71st_Mastiff Posted February 22, 2013 Posted February 22, 2013 rgr that I went into the 159th flew a SU2t and got my time, thanks works!:thumbup: "any failure you meet, is never a defeat; merely a set up for a greater come back", W Forbes. "Success is not final, failure is not fatal, it is the courage to continue that counts", "He who never changes his mind, never changes anything," Winston Churchill. MSI z690 MPG DDR4 || i9-14900k|| ddr4-128gb PC3200 |zotac RTX 5080|Game max 1300w|Win11| |turtle beach elite pro 5.1|| ViRpiL,T50cm2||MFG Crosswinds|| VT50CM-plus rotor Throttle || G10 RGB EVGA Keyboard/MouseLogitech || PiMax Crystal VR || 32 Asus||
Taproot Posted February 22, 2013 Posted February 22, 2013 @Jack The beta logged everything on our server yesterday with the "138th." in front. So any problems you have should be sorted on the new release. [sIGPIC][/sIGPIC]
71st_Mastiff Posted February 22, 2013 Posted February 22, 2013 that Pilot#13 seems to happen everytime with the KA50 missions "any failure you meet, is never a defeat; merely a set up for a greater come back", W Forbes. "Success is not final, failure is not fatal, it is the courage to continue that counts", "He who never changes his mind, never changes anything," Winston Churchill. MSI z690 MPG DDR4 || i9-14900k|| ddr4-128gb PC3200 |zotac RTX 5080|Game max 1300w|Win11| |turtle beach elite pro 5.1|| ViRpiL,T50cm2||MFG Crosswinds|| VT50CM-plus rotor Throttle || G10 RGB EVGA Keyboard/MouseLogitech || PiMax Crystal VR || 32 Asus||
Ebs Posted February 22, 2013 Author Posted February 22, 2013 Mastiff, I saw a pattern of it happening with the P51 too. But it seems that's its purely random with what AC it affects...I'm not sure if it's a mission issue or a DCS Engine issue Check out my guide to JSGME for DCS World.
fangav Posted February 23, 2013 Posted February 23, 2013 With the beta mod running I can't get into the 104th, Can another tester confirm this pls. That is the only problem I've run across so far. [sIGPIC][/sIGPIC]
71st_Mastiff Posted February 23, 2013 Posted February 23, 2013 With the beta mod running I can't get into the 104th, Can another tester confirm this pls. That is the only problem I've run across so far. This would be true as the 104 has their own server files. "any failure you meet, is never a defeat; merely a set up for a greater come back", W Forbes. "Success is not final, failure is not fatal, it is the courage to continue that counts", "He who never changes his mind, never changes anything," Winston Churchill. MSI z690 MPG DDR4 || i9-14900k|| ddr4-128gb PC3200 |zotac RTX 5080|Game max 1300w|Win11| |turtle beach elite pro 5.1|| ViRpiL,T50cm2||MFG Crosswinds|| VT50CM-plus rotor Throttle || G10 RGB EVGA Keyboard/MouseLogitech || PiMax Crystal VR || 32 Asus||
Ebs Posted February 23, 2013 Author Posted February 23, 2013 This would be true as the 104 has their own server files. That is a shame. I purposefully make it so the mod doesn't use any functions that could possibly be used for cheating. The only export command that is used is getting the players plane id. Even the export config doesnt require the 'true' switch. I suppose the 104th has a blanket ban on mods though? :( Check out my guide to JSGME for DCS World.
fangav Posted February 23, 2013 Posted February 23, 2013 no blanket ban, I'll have a chat with the 104th boys and see what the conflict is. [sIGPIC][/sIGPIC]
fangav Posted February 23, 2013 Posted February 23, 2013 The problem is in the export lua. The changes in there are the reason it fails the integrity check [sIGPIC][/sIGPIC]
Ebs Posted February 23, 2013 Author Posted February 23, 2013 Thanks for the update. In my opinion they should be checking the export/config.lua this contains a true/false switch which enables exporting of 'sensitive' data. When set to true you're able to export the entire sim data. Positions of all units etc. Tacview uses this true switch for example. A config of false only allows the sim to export data relating to the players own plane. Like I said, I purposefully used an export command that only deals with the player plane id so the config remains false. Check out my guide to JSGME for DCS World.
HiJack Posted February 23, 2013 Posted February 23, 2013 Ebs, you must try to get the player information and statistics information without breaking integrity check or else it will not be used. Your first version which I have installed does not break any IC but then again it do not work ;)
Ebs Posted February 23, 2013 Author Posted February 23, 2013 HiJack that's exactly what I tried to do with the first release of this mod, and as you say, it doesn't work. The DCS bug that doesn't tie pilotnames in the stats make it unreliable. The new export line that exports the playerplaneid does fix this 100%. ah well, after a bit of reading it looks like this mod is a no go for the 104th server. They check the export.lua which effectively bans my MP logbook mod. It also bans... TacView TARS iControl DCS Helios and any other mods that require the use of export.lua it seems a bit heavy handed of them to do this on the off chance that someone uses one or more of these mods for the purposes of cheating, but there you go. I'm more of a COOP than PVP server man myself so it doesn't really affect me much. Maybe someone can get it touch with the 104th guys and maybe convince them to change their minds...in the meantime though there are other servers :) Check out my guide to JSGME for DCS World.
HiJack Posted February 23, 2013 Posted February 23, 2013 At this moment there is no way to open up for one mod and deny another. Thats the problem resulting in letting cheaters in on the server. I rather will play in an environement where I know cheating is less possible. I urge you to get in contakt with Speed and check with him if there is other ways to identify the local logbook and link the MP player to this.
Ebs Posted February 23, 2013 Author Posted February 23, 2013 I rather will play in an environement where I know cheating is less possible. Me too! but in the case of the 104th server you'll have to do play in that environment without your logbook updating. ...and without Helios, iControl, TARS etc. Check out my guide to JSGME for DCS World.
fangav Posted February 23, 2013 Posted February 23, 2013 Me too! but in the case of the 104th server you'll have to do play in that environment without your logbook updating. ...and without Helios, iControl, TARS etc. I think this is incorrect. [sIGPIC][/sIGPIC]
Ebs Posted February 23, 2013 Author Posted February 23, 2013 I think this is incorrect. fangav, unfortunately it is a fact. Right now the export.lua integrity check is basically a blanket ban on all those incredible mods. However, I made a post on their forums and they're nothing but gentlemen about this whole thing. Maybe we can work something out. I really hope so. Check out my guide to JSGME for DCS World.
fangav Posted February 23, 2013 Posted February 23, 2013 Ebs that's good to here. I thought we had use tars on the 104th, my bad. :( [sIGPIC][/sIGPIC]
Ebs Posted February 24, 2013 Author Posted February 24, 2013 Quick update... I'm pretty sure it's fixed now. The latest update of this mod doesn't use the export.lua anymore so it'll work on servers like the 104th... Let me repeat, the 104th guys are incredibly nice and supportive. Total gentlemen. Check out my guide to JSGME for DCS World.
Ranger79 Posted February 24, 2013 Posted February 24, 2013 Quick update... I'm pretty sure it's fixed now. The latest update of this mod doesn't use the export.lua anymore so it'll work on servers like the 104th... Let me repeat, the 104th guys are incredibly nice and supportive. Total gentlemen. Great news man! [sIGPIC][/sIGPIC] Ranger79 OEF/OIF Veteran YouTube Channel Twitch Channel Mods, Missions, & Tutorials: Operation Piercing Fury Campaign Ranger79's Object Pack ISIS CrisIS Campaign Mission Editing Video Series
fangav Posted February 24, 2013 Posted February 24, 2013 I'm so happy, I like and will use this mod," wish it was out years ago" and I'll be able to run it on the 104th. :) [sIGPIC][/sIGPIC]
71st_Mastiff Posted February 25, 2013 Posted February 25, 2013 from the FC3 play time, last couple of MP and SP, I get to the briefing screen and it crash's, no time saved in the logbooks. I suspect something wrong in the FC3 that's were it seems to crash me most of the time. so no time saved. "any failure you meet, is never a defeat; merely a set up for a greater come back", W Forbes. "Success is not final, failure is not fatal, it is the courage to continue that counts", "He who never changes his mind, never changes anything," Winston Churchill. MSI z690 MPG DDR4 || i9-14900k|| ddr4-128gb PC3200 |zotac RTX 5080|Game max 1300w|Win11| |turtle beach elite pro 5.1|| ViRpiL,T50cm2||MFG Crosswinds|| VT50CM-plus rotor Throttle || G10 RGB EVGA Keyboard/MouseLogitech || PiMax Crystal VR || 32 Asus||
Ebs Posted February 25, 2013 Author Posted February 25, 2013 Sorry to hear that Mastiff, I'll test a little more with FC3...Can you tell me a little bit more about when the crashes occur? Are you sticking to one plane? Changes sides? etc. With 1.2.3 being further delayed I'll have a bit more time to polish this off :) Check out my guide to JSGME for DCS World.
Ebs Posted February 25, 2013 Author Posted February 25, 2013 Guys, a potentially terrible thing has just dawned on me regarding the BETA version of this mod. I'd enabled a workaround in which to get the stats for multiple planes during a multiplayer session. It basically uses the same idea as the single player process. Each plane has a unique id, so I was simply tracking which planes were flown by the player and updating the stats for each plane via the debrief.log that's written after every mission. Now, this is the problem...what happens if you leave your slot and another player takes your plane? That's right, their stats are incorporated into your logbook. The in-game logbook was never designed to track more than one plane in a session (as it's basically a single player logbook) so there's no inbuilt routines for checking who is in which plane when it comes to updating the stats. I'm pretty sure the 'final' version of this mod will revert back to the 'one plane only' system. You'll have to make sure that when you join a server, pick a plane and stick to it. You can takeoff/land/refuel/rearm...even despawn and respawn as long as you keep the same 'slot'...you just have to make sure you exit the server when you want to change planes...update your logbook then rejoin the server and change planes. This has the added effect of showing you a proper debriefing screen (it won't be blank anymore) and updating the logbook will be more efficient. Sorry if I disappointed anyone. But I'd rather do this than have people coming to me asking why they have 30 friendly kills in a mission because they changed planes while a newbie took their slot and carpet bombed their own FARP. Thanks for understanding ;) Ebs. Check out my guide to JSGME for DCS World.
71st_Mastiff Posted February 25, 2013 Posted February 25, 2013 Sorry to hear that Mastiff, I'll test a little more with FC3...Can you tell me a little bit more about when the crashes occur? Are you sticking to one plane? Changes sides? etc. With 1.2.3 being further delayed I'll have a bit more time to polish this off :) A10A and the first mission haven't switched to any other ones, all so thanks for the heads up on the slot bug. "any failure you meet, is never a defeat; merely a set up for a greater come back", W Forbes. "Success is not final, failure is not fatal, it is the courage to continue that counts", "He who never changes his mind, never changes anything," Winston Churchill. MSI z690 MPG DDR4 || i9-14900k|| ddr4-128gb PC3200 |zotac RTX 5080|Game max 1300w|Win11| |turtle beach elite pro 5.1|| ViRpiL,T50cm2||MFG Crosswinds|| VT50CM-plus rotor Throttle || G10 RGB EVGA Keyboard/MouseLogitech || PiMax Crystal VR || 32 Asus||
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