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LLv34_Untamo

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About LLv34_Untamo

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    Finland

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  1. Just an unverified guess: It might be an option just like "spotter" for any object that has an entity. EDIT: Checked. Yup:
  2. S! Great update! Had a couple hours at it last night. Concentrated on the 100km sight distance (+ 30km building distance) feature first, because I've been waiting this since day one. The situational awareness has gone the roof with this one, a big thanks for this. But, as always, room for improvement. Currently, you can see a planes 3d model from very far away (>50km) , but when you zoom on it, it either stays at the exact same size, or even reverts to a little dot. This makes assessing distances practically impossible. It would be better if the very distant plane would start as a dot, and when zoomed enough (or by getting closer) it would become a small 3d model. Another bug I found that somewhere under 10km, prolly around 4-6km, the closing in plane disappears for a second or two, and then reappers again, so there might be gap in LOD levels? This happened several times last night. Otherwise, I love it! Next will test out the new planes...
  3. Put server back on, migration might take longer than expected.
  4. Hi! Yes the server is up 24/7, minus some maintenance breaks, or bugs crashing it
  5. S! If the bridge comprises of multiple segments, as is the case for pontoon bridges for example, then you have to destroy 50% of the segments for the bridge to be considered destroyed.
  6. S! There was a bug in the parsing of destroyed objects, which is now fixed. Server running again.
  7. S! Yes, the Mosquito Meeting 2019 is ongoing here in Jämijärvi ... After midday, we'll start the H2H ladder competition ... Winner gets a cool mug
  8. They move from the front depot to the artillery positions. I for sure want to see it on our server. Will try to convince Temuri to add it on the list ... He's on vacation currently, and I'm hella busy (also on vacation), so might take a while.
  9. This is because airfields aren't a target anymore. Yeah, airfield capturing was fun, but as the logic when you can and should do certain things (like capture an airfield, or destroy a factory/depot) on the previous version was a bit too much for some (or even to majority) of players, so we opted to make the mission lot simpler for the players.
  10. Temuri is on it. Planes are generic in that matter. They just count as numbers. So if and airfield has 50 planes, and you land a He-111 on it, it now has 51 planes. Then you take off with a Fw190, now it has 50 on it, and so on. Currently they just appear in the airfield when the supply interval is reached, the supply count is increased behind the scenes. We have talked about making AI supply plane flights (which can be shot down to stop supply), but that depends how big of a load they are on the server (along with other planned AI stuff). Have to do testing... The current convoys aren't a part of the supply system, they are just part of the sector "health" pool, so destroying them helps move the frontline.
  11. S! Original post updated. The new version is now live on the main server. Features planned, but not yet implemented: - Patrolling AI aircraft (if server can handle them...) - Supply air drops
  12. S! After a long while in the dark underground coding bunker we are in the finishing phases of rolling out a new version of the server. Basically you can forget almost everything because everything works differently now In the previous version we had a huge template mission, from which we picked all necessary stuff to the mission to be run, and discarded the rest. There were ~100 possible locations for tank battles to occur in. This was somewhat dynamic, but in the bigger picture also very static. In this new version we generate the mission file on the fly. Temuri has made a huge effort to map out all free area plus the road network on the map, resulting in more than 60000 places where to fight, making the server truly dynamic. To simplify the server in the eyes of the player, we have discarded the idea of respawning units. What you destroy, remains destroyed for the rest of the mission. As before, we generate a number of conflict zones on the border. This time the zones consist of opposing units of infantry, tanks and artillery in random patterns. Further from the conflict zone there will be frontal depots, and even further away rear depots. Enemy depots will be hidden on the map and will become visible on the map if you discover them (fly within 5km of them). So recon is important! Similarly, there will be front airfields and rear airfields. Only the rear airfields will have bombers. There will be moving columns rolling from the front depots to the frontline. The goal is to destroy enemy units. That simple. For example: There are 2 conflict zones on the border, northern and southern. In the northern sector russians destroy all the german units, and all the depots. Situation is reversed in the south. Mission ends. Frontline is moved proportionate to the imbalance of destroyed units on both sides in each sector. So, in the north, the frontline moves west for x kilometers (we can alter the x as necessary) and to the east in the south. Simulation of the frontline moving with germans always winning: Rolling plane set works as before. Supply system works almost the same. Now we don't have factories, and the supply interval is determined by the distance by road/railroad to the airfield from the edge of the map (west for germans, east for russians). You can fly supply flights as before. Airfields are no longer targets. They cannot be directly captured by players (they change sides as the frontline moves), and they have invulnerable AAA with high AI setting. So vulch at your own risk This time we fight on Stalingrad map. GPS is on for the testing period. HAVE FUN!
  13. I think best hours are around 20-24 EET. That is 17-21 UTC/GMT. We aren't the most populous server to start with, but on those hours you get at least some people to fly with/against.
  14. S! Oooh, Dora is nice! Thanks for the update @Han: Yep, link doesn't work: As a server admin, this was the most interesting bit... gimme gimme!
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