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Posted

It certainly wouldn't be a bad idea to keep track of whether your pilot landed himself in friendly or enemy territory (by plane or by chute ;) ) for campaign purposes.

 

How many times i must repeat this? I and many people who flying private sessions want info about pilot death (NOT BIG STATS) ,because now You re dead with moment when aircraft hit the ground (doesn't matter You Bail Out or Not) Otherwise, is any reason to give sense using Ejection Seat in private session?

 

EDIT: Maybye for arcade Dogfighters this mean nothing, but much people appereciates realism and sufficient info about their flight. EVEN ON SMALL PRIVATE SERVER. Now they don't get MOST IMPORTANT INFO - About their own Live

 

EDIT 2: How many people flying on BIG servers with own stats? And how many copies of sim has sold? Now You see Measure of this one small thing?

 

One more EDIT: I mean target of this "info about pilot death" is not FC2 (because in fact, arcade Dogfighters don't need this) Target of this info is DCS series. (ED Team now work on DCS, and i think back to work in FC is waste of develoepers time, but it will be nice too for SU25/T Pilots)

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Posted (edited)
It certainly wouldn't be a bad idea to keep track of whether your pilot landed himself in friendly or enemy territory (by plane or by chute ;) ) for campaign purposes.

 

Wanted to do that for exactly the reason you mention. The problems standing in the way are:

 

* It is not known at the start of a mission which coalition a base belongs to (or is neutral) using the log. Case cleverly determines this by the coalition that launches from the base. Of course this doesn't work if a base starts neutral or no one takes off from the base.

 

* When a base is taken over the message does not say which side now occupies the base. It can be determined based on what side the base was on at start (if known) and from base capture messages. If a base capture message is missed (sometimes LockOn writes corrupt fragmentary entries) then all takeoffs and landings will be calculated incorrectly. Every entry should also be self-contained and not rely on any previous entries being parsed (this allows 'stateless' parsing of the logs, something not possible at the moment which substantially decreased reliability and accuracy of the parsing given the incomplete and corrupt nature of some entries).

 

* When a player ejects, crashes, or is shot down their position is not given in the log.

 

There was a thread a while back where we asked for enhancements to the log (eg. locations, UTC timestamps), and to fix defects in it.

 

For now it would be better to keep the log as it is (every format change is a *lot* of work to sort out and sometimes less information is given for some FC2 entries relative to FC1 - so I view the FC2 changes in the log as somewhat haphazard and not always well thought out and were in a radically different format to FC1 so required a lot of effort to re-do stats).

 

You can get location information by parsing the TacView in realtime, but this is a bit of overkill in terms of effort for information gained. Really, *every* entry should have at least (x,y) location, gametime, UTC time, callsign and aircraft/vehicle/weapon types involved (the only one of these consistently in the logs is gametime and that is basically useless unless you are trying to distinguish night from day in-game).

Edited by Moa
Posted
It certainly wouldn't be a bad idea to keep track of whether your pilot landed himself in friendly or enemy territory (by plane or by chute ;) ) for campaign purposes.

 

Tis needs to be defined in the mission or by analyzing ground force positions throughout the map and essentially drawing a front line automatically.... then procedurally generating small arms and manpad threats in enemy territory. :music_whistling:

 

But then you'd need to have something built-in to take advantage of that information.

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Posted
Case cleverly determines this by the coalition that launches from the base. Of course this doesn't work if a base starts neutral or no one takes off from the base.
I do it slightly differently. The mission file contains all waypoints, and for take off and landing waypoints it specifies the airbase. Based on the coalition of units to whom those waypoints belong, I can determine which airbase belongs to which coalition.

 

There is indeed the problem with airbases switching coalition, but for these I have decided to keep them neutral and not award bonus points to pilots landing there.

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Posted
Indeed Case stats are Masterpiece. i know something about it ;) Good Work Case :thumbup:

 

Thanks Miro!

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

Posted (edited)
It certainly wouldn't be a bad idea to keep track of whether your pilot landed himself in friendly or enemy territory (by plane or by chute ;) ) for campaign purposes.

 

I'd be good idea to add limited weapon amount too... then for online campaign purposes people will not spam valuable missiles and use them more wisely. Supposedly in IL-2 there are stats where every destroyed convoy, truck, train means lower amount of weapons. Add to them fuel, flares and chaffs and you have great area to show managements skills and use all resources which you have really carefully and wisely, as campaign creator.

In LO\DCS you have to do all manually. I play online campaign of Ka-50s and after every mission it is need to count all fired Vikhr missiles and re-calculate available amount again. It is so boring :)

Edited by Boberro

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Posted
I'd be good idea to add limited weapon amount too...
For the 51st stats I am already doing this. Each month, each player as a limit of 200 units on each of the air-to-air weapons. The stats keep track of how many units of each weapon they have launched. Check here for example. If they pass this 200 unit limit, the pilot will not get any more points or kills awarded using these weapons.

 

With this limit I have been able to convince some pilots to diversify their payloads, and stop loading 8xAIM-120C. :D

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

Posted
For the 51st stats I am already doing this. Each month' date=' each player as a limit of 200 units on each of the air-to-air weapons. The stats keep track of how many units of each weapon they have launched. Check here for example. If they pass this 200 unit limit, the pilot will not get any more points or kills awarded using these weapons.

 

With this limit I have been able to convince some pilots to diversify their payloads, and stop loading 8xAIM-120C. :D

 

Cool, for campaign scenario it can be useful hmmm

 

But what I meant was to implement that in game GUI by default, in Falcon as example in payload window you see how many missiles you can use :]

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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