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Statistics of the 51st PVO Regiment Server


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Posted

A few bugs still left on stats:

 

I never shot down anyone with the sidewinder.

 

After crashing due to excessive G's I was granted a death By R-77. I was never hit by one.

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Posted
A few bugs still left on stats:

I never shot down anyone with the sidewinder.

After crashing due to excessive G's I was granted a death By R-77. I was never hit by one.

 

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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted

Heh, I saw the ACMI too, even though that 77 didnt hit you, it wasnt looking good for you from 10km when i fired it, so diving into the ground seems just about the best that could have happened for you (if one can say that, lol) at that speed and closure... So looks like your wish did come true... albeit indirectly... :P

 

Anyway the stats have still some things to iron out, for example i got a crash recorded for some odd reason, even though i landed on a road right at majkop city due to no fuel... etc.

 

FC2 presents many stats challenges and basically its just never gonna be as accurate as FC1 stats due to so many variables... the odd mistake will creep in here and there...

 

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Tim "Breakshot" Mytrofanov | C.O. of 51 ПВО / 100 КИАП Regiments | twitch.tv/51breakshot

 

 

Posted

As it was 4VS 11 I was afraid to get ambushed while distracted with 1 target, so tightened that turn a little too much to get away. I calculated the distance to your R-77's well. They never came close. Mine got closer in the first engagement. ;)

 

Was a hard mission but always love hard challenges.

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Posted (edited)

Another bug I noticed today that its also present on RAF:

 

Being hit by friendly fire grants a double death if the kill message doesnt appear on missile impact. It shows the message after plane crashes. Then both the scoreboard and the stats show death for being hit and another death for losing the crippled plane.

You can see it by checking the time of team kill with the time of crash. They are the same. Kill ratio value takes in consideration the crash erroneously.

Edited by Pilotasso

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Posted
Being hit by friendly fire grants a double death if the kill message doesnt appear in midair on impact. Only after plane crashes. One death for being hit and another for losing the crippled plane.

You can see it by checking the time of team kill with the time of crash. They are the same. Kill ratio value takes in consideration the crash erroneously.

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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted

The new mission on the 51st server "Foxtrot-Charlie" is a masterpiece seen through an A-10 pilots eyes :geek: The HAWK sites is a good safe haven when MiGs arrive at the battlefield so we can yell for fighter support and stay safe in the HAWK zone or hide in the mountains. Flying the A-10 on this mission is done best with 2 A-10s arriving at the target area at same time. Then it’s possible to do both target areas at WP3 with good teamwork, join on TS3 to really be successful. I wish more missions could add some possibilities to secure ground pounders without of course overdoing it, like Krasnodar Center when taken over on the 104th Moonlight mission as well. On many missions I fly the ground pounders is “toast” if a enemy fighter lifts off, that’s not good. Rethink the mission and make it possible to survive, of course without ruining the mission.

 

Anyone else know of a similar multiplayer mission running on some server?

Posted

I know I said it in server the other day but there was a bug where I was hit in my F-15 and I ejected and hit escape clicked briefing then fly and was flying down the runway at sochi or gudauta rather than being spawned on the ground. Not sure if it's a mission bug, game bug, or maybe just some sort of 1 time glitch. First time I've ever seen it happen though.

Posted
I know I said it in server the other day but there was a bug where I was hit in my F-15 and I ejected and hit escape clicked briefing then fly and was flying down the runway at sochi or gudauta rather than being spawned on the ground. Not sure if it's a mission bug, game bug, or maybe just some sort of 1 time glitch. First time I've ever seen it happen though.

 

This is a GAME bug.

Posted
Not sure if it's a mission bug, game bug, or maybe just some sort of 1 time glitch. First time I've ever seen it happen though.
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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted

I guess you are aware of this Case; but if you plan to do some weapons statistics the "Jettison weapons" count as normal bomb drop/"shot" in the debrief log.

 

From on of mine jettisons when hit:

{t=25369485.585, type='shot', initiatorID=16781061, initiator="Sochi A-10A #3", initiator_country=2, weaponID=33899781, weapon="Mk_82", weapon_type='bomb',},
{t=25369485.585, type='shot', initiatorID=16781061, initiator="Sochi A-10A #3", initiator_country=2, weaponID=33900037, weapon="Mk_82", weapon_type='bomb',},
{t=25369489.594, type='shot', initiatorID=16781061, initiator="Sochi A-10A #3", initiator_country=2, weaponID=33900293, weapon="Mk_82", weapon_type='bomb',},
{t=25369489.594, type='shot', initiatorID=16781061, initiator="Sochi A-10A #3", initiator_country=2, weaponID=33900549, weapon="Mk_82", weapon_type='bomb',},

 

(HJ)

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Posted
I guess you are aware of this Case; but if you plan to do some weapons statistics the "Jettison weapons" count as normal bomb drop/"shot" in the debrief log.
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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted (edited)

I'm curious. How did you correlate the initiator ID with a callsign? I tried using net.get_unit_property(unitid, 1) but only seem to get:

"!invalid property!" returned although this seems correct according to the (sparse) documentation at scripts\net\readme.txt.

 

In the end I wrote custom LUA [nb: I don't like LUA :(] in the scripts\net\events.lua and scripts\net\server.lua to get stuff in the format I wanted (and to try avoid some of the anomalies that the default logs have).

 

Here are some examples of the resulting logs if you are interested (taken from multi-player VNAO missions I've hosted). They are the same as the original logs with some extra 'dynamicscore' events inserted that have more 'stats-friendly' information in them:

 

http://stallturn.com/wiki/upload/20100904/JAR_DEPOTS_RAIL_debrief-20100904-1302.log

http://www.stallturn.com/wiki/upload/20100828/debrief-20100828-1228.log

 

As always, I'm happy to send people these scripts if they want to use them, or wish to learn how I did it. They'll be released publically once I've finished by dynamicscore2 software (nearing completion), but could change if I find some problems.

 

Also note that you have to adjust scripts\net\cleanup.lua or your logs will get wiped after seven days (horrific, logs should live forever as backups, in case the scoring software ever has bugs - doing this has saved my bacon a few times).

 

Case, HiJack: if I figure out a way of differentiating jettisons from shots I'll post it here. Although even parsing the export.log wouldn't help in this situation I think.

Edited by Moa
Posted
Thanks HJ! I had seen this as well. Right now I am only looking at A2A missiles for the weapon stats' date=' because they're fewer of those than A2G ordnance. However, the jettison of A2A missiles may indeed impact those statistics as well.[/quote']

Yes that may be. I also notised that your webased debrief log only counted 2 bombs but there were 4 dropped in pairs (the pylon pair).

Posted
Yes that may be. I also notised that your webased debrief log only counted 2 bombs but there were 4 dropped in pairs (the pylon pair).
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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted
I'm curious. How did you correlate the initiator ID with a callsign?
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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted
Then you can just look at my logs; i've been killed and killed the hole evening :P
Next time we'll try to provide some A2A cover when you're out bombing or help you out in a fighter.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted
I didn't. As far as I can tell it is just some internal number' date=' and I haven't been able to get any useful information out of it.[/quote']

 

Thanks Case. I guess you must match player callsigns in the network log to the entries in the debrief log based on time? or did you end up customizing the scripts like I did (which solved some of the problems for me). Like I said, if you think it might help you then you are very welcome to have the customized scripts (of course, no worries if you have it all covered).

 

Here are some more tidbits, just in cae you haven't spotted them already:

Also, takeoff and landing events from FARPS and aircraft carriers are not treated exactly the same as takeoffs from runways (at least in regard to the calls in events.lua).

 

Players also get 'hit' due to collisions (with each other and hard landings on the carriers).

Posted
or did you end up customizing the scripts like I did
Yes, I modified the server scripts like you have. This seems to work pretty good, though the hooks miss some stuff here and there.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted
Yes' date=' I modified the server scripts like you have. This seems to work pretty good, though the hooks miss some stuff here and there.[/quote']

 

Yeah, the inconsistency is a real curse.

Posted
Yeah, the inconsistency is a real curse.

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.

There are only 10 types of people in the world: Those who understand binary, and those who don't.

Posted (edited)

Yeah, the ability to write to both the network and debrief logs is awesome. Especially the ability to write to both simultaneously (which means you can synchronize events).

 

Any idea on whether the Hog logs might change radically? or will they be more evolutionary?

 

Edit: I tried to hook some of the position information from the export functions in, but wasn't successful. I'll give it another go soon though, and will let you know (on this thread) if I manage to get it going. Imagine your missile stats measurements if they also had altitude info, A-pole & F-pole as well.

Edited by Moa
Posted

If I fly a good mission, land and rearm/fuel, take off and kill some more guys and land and quit... do i get two lots of double points or just one lots for being landed when I quit?

Posted

each time you land it doubles the points you got in that flight. I don't think it doubles teamkills though.

 

Case, might have found a bug. I was checking the battle stats and noticed something at the bottom of Cali's log. It shows he landed at "red maykop" even though the blue forces had actually captured it.

 

http://www.51st.org/stats/eventlog.php?pilot=3Sqn_Cali&starttime=2010-09-05%2005:45:30&endtime=2010-09-05%2009:45:49

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