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#13515286 Nov 06, 2017 at 07:47 PM
4 Posts
I would like to extend the Switzerland scenery with the Axalp shooting range (https://www.youtube.com/watch?v=mUfI1D6WLCA) near LSMM. From having read some threads in this forum I believe to understand that due to MP constraints, development at OPRF is concentrated around aircrafts - and scenery development is centered around improved airport layouts and related 3D buildings. And then there is https://github.com/Op-RedFlag/oprf_assets, which looks to me a lot like airplanes.

What I would need for Axalp is basically a set of 3D walls to shoot at with the cannon (no missiles). I am missing a lot of knowledge - and barely know where to begin. So my best guess about missing links are:
  • Is there some wiki for OPRF stuff, where e.g. the damage model (actually I do not need damage, just visual impact feedback), MP shooting reports etc. are described? I simply seem not to be able to find that information at http://opredflag.com/.
  • If code/configuration is the documentation: which aircraft / which (*.nas) should I look at?
  • Is there any scenario file available, where some of the assets (e.g. the depot) is used?
  • There is the scenario file at http://opredflag.com/forum_threads/2412191 using a plain F-15 aircraft model of type aircraft and and class target. Would the depot, SAM etc. all be treated like aircraft/target and then just have speed 0? Or is there a relation to http://wiki.flightgear.org/AI_Systems#Types_of_AI_Objects (although I miss a description of what those entry/types/classes do: a pointer to other documentation or code would help) to be used with OPRF assets?

Sorry for all these questions, but I really struggle to get started.

Thanks
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#13515434 Nov 06, 2017 at 09:52 PM
Colonel
453 Posts
The wall would need to be an aircraft I think. Otherwise it will be treated as terrain.

The cannon works by checking where it hits, and correlate that to the location of the selected aircraft in the radar, and see if its close, if it is a chat messages will be displayed that it was hit.
"No one dared to make a slip, the stranger there among them had the big iron on his hip."
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#13521939 Nov 11, 2017 at 11:52 AM
4 Posts
Unfortunately I still struggle to make a minimal scenario where e.g. a depot from to OPFR assets is placed at one place.

I have read (and improved) http://wiki.flightgear.org/AI_Systems, but still I cannot get a depot (or SAM or whatever) to be displayed (standard FG demo AI scenarios as well as MP works).

So I would like to hear whether someone could tell me:
  • His/her path on the system to OPFR assets (e.g. C:\FlightGear\aircraft\oprf_assets-master)
  • His/her --fg-aircraft entry (e.g. --fg-aircraft=)C:/FlightGear/aircraft/oprf_assets-master;C:/FlightGear/aircraft/fgaddon
  • Within a scenario XML file how one entry for a depot would look like

Specific help would really be appreciated.

Have a nice weekend
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#13522585 Nov 11, 2017 at 09:42 PM
Major General
705 Posts
Hi Vano,
The assets are meant to run in standalone flightgear instances, so that they can be shown over multiplayer. I don’t think anyone has used them in an AI scenario as of yet.
In addition, the firing control code for the SAM and the missile frigate are not distributed, if that matters to what you’re doing.
I have mine installed at C:/Users/x/Documents/FlightGear/oprf_assets
long live the 88th
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#13524498 Nov 13, 2017 at 08:07 AM · Edited 3 months ago
Colonel
453 Posts
Yeah, I have it like pinto also, and then


--fg-aircraft=C:/Users/x/Documents/FlightGear/oprf_assets;blabla;blabla
"No one dared to make a slip, the stranger there among them had the big iron on his hip."
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#13526873 Nov 14, 2017 at 06:39 PM · Edited 14 minutes ago
4 Posts
Thanks for the answers. So a reformulated question would be:
* Which code elements (in either the fighter aircrafts like Mirage 2000-5 and/or in OPRF assets) I should look at to figure out how to ...
* ... display in a shoot report (could be anything and does not have to be MP) whether or not a cannon bullet, rocket, bomb or missile has hit a given object

However, while reading code and writing more code to use in a single session would be possible, I still guess the easiest would be to use the existing infrastructure you have made for good reasons. I just fail to find out, where to pick up the bits and pieces:
* I understand I need new FG sessions, where the OPRF-assets would be situated, even if I would fly training missions against (ground) targets on my own. I guess one session for each "aircraft" (e.g. depot) - so if there are three ground targets then there would be 3 sessions - all configured with 0 velocity, specific lon/lat location through fgfsrc files
* I guess you are using a special MP-server with special software (at least there is a special announcement "switch to protocol v2" - whatever that means). Where can I download it, so it can run in my own network? And is there a configuration description for the server - especially if it would be used within the same computer (same IP)?

Maybe you have a description of this for an event or so - I just cannot find it.
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#13527018 Nov 14, 2017 at 08:27 PM
Major General
705 Posts
I largely only work on the MiG-21bis so I can only speak for it's messages - the messages are generated either in guided-missiles.nas (for guided missiles) or payloads.nas (for everything else). The damage from these messages is handled in damage.nas. Other OPRF aircraft use something similar, but the file names may differ.

Side note: we are working on getting away from mp chat as our tool to communicate damage, but that may be some time off yet.

The OPRF mp server uses FGMS version 0.13.2 (from https://sourceforge.net/projects/fgms/). The protocol v2 announcement you saw isn't related to a custom server (we don't use a custom server), but rather to begin supporting the protocol introduced in FG 2017.2.1, i.e. mp protocol v2 (see http://wiki.flightgear.org/Multiplayer_protocol#2017.2_encoding).
long live the 88th
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#13527036 Nov 14, 2017 at 08:36 PM · Edited 3 months ago
Major General
705 Posts
I should add, I'm normally the guy running these assets in our events.

I use a dedicated laptop, and typically up to 6 flightgear instances can run on this laptop. I launch flightgear with minimal graphics settings, and pass the --lat and --lon options for where I want the asset to spawn at, with unique callsigns and ports for each (I use a homebrew python launcher to make launching multiple instances easier, but its essentially the same with any launcher).

Launching the assets like this is pretty much the only requirement for compatibility with the current OPRF fleet. If you would like to add damage from a cannon/rocket/bomb fired from your own aircraft, you need to add the hit message (see https://github.com/l0k1/MiG-21bis/blob/master/Nasal/payloads.nas#L600 for how I do these hit messages in the MiG-21) and add the corresponding entry in the AI asset's damage.nas.
long live the 88th
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