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Everything posted by jabog32_zillion
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Doug, can you try to tell me exactly what you did ? Try to follow these steps exactly... 1. Unzip the the ATC.zip 2. open a command shell 3. cd to your /something/something/ATC directory 4. type: java CommServer 4242 The Java Server should start running on port 4242... If it fails, download the Java Runtime Environment. Insert the Ip Address of the Computer where the Java server is running into the export.lua of your LockOn Server Insert the Ip Address of the Computer where the Java server is running into the Flash Client Textfield named "Radar Server Ip" Start your LockOn Server. Start the ATC Flash Client after players have entered the mission... if you are trying to run everything on the same machine, put 127.0.0.1 into your export.lua You have to join a mission or have at least one airplane flying. If you dont see the "checking available players", it means the ATC programm has already found airplanes... If you don't want to use AWACS, simpy press start after choosing red or blue or fun mode.
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In fact it's really easy... :) All we have to do is edit the our export.lua to include the few GCI (GroundControlledIntercept) Radars that are available in LockOn. JaBoG32_Chrissie has made it possible to provide me with this wonderful way of specifying exactly which units i want to export. In fact the Nato startegy in reality does not rely on Ground Radars, for the russians it's worth a thought. zillion
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if you want use AWACS Support..... (means you will only see other planes as long as your AWACS lives) yes, then you will need an AWACS... Until now, only E-3A, E-2C for Nato and only A-50 for Russia are recognized as AWACS. 3(5) Modes are available. RedTeam Mode - You will only see planes from red coalition BlueTeamMode- You will only see planes from the blue coalition RedTeamMode with AWACS - You will see all planes as long as your AWACS is alive BlueTeamMode with AWACS - You will see all planes as long as your AWACS is alive FunMode - You will see all planes without restrictions coming soon... Local Mode - You will see all planes in a certain area around an airfield plus detailed airfield map...
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Its the 2 files called CommServer.class and CsClient.class... 1. Unzip the the ATC.zip 2. open a command shell 3. cd to your /something/something/ATC directory 4. type: java CommServer 4242 The Java Server should start running on port 4242... If it fails, download the Java Runtime Environment. Insert the Ip Address of the Computer where the Java server is running into the export.lua of your LockOn Server Insert the Ip Address of the Computer where the Java server is running into the Flash Client Textfield named "Radar Server Ip" Start your LockOn Server. Start the ATC Flash Client after players have entered the mission... Thats all. Zillion
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Well, From what I understand the Lua interpreter is co-working with the C++ Lockon engine. Same as most modern Game engines have some kind of simple script language support (ie. Nebula -> TCL). The function LoGetWolrldObjects() is called by Lua in regular intervalls and is a registered C++ function, at least interpreted as such, it returns a LUA table or array with a list of the units on some server. LUA itself loops over the array or table and sends each entry step for step to any specified host or file. I think it doesn't wait until the function is successfully executed it simply starts right after the call. In my case the function is called in 5 second intervalls. Coming back to my problem of unregular data arrivel, it doesn't seem to matter at all how often the function is called, neither does it matter how many entries need to be looped over... as long.... and thats the strange thing... as long as the units are AI units the export goes smooth and regular. But as soon as a real player is present the the loop somehow gets odd, edgy and seems to stutter. I think the only explaination to this problem is that the C++ engine can not answer to a given LoGetWorldObjects() call at any given time. Somehow it needs more time as soon as its asked to acquire information about an online player. 5 online players need more time than 38 AI units.... :-/ Therefore i would really like to buffer the table somehow by LUA, taking in account a 1/2 to full second delay, as long as the results come regular and smooth afterwards... Something like a variable that tells me if the table is complete before the loop starts rolling over it. Is there anyone who can help me with this beast of a scripting language... maybe... Thanks again Zillion EDIT: Hypothesis2: Unlike stated above the k,v loop does wait for the LoGetWorldObjects(); to get executed fully, before looping, just subsequent LoGetWorldObjects(); calls need a different amount of time to be evaluated. I would really prefer the the theory above because it seems to be at least little bit more managable... Maybe... hope...hope, some DEV can correct me... Zillion
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The histories... I really hope someone can give me a hint on why things are as they are... :) ... Hoping Valery can and will... I'm experiencing really strange problems concerning the synchronization of data export. I plot the histories according on the data I recieve, of course. Strange thing is, that everything seems to be running very well as long as I export AI Units. The History Trail is even and smooth for AI units, but as soon as a multiplayer pilot joins everything is running out of order. The trail gets uneven and the data comes in unregulary. My question: Does anyone know of some LUA magic or other workaround that would make the k,v loop run the table step for step, just little bit more slowly or evenly. Some kind of of delay until the next table entry gets exported. Something.... little bit help.... very very very appreciated... thanks in advance... Zillion
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-Added: --------- -Histories.... -Bullseye
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Beta Version... RedTeamMode, BlueTeamMode, FunMode & AWACS Mode supported.... DOWNLOAD Still many Bugs, so please report... Read Readme for installation and running... Press "R" for Ruler Mode Press "B" for Bullseye Ruler Mode :) Hope you will like it... To Do List: -5 Histories for each Contact -PTL (Predicted Track Line) -Return Points -TS Comm Menu
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nice, Very intersesting. Well in our export lua we can specifiy a string to search to export with if string.find() then export... So far we are exporting: local allowed_types = {"A-50", "An-26B", "An-30", "IL-76", "IL-78", "MiG-23", "MiG-25", "MiG-27", "MiG-29", "MiG-31", "Su-17", "Su-24", "Su-25", "Su-27", "Su-30", "Su-33", "Su-34", "Tu-142", "Tu-160", "Tu-22", "Tu-95", "A-10", "B-1B", "B-52", "C-130", "C-17", "E-2C", "E-3A", "F-117", "F-14", "F-15", "F-16", "F-5E", "F/A-18", "KC-10A", "S-3B", "Ka-27", "Ka-50", "Ka-52", "Mi-24W", "Mi-26", "Mi-8MT", "AH-1W", "AH-64", "CH-47D", "CH-53E", "SH-3W", "SH-60B", "UH-60A", "AB-212ASW"} You could easily add the "," for chaffs and flares but could you please explain me the thing with the v.Types ? It seems to work aswell... thx Zillion
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Hi again, Thats what i should do aswell, until now i dont have a thread monitoring dead or alive contacts. I also want to dynamically add all contacts that are not currently in my array... my two major next steps... I also already have a variable for my last incoming message time... I added a small arrow in the data label indicating if the contact is climbing or descending and a function to make it invisible if the speed is less than 10 Km/h and, if you are intersted we found a way to make the export.lua only export targets of a specified type. For this we used the lua generic for loop inside the existing k,v in o for loop to check if "v.Name" string matches an airplane type specified in our "allowedTypes" array, if it does it exports, otherwise it doesn't... Very handy for sparing you all the chaffs, flares, missiles and most annoying ground units for saving bandwith... Try ur App in a ground unit loaded mission and u will see, it makes sense to actually filter them before they arrive in your app and slow down everything. Tell me if u need it... later Zillion P.S. :) Right now, for 2 days I was actually to lazy and bored to work @ all... I will start again in a few days to give it some nice tidy efficient and good looking structure, before I finish and it will look similar to this or this
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Hi Brothers31, Thanks for your reply... I fixed the groundspeed by actually exporting and using the model time, instead of assuming the standart delay between updates... Also im using the ID's instead of names now... But I really wonder, how do you determine the total number of players(ID's) ? I assumed they would always come in the same order, so I fill an array with the ID's and when the first element[0] of the array matches the current ID, I stop filling. Like this in pseudo code: TotalPlayerFull = false; On.SingleUpdate if(id != IDsTotal[0] && TotalPlayerFull == false){ IDsTotal.push(id); } elseif(id == IDsTotal[0]){ TotalPlayerFull = true; playerCount= IDsTotal.length; return playerCount } This works, but really unpredictable, sometimes if fails badly... I would love to know what your approach to this problem is. regards Zillion
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Hi, I've been following this thread of course, and must say, respect to your work... I have also read about the thought of putting our projects together and really would love to do so aswell... The only problems that might be in our way are the facts that I'm pretty sure that you are developing with MsVC++ and I am developing with Macromedia Flash Mx... So as much as I would like to join your Project, I don't see any chance... I was wondering anyway if we could exchange our experiences and knowledge about the export. I have a few problems and would really like to know if you are experiencing the same problems... 1. I get most Pilots exportet double in Network play, for example i see Su-33(Me)(JaBoG32_Zillion) & Su-33(JaBoG32_Zillion) this happens a lot and is really confusing for my if statements in checkPilots(); 2. Because of Warping i cant properly calculate the groundspeed... It works perfectly for single player missions, but online, no chance... I tried a phytagoras between two positions 25 seconds seperated and still get a very bouncy reading, if I take the distance of 2 positions 5 seconds seperated its even worse.... I was always wondering if you are converting the lat, long to X and Z ? I am doing that and get a very good precision... If you have any problems doing that check this C++ and Flash example... I dont see any competition here, we're just doing 2 projects and we will have 2 different results.... Wish you all the best.... JaBoG32_Zillion
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-Vectorized again and changed map color -Made Labels daraggable and put a line to connect them to Airplane Symbol
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I actually doesn't differ much from the ingame F10 View, except that the F10 view seems to bug more on some machines and looks little bit like a toy with crazy colors. Our Project aswell as Brothers31's project are aimed to be a somewhat realistic Radar Simulation that is available on any computer and allows the simulation of controlled airspace and Human AWACS via Teamspeak... It will be possible to choose between Custom mode, Team Mode and AWACS Mode... Thats all. Zillion
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From what i know, u can give the russian ground controlled interception radars (GCI's) a movement and they will still work... Even if it's not as realistic for them to function before extending their antenna, missions would have to be build like this... I'm also not sure if there is actually a way to see if units seized functioning ie, have been destroyed, at least because all my units sit in their respective arrays and each update the last element form each array is read. It doesn't care if there is new data coming it will just go on reading and reading the same array element... An AWACS Mode based on the awacs planes should be sufficient though. The integrated chat will inform all controllers, if one controller joins in AWACS mode in future versions so it will be hard to cheat. So going from this and my original idea i will implement custom, team and AWACS mode for the generall and transparent main game options, visible for all other controllers... But what i have realized is that it is quite stupid to post the version above because it only has awacs mode, so for all ppl who want to cheat it would be possibe to download it from above and use it as all time awacs radar version in the future... For this reason i have decided to hard code the port number the client will be listening and the server will be sending in the release version. So once it's out people wont be able to use old version that i linked above anymore :) Also i will take take the link down until june... Sry. hope u will all trust this tool once its finished... zillion
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Decreasing detection range or locking the map to a certain area shouldnt be a problem... leaving the map a full map with planes showing only inside a rectangular area is little bit more difficult but also possible... I can implement a function that the export will stop for one team if a plane or ground unit of a certain type stops changing position... That would do... I will do that... :) Nice idea... zillion
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Added: -Correct Ruler measurement in KM (Press and hold "R" then release and click) -Improved Data Tags, Name not followed by ")" anymore (A = Allied / E = Enemies) -Shorter Wait time when selecting Pilots
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Hi Everyone, Actually I'm quite happy to tell you all... They are moving... The Online JaBoG32_ATC is about to be finished. It will not be released until I add the last few but important Features, which will be soon... Then we will have a precise resemblance of Units on a scrollable zoomable vector based coastline map, including airports. The map will be toggable and can be replaced by user defined concentric ring bullseye view or simply airports or simply black... We will have Unit information in dragable toggable Data Tags including Name, Altitude, Calculated Groundspeed, Aircraft Type, Coalition and a custom editable Data Field. We will have 5 history steps for each unit and a so called PTL (Predicted Track Line). We will have a dragable ruler tool with Heading and Distance measurement. We will have a comm switch with configurable Key shortcuts to speak and switch channels in TeamSpeak aswell as an integrated chat. We will have an imperial/metric switch to convert displayed distances, speeds and altitudes... It is possible to choose which units you want to controll, i would like to implement a sector mode so planes will only show if they are in a choosen area... Even though the features are more like a real digital radar used in civil aviation we will try to give it a rustical technical feel. Strictly speaking I'm working on it since February so released soon means planned release will be the 1st week of June... :) Until then you can go and play some ATCC pro or Tracon II I will post this screenie, please note this is still work in progress, i am currently working on the Data Tags and unit look, also the colors will most likely change aswell as the cluttering of Data Tags... Hope you will enjoy it... JaBoG32_Zillion
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Hi, just to clarify what was going on, i think i should tell you it was me myself and I who messed it up... :) I just mixed latitude and longitude up so the result was wrong... it actually worked the whole time... You can see it here Our ATC programm is on its way again, sorry to bother you all, hope you will enjoy it when it's finished around june/july... later JaBoG32_Zillion
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i got it, unfortunatly it doesn't help much Hi again, My C++ friends are either to busy coding a stupid fishing simulator for dcp on the nebula2 device or are to busy playing stupid world of warcraft... So after hard labour i managed to compile my own .exe... Took me quite a while since printf and scanf are nearly the only things I have ever done in C... It works :) ... use the win32 console and use a . (dot) as decimal seperator... Unfortunatly it doesn't help at all since its not what i need... I'm therefore asking again, why doesn't my action script accomplish the same ? Anyone who might have an idea, please, please help me out... thx...
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Hi again, Sorry to say but I'm really stuck... Is it possible that the RealAngleMaxLongitude is not precise enough ? I don't have double floats in ActionScript... But floats in ActionScript are like this one for example, 6.27327882143581 with 14 digits behind the comma... I'm have a friend who will compile the original C++ function for me... Is it possible it's somehow little bit wrong ? Would be really happy about some help... Thx again... JaBoG32_Zillion
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i doesn't seem to work right... Hi Valery, Hope you will read this post. As you might imagine, i didn't quite manage to successfully apply your code :( ... Our project has come quite far already... Press connect without IP or Name, Press & Hold "R" Key for the Ruler option. We can recieve data from lockon and we can plot the runways based on the x,z coordinates we collected in F11 view with Alt-Y... We really want to make it a precise Air Traffic Simulator and are to stupid to accomplish it, now, so close before finishing it... I know it's nowhere near your job to bugfix our simple action script code, i just hope you can find some spare time and maybe maybe be able to tell me which mistake i made... I feed it the with the coordinates that Sochi 06 beginns: Lat: 43.439718 Long: 39.937191 As a result it tells me Sochi06 beginns at: X -523816.4 Z 792412.7 But in Lockon Sochi06 beginns at: X -165206.9 Z 460883.3 :( Thank you so much in advance, regards JaBoG32_Zillion
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To the Ping Period, We dont know for sure, but as it sounds its the period for pinging the host... JaBoG32_Schleudersitz and JaBoG32_Viper came up with it when they set up the JaBoG32 Dedi Server. The up and downstream settings of 11000 are of course by no means recommendable for 56K Modem users or ppl with any connection less than 128 k, its basically just a reduced 128/128 setting which rounds up to 90/90... Also it is generally recommeded for ALL CLIENTS to use the SAME SETTINGS, although for me it helped me even on Servers where other people definitly didn't use the same settings so it might also help the individual in his online adventures. Also reading more of this thread, it seems to me we should generally distinguish between Stuttering caused by to high graphics Settings and Stuttering caused by a to slow server/client connection. The latter is generally described as warping but it is possible that what used to be warping in 1.02 can now in 1.1 also be experienced as a regular stuttering. For me the Online symptoms are: -A Stuttering in regular intervalls that makes the landscape roll my way then stop then continue, and so forth... - A Stuttering every time a text event occours... ie. "Blue JaBoG32_Zillion kill Blue JaBoG32_Zillion by Aim120C" :) (beware it happens) Hope ED can do something or give advice regards JaBoG32_Zillion
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netsettings I know many ppl will think its bullshit, but try putting ur netspeed down in \FlamingCliffs\Config\network\config.lua... like this: -- This file was automagically generated. Edit with care. :) gameTimeout = 10; pingPeriod = 3; maxPacketSize = 500; playerName = "Yourname"; idleTimeout = 120; stats { enable = true; file = "Temp/mp_log.txt"; }; chat { height = 95; log = true; delay = 10000; }; serverFiles = { [1] = "./Bazar/Names.lua"; [2] = "./Bazar/Racks.lua"; [3] = "./Bazar/Types.lua"; [4] = "./Config/Weapons/Guns.lua"; [5] = "./Config/Weapons/DrawInfo.lua"; [6] = "./Config/Weapons/Bombs.lua"; [7] = "./Config/Planes/Pylons.lua"; [8] = "./Config/Planes/Damage.lua"; [9] = "./Config/Planes/AIControl.lua"; [10] = "./Config/Export/Export.lua"; [11] = "./Config/View/Server.lua"; [12] = "./Config/View/Labels.lua"; [13] = "./Config/World/World.lua"; }; configList = { JaBoG32 = { downstream = 11000; upstream = 11000; }; ["xDSL 128/128 Kbit/s"] = { downstream = 16000; upstream = 16000; }; ["xDSL 1024/128 Kbit/s"] = { downstream = 128000; upstream = 16000; }; ["Modem 56.6K"] = { downstream = 5000; upstream = 3000; }; ["LAN 10 Mbit/s"] = { downstream = 500000; upstream = 500000; }; ["LAN 100 Mbit/s"] = { downstream = 5000000; upstream = 5000000; }; ["xDSL 256/128 Kbit/s"] = { downstream = 32000; upstream = 16000; }; }; client { port = 10308; type = "JaBoG32"; server = "217.84.20.194"; serverList = { [1] = "217.84.20.194"; [2] = "217.162.225.132"; [3] = "66.165.113.50"; [4] = "70.25.211.213"; [5] = "217.162.224.125"; }; }; server { port = 10308; name = "LockOn Server"; maxPlayers = 32; type = "xDSL 256/128 Kbit/s"; interface = "All interfaces"; }; Helped me a little, didn't resolve it, but made it playable... Hope it helps you regards JaBoG32_Zillion
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Hello, Nearly all our problems have been solved by now, one thing though, really doesn't seem to work... The Lua exporting... It works, but after a 3 minutes or so, it suddenly stops exporting... If we continue playing after another 3 minutes the host crashes... Is this a known problem ? Is it our export.lua ? Thx for your answers... our export.lua goes like this: