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SAS_Storebror

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Everything posted by SAS_Storebror

  1. You can find us on hyperlobby, "The Flying Ass Clowns". We do hold regular sunday sessions starting at 2PM Zulu (DST time, otherwise 3PM Zulu) on sunday, with quite a bunch of friendly fellows online there for 3-4 hours, sometimes longer. Additionally on the same server the "Chuffys Flying Circus" hold their regular sessions on tuesdays/thursdays at about 7PM Zulu DST with varying amount of players. We play Ultrapack 3.2 which is available here: https://www.sas1946.com/main/index.php/board,190.0.html (Ultrapack because it's the only version with fully supported, online compatible Zuti "Moving Dogfight Server" mod, which is excessively used on our missions) We do consider ourselves "online playing offliners" - you will hardly find the "killer" type of PvP player among us, most of us are happy if they can RTB in one piece. We have TeamSpeak comms available. Everyone is welcome. Don't worry if Hyperlobby shows no players, unfortunately the numbers on Hyperlobby are misleading in that they only show player who have connected through Hyperlobby, which is just 1 or two other players but me... Mike
  2. Latest "vanilla" version is 4.14.1. But take care, 4.14 versions can seriously be considered malware, don't say you haven't been warned. For mods the "all in one" pack of choice would be a vanilla 4.12.2 and then install BAT, all the way up to the latest version (which is BAT 3.6 "Blitz" at the time of writing this post): https://www.sas1946.com/main/index.php/board,264.0.html This will get you to the update core version 5.00m and you will have almost each and every mod aircraft that has ever been added to IL-2 1946. There's other modpacks available and YMMV, but that's the two which are under current development based on the latest and greatest core versions available. Mike
  3. Get in touch with the XSolla support, they'll sort it out: https://help.xsolla.com/#contactUs Mike
  4. Well the public IP I have is IPv4 only. I'm not gonna switch off Windows' "internal" IPv6 support as this has been no issue before, and is no issue on the public server we're running either. Not worth ruining a couple of Windows PC installations IMHO, just to get the obvious result confirmed. Mike
  5. The email is different and I'm using two different PCs, connected to two completely independent networks (including different public IP) for testing. Doesn't work. Mike
  6. Yes, it's the "other" option - it's the only one where you can set the required "DSERVER please", see It might take a while for you to receive the key. On my 1st request it took a couple of days, on the 2nd it's been 3 weeks. Mike
  7. Indeed you need one account per Server. I should say that I do have two separate Server accounts, one is for our public DServer, one is for this testing purpose. Which btw. still doesn't work, despite meeting each and every requirement. Mike
  8. There's no dependency between the two. You can just have one big list of available servers with e.g. an Icon showing whether the server has mods enabled or not. Players with mods on could join mods enabled servers only (as is right now) but would see other available ("mods off") servers too. Players with mods off could - preferably - join both "mods on" and "mods off" servers. Because... why not? I bet my mother's butt that on the master server itself, all servers - mods off and mods on - go into one big list already right now, and the game pre-filters that list and only shows you the matching part right now. That's the only thing that would have to be changed: Show the full list, but limit the "joinable" servers. Should be a really tiny change IMHO. For one this isn't really true, and second it could easily become a self-fulfilling prophecy if the game keeps the lists separated. Mike
  9. I do and I'm not alone. It's just that the choice could be much easier if we had one big list. It would be no loss for anyone me thinks. Typical win-win situation, it's just a matter of doing it. Mike
  10. It's really sad that more than a year after having mods available in IL-2 Great Battles, the Server Lists are still separated. Would be much better if there would be one large list for both mods enabled and disabled servers - or maybe separate lists as a Client side option. That way both mods enabled and "stock" users would always see the full picture of available online hosts and their population. Additionally, "stock" clients could join "mods enabled" servers, because there's really nothing that speaks against doing so. The only thing that naturally won't work would be "mods enabled" clients on "stock" servers. But there's really, really no need and no reason to keep both flavours of the same game that much separated as if they would live in two completely unrelated universes. Mike
  11. Two threads about exactly the same topic? It's always been a couple of days to wait for DServer keys. Wait a bit and you will eventually receive one. Mike
  12. ...and that new advice is crucial because if you only deleted the "updates" folder but didn't do the dll step yet, you're missing roughly 125MB of the last update. Mike
  13. After a bit more testing I have come to a slightly different conclusion: Flying a Bristol and fighting a Halberstadt is extremely risky. Your Bristol gunner doesn't hit anything at all, whereas the Halberstadt gunner will snipe you out of the skies at 1km+ distance (or 500m when the skill level is "low"). Like Otto mentioned, the only way to fight the Halberstadt at all is to attack it from way above, the best being above and upfront, and once you passed the Halb, pull up immediately and pull into his turn so you come out of the gunner's arc as quick as possible. 1 second within a Halberstadt gunners' arc, regardless where, regardless what deflection, regardless 10m behind or 1000m, will get you to eat his bullets. Do that stunt two times and you're dead. All in all, if you take time and strictly adhere to these absolutely unnatural tactics, and if there's no other enemy plane around, you can survive the fight. In my past 10 attempts I scored 8 kills, however every time I went through the Halberstadt gunners' arc once for a split second and came out wounded. I never ever survived the fight undamaged. And that was on "normal" skill level for the Halberstadt... Now the opposite: Flying the Halberstadt and fighting the Bristol. When the Bristol pilot is an ace, you end up having trouble to keep up with the Bristol's performance. That's the only trouble you will ever have though. The player's AI buddy in the backseat of the Halberstadt isn't 10% as deadly as the AI-AI combo is, but at least he doesn't shoot at the moon but in the direction of the enemy plane, and occasionally even hits it - even though I never saw him killing the pilot, whereas in the opposite fight... well you know already. The Bristol's gunner doesn't get you as long as you don't appear in his dead six +/- 10 degrees. That area is strictly prohibited. All others: Just fine. He won't get you. So you've got plenty of time to plan the fight and down the Bristol. My success rate from 10 attempts was 10/10 and I only got a fuel leak once when I tried the dead-six attack. Mike
  14. Okay, that's understood, but why did you quote me right above that answer then? I've never ever joined such discussion. I start to get that this topic seems to evoke distant memories for some elder RoF guys, but trust me I've been coming here with good intentions only. If that legitimates patronizing single-image-replies, then yes... I'd recommend having a beer instead as well. Thanks to all your replies guys, especially talking about the Halberstadt gunner and the overall gunner accuracy in FC. It matches my results from further QM fights, the Halberstadt seems to be the most difficult plane to tackle at the moment. The one thing I couldn't get my head wrapped around yet is why my gunner (be it in the Halb or the Bristol) can't seem to hit something of the size of the QM2 at arms length, whereas AI plane gunners shoot a pimple off my nose from a mile's distance. It's both the same AI gunner, isn't it? At least Otto's hint of attacking the Halb from high above seems to help a bit, even though I have to agree to @SeaW0lf on this: Probably @unreasonable summarized it quite reasonable: Mike
  15. Eh... excuse me sir? What's wrong about asking for successful tactics against the two-seaters? See: It's quite possible to share them: Thanks a lot Otto, I'll try the "high" attack against Halberstadts. Funny thing that... quite counter intuitive, but now that the gunner seemed to hit me through the fuselage when I attacked low, it sounds reasonable to try it high instead. Mike
  16. Yeah thanks wheels, it's good to know we're not alone 😉 Saw your server on the list yesterday. Welcome to the tiny club of mod enabled servers! You're right that when you run multiple DServer instances on the same host, they have to listen on different ports. That comes natural, it's the same thing with every program listening on incoming ports, e.g. in 1946 it was the same deal. My issue might just mean that there is no such thing like a LAN hosted DServer anymore. Testing 3.102 will tell more... just need to find time for doing so. Mike
  17. I'm surprised to see the amount of negativity that pops up from such a positive thing like the particular DD we're talking about. Come on guys, reconsider your unrealistic expectations, put yourself into their shoes for a split-second and finally try to enjoy what we have first, and look forward to what we're gonna get next. Mike
  18. One tiny glitch with the latest 1.2.33 update: The Bristol F.2B aircraft images are named "bristol f.2b falcon ii.png" and "bristol f.2b falcon iii.png". There seems to be a reference to planes with such name (static/parked aircraft maybe?), but for player planes the stats actually look for images called "bristol f2b (f.ii).png" and "bristol f2b (f.iii).png". As a temporary workaround, you can copy the existing images "bristol f.2b falcon ii.png" and "bristol f.2b falcon iii.png" and rename them to "bristol f2b (f.ii).png" and "bristol f2b (f.iii).png", then run "update.cmd" and you're set. Mike
  19. Lol yeah probably. That's why I've said I don't want to whine, because these posts always tend to sound alike. For the time being, I take it that I have to adopt new tactics, so I'd like to know which ones - from the more experienced RoF veterans maybe, or from others who successfully deal with these new two-seaters. The fact that my AI buddy doesn't like to hit while the AI/AI combo achieves rather mindblowing results is a different story, but let's not focus on that for the moment... Mike
  20. Now that we got the Bristol F.2B and the Halberstadt CL.II, and now that we've implemented them on our FAC Server's training mission, I thought I'd give them a try. I've been facing Halberstadts flying in an F.2B and vice versa a couple of times now, each time both my AI opponents and myself were equipped with a gunner in the backseat. I'm not trying to whine, but I'm a bit surprised to see that each and every sortie I flew so far ends with me and my AI gunner being killed by the AI plane's gunner. It happens almost instantly whenever I get into the enemy AI gunner's field of fire. I might survive one, sometimes two passes with 90 degree deflection across the enemy's flight path, but latest on the 3rd time when I appear in that gunner's field of fire, he'll snap-kill me within the glimpse of an eye. At the same time, my own AI buddy in the backseat is shooting as if there's no tomorrow, but doesn't hit sh*t. I'm a bit at a loss here, as anything but head-on attacks at my two-seater enemy, followed by an immediate dive with heavy stick movement to every direction, just to evade his magic powers backseater, gets me blown out of the sky quite reliably. And the amount of head on attacks you can sport like that is quite limited too. So here's my question: What's the tactics to be used against these planes? And why does the AI plane's gunner always seem to hit, while the human player's AI buddy never seems to do so? Or is it just me? Note: I'm not doing dead-six attacks. I'm not that dumb. I know how to attack e.g. Pe-2s and survive that, same to 111s, but I've got no luck with any of my "avoid enemy gunner" tactics in FC so far. I'd also like to state that I'm not too dumb to hit. Actually I tried to kill the pilot or at least the gunner in these 90 degree deflection attacks, and I see that I'm spot on with my shots, I see bullet impacts peppering the enemy plane along the whole upper side of the fuselage, from engine to tail straight along, but neither the pilot nor the gunner seems to get hit. Whereas in contrast, when I get into the enemy gunners field of fire, 1/10th second lader I'm eating one bullet and see black/red screen for a split second, then another 1/10th second later I'm dead. Always. Each and every time. Mike
  21. The upcoming improvements (physiology, Improved AI maneuvering, visibility distance to mention but three) sound really great. Thanks a lot for the diary update and all the best on getting these things done. If all of this works out as planned, it'll be a totally new (and much improved) game. Mike
  22. Thanks for your reply wheels. I've tried changing the port already, unfrotunately it didn't help. The two server instance (the "real" one and the "test" instance) are on different systems usually anyway, so I didn't expect a port change to fix the issue. I didn't try the latest game update version yet but might do so in the coming days. Mike
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