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Everything posted by [Pb]Vapor

  1. The clusters of units? The quickest way to clean things up is to select them and then add them to a "group". Much like you did with "scene". Then you can step into groups and sub groups as needed. It also seems to speed up the Mission editor in general. I usually create a file like hierarchical structure for my maps. Here is an example, note the hierarchical structure in the window on the left...
  2. You can command them to via hotkeys found in your mappings in game. Second or last tab I believe. That is the preferable way. Past that you can try and issue the command to the lead (you in this case). The above has the formation command given 2 mins after the game begins. Alternately you can create a link from the lead plane to the formation command when the lead plane takes off.
  3. Yep make sure you flip them all to a Faction (Faction dropdown I believe), either German or Soviet. That white box means they are neutral. You should see them as Red or Blue.
  4. Thanks @craig2859! Pretty much what @[TWB]Sketch said with a small correction. You want to target link not object link. You should see a red line with an arrow pointing to your "Lead" aircraft. That aircraft should be set to "Player" in the AI dropdown box. You can add how ever may AI wingmen you like but make sure their AI dropdown says Low, Normal, High or Ace. You can then give commands to them via in game command keys. Make sure "Player" AI setting is your lead aircraft otherwise they won't follow. If you want to be their wingman you can define a path for you AI leader aircraft to fly but you have to introduce more complex MCU's and logic. I have been meaning to make a new video going over COOP and AI management. It's a basic example like you are describing. Hopefully I can knock that out soon.
  5. Finally! Looks like you MUST check the external box for the Dserver IP, and in my case DO NOT place an IP in the box. I didn't have to do this Pre 3.0 and was under the impression that was only for when you statically defined an IP in that box. Lesson learned. Super frustrating, I wish this was checked by default.
  6. I wish, these are dedicated boxes. Everything checks out to the edge of my perimeter. Ports are open (validated from exterior tools) but it's like at the WAN level and beyond is not working.
  7. I am beating my head against a wall here. I can get the Dserver up and running, I can log in and see my server locally but others (including myself if I use a VPN) cannot see my server. Everything seems to load fine in the Dserver. I am of course port forwarding the Downloader, TCP and UDP ports specified in the sds file. I have tried different values for those across the spectrum, always ensuring my firewall is configured to allow those ports to forward correctly. I also have used multiple port forwarding tools to ensure the ports were open, they were. I have also tried moving the whole server into the DMZ. I have also assigned my IP in the SDS file and checked the "external" box. Tried it both ways actually. Nothing is working here. Has anyone else had trouble starting a server since the last patch? I cannot seem to bring up a server view-able outside of my LAN. Whats strange is this was working fine before. Currently I have tried on both a 2016 server and Win 10 1809. No luck with either one. Did I miss some new setting here that was added? I am at a loss for why my server isn't showing up. EDIT: I have also disabled any blocking network software. Placed the servers in the DMZ as well as statically defined DNS servers to different values to see if DNS could be the issue. Tried disabling and enabling IPV6 on servers.
  8. I am pleased to announce Point Blank Squadron [Pb] is looking for members! Our unit is a multi-national group of aviation enthusiast and gamers. We are a transparent and democratic community that above all else wants to help sim pilots find others to blow things up with. We are primarily focused on prop driven World War II era craft, specifically the IL2 Great Battle Series developed by 1C Studios. However, a great number of us fly Eagle Dynamics DCS, as well as Falcon BMS and other Military Aviation Simulation titles. We run an event tool that members and allied squadrons can use to advertise their Events and Missions via the website and Discord notification bot. We run various event types, largely decided by the members who choose to lead and host them. Some events are informal pick up groups of pilots just looking for some quick action. Other events are formal with a clear chain of command and assigned positions for all pilots. Any member is able to run an event of either type. Officers and leaders in Point Blank do not dictate how a member or allies chooses to run their Operation (Op), you will likely find our officers serving rather than leading in many Ops. In other words, the Op leader is the Commanding Officer (CO) of any Operation. If he wants a strict chain of command, all those participating in the Op should comply. These kinds of formal Ops are found for immersion and Cooperative mission. At the same time if the CO wants a laid-back fly out with pilots just "hanging out" in comms. Participants should comply. We have pilots flying in all North American Timezones as well as Australia and EU timezones. We try to fly out on Saturdays and Sundays ~ 17:00-20:00 UTC to allow our members from different nations to fly together. However we all fly in smaller groups throughout the week. If you would like to know more head on over to our website requirement page… https://pointblank.site/join/ What we are about… https://pointblank.site/about/ Our Charter… http://charter.pointblank.site/ If you would like to join drop by our discord… Even if you are not a member we would love to fly with you, please drop in and join us!
  9. i made a video going over using standard triggers for what you describe. Jim’s guide also covers the topic very well. You can use this sort of mechanic for more than just AAA. This method does not use complex triggers. Check the stickied video video thread of mine for more videos. Also take a look at Jim’s guide.
  10. I keep receiving a "invalid server password" when trying to access the Teamspeak. I have verified the password is correct (the one printed in the current map briefing). Still the same error. Possibly my account is locked out or being refused? Not sure. If any TS admins have the time to look at the logs it would be helpful, thanks.
  11. Once you are in mission you can check your briefing to view metadata for the plane you are flying. In that is a listing of the "Combat Debut Date" of the aircraft. It at least tells you what date the plane was flown in combat. You can also check https://il2sturmovik.com/about/ , it lists the planes assigned to each battle series (moscow, stalingrad, kuban, etc.) Other than that, what I./ZG1_Martijnvdm posted is helpful for in depth info. EDIT: You can also check here for combat debut: Its a post with the in game Plane briefing data. Sadly it is not updated with recent releases.
  12. Don't add template data until after you are done with your map if possible. If you are only dealing with the game objects your map uses (spawns, player planes, ai planes, objectives) handling the map is a lot easier. When you do finally add scenery objects add them inside a group so you maintain sanity. 😄
  13. Two popular ways. First, if it is a single plane you can link it to "respawn" MCU then have the plane trigger that respawn when it dies or is shot down. You would also want that death trigger to fire your waypoints and the like for that plane. That method can go on forever. Second, if you want to have multiple planes that are flying in formation you need to make a "bank" of planes. Think like a magazine for a gun. You can not have planes respawn in formation with other planes, sadly. You have to instead "activate" them. In my maps I will make a magazine/bank of 10 x 2 plane elements that will fire off the next element when they die. A picutre would probably make more sense...
  14. Hey guys, I am the one who wrote this. More info here: But yes essentially this was pulled from in game AI limitations. Player flown planes could operate marginally outside of these ranges (some of that discussion is had in the link above.) It's also not totally devoid of bugs, so feel free to let me know if you find any (like stated earlier in this thread.) But also keep in mind sometimes the Dev's may have placed AI limitation identical to other closely related planes. The graphs are pulled from in game AI. The tables are pulled from plane info pages (such as those found in your briefing for your plane.) So none of this content was gathered by me or others. Important to note, I am too lazy to do the science of gathering this stuff on my own. 😄
  15. It does have limitations based on where I pulled the data from. The reason I used the AI values is that they had data pairs (8+ per plane) put there by the Devs. I think if you are looking for optimal corner speed you may want to look outside of this resource. Your right a player plane may corner better than these numbers show. This was meant more as a quick way to compare different planes and see for example when a 190 might outrun an La-5 (in the case of these graphs the 190 surpasses the la-5 somewhere around ~4.5km. When you start using it to see just how different the 190 A-3 is from the A-5 (they are the same in the graphs) or how close all the Yak's perform you are starting to bump into to the limitations of what it can show. Others have tried to more accurately and statistically extrapolate from the few values the official plane docs in game show speed curves and other data, but truth be told those are just estimations based on two data points. At least as far as I know, if someone has more info feel free to share it with us. I could try and implement a second graph on top of this one to show the differing values from the plane reference pages. Maybe bar graph points for those values overlaid. The chart library I am using will not allow anything past that. Limitation of the tools. I could also just replace the values from the plane data pages (which only have two data points for CAS at alt.) for the datasets that you pointed out as being lower. In short these graphs are more like a hammer in terms of accuracy, not a scalpel. Powerful at a distance but inaccurate the smaller your margins gets. To trim the X axis down to >3km or >6km is very doable. I just need to sit down and write it. In fact I will probably try to place two buttons that will allow you increment up and down at will, so you can set the range at whatever you like. This is a little lower on my list so may be a while until I get to it. I do appreciate that ask, it's very true... very seldom do I find myself fighting past 5-6k.
  16. Sorry to resurrect the dead (forum thread). Any chance you have updated this Taleks? I know this was a "free time" project and so I understand if you haven't had the time. It is just such a useful tool I was hoping you had an updated copy. :D
  17. Awesome, thanks coconut! I am having some trouble with your modified version of plog. I can get it to compile but get some strange null value errors during execution: plog.exe "logs\missionReport(2018-02-17_13-04-58)[0].txt" Unhandled Exception: System.ArgumentNullException: Value cannot be null. Parameter name: key at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) at System.Collections.Generic.Dictionary`2.TryGetValue(TKey key, TValue& value) at ploggy.GameObjectsData.GetUnitType(String name) in C:\Users\user\Downloads\plog\plog-1\ploggy\GameObjectsData.cs:line 37 at ploggy.MissionLog.GetUnitType(String name) in C:\Users\user\Downloads\plog\plog-1\ploggy\MissionLog.cs:line 223 at ploggy.MissionLog.ProcessPlayerPlaneEntry(PlayerPlaneEntry entry) in C:\Users\user\Downloads\plog\plog-1\ploggy\MissionLog.cs:line 648 at ploggy.MissionLog.AddLogEntry(LogEntry entry) in C:\Users\user\Downloads\plog\plog-1\ploggy\MissionLog.cs:line 1089 at ploggy.MissionLog..ctor(LogFile logFile, GameObjectsData gameObjectsData, DeathSourceClassifier deathnoteProto) in C:\Users\user\Downloads\plog\plog-1\ploggy\MissionLog.cs:line 74 at plog.MainClass.Main(String[] args) in C:\Users\user\Downloads\plog\plog-1\plog\Program.cs:line 671 I admit I deal almost exclusively with interpreted languages so I don't compile code often myself. In VS nlog doesn't seem to be recognized so I end up having to update the package and roll everything back to .net 3.5 (which I assume is the correct version for all three apps) I am able to compile Taleks version and it works. Really cool tool. However, I see what you saying, BoM planes and BoK planes are not in his original Plog code. For those that stumble across this, the original version written by the Dev is here: But it is out of date and doesn't work properly for BoM and BoK planes. So try and use coconuts if you can get it to work.
  18. The Dserver logs can be produced by flipping a flag in the start.cfg. Is there any documentation or reference for the meaning of the values in the log files that are produced? I have seen some mentions of parsers for these logs. Is their an official parser or community developed one that everyone is using for this? Or does everyone end up having to write on on their own? Example of Dserver Log output: T:0 AType:15 VER:17 T:103484 AType:12 ID:315396 TYPE:Fw 190 A-3 COUNTRY:201 NAME:noname PID:-1 T:103484 AType:12 ID:384004 TYPE:BotPilot_FW190 COUNTRY:201 NAME:BotPilot_FW190 PID:315396 T:103484 AType:10 PLID:315396 PID:384004 BUL:2480 SH:0 BOMB:0 RCT:0 (135396.625,47.184,252525.563) IDS:629b4301-fc5f LOGIN:f9242e5f-96c8-404d-b71a NAME:Pilot_Name TYPE:Fw 190 A-3 COUNTRY:201 FORM:0 FIELD:18432 INAIR:1 PARENT:-1 PAYLOAD:5 FUEL:0.600 SKIN:fw190a3/fw190a3_skin_04.dds WM:33 This appears to be Initial pilot identification? Still uncertain of what is being declared here and what I need to reference in other logs.
  19. Thanks, good to know. Humm, wish I could have external views for spectators but not for flying folks. Oh well. What I mean is it would be nice to allow someone to hop into the available slot of another AI. That is different than the dogfight servers. Example you are your friends take off with a flight of il2's being escorted by AI yaks. If one of your friends botches his take off and crashes he is out the whole mission. Would be nice to allow him to jump into one of the AI escort planes. But I get that isn't possible now, maybe in the future
  20. One of the limitations to coop seems to be you can't spawn into another play once mission starts. Kinda of sad. With that said I would like to allow others to camera follow those in their unit if and when they die to watch the action. Has anyone pulled this off? Is it possible?
  21. It's pulled from in game files which appear to be limitations set on AI. That's why I give the disclaimer that player controlled planes could operate outside the ranges specified. I would treat it as what IL2 AI vs AI would show.
  22. Posted a new interactive graph system to comparing different traits of the planes, you can now compare: Time to Climb to Altitude, Time to Turn at Altitude, Optimal Turn Calibrated Air Speed at Altitude, and True Air Speed at Altitude. Check the post above for more info or go to squadronffs.com and click on the info dropdown.
  23. I will see if I can pull some of that data out and display it in a useful way because I agree with you. Roll rate is very important. Posted a new interactive graph system to comparing different traits of the planes, you can now compare: Time to Climb to Altitude, Time to Turn at Altitude, Optimal Turn Calibrated Air Speed at Altitude, and True Air Speed at Altitude. Check the post above OP for more info or go to squadronffs.com and click on the info dropdown.
  24. Yeah I was just able to get my hands on this info and am working to put together an interactive graph
  25. Thanks for the heads up! The page headers have been updated.
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