SlooFooD Posted December 26, 2021 Posted December 26, 2021 If you have multiple tankers and you would assign for example callsign "Arco-1-1" and "Arco-2-1" for different planes in ME, then both appear in radio menu as exactly same "Arco-1-1" - hope you can get this fixed soon. Btw: assignment of Callsigns using moose seems to work well in singleplay but in MP all tanker planes get "texaco". 1 System: Z390 AORUS MASTER, i9-9900KS @ 5.2Ghz AllCore, AORUS RTX 2080 Ti XTREME WATERFORCE WB, 2x2 TB 970 Pro, 64GB GSkill F4-3600C17-16GTZR, Custom WC Loop (2x420 Rads), TM HOTAS Warthog, TM Pendular Rudder Pedals, TrackIR5 (Pro), ASUS X34P & Virtual Cockpit for iPad (A10C/F18C) modules: F/A-18C, A-10C, F-16C, FC3, CA, SuperCarrier, BlackShark2, Mi-8MTV2, UH-1H Huey
Flappie Posted December 27, 2021 Posted December 27, 2021 I have no such issue in SP. Is your issue happening in MP? Is so, we need a short track, please. Arco1-1 and Arco2-1.trk ---
REDEYE_CVW-66 Posted December 28, 2021 Posted December 28, 2021 I could provide a track, but I am using mods. Btw- this is a MP mission (played offline though- with clients). Also- this is not the first time with this problem. I'll see if I can duplicate and send a mission. 1 1
REDEYE_CVW-66 Posted December 28, 2021 Posted December 28, 2021 It seems to be stemming from late activation: My tankers (Tex 1+2 etc) are activated by a simple script. When they come "alive", freqs, tacan, behavior etc is correct: but they have all the same name: Texaco 1.
Flappie Posted December 28, 2021 Posted December 28, 2021 I see. Then I'll need a simple mission with said script in order to replicate and report. ---
SlooFooD Posted December 29, 2021 Author Posted December 29, 2021 (edited) i had this problem also without late activation, all arco tankers (1.1, 2.1, 3.1) in Radio-menu same entry. arco-1.1 Edited December 29, 2021 by SlooFooD i couldn't reproduce in own tests System: Z390 AORUS MASTER, i9-9900KS @ 5.2Ghz AllCore, AORUS RTX 2080 Ti XTREME WATERFORCE WB, 2x2 TB 970 Pro, 64GB GSkill F4-3600C17-16GTZR, Custom WC Loop (2x420 Rads), TM HOTAS Warthog, TM Pendular Rudder Pedals, TrackIR5 (Pro), ASUS X34P & Virtual Cockpit for iPad (A10C/F18C) modules: F/A-18C, A-10C, F-16C, FC3, CA, SuperCarrier, BlackShark2, Mi-8MTV2, UH-1H Huey
SlooFooD Posted December 29, 2021 Author Posted December 29, 2021 (edited) in the meantime I have tested a lot and the results were partly weard. With a mission that was created as simple as possible - i've got correct CallSigns in GamePLay independent of "late activation" or "immediate activation". But things are getting weard as you are using common frameworks to expand possibilities for mission editing like the MOOSE-Framework. If You are changing common CallSign-Tables that would likely change behavior of these frameworks.Would be nice, if people that are contributing these mature framworks would be involveld into mature changes, so that nessesary changes could be done just before a release of a new update. here is a video of my last Test-Flight in my latest mission: independent of "late activation" or "immediate activation: I have only 2 "Late activated" tankers(Arco-1-1, Arco-2-1) in my mission and additional every player is able to spawn an additional one depending on his Coordinates and other parameters like height. That works well - worked well before update. Now the assignment of the callsigns seems to be broken - you have added a lot of stuff for the hornet and the viper - maybe due to this we have issues withe moose at this point. At the moment you can see in the video above, that both tankers get the same CallSIgn (radio menu sequence) - the later spawned tanker get's correctly Shell-1-1. I will redo this video on dedicated server - the results there are different > Shell-1-1 get's the CallSign "Texaco-1-1" And i am wondering why the Tanker spawn and refuleing was not being recorded in TrackFile. If You are interested you could get the MIZ.File 6_06-00_op pat_0615_LightScattered1.miz20211229_BrokenCallsSigns_op01.trk Edited December 29, 2021 by SlooFooD added trackfile 1 System: Z390 AORUS MASTER, i9-9900KS @ 5.2Ghz AllCore, AORUS RTX 2080 Ti XTREME WATERFORCE WB, 2x2 TB 970 Pro, 64GB GSkill F4-3600C17-16GTZR, Custom WC Loop (2x420 Rads), TM HOTAS Warthog, TM Pendular Rudder Pedals, TrackIR5 (Pro), ASUS X34P & Virtual Cockpit for iPad (A10C/F18C) modules: F/A-18C, A-10C, F-16C, FC3, CA, SuperCarrier, BlackShark2, Mi-8MTV2, UH-1H Huey
Blackdog Posted July 3, 2022 Posted July 3, 2022 (edited) Track files too big for forum software, available here: https://1drv.ms/u/s!An0uZhCNQrORedfA9AS0aZqQ2Ng?e=PIbCbV In our missions, we use the API to spawn and set up callsigns for tankers via setCommand/setCallsign API call. Our pilots are intermittently but fairly regularly experiencing a bug where all tankers have callsign ‘Arco 1-1’ regardless of their real callsign, both in the comms menu and during the actual comms with the tanker(s). Simultaneously unbugged clients will have the correct callsigns. Unbugged clients tuned to the tanker frequency overhearing comms with the bugged client will ‘hear’ the correct callsigns. A re-slot does not fix a bugged client, but a re-connection generally does. We set up a ‘control’ tanker (Texaco9) created directly in ME, and it seem unaffected. In the attached tracks, the longer track file is a ‘bugged’ client connection. The shorter track file is from a wingmate who joined and recorded a track from his client. At about 09:48 mission time in both tracks, you can see the same tanker comms where the ‘unbugged’ client ‘hears’ the correct callsigns, while the ‘bugged’ client hears ‘Acro 1-1’. Attached screenshot crops from ‘bugged’ and ‘unbugged’ clients connected to the same server. Blackdog (51st VFW) Edited July 3, 2022 by Blackdog forum editor ate all the post content when I posted
Blackdog Posted July 3, 2022 Posted July 3, 2022 13 minutes ago, Flappie said: Could you please attach the mission file? Hi Flappie. The .miz from the track file has been added to the OneDrive link at the top of my post. Reproduction is not all the time for us but fairly frequent. To reproduce, connect to the server, slot in, and give it a bit for the scripting to load everything in. If things are working correctly you'll see Texaco1 and Texaco2 flights in the tanker comms menu, if you are reproducing it they'll show up (and communicate as) Arco 1-1, but only to your bugged client connection. Texaco1 is on 251.0 and Texaco2 is on 252.0. Thanks, -Blackdog 1
Blackdog Posted July 3, 2022 Posted July 3, 2022 To be clear on the reproduction rate, it doesn't happen 'most' of the time, but we do see it fairly frequently. Frequently enough that it happened the first time when I tried to reproduce it to make the track file, and our pilots report it fairly often.
Blackdog Posted July 27, 2022 Posted July 27, 2022 @Flappie I've been digging into this a bit more, I believe it is the same bug as this: Also on the MOOSE Discord, I came across this -- in retrospect, I believe this matches (and definitely fits in the case when I generated the trackfile): Quote evilnate — 06/13/2020 Breakthrough with the CommandSetCallsign dedicated server issue! If one client connects to dedicated server, all tanker callsign number assignments are the same (bad, not working). If a second client connects to the dedicated server, all tanker callsign number assignments are as specified in the script. If one client connects to the dedicated server, leaves, and then comes back all tanker callsign number assignments are as specified in the script. 1
Rex854Warrior Posted July 29, 2022 Posted July 29, 2022 (edited) So I'll speak for our mission but this does seem like a related issue, we spawn AFACs on demand via markers. They're all clones from a group in the ME and this clone has a specific callsign (take "Dodge 1-1" as an example) which we change in the group data before spawning the clone. This poses sync issues in MP, all the clients connected prior to the AFAC spawning will see in the JTAC menu the cloned AFAC with the original callsign ("Dodge 1-1"), not the modified one. Using setCallsign however seemed to fix this issue, you shouldn't have to but it does sync up other players in our case. Players logged in after the AFAC spawn, regardless of a setCallsign call or not, do not have this issue. It does not occur in SP/server side either with or without the setCallsign call. Edited August 2, 2022 by Rex854Warrior [sIGPIC][/sIGPIC]
Flappie Posted August 7, 2022 Posted August 7, 2022 I understand the issue, for it is very well described in the present thread. But I'm not very good at DCS scripting, and I'd like to be 100% sure we're talking about a DCS issue, and not a MOOSE issue, before reporting it. Can someone please create a very simple mission with DCS own 'setCallsign' function at work with a couple of tankers, with no MOOSE code in it? Event better if you attach the server track along wih two clients tracks (one bugged, one not seeing the bug). ---
Rex854Warrior Posted August 10, 2022 Posted August 10, 2022 Simplest way to verify is to run the mission in singleplayer and see if the callsigns change as intended. That would be what the server sees and would indicate a synchronisation issue. [sIGPIC][/sIGPIC]
Flappie Posted August 12, 2022 Posted August 12, 2022 ED does not maintain the MOOSE project. Before this issue gets reported, we must be sure it's an ED core issue, not a MOOSE-only issue. Which is why I need a mission using the core 'setCallsign' function, not a MOOSE-scripted one. ---
Rex854Warrior Posted August 14, 2022 Posted August 14, 2022 (edited) I am well aware, I am pointing out that if this MOOSE feature works in SP but not in MP, then it points to a synchronisation problem (an ED problem). This is a very recurrent issue. There are no fundamental differences in scripting for a single player mission and multiplayer for this case. I am however happy to be proven wrong. Unfortunately I lack the time to create such a mission on top of not knowing exactly what the OP is doing. I hope the OP can help out here and I'll see if I can make something later on. Edited August 14, 2022 by Rex854Warrior 2 [sIGPIC][/sIGPIC]
Blackdog Posted August 31, 2022 Posted August 31, 2022 On 8/12/2022 at 8:10 AM, Flappie said: ED does not maintain the MOOSE project. Before this issue gets reported, we must be sure it's an ED core issue, not a MOOSE-only issue. Which is why I need a mission using the core 'setCallsign' function, not a MOOSE-scripted one. Sorry for the delay, I got onto other things and somewhat forgot about this thread. Here is a dead simple example .miz that I was able to reproduce with on our wing's server. Loaded .miz on server, connected, slotted into the F-16, waited a bit for the trigger with the 'time more' to fire, then pulled up the Tanker radio menu and they were all 'Arco 1-1', same bug as described previously. TankerSetCallsignTest.miz 1
Flappie Posted September 3, 2022 Posted September 3, 2022 Many thanks, @Blackdog! Issue reproduced and reported. 2 ---
Blackdog Posted September 3, 2022 Posted September 3, 2022 2 hours ago, Flappie said: Many thanks, @Blackdog! Issue reproduced and reported. Thanks Flappie! 1
Rolln Posted November 20, 2022 Posted November 20, 2022 We have this issue as well. Looking forward to a solution/fix.
Jenson Posted May 7, 2023 Posted May 7, 2023 On 9/3/2022 at 11:49 PM, Flappie said: Many thanks, @Blackdog! Issue reproduced and reported. Also encountered the same issue and would like to remind that this issue still remains now. Not only for tankers, but also JTAC. In SP, all works fine, but in MP with real clients, the radio menu either greyed out, or no response from JTAC/Tankers. One more thing, in MP, when we switch to a preset radio channel and try to contact JTAC on the same channel, the channel will automatically switch to M (Manual) mode. PC Specs: GTX4090, i9 14900, Z790 Pro, DDR5 96G, 4TB SSD M.2, 1200W Power Flight Gears: Logitech X56 HOTAS & Rudder, Pimax Crystal Light Modules: F-4E, F-14A/B, F-15C, F-15E, F-16C, F/A-18C, AV-8B, A-10C I/II, AH-64D, Supercarrier Location: Shanghai, CHINA Project: Operation Hormuz [F/A-18C Multiplayer Campaign]
CaptHawk Posted June 29, 2023 Posted June 29, 2023 Any updates??? Still an on going issue... [sIGPIC][/sIGPIC] AMP WIZARD "Forest Gumble" "When the air becomes electric....It's like a box of chocolates":captain: Windows 11 Pro 64 bit | Intel Alder Lake i7 12700KF | Asus Prime Z690M Plus D4 | CORSAIR Vengeance LPX 64GB (2 x 32GB) DDR4 3200 | GeForce RTX 4070 Ti Ventus 3x qwG OC | 1x42" Multi Touch Screen and 1x27" 4k widescreen | WinWing Orion2 ViperAce(EX) Joystick, Orion2 NavyAce Throttle, Orion Flight Metal Rudder(w/damper) |
Saruman Posted August 31, 2023 Posted August 31, 2023 (edited) Still an issue. If clients are bugged (usually, the first client taking a slot on dedicated server), in MP tankers are all 1-1... If you leave, and reconnect, radio comms are ok, but callsigns on F10 map are not. Edited August 31, 2023 by Saruman
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