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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #1  
Old 07-16-2012, 10:17 PM
_79_dev _79_dev is offline
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~S~

As all of You noticed stats are not working properly .... yet. That is why I put this thread up >>>

http://sowc.forumotion.co.uk/t38-server-stats

Source code of game is still not integrated in 100% with FBDJ and IL2 Commander from WildWillie. I am in touch with him but we can`t expect any update or fixes until official patches.

There is problem with OnBailOut class in the source of the game since the very release, that is why You guys cant get credit for Your kills sometimes. Please be patient and look through log files I am posting for Your name if You are not sure about Your stats.

On the other hand there will be, hopefully soon another stats software available from ATAG (Colander), but I don`t expect it before official patches as well.

Please do not rely 100% on stats page, and treat it as pictorial view.

P.S.

Excuse me for restarting server in the middle of mission it was just misunderstanding, as I was having maybe 10-15 steaks on the grill at this moment.

Vogler
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  #2  
Old 07-16-2012, 10:47 PM
5./JG27.Farber 5./JG27.Farber is offline
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We had a test mission which we used to well... test the radar. This is it.



ok - this is the kind of positive report you should get from a radar:



I just tested this today on my own machine in FMB. Now we will take it to the server and test dedi there...

Can one of you red pilots tell me what angels 11 is please at least in feet if not in metres? 1100 feet?


ok so its 14 mi. = 22.5308 km

So you would then look on the map and figure out:



And the script:

Code:
    List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{
        {new LocalHeadquarters("Luton(Eastbourne)", "CallSign24", 50000.0, 178852.52, 197246.94, 
             new ObserverStation( "Static1","A,4","B,4","C,4","D,4","E,4","A,3","B,3","C,3","D,3","E,3","A,2","B,2","C,2","D,2","E,2","A,1","B,1","C,1","D,1","E,1"))}, //Dover
 		{new LocalHeadquarters("RadPoe (Rye)", "CallSign23", 50000.0, 206102.81, 212379.97, 
            new ObserverStation( "Static37","F,6","G,6","H,6","I,6","F,5","G,5","H,5","I,5","J,5","F,4","G,4","H,4","I,4","J,4","K,4","F,3","G,3","H,3","I,3","J,3","K,3","L,3","F,2","G,2","H,2","I,2","J,2","K,2","L,2","F,1","G,1","H,1","I,1","J,1","K,1","L,1"))}, //Rye
 		{new LocalHeadquarters("Dover (Ash)", "CallSign22", 50000.0, 246758.98, 235779.38, 
            new ObserverStation( "Static38","I,7","J,7","K,8","L,8","M,11","N,11","O,11","J,6","K,7","L,7","M,10","N,10","O,10","L,5","L,6","K,6","K,5","L,6","L,5","L,4","L,3","L,2","M,9","M,8","M,7","M,6","N,9","N,8","L,10","L,11","L,12","O,9","O,8"))}, //Dover
 		{new LocalHeadquarters("Dunkirk (Woodchurch)", "CallSign32", 50000.0, 220622.50, 252385.53, 
            new ObserverStation( "Static3","A,12","B,12","C,12","D,12","E,12","F,12","G,12","H,12","I,12","J,12","K,12","A,11","B,11","C,11","D,11","E,11","F,11","G,11","H,11","I,11","J,11","A,10","B,10","C,10","D,10","E,10","F,10","G,10","H,10","I,10","J,10","A,9","B,9","C,9","D,9","E,9","F,9","G,9","H,9","I,9","J,9","A,8","B,8","C,8","D,8","E,8","F,8","G,8","A,7","B,7","C,7","D,7","E,7","F,7","G,7","A,6","B,6","C,6","D,6","E,6","B,5","C,5"))}, //Rye
So far so good. Will keep everyone updated.

Last edited by 5./JG27.Farber; 07-16-2012 at 11:09 PM.
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  #3  
Old 07-16-2012, 11:03 PM
JTDawg JTDawg is offline
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Hey Farber angels is in 1000 feet ,Angels 11 is 11,000 feet cherubs is in hundreds . Salute
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  #4  
Old 07-16-2012, 11:12 PM
notafinger! notafinger! is offline
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Quote:
Originally Posted by _79_dev View Post
As all of You noticed stats are not working properly .... yet. That is why I put
There is problem with OnBailOut class in the source of the game since the very release, that is why You guys cant get credit for Your kills sometimes. Please be patient and look through log files I am posting for Your name if You are not sure about Your stats.
Is it a problem with the stats or a script in the mission? When somebody bails their plane just vanishes, never hitting the ground and therefore being counted as destroyed. I've witnessed this on three occasions now; hit a plane, pilot bails, then as I'm watching the plane head to the ground to confirm the kill it despawns. If the plane is never recorded as destroyed on the server how can the stats engine be expected to record it? On ATAG when somebody bails the plane does not disappear but is shown as an AI plane when it hits the ground and is counted as destroyed. Can SOWC just use the same script as ATAG? I'll admit, I have no clue how this stuff works in CloD but it seems one server is not having an issue with empty planes despawning.
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Old 07-16-2012, 11:24 PM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by JTDawg View Post
Hey Farber angels is in 1000 feet ,Angels 11 is 11,000 feet cherubs is in hundreds . Salute
Thanks,

S!

Quote:
Originally Posted by notafinger! View Post
Is it a problem with the stats or a script in the mission? ...
I have a theory about this. We dont have a despawn script, so if you get back to base your plane doesnt despawn and someone gets a kill which actually they didnt... The game automatically takes over if there is no pilot and no script. So either the stats, aircraft limit or the radar script is interfering...

Vogler I will leave some notes on server.

Last edited by 5./JG27.Farber; 07-16-2012 at 11:29 PM.
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Old 07-18-2012, 08:04 AM
_79_dev _79_dev is offline
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Quote:
Originally Posted by notafinger! View Post
Is it a problem with the stats or a script in the mission? When somebody bails their plane just vanishes, never hitting the ground and therefore being counted as destroyed. I've witnessed this on three occasions now; hit a plane, pilot bails, then as I'm watching the plane head to the ground to confirm the kill it despawns. If the plane is never recorded as destroyed on the server how can the stats engine be expected to record it?
As I mentioned already sow forums... If we were using despawn script, stats would be counted properly. Unfortunately despawn script is causing "ghosts" object which are disturbing proper game play. So we decided to sacrifice stats as we can always go through logs.txt file and confirm whatever was going on the server through it.


Quote:
Originally Posted by notafinger! View Post
On ATAG when somebody bails the plane does not disappear but is shown as an AI plane when it hits the ground and is counted as destroyed. Can SOWC just use the same script as ATAG? I'll admit, I have no clue how this stuff works in CloD but it seems one server is not having an issue with empty planes despawning.
ATAG software haven`t been released yet...


~S~

Vogler
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Last edited by _79_dev; 07-18-2012 at 08:08 AM.
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  #7  
Old 07-18-2012, 08:11 AM
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Osprey Osprey is offline
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I think it probably was working on Sunday but because it detects airgroups only, not individual humans and none were spawned we didn't pick them up.
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Old 07-18-2012, 09:10 AM
5./JG27.Farber 5./JG27.Farber is offline
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It should pick up several humans in a grid though...?
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Old 07-18-2012, 10:55 AM
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Osprey Osprey is offline
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Quote:
Originally Posted by 5./JG27.Farber View Post
It should pick up several humans in a grid though...?
I think odds of this are remote. Would you not need a decent sized group to be within 10km of each other, all within the same grid-square, at the very moment that that the leader depressed the scan button?

I hadn't expected it to pick up single human players, only the bomber airgroups. I would expect the fighters would have tasks to escort the bombers rather than go flat out in small groups toward England to shoot down whatever they can before the bombers arrive. Do blues have autonomy or are they instructed as a larger group? The reds are very well organised believe it or not.
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Old 07-18-2012, 03:18 PM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by Osprey View Post
I think odds of this are remote. Would you not need a decent sized group to be within 10km of each other, all within the same grid-square, at the very moment that that the leader depressed the scan button?

I hadn't expected it to pick up single human players, only the bomber airgroups. I would expect the fighters would have tasks to escort the bombers rather than go flat out in small groups toward England to shoot down whatever they can before the bombers arrive. Do blues have autonomy or are they instructed as a larger group? The reds are very well organised believe it or not.
I dont think they have to be in the same square just within the squares. HMmm I guess only Kodiak knows for sure

The frei-jagd concept was prevalant in early to mid BoB for fighters so this has been the tactic we have been using. We are working together, not as well as the reds I believe but its starting to come together with more units on the same TS. We have a group brief. However our role is the opposite of red so the concepts are different.
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