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Everything posted by =LG=Kathon

  1. There is only one position for each side where warehouse can be generated and in that mission there is a icon on the web site and on the map in the game. It's 3:2 and everything is possible. This campaign is quite balance in therms of won maps 3:2 and two maps in a draw. Out of tanks on both sides. Sure, that would be great. This specific territory isn't easy to work with.
  2. The location of the warehouses are close to the boarders for each sides for every map. The idea was that it's destroyed similar like the depot by level bombing so the placement is similar. It has been like that from the beginning of the TAW for about 3 years and suddenly it's a big problem? However this map Stalingrad_Center was originally smaller (as some of you may remember) and ended on the city Stalingrad. There were no Kulklin and Leninsk cities at the beginning, they were added later. Unfortunately I forgot about warehouse and now Allied warehouse is located near Shkolniy (near the old, original border of the map). I will fix it in the next campaign. The advantage at the start doesn't matter. If you destroy completely enemy warehouse no new tanks, trucks and aircraft will be added to the limit. If you damage it only part will be added according to the level of the destruction. If the city near the warehouse is captured no warehouse is generated (like depot) So where would you like to put it? In the middle of the map so enemy would destroy it before you could even fly there and protect it? Or warehouse wouldn't be generated at all because the front line moved and city with warehouse was captured. That would be really fair: winning side has warehouse where other side don't. Please, give us en example where in your opinion would be ideal location of the warehouse. Yes, they are generated as a target during particular mission. So if you don't destroy it during that mission it will be not generated in the next mission. The next mission with warehouse will be after a few days. How many times per map? - it depends how long the maps last. That was done deliberately and I spent many, many hours to find places where the script could generate such situations. It was main idea of the TAW to create such missions every time with tanks between two airfields and railway station. But unfortunately it was only one mission during almost 4 years of TAW campaigns so I think I have to devote much more free time to improve it. If limit is exceeded then new tanks are not generated. It doesn't has impact on the tanks that had been generated before it. Example: Mission #100: tank convoy was generated Mission #101: tank limit was reached Mission #102: tank convoy from mission #100 is still on the map advancing to the enemy city. Mission #103: no more tanks convoys are generated because of the limit. Yes.
  3. Time penalty is now 6 hours. It will be 12 hours on the last #8 map. I want to analyze the impact of the time penalty duration to number of grounded pilots. I'm a few pages behind on this topic with many unread posts so if there is something important please pm me.
  4. It's "delayed air kill" problem when pilot starts a new sortie before enemy is shot down from the previous sortie. I will try to improve it.
  5. The campaign will be resumed at 19:00 UTC on 26.12 Small changes: Time penalty when counter "Lives" drop below zero is now only 2 hours (it was 20 hours before) It's allowed to spawn on the airfield with time penalty if your side is lower then opponent side and mission elapsed time is more than 10 min.
  6. This is game bug. There are events in the log files that something was destroyed but there is no info about what it was. Also coordination of those unknown objects are bizarre because there aren't any object on the map with that coordination. Could you post links to those sorties. I'm not able to manually check sortie after sortie.
  7. Check PM. Don't worry, passwords aren't saved as plain text and they can be only reset to random new one.
  8. Ditched (on the airfield or friendly territory) aircraft aren't counted as aircraft lost for the team. Killed or captured pilots, bail outs, destroyed static_planes and disconnections are counted as aircraft lost for the team. From the manual: If tank convoy is near (about 25km) enemy city or airfield then this airfield is closed, so distance to the city is also taking into account. 1. the Wehrmacht at a distance of 25 km from the airfield Peskovatka-the airfield is blocked. - OK 2. The red army tanks 18 miles from Skvorin airfield - the airfield is not blocked. - Skvorin wasn't attacked by the tanks in that mission, Kumovka was attacked. I will improve it by adding condition that any enemy airfield is closed if tanks are near enough, not only this attacking. 3. Mission #320,tanks of the Wehrmacht at a distance of 28 km from the airfield Safronov-the airfield is blocked. - But to the city Safronov is 24,7km. City distance is probably an old condition and I will delete it so only distance to the airfield will be taken into account.
  9. Nope. From manual: Frequency of spawning tanks convoys depends on three factors: · map type (offensive or counteroffensive) - more tank convoys at the beginning of the map · enemy depo destruction – the greater destruction the more friendly tank convoys · captured enemy territory – the bigger territory the more friendly tank convoys
  10. There is no dependency between AA level and population. Give missions number to analyse those situations.
  11. I don't know what settings on the server side have impact on the FPS on the client side. There are no AI aircraft on TAW and most of vehicles, tanks and AA are deleted when no enemy aircraft is nearby.
  12. Sometimes on TAW server is similar situation. DServer successfully loads the mission but nobody can join it. I have to close DServer and run it once again with the same mission and then it's ok. So I think this issue is not related to the mission.
  13. Unfortunately no. Before every campaign all database is cleared. Yes, correct. Counter is increased by 1 instantly when it drops below 0. Sorry for the confusion. You can change already registered WhiteMoose account to something else and registered a new account as WhiteMoose on the opposite side. Yes, Tank's limit for both sides was exceeded.
  14. Sometimes DServer crashes and stops generating log files, then the script end mission and generate the next one. I will try to fix it adding condition when crash is before e.g. 1 hour then script loads the same mission one more time. There is also rare bug in DServer when after loading the mission it doesn't allow anyone to connect and DServer runs empty. I will try to fix it as well by reloading current mission one more time.
  15. The probability of being captured hasn't been changed. Here are stats for this campaign: As you can see 'CAPTURED' is not the key factor here at all. Majority of the reds were killed by enemy aircraft. Let's look more detailed: Much more reds pilots have'en killed directly by blue pilots (PK). Other cases are when pilot was killed during a crash (his aircraft could have been damaged earlier by AA or enemy aircraft or not damaged at all). Probably something has been changed after latest patches. We will check Lagg3 23mm and gunpods F-4/Macchi issue.
  16. From log files you were at 3,5k, and probably flying south (by analyzing coordination from the hit and bail out event a few seconds later). The 61-K (normal AI) was on the north behind you, so you probably didn't see it shooting at you. It could have fired many bullets and one hit you in the engine. The 61-K AA shot down so far 75 aircraft during 88 missions which gives 0.85 aircraft per mission in average.
  17. Ok, I will check it and extend this timer. Map #2 Ju-87 was 1/2 now 1/1 Bf-110 E2 was 2/2 now 1/2 Allied have only Il-2 as 2/3 Map #7 Lagg-3 was 1/1 now 0 Yak-7B was 1/1 now 2/2 Fw-190 A-3 was 1/2 now 1/1 You took off from Kubinka which was damaged more then 40% in that mission. To fly transport you have to take off from airfield damaged less then 40%. I will add chat info if you spawn as transport plane on the airfield damaged more than 40%. You got +1CM because of flight more than 15min as a bomber without any AK/GK.
  18. You should have waited until he ends his sortie. He was still flying while you posted this info, that's why his first sortie was still not available on the web page. Now you can his first sortie where he rammed you. I don't know if your disconnections was correlated with those big groups of bombers or it was just a coincident. But in case of disconnection when you are not damaged by other player then result is In flight and last entry is pilot exit. This is normal.
  19. Quick update: It has been relaxed: Disconnection within 5min from take off doesn't count at all. A pilot may have one disconnection within 3 consecutive missions without losing an aircraft for current and next mission. All members from the big squadrons (at least 6 active pilots) regardless of the tag in their names. All new members are added automatically. Slight change in plane set on map #2 and map #7
  20. No. It's a DServer.exe bug that sometimes doesn't allow people to connect. I will restart it
  21. 1. If you get the message like "you can't take off now!" then you should end the mission and go back to the briefing. Then after some time if you are clear to take off you will get message on the chat. If you want to check your actual position on the queue then spawn again, read the message and go back to the briefing. 2. You can fly on both sides. The team-change penalty is probably an old settings that should be lowered. Not yet. Can you elaborate? Was the server full? Did you spawn on the airfield? In general: during the mission difference between sides is check periodically. Let's say it's 9 pilots for one hour for example. The script calculates number of attacks on enemy airfields from the bigger team ( it takes 5 pilots for 40 minutes to one attack) so in this case 2 airfields will be attack. I didn't change this. Almost 40 pilots were kicked after death when server was full.
  22. There is always a room for improvements and this feature can be limited as you proposed to cases when player scored GK and disconnection was within e.g. 5 minutes. The Tag was for the test purpose. We will see how does it work and nothing stands in the way of adding your squadron and other. Don't worry, this system is not based on the player name or squad name but on the client ID (unchangeable, internal identifier that is sent to the server when player join it).
  23. The new TAW campaign starts on Sunday 17.11.2019 at about 12:00 UTC Changes: Tanks from the convoy may create attack formation when are near the enemy city (about 15km). In that case they aren’t in a line on the road but spread out on the grass field. Trucks from that convoy are still on the road (there are two icons on the map: one for the tanks and one for the trucks) Support for the big squadrons. In case there is too much difference in number of pilots between sides (over-limit message on the map) members of those squadrons can still spawn and fly together. The “big squadrons” are squadrons with at least 6 active members. How does it work: a member can bypass over-limit message if there is already someone spawned on the server from his squadron. He can do it only once during the mission. As long as he lands on the airfield, ha can take off again. In general it’s to help squadrons fly together. In case of too much difference in number of pilots between sides for a longer time during the mission, some front-line airfields from the bigger side are attacked after that mission. It’s like simulating missing pilots from the smaller side to make the game play more balanced. The queuing system has been fixed. In some rare cases it was possible to fly on unavailable aircraft or with Time Penalty. Players also got conflicting messages that are ready to take off and can’t fly at the same time. After disconnection when neither pilot nor his aircraft was damaged (no DISCO result) this aircraft is out of service (ditched) for the current and next mission. It’s because some players fly over target, drops bombs and deliberately disconnect to fly quickly again without returning to the airfield. It has been relaxed: Disconnection within 5min from take off doesn't count at all. A pilot may have one disconnection within 3 consecutive missions without losing an aircraft for current and next mission. Different type of trucks is now in the convoys because of the visibility bug. Some static trucks are still visible from far away and some are not visible just from 400m. During the overcast weather AA has much lower AI level (but not on the airfield). The new Pz.Kpfw.VI tank added to the convoy from map #5 Missing bridges and city smokes were added. They are now on all maps. Planeset – work in progress Registration is open. Good luck! P.S. In case of bugs, errors and problems please post it here:
  24. Some slight changes based on the propositions on the forum but no BoBp aircraft. BoBp scenario is a long-term project and first it will be run as a separate campaign (it's much easier to do it from technical point of view).
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