Pls can you at some stage publish description of how server works? I have been trying to understand the mechanics but i do not know what to do to help front lines to advance.
Each region has a number of supply depots which are characterized by their storage capacity and their actual fill-up level. Storage capacity can be decreased by destroying dugouts and barracks (the light grey long houses). Damages to these also result in loss of supplies. The supply level determines how many AAA and AT canons the regions has. Supplies are also used to repair destroyed buildings.
Supplies are produced in regions with factories, of which there are three: Klin, Kalinin and Rzhev. Destroying industrial buildings reduces production capacity. Production is not used solely for supplies, it is also used to produce planes and tanks.
Supplies are transferred from region to region by truck convoys or trains, typically from the three regions with factories to the regions at the front.
Each region may have zero, one or more airfields. Similarly to regions, airfields have supply depots, but their functionality is not currently implemented, so I won't expand on this subject. One aspect that has been implemented is plane rosters, the plane types and numbers homed at each airfield. They can be picked by players, flown, and landed back at the airfield or at some other airfields. All this is accounted for at the end of each mission. Important to know is that currently, a plane that is in the air at the end of the mission is lost.
Damages to planes are also taken into account. Landing a plane with 25% damage or less will get this plane repaired back to 100% in the next mission. Below that, it's scrapped and its parts are combined with other scrapped planes to rebuild them. In other words, two planes damaged at 50% will "fuse" into one plane (they have to be the same model).
Regions, and all airfields they possess, are captured by tanks. All tanks that reach a region are counted at the end of the mission, and my software (not the game) simulates a battle, using basically an elaborate dice-throwing mechanism. The battle opposes the incoming tanks with defending tanks and reinforcements (tanks of the defending faction that arrived from other regions). If the invaders are successful, the region is credited with the surviving tanks and the region switches owners. Note that all planes left at the airfields are then captured by the invaders!
All tank columns in movement and convoys in transit are shown to all sides on the map. An AI I've implemented plans before the start of the mission all tank columns (invading ones, reinforcements, and potentially retreating ones too) and supply convoys. As a pilot, you don't control that.
So what can you do as a pilot? It depends how far the current mission has run, and how match time is left.
At the start, that's when all convoys and tank columns execute their plans. Go for them and do your best to destroy them. Note that Bridge destruction is not currently fully effective. You can destroy bridges, but because convoys and tank columns are only actually spawned when there is an enemy nearby, the destroyed bridges will only cause spawned units to drown. If not spawned, the vehicles are travelling "virtually", and this virtual travel does not currently account for destroyed bridges. All active convoys and tanks are marked on the map, visible for all. The location is approximate. It merely indicates the regions of departure and arrival. It's up to you to analyse the road network and look for the convoys.
After a while, all planned convoys and tank columns will have arrived and have been destroyed, and there might still be about 90 minutes left (missions are 2h55 min long). There are still things to do, namely take bombers and attack planes and destroy supply depots. Alternatively, you can also go strafe parked planes on airfields. The destroyed planes will be removed from the following missions. Attacking anti-air canons has limited use. It's good to clear the path for bombers and attackers, but the canons will respawn in the next mission, if the supply level in the region allows. Supply depots become visible on the map for the attacking side when a plane spots them, by flying within 2km of them. Large AAA nests also appear on the map when they are spotted by a plane flying within 10km. AAA nests typically defend supply depots, airfields and factories.
You can also bomb parked tanks, i.e. tanks that are not moving in this mission. These tanks are used during battles to defend the region. Those are not currently marked on the map, but they are very often located near supply depots. Note that parked tanks are modelled as static objects. Their visibility is extremely short, below 1.5km. Don't blame me, it's a game limitation. Tank parks can be identified by the nearby fuel tanks and sheds (large flat grey buildings).
When there is less than 20 minutes left, it's to return to the home airfield. You can also land at a closer front airfield. The plane will be available from there in the next mission. But be careful not to land it at an airfield that is threatened by a tank column. If it's captured during the battle between the missions, it will fall into enemy hands! If your plane is still in the air when the mission ends, it is lost!
Factories have to share their output between tank production, plane production and supplies. If you crash many planes, not only do you handicap your air force, you also hinder reinforcing your ground defences. I'm not going to implement individual plane "garages". If I notice abuse and suspiciously excessive plane crashing, I'll simply make the server private. But don't be afraid to fly here, currently the server is a testing phase, the environment is not a competitive one.
The weather is dynamic. I've implemented a system based on periodic cycles that accounts for atmospheric pressure, temperature, wind strength and turbulence. Temperatures are typically between 0 and 10 degrees Celsius. Starting twin engines can be tricky because engines cool down very quickly, often before the start sequence is over, and you will be probably struggling with engine stalls. Please don't ask me for "warmed up starts", it's already in place. The overcooled engines are a consequence of the engine cooling modelling.
Here is the procedure that I use to reliably start twin engines:
- Select engine 1
- Start engine
- Set hand brakes, or keep your feet on the brakes
- If it's a German plane, set pitch to manual
- Set pitch to 50%, increasing throttle at the same time, up to 45%
- Select engine 2, repeat step 5
- Select both engines, wait until they reach 40C
- I personally like to taxi with manual pitch set to 10%, but you can also set pitch back to automatic if you can taxi that way
- Follow usual take-off procedure
OK, I think that's all. Took me one hour to write!
Reinstating the stat page wld be awesome too.
It's back, although somewhat confusingly titled "Coconut normal". But it's counting the campaign stuff at the moment, even though the campaign has icons off.
A little question : does the destruction of empty deposits (dugouts baracks) reduce the storage capacity during the following campaign ? Yesterday i had no time flying to the full main target before end of mission, so i destroyed a close target (only one dugout poor skilled pilot !).
Yes, it does that. It reduces capacity and stored supplies.