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Everything posted by xcom
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Multiple ordnance tracking question (event handler)
xcom replied to chromium's topic in Mission Editor
did you try to fire at some object like I suggested? like a hanger for example. This way the hit events will generate. -
Thanks for your input, it seems you are experiencing the same issues I've reported which strengthens my point which the issue relates to the amount of units + the amount of moving units + amount of players. About the workaround, when I asked for a workaround I meant something else than what I've already wrote about, which is exactly as you suggested - limiting the amount of moving units, we have already saw that working, I was wondering if there was any other workaround available. Just to clarify, this thread's purpose is first to report this issue to ED so they will have a good focus on where the network issues are being experienced.
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Asking for help and then ignoring will not really get you anywhere. I've noticed the same issue when the configuration on the server's scenes is set to low, change it to high and check again. (I do not mean the scenes option inside the mission editor, disable that) As a tip, setting the scenes level to medium on the server is the best all around as you will always have lower end PCs joining, if you have it on high they will also have it on high enforced and therefore will get bad FPS and eventually lag.
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How to create statistics for your server
xcom replied to xcom's topic in Multiplayer Server Administration
Hey Crash, Great stuff man! Greg showed me your script and I tried it, it did work great with one of the older CSV file I tried. To your question, I haven't changed anything with the CSV output, maybe there's some value that your script has troubles with? I tried running it here and it also failed with the last CSV, I got the following error - Traceback (most recent call last): File "c:\Python34\lib\site-packages\cx_Freeze\initscripts\Console.py", line 27 , in <module> File "get-mission-stats.py", line 300, in <module> File "get-mission-stats.py", line 126, in event_table UnboundLocalError: local variable 'eventROW' referenced before assignment Check the CSV table, there are some null values due to the issues I wrote earlier. BTW, love your youtube vids, great stuff! -
What is the scenes option set to on the host and on the client that took the pics? Did you try other missions with only 2 or 3 statics, is the result the same with the same host and client?
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Excellent, will be added to DCS Israel.
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Multiple ordnance tracking question (event handler)
xcom replied to chromium's topic in Mission Editor
Hit events have to have a target I think, I'm not sure if ground hits are generated. Just fire at some big hanger with a few rockets in salvo, you should get your answer from the events that are generated out. I wonder if maybe the event table for salvo rockets has some more information than a regular event table, like a few units. Also, you should know that at the moment there seems to be an issue with e.initiator.ID_ or e.target.ID_ It seems it is not unique, so I would watch not to rely on it too much. -
How to create statistics for your server
xcom replied to xcom's topic in Multiplayer Server Administration
Hi Eric, That should be fine, the field TargetID only has numbers, that's why I thought INT should work fine, but VARCHAR should also work with no issue. Also, if you guys have any additions or improvements, please share :) -
Multiple ordnance tracking question (event handler)
xcom replied to chromium's topic in Mission Editor
I didn't really understand your question entirely. S_EVENT_SHOT event should record each fire event that has been done, no matter how fast. example - local eHandler = {} function eHandler:onEvent(e) if e.id == world.event.S_EVENT_SHOT do whatever end world.addEventHandler(eHandler) -
How to create statistics for your server
xcom replied to xcom's topic in Multiplayer Server Administration
Basically my scripts export the data correct except for both issues I indicated which are very rare, which makes this way a lot easier than going into TacView and getting logs out manually for each mission, especially in large scale missions which this is aimed for. Regarding Tacview, You would have to check if the issues I indicated are shown as well in Tacview logs or not to be sure TacView is showing the correct information aswell. I suggest checking in large scale missions of above 500 units. -
We have weekly campaign events with around 40 pilots, if we move more than around 30 units, the lag is shown. I think also the number of units in the mission has a factor, we have around 500. As long as we keep in those ranges, the mission is smooth. It also allows us to have great ground battles and excellent stratigic play.
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We have isolated the main issue for lag, it is mainly caused by moving units, either by predetermined waypoints or by CA movements. I suggest creating units as static as possible or limit the number of moveable units. Good luck :)
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How to create statistics for your server
xcom replied to xcom's topic in Multiplayer Server Administration
This guide is first so people would understand how they can create a website that works with a working server. About logging kills, the script I've made writes down these handler information - if e.id == world.event.S_EVENT_HIT or e.id == world.event.S_EVENT_EJECTION or e.id == world.event.S_EVENT_BIRTH or e.id == world.event.S_EVENT_CRASH or e.id == world.event.S_EVENT_DEAD or e.id == world.event.S_EVENT_PILOT_DEAD then S_EVENT_CRASH events are logged for information only, the following events are relevant for kills - S_EVENT_EJECTION, S_EVENT_DEAD, S_EVENT_PILOT_DEAD. There is inaccurate information, I've also found them myself but it is not relevant to the S_EVENT_CRASH event. I've noticed 2 issues which I've reported - http://forums.eagle.ru/showpost.php?p=2066271&postcount=38 Until ED does not fix these issues, there is no real way (AFAIK) to have good QA on the data exported (especially because of duplicate records). -
Hi everyone, I'd like to post here on how you can create a statistics page for your servers, as I know many servers want to have it. Just for example, here is a simple statistics page we are running for the DCS Israel nowadays for the on going campaigns we are running - http://89.163.173.82/DCS/Default.html Now, this is fairly simple to do, although you do need to know what you are doing in order to set it up and maintain until I get time to try and automate everything. I will not explain how to setup the infrastructure of the DB/WebServer/PHP What you will need - 1. MySQL. 2. Apache Web Server. 3. Easy PHP 5.3.5. *You can also use WAMP for a simpler way to have it all setup, but a complete install is more reliable. **You can use the following website, it has an excellent guide - http://www.sitepoint.com/php-amp-mysql-1-installation/ Setting up the environment and getting the website up - Now that we have a Web Server working with PHP and a DB behind it, we have all we need to start creating our statistics site. 1. The first thing we should do, is create the DB (Check the previous . 2. Next step will be creating a table to use: a. Log into your DB (Using Query Browser/SQL Yog etc..) b. Create a table by running the following query on your DB - CREATE TABLE `TABLENAME` --change to your tablename ( `Time` TIME, `Event` VARCHAR(255), `InitiatorID` INT, `InitiatorCoa` VARCHAR(255), `InitiatorGroupCat` VARCHAR(255), `InitiatorType` VARCHAR(255), `InitiatorPlayer` VARCHAR(255), `WeaponCat` VARCHAR(255), `WeaponName` VARCHAR(255), `TargetID` INT, `TargetCoa` VARCHAR(255), `TargetGroupCat` VARCHAR(255), `TargetType` VARCHAR(255), `TargetPlayer` VARCHAR(255) ) 3. Next, we will have to actually get information out of the game into a file and then into our DB. The first part is done automatically using a script I built: a. Go into your mission, in the initialization script that start with the mission add the following - https://www.dropbox.com/s/uphnkbcrkr1dxak/eStatHandler1.02.lua?dl=0 b. In your mission, do a trigger that runs according to whenever you want to save stats and runs the following script - https://copy.com/xgdLUv0ZfFYK c. We now need to tell DCS to enable us the option to save a file, go into the following folder - DCS World\Scripts\ and change the marked lines to look as follows in the file - MissionScripting.lua - do sanitizeModule('os') [b]--sanitizeModule('io') --sanitizeModule('lfs')[/b] require = nil loadlib = nil end d. Make sure to create the folder Save_stat in your Saved Games\DCS\Logs folder. *Example of a CSV file - https://copy.com/ipElh4ybWLpM 4. Next step, Now once you run the mission and the trigger to save stats a CSV file will be saved into Saved Games\DCS\Logs\Save_stat That file is to be loaded to the DB using the following query - LOAD DATA INFILE 'C:/Users/Coop/Saved Games/DCS/Logs/Save_stat/EventStat7257.201.csv' --change to your file name and path INTO TABLE `TABLENAME` --change to your tablename FIELDS TERMINATED BY ',' LINES TERMINATED BY '\n' IGNORE 1 LINES 5. After we have loaded the statistics information into the DB, we now have to create smart queries to take out the correct information as shown in my first example. Here is the example of this page - http://89.163.173.82/DCS/INT/Stat_INT_18_05.php PHP file example - https://copy.com/3ZooW1cFKGYB This is something you will have to figure out for yourselves on how you want the page to be displayed and which data you want to be shown. I know some of this is hard to understand, I tried to be specific and give info as I can in the limited time I have. For any help, I'll be coming over to this thread every once in a while and try to answer questions. I hope this is a start of many many statistic pages and whatever other ideas anyone has in regards to getting information into a webpage about a running server :)
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Well it certainly isn't working by design :) I really don't care if they flag this as a bug or not, just wish it is recognized as an issue for one thing, and also have a timeframe for a fix or even some kind of workaround.
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To your first question - yes, its also rather simple to test. RagnarDa has given me advise recently on scopes in lua, I suggest you read - http://www.lua.org/pil/4.2.html http://lua-users.org/wiki/ScopeTutorial
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I take out the events into a CSV file and then created an automated method for the created file to be loaded into a table in a MySQL DB, then I run some smart queries through PHP to identify whatever info I want and display it in the relavent tables. Table examples in this simple page I built - http://89.163.173.82/DCS/Default.html I've found another issue, AFAIK, the event.(initiator/target/weapon).id_ should be unique. In my export results - https://copy.com/idJOkRkJYbdR I've found 2 different clients getting the same event.initiator.id_ , can be seen by filtering Initiator ID - 16779784, in the file I gave here. Should that happen? is there a different unique identifier? How can I make sure this is getting to the ED team?
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Thanks :) During creation of this script I've found an issue that might be flagged as a bug, would appriciate if some Tester or anyone from ED can report it and say if it's by design or a bug, and if by design is there a way to workaround it? Scenario - 1. Su-25T (client/player) launchs Kh-58 at a hawk radar site. 2. Before kh-58 missile hits the hawk radar site, exit the su-25t plane (Either by crashing/ejecting/back to observer). 3. When the missile hits and the unit is destroyed there's no message that the client/player destroyeyed it or that it has been destroyed at all. *When exporting the events, a hit event is categorized but there's no info on the initiator (nil), only the target.
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We have a very strong server. I7 3770 @ 3.4ghz 32GB RAM 1Gbps Full Duplex We have been running on weekly basis ,as I was saying before, large scale missions with around 40 participants and 600 units. While there were small amounts of moving units, there was no lag and we could probably go up to 50 or 60 participants, the issue starts when units are moving. Paganus, if you are having disconnection issues I would think you should check your server connection, we do not encounter such issues. I hope we can get some ED guys or testers to report this issue and see if there is something to be done. Not long ago 1.2.6, we couldn't even hold 20 players, I hope this issue could be felt with as well. Edit - this has also been tested on another server and we see similar results.
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All the while the units are moving. We tested groups of 3 and groups of 7, there didn't seem to be a significant change by the group size, the significance seemed to be the amount of units all together. Lag does not ease up, but there are spikes, meaning it will be fine for a while and then start lagging again, I'm not sure if it is due to the course calculation or not, haven't identified it to that extant. I'll try to upload a few trk examples.
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I'd like to start a thread about the major lag issues that arise when there are many moving units in a multiplayer mission. We've done several tests with large scale stress tests of around 40 players on a weekly basis and on 2 different servers . The tests were done with missions of between 300 to 600 units, all stationary. What we tested is what happens when we start moving several groups (3 and 7 groups) while having around 30-40 players connected, we've notices that if we move more than around 20-50 units, we start getting lag effects of planes jumping all over the place (can also be seen in the map). This issue reproduces 100% of the time, it also happens with predetermined routes and not only by using the CA. We would like to know if this issue - 1. has been reported? 2. Is being handled in any way or only be fixed in the EDGE release or the dedicated server release? 3. Has any known workaround? We have a large scale collaboration with a few communities therefore we can run several stress tests and would really like to assist if needed. Thanks for all your hard word ED! Xcom
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hey shadoh, here is the link to my mission, it has the functions to remove units before they expload and generate an explosion. https://copy.com/fgUUq2dNettv let me know if i can help further, ill drop into the virtual aerobatics TS.
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So it is growing and growing and though I'd share the current result. Here are some statistics from our on going campaign - http://89.163.173.82/DCS/SR/sr_m10_23_11.php
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Situational Awareness - The Virtual Battlefield Journal
xcom replied to FLANKERATOR's topic in Multiplayer
Thanks :) -
Situational Awareness - The Virtual Battlefield Journal
xcom replied to FLANKERATOR's topic in Multiplayer
Please add unsubscribe option to the emails that have recently sent, I would hate to have to remove my registration.