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About J5_Matthias

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  1. Unfortunately C1 pushed an update hotfix that has caused a serious bug. The J5 server is up with the old Kuban Flugpark mission running I can't offer more details because I'm still troubleshooting and because I'm liable to say some very unkind things to the game devs... suffice to say that every one of the six missions in our current roation was rendered unrunnable. It has already taken 3 people and approximately 16+ total hours of work to realize it was a map issue as opposed to a server issue. Once I have more facts and find the true source of the issue, I will report back further... UPDATE 3 Please give it a try and see if you can get in like this... and let me know. Sorry this borked up the Thursday Night fly-in.... UPDATE 4 I just took a baseball bat to the Server's BOS Install because I don't know what else to do. We'll see if it learns to behave,
  2. I asked similar questions a few weeks back and was told that C1 will not provide any assistance in the use of those tools. But I wish you luck!
  3. I can't believe you forgot these timeless classics: Zeppelin's 11 Zeppelin's 12 Zeppelin's 13 Harry Potter and the Chamber of Zeppelins The Zeppelin Awakens The Last Zeppelin Captain Zeppelin The Girl Who Played with Zeppelins The Girl Who Kicked the Zeppelin's Nest The Zeppelin Identity Along Came A Zeppelin The Man in the High Zeppelin (but to be fair it IS a TV series) Mad Zeppelin - Beyond Zeppelindome.
  4. SERVER UPDATE 2019-11-21 Amiens St. Quentin maps have had invincible aircraft at airstarts reverted to mortal status. There are now three Doullens Cambrai maps with varying mission times and weather to add some more variety Doullens Cambrai maps have been reverted back to incorporating WW2 flak for a better gameplay experience Doullens Cambrai maps have had performance improvements made. The server mission roatation sequence is now: Amiens St Quentin DAWN Doullens Cambrain DUSK Amiens St Quentin NOON Doullens Cambrain DAWN Amiens St Quentin DUSK Doullens Cambrain NOON Thanks for everyone's patience as we continue to explore the goods and the not so goods of this brave new Flying Circus. I am working on another mission to keep increasing the variety we offer, but with the offical release kind of gumming things up and the holiday week coming up in the USA I don't anticipate deployment until sometime in the first week of December. My understanding is that one of those recons opens the Arty Spotting as a followup. Sizzlorr will know which one.
  5. This is why kill messages were disabled - because having them on allows other messages that are annoying and giving info away about oher players on missions that should not be given. Very weird how this happened, but I found the issue. Apparently the airfield settings can now contradict and override sds server settings... Implementing fix now. Deploying shortly.
  6. No don't joke. I think it's quite frankly rediculous that a game from the 1990s could so easily pull it off and here in 2019 we're waiting to get them back. Do they not realize how many new avenues zeppelins would open up for single and multiplayer scenarios? ZEPPELIN PLEASE - AFTER YOU FIX EVERYTHING ELSE THAT'S BROKEN IN THE OFFICIAL RELEASE AND ADD EVERYTHING ELSE I ALREADY ASKED FOR ON PAGE 1!
  7. SERVER UPDATE 2019-11-17 All maps now at version 191117 Some maps now have low altitude "Patrol Airstarts" added with limited planes added as a way to promote dogfight activity during low server population conditions. Until we get full custom aerodrome placement in FC, this type of custom start is about the limit of what can be done. Many AAA flak units were reverted to WW2 units to promote better sim/gameplay conditions. The Douai-Cambrai map was reintegrated into the map rotation as a full time addition now that it has WW1 unit updates. Note: May require further tweaking for flak down the road as well as possible Patrol Airstart additions. Parser was updated to hopefully fix what is being reported as sporadic semi random stat dropping? Will continue to monitor. Mission descriptions updated as applicable with information on the War Stress System for newcomers. (Amiens-St.Quentin maps)
  8. Checked: Thursday Night Fly-In would have been #467 would it not? It was yesterday night 11/14. Subsequent mission appears to have processed as well.
  9. Thanks Butzzell, I will review the flare to balloon ties and make sure it's not an issue on my end. I would not be surprised if they simply left that functionality out of the balloons based on my research into the next item of my post. Which is... I regret to inform the community that it appears the mainstay WW1 AAA flak guns are for all intents and purposes broken. Unintentionally bugged or radically altered from ROF for reasons I don't understand... I don't know. How this could have made it out of testing without being caught... *sigh* Anyway, both the flak77mm and the quick firing 13pdr which were provided as part of the official release are completely incapable of shooting beyond 1500 meters - unlike all other flak artillery and completely unlike ROF, which means that we as mission builders are completely unable to provide even basic marking flak coverage let alone an effective defense at altitude using the proper WW1 guns... So even flying around at 1000 meters - because the coverage is spherical aorund the gun - pilots become almost completely invulnerable to flak even at normal AI difficulty due to the miniscule "time on target" the gun has to hit the plane before it moves out of range. I will leave the updated maps as is for a few days so that you all can see and experience it yourself, and provide your thoughts, but right now I see no way around - at least for the front line - having to reimplement the WW2 weapons to provide marking coverage over the lines and in high concentration flak zones which are much larger than 1500 meter circles... If we ever get real level bombers or want to mark enemy activity over photo recon points, with AAA fire it will force the reimplementation of ww2 AAA in the rear areas as well. Also regarding balloon heights, yes 1500m appears to be as high as they'll go - but I know in ROF you can adjust temperature and pressure settings on the map to allow the balloons to float somewhat higher. Haven't tried that in IL2 yet. I'll look at the AA on the barges too - they used to fire at planes but maybe not anymore?
  10. The balloon shouldn't go down from a direct overhead flight at that alittude unless you start to dive on it. I will recheck the mud flak batteries. There are coverag gaps. It's not supposed to be an impenetrable wall. Balloon flares I will also recheck. The distant red flares may be too far to see?
  11. SERVER UPDATE 2019-11-13 All maps now at version 191113 to take full advantage of the "Official Release" of Flying Circus All equivalent WW1 Objects added to replace WW2 objects. Known Issues noted below: Armored cars were not swapped out because we weren't given a WW1 armored car. Train MG defenses removed completely because we were not provided a set of appropriately toned down and equivalent WW1 AA Mg Flatcars and I know two seaters are tired of getting hosed by those Mg34s. Trenches are still limited to singular MG emplacements representing infantry because we didn't get any actual infantry. Balloons added to both sides. They flare Red for approaching enemies within 8km. They flare White for enemies within 2km and then begin to descend towards the ground. When enemies go away for a long enough period of time they begin reaccending and eventually regain their ability to provide distant detection via flares. When at their maximum height of 1500m ONLY they also provide friendly observation support on the map within 7.5KM - extra incentive to kill them. Balloons don't respawn. Dead is dead Shell shocked "Mud Flak" AAA units have been rotated off the lines for some much needed R&R, and has been replaced by "medium accuracy" units that can also tell friend from foe. All pilots are advised to juke when actively shot at. We'll see how long they last.
  12. Server updated today 11/8 with latest hotfix. Revamped missions and at least one new mission with ww1 objects coming "soon".
  13. You both make good points. The use in ROF of elite level "AAA Walls" over the front during campaign gameplay, which were designed specifically to keep traffic over the front above minimum appropriate heights was a fairly effective solution. If IL2 can handle it, more WW1 MGs is the correct option (the ww2 are just too dang good), and if we get flaming onions, there's actually an even better way to way to do it using those.
  14. FLUGPARK SERVER UPDATE - 10/27/2019 - TAKES EFFECT 0000 EASTERN STANDARD US All maps have had their alternate language files updates so people should be able to see the correct mission description, icon names/tooltips, etc. no matter what language you play in natively. NEW MISSION contributed by J99Sizzlorr - TESTING ALL DAY SUNDAY! Basic Premise: Action centers between Doullens & Cambrai - complete initial two-seater recons to progressively open up a total of 9 additional objectives for your side. Complele all these objectives to win the map! New Mission Objective Type: Artillery Spotting COMPLETION INSTRUCTIONS: You have to fly over your battery first to establish contact. The battery will flare to signal readiness. Then you have to fly over the target area and fire a flare from within that area to signal your battery that you are ready to observe their barrage, then the artillery is shooting at the target. After the barrage there is a brief period where your observer transmitts the corrections to the artillery battery. All while you need to stay over the target area. Then you have to shoot another flare to signal your battery that you are ready to observe the next barrage. After the fourth barrage, the target gets destroyed. If the Artillery Spotter gets shot down while on the task, the next spotter can continue the task where the first spotter left it. Have fun and please report any bugs or comments in this thread. Salute, Matthias
  15. I can't tell you how hard I wished for this in ROF and still wish for it in IL2... No, we don't have anywhere near that level of control as mission builders. Uppiing AAA skill level increases not only their overall accuracy but also the rotation speed of their gun mounts.
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