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#41 =FB=Vaal

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Posted 27 February 2012 - 14:55

good :mrgreen:
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#42 =FB=Vaal

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Posted 27 February 2012 - 19:12

update archive
http://ftp.flying-ba...tats_parser.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … parser.zip
- added check for log record about the start of the mission
- mission logs are stored in their original form.

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#43 =FB=Vaal

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Posted 28 February 2012 - 10:37

update archive
http://ftp.flying-ba...tats_parser.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … parser.zip
- fixed "check start mission" :mrgreen:

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#44 SYN_Blackrat

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Posted 28 February 2012 - 13:43

:P will leave it another day just in case you come up with a fix ;)
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#45 Stick-95

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Posted 11 March 2012 - 14:46

I come from a financial background and have dealt with numbers and their presentation during my entire professional career. Just wanted to let you know that I really like the stats you have created! The addition of visuals in pie charts, etc. is wonderful. Very well organized and easy to navigate.

For what it is worth, I have a suggestion for added stat info. Currently when you go to Statistics for Planes, there is a list of planes and if you drill down for a plane it shows the pilots that flew it. My suggestion is this: What if the current Plane (by pilot) page was a tab and there were two more tabs; one to show the planes and a drill down would show the types of planes it had victories over and lastly, a tab that shows the planes and a drill down would show the types of planes that defeated it?

Just a thought. Again, great work.
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#46 Stick-95

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Posted 11 March 2012 - 15:27

I have a question. After looking at the stats I noticed that AK only include human opponents. I was just wondering why you would exclude AI as in many instances they can be harder to shoot down than a human.
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#47 =FB=Vaal

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Posted 11 March 2012 - 16:21

I have a question. After looking at the stats I noticed that AK only include human opponents. I was just wondering why you would exclude AI as in many instances they can be harder to shoot down than a human.
Statistics was created for multiplayer. I did not think that the AI ​​planes are important in this sense. Maybe later I will make it as an option.

For what it is worth, I have a suggestion for added stat info. Currently when you go to Statistics for Planes, there is a list of planes and if you drill down for a plane it shows the pilots that flew it. My suggestion is this: What if the current Plane (by pilot) page was a tab and there were two more tabs; one to show the planes and a drill down would show the types of planes it had victories over and lastly, a tab that shows the planes and a drill down would show the types of planes that defeated it?
You mean analog KIllBoard tab at pilot page, but for plane vs plane? Sorry, I have bad English.
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#48 Stick-95

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Posted 11 March 2012 - 19:37

You mean analog KIllBoard tab at pilot page, but for plane vs plane? Sorry, I have bad English.

Current menu structure:
Main menu - Statistics - Planes - Pilots

Image

When drilled down, add tabs for:
Victories by Plane Type
Defeats by Plane Type

Image

If you click on Defeats in would show all the Plane types that have downed that aircraft. Example:
Albatros D.III might show shot down by Camel, Dolphin, Sopwith Triplane, etc.

Hope this helps.
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#49 Stick-95

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Posted 11 March 2012 - 19:53

If it is possible to make the Victories and Defeats one page, that would be even better!! That is, if you like the idea at all.
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#50 =FB=Vaal

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Posted 11 March 2012 - 21:47

ok, i understand.
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#51 =FB=Vaal

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Posted 20 March 2012 - 13:09

About updating the game. If the update contains new game objects (airplanes, cars, buildings, etc.) - I recommend the after update the game - disable the parser, and add these objects manually (via admin panel> Objects> Add) to the database, set them to type (ie for example, to choose a type of aircraft fighter, two-seater, bomber) to specify the object name in the log and the name will be displayed on the site.

If you do not do that then nothing bad will happen, just new objects will no take into account statistics. When an object appears in the mission - a parser to add it to the database, and will need to manually install the same type of object through the admin panel.

I will try with the new release of the game - write a list of new objects.

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#52 =FB=Vaal

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Posted 23 March 2012 - 14:45

About updating the game. If the update contains new game objects (airplanes, cars, buildings, etc.) - I recommend the after update the game - disable the parser, and add these objects manually (via admin panel> Objects> Add) to the database, set them to type (ie for example, to choose a type of aircraft fighter, two-seater, bomber) to specify the object name in the log and the name will be displayed on the site.

If you do not do that then nothing bad will happen, just new objects will no take into account statistics. When an object appears in the mission - a parser to add it to the database, and will need to manually install the same type of object through the admin panel.

I will try with the new release of the game - write a list of new objects.


name - Halberstadt CL.II
logname - Halberstadt CL.II
type - two_seater

name - Halberstadt CL.II 200hp
logname - Halberstadt CL.II 200hp
type - two_seater

name - Turret Halberstadt CL.II
logname - TurretHalberstadtCL2_1
type - turret

name - Turret Halberstadt CL.II 200hp
logname - TurretHalberstadtCL2au_1
type - turret

name - BotGunnerHCL2
logname - BotGunnerHCL2
type - bot_gunner
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#53 SYN_Vander

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Posted 23 March 2012 - 15:17

I have just added these to our database.

However, in the database there are four fields:

1. Name
2. Script Name
3. Log Name
4. Type

I have used the same name for the first two. Is that okay?
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#54 =FB=Vaal

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Posted 23 March 2012 - 15:25

1. Name - is the name that will appear on the site statistics - you can specify what you want.
2. Script Name - may be empty
3. Log Name, 4. Type - must match exactly with what I write
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#55 =FB=Vaal

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Posted 24 March 2012 - 15:22

Sorry guys, I completely forgot about the payloads for cl2. Better now disable the parser. A little later I will write what needs to be done.
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#56 =FB=Vaal

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Posted 24 March 2012 - 15:37

Admin panel > Stats > Payloads > Add

Obj - Halberstadt CL.II and Halberstadt CL.II 200hp
Payloads them is identical, so you need to repeat the following is specified for both aircraft.

payload id - 0
name and script name - 7.92 x 500 + 12 x 12,5 kg

payload id - 1
name and script name - 7.92 x 500 + 1 x 50 kg + 8 x 12,5 kg

payload id - 2
name and script name - 7.92 x 500 + 3 x 50 kg

payload id - 3
name and script name - 7.92 x 500 + 4 x 12,5 kg

payload id - 4
name and script name - 7.92 x 500 + 1 x 50 kg

payload id - 5
name and script name - Photo + 7.92 x 500 + 8 x 12,5 kg

payload id - 6
name and script name - Radio + 7.92 x 500 + 8 x 12,5 kg

payload id - 7
name and script name - Photo + 7.92 x 500

payload id - 8
name and script name - Radio + 7.92 x 500

payload id - 9
name and script name - 7.92 x 500

payload id - 10
name and script name - empty


Now it seems nothing is forgotten))
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#57 SYN_Vander

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Posted 24 March 2012 - 18:49

Thanks. Everything has been added now.
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#58 =FB=Vaal

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Posted 24 March 2012 - 23:26

update archive, small fix
http://ftp.flying-ba...tats_parser.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … parser.zip

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#59 SYN_Blackrat

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Posted 25 March 2012 - 15:12

Hi Vaal, I have been away so Vander obviously had a go at sorting it out, we had errors, so I updated the parser and restarted the apache server in case Vander hadn't and it parsed the last mission which had errors okay. I assume we need to restart the server if we add objects or such in the backend?

Errors in DOS box

Rise of Flight - Parser mission logs Programming Vaal, Lipetsk, Russia, 2010-2012 v.2.0.2e INFO: Successful loading parser.ini INFO: Successful loading startup.cfg WARNING: No information about directory log files mission. The parser uses the d efault path. WARNING: No information about directory log files chat. The parser uses the defa ult path. INFO: wait missionReport... INFO: missionReport(2012-03-24_10-03-15) WARNING: Mission was not finished correctly (no AType:7) INFO: Start parsing mission log WARNING: No information about the mission - a pass line. T:0 AType:15 VER:17 INFO: Updating statistics... INFO: Start parsing chat logfile INFO: Parsing mission missionReport(2012-03-24_10-03-15) successfully completed! (8.98099994659) INFO: wait missionReport... INFO: missionReport(2012-03-24_13-28-40) INFO: Mission was finished correctly INFO: Mission End Timeout - 900
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#60 =FB=Vaal

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Posted 25 March 2012 - 15:16

I assume we need to restart the server if we add objects or such in the backend?
Enough to just restart the parser.

Rise of Flight - Parser mission logs Programming Vaal, Lipetsk, Russia, 2010-2012 v.2.0.2e INFO: Successful loading parser.ini INFO: Successful loading startup.cfg WARNING: No information about directory log files mission. The parser uses the d efault path. WARNING: No information about directory log files chat. The parser uses the defa ult path. INFO: wait missionReport... INFO: missionReport(2012-03-24_10-03-15) WARNING: Mission was not finished correctly (no AType:7) INFO: Start parsing mission log WARNING: No information about the mission - a pass line. T:0 AType:15 VER:17 INFO: Updating statistics... INFO: Start parsing chat logfile INFO: Parsing mission missionReport(2012-03-24_10-03-15) successfully completed! (8.98099994659) INFO: wait missionReport... INFO: missionReport(2012-03-24_13-28-40) INFO: Mission was finished correctly INFO: Mission End Timeout - 900Here, I see no errors, only warnings.
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#61 SYN_Blackrat

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Posted 25 March 2012 - 16:31

Okay good news then :D
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#62 =FB=Vaal

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Posted 24 April 2012 - 12:07


version 2.0.3

update archive
http://ftp.flying-ba...erver_stats.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … _stats.zip
http://ftp.flying-ba...tats_parser.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … parser.zip

- Awards (read readme)
http://flying-circus...net/pilot/1985/" onclick="window.open(this.href);return false;">http://flying-circus...net/pilot/1985/
http://flying-circus...net/pilot/4227/" onclick="window.open(this.href);return false;">http://flying-circus...net/pilot/4227/
- Planes killboards
http://flying-circus...our/2/plane/21/" onclick="window.open(this.href);return false;">http://flying-circus...our/2/plane/21/

update may take a long time since corrected all of the records chat.

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#63 =FB=Vaal

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Posted 13 May 2012 - 16:57


version 2.0.4

update archive
http://ftp.flying-ba...erver_stats.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … _stats.zip
http://ftp.flying-ba...tats_parser.zip" onclick="window.open(this.href);return false;">http://ftp.flying-ba....ru/vaal/rof/ro … parser.zip

for the correct addition of aircrafts Halberstadt CL.II and Airco DH4 need to run the commands:

manage.py add_dh4
manage.py add_halberstadt_cl2

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#64 JG1_Pragr_J4

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Posted 14 May 2012 - 06:00

I like your stats Vaal but found few "strange" things there.

1)Stats are split into the pilots and gunners part. But only pilots points are counted into the squad's tally. I'm not sure if this is a bug or intended feature.

2)there is something wrong in the ground kill counted. For example: http://www.stats.syndicatesquadron.org/sortie/83541/
stats show 0 ground kill but in mission log there are 4 AI Mk.IV tanks destroyed.

3) fragile planes such a Pups are problem in the way your stats are give you credit for the kill. It usually enough to hit them several times and when their pilot performs hard manoeuvre they simply broke. I understand it is probably because of you try to avoid nonsences of RoF stats. Like the plane without fuel landed on home base but still is credited to someone who hit it once but IMO this is the opposide side extreme. Maybe some rule such a if plane suffer a total loss in 30-60 second after hit by anyone it is credited to the one who made the hardest hit. If it's possible of course.

Anyway you made a fantastic job. These are just few thing worth to consider to improve.

S! JG1Pragr_J6
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#65 =FB=Vaal

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Posted 14 May 2012 - 09:38

1)Stats are split into the pilots and gunners part. But only pilots points are counted into the squad's tally. I'm not sure if this is a bug or intended feature.
is done on special - because the gunners could not correctly affect the overall statistics - they can at any time to leave the plane - that is, Theoretically they are immortal.

2)there is something wrong in the ground kill counted. For example: http://www.stats.syn...g/sortie/83541/" onclick="window.open(this.href);return false;">http://www.stats.syn...g/sortie/83541/
stats show 0 ground kill but in mission log there are 4 AI Mk.IV tanks destroyed.
due to the nature of logging the game - there are problems with counting the destroyed objects that have been repaired.

fragile planes such a Pups are problem in the way your stats are give you credit for the kill. It usually enough to hit them several times and when their pilot performs hard manoeuvre they simply broke. I understand it is probably because of you try to avoid nonsences of RoF stats. .
Such kill the game writes a log of events, there is no detailed description of what happened to the aircraft.

Like the plane without fuel landed on home base but still is credited to someone who hit it once but IMO this is the opposide side extreme.
Again. Such kill of the game can be written in the log. If the game did not do that, sometimes my statistics recorded the kill as Unconfirmed.

Maybe some rule such a if plane suffer a total loss in 30-60 second after hit by anyone it is credited to the one who made the hardest hit. If it's possible of course.
ROF actually uses that way from the very beginning - the one who affected most of the damage to airplane - got the kill after plane is downed
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#66 =FB=Vaal

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Posted 14 May 2012 - 09:51

completely forgot about it.
due to the nature of logging the game - there are problems with counting the destroyed objects that have been repaired.
so if possible, use a trigger to remove (or option in an object) and then spawn trigger.

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#67 JG1_Pragr_J4

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Posted 15 May 2012 - 05:33

Thanks for answers Vaal.

S!
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#68 WhoCares

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Posted 15 May 2012 - 08:22

Very much enjoy following my development on the Syndicate server with the stats - very nice tool!

There is a little oddity in my score right now (who said I have too much time?!):
In one part of the stats I am credited with 10 Air Kills, but at the same time I run a Streak of 11 victories.

I think AndyWest in his D.H.4 is to be blamed :P
I shot him down in my last sortie, 14.05.2012 22:51; so I killed the AI gunner and the pilot, and according to the log shotdown Andy in his D.H.4, but I do not get the credit for the TwoSeat :?:
As well, when you look at all my sorties in this Virtual Life, this sortie credits no air kill :cry:
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#69 =FB=Vaal

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Posted 15 May 2012 - 09:45

Syndicate did not update to new version of the statistics and not added a new plane. Therefore, downed aircraft should not be counted. But the streak is a bug
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#70 SYN_Blackrat

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Posted 16 May 2012 - 08:36

Hi Vaal,

Tried to update and broke it, logging on to stats breaks the site, I recall this happening before but forget what I need to do.
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#71 =FB=Vaal

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Posted 16 May 2012 - 09:27

you had to change the parameter
SITE_ID = 1 -> SITE_ID = 2
but now I changed it to the database 2 -> 1, and now you are all by default
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#72 SYN_Blackrat

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Posted 16 May 2012 - 10:04

Thanks Vaal, brilliant job, I was in a rush earlier so didn't have time to check.
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#73 JG1_Pragr_J4

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Posted 18 May 2012 - 10:19

I'm sorry I'm in again but about the structural destruction of planes:
Such kill the game writes a log of events, there is no detailed description of what happened to the aircraft…

…ROF actually uses that way from the very beginning - the one who affected most of the damage to airplane - got the kill after plane is downed

So there is a way how you can see who hit the plane before it crashed, right? Else there would be no chance RoF parser would give you such a credit.
I mean, when you can see in the log the plane was disabled/crashed on the ground (sum of damage 1.0) you can check if anyone hit that plane ad if so gives the credit the guys with highest damage treshold.
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#74 =FB=Vaal

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Posted 18 May 2012 - 11:29

Sorry, but I do not understand what you want.
In my statistics have confirmed AK (Fighters, TwoSeats, Bombers) and unconfirmed AK.
http://flying-circus...net/pilot/4566/" onclick="window.open(this.href);return false;">http://flying-circus...net/pilot/4566/

confirmed AK - this is when in the logs specified who killed whom.
unconfirmed AK - this is when in the logs are not specified who killed whom, but the plane crashed on ground, and before that someone damaged the plane by 0.5 (50%) or more.

Now I do not see any reason to change this logic.
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#75 JG1_Pragr_J4

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Posted 18 May 2012 - 12:16

I'm talking about the common situation when fragile planes like Pups are hit. They often broke their structure even before they get 0.5 damage. The similar thing stands even for e.g. S.E.5 although this plane doesn't so crappy construction.
I use this example because I remember the details very well:
http://www.stats.syndicatesquadron.org/sortie/90258/
I hit this guy to his left upper wing. After several hits I had saw his wing is began to cut. I stopped the fire and several in seconds the wing fell off. Then the plane crashed and pilot was killed by accident. Still no credit. Not even the unconfirmed kill, because I had not reached the 0.5 treshold.


What I try to say is the damage limit would be lower than 0.5. Of course only if the plane is qualified as a total loss in the log. Else no kill credit would be given to anyone even if the plane was damage by e.g. 0.6.
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#76 =FB=Vaal

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Posted 18 May 2012 - 13:32

I looked at the logs, it seems to me it looks like a bug in game (I know that during the game you have received this akill, but this logic '15 minutes' has worked.), it is unclear why in the log is not specified who shot down the plane.
I think over how best to resolve this issue. Thanks for the info
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#77 WhoCares

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Posted 28 May 2012 - 09:51

Looking at the Syndicate stats, there seems to be a little issue with the Plane statistics, more precise the "Plane Killboard".
E.g. the Albatros D.III is listed with >400AKs and ~600RLs, but when I look at the Killboard (switch to the Killboard tab) the numbers don't add up at all, ~157:110.
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#78 =FB=Vaal

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Posted 28 May 2012 - 09:59

this is because KIllboard for airplanes, I added in version 2.0.3. A syndicate has been updated from version 2.0.2 only in the middle of May.
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#79 =FB=Vaal

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Posted 28 May 2012 - 21:24

Attention! Since the in the next version of the game will be available to weapons mods - changed format of entries in the log of the mission. The current version of the parser is not compatible with the next version of the game. I will try to release compatible version of the parser before the release new version of the game.
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#80 WhoCares

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Posted 30 May 2012 - 19:35

I wonder whether it would make sense to give a Sorties/Death(Relive) or the other way around, Death/Sorties "rating" for the planes, basically telling how likely it is to get home or killed in a plane.
E.g. with the current discussion on the Pup, one would see that the Pup is one of the biggest death traps among the Scouts, dying every second sortie.

To get more value out of such a rating it might make sense to only consider real death, and no captures in such a rating. It should not matter whether someone survives a crash this or that side of the mud.
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