Download Olympus here: https://github.com/Pax1601/DCSOlympus/releases. DCS Olympus is an independent and non-profit mod for DCS World. It allows users to spawn, control, task, group, and remove units from a DCS World server using a real-time map interface, similar to Real Time Strategy games.
License is critical for any open source project, readme would make this easier to understand, contributing would have information about how to contribute. This last one can wait imho (also because it requires a decent amount of discussion to be prepared).
As the game master, I want to be able to run the damn thing at more than 1FPS.
I also want to be able to filter out ground units when utilising a Vietstan style mission where there is an abundance of units.
As a game master, I want the ability to back out of menu items if I make the wrong selection or if I'm searching for something.
Currently only applicable on spawn menu (and covered by the Spawn UI update issue). This is for any global menus if they appear later.
As a Game Master
I want to instruct an AI ground unit to fire at an area
So that it can be an orientation landmark for human pilots. And it looks cool.
Have it so the spawn settings match the initial controller settings, or vice versa
currently they spawn in at about 10k, and the initial settings is 20k, so they immediately try and climb, get super slow, climb badly and use loads of fuel.
Currently, units are shown is MIL-STD-2525 icons. This is not clear. Air units should have silhouettes that allow to easily determine the type. Ground units should have some kind of icon that easily shows current heading and type of unit.
DCS hangs when a mission is changed. Not reproducible consistently but very frequent. Probably caused by hang in server thread on server object distruction.
As game master, I want to understand the UI around radar visibility and locks to better understand what is happening.
Add legend or small tooltip next to the existing lines to give an understanding of each state.
Sometimes, it appears that human players are not visible in the UI. It is not easily reproducible and it is not caused by disconnection. It may be that Olympus thinks users are "dead" for some reason. Requires additional testing.
Ctrl + right click sends the unit to run away at full speed and sets them to weapons hold no reaction, during "bug out" if a missile gets too close reset reaction so they can defend themselves
User authentication is missing. If the mission creator/server admin sets a password, users should be prompted to add it. Communication to and from the server should be encrypted and no data should be shown on the client unless a valid password is entered.
As of now, all the mission info data is updated every 5 seconds. A "scheduler" should be added to OlympusMission.lua to avoid lag spikes when many units are present.
Select and delete, say for undoing big mistakes, or if running a campaign on the same thing over and over can delete areas where in prior missions things will be safe.
Needs to not delete things in one go, they need to trickle to prevent lag, needs a are you sure or obvious mode that you are in it.
When the server is running, you can spawn planes anywhere in the world. Not only is this pointless, it's taking up resources on the server and will skew the stats. We don't want this.
Ensure unit spawning stays within the boundary of the map in the game.
While it's possible to spawn units off of the map and so on, they're currently ignoring waypoints and just flying north. We can revisit off-map spawns in the future.
Acceptance Criteria
I cannot spawn units outside of the map
On loading of the application, my view is centred to the centre of the server map
Adding over a certain amount of waypoints will eventually lead to them being inserted earlier in the route
Likely because it ranks numerically like 1 - 10 - 2