Jump to content

Recommended Posts

9./JG27MAD-MM
Posted (edited)

Crusader we ask our Map designer Diesel why this was a draw, and test it.

There is "not" any hidden cheat that USSR can not win.

I am impressed by your team work, allways fun to meet 72AG on our Server.

Cheers MAD :salute:

Edited by 9./JG27MAD-MM
9./JG27DavidRed
Posted

mh, that was little after i left it seems...how was the performance?

Posted

USSR won last map, but in debrief was a draw.

 

I think that's always the case. The debrief is based on points, and since all points are always 0 in custom server settings, all matches are a stalemate regardless of the mission result.

F/JG300_Gruber
Posted (edited)

mh, that was little after i left it seems...how was the performance?

We had the server overload message popping from time to time when it exceeded 78 players or so. 

 

I saw a few planes lagging but I can't tell in the long run as I got kicked a few times for ping issues but overall it was pretty good.

 

On this particular matter, is there a way to tweak the settings for ping kicking ? Living in france I shouldn't be having much trouble having a decent ping, but I still get kicked from time to time.

I don't have any problem on others servers (most of them russian), and my squadmates remarked the same thing on their side. Given the frequence of people being kicked being higher than all other major servers, I am pretty sure that this is not a player side problem.

 

Is there an option to increase the delay between high ping detection and the actual disconnection from the server ? It looks like it happens in around 2 sec, if there is a way to increase that delay to maybe 5 seconds but keeping the 200ms limit as it is, it would allow the ping to get down on its normal level.

Edited by F/JG300_Gruber
Posted

Performance was not good - slow downs during dogfights. And lots less FPS.

I think that a 64 player limit would be better for this server - no idea though if its server or BoS related (I saw simmilar things on WOL once the servers was full and a lot of close action was going on)

Also RoF was very busy on one server - this might also be a factor here - I dont know how the master server works, but since BoS exists RoFs master server has been not working well and out of that I think that they are conected.

  • Upvote 1
Ala13_Super6_1
Posted

+10 server the problem is that it takes more distant missions basis for the bombers to climb. We can navigate and orient without going faster at the border, ultimately more distance between base and border

BlackHellHound1
Posted

I really enjoy flying on the FL server. I meat up with random people in TS once in a while. Do some solo flying and get a lot of great gameplay out of it (this week gave me my first ace in a day(single flight) and a stuka 37mm cannon kill)

The players are generally nice and the flow of the game is great. The maps are really well designed and allow for different types of flying to suite everyone. I would almost say that you need each plane to complete each map.

 

However, one of the things i liked was the lower number of players. This is why I switched from the WoL server to the FL server. In my opinion 48 is optimal. It allows for all types of gameplay such as level bombing, ground attack and air dominance fighting. 48 seems to be a perfect number for great balance. 

Increasing this number makes a server to crowded to the point that a proper dogfight or bombing-run is almost impossible. I like to see the number decreased back to 48 or if need be 64 players. 

This also helps those that have fps issues when close to a lot of players. (like myself)

  • Upvote 1
Posted

I don't think missions are too small. 

 

Well, I fly there in IL-2 some times, the target are at ~15/20 KM of my base, and in the front this target are similar target for the enemy...  :huh:

 

No way to be more small.

9./JG27DavidRed
Posted

except you put the target 14/19 km from the base :P

Posted (edited)

Performance was not good - slow downs during dogfights. And lots less FPS.

I think that a 64 player limit would be better for this server - no idea though if its server or BoS related (I saw simmilar things on WOL once the servers was full and a lot of close action was going on)

Also RoF was very busy on one server - this might also be a factor here - I dont know how the master server works, but since BoS exists RoFs master server has been not working well and out of that I think that they are conected.

How does the player count limit FPS? My educated guess is that BoS uses a canonical server state with client-side prediction between updates.

In such architectures there is usually some bandwidth-limited cap on the number of game objects for which a state update will be sent in a given update packet. This is because the update packet for this type of architecture must carry position and non-visible state (linear and angular velocity for example) for each object and there is a limit to how many such structs can be sent at say 60 updates per second. In this scenario the other game objects must be prioritised for each player so that you receive updates preferentially for objects which are more likely to affect your current state.

 

So - short version is that lag artefacts (which are actually your client predicted state being snapped back to synchronise with server state when you finally receive an update for object X) are more likely to be a function of the number of tracked objects in close proximity to you and your configured bandwidth than the total number of players on the map. Of course, 1CGS may not be culling updates for objects on the other side of the map for some reason, in which case player would be a factor but that would be a poor design and I doubt it is the case.

 

The master server is only relevant when joining - it has no role that i know of during gameplay.

 

 

Edit: I forgot to consider that your server may be struggling to calculate state updates for 84 players 60 times per second (or 20 or whatever they have chosen). In this case the dserver will be CPU bound and this should be obvious from top (or Windoze equivalent). The other possibility is that you have insufficient server-side network capacity for 84 players each being streamed updates at ~256kbps (or whatever the developer has chosen as the limit). The uplink bandwidth needed for 80 players for most games is about 20Mb/s. IF you are hosted in a datacenter this should be no problem but at home you will have issues. You should be able to diagnose this using netstat (or Windoze equivalent).

Edited by Dave
9./JG27DavidRed
Posted

if 20Mb/s are needed for 80players then the bandwith of the server is not the problem.

Posted

if 20Mb/s are needed for 80players then the bandwith of the server is not the problem.

That figure was assuming the update frequency and and contents are tuned for ~256kb/s per client. I don't know exactly what numbers 1CGS have chosen. netstat will show you what you need to know.

Posted (edited)

i prefer the maps smaller and objectives closer, for a few reasons...

.

1) it doesn't take as long to fly to the objectives. the objective locations always seem to be the most active places in every server. shortening the time-to-action seems to enhance the frequency-of-action in the gameplay. some may prefer to just fly along sometimes, but that can be accomplished by flying in another pattern/route than just straight towards the objective. also, a single player can find others more quickly even if he happens to start/spawn later, whereas a larger map tends to isolate players that dont start or 'keep up' with the flight/squadron, especially when playing without comms.

.

2) it suits fewer players better. sparse populations never seem to find each other on large maps, so large maps force a higher critical mass for the server to live. smaller maps focus the activity into a smaller area and enable a fewer player count to enjoy MP play also. the smaller map, closer objectives seem to 'liven up' the maps. i am supposing that is what players want when they fly MP.

.

3) Bombers. since a bombing mission doesnt REQUIRE such a long flight time, it is not such a disappointment to get destroyed before accomplishing the objective, and restarting is more attractive. IF high alt level bombing is desired, one can add a detour in a safe area behind friendly line to accomplish the climb. ALSO, climbing BEHIND the airfield (instead of towards objective) allows more spawning fighters to offer cover, since they dont have to try and 'catch-up' to a bomber en-route if the bomber is going to pass over/close to the AF again.... however, most bombing missions that i see are not high alt, even in WOL. most seem to be low level dive bombing missions. since getting fighter escort has, and always will be, a hit/miss ordeal, reducing the flight time effort encourages more bombing activity. shorter distances-to-target also allow a bomber to reach target before the target is saturated with enemy fighters.

------- regarding bombers: i think it would be a GREAT benefit if the AF radar would distinguish a friendly bomber icon from a fighter. it would help increase the participation in fighter cover, as a spawning or circling fighter could recognize the potential. and a high alt bomber doing an out-and-back climb would be able to fly over a friendly AF and have potential to gain (more) escorts.

.

4) covering a friendly target. protecting a friendly target in a smaller map has more of a chance to see action, since the enemy can get there quicker. you are less likely to run out of gas and require rtb without any activity. also, you can reach it again quickly if you DO need to rtb.

Edited by Gump
  • Upvote 1
  • 2 weeks later...
F/JG300_Gruber
Posted

Hey,

 

After spending a few time flying on the new desert storm map,

here's my little feedback :

 

Overall, a good addition to the server, good stuffs in it but in my opinion it could be tweaked.

 

I very like the concept of being able to disable enemy airfields with bombing. At least it makes you feel legitimate to drop some bombs on the runway (or "accidentally" on a full parking  :rolleyes: )

However the deactivation time of the runway is very short (15 min ?), after a few passes to drop some bombs on the ground structures, I managed to get back home smoking, but barely had time to take off before the runway was again operational. So bombing the runway doesn't create a big annoyance for the opposite team (plus the other bases are quite close anyway). Just a question about the mechanics : if it is disabled and you keep bombing it, does it reset the timer or will the runway be back up after 15 min no matter what happens ?

 

Also the map feels somewhat "cramped", with a lot of bases very close to each other. I don't know if it is the same size as the Don or the Stalingrad map, but this one feels smaller, and making interception of attacking aircraft a bit too easy in my opinion. Setting bases a bit further appart would probably make the protection of airfields a more important matter.

 

Aside from this, I like the portion of the map with not much ground references and the broken cloud layer that makes things even more intereting for the navigation. And as always, lots of ground targets wich is very pleasant. 

9./JG27DavidRed
Posted

thx for the feedback...Diesel the mission designer is currently very busy, so dont expect changes in the next few days. but this mission is wip, and we were hoping for feedback on this one...

F/JG300_Gruber
Posted

No need to rush, it is still pleasant to fly. 

And some other pilots may have a different opinion on the map, so waiting for some more feedback would be a good idea before initiating any changes on the map.

 

Merry Christmas to all of you and have a good time with the family !

  • 2 weeks later...
1./JG42Nephris
Posted

For the past days the server was down. Will it be fired up again soon?

Really prefering your server with our squadron.

  • Upvote 1
F/JG300_Gruber
Posted

For the past days the server was down. Will it be fired up again soon?

Really prefering your server with our squadron.

 

+1

9./JG27MAD-MM
Posted

Hi want to give short update about the Server, ok first the sad new's it's currently not worth it for two days in month for 2 hours where the server is full to pay money for it.

We look for the future to build a website and working's Statistics for our Jagadgeschwader, and see witch way is BOS going after the release of Battle of Moscow.

Hopefully you understand this decision. 

 

Greetings MAD

Posted

Sad I loved your server, but I do understand. 

StG77_Kondor
Posted

Sad news. Your server was my favorite. Well designed missions, good ping, and great fun.

I do hope to see the server back in the future, even if only as a weekly/weekend online war, with stats.

-SAE-Glider69
Posted
Hi! :) ... 

Thanks for the interesting server, good pilots gathered on it, good luck all and in game we will continue flying :) ...

 

See you :) ... 

IRRE_Rolluptito
Posted (edited)

It was my favorite server too. I had a good time on it. Thanks for that! ;)

 

See you guys on the DED expert server I suppose, or somewhere else anyway!   :salute:

Edited by rolluptito
F/JG300_Gruber
Posted

NP, we understand, I'm joining the others to thank you for the good time we've had on the server !

 

S!

Posted

Thank you for all your efforts lads . totally understand the decision .

Posted

@@9./JG27MAD-MM any chance you guys will provide the missions that were running on your server?

9./JG27DavidRed
Posted (edited)

With united forces we are back, and this time for real.

9./JG27 is happy to announce, that in cooperation with StG2 "Immelmann", we will restart the FIGHTING LEGENDS server.

Old and new Missions, a professional website, a forum, the possibilty to donate and detailed server statistics which are stored over a whole year are only the beginning.

We are convinced that the fusion of both groups will lead not only to a solid server, but to a project appreciated not only by the German community.

Ambition and Tradition, FIGHTING LEGENDS is back!

 

Teamspeak3: IP: ts3.stg2.de Passwort: kv13

Forum: forum.stg2.de/

Statistik: stats.stg2.de/

Edited by 9./JG27DavidRed
  • Upvote 5
Posted

nice work  :salute:

Posted

good to hear you guys are back :)

  • Upvote 1
9./JG27MAD-MM
Posted (edited)

That's why I don't give a answer to your mission question sorry asgar :P  

Edited by 9./JG27MAD-MM
Posted

That's why I don't give a answer to your mission question sorry asgar :P  

even better. now i don't have the stress to set up a server  :P

  • 3 weeks later...
216th_Lucas_From_Hell
Posted

Had a random disconnect just now with me +8 players online, fun server though. The skies seemed vacant so I did some, uh, field testing of the Yak-1 as a High Speed Shturmovik  :biggrin: 

216th_Lucas_From_Hell
Posted

Haven't had any disconnects since yesterday :) And I managed to be shot down for the first time online, while chasing a Fw-190 home in my LaGG-3 after out-scissoring him and forcing an overshoot. While he prepared to turn around I realised the trap I'd fallen into - airfield flak. It wasn't long before a 88 shot wounded me, pierced my fuel tanks and damaged the engine. I quickly veered East and watched through my slightly bloodied vision as the silhouette of a Fw-190 came towards me. Diving down to treetop height from 2500m I used scissors and faked a split-S in the middle of it to confuse the chaser but he latched on and even landed one hit on me. Not today, not today. As I neared the ground I did a skid and pulled up which bled loads of speed and then a flash - he exploded! Shortly after that my holed up crate was unstable and while I prevented a stall followed by a nosedive, I stabilised it enough to crash and skid through the grass. Captured, I thought to myself. At least I made the Fokker into a decorative piece in the ground, now to wait capture or pray the partisans get to me first.

 

...but as it turns out, in my mad dash eastwards I had reached Soviet territory! LaGG-3 power, baby :)

  • Upvote 1
216th_Lucas_From_Hell
Posted

Heads up, if you're looking for some great action the server is packed as of now!

Posted

the server is not online. is this temporary or is it gone again?

9./JG27DavidRed
Posted

no, its temporary. dont know if its fixed already, but we had/have some difficulties in getting the missions to run after the patch.

Posted (edited)

yeah...the last patch was is a problem for everbody

Edited by I./JG3_Asgar

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...