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Everything posted by RvEYoda
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1. Parse mplog.txt realtime, if "PlayerX landed", goto 2 ( or with a landed trigger ) 2. Use lua exports on server side with either LoGetObjectById or LoGetWorldObjects. check the position of PlayerX. If PlayerX landed within allowed areas, give score. Players using others callsigns: I'm worried that when stats really kick off, there will be trouble with people faking names. To prevent this we could write a short login-sript where each player needs to log into the server if he has registered on its stats page. Basically what each registered player ( you dont need to register to get stats, but it will be helpful for some people ) just fills in callsign and password in a login file.
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I dont know if I would want to prevent people from flying low. How would this be exported btw ?
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Leavu2 has much prettier graphics :) (AA and 100 fps )
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That's what I said, or at least tried to say. I'm asking if there are any more errors on top of this, inherent to the lua export used by tacview, not the game's track recording ( which does it wrong )
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I don't think the global lua exports will provide the wrong data, unless the game plays back what happened incorrectly ( as seen in corrupt game .trk files ). If the game shows a player at LAT/LONG position A, then the lua export will also show A, at least this has happened in all my tests... ( and also what my radar scripts have always used ) Maybe tacview makes some assumptions that it stores in the tacview files, causing some of your data to be incorrect? More precisely, what errors are you seeing? Personally the scoring system that would interest me the most would be judging the performance of objective completions. For example some planes are assigned to escort, some sweep, some CAS etc. If they follow certain "patterns" or hit certain objectives, then they should get some form of achievement points ( ace points or whatever ). Then the total score should be based on ( ace points / time ) * F(points Available). F here since the mission can be empty, no players present etc, there must be something available to kill.
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There is another way. Just do a LoGetWorldObjects serverside and check the position on the player that just landed. This function can be enabled serverside but disabled for clients ( prevents cheating ) Concerning more details from the triggers exported, cant promise anything. I think there are some things being worked on, but I'm not one of the best one to ask about the ME.
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This could be solved by specifying that they have to land within a certain radius from the center of the airfield for example. Whoever writes the stats script could check this.
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Works fine without touch screen. Just put leavu2 instruments on a separate monitor. You can click it with mouse or bind buttons to keystrokes. Example of keybinding file for leavu MFD instrument: ## Example key bindings file for MFD1 ## Syntax examples : ## callbackMessage key ## callbackMessage modifier1 modifier2 key ## callbackMessage modifier1 modifier2 modifier3 modifier4 key 0 LCONTROL LSHIFT NUMBER0 1 LCONTROL LSHIFT NUMBER1 2 LCONTROL LSHIFT NUMBER2 3 LCONTROL LSHIFT NUMBER3 4 LCONTROL LSHIFT NUMBER4 5 LCONTROL LSHIFT NUMBER5 6 LCONTROL LSHIFT NUMBER6 7 LCONTROL LSHIFT NUMBER7 8 LCONTROL LSHIFT NUMBER8 9 LCONTROL LSHIFT NUMBER9 10 LCONTROL LALT NUMBER0 11 LCONTROL LALT NUMBER1 12 LCONTROL LALT NUMBER2 13 LCONTROL LALT NUMBER3 14 LCONTROL LALT NUMBER4 15 LCONTROL LALT NUMBER5 16 LCONTROL LALT NUMBER6 17 LCONTROL LALT NUMBER7 18 LCONTROL LALT NUMBER8 19 LCONTROL LALT NUMBER9 I include keybinding files for two MFDs by default. If you want to bind more, you can create new keybinding files from the template above. I currently have the following keyboard buttons included package keyboard; public class KeyCodes { public static final int MOUSE1 = 0x01, MOUSE2 = 0x02, CANCEL = 0x03, MOUSEMIDDDLE = 0x04, BACKSPACE = 0x08, CLEAR = 0x0C, ENTER = 0x0D, PAUSE = 0x13, CAPSLOCK = 0x14, ESC = 0x1B, SPACE = 0x20, PAGEUP = 0x21, PAGEDOWN = 0x22, END = 0x23, HOME = 0x24, LEFT = 0x25, UP = 0x26, RIGHT = 0x27, DOWN = 0x28, SELECT = 0x29, EXECUTE = 0x2B, INSERT = 0x2D, DELETE = 0x2E, NUMBER0 = 0x30, NUMBER1 = 0x31, NUMBER2 = 0x32, NUMBER3 = 0x33, NUMBER4 = 0x34, NUMBER5 = 0x35, NUMBER6 = 0x36, NUMBER7 = 0x37, NUMBER8 = 0x38, NUMBER9 = 0x39, A = 0x41, B = 0x42, C = 0x43, D = 0x44, E = 0x45, F = 0x46, G = 0x47, H = 0x48, I = 0x49, J = 0x4A, K = 0x4B, L = 0x4C, M = 0x4D, N = 0x4E, O = 0x4F, P = 0x50, Q = 0x51, R = 0x52, S = 0x53, T = 0x54, U = 0x55, V = 0x56, W = 0x57, X = 0x58, Y = 0x59, Z = 0x5A, LWIN = 0x5B, RWIN = 0x5C, NUMPAD0 = 0x60, NUMPAD1 = 0x61, NUMPAD2 = 0x62, NUMPAD3 = 0x63, NUMPAD4 = 0x64, NUMPAD5 = 0x65, NUMPAD6 = 0x66, NUMPAD7 = 0x67, NUMPAD8 = 0x68, NUMPAD9 = 0x69, NUMPADMULTIPLY = 0x6A, NUMPADADD = 0x6B, NUMPADSEPARATOR = 0x6C, NUMPADSUBTRACT = 0x6D, NUMPADDECIMAL = 0x6E, NUMPADDIVIDE = 0x6F, F1 = 0x70, F2 = 0x71, F3 = 0x72, F4 = 0x73, F5 = 0x74, F6 = 0x75, F7 = 0x76, F8 = 0x77, F9 = 0x78, F10 = 0x79, F11 = 0x7A, F12 = 0x7B, F13 = 0x7C, F14 = 0x7D, F15 = 0x7E, F16 = 0x7F, F17 = 0x80, F18 = 0x81, F19 = 0x82, F20 = 0x83, F21 = 0x84, F22 = 0x85, F23 = 0x86, F24 = 0x87, NUMLOCK = 0x90, SCROLLOCK = 0x91, LSHIFT = 0xA0, RSHIFT = 0xA1, LCONTROL = 0xA2, RCONTROL = 0xA3, LALT = 0xA4, RALT = 0xA5, OEM1 = 0xBA, OEMPLUS = 0xBB, OEMCOMMA = 0xBC, OEMMINUS = 0xBD, OEMPERIOD = 0xBE, OEM2 = 0xBF, OEM3 = 0xC0, OEM4 = 0xDB, OEM5 = 0xDC, OEM6 = 0xDD, OEM7 = 0xDE, OEM8 = 0xDF; }
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3. I'll consider writing an export script for FC 1.12 and Leavu2, but it cannot have the functions that FC2 does due to less lua exports available compared to DCS engine. You could also just load Leavu1 which was always made to run for fc1.12, but ofc, it has much less functionality than leavu2+FC2.
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You can always put a larger LCD behind it and have leavu ( or the program you use ) to render to only part of the screen. I will likely do that, those small LCDs are so expensive.... Basically cheaper buying a 22" than a 14" :P, and with a 22" you can fit 2 sets of buttons on top!
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1. Unlike what is thought by most, the Lockon mp server cannot disable lua export. However it can disable Global exports. What are these? : Global exports are data exported from lockon on all units in a mission Local exports are data exported from lockon on your own aircraft and instruments, and can indirectly include information on opponents like what is on my radar screen. Answer: LEAVU2 relies only on local exports, so turning off global exports has no effect at all. 2. Only ED can decide what data can be exported from Lockon. At this point the server host has only 1 setting : turning off the global exports. In DCS and FC2 ( unlike Fc 1.12 ), there is also a CRC checksum test for any file the server wants to set up. It is therefor possible to indirectly force a standard version of the lua export script, but anyone attempting to join the server must then beforehand download this export script and install into their game folder. 3. First we must make a difference between LEAVU and LEAVU2. LEAVU is a previous software I wrote which runs exclusively on FC 1.12 using global exports. The reasons for using global exports will be explained below. LEAVU2 will never fully work in FC 1.12, there are three reasons. The first is that I have not written a data export script for FC 1.12. The second is that FC 1.12 do not have the required export functions that LEAVU2 needs The third is that some of the export functions in FC 1.12 have bugs preventing us from using them, but this has been fixed in DCS/FC2. It MAY be possible to get minor LEAVU2 functionality in FC 1.12 by using global exports workarounds, if someone is willing to write that export script. 4. If someone writes an export script? Sure, it will work with any sim. 5. Currently only the LEAVU2 java and lua source codes are available in the SVN repository. The repository is provided for team co-development, and if you want to view the source code. If you want to try out the leavu2 framework or want to add something to the source code, please PM me. 6. No, but if they want to they are free to join Leavu2, if they want to ;) ( I guess they prob dont ). 7. LEAVU2 can basically read any information on your own aircraft, so what we need are actual 3D models and people with knowledge in JAVA and OpenGL/JOGL programming. 8. 3D models for the instruments you want, and make sure the models work well in different scales, so they must be vector based and not just a 2D rasterized image. 9. Well I dont know if you can export actual monitor data for FC2. In DCS you can use the shared memory interface to export a texture object from the ingame monitors, but I have not investigated if the possibility exists in FC2.
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I've made a small update to the leavu2 program. As you can notice in the videos by Schizwiz the previous version repeated key input to an OSB button if it was held down. This is now solved in the new version. Schizwiz you can download from the normal link http://yoda.reservoirselite.com/leavu2.zip if you want to try it!
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F-15 campaign mission 2 (Fulcrums flown by Tron!!)
RvEYoda replied to coolts's topic in Lock On: Flaming Cliffs 1 & 2
Well i found the only way to kill these 29s consistently was to use ugly tricks like aggressive head on dodging through somewhat unrealistic means or dropping the missile MCUs just before pitbull. I honestly have not found any "proper" way to win that mission. You could try sneakup up close through the mountains or somehow tricking both migs to fight your wingman while you flank them. I can win the mission "properly" in multiplayer coop consistently, but not with AI wingman. Important : Save all amraams for the 29s! If both you and your wingman have full payloads of amraams when you reach the 29s, and you are confident you can pick your own target and your wingman can to, you may be able to keep your 29 fully defensive with spamraaming so you can get close enoug to kill him with aim9 or guns ( or maybe you can get lucky and an amraam will hit ) -
General comparsion of 120C and ER-27 in 2 sims
RvEYoda replied to A.S's topic in Lock On: Flaming Cliffs 1 & 2
Can anybody find the 120 and ER graph posted by Chizh in russian forums? I seem to have lost the links and AS asked for them on PM -
General comparsion of 120C and ER-27 in 2 sims
RvEYoda replied to A.S's topic in Lock On: Flaming Cliffs 1 & 2
First you must make it VERY clear which falcon version you are talking about, as they have completely different modelling and sometimes also numbers. AF missile energy modeling is quite cool, but it hasnt got enough drag when the missile gets slow, it does seem to behave a little better than OF though where you can fire amraam B 100 nm :). AF does missile energy slightly ( though not much after studying both models in detail ) better than Lo. It is more difficult to find the "weak spots" in the missile energy in AF, but they are there if you look enough. AF does a decent job of handling chaff head on(zero), but chaff is not effective (zero) on the beam. I have gone in and edited some numbers and they would need some orders of magnitude to be corrected likely. Also AF 120 cannot be notched unless it has a failure ( built into the game ) once it has gone active. The same is true for OF. Many times it is easy to believe you have nothced it, but usually your bank angles in 3D related to the missiles tracking angle simply throws your RWR off. Overall F16 radar in AF are much too powerful. The F16 radar in AF will produce consistent 60-80 nm detection range vs fighters in AF ( if you know what you are doing ), which simply isnt realistic. It should be considerably less. Also AF doesnt really model the doppler notch or look down behaviour that well, which means even if your target turns notching 40 nm out can likely still lock and track him, hehe.. FF tries to correct this but in my experience it seems that missiles/radars lose lock too easy, already after a 40 deg turn or so ^^ ( but I can be wrong here ) Of course, the advantage in AF v Lo is that in AF it pays off much much more to follow realistic engagement tactics and team work has a much higher positive effect, while lockon suits more to the "just got home from work and want to shoot some missiles" I have good hopes FC2 will allow lockon to provide a good playground for both the casual player and the hardcore/competitive gamer. -
Thank you Schizwiz for making the videos! :)
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F-15 TWS (campaign mission #4 CAP)
RvEYoda replied to coolts's topic in Lock On: Flaming Cliffs 1 & 2
Im surprised you found mission 4 a trouble when you got through mission 2. I find F15 mission 2 is possibly the most difficult of all of them. What you are up against in Mission 4 I believe are 2 Mig29A models, so they will not be equiped with R77s or ETs ( unlike mission #2 ) . The worst you will face are R27s. First, as soon as you detect them, call your wingman to engage bandits or a specific bandit. If you tell him to engage a specific bandit , you should focus 100 on the other one unless your AI wingman decides to bail out before the fight starts ( wont happen ). What is your payload, 2 Aim120 or 4 Aim120 ? It can be advantageous to not try to fly so very high. The missiles' weak points in the final seconds before impact are the seekers, so focus on that in the beginning before you think about energy. Think about flying level altitude with the targets and launching perhaps 20 nm out at most, you should have virtually twice the range of the R27s on those migs, so dont worry about that. Dont fire before getting about half way between Rmax and Rtr, and if you see the bandit breaking off, try going STT to maximize yoru chances to keeping him on radar -
This is also confirmed by the "Art of the kill" video.
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I dont think GG ever said R27 would beat the amraam, hehe. We both share your brother's opinion mostly ;) What i heard the anti amraam tactics "dont get within 15 nm until they spent all amraams"
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IIRC the source was a mig29 pilot ? I hope GG can answer that A long time back I also spoke to a 29 pilot about the Alamo, but that was way back and the only thing I remember is him saying ti has longer range than the amraam, which isn't much to what is already known ;) That said what I remember from the Vympel webpage is that it stated the R27 missiles were capable of tracking targets up to 8g whereas R77 could track targets up to 12 g, so there is likely some difference in their performance.
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I've experienced that a lot of graphical mods often have caused my game to become unstable. I try to stick to very basic and mods used by a lot of people throughout the community or those that I have tested extensively myself. I think I'm only using 3 or 4 as my default install. RvE sound pack AS' Lift Lines Archer's F15 cockpit mod F15 lua radar fixes (mine)
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I'm sorry but these graphs say absolutely nothing. I can also draw 2 lines of different colors that seem to conincide. Funny enough, I can also scan documents and find one area out of 90% wrong where 10% actually match. Then I use these 10% to prove my case is right ? This is not how to show things. The facts are not that difficult to imagine. Most changes in the Fc2 are based on documents from russian sources believe it or not, and confirmed by western ones. Similarly the Mig29 for example has become stronger in dogfighting ( and so it well deserves! ). I would think twice before going up in a dogfight vs a mig29. In Fc1.12 it was not very powerful in a dogfight. In my own personal opinion the F15 would no longer be my primary choice for guns dogfighting plane in FC2, more than that I cannot say. I know of just as many improvements for the red planes as the F15 in Fc2. I doubt the devs will want to release much more information given how I hear it has been twisted in many threads. People only read what they want to read/hear and then only spread THAT particular part of information. But I dont speak for them, it is their decision make. I can tell you one thing though. Every piece of change to improve the F15 in FC2 has been thoroughly gone through by the devs. They are very critical to improvements of this kind. If some of the people vouching for the blue planes got as they wanted, things would be ( from your point of view ) much much worse. Same goes for improvements of the red side planes. What source do you have that say ER-ET-blabla has not been changed ? What says AI aircraft has not been changed, what says color pallette has not been changed ? Selective information output from "leakers"... Oh about something another person posted : LRM was bypassed? I am surprised they would feel this an achievement... It is just a lua script. Just load another lua script on top of it or remove it. Or kill the lua export script engine before it reads the lrm script files, there are 100 ways. It wasnt designed with such a purpose. If it for those that want it removes 95% of the people using an existing flaw on their server, that is better than 0%, even if we cant get to 100% ? :)
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Inflatable Sa-10! This they can sell to other countries, known as "export versions" :D
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.. and also one of the reasons why ww2 was made possible...