amount of time or ...?

Link to comment
Share on other sites

On 6/9/2018 at 2:09 PM, Stanhope said:

Feature request: Active protection system (for MBTs etc)

 

I've played a few workshop missions today and yesterday and I've noticed how some of them have written their own active protection system for some of the tanks out there.  One of those tanks, that we also use on enhanced, is the vanilla Kuma or the Leopard.  In real life the Leopard 2 can be equipped with an active protection system so I was wondering if we could get one as well?  

I found some code that is licensed in a favorable way to use it in stiletto: Baked_AIS.zip

It will need some tweaking as it's using 'fired' event-handlers which is probably not the best idea for stiletto due to the amount of units.  Instead i'd suggest rewriting it to incoming missile event-handlers.

It'll also need some tweaking as to which projectiles it can defeat and to the part that determines the direction the turret is facing.  


Obviously only for vehicles that are capable of mounting an active protection system, so no quads with it :)

And as always i'm willing to help implement/rewrite/tweak it.

If I were to write this and it were to be fairly plug and play would it be implemented?

Spoiler

I may have already started writing it to see if i can do it :) 

 

What i have so far: 
-A system with a total of 5 charges on each side to destroy incoming projectiles
-System has a 340° coverage arc to the front (so any projectiles coming in a 20° cone to the back are impossible to engage unless the vehicle is turned before the projectile gets too close) (can be adjusted but is currently hard coded for all vehicles)
-A success rate between 80% and 100% depending on whether or not the vehicle is moving, how long the projectile has been flying, how fast the vehicle is moving, ... 

-Projectiles can be engaged 
-Even when the projectile is successfully destroyed before it hits the vehicle it was fired at that vehicle might still take damage from the blast.

-Ammo values can easily be changed per vehicle, it's not hard coded.
-System has 3 modes: auto, manual and off (manual is not implemented yet)

-System has a reload time, you can't engage 5 projectiles that hit you at the same time.  (Reload time currently is 1.8 seconds but can be tweaked)

-Distance from vehicle at which point the projectile gets shot down can be tweaked per vehicle (note that it won't always be successful)
-System calls out (in vehicle chat) that it has detected a projectile and it's relative bearing upon first detection (but the bearing call-outs are a bit broken, shouldn't be too hard to fix)
-System reports success and ammo left after engagement.

 

Link to comment
Share on other sites

3 more things:

1: Could it be made that the radio jammer mission doesn't spawn unless there are at least say 5 people on the server?  It's pretty annoying if it's just 2-3 guys and you can't even communicate with each other and aren't really equipped to take it out.

 

2: Could we get 50% of the points of a spawned vehicle back if it is despawned on the same pad within say a minute?  It will still prevent people from just spawning random vehicles in but not be too harsh of a punishment when you accidentally spawn vehicle X in when you needed Y (I'm thinking of camo patterns and humvees from different mods).

3: We were with 3 guys on the server just now, a hind spawned and started engaging us.  Because that hind saw us, the mortar decided to join the fight as well.  So now we can't hide in place trying to take down that hind but have to move over a lot of semi-open terrain to get away from the mortar.  And guess what, a BDRM decided to join the fight as well.  And not one of those friendly BDRMs that just has a machine-gun that's controlled by the commander, no no no no, one of those with a .50 that will eat you alive through the wall of the building you're hiding in.  And that while that building is slowly being demolished by the incoming mortar rounds and while the hind is doing gun runs.
Just seems a tad out of balance for 3 guys right? (a marksman, LAT & AR that drove a boat 10k to get to that mission)

(All settings were left to default, not a single ambient setting was changed.  Map: malden, enemy faction: Russian EMR (desert), friendly forces: US army (woodland))

Link to comment
Share on other sites

Server has been consistently crashing after a few minutes all day today. Rather annoying when you finally make it somewhere, only for the server to go "nope, how dare you want to play!".

 

Oh, and the liberate town mission on Lythium didn't spawn any enemies. I had a good look around whilst the server was up, made lots of noise in my Land Rover, and all I got was funny looks from the locals. Might be connected to the server crashing mahoohah (#blametheheadlessclient) or I simply might not have gotten far enough into the AO to find them.

Link to comment
Share on other sites

Server has been consistently crashing after a few minutes all day today. Rather annoying when you finally make it somewhere, only for the server to go "nope, how dare you want to play!".
 
Oh, and the liberate town mission on Lythium didn't spawn any enemies. I had a good look around whilst the server was up, made lots of noise in my Land Rover, and all I got was funny looks from the locals. Might be connected to the server crashing mahoohah (#blametheheadlessclient) or I simply might not have gotten far enough into the AO to find them.
Roger that, I'm currently on my way home from work but I think I know the issue and will have a fix when I get home! Sorry about the issues too.
Link to comment
Share on other sites

  • 2 weeks later...

You can't get rid of the fog unless you restart the mission (in the HQ building) and that doesn't even offer any guarantees.

ACE action on the prisoners => escort prisoner => stop escorting next to the vehicle => load prisoner.  Requires an open seat ( driver & gunner seats excluded)

Link to comment
Share on other sites

You can't get rid of the fog unless you restart the mission (in the HQ building) and that doesn't even offer any guarantees.
ACE action on the prisoners => escort prisoner => stop escorting next to the vehicle => load prisoner.  Requires an open seat ( driver & gunner seats excluded)

That explains why I couldn’t load 4 into a 2 seater, lol. Next question is regarding missions in general. For example the “destroy large weapons cache” is the cache going to be near the icon shown on the map or just anywhere in the General area of the red box?


Sent from my iPad using Tapatalk
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Forum Statistics

    11.1k
    Total Topics
    66.4k
    Total Posts
×
×
  • Create New...