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Everything posted by Case
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Yes, this would be a lot more work. I have contacted c0ff to ask if there is a way to get the information during runtime, but I have not yet heard from him. Thanks Pilotasso! I very much appreciate your bug reports, because errors I simply would not have known about, like your faulty AIM-9 kill.
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The stats software got a major redo, where the logic of who killed who with what and when is now better handled. All August and September logs have been reparsed with the new version, so things may have changed for some people. Fixed! Fixed! Fixed! Fixed, sort of. Unfortunately it is at present impossible to determine the coalition of an airfield when the game is running. Before the game starts, the coalition can be determined by which coalition takes off from or lands at the airfield. Because in your Capture Maykop mission both coalitions have waypoints at Maykop, I can not check who owns it during run time. Hence, I decided to go with the safe option and make it neutral so no one gets double points. If I can be convinced that if a pilot lands there his coalition must have captured the base, I might do it the other way around and always give the bonus points for anyone landing there. So convince me :music_whistling: At present this only seems to affect your Capture Maykop mission. Even more unfortunately, it seems the airbase capture is no longer logged in the debrief.log. I am sure I have seen it there before, but it may have been broken with the patch. None of the logs from Capture Maykop have the capture event recorded :cry:
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It was bad in FC1.12 and it is bad in FC2. I know I'm expecting worse for DCS:Hog and whatever comes next. Still, I thank ED for giving us much more data to play with.
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Yes, I modified the server scripts like you have. This seems to work pretty good, though the hooks miss some stuff here and there.
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Next time we'll try to provide some A2A cover when you're out bombing or help you out in a fighter.
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I didn't. As far as I can tell it is just some internal number, and I haven't been able to get any useful information out of it.
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Yes, you are right. I filter out duplicate events because they would clutter the log (an average log shows hundreds of cannon rounds and unguided rockets being fired). It is still my intention to count them, so you get something like BLUE HiJack (A-10A) fired 10xHydra-70, but it something for later. There are some nasty bugs with the A2A kills I am solving now.
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Thanks HJ! I had seen this as well. Right now I am only looking at A2A missiles for the weapon stats, because they're fewer of those than A2G ordnance. However, the jettison of A2A missiles may indeed impact those statistics as well.
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This has happened a few times now and we haven't been able to trace why this happens. If it happens to you, I suggest you exit again and try another player slot, cause starting in mid-air may has caused problems with our stats in the past. A solution has been found, but is being tested at the moment.
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Another good catch. On the 51st stats you don't get any penalty in points when teamkilled, but you are right that the crash does get counted. It's on my list of getting fixed.
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I tend to believe GG's explanation that this is not a bug in the game but a limitation of networked gameplay, where latency can cause delays leading to missiles exploding late, and hence causing less damage. It would be interesting to compare my multiplayer numbers with those of single player games.
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Good catches Pilotasso. I already saw the R-77 kill was not right by reviewing the ACMI. I think I know why this was caused, it seems to be that the previous player using that plane spawned in mid-air instead of on the runway, and this does weird things to the stats code. I will try to fix this asap.
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This is exactly what my plot shows: Kills are in blue, hits in green and misses in red. I specifically made the table (not yet as a figure) to show the kills vs hits+kills, which removes the pilot bias for spamming missiles, and those figures were more representative for the debate of this thread. From the figure you can clearly see which missiles miss less often than others, but the table shows how many times, on average, you have to hit a target to kill it.
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Don't be so sure Vex. I am sure the 51st will put an 80's mission into rotation at some point.
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Don't get your hopes up GG. The debrief.log contains no information about ranges and aspect. All I can do with missiles is record their time of launch, if they hit, their time of doing so, and if the hit kills the target. But histograms of the time-of-flight values should contain interesting information. I can already tell you that the TOF histograms of long-range missiles will not have their last bin empty. The current record TOF is 88 seconds.
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Unfortunately not for FC2, but if you press ED hard enough to store the data outside of the exports (say server only), then I will do my best.
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I knew you would appreciate this. I have been toying with the idea of calling that stats page GG's Wet Dream. :D You will be pleased to know I am also computing time-of-flight values for each missile. These will no doubt turn into interesting plots as well.
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Yes, I am working on such a page. Though it isn't finished yet, here's a picture that says more than a thousand words: Shown here are the percentages of the weapons that killed (blue), hit (green) or missed (red) their target. At the right the number of weapons fired is shown. This data is compiled from the 3153 missiles that were fired on the 51st server since August 1st, 2010, leading to some 570 kills. This plot is not entirely appropriate for the debate whether or not one missile is better at killing a target than another, so instead I made this table: +-----------------+------+-------+-------+ | 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 | +-----------------+------+-------+-------+ This shows the total number of hits, and the number of hits that killed for each weapon. The important number here is the ratio of kills/hits, which gives you the frequency of a missile killing its target. The higher this ratio the better the missile is. It also is not polluted by players emptying a full complement of missiles into thin air. You'll see that for the missiles that are discussed here the ratios are not that different. AIM-120B is highest at 66.0% (still small number statistics though), while the C is lowest at 58.6%. The ER is in the middle with 61.9%. Based on the numbers I would argue that no player will notice this difference.
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I went through the 626 air-to-air kills that we have recorded on the 51st server since August, and I only find a single instance where a pilot was declared dead in the debrief.log, but was able to fire a missile after this. Now I must note that being declared dead in the debrief.log is not necessarily the same as the on_kill() hook in the events.lua file. I think it is likely that a kill message may often appear when the pilot is not really dead. So essentially, you should never trust kill messages, and it would be better to have them turned off.
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My point exactly!
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Falcon, are you talking about this flight? The problem here are the kill messages, if they wouldn't have told you the bandit was dead, you would never have posted this. Nevertheless, Grimes' idea might work, provided that the kill message and the 'unit dead' trigger action relate to the same event. If they are not, then it will not work.
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I'm sure I've seen a picture of it (though if they were real, who knows :music_whistling:)
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I think the difference are the posts that were deleted by moderators.
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What would be really cool would be to start a pool where people can predict the date and time that post is made :D
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Here's my UI section. It was in hexadecimal when I created it, but it got changed into decimal. ui = { local_player_color = 0xE8C500, other_player_color = 0xFFFFFF, log_msg_color = 0xFF9000, side_none_color = 0xFFFFFF, side_red_color = 0xFF0000, side_blue_color = 0x00FFFF, } So basically change side_blue_color from 0x0000FF (blue) to 0x00FFFF (blue+green=turquoise). For changing the colors, see here. For getting color codes, see here.