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CountZero

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Posts posted by CountZero


  1. On 1/16/2020 at 1:41 PM, hnbdgr said:

     

    Thanks OP, so the ROC data is taken from the game directly? Would it be possible to calculate performance on emergency power according to engine HP increase or another forumla?

    i did notice they place there for some new airplanes emergancy power, insted like it was before for most combat...

     

    for example for tempest it looks like this:

        
        // Тест в МСА, режим боевой (3700/+9), топливо 100%, радиатор открыт
        ////// ClimbTime = <float ALTITUDE>, <float TIME>
        ClimbTime =     0,    0
        ClimbTime =  1000,   50
        ClimbTime =  2000,  104
        ClimbTime =  3000,  167
        ClimbTime =  4000,  233
        ClimbTime =  5000,  301
        ClimbTime =  6000,  378
        ClimbTime =  7000,  470
        ClimbTime =  8000,  587
        ClimbTime =  9000,  754
        ClimbTime = 10000, 1049

     

    and then i just placed in il-2 compare ROC numbers in seconds i get when i just devide 1000 by seconds betwen 1k intervals from file, so some airplanes have climb numbers on combat some on emergancy and so on.

     

    I dont know if you would be able to make calculations to get emergancy for ones that had only combat or not, nor i know how Devs got numbers i used from thuouse files, i belive they have their own AI who does all testing so they are most accurate.

    To me to do climb tests manualy like i did for speeds looked to mutch time consuming, and i would never be able to get it correct so i just used numbers from thouse files for what they had. Its usealy one engine setting per airplane there. From what i pick up on forums DerSheriff has some good climb data for airplanes on his discort, so if im not wrong maybe he can give you beter info regarding climb performances of airplanes.


  2. still not able to make it work so kill is not given if player is in air and damaged at end of mission.

    I was able to make changes so atleast his sortie is not turned in lost airplane and shotdown, but he would still give a kill to guy who damaged him.

    Im not able to make is_ended (what i see is differant betwen disco and in flight sorties) to work in class Object section, it works in Sortie class section, and other things like killed_by_damage dont work in other class sections wher i try to use it for damageddisco sorties only, so im still trying to see how to make it so kill is only reword when disco player is damaged, and not also when damaged but in flight at mission end.


  3. 40 minutes ago, Alonzo said:

     

    Hi there. I think it's one of these two. I'm not sure which, sorry!

    missionReport(2020-01-03_09-59-26)[0].txt.zip 226.47 kB · 1 download missionReport(2020-01-02_18-58-18)[0].txt.zip 464.4 kB · 1 download

     

    I also got a similar report from one of our players for a later mission. 

     

    Sortie on IL2 stats: http://combatbox.net/en/sortie/log/292559/?tour=17

    (hopefully) mission log: missionReport(2020-01-04_21-46-01)[0].txt.zip

     

    Thanks thats the missions, i try them and i get same resoult, and then i try add what i tought would fix probem, but it didnt work, so ill keep trying other stuff untill i fined what works. For now, you can just remove problematic lines from report.py , so others dont get shotdown resoult when damaged on mission end.


  4. I think this change should fix problem that i see in that sortie, 

    in report.py for line 677 i add: and not self.is_ended   

    , so it looks like this:

     

                if not self.is_rtb and not self.is_ended:
                    self.got_killed(force_by_dmg=True)

     

    and also i add in report.py in line 491: 


            self.is_ended = False

     

    i see it works in giving kill to attacker for disco damage, and dosent effect any of the test missions i have, but to be sure it works i would need your missionReport for that mission http://combatbox.net/en/mission/3598/ to see if this will eliminate shotdown from situation when mission ends and player is in flight but got damaged at any point.


  5. 10 hours ago, Alonzo said:

    Just to add, we’ve implemented this on Combat Box and it seems to be working. Players are appreciative! Thanks!

     

    Thanks for testing it, i think i se problem:

    http://combatbox.net/en/sortie/log/288468/?tour=17

    http://combatbox.net/en/sortie/288468/?tour=17

     

    I belive this should be player in flight at end of mission. Would be in flight sortie in original, and here i see its shotdown as he got damaged before mission end. His sortie end time is same as that mission end time.

    http://combatbox.net/en/mission/3598/

     

    I belive this mission is after you started to use this mod, if yes, then he got shotdown status because of changes i did to get kill to attacker when player disconected in report.py in def killed_by_damage.

     

    Can you send me mission reports from that mission, so i can use it to test and see how to eliminate this and still keep that when disco player is damaged guy who attack him gets kill for disco player.

     

    To prevent this from happening again (untill i fined differant way to get kill to attacker for disco guy), in report.py just remove this 2 lines or place # infront of them:

                if not self.is_rtb:
                    self.got_killed(force_by_dmg=True)

     

    I tested that situation before, and it was not giving shotdown status when player was damaged and in flight at end of mission, so i tought this situation is not changed with my edits, but from that sortie it looks like it did change if you started using mod edits before that mission.


  6. 4 hours ago, Alonzo said:

    Thanks for this, CountZero. I have been needing something like this for a while. I will look at implementing it on Combat Box.

     

    Here is a "patch" version of your mod. It is in "unified diff" format and will be a bit more portable. I generated it by diffing the original IL2 stats 1.2.38 against a copy with your changes applied. Combat Box already modifies some of these files, so for me the patch file works better, as I can apply it to incorporate your changes into my modified IL2 stats.

     

     

    discomod-1.2.zip 2.51 kB · 0 downloads

     

    Thanks for sharing it, its probably faster to implement changes from edits in mod that way


  7. Did anyone test how many B-25 AI you can have for simple intercpt mission?, B-25s escorted by P-51s at high alt bombing some factory and axis fighters intercepting. For any mission you need B-17s/B-24 AIs you can use B-25s and probably double amount of them then if you had B-17/24s.


  8. Problems started on friday from what i could see, i had no problems but tm8 got offten disconections from server and also from WoL ts3... worked ok on other ts3 or servers. I reported it to their russian forum.

     

    When DenLerik fined time they can use this stats mod to edit that based on disco sortie time, disco is turned into bailout (if no damage) as most random disconections happend short after take off, so no streaks/virtual lifes are lost for not intentional disconections, and there is more options to punish intentional ones. 

     


  9. 15 hours ago, sevenless said:

     

    ...

    Older games had smart aproch to things by not lisening to SP players demands to have AI that uses same FM and control of airplane like human do, and have all gunners controled by one brain, not every brain for every gunner. Now you have AI that is hard to program and uses extreme amount of PC so you can have small numbers of them in air or ground compared to previous games, with no benefits as players still se AI behavior as main problem, and it cant be esay fixed as when you had them using simple FM like AI got fixed by TD in 1946 and is stil best behaving one i saw, and no need for it to use same complex FM like humans. 

    • Like 1
    • Upvote 6

  10. 9 hours ago, S10jleffert said:

    I may be missing something obvious but is there any way to decouple the instrument view from the map and navigation markers?  The "I" key either turns both on or both off.  I would like to have just the navigation and map markers without the instrument panel.  I searched for info about this but couldn't find any solution.   Is there a mod to get rid of the instrument panel?  Thanks!

    You can turn off instrument panel in realisam settings


  11. 13 minutes ago, -=PHX=-SuperEtendard said:

    A flyable C-47 would be nice for the TAW server, as an alternative to the Ju 52 that's often used to resupply bases and drop paratroopers. Also the Soviet Li-2 would bring more gameplay possibilities since it had gunners and could carry bombs, iirc up to 1500 Kg overloaded, higher bombload than the Pe-2 so I can see people taking it for that use.

     

    let me chanel my iner Bernie here, thats like catering to 1% of 1%, just so they can not use ju-52 in vvs skin for same thing, and pe-2 is mutch faster and better protected and more gunners so 500kg+ is not worth it for players or devs for few ~100ppl that maybe use it few times. If there is not other options ok make it, but when your limited in what you can make then its pointles to make it insted other more usefule stuff.


  12. Out of 3 AI only airplanes C-47 is probably on 5th place to make, B-25 and B-26 are mutch better options to do flyable for humans 

    C-47 as AI is more then enought, time and money they would have to spend so few ppl can play with it once or twice every leap year is not worth making it, and it will probably be posible to have big numbers of them in air as AI because they dont look like performance heavy airplane, so you get what you need from AI only version.

    • Upvote 4

  13. not long, as they can do 217s with late east front dlc after BoN, same with He-177 if they wont you cant have all axis airplanes in BoN 😄 if they didnt do Me-410 or Ju88C6, ppl would be asking what about 410s or 86C6s, why 188 and 217s... its never ending story

    • Like 2
    • Upvote 1

  14. This is good read also:

    https://vvsairwar.com/2018/01/09/the-douglas-a-20-havoc-boston-in-soviet-service/

     

    "Indeed, A-20Gs were initially meant to be used solely by USAAF units; neither the Soviet Union nor the RAF were meant to receive the gunships. Nevertheless, due to the VVS’ need for and effective use of the twin-engine aircraft, a total of 1,606 G variants, nearly half of those produced, were sent to the Soviet Union, where they were given the nickname Zhuchok, meaning little bug (the suffix G is pronounced Zh in Russian, thus leading to the nickname).

     

    Given the G’s forward firepower, the VVS utilized the new variant as a ground attack aircraft as opposed to the light bomber role given to the B and C models. The first Soviet unit to receive the new gunship was the 244th BAD, with the 861st BAP being the first to use the G in the ground attack role. Unfortunately, the G Havocs proved to be too vulnerable to the heavy German anti-aircraft fire that was nearly ubiquitous when flying at low altitudes, and by November of 1943, the 861st had withdrawn their A-20Gs from ground attack operations due to heavy losses. Instead, Soviet forces typically used the heavily-armored Iyushin Il-2 Sturmovik for ground attack purposes. Consequently, a significant number of the Soviet G Havocs were modified, either in the field or at Factory No. 81 in Moscow, to resemble earlier B and C variants, with a glazed nose and bombardier position (most of the forward-firing guns were, of course, removed). Several other strategies were employed to install a bombardier position elsewhere in the A-20G, including behind the bomb bay and behind the pilot, both of which allowed for the retention of the forward-firing armament, but in the vast majority of cases, the nose was simply replaced. In any event, the VVS’ A-20Gs, whether modified or not, were used extensively in all the Soviet Union’s major offensives in the final two years of the war, participating in Operation Bagration, the Jassy-Kishinev Offensive, and the advance on East Prussia. Similarly, Zhuchoks were very active in the skies over Poland, Romania, Czechoslovakia, and Germany in 1944 and 1945, and in the final month of the war, Soviet A-20Gs carried out bombing missions against German-held positions in support of the Red Army’s operations against Berlin."

    • Upvote 2

  15. Last game update made all airplane GUI preview pictures in same style, so here is pictures for =FB=Vaal and =FB=Isay IL2 stats system using this new style (previously used only on FC and few of new BoBp arplanes) for missing airplanes, so if you wont all airplanes to be same you can use it:

    https://www.mediafire.com/file/9sztgl3zb59zi4s/newairplanepictures.zip/file

     

    place pictures in your server \src\stats\static\img\aircraft folder,

    and run collectstatic.cmd , so old ones get replaced with this new ones.

     

    Example on how it looks,

    Old look:

    Spoiler

    608987722_bf109f-2.png.9f9c86e85b55a8d1281a1288520bd030.png1131288099_la-5fnser.2.png.c4de794678d65843be4a23f9adaa01fc.png1019569751_spitfiremk_ixe.png.fbc6c97f6a5fe423db8eec608b356b90.png

     

    New look:

    Spoiler

    402626636_bf109f-2.png.957e045328a5efd44d17861db7b4ab62.png967468985_la-5fnser.2.png.ffe4f8a92ff7639d7b59b040ff9907a4.png1671365350_spitfiremk_ixe.png.e6be4d3eb544d06047a481c34fb32e5c.png

     

    How it looks on stats:

     

    Spoiler

     

    IJEN7eh.jpg

     

    fIGQxR1.jpg

     

    OySUanS.jpg

     

     

    • Thanks 2
    • Upvote 3

  16. 12 hours ago, 666GIAP_Chimango said:

    IMO For VVS vs LW there is not better MP Test Bench than TAW server, because each campaigns keeps a chronological order from 41-43 and it runs 24/7 for a couple of months each campaign, and weeks long maps with same planesets and numerous missions to test different situations, repetidely time after time. From my experience latest patch it's terrible for MP competitions on the Eastern Front, and although i'm writing from a VVS fighter pilot perspective, will also add some general issues first:

    General issues:

    1. Dreadful visuals and spotting system where you can see a contact 60km away if the light is right and you downgrade your settings (even with "realistic" ON) but miss a plane 2km around, and if you want to have better spotting you have to degrade a lot your graphic settings turning your modern GPUs into a Commodore 64 experience. I'd rather have the 10km limit spotting again.

     

    2. Gunners...all of them, ridiculous behaviour, specially in any level that's not the minimum one; so they go from blind donkeys to all seeing sniper cyborgs


    3. Way exagereted G effect, now plane turning performance doesn´t matter much, it's all about pilots G.
     

    4. Physiology also way too exagerated, if you are hit anywhere near the cockpit, bye bye, you won't be able to bail nor survive.


    VVS issues (it's what i fly 90% of the time, LW will have their own for sure)

    1. After later patches VVS early fighter ammo (combination of 1xShvak/Shaks; 1Shvak/UBS; 2xUBS)  have become way too weak compared to previous patches specially from last year (2018), these guns don´t do as much damage to 109s or any LW plane. So is it because LW planes have tougher DM now? Is it the VVS guns went really weaker? What is it? When were you right devs, now or in previous patches? Ammo effect changes from patch to patch and it gets a bit frustrating specially when you have no clear info about theses changes. Nothing changed in the development department about these aspects you say? Then it would be worse, cause that would mean your tester team is not aware of the way each patch affects the MP arena.
     

    2. FM of 109E7 and 110E2. Absolutely unexpected behaviour; the Emil is not an E3 or E4, it's the bloody E7 but still can outturn an i-16. How is it possible an E7 can outturn an i-16...the ishak turn capabilities are horrible, nothing alike what we have read about it; il2 1946 had it way better tuned (both E7s and i16s). The 110E...well, not much needs to be added to what has been said many times. An UFO almost, it turns in a dime and can win a turn fight agains i16s and Yaks if they lose speed, it accelerates like a light fighter and can follow you in a climb and stay near stall there with you in i16/Mig/Lagg with no problem.

    3. Il2 now seem made of crystal glass, most people in TAW would avoid flying it if they can or choose another plane if they know there's gonna be fighter presence, instead of a historic "Flying tank" we have the "Flying tickle me and i go down" that will get engine damage after the first burst from a 109 or a wing cut off from the first rapid flak.

    4. Why LW 20mm HE has become so deadly? Generally a good first burst it's enough to kill a pilot or injure it to a point of unable to bail, damage the engine out of a fight or even kill a bomber like the Pe2 in one pass as we have been experiencing in current TAW edition; it has never been like these before. The combination of this with the weird physiology implemented has been appauling for VVS. If you check the stats and compare them to previous editions you'll find out situations that have never happened before, and also few stats are very simple and telling facts:

    A. no red fighter squad in top 5 after more than one half of the campign (map 5 out of 8)...never happened before...i'm sure red pilots didn't forget their skill all of a sudden after last patch, did they? 
    B. % of pilot deaths it's overwhelming compared to all previous editions. Personally by now -half way thorugh-  i have 2.5x times more deaths than in any other FULL TAW edition. My squad has twice the deaths than before and that applies for the rest of VVS squads
    C. Top 20 in deaths are all VVS pilots.

    D. The top 20 fighter pilots in streaks 17 are LW, and only 3 VVS; again, never happened before. 

    Is this to balance the goodies allies have with the new Bodenplatte and coming Normandy? The thing is latest changes to the current product are degrading the MP enjoyment in general and specially for us VVS on the Eastern Front really, i hope we can have a good fix to this, and an optimized sim again.

    Thanks for reading. 

     

    .

     

    General:

    1. visability is terible now, i can see contacts miles away now, but at certen mid ranges 4-8km they become almost invisable. 

    If your chasing someone you basicly cant check your 6 as youll never reacvier him again, airplanes are lost so easy that its unbilivable.

    Also over forrests airplanes just disapere when your close 1-2km from them but you can clearly see them over same forrests from high.

    And from what i can read on russian forum, they are working on fixing this stuff next year. It dosent stop me from playing as i know others are blined also.

     

    2. it was like that since game was made, but its only Pe-2 Pe-2 Pe-2 Pe-2 Pe-2 Pe-2 Pe-2 Pe-2 propaganda is strong in this game so ppl think its only problem on that airplane, problem is in how AI of gunners work.

    They decided to give every AI gunner its brain so they dont shere your position info betwen them self, but it seams that dont work as you still have all knowing AI gunners that even if they dont see you, know where you are, and will hitt you. So you have high demand on AI and no use from it, great job to block any big bombers by doing it this way.

    If server have escorted bombers he can use low setting, if it has unescorted bombers then just use ace. When gunners are set to ace i only attack bomber when he makes big turns or when more players are vs 1 bomber.

     

    3. I like G effects how they are, i dont wont them to change this.

     

    4. They reduced that effect with last update, but i also dont understand why player cant bail out when hes going faster then 400kmh i think wind would blow him from cockpit if he relises his straps. 

    Or why you cant bail out when your wonded, adrenalin gives you superpowers so i think if he wonts he would bail out if airplane is on fire, and your missing an arm, leg or have whole in guts, you would die later but you would bail out. But devs think players need to be aditionaly punished so we have what we have, i dont care mutch if they change it as i dont need to bail offten.

     

    VVS:

    1. i didnt noticed any changes, but i use mostly 12.7 and 23mm, as since they made all airplanes more durable 30mm and 23mm are only realistic guns in game.

     

    2. they could turn like crazy since they were made so no suprises, i dont even see any rason why 110s should not be able to turn good when light considering their wings.

     

    3. With Il-2 at one point one of the upates made its tail fall so easy, and i see since then Kirill constantly complains on russian forum that they broke it.

     

    4. i dont see any differances, maybe it gt more deadly because of new physiology effects when HE explods next to pilot, but same is on them with vvs HE

     

    • Upvote 1

  17. 18 minutes ago, 343KKT_Kintaro said:

     

    Crappy in "IL-2 1946" as well, IMHO.

    In Il-2 1946, it was great turn fighter, there its 37mm when hit 109 didnt take 3 hits but 1 to shoot it down, and its engine in 1946 was not cripled by some fantasy timers that game here dont even tell you when they get expired or recharged even if you try to use them how game wonts you to use them you cant because buged techchat messages that should inform you when to stop.

    If you look just at game, there is no reason why would russian pilot wont P-39 insted any other vvs fighter airplane, and you see that online in practice, most fighters are russian made ones, p-40 p-39 are crap and main reasons are fantasy timers and in case of P-39 its terible modeling of 37mm gun after they buffted airplanes durability.

    • Like 2
    • Upvote 3
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