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noubernou

ACRE2 Public Beta Release

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Looking at the server RPT it looks like there is either a bug in F3 or you did not implement F3 correctly in your mission and it is failing to initialize the radios (LOTS of errors). I'll pass on your logs to the F3 guys to see what they think. Thanks!

You're probably right. I am not the mission maker but its probably using an older F3 not updated for ACRE2 so Id wager its the frequency manipulation in f/common/fa_ACRE_setFrequencies.sqf that could cause the weirdness.

Thanks for looking anyway, Ill make sure to point out to the mission makers to update F3 if they use it when its available or just disable the frequency modifying function.

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Tested this out and the volume is far too low. I've seen that others have complained about it being too loud, but it's ridiculously low compared to out of game TS volume. Is there or will there be a way to adjust the volume? ST Acre volume didn't seem to work with this version.

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You're probably right. I am not the mission maker but its probably using an older F3 not updated for ACRE2 so Id wager its the frequency manipulation in f/common/fa_ACRE_setFrequencies.sqf that could cause the weirdness.

Thanks for looking anyway, Ill make sure to point out to the mission makers to update F3 if they use it when its available or just disable the frequency modifying function.

Yea, the F3 guys say that is a really old version of F3 in there.

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1 (Yes, it is required.)

2. What is the interval on the lag spikes and how many objects are in your mission? There is one part of the server side code that could use a bit of optimization. Basically ACRE looks through the inventories of every single vehicle/player/ammobox on the server right now to determine where radios are located (this is as opposed to ACRE1 where radios were tracked on each client, but led to many issues and a much more cumbersome system of ownership). That search is done once per second, and if there are a lot of objects it can create a significant delay in the frame that it falls on. I need to spread that search out over multiple frames (most likely lowering the frame rate over all, but much less dramatically).

1. ok good to know its required thanks.

2. here is a graph :)

the top graph is the mission using ACRE2 the objects count is OC0 and OC1 the time interval I have no idea but you can see that its time regular spikes when ACRE2 is used

the bottom graph is same mission without ACRE2.

http://i.imgur.com/0HdLEw9.jpg

the object count is around 230 on both servers and AIL (AI local to server) count is around 100 for both servers.

Both servers running for about 30min.

I dont want to distract you from all the hard work i'm sure you are doing atm, if this is something you think is none related to ACRE... feel free to tell me to fuck off while you're busy :)

Love ACRE and really pleased you make this mod for us all.

Im drunk so i love you too ....

hope this helps :)

EDIT:-

Oh yer server stats

Core i7 4770, 32 GB of RAM, and 2x 320 GB SSDs in a RAID-0 config.

unlimited bandwith (about 500 down 250 up "drunken guess")

Edited by BL1P

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I know it's been previously stated but the volume is ridiculously low, we had to boost the volume on teamspeak to the point it was incredibly loud between missions.

I understand that it's a subjective thing but it's a lot easier to turn volume down than it is to turn it up, especially with radios where at this point it's about as quiet as the 'lower headset' option was in ACRE 1, so there's no reason to ever turn the radio volume down with the knob

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So is smthn like

["ACRE_PRC148", [40.000, 40.025, 40.050, 40.075] ] call acre_api_fnc_setDefaultChannels;

from acre1 wiki still working? I've tried this on acre2 and it broke channels on prc148 - so it won't let me change channels and the screen of the radio goes blank. New wiki page says smthn about "See the wiki page for presets for more information." but I can't found any pages about it.

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I've dug around the functions a bit and I thought I'll post a rough tutorial for channel presets till there is an official documentation.

How to change channel presets:

[radioType, presetName] call acre_api_fnc_setDefaultChannels;

radioType: (String) "ACRE_PRC148" or "ACRE_PRC343"

presetName: (String) The name of the preset to use

Default presets:

Currently there are 4 different default presets available for the 343 and 148

"default"

"default2"

"default3"

"default4"

You can get the exact data for every preset with:

_data = ["ACRE_PRC343", "default"] call acre_api_fnc_getDefaultChannels

Creating own presets:

[radioType, presetName, presetData] call acre_sys_data_fnc_registerRadioPreset

radioType: (String) "ACRE_PRC148" or "ACRE_PRC343"

presetName: (String) New Presetname for use with setDefaultChannels

presetData: (Array) Array containing channel data

Preset Data Example 343:

[["channels"],[[["frequencyTX"],[[2401.75],[2402.75],[2403.75],[2404.75],[2405.75],[2406.75],[2407.75],[2408.75],[2409.75],[2410.75],[2411.75],[2412.75],[2413.75],[2414.75],[2415.75],[2416.75]]]]]

Preset Data Example 148:

[["channels","groups"],[[["power","frequencyTX","frequencyRX","encryption","channelMode","label","CTCSSTx","CTCSSRx","modulation","trafficRate","TEK","RPTR","fade","phase","squelch"],[[5000,31.25,31.25,0,"BASIC","CHAN 1",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,31.375,31.375,0,"BASIC","CHAN 2",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,31.5,31.5,0,"BASIC","CHAN 3",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,31.625,31.625,0,"BASIC","CHAN 4",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,31.75,31.75,0,"BASIC","CHAN 5",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,31.875,31.875,0,"BASIC","CHAN 6",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32,32,0,"BASIC","CHAN 7",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.125,32.125,0,"BASIC","CHAN 8",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.25,32.25,0,"BASIC","CHAN 9",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.375,32.375,0,"BASIC","CHAN 10",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.5,32.5,0,"BASIC","CHAN 11",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.625,32.625,0,"BASIC","CHAN 12",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.75,32.75,0,"BASIC","CHAN 13",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,32.875,32.875,0,"BASIC","CHAN 14",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33,33,0,"BASIC","CHAN 15",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.125,33.125,0,"BASIC","CHAN 16",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.25,33.25,0,"BASIC","CHAN 17",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.375,33.375,0,"BASIC","CHAN 18",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.5,33.5,0,"BASIC","CHAN 19",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.625,33.625,0,"BASIC","CHAN 20",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.75,33.75,0,"BASIC","CHAN 21",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,33.875,33.875,0,"BASIC","CHAN 22",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34,34,0,"BASIC","CHAN 23",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.125,34.125,0,"BASIC","CHAN 24",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.25,34.25,0,"BASIC","CHAN 25",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.375,34.375,0,"BASIC","CHAN 26",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.5,34.5,0,"BASIC","CHAN 27",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.625,34.625,0,"BASIC","CHAN 28",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.75,34.75,0,"BASIC","CHAN 29",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,34.875,34.875,0,"BASIC","CHAN 30",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,35,35,0,"BASIC","CHAN 31",250.3,250.3,"FM",16,1,0.2,2,256,3],[5000,35.125,35.125,0,"BASIC","CHAN 32",250.3,250.3,"FM",16,1,0.2,2,256,3]]],[["G01",[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15]],["G02",[16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31]],["G03",[]],["G04",[]],["G05",[]],["G06",[]],["G07",[]],["G08",[]],["G09",[]],["G11",[]],["G12",[]],["G13",[]],["G14",[]],["G15",[]],["G16",[]]]]]

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Yea sorry there isn't more documentation on presets at the moment. Since they are so complex I have decided to implement another API on top of radios, letting each radio implement its own API for a number of things, but mainly creating correct preset data. That way radios can implement their own logic and checking to make sure they are being supplied valid data and the mission makers do not have to worry about the the back end implementation details like they would now (building raw hash lists, and arrays).

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NouberNou, are you saying your gonna fix/replace that whole radio id stuff for mission makers where radios are repeated or have to be assigned some id crap or whatever that system is, or am I reading this wrong

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NouberNou, are you saying your gonna fix/replace that whole radio id stuff for mission makers where radios are repeated or have to be assigned some id crap or whatever that system is, or am I reading this wrong

No, that has to stay the same. There are alternative methods of implementing unique items but they are not as reliable or scalable as this method is. Unless BI implements items as unique objects instead of essentially metadata on other objects the system will remain the same.

I was more talking about implementing functions that you can use to create preset data like trnapster listed above but in a reliable way that should prevent mission makers from accidentally breaking ACRE2.

For example something like this (this is all fake code, none of this exists yet):

// create a basic preset with all the required data for the radio to be functional, minus channels, etc
_preset = ["ACRE_PRC148", "createPreset"] call acre_api_fnc_radioMissionApi;

// creates a basic radio channel with the TX/RX frequency of 45.625, fills in optional data and checks validity of frequencies, etc.
_channel = ["ACRE_PRC148", "createChannel", ["BASIC", 45.625, 45.625, "MY LABEL"]] call acre_api_fnc_radioMissionApi; 

// add the channel to the preset, would also automatically add it to a group, incrementing id's and groups as needed
// returns the channel number it was added at so you could, say, create custom groups
_channelNumber = ["ACRE_PRC148", "addChannelToPreset", [_preset, _channel]] call acre_api_fnc_radioMissionApi;

// now register the preset to the preset pool
["ACRE_PRC148", "my_cool_preset", _preset] call acre_api_fnc_registerPreset;

// finally set all 148s to use this preset when they are initialized the first time
["ACRE_PRC148", "my_cool_preset"] call acre_api_fnc_setDefaultChannels;

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Oh I see.

So sorry to ask a stupid question, but are channel priests saved to your computer/profile or is it loaded form mission

.(haven't used acre 2 yet not at my comp)

Like overall how hard is it to make it so my friends can easily just choose a channel preset on radio and communicate, or is this making that easier or what.

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They are built in the missions. There is 4 default ones built by ACRE for each radio, and it uses the first default preset by... default.

This has nothing to do with using the radios. Presets are mainly designed for giving different initial configurations to different people at the start of a game (or when they pull a radio out of a box). For example you can assign a preset to someone who is a JTAC to have all the frequencies of the aircraft operating in the area, but give everyone else a preset that doesn't.

If you are just wanting to load up a coop and play there is no need to mess with any of this stuff.

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Ok thanks.

I'm going to hold any more questions until I use this, I feel confused but I'm pretty smart I will probably figure out how to use this properly.

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Today we have tried to play coop mission with DAC and ACRE2. Overall 23 players. We havent managed to even start the mission because we ran into these issues:

1. ACRE2 have hanged up the server when we have added it to modline together with addon version of DAC. We had to delete DAC from serverside addons cause it dont let anybody join when used with ACRE2.

2. One of our mission maker have created a mission with script version of DAC, and when we finished our briefing and started the game, then all players got massive desync, unplayable one. We had to abort this mission.

I am looking forward for fixes for these bugs. PM me if you need more info (we use 20GB of addons there). Thanks!

Wysłane z mojego Xperia Live with Walkman

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Yea, if I knew how bad 1.26 was going to be I would have held off releasing ACRE2. There are things I worry about in ACRE2 causing desync (though its only on JIP and its short lived), and having this bug is not really helping to see if the issue actually exists or not.

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Glad to hear there will be a better API at some point.

Is the implementation of the 148 final or will you continue to add functions on it? (emergency beacon, sincgars, ...)

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Glad to hear there will be a better API at some point.

Is the implementation of the 148 final or will you continue to add functions on it? (emergency beacon, sincgars, ...)

Continue to add. The next step is SINCGARS and some of the nice little features like the TX and RX screens.

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Hello again :)

I ran some tests using the mission AIServerBenchmark https://github.com/BL2P/AIServerBenchmark/releases/tag/3

The mission creates AI on a dedicated server as long as the average fps is at or above 45fps

I ran two tests

Test one was Dediserver mods :- ASM,CBA,ACRE2

Test Two was Dediserver mods :- ASM

graph results :-

With ACRE2

Test one P4yN340.jpg

Without ACRE2

Test two vwpcSrp.jpg

You can see that test one(ACRE2) took twice as long to create 50 less AI than test two and that test one(ACRE2) had quite a big difrence between CPS and FPS compared to test two.

Also notice the lower minFPS shown for test one (ACRE2).

I ran these test to eliminate the possibility that it was our stock server mission which was causing the poor FPS results.

I hope these results help in some way.

BL1P.

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Continue to add. The next step is SINCGARS and some of the nice little features like the TX and RX screens.

Cool

I was browsing the actual manual of the 148 yesterday and this thing has some neat features.

I always get sad when I try to access a function in the programming screen and it says it is locked

BTW It would be great to have a function to lock/unlock programming screens like you can do in RL with the PC Toolkit

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BTW It would be great to have a function to lock/unlock programming screens like you can do in RL with the PC Toolkit

This would be really neat, both from a realism point of view (being as feature complete as possible) and an actual usefulness in missions (preventing accidental re-programming of radios and losing important frequencies).

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Hello again :)

I ran some tests using the mission AIServerBenchmark https://github.com/BL2P/AIServerBenchmark/releases/tag/3

The mission creates AI on a dedicated server as long as the average fps is at or above 45fps

I ran two tests

Test one was Dediserver mods :- ASM,CBA,ACRE2

Test Two was Dediserver mods :- ASM

graph results :-

With ACRE2

Test one http://i.imgur.com/P4yN340.jpg

Without ACRE2

Test two http://i.imgur.com/vwpcSrp.jpg

You can see that test one(ACRE2) took twice as long to create 50 less AI than test two and that test one(ACRE2) had quite a big difrence between CPS and FPS compared to test two.

Also notice the lower minFPS shown for test one (ACRE2).

I ran these test to eliminate the possibility that it was our stock server mission which was causing the poor FPS results.

I hope these results help in some way.

BL1P.

Those graphs are really not that helpful without some sort of time interval key. I have no idea what I am looking at from a performance standpoint (since performance over time is extremely relevant).

Can you make a ticket for this on the tracker and keep it updated so there is information all in one place?

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Thx for ACRE2 its great.

But I have a question.

Is Acre still spamming the TS, so you need to disable the "anti flood" feature?

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I've dug around the functions a bit and I thought I'll post a rough tutorial for channel presets till there is an official documentation.

Great thanx, it's very helpful.

And some thoughts/suggestions about Babel: is it possible now/will be in future to replace current "voice morphing" feature for languages that player don't speak with custom soundpack with real phrases for desired language (maybe random, without any particular meaning but with great impact on atmosphere)? I think, it could be great because current state does well in anti-overhearing, but it ruins atmosphere badly with it's "robotic" sound.

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I can't seem to get any of the keys working. I have a 148 in my inventory and using capslock as my PTT does not transmit. None of the other keys work either. My userconfig folder is in the correct location, I'm running TS and Arma 3 in admin as well.

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