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[MAG]Pitchfork


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#1
Magnet

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CALENDAR GODS - Please book this for Sunday 20/10/13.


INTRODUCING:

Posted Image

[MAG]Pitchfork
By [OCB]Magnet

Situation:

Early this morning one of our Blackfoot helicopters (Callsign: Sabre One) performing SAD duties in support of SF ground units (Callsign: Delta) was shot down by mobile AAA behind enemy lines. Delta, in close proximity to the enemy AAA has since eliminated the threat.

Sabre One's transponder signal puts the crash site somewhere amongst the rugged forest and mountains of North West Altis (APPENDIX A). Delta who observed Sabre One's decent have indicated that the aircraft descended heavilly but intact between Syrta and Abdera. This is approximately 8km from our front and is about as dangerous as it could get for our boys.

OCB Motorised QRF on standby at the recently captured Altis International Airport will be conducting the rescue operation with assistance from Air, SF and local FIA forces.

There is a concurrent operation occuring in the AO, Operation Pitchfork is minutes away from kicking off an assault on Athira by NATO forces.

FR:

NATO forces have captured all territory east of Athira which is now the centre of conflict in the theatre.

Two man crew (Callsign: Sabre One) manning downed Blackfoot airframe are currently performing E&E somewhere in North West Altis.

Four man Special Forces team (Callsign: Delta) have just destroyed enemy AAA emplacement approximately 500m south west of Syrta and are now moving to Sabre One's last known position.

16 man Motorised QRF (Callsigns: 0-A, Alpha, Bravo & Charlie) mounted in 2x HMG Hunters, 1x HMG Hunter and 1x AMV-7 Marshall plus 3 crew (Callsign: Victor) preparing to depart Altis International Airport (AIA) to conduct rescue operations.

Four man crew (Callsigns: Sabre Two & Sabre Three) manning 2x AH-9 Pawnee preparing to depart AIA in support of QRF rescue operations.

Four man Engineer team (Callsign: Echo) mounted in 1x HMG Hunter has requested permission to accompany QRF out of AIA in support of rescue operations.

Four man Special Forces team (Callsign: Foxtrot) mounted in 1x Armed Offroad and 1x Quadbike has also requested permission to accompany QRF out of AIA in support of rescue operations.

Five man FIA militia squad (Callsign: Golf) located approximately 300m north of Galati preparing to support NATO operations in the area.

1st Motorised Expeditionary Rifles along with the 3rd Mountain Division are assembled in FUP around Gravia to conduct an assault on Athira.

EN:

Enemy presence is significantly high in the theatre and further reinforcements are expected to be arriving soon.

SIGINT indicates that enemy search parties have been dispatched from Abdera and Syrta in an effort to locate downed NATO Rotary Asset.

A QRF consisting of elements from the Syrta garrison have been dispatched to respond to the destruction of their AAA to the South West.

A large enemy garrison occupies Athira as well as surrounding towns. The majority of enemy forces are expected to be conscripts from CSAT member states assembled in infantry and motorised infantry formations.

Infantry reinforcements will likely be called into the key towns of Athira and Galati to prevent NATO forces from pushing further west.

Lightly armed vehicular and foot patrols are expected along all established routes in the AO.

Sattelite surveillance has detected two contingents of mixed mechanised/motorised troops departing bases in the North West and South West of Altis. These are expected to reinforce Athira and Galati.

CIV:

Locals are present in the region however there presence should be minimal due to operational time and ongoing hostilities.

ENV:

Lighting = Poor (night)
Weather = Fine
Visibility = Good
Terrain = Dry

APPENDIX A)

Posted Image

APPENDIX B)

Posted Image

Mission:

OCB QRF and supporting forces will conduct rescue operations as a result of combat loss of rotary airframe.

Execution (Sabre One):
  • Rendevous with Delta where possible.
  • Rendevous with Golf at Galati.
  • Hold position until OCB QRF arrive.
  • Exfil with QRF team back to Altis International Airport.
Execution (Delta):
  • Search for and locate Sabre One where possible.
  • Escort Sabre One to rendevous with Golf at Galati.
  • Assist in assault/defence of Galati until OCB QRF arrive.
  • Defend QRF exfiltration as directed by ground commander.
Execution (OCB QRF):
  • Move to FUP and join with friendly troops outside Athira.
  • Fight through enemy positions in Athira en-route to Galati.
  • Rendevous with Sabre One in Galati.
  • Exfil Sabre One and other callsigns where required to Altis International Airport.
Execution (Golf):
  • Eliminate mortar positions on Mt. Pyrsos.
  • Assault and secure Galati.
  • Defend Galati until OCB QRF arrival.
  • Defend QRF exfiltration as directed by ground commander.

Admin:
  • Medics Revive.
  • Slots available for early deaths/late comers/overflow etc.
MODS:
  • ACRE
  • JayArma2Lib
  • STHUD
FR:

Command:
0-A
UAV Operator
Medic
FAC

Blackfoot Airframe x 1

Sabre One

Pilot

Weapons Officer


Special Forces Team x 1

Delta

Squad Leader

FAC

Marksman

Medic


Motorised Rifle Team x 3

Alpha - Charlie

Squad Leader

Anti-Tank

Automatic Rifleman

Medic


Motorised Engineer Team x 1

Echo

Engineer

Engineer

Engineer

Engineer


Special Forces Team x 1

Foxtrot

Squad Leader

Anti-Tank

Marksman

Medic


AMV-7 Marshall x 1

Victor

Crewman

Crewman

Crewman


AH-9 Pawnee x 2

Sabre Two & Sabre Three

Pilot

Pilot


FIA Militia Team x 1

Golf

Squad Leader

Anti-Tank

Automatic Rifleman

Saboteur

Medic



NOTES:

This mission is pretty much done. Only needs briefing created and end mission triggers. Plus a test on the dedicated to make sure everything plays nice.

This is a fast paced mission, I'm not going to give you time to dick around at the start. If you don't move quick enough the mission will continue to move without you and you're more likely to find yourself in a really shit situation... i.e. more shit than what I actually planned for you, which is pretty shit.

It's called pitchfork because there are so many different points to this, you can probably see that from the different taskings/units involved. Not every spot is crucial but every spot has a role and purpose. Except the downed pilots, those guys just screwed up.

As always I am a fan of letting the ground commander decide how he wants to approach the situation. That being said, if he can't organise the QRF team quick enough those poor boys up at the 1st Expeditionary may just not make it to see morning...

Hope you're keen.

Mag.
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#2
Haydos

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Magnet, your briefing is too short just so you know.
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#3
Magnet

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I got too tired to continue otherwise it would have been longer. Might have to pick it up again later.

Mag.

#4
Mullydawg

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It's called pitchfork because there are so many different points to this,

Ba dum tis
  • Tromac and Discord like this

#5
Magnet

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Explanation of last night posted on the XDF forums:

Hey Guys,

I wanted to thank your crew that attended last night. It was great to have you there even if things didn't go to plan.

The main thing we learnt from the night is that A3 can't handle big groups.

After we called it we went over the mission files and server info. Excusing the overload of magazines in vehicles (fixed on the night) and the JIP issue (2 second fix) there were no problems with the mission that would negatively affect it. Likewise the server was running normally which you may have seen in the player screen, i.e. everyone had good bandwidth and no desync. The mission also plays without hitch with fewer players.

The conclusion we draw is that A3 just cannot handle pushing the new PhysX data for players, AI, vehicles and objects to over 40 players. This is why it works fine with fewer players and the mission triggers continued ticking on without delay with a full compliment.

This was the first large scale A3 tac attempted and while we could have guessed the result I had succumb to enthusiastic optimism. At least we now know what A3 can't handle and can work to that in the future.

Once again I thank you for your attendance, it is always appreciated. I hope that you will join us in the future for TACs.

Kind Regards,

Mag.


If anyone has any questions feel free to ask. We may run this mission in the future once A3 MP performance has improved.

Mag.
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#6
Lyndiman

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How many AI were there active at the start? We need to know that for future missions.

#7
Magnet

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The extralite version had approximately 126 infantry. Then there were maybe 6-8 AI vehicles.

I was discussing this with 86 last night but a potential way of running A3 missions in the future would be to develop small 15x player missions and run 3 or so at the same time. Our bandwidth should cope fine with that and it would offer a variety of people the opportunity to lead/take on desired roles.

I'm not sure if we can run multiple instances of Herbert but if not, the lower demand on the server shouldn't affect AI atrociously as we have had in the past (A2) with plenty of AI and players. As Eighty explained to me last night, the more players you have, the less stuff can be in the mission.

Mag.

#8
Xerxes

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Is there anyone else out there (Other communities) having the same problem, perhaps someone has found a way around it? We've had ~40 players on Vanilla patrol ops before with out too many problems.

Any way, can't wait to give this mission a go, it sounds like it'll be a blast.

#9
Lyndiman

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I had a quick look at the mission in a text viewer only.

From what i saw the init field of a unit is calling a script that fires mortars? I dont see anything stopping this from executing on all clients and the server.

barrage.sqs


?(!isServer): exit


#10
Magnet

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Patrol Ops doesn't have 100+ enemies, objects, vehicles, waypoints and triggers running the second 40+ people start the mission.

I'll have a look at the script for the mortars when I get home from work.

We need some sort of tool that can test missions running at capacity. Obviously you can't get 40 something people to test a mission and more often that not we rely on results based on 3-5 players. I'm not a coding expert but perhaps we could investigate having a backend server tool with multiple instances of Herbert running that could be used to simulate load? It probably wouldn't work but if we can think of something I believe we'd be able to avoid these issues in the future.

Food for thought anyway.

Mag.
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#11
Lyndiman

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If you use the taskmaster in MPSF it's run by the server only so you can call the barrage script there.

Or change this

#redo
mortar1 doWatch mortartarget1
mortar2 doWatch mortartarget2
mortar3 doWatch mortartarget3
~5
_mortartarget = _this select 1;
_mortar = _this select 0
_A = getPos mortartarget1 select 0;
_B = getPos mortartarget1 select 1;
_C = getPos mortartarget2 select 0;
_D = getPos mortartarget2 select 1;
_E = getPos mortartarget3 select 0;
_F = getPos mortartarget3 select 1;
mortar1 commandArtilleryFire [[_A, _B, 0], "8Rnd_82mm_Mo_shells", 1];
~2
mortar2 commandArtilleryFire [[_C, _D, 0], "8Rnd_82mm_Mo_shells", 1];
~2
mortar3 commandArtilleryFire [[_E, _F, 0], "8Rnd_82mm_Mo_shells", 1];

goto"redo";

to:


?(!isServer): exit
#redo
mortar1 doWatch mortartarget1
mortar2 doWatch mortartarget2
mortar3 doWatch mortartarget3
~5
_mortartarget = _this select 1;
_mortar = _this select 0
_A = getPos mortartarget1 select 0;
_B = getPos mortartarget1 select 1;
_C = getPos mortartarget2 select 0;
_D = getPos mortartarget2 select 1;
_E = getPos mortartarget3 select 0;
_F = getPos mortartarget3 select 1;
mortar1 commandArtilleryFire [[_A, _B, 0], "8Rnd_82mm_Mo_shells", 1];
~2
mortar2 commandArtilleryFire [[_C, _D, 0], "8Rnd_82mm_Mo_shells", 1];
~2
mortar3 commandArtilleryFire [[_E, _F, 0], "8Rnd_82mm_Mo_shells", 1];

goto"redo";


#12
Discord

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Patrol Ops doesn't have 100+ enemies, objects, vehicles, waypoints and triggers running the second 40+ people start the mission.

I'll have a look at the script for the mortars when I get home from work.

We need some sort of tool that can test missions running at capacity. Obviously you can't get 40 something people to test a mission and more often that not we rely on results based on 3-5 players. I'm not a coding expert but perhaps we could investigate having a backend server tool with multiple instances of Herbert running that could be used to simulate load? It probably wouldn't work but if we can think of something I believe we'd be able to avoid these issues in the future.

Food for thought anyway.

Mag.


We might actually be able to do that if we have a server without Battleye on for testing (That way we can get away with one CD-Key) The only issue there is that we'd need Herbert on PC's that are not in the same server Farm otherwise the bandwidth would be so high it is unlikely to matter.

Although I agree that we really need to find a way to test missions, people have had really great missions recently and have been hosed multiple times by bugs related to server load etc....

#13
Magnet

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Thanks for the chop out lyndi, appreciate it.

Are we not able to artificially choke bandwidth to realistic levels?

Mag.

#14
Lyndiman

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I've not looked the mission in game but I saw there's other scripts sending units to waypoints. You would also need to make sure that those are only running on the server as if those run on all clients it'll grind to a halt.