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LRM 2.0 Beta1 enters public test phase


RvEYoda

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.

 

 

Because a lot of people are getting confused:

Clarification - LRM does NOT forbit ETs, it never has and it never will.

LRM allows any payload rules to be set by server admin!

 

 

LRM 2.0 Beta1.2 + AMRACT public test phase

 

 

Now they were supposed to be released...

Unfortunately we had major problems with client CTDs at today's

RvE Maple Flag, and we have no way of knowing if this was caused

by the scripts or by something else in lockon.

Therefore we wont release the mod for download yet, but will have

an open dedicated server in HL instead with the purpose of testing the mod.

 

To expliain what LRM and AMRACT are.

LRM is our mod to enforce new game behaviour on our server.

AMRACT is our advanced mission rotation and ingame

triggered message software.

 

The Purpose of LRM is to promote gameplay that more resembles

real life a2a and a2g tactics.

 

The Purpose of AMRACT is to make HL missions more dynamic

and mission outcome and rotation depend on ingame events.

 

Both are strictly Serverside, so there is no need to install

mods on the client end to get them to work.

 

The mods are released as public BETA versions, since they are nowhere

near enough tested to be assumed 100% bug-free, but most critical

issues should have been ironed out (especially in the case of

AMRACT it should be completely stable)

 

LRM: The mod is loaded and enforced from server side.

Clients do not need to install anything locally.

 

LRM: LRM does NOT require AMRACT

 

LRM 2.0 and AMRACT have only one release variant.

There will be no separate versions (with varying amount of features included)

for some squads. Instead the server admins can specify what functions to include

and what not to in the configuration file.

 

Server Must have respawn disabled, or the scripts WILL crash

 

 

 

LRM 2.0 includes:

(i hope i didnt forget anything)

 

 

 

  • Server Controllable engine spool-up time (as of LRM 2.0)
    Set the spool time for aircraft (only affects the initial spool after loading into the game)
    to any number you want. Set in seconds. LRM 2.0 default is 120 seconds (2 minutes)
    *Development status: Finished*
    server can disable
     

  • Takeoffs only possible from runways (not taxiways/roads/etc, as of LRM 2.0)
    Also enforces a taxi speed limit of 40 kts
    *Development status: Finished*
    server can disable
     

  • Refueling only in parking areas (as of LRM 2.0)
    You can get to 700 lbs on rw, in case of flameout/repairs
    *Development status: Finished*
    server can disable
     

  • Anti ECM-blink mod. (as of LRM 2.0)
    Now works for F-15, Su-27 and Mig-29. Azimuth setting must be correct for it to work
    (this means is usually does not work outside +- 30 degrees off nose)
    Auto HOJs the target if close enough.
    *Development status: Finished*
    server can disable
     

  • New ECM range estimation behaviour (, as of LRM 2.0)
    When you go HOJ, you will get a range estimation (jumping range cue in ru birds
    or jumping cursor in eagle) around target's range.
    *Development status: Finished*
    Automatically on if using Anti blink mod
     

  • Turbulence mod (Turbulence when low and fast, as of LRM 2.0)
    *Development status: Finished*
    server can disable
     

  • Dynamic coalition controlled/owned airfields
    (as of LRM 2.0, no spool/takeoff at wrong airfield)
    When the mod is enabled, you need to have at least one ATZ-10 fuel/supply truck
    within 5 km when you spawn or want to take off. Landing at an airfield that doesn't
    have this will make it so you cannot take off again (Check demo video below)
    The exit pops up if you spawn on an airfield where there is no friendly truck nearby
    *Development status: Finished*
    server can disable
     

  • The ability to enforce special weapons/payloads
    (No engine spool if loaded those not set as legal, as of LRM 2.0)
    Right now partially incomplete. This allows the server admin to make a list for each
    aircraft of weapons that that aircraft is allowed to carry. If you load into the mission
    with a weapon that is NOT on this *safe list*, then your engines don't start.
    The exit menu also pops up.
    *Development status: Finished*
    server can disable
     

  • Reduced chaff numbers (made stricter with LRM 2.0, originally from 1.0)
    Basically the ridiculously overpowerful chaff of Standard lockon produces this:
    http://www.youtube.com/watch?v=e3lGvfVxuBs
    So we cut the numbers by quite a lot. Numbers are reduced on takeoff. *with a pouf!*
    *Development status: Finished*
    server can disable
     

  • Counters to the barrell exploit (as of LRM 1.0)
    Prevents this behaviour http://data.reservoirselite.com/LRM_Demo/barrelWhy.avi
    The exploit is doable no problem even without labels with a little practice.
    *Development status: Finished*
    server can disable
     

  • F-15 IFF (as of LRM 1.0)
    *Development status: Finished*
    HUD color cycles if you bug/lock a friendly
     

  • Lockon F-15 radar azimuth position stuck bug : (as of LRM 1.0)
    Sometimes the radar azimuth position gets stuck in Lockon (you cannot move it left/right) for
    the eagle. LRM includes a workaround/fix for this, so you should not see this behaviour anymore.
    *Development status: Finished*


  • Lockon F-15 TWS memory contacts failed bug *bug*: (as of LRM 1.0)
    Sometimes when you try to bug a contact it will bug him for a couple of milliseconds, then
    drop the bug instantly. This behaviour no longer occurs in those situations where lockon
    TWS *forgets* to move the elevation to the target when bugging. LRM fixes this.
    *Development status: Finished*
     

  • Capturing Airfields using ships
    Moving a ship within 6 km of the center of an airfield will now capture it in the same
    way ATZ-10 trucks do. This way allows you to capture enemy airfields in an easy way.
    *Development status: Finished*
  • F-15 Radar elevation follows target(s) TWS & STT, (as of LRM 1.0)
    *Development status: Finished*
    Like the real thing does.
     

  • F-15 Radar Azimuth follows target(s) TWS/STT while in 3A.
    *Development status: Finished*


  • Counters to the RadarFloor exploit (as of LRM 1.0)
    Prevent users from using the unrealistic 10m exploit
    to make all weapons go dumb as shown :
    http://data.reservoirselite.com/LRM_Demo/radarflor.avi
    *Development status: Finished*
    server can disable
     

  • No firing missiles after getting 3 major system failures
    It's quite frustrating to shoot someone's wing off, only to get
    8 amraams flying from him spiraling towards the ground.
    Won't happen anymore. :). Stuck in nav mode and cannot select
    amraam. Works also for russian planes.
    Simulates fire control avionics/wiring destroyed.
    *Development status: Finished*
    server can disable
     

  • Optional Support for cursor target step mod.
    This is a mod on both client and server end. Based on the real capabilities of F-15s.
    It cannot be used on servers that dont allow it. It allows you to in RWS:
    step the cursor through detected contacts, and in TWS:
    Step cursor through contacts detected the last 7 seconds OR cycle your
    primary target among your bugged targets.
    It also includes F-15 LRB (long range boresight, currently incomplete,
    right now just sets bvr 40 nm narrowscan in the direction of your nose)
    and 8B3A scan mode.
    To use it, clients must install this : http://rveyoda.no-ip.org/cursorSnap.zip
    and make sure lockon is allowed to make a file in the lo folder called tms.dat
    (for all you UAC Vista users, allow lockon write permission to this file)
    To activate, tap CTL KP0 (standard controls for snap views)
    tap twice within 0.1 s (macro it) to LRB
    tap thrice within 0.2s to go 8B3A
    *Development status: Finished*
    server can disable
     

 

 

LRM 2.0 Demo Video (old but still valid) : --> HERE <-- ,

showing some of the new 2.0 features. (but not all)

 

 

 

AMRACT includes:

 

Lots of stuff, descriptions, documentation and installation instructions will come later.

 

Mission rotation depending on misson outcome, for example ingame

events like killing key a2g or a2a targets, single or multiple.

Picking random new mission, next mission, OR to next or prev mission

depending on which side that wins the mission.

Mission settings/scripts/trigges are put in Lockon/Objectives/ folder,

named as 1,2,3,4,5.txt... .etc. (corresponding to the mission number in your

missions folder.

 

Automatic server chat messages triggered by ingame events or timed.

Can also be set as repeatable (both timed and triggered ones)

 

For example server posts "Remember key objectives are ...."

 

Winning the mission is done in a few different ways.

If you have old versions documentation somewhere, it will

describe how to set up a mission.

 

AMRACT also rotates mission when all supply trucks at respawn

airfields for one side is lost. (this is automatic when you have LRM

installed on the server). Specifying what airfields are respawn airfields

is done by adding lines like

[AIRFIELD][bLUE][Kirovskoye]
[AIRFIELD][RED][Krasnodar-Pashkovskiy]

to your lockon/Objectives/1.txt,2.txt,.....

 

Download link (comes with example setup) http://rveyoda.no-ip.org/amr.zip

(requires .NET framework 3.5)

 

 

 

Additional credits go to:

 

 

 

  • 44th_GrayGhost for help and ideas making it
  • Boberros for help with the OnlyRunwaysForTakeOff mod
  • 3sqn for ideas on how to solve the indication of airbase ownership
  • Kuky, for excellent job on grabbing parking area coordinates!
  • Dubb, for help with testing
  • Andrew/aaa/ for helping me with Russian version localization
  • 51st Case with original lrm 1.0 features
  • Anyone I forgot to mention helping me! (give me a pm ;))
  • 169th_Crunch, Big tanks for a long test run, we thought we found
    an rwr bug in my code, but it was a general RWR bug for the LOckon flanker

 

 

Update :

 

All features are now in implemented and right now I

am not able to find any obvious bugs in them.

 

RWR mod was removed since it was not possible to make

it transparent enough with given lua exports.

 

The su33 is now also supported, and the kuznesov as well.

 

A full database of all allowed weapons by loFc for flyable aircraft

is now included in LRM. You can comment out what weapons

you don't want allowed, example if you want heaters or SARH

only in your server, or want to run 1980s setup.

 

Only further stress tests remain before we can release this proper.


Edited by =RvE=Yoda
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S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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.

LRM2 Beta 1.2 available for downlod

 

 

- For testing purpose, this is not an official release!

 

Ok I think ive cleared out most of the issues discovered in Maple Flag test event.

I've also improved its CPU performance considerably. It should not be possible

to detect a performance difference between running LRM and not running LRM.

Try it yourself if you like, put the export.lua in your folder, then remove it,

see if you have any fps difference in any of your quickFly missions.

I've gone through the entire code, restructured it and worked out a lot of stuff.

 

So after some thinking I believe the first thing that needs to be done is extensive

testing. This is not possible for me to do alone, so if anyone wants to help me I

now provide a download link here for the mod. Testing needs to be done in the

toughest environment possible, with as many players as possible.

 

The new version of the mod (although BETA) is available for download here :

http://yoda.reservoirselite.com/LRM%202.0%20with%20snap%20support/

 

The folder called *onServer* goes (not surprisingly) on server.

the folder called *onClient* enables target step mod support client side.

 

Please report all problems encountered.

If you edit the script files even the tiniest, please don't come back and say there

is a problem here and there, unless I said it was ok to edit this part.

 

If anyone still experience the "stuck crashing on spawn" bug from the old version (it should be fixed now),

please see this workaround : http://www.reservoirselite.com/forum/viewtopic.php?f=1&t=2762

 

.


Edited by =RvE=Yoda
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S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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Thank you for working your ass of to make the multiplayer experience better for all of us, Yoda. I hope this mod (or at least the crucial parts of it) will get accepted and used by both the servers and community in the time to come. This could really revolutionize lockon online!

 

By the way, did you have any progress with the printscreening idea? If not, I have an idea (no clue wether it's possible..) How about if you press printscreen while locked by enemy radar/EOS or a missile seeker = eject? Or if that's not possible, maybe if you're within, say 25km of any player-controlled plane; printscreen = eject?

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well its quite simple to deal with it,

its just that I dont know the LUA details of it.

LRM was the first thing I ever wrote in lua

 

Basically, check what user has for screenshot folder,

if nr of files in that folder increases while playing, obviously

he made a screenshot. However, I dont know how to count

files in a folder with lockon's lua implementation :P

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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Ohh.. So lua can't know if a player pressed the prt-scr key itself.. Oh well, good luck :)

 

edit: can't you get in contact with the dudes who had that prt-scr = eject function on their servers?

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Ohh.. So lua can't know if a player pressed the prt-scr key itself.. Oh well, good luck :)

 

No basically that would require quite deep access of a client's system,

and I would prefer not to go there...

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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The Best thing we can do now is to pressure the RvE server in HL

as much as you can. See if you can get your games to crash or something :).

 

And then report back here.

 

Note : I just installed a software on the server that might cause it to

bluescreen (it hopefully wont), so if it suddenly goes down it's not because of LRM.

LRM does not produce any extra stress server side.

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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lockon crashes a lot for me no matter where I play, but I'll be sure to get in touch with you as soon as it happens on your server.

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Hi Yoda

 

This tool is very nice. We are just testing it with our server and until now we have no really problems but two questions.

1. What have we to do, that a Su-33 can start at the Admiral?

2. In which way is the allowed/not allowed weapon function now working? With the old AMRACT tool you have defined which weapons are not allowed.

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The mod does not yet support Su33 at ALL, sry, but it will come!

 

This is because its payloads have not yet been added to the secure weapons database/table.

Also Kuz is not yet counting as an OK spawn point, so for the moment please only use the other planes.

 

If someone could please get the database ID types of the R27ET and R-27EM, that would be nice so we

can allow them ;). I need level1,2,3, and 4

 

Oh yes I also need the Kuznesovs EXACT name in the Russian version of the game.


Edited by =RvE=Yoda
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S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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Hi Yoda

 

Just another question. After we have inserted the tacview lua export file again, the tacview is now working again. But actually we have a problem with the G15 Tool lua export file. If this file is active with the LRM Mod the G15 tool is working but not the LRM Mod and wise versa. Normaly the G15 tool works if the server has activated the export only. Is there any restriction with the LRM Mod? I think the same problem could be there for the guys with touchboddy export.


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Just to let you know, tonight I was flying, on 4-27-09, at 7:39 EST the server went off line. There was about 25 min left in the mission.This happen just after I was attacking Red's base, I caught a SU-27 spooling up and hit him with a mav. Also in my payload I went to load the external fuel tank on the A-10, and it said it exceeded the weight. I did not hit add, and assume the tank did not load. But then when I took off I notice the tank was added.

Is there a way to pervent a over weight plane from lanching ?

I like the 2 min spool up time, It makes me to slow down, and do some cockpit checks. In the past I crash on takeoff, for not checking something stupid, like haveing one engine started, etc.

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Yes it had a bluescreen due to netlimiter on server,

ive now uninstalled the bastard >P

 

I need to find a replacement for it to automatically limit

all client IPs to maximum 30 kByte/second upload. if you know

any, please tell me.

 

Concerning other mods in combination with LRM,

you must not just add these mods to the end of the lrm

script. That will most likely overwrite lrm.

Adding them at the start wont work either because

i havent enabled LRM to load previous mods, YET.

 

Can you please show me the export lua files by the mods you require?

i will make lrm compatible


Edited by =RvE=Yoda

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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Ive made a section in the LRM export.lua where the server can add more scripts.

Clients' own scripts in their own export.lua are now run automatically.

 

For anyone using LRM for local install(although this should in principle not be done!):

Make sure you REMOVE old LRM script from your local installation .

 

Server admins, add your scripts in the beginning of the export.lua for LRM

where it looks like this :

 


   -- RC 2009 28th April
   -- Remember you must set Respawn = off or scripts will fail

---------------------------------------------
-- Add your own server scripts here (client side's work automatically now)
---------------------------------------------




--example:
local file = io.open("./Config/export/TacviewExportFlamingCliffs.lua")
if file then 
   dofile("./Config/export/TacviewExportFlamingCliffs.lua")
end














---------------------------------------------
-- end server scripts
---------------------------------------------




Use the same download links as before


Edited by =RvE=Yoda

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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For those that are home and want to try the mod, 1430Z today

RvE will be joining the server and trying to stress the scripts as

much as we can.

 

I hope maybe some of you guys also can join.

1430z the RvE dedicated in HL.

 

Spool time is set to 120 seconds for first spool after spawn,

about 70-80 seconds for seconds spool.


Edited by =RvE=Yoda

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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Thanks Yoda!

 

I have just tested the new export.lua and it seems to work now with no restrictions for external export scripts.

 

Rgr please redownload just one more time after this post i am making right now HERE ;)

 

Fixed a bug where it would not export truck status

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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the server is back up for download. (just save page when it opens, or right

click the file->save as)

 

Added new feature : Azimuth follows bugged target(s),

had to use discrete input to make this work

since the lua function for lockon's analog

azimuth input doesn't work

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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Now working on feature for russian birds' anti ECM-blink (as F-15 variant is already in LRM)

S = SPARSE(m,n) abbreviates SPARSE([],[],[],m,n,0). This generates the ultimate sparse matrix, an m-by-n all zero matrix. - Matlab help on 'sparse'

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