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#12167936 Mar 14, 2016 at 09:45 PM
Colonel
45 Posts
The private server is currently set to 300nm visibility. I've checked the code and these are my initial thoughts in no particular order; (most of these are fairly easy to code)

  • add a ranges to all (or named) observers.
  • add a different class (e.g. awacsTeam1) that has different rules.
  • allow observers to be removed when hit with sufficient ordnance.
  • define teams (probably based on a callsign suffix - don't want to start building special versions of FG)
  • increase range for each team when there is an Awacs flying about associated with that team. (sort of like JTIDS)
  • subject to consideration the MP Server could choose to give different ranges of pilots based on aircraft type.
  • log all of the important stuff (MPChat, position etc).
  • as we control the server we can IP ban (or only allow certain IP's in).

incase anyone's not got the details here they are again;

--multiplay=out,10,54.174.230.60,5000 --multiplay=in,10,,5001
in FGRun set the server to 54.174.230.60, in to 5001 and out to 5000

MPMAP: http://mpmap02.flightgear.org/v3/?fg_server=Operation_Red_Flag,54.174.230.60,5001
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#12167945 Mar 14, 2016 at 09:47 PM
Major General
718 Posts
Nice!!! This is going to be awesome.
long live the 88th
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#12168006 Mar 14, 2016 at 10:02 PM
Colonel
456 Posts
Richard, thank you so much for that.

And great ideas you have there. :)
"No one dared to make a slip, the stranger there among them had the big iron on his hip."
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#12168011 Mar 14, 2016 at 10:04 PM
Colonel
456 Posts
Richard shall I make this thread invisible for non-members, so that your server do not get swarmed with non-ORF people?
"No one dared to make a slip, the stranger there among them had the big iron on his hip."
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#12168224 Mar 14, 2016 at 10:51 PM
Colonel
45 Posts
don't think you need to do that; it's just an Amazon EC2 instance - not a real server; so it can be shut down or moved to a new IP at a moment's notice with no effect on anything else.

It's an experiment at this stage; and part of that is to see if anyone turns up and starts misbehaving...


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#12169900 Mar 15, 2016 at 11:49 AM
Colonel
564 Posts
Problem is, you don't get tracked by the FGracker (mpserver15).
Mav
Breakin' the sound barrier everyday!
Peace through superior AIRPOWER

Buzzard Viper Driver, 510th FS.
Reaper Eagle Driver, 493d FS.
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#12172544 Mar 16, 2016 at 01:33 AM
Brigadier Ge...
343 Posts
- increase range for each team when there is an Awacs flying about associated with that team. (sort of like JTIDS)

This is an interesting take on how we find a way to share data. Hmmm.

Raider1
Raider1

(Combat call-signs: Raid-1, Raid-2)
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#12174345 Mar 16, 2016 at 04:11 PM
Brigadier Ge...
343 Posts
Richard:

Is it possible to turn off the connection to MPMap for our events?

Raider1

(Combat call-signs: Raid-1, Raid-2)
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#12174487 Mar 16, 2016 at 04:47 PM
Colonel
45 Posts
#12174345 Raider1 wrote:

Is it possible to turn off the connection to MPMap for our events?



I've turned it off now. If you connect to the game you should see me, but on the mpmap there should be nobody.

Appreciate it if you could test this.
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#12174495 Mar 16, 2016 at 04:52 PM
Brigadier Ge...
343 Posts
Testing now.
Raider1

(Combat call-signs: Raid-1, Raid-2)
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#12174500 Mar 16, 2016 at 04:53 PM
Brigadier Ge...
343 Posts
Richard:

The map is not showing you. I am logging in to KLSV. If you are somewhere else, please let me know!
Raider1

(Combat call-signs: Raid-1, Raid-2)
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#12175037 Mar 16, 2016 at 07:24 PM
Colonel
45 Posts
That worked perfectly - and the MPMap is really easy to turn off and on (just adjust the rules to open the port).

I think I've figured out a scheme for teams, visibility and awacs that will work.

1. Each team has an ident; this is appended to the callsign (e.g. Raider1:t2, Pinto:t1)
2. The model name is used to identify AWACS.
3. A team with AWACS will have a predefined range (say 400nm).
4. Each team will be able to see all their players regardless of position
5. Players from another team will only be visible when within radar range (200nm) or within AWACS range.

I'm hopefully going to get enough time to implement these changes ready for testing at the weekend. No promises though.

Enhancing the MP server is looking like it could give us a few things. When I've got the visbility stuff working I intend to investigate the possibility of making the server do the missile calcs - it will be fairer and obviously missiles can be transmitted over MP.

Implementing a tracker is something that can be done quite easily - recording the data is simple - displaying it a little more complicated; but I'm not worrying about this at the moment as it's secondary to the rest IMHO.
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#12175211 Mar 16, 2016 at 08:24 PM
Brigadier Ge...
343 Posts
Whoa, this just gave me another idea.

Since we are continuing to enhance radars to make them more realistic, we don't want to completely eliminate the danger of being "snuck" on in most games....

But what if one person (the team leader) from each team had the map and nobody else did. They would have to fly, coordinate, etc. Like acting as a AOC and also as a pilot. Might be fascinating.
Raider1

(Combat call-signs: Raid-1, Raid-2)
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#12175968 Mar 17, 2016 at 12:24 AM · Edited over 2 years ago
Colonel
45 Posts
Ok I've wired in the changes to the server and the rules are implemented as per the previous message.

Your callsign needs to end in -1 for team 1 and -2 for team 2 (this might change). Also the callsign can only be 8 letters. This isn't ideal but it'll do for testing.

If your team has an EC-137 and E3B or an E2-C flying the radar coverage is increased from 200; this means that the map within FG will shown aircraft within 400nm of the AWACS (340 of the E2-C). If you have multiple AWACS the opposing team's aircraft will be shown when within the corresponding range of any of your AWACS.

All of your own aircraft will be shown regardless of the range.



I'll leave a team 1 AWACS sitting on the runway at KLSV for testing.

Please have a test and give feedback.
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#12176020 Mar 17, 2016 at 12:52 AM · Edited over 2 years ago
Colonel
456 Posts
Okay, here I am at KXTA, I am on team 1.



I do not see the awacs on KLSV as traffic on the map, should I be able to?
Not really sure how the ingame map should work.

Edit: As it shows fine when I load up at KLSV, I think the ingame map has a range limitation on seeing traffic.

Edit2: I cannot really test further as I only have 1 working PC. :|
"No one dared to make a slip, the stranger there among them had the big iron on his hip."
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#12176501 Mar 17, 2016 at 05:57 AM
Colonel
45 Posts

I think that my PC decided to reboot overnight - that's why Awacs-1 disappeared.

I've just launched a heap of aircraft as a test and here are is a screenshot



The right hand side is after the team 1 Awacs comes on line; notice that team 2 can't see any of the team 1 that are out of range (200nm); but all of the team 2 aircraft are in range and so pop up.

This is the ingame browser map for Team-1

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#12176522 Mar 17, 2016 at 06:21 AM
Colonel
456 Posts
That is awesome!
"No one dared to make a slip, the stranger there among them had the big iron on his hip."
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#12177688 Mar 17, 2016 at 02:59 PM
Colonel
564 Posts
#12176020 Leto wrote:


I do not see the awacs on KLSV as traffic on the map, should I be able to?
Not really sure how the ingame map should work.


MP in game map has got a limitation regarding details, you can't see traffic with less than 4 zoom and in your pic I see it at 3 so that's why you weren't seeing the AWACS.
Mav
Breakin' the sound barrier everyday!
Peace through superior AIRPOWER

Buzzard Viper Driver, 510th FS.
Reaper Eagle Driver, 493d FS.
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#12184753 Mar 19, 2016 at 07:31 PM
Captain
240 Posts
Is it intended that this server eventually completely replaces the official servers as the server on which we operate? Does this mean that KSUU crew people will no longer show up much on official servers? If so, it may negatively affect our visibility to the rest of the community and make recruitment somewhat more difficult because, for example, I was originally disinterested in the KSUU crew on the forum but changed my mind after participating in some informal combat on the official server.

Thanks.
😡😔😳😑😐😏😉😀😅
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#12184770 Mar 19, 2016 at 07:36 PM
Colonel
564 Posts
SNOWY's right in my opinion, ORF becomes "isolated" like this to the rest of the community by being on its own server.
Mav
Breakin' the sound barrier everyday!
Peace through superior AIRPOWER

Buzzard Viper Driver, 510th FS.
Reaper Eagle Driver, 493d FS.
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