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CountZero

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Everything posted by CountZero

  1. 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.
  2. 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.
  3. 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.
  4. why they dont actvate techchat message i simply dont understand, we have many more miningless messages showing up but this important one dont
  5. Thanks for sharing it, its probably faster to implement changes from edits in mod that way
  6. Its old topic from when BoBp was anounced
  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. 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.
  10. You can turn off instrument panel in realisam settings
  11. 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.
  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
  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."
  15. Beaufighter and Ju-88A-17 save for Med and Italy in 4-5 years
  16. And its even wireless! wow now rest and then work on gRiJ dedicado server for BoX, was great fun in 1946
  17. Some crazy moves in new one: Looks good The Fighter Pilot Podcast reaction to it: C.W. Lemoine reaction also:
  18. 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: New look: How it looks on stats:
  19. 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
  20. 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.
  21. Probably worst airplane in game, i liked it in il-2 1946, here its crap
  22. Last few weeks i played alot with free t-34 tank and when my engine was destroyed i cant move, and other tanks can destroy my tank with no problem, i dont know what bug was there before but i see that t-34 can be destroyed like any other tank either when i was in it or when i got other t-34 with pziii.
  23. Then they have good airplane for axis collector fighter, they can do Fw-190 A-7 as collector airplane as it probably dont block any future DLC. As its not easy to add more axis collector airplanes that are realativly easy to make and could not be used on mising DLCs. A-9 is saved for late war east front DLC. For BoN A-6 is better choice, and do A-7 as collector airplane near end of early acces, like now we have Hurri and Yak-9s.
  24. Better to get spit 14 then just spit9c, we have 9e you can use, differances are minimal. Mosquito is more asked for then beau so when you have choice betwen 2 its right choice to go for what they go for, and you can level Beau for Italy for example, same with A-20G. Ju188 Do-217 they can add with late war east front that is most likely to come after BoN, so keep asking for them and more chance they will have them, just look planes with BoN most are on most wonted list on forum... They have to select airplanes that fit and leve some that can fit other DLCs... even if they have all data for them. Also before BoN is finished they will probably have 1 or 2 more collector airplanes out, maybe B-25 or B-26 or easy to do Spit9c from existing 9e.
  25. Ju88s already are used as low alt pinpoint bombers so making one with more guns insted bombsight thats not used mutch is great selection, devs know what most players like in their game. For game where you can destroy factorys with 20mm, C6 is perfect selection. Planset they have for BoN could not be better, only improvment i see is needed is G6/AS and make Spit XIV one of first to come out in early acces so allied players se reson to preorder whole thing and not just wait to get it as collectable.
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