1stCL/Punkey Posted April 15, 2017 Posted April 15, 2017 Crusader, with all the respect to you and your team, this planes system sucks. If you are going to use exactly the same system as we had on ADW, no one say a word and everybody will be happy Thank you for your neverending work on this great server
CSW_Cassius Posted April 16, 2017 Posted April 16, 2017 ALL skins czech squadrons (1stCL, 2./JG26, JG1, RH, 3.IAP, 310, 311 a 606). Czech skins package - MediaFire or Czech skins package - Ulož.to Just download, unzip and copy to the folder IL-2 Sturmovik Battle of Stalingrad. 1
Feathered_IV Posted April 16, 2017 Posted April 16, 2017 Honestly, what air force in the world made their pilots go out and strafe heavily defended ground targets just so they could get another bomb back??
72AG_Crusader Posted April 16, 2017 Posted April 16, 2017 (edited) Also here're some additions to my earlier suggestions: - make modifications permantly attached to ones account threwout one war phase - alternatively give bomber pilots 1 permanent free modifcation - increase number of max availabel aircraft for squads by 2 per member (so a squad with 5 members would have 10 + 5x2 = 20 max availabel aircraft of each kind) - increase resupply ratio of heavies to 2 aircraft per flight - spawn ground targets further away from frontline airfields It is now, if I understood you correctly. I wiped them once during test for test purpose. bombers can take bombs without modifications (look available bombs without checked chechboxes) what purpose it serves? now hangar is not limited and you ask to increase limit I intendly did not implemented it to see how much planes players will stockpile supply can be done with combat sorties now. You dont need to drive unarmed aircrafts. You can use rear airfield for some sorties to fill hangar and then use front airfields for usual flight and then resupply only when needed spawn distances are far away enough now. Move it away have no reason. Moreover, it may break balance - push targets too close to airfields and make sorties too long. Honestly, what air force in the world made their pilots go out and strafe heavily defended ground targets just so they could get another bomb back?? Everybody want to use best weapons. If all weapons available - nobody use default weapons. This cause much disbalance. Default weapons much better balanced because of it low efficiency. And it is naturalistic/simulative to force players use default weapons. In history there was no massive usage of 500kg or heavier bombs for usual bombing flights. For example, 6x100, 23mm and gunner is extreme overload for aircraft structure, engine service life and so on. The same situation with other aircrafts. This limitation is only the approximation to make special weapons special as they were designed. Also game ground static objects damage model is bad. It does not take into account dispersion effects of blast wave. All bombs wipes out all objects in some constant area for each bomb type. If two objects and explosion centre stay on straight line both objects will be destroyed. But in real life it much more complex. I want to unlock all bombs in a game and see it proportionate usage. But it is not possible now with current damage model. Edited April 16, 2017 by 72AG_Crusader 1
Feathered_IV Posted April 17, 2017 Posted April 17, 2017 I understand how you arrived at this decision. You have created a system of roadblocks to slow player-progress down and try to prevent all the ways that players find to exploit the game. For an honest player who just wants to take even one tiny bomb and fly a challenging navigational flight to a distant target - you frustrate them at every turn and make it a grind for xp, with machine guns against ace flak. God knows I'm an easy going enough person, but I find 40 minutes on your server trying to comply with your complex barriers and suicidal hunt for xp leaves me annoyed and hating the game for hours afterwards. I really can't think of any reason why I would like to visit there again.
6./ZG26_Custard Posted April 17, 2017 Posted April 17, 2017 This system you currently have in place is particularly punishing the heavy bomber flyers. I understand what you are trying to do but its having a negative effect for bomber pilots and ground pounders. The number of flyers seemed to have decreased recently and you are having multiple players connecting to the server only to disconnect a few short minutes later. 1
72AG_Crusader Posted April 17, 2017 Posted April 17, 2017 For an honest player who just wants to take even one tiny bomb and fly a challenging navigational flight to a distant target - you frustrate them at every turn and make it a grind for xp, with machine guns against ace flak. That frustration is because you fly alone and dont cooperate with other players of your team. Almost all targets designed to destroy by pair or more aircrafts. Even lone pilot could easily survive when attacking. But destroy target alone - almost impossible (tanks/trucks columns much easier to kill). Every bomber aircraft could carry a bomb without mods. I think we found some balanced and enough hardcore gameplay. I agree that limitation system may be too strong. We still analyzing it behaviour and players reaction.
kileab Posted April 18, 2017 Posted April 18, 2017 (edited) Crusader, can you please list all the rules in a very simple way and keep them updated them in one post please ? It's difficult to follow all the changes. Perhaps this is the reason people have some problems with your mechanics. Your English is fine, don't worry. Edited April 18, 2017 by -IRRE-Biluf
-16.IAP-Trud Posted April 18, 2017 Posted April 18, 2017 Salute Pilots! Crusader, can you please list all the rules in a very simple way and keep them updated them in one post please ? Yes, that would be really nice! i remember someone had explain it in gamechat a few days ago, but my cirillic is so weak... And thanks a lot for this server! Very good work!
1stCL/Punkey Posted April 18, 2017 Posted April 18, 2017 Crusader, can you please list all the rules in a very simple way and keep them updated them in one post please ? It's difficult to follow all the changes. Perhaps this is the reason people have some problems with your mechanics. Your English is fine, don't worry. Totally agreed! 1
72AG_Crusader Posted April 18, 2017 Posted April 18, 2017 Welcome to Stalingrad! Here is latest server info: http://72ag-ded.ru/static/REX+3en_.pdf 3
SvAF/F16_OndaAnkan Posted April 18, 2017 Posted April 18, 2017 Wow, that PDF is great and easy to understand!
VBF-12_Stick-95 Posted April 19, 2017 Posted April 19, 2017 (edited) Just did a supply sortie in a Pe-2 s87. Never received the plane type/mod numbers or the takeoff permission granted spawn in message. Was able to make the run without issue. I double checked the messages after landing, it listed my server connection message, etc. but no spawn in message. EDIT: On next map, flew a Pe-2 s87 non-supply mission and received the spawn message. Edited April 19, 2017 by 12.OIAE_Stick-95
72AG_Crusader Posted April 19, 2017 Posted April 19, 2017 Just did a supply sortie in a Pe-2 s87. Never received the plane type/mod numbers or the takeoff permission granted spawn in message. Was able to make the run without issue. I double checked the messages after landing, it listed my server connection message, etc. but no spawn in message. EDIT: On next map, flew a Pe-2 s87 non-supply mission and received the spawn message. Those messages come from 1 to ~35 seconds after spawn.
Starcos Posted April 19, 2017 Posted April 19, 2017 (edited) Welcome to Stalingrad! Here is latest server info: http://72ag-ded.ru/static/REX+3en_.pdf Is the modification system left out? Edited April 19, 2017 by Starcos
72AG_Crusader Posted April 19, 2017 Posted April 19, 2017 Is the modification system left out? It is not described there
VBF-12_Stick-95 Posted April 19, 2017 Posted April 19, 2017 Those messages come from 1 to ~35 seconds after spawn. As I said, it never came. I double checked the messages after landing, it listed my server connection message, etc. but no spawn in message.
72AG_Crusader Posted April 19, 2017 Posted April 19, 2017 (edited) As I said, it never came. Hmm... you are the first man who told about that during test. Probably those messages may not come if server commander program not works or paused or running long operation (mission generation for example). Also, they may not come if you spawn and takeoff between log taken from DServer and next log part come (~30 secs). It is not described there This is the missing part about modifications: Modification (Mod) limitation Every player has personal number of available mods. Mods are not tied to certain airplane. Mod type does not matter. What actually counts is merely the quantity of mods available. At start every player has 1 modification. Any player is able to get more mods by scoring the number of combat flights (or operational sorties) when either enemy plane(-s) were shot down or ground target(-s) were destroyed. Every such sortie gives you 1 mod. Player loses the amount of mods equal to the number of mods installed on the plane that was lost. When flying from rear airfields you are entitled to install mods (in case you have any) on heavy planes only! EDIT: pdf updated, see link in my sign below. Edited April 19, 2017 by 72AG_Crusader
VBF-12_Stick-95 Posted April 19, 2017 Posted April 19, 2017 Hmm... you are the first man who told about that during test. Probably those messages may not come if server commander program not works or paused or running long operation (mission generation for example). Also, they may not come if you spawn and takeoff between log taken from DServer and next log part come (~30 secs). Ya, I have never had this happen before. There was about 30 minutes left of the mission. Since it was a Pe-2 I was on the ground for some time getting engines started, etc. I thought I had just missed the message and why I double checked after the landing. Could it be an issue with a specific map? or specific airbase? Just guessing. No big deal, just thought you should know.
kileab Posted April 19, 2017 Posted April 19, 2017 This is the missing part about modifications: Modification (Mod) limitation Every player has personal number of available mods. Mods are not tied to certain airplane. Mod type does not matter. What actually counts is merely the quantity of mods available. At start every player has 1 modification. Any player is able to get more mods by scoring the number of combat flights (or operational sorties) when either enemy plane(-s) were shot down or ground target(-s) were destroyed. Every such sortie gives you 1 mod. Player loses the amount of mods equal to the number of mods installed on the plane that was lost. When flying from rear airfields you are entitled to install mods (in case you have any) on heavy planes only! EDIT: pdf updated, see link in my sign below. Thanks a lot Crusader. I did an escort mission yesterday. Nothing happened and the bombers returned to the base after successfully completing their mission. It is a pity that escort fighters are not rewarded as they can be on TAW for example where one wins a combat mission for a 15 minute flight with no kills. You should consider giving a mod in this case if it does not imbalance too much the economy.
72AG_Crusader Posted April 19, 2017 Posted April 19, 2017 Thanks a lot Crusader. I did an escort mission yesterday. Nothing happened and the bombers returned to the base after successfully completing their mission. It is a pity that escort fighters are not rewarded as they can be on TAW for example where one wins a combat mission for a 15 minute flight with no kills. You should consider giving a mod in this case if it does not imbalance too much the economy. I think 15 mins is too short for our scale. May be 30-45 mins. On current mission configurations 15minutes is time to reach target, without returning time for bombers. Anyway, I think about something like share mechanizm through chat. When players can transfer their unlocks from one to another. IMO it would be better because it will encourage for teamwork
6./ZG26_Klaus_Mann Posted April 19, 2017 Posted April 19, 2017 When players can transfer their unlocks from one to another. This would be Awesome. I am almost permanently stuck with 6+ Modifications most of the Time, but we have plenty of New Pilots and Less Lucky ones and I would love to throw my Modifications into a Pool for all my Squad Members to Share. Also: Can you refine (совершенствовать) Damage Count System at some Point in Time? -When Aircraft has Wings completely Broken, Fuselage too, but Engine Running and on 3 Wheels --> 30% Damage and no Aircraft Lost (IRL would be Garbage) -When Aircraft is totally OK but Nosed Over or Belly --> 100% Damage and Aircraft Lost -Aircraft Landed on Wrong, Friendly, Inactive Airfield but Aircraft can still fly, just needs Fuel --> 100% Damage and Aircraft Lost This makes no Sense. Basically the Player looses Aircraft with a small Fuel Leak and a Broken Prop Blade, but Landing so hard that the Tail Breaks off is OK when the Nose is Pointing Upwards --> No Aircraft Lost. I had Luck a couple of times where I Ground Looped and my Wings Fell Off, Tail Destroyed etc. but no Aircraft Lost because Propeller still Rotates and the Nose is Pointing Up. Otherwise Random Expert is still my Favourite Server to fly on, these are just friendly Ideas. Have a nice Day.
CCG_bexhausted Posted April 20, 2017 Posted April 20, 2017 This is the missing part about modifications: Modification (Mod) limitation Mods are not tied to certain airplane. In these conditions why the loss of an airplane entails the loss of mods? It would be more logical that the mods be lost if the pilot dies. Anyway thanks for the huge work done on this server.
72AG_Crusader Posted April 20, 2017 Posted April 20, 2017 In these conditions why the loss of an airplane entails the loss of mods? It would be more logical that the mods be lost if the pilot dies. Anyway thanks for the huge work done on this server. In my logic modification installed on one exact aircraft. Gunner turret, removed headrest, bomb holder, guns, etc are not pilot pocket knife. And when pilot bails out he do not take 23mm cannon from a plane So, unlocks/mods should be lost with aircraft, imho
TP_Silk Posted April 20, 2017 Posted April 20, 2017 In my logic modification installed on one exact aircraft. Gunner turret, removed headrest, bomb holder, guns, etc are not pilot pocket knife. And when pilot bails out he do not take 23mm cannon from a plane So, unlocks/mods should be lost with aircraft, imho I would have thought that if you are going to enforce that rule then you will need some way of tracking which mods have been enabled and compare that with a list of which mods were on the destroyed aircraft and only remove those from the available mods. In my opinion it makes no sense to remove available mods that were not on a lost aircraft.
72AG_Crusader Posted April 20, 2017 Posted April 20, 2017 (edited) I would have thought that if you are going to enforce that rule then you will need some way of tracking which mods have been enabled and compare that with a list of which mods were on the destroyed aircraft and only remove those from the available mods. In my opinion it makes no sense to remove available mods that were not on a lost aircraft. I agree. And current implementation is some kind of an approximation to realistic behaviour. If later my programming resources increase with some volunteers I may implement this system as you described Edited April 20, 2017 by 72AG_Crusader
6./ZG26_Klaus_Mann Posted April 20, 2017 Posted April 20, 2017 The Server is completely Full and not a Single Target is destroyed. Everybody is flying Fighters. Bombing is just Suicide.
1stCL/Punkey Posted April 21, 2017 Posted April 21, 2017 Hi Crusader, thanks for clarified the rules according to this: Airplane losses The airplane quantity is decreased by 1 upon each take-off at the frontline airfield. After you land on active friendly field the airplane is “returned” to the Hangar. Otherwise it is considered lost. - at the end of mission "In flight" = lost plane?
72AG_Crusader Posted April 21, 2017 Posted April 21, 2017 Hi Crusader, thanks for clarified the rules according to this: Airplane losses The airplane quantity is decreased by 1 upon each take-off at the frontline airfield. After you land on active friendly field the airplane is “returned” to the Hangar. Otherwise it is considered lost. - at the end of mission "In flight" = lost plane? No. If mission ends in flight, nothing loses.But if aircraft destroyed in the air, I don't guarantee that
Nocke Posted April 21, 2017 Posted April 21, 2017 The Server is completely Full and not a Single Target is destroyed. Everybody is flying Fighters. Bombing is just Suicide.Theoretically that should mean as a bomber you could get a lot of cover. ... Sigh...
LeFrenchCat Posted April 22, 2017 Posted April 22, 2017 Maybe we should be able to recover aircraft that are landed in an inactive airfield ? I doubt military wouldn't repair/recover a friendly plane landed in friendly territory. (I could be wrong). That's just an idea.My suggestion is to make a plane landed in friendly, inactive airfield to come back in inventory after some delay (24hours ? 1 round ? ).
LeFrenchCat Posted April 22, 2017 Posted April 22, 2017 An He-111 Shooting people parked at base from the rear MG. player is "KASV". He had noone onboard. I jumped in the two He-111 present in game to check who the culprit was.
6./ZG26_Klaus_Mann Posted April 22, 2017 Posted April 22, 2017 (edited) Following absolutely disrespectful by many Russian Fighters including Chutekilling, Strafing after Emergency Landings etc. and the Dogfighty Atmosphere I will Stop attacking Objectives from now on. I think if they don't want me to have fun, I will Bomb Spawn Areas from now on. at least I get more Kills that way. We will shut you Russians down. Also, why no Teamplay on German Side? Edited April 22, 2017 by 6./ZG26_Klaus_Mann
IRRE_Alleluia Posted April 22, 2017 Posted April 22, 2017 Good Morning, i think i have a bug on my account.I have the grand total of 0 modification available.But i've flown two combat mission on ground attack, pounded a certain number of ground target, i,ve seen a bunker burning after my bomb run.But on the stats i have the grand total of 0 ground Kill and i still have no modification available. here is the log of my last mission with 5 ground kill and i've tryed to reconnect with a pe2 it still say that i have 0 modification available.http://72ag-ded.ru/en/sortie/log/197764/?tour=8
72AG_Crusader Posted April 23, 2017 Posted April 23, 2017 (edited) I give you unlock manually, thanks for report. You are not single man with this problem. I search for solution. Edited April 23, 2017 by 72AG_Crusader
HR_Tumu Posted April 23, 2017 Posted April 23, 2017 Hi crusader. Hi all. Im not sure if is a bug.... but after lost my fighter i try join on a Il2 for ground attack. I tnink I no have combat points for modifications, but one single modification is always avaliable no??? I ask because the only way to fly the il2, was take of , with out any modificantions... i mean only 20 mm default, no 23 mm, no bombs, no rockets... nothing more.... And here my question. This is right??? how is posible a ground atack plane like il2 can only carry default weapons and no more load. I think no have sense and i forced to ask if ,this is right or i suffer some malfunction on game. thx. please more flack for bases .
72AG_Crusader Posted April 23, 2017 Posted April 23, 2017 (edited) Hi crusader. Hi all. Im not sure if is a bug.... but after lost my fighter i try join on a Il2 for ground attack. I tnink I no have combat points for modifications, but one single modification is always avaliable no??? I ask because the only way to fly the il2, was take of , with out any modificantions... i mean only 20 mm default, no 23 mm, no bombs, no rockets... nothing more.... And here my question. This is right??? how is posible a ground atack plane like il2 can only carry default weapons and no more load. I think no have sense and i forced to ask if ,this is right or i suffer some malfunction on game. Il-2 can carry 4 100kg bombs without modifications (and can 82mm rockets, check it out). Modifications are checkboxes in weapon selection screen. Available modifications is only personal value. This value shows how much checkboxes you can set in weapons selection. No matter what aircraft you choose. And if you lost aircraft with modifications, your available amount decrease by number of mods used in failed sortie. Edited April 23, 2017 by 72AG_Crusader
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