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Case

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Everything posted by Case

  1. But you forget to mention that I also told you how to override the server settings. Check it out and then tell us if things have changed?
  2. Yes, but it is more work, and you get less information as it doesn't say who you killed. And it says nothing about how takes off or lands where. But this is an old discussion where everyone is entitled their own view. Ours is to have them off.
  3. Knowing a pilot is dead instantly, and knowing when and where pilots land and take off.
  4. Now that we have a stats page people can find out who they killed from there. As was recently discussed in a thread, adding server messages makes people fly unrealistically. Furthermore, the server messages have turned out to be unreliable, hence our decision to fly without them. As for the scenes, people can override the settings themselves.
  5. This is likely the scenes setting. We have it at medium, other servers may have it at low. Have a look here: http://forums.eagle.ru/showthread.php?p=595154#post595154 With this tweak you can override the server settings.
  6. I just fixed it. It was a bug that was bound to happen sometime but so rare that I didn't bother to fix it, until now :D It's updating again.
  7. I do this manually once every day or so. You're on it now.
  8. What is it you are trying to do Bob?
  9. This is probably done in some of the LUA scripts that the editor uses. Check the BlackShark/modules/ folder to see if any of the files do coordinate conversions. I will try to look into it myself later today.
  10. Like I said, my stats code interprets the logs as I would interpret them myself, i.e. that you killed Wodan and Soviet killed the F-14 half an hour earlier. I will ask Soviet if he still has his track and can make an ACMI. But at the moment I cannot find anything wrong with the stats code, so there is nothing for me to fix.
  11. Thanks for the ACMI Pilotasso! It indeed shows that your AIM-120's did not reach Wodan, but that they did kill the AI F-14 (B_Counter_1-3.2). I have checked the logs, and they say a different story: At 2010-09-06 20:33:48 it has: {t=8156557.084, type='hit', initiatorID=16887816, initiator="Red-F-15_04", initiator_country=15, targetID=16986891, target="Blue-F-15_06", target_country=2, weaponID=16940040, weapon="AIM-120C", weapon_type='',}, So Blue-F-15_06 is hit by an AIM-120C from Red-F-15_04. Followed by unit Blue-F-15_06 ejecting at 20:34:04 and crashing at 20:34:16. Here Blue-F-15_06 is the plane flown by Wodan, and Red-F-15_04 is the plane flown by you. Further more, the weapon ID, 16940040, was launced at 2010-09-06 20:33:27 {t=8156535.127, type='shot', initiatorID=16887816, initiator="Red-F-15_04", initiator_country=15, weaponID=16940040, weapon="AIM-120C", weapon_type='missile',}, The really interesting part is that the log also shows that the AI F-14 the ACMI says you killed was killed by Soviet almost half an hour early. As far as I can tell from my logs, the stats program is interpreting it all correctly, so the data on the stats page is, I would argue, accurate. This raises the question if the track is perhaps not replaying correctly.
  12. I think I know what is happening. If you are on the ground and stationary, so not moving, you can go to spectators or pick another plane and nothing will happen. However, if you are moving then the game explodes your plane. You might have been stationary on the Kuznetsov, but it itself was moving, still leading the explosion, which probably also killed Gruya. I will see if I can filter out these events.
  13. Case

    GRIMES!!!

    ONCE(Age Flag) // TIME MORE(788940000) && TIME LESS(789026400) // SET FLAG(1) ONCE(Happy Birthday) // UNIT INSIDE ZONE(Grimes, ED Forums) && FLAG IS TRUE(1) // MESSAGE(Happy Birthday Grimes!,86400)
  14. Hi Vecko, Just to confirm, you went to spectators and then your plane crashed? Or did it explode?
  15. Don't worry Blindspot, I made the same mistake myself earlier. Only when I took the time to think about it did it dawn on me this was the way to do it. I even wrote a small C program to test it myself and it works great. So for N flags to set with 1/N probabilty, use the following probabilities: 1: 1/N 2: 1/(N-1) 3: 1/(N-2) 4: .. 5: .. N-1: 1/2 N: 1
  16. Exactly! This means that if you have 5 flags to randomly choose from, and you want each flag to have the same probability of getting set, 20%, then you can determine the probability for each random flag. The argument works like this. For the first flag there is a 20% chance of it being set, so you use RANDOM(20) here. If it is not set, then the second flag should have a 25% change of getting set, as there are only four options left, so RANDOM(25). If that still isn't set then the third should have RANDOM(33), and similarly, the fourth should have RANDOM(50), as it must decide between flag 4 and flag 5. If that still isn't set, then the last test should test for RANDOM(100), as it is the only option left. So in trigger code, this looks: MISSION START(Choose 1/5 #1) // RANDOM(20) // SET FLAG(1) MISSION START(Choose 1/5 #2) // RANDOM(25) && FLAG IS FALSE (1) // SET FLAG(2) MISSION START(Choose 1/5 #3) // RANDOM(33) && FLAG IS FALSE (2) // SET FLAG(3) MISSION START(Choose 1/5 #4) // RANDOM(50) && FLAG IS FALSE (3) // SET FLAG(4) MISSION START(Choose 1/5 #5) // RANDOM(100) && FLAG IS FALSE (4) // SET FLAG(5)
  17. Thanks Pilotasso, I will check it tonight. Just curious though, how sure are you the track played back correctly?
  18. Can you perhaps send me an ACMI, or the track if you did not make one? I'd like to compare it to the events in the log, and it helps if I can see what happened.
  19. The stats show you got hit by Stinger from a Linebacker: Apparently the hit was bad enough for the game to declare you dead, but yet you miraculously managed to limp back home! So far I have seen this bug once before, where the game declares someone dead, but that player still makes it home alive. This is a bug in the game, not in my stats code, but I should be able to filter these out. This will take a couple of days, I hope you forgive me.
  20. I have my fingers crossed that my stats code comes out as the winner :D
  21. The event log for your flights tonight show that all the missiles that hit a target killed it: Here's the log.
  22. I think this is an error with the ingame scoreboard. Soviet just reported a kill which didn't show on the ingame scoreboard but did show on the stats. In this case it was an AI. It may be that that has something to do with it.
  23. It is the <51>SERVER. You can also directly connect by IP: 212.37.145.18:10308. See you there Graywolf!
  24. My apologies, but I am not doing any of this. I did not write that the AIM-120 is super-puper or that Russian missiles are old. Neither did I write that I know the truth or write about realism. Finally, I did not give present the data as being realistic. All I did was to take the data from the game collected on our server and present it here. I did not give any interpretations of the data, instead I leave it to everyone to interpret the data themselves. I would appreciate it if you do not accuse me any further for things I did not say. Приношу свои извинения, но я не делаю какой-либо об этом. Я не писал, что AIM-120 супер-пупер или что русские ракеты старые. Я тоже не написать, что я знаю правду или написать о реализме. Наконец, я не давал представления данных, как быть реалистом. Все, что я сделал, так это взять данные из игры собраны на нашем сервере и приводим его здесь. Я не дал никаких интерпретаций данных, вместо этого я оставляю это все толковать сами данные. Я был бы признателен, если вы не обвиняете меня дальше для чего я не говорил.
  25. Since some people asked questions how these numbers were determined, I will try to explain what I did. I must warn you that I do not speak or read Russian, and that I have used Google Translate to translate it into English. FC2 and DCS write events from the game into the debrief.log file. This file specifies when a weapon is launched and when (if it does) it hits a target. It also specified when the target dies. When a target dies, I check which was the last weapon that hit it. From this information I can tell, for each weapon launched, if it hit its target, and if it was the last weapon that killed the target. On the 51st server we have recorded stats since August 2010, and on September 3rd, there were 3153 air-to-air missiles launched. For each air-to-air missile I counted how many where fired, how many of those hit a target, and how many killed the target they hit. For example, there were 941 R-27ER launches. Of these 181 hit their target. This means 181/941 or 19.2% missiles hit. Of the 181 that hit their target, 112 killed it, which means 112/181 or 61.8% of the missiles killed their target. However, only 112/941 or 11.9% of all missiles fired killed their target. The image shows the percentage of kills (in blue), percentage of hits (but no kills in green) and the number of misses in red. Here players can sabotage the ratio by firing missiles into empty space. The table shows the percentage of hits that kill. This is much less affected by sabotage, as a player has no or very little influence in if a missile kills a target when it hits it. Поскольку некоторые люди задавали вопросы, как эти цифры были определены, я постараюсь объяснить, что я и сделал. Я должен предупредить вас, что я не говорить или читать русский, которые я использовал Google Translate для перевода на английский язык. FC2 и DCS написать события игры в debrief.log файл. Этот файл определяет, когда оружие запущен, и когда (если) она попадает в мишень. В нем также указано, когда противник умирает. Если цель умрет, то проверьте, какой был последним оружием, ударил в него. На основе этой информации я могу сказать, для каждого оружия начала, если она поразила учебную цель, и если это было последнее оружие, убили цели. На 51-м сервере мы добились статистику начиная с августа 2010 года и на 3 сентября, было 3153 "воздух-воздух ракет. Для каждого ракета класса 'воздух-воздух' Я посчитал, сколько выстрелов, где, как многие из тех, кто пострадал цели, и сколько убил целевой бьют. Например, было 941 R-27ER пусков. Из них 181 хит своей цели. Это означает, 181/941 или 19,2% ракеты попали. Из 181, которая поразила их цели, 112 убитых, что означает, 112/181 или 61,8% от ракеты убил свою цель. Однако, только 112/941 или 11,9% от всех выпущенных ракет убил свою цель. Изображение показывает процент убийств (в синем), процент попаданий (но не убивает в зеленый цвет) и количество промахов в красный цвет. Здесь игроки могут сорвать отношение, обстреляв ракетами в пустое пространство. В таблице показан процент показов, которые убивают. Это намного меньше, пострадавшим от диверсий, а у игрока нет или очень мало влияния, если у ракеты убивает цель, когда он бьет. +-----------------+------+-------+-------+ | weapon | hits | kills | ratio | +-----------------+------+-------+-------+ | AIM-120B | 50 | 33 | 66.0 | | AIM-120C | 266 | 156 | 58.6 | | AIM-7M | 7 | 7 | 100.0 | | AIM-9M | 56 | 44 | 78.6 | | R-27EM (AA-10C) | 29 | 18 | 62.1 | | R-27ER (AA-10C) | 181 | 112 | 61.9 | | R-27ET (AA-10D) | 135 | 89 | 65.9 | | R-27R (AA-10A) | 10 | 7 | 70.0 | | R-60M (AA-8) | 11 | 6 | 54.5 | | R-73 (AA-11) | 88 | 54 | 61.4 | | R-77 (AA-12) | 82 | 46 | 56.1 | +-----------------+------+-------+-------+
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