Online Squadron Collection v2 is out
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Done lots of testing on this, our squadron has the same issue as tdr’s seeing contacts switching from red to blue and viceversa
Our setup is as follows:
- Server BMS 2D running SQServer+IVCServer
- Every pilot running Validator on BLUE
- Human AWACS running AISPY+F4AWACS+BMS 2D
Every contact is just fine as any mission starts, but as mission goes on some of the friendly AI turns red with callsigns like “؉1Chal” or the enemy AI turns blue with callsigns of another blue AI
As far I tested for now I can be almost sure that:
- Enemy AI are red bandits and seen fine on F4AWACS as long as the contact on BMS 2D map is tagged as “Unknown”
- Enemy AI turns to blue when a player or friendly AI identify the airplane type and in 2D map is tagged as it, when this happens, enemy AI gets renamed on F4AWACS to the name of the friendly who identified it
- If identified Enemy AI turns to “Unknown” again on BMS 2D map is again tagged on F4AWACS as red Bandit
Maybe is easier to understand with some pictures
Mission start, everything just fine
Some contacts moving now, forget about north bandit at 2000 ft, its a neutral helo flight, pay attention to the left bandit at FL120, it’s tagged as unknown on BMS
Now, Bull 1 identified those bandits, see how icon on BMS 2D changes and in F4AWACS turns to blue
Bull 1 lost the spike, becomes unknown again and enemy AI is tagged as Bandit again on F4AWACS
As AWACS usually identify enemy planes farther away (by signature or kind of radar contact) it’s quite usual to get enemy AI switch to blue with AWACS name (Charlis, Magic, etc…)
Hope this report helps!
PS: This was a local test with SQserver, AISpy, F4AWACS and BMS in 2D on the same computer for getting the pictures, but it’s happening as I said when the above config is used
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Thanks Templar, very nice and thorough testing. Unfortunately, I can’t do anything to fix it since the AI data are taken directly from BMS memory. So in your example above, the data in BMS memory indicates that there is a an AI contact called “Bandit” at that position (so since you are using automatic ID is red). Afterwards, when what you described happens, BMS memory indicates that at the same position there is an AI contact named “Bull1”, so the program (since the callsign is in the friendly callsign list) identifies it as friend.
That’s why I’ve said that AI identification is not accurate and you shouldn’t rely on it.
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Do not worry Templar that I have a solution. A bit poor, but definitive. See you next Tuesday
1 The creator of that mission, change file names within FriendlyNames. And only put them on their side.
2 ° This requires the Super Falcas and his MC or another person, able to get the names of our TE side. And export to a TXT.
And then can change the file FriendlyNames.P.d.
With the Mission Commander or TacEdit can see the names of the flights on our side.greetings Toquemao
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I tried what you suggested Toquemao, I think it doesn’t work, but we can try together on our next mission
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is there any specific requirement for F-4 Awacs to run??? ie visual C++ redist…
i am using W7 Ultimate SP1 (X64) all updates included
error reads:error occured while loading the initialization files (main) please check these files or reinstall the programall other components of OSC(aispy,mstrupdtr,validator,sqserver) work ok…
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I’ll look into it and let you know.
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Hello Monster and all the community of benchmarksims;
I am a member of the Italian 69th Squadron, and I recently discovered your Online Squadron Collection in version 2.0.2.
First, I congratulate you for the excellent work and for your support site, I was a big help.
I have a question:
The tests carried out and as already noted in your manual, the position of the aircraft operated by the AI is not accurate (I understand correctly ?). I wonder if in the future this condition may be changed, being able to have accurate data for correct vectoring of the pilots managed by human players for the interception.Thank you for your attention and best regards.
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Hi Viper55 and thanks for your kind words.
Unfortunately, since AISPY reads Falcon’s memory and displaying the same AI that exist on the campaign map, there is nothing that can be done to display the exact location of AI. The solution would be to find another way to read AI positions, which curently I don’t have, or in collaboration with BMS guys, to find a way to export AI for an external program to read. Given the complexity of Falcon and the way entities are handled (bubbles etc) I don’t think it’s going to happen.
Of course if somebody has a better idea, I’m hear to listen :D.
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Monster thanks for the fast answer.
I understand the problem. Unfortunately I can not give you any suggestions to succeed in taking the position data of the aircraft managed by artificial intelligence. We hope that here on benchmarksims may have some idea.
Thanks again, and I repeat that you have done an exceptional job.Greetings.
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Imagine all programs together is a cloud of information and everyone connected is either providing pieces of information to the cloud or getting pieces out of it. These pieces can be tagged as BLUE or RED (or BOTH).
Player’s position are provided by VALIDATOR, that’s clear. You need to provide the AI data for the cloud as well. The way to do this is to run AISPY on a computer that runs BMS in 2D mode (that is, it stays on the briefing map). There are two ways to do that.
The first way is to have the main server stay on 2D and run AISPY on the main server. To make sure both RED and BLUE F4AWACS get AI data, you should set this AISPY session to BOTH.
If as you say, you need to have the BMS server in 3D, you can have BMS running on another computer (of course BMS on this computer must be connected to the BMS server) and run AISPY on this computer as well. It’s obvious, since everybody else is flying, you should do this to a computer that is not running BMS in 3D, so the computers running F4AWACS is the solution. So either one GCI guy runs BMS and AISPY this way setting it to BOTH, or both GCI guys runs BMS and AISPY this way setting it to RED and BLUE respectively. All it matters is the AI information make it to the SQSERVER.
The Ground speed is not derived from VALIDATOR but calculated as it is the case with real RADAR sites. No RADAR site will give you the CAS or TAS, only the ground speed. That’s why I made it that way.
You don’t need to change the interval according to the players. The calculation I posted was just to estimate the network traffic and to show that is very small. The interval should stay at 10000 ms (as real RADARs have) no matter how many players are connected, or you can change it if you want to get info refreshed faster (mind that if it is too small, AISPY might have problems).
Saki please can u give more details on this cause I believe is needed.
Scenario: two teams blue - red. One (3d) server for Falcon. Blue and Red have both human and AI pilots at the same time.As i understood it to be able to see everybody (Human Blue - Read AI Blue - Read) u must:
1. Have a pc in falcon in 2d map. Same pc run AISPY connected as Both.
2. Red side AWACS operator Run AISPY connected as Red and F4awacs.
3. Red side secondary AWACS Runs F4awacs conected as Red.
4. Blue side AWACS operator Run AISPY connected as Blue and F4awacs.
5. Blue side secondary AWACS Runs F4awacs conected as Blue. -
Probably you’re running one AISPY too many!
I think http://docs.sakgiok.gr/manuals:osc:usage:pvp explains it well. Can you specifically pinpoint the sections that doesn’t make sense?
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dead link m8
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Arty you don’t trust me
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http://docs.sakgiok.gr/manuals:osc:usage:pvp
Works for me
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@Zakk It’s not that I don’t believe u. Its not between me and u… We both want this clarified. If u r certain ok, but as u saw in our flight that didn’t work, so there is still doubt on my side. Did it worked on the 21th flight?
@Monster here m8 https://www.benchmarksims.org/forum/showthread.php?p=164895 with what u say I came to my previous connection scheme of 3 AISPY, one as Both and the other two as their side, that way they can see both sides (red & blue) and the AI.
That way less data travel between clients? Imagine also here not only one AWACS per side.
I got it wrong? -
I’m joking arty It worked but SQServer crashed and everything has stopped.
A 3rd AISPY (+ Falcon 2D Map) should just provide you double contacts, it doesn’t work as server between the other 2 AISPYs, the server is SQServer. Apart from this, RED and BLUE pictures are different in Falcon, so with one more AISPY setted to BOTH and Falcon on blue map, REDs will receive the blue picture etc…
That’s what I understood.
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You don’t need 3 AISPYs. The post I made was for two different cases, either 1 AISPY for everyone (but limited to which side BMS 2D map is signed on), or 2 AISPYs one for each side.
In the example in the link, each GCI player for every side, runs F4AWACS, AISPY and BMS in the briefing map (joined the multiplayer session depending on their role blue or red). So each side gets the data it should.
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well in our case with the AMVI there where 2 F4AWACS one blue one red
Both had AISPY and connected blue as blue and Red as Red…
I don;t know about the blue guys but we the Red where able to see only Red contacts…
After that we disconnected F4AWACS and connected as Both… then we could see all. -
Were the guys running AISPY running BMS as well? If not, there is no source that these AISPYs read data from.