Otto_bann Posted November 29, 2016 Posted November 29, 2016 (edited) Hi, Got a friend shot warning after been killed by red fighter and bombed a red factory in ''Campaign #3''. I never shot anyone in this run...? Can't understand Edited November 29, 2016 by Kleinen
sinned Posted November 30, 2016 Posted November 30, 2016 Got a friend shot warning after been killed by red fighter and bombed a red factory in ''Campaign #3''. I never shot anyone in this run...? Can't understand -Normal- Bombed blue factory (with IL-2), and got a friendly kill warning. The factory is clearly opposite side (AAA were shooting at me). Flight time credits doesn't seem to be working...
72AG_Crusader Posted November 30, 2016 Posted November 30, 2016 (edited) Mh I'm pretty sure it's 1pt/5sec, not 5pts/1sec But need to confirm, not sure. 1 flight second = 0.15 points. Seconds counts during flight. For 1 hour flight player earn 540 points. So he will earn 1 point per 9 seconds (540 / 60) Edited November 30, 2016 by 72AG_Crusader
IRRE_Centx Posted November 30, 2016 Posted November 30, 2016 Hi, Got a friend shot warning after been killed by red fighter and bombed a red factory in ''Campaign #3''. I never shot anyone in this run...? Can't understand I guess you talk about this sortie: http://72ag-ded.ru/en/sortie/log/45710/?tour=4 Nothing wrong with this, don't worry. Never trust in-game messages, they're a lot of bugs with them ("flight canceled", "friendly fire",...). Always check the website for your statistics at the end of the map, the website is way more precise! For example last time I did a sortie on the Luftwaffe HQ, alone with my VVS bomber. I was completely alone, I didn't see any plane (German or Russian) during the whole flight, and I got "friendly fire" message at the end of the sortie. But as you can see, nothing wrong on the website: So no worry 1 flight second = 0.15 points. Seconds counts during flight. For 1 hour flight player earn 540 points. So he will earn 1 point per 9 seconds (540 / 60) Thanks for giving the precise value 1
=38=Tatarenko Posted December 1, 2016 Posted December 1, 2016 I do honestly feel as though the flak is too powerful. Do you have it set to Ace or something? I can't get anywhere near an airfield without being killed with the first shot.
IRRE_Centx Posted December 1, 2016 Posted December 1, 2016 I do honestly feel as though the flak is too powerful. Do you have it set to Ace or something? I can't get anywhere near an airfield without being killed with the first shot. Tell this to the 109 that I just saw flying at 300-500m altitude during 2-3 minutes with all AA shooting at him and droping a bomb on an hangar... and no hits on the 109... Too much vodka for Russian flak... 2
=38=Tatarenko Posted December 1, 2016 Posted December 1, 2016 I've never flown Blue so I don't know what it's like for them but for us IL-2 pilots it's murder!
[CPT]Pike*HarryM Posted December 1, 2016 Posted December 1, 2016 Are you attacking alone? Even having 1 more aircraft seems to make a big difference. First one comes in and does a fast orbit while doing a gentle up and down roller-coaster (to draw the AAA fire) while the next one(s) target it.
=38=Tatarenko Posted December 2, 2016 Posted December 2, 2016 Generally yes, alone. I've tried teaming up with other IL-2/Pe-2 but they fly too high (100-150m) and get us bounced by German fighters. I'm normally so low that even a plane at treetop level won't see me against the sky.
=38=Tatarenko Posted December 3, 2016 Posted December 3, 2016 Top flights today - really good fun. Thanks everyone. And yes, you get 180 points for a moving tank, not bad but hard work!! How are you guys killing them? 37mm?
IRRE_Centx Posted December 3, 2016 Posted December 3, 2016 Top flights today - really good fun. Thanks everyone. And yes, you get 180 points for a moving tank, not bad but hard work!! How are you guys killing them? 37mm? 37 mm AP only (no HE!) Attack from the side with the smallest angle of attack possible (to avoid ricochet of shells), put some shells at 100-200m max aiming at the engine (no need to fire from large distance, it's waste of shells) Your worst enemy when you attack a tank column? Trees 1
216th_Jordan Posted December 3, 2016 Posted December 3, 2016 Attacking tanks works best with 23mm Vya AP only and lots of speed. Come from the sides and aim for the tracks, that is the best spot for IL-2s to attack as it also presents the biggest area contrary to attacking from the rear. 132mm Rockets are a blast too
=38=Tatarenko Posted December 3, 2016 Posted December 3, 2016 Yes the 23 and 37 are what I've been using. I find bombs aren't getting hits (of course) and there's not much point in rockets. Pity we don't have the PTAB - that would be nice!
216th_Jordan Posted December 3, 2016 Posted December 3, 2016 (edited) Yes the 23 and 37 are what I've been using. I find bombs aren't getting hits (of course) and there's not much point in rockets. Pity we don't have the PTAB - that would be nice! You can do incredible stuff with the rockets. Do some training and you can score 80% of the time you fire one rocket. The left wing fires the first rocket, with no wind interference your rocket will hit between 2nd and 3rd marking to the left or right of your aiming cross. Here is some example (even with crosswind), of course killrate is less with moving targets https://youtu.be/xhIBmAAcX2Q?t=1m2s Edited December 3, 2016 by 216th_Jordan
IRRE_Genius Posted December 4, 2016 Posted December 4, 2016 Could you add wind caracteristic (speed / direction) at the different altitude on briefing page (needed to correct cap for the wind deviation) ? Thanks
IRRE_Centx Posted December 4, 2016 Posted December 4, 2016 A nice raid yesterday afternoon with the 72AGs 3
72AG_Crusader Posted December 6, 2016 Posted December 6, 2016 (edited) Comrades, I post actual server info below. Have no time to format it for website info page. COMRADES! We are happy to present our new mutual 72nd AirGroup's and -DED- Regiment's online-campaign project: RANDOM EXPERT+ Main features: Front line moving according to the results of played missions. Dynamicaly adjusted planes-loadouts' 'prices' aimed at balancing the planeset (see 4. Economics below). Statistics site reflecting the campaign's current situation, current planes' prices, pilots and squads ranking, awards as well as an option to register a squad. Battle going on on the whole map area. Randomly placed targets to make every mission interesting and unique. Multitude of weather conditions and seasons. Non-obligatory registration. All planes including Battle of Stalingrad planes are available to fly. So don't worry if you have not bought that BoM licence-key yet you still can fly 1. Victory conditions. The battle takes place on the 'Il-2: Battle of Moscow' map. There are a number of 'Key Positions' (KPs) on the map. Capturing certain KPs is the objective of every mission and moves the front line: The final objective of the campaign is 'to change the color of the map to the own color' meaning that the enemy should control no more than 4 KPs for at least 24 hours real time. The time running in the campaign is the 'calendar time': one mission while running for two hours in real-time equals one day in the campaign time. The combat begins at 1st Sep. 1942 and runs until the 28th Feb. 1943. Thence a whole campaign runs for 3 autumn and 3 winter months. The half-a-year of the campaign equals approx. 20 days in real time. If on the evening of the 28th Feb. 1943 neither of the sides has a substantial territorial advantage, then the victory is assigned to the side that has the majority of KPs under its control. 2. Front line movement. Every campaign begins from a 'starting position' with both sides owning roughly a half of the map each: On the campaign map or on the in-game flight map you will see a number of round map icons either with a cross or a star on them. Those icons signify Key Positions (KPs). In every mission only four of the KPs are active – two per side. They can be distinguished among other KPs by the 'flame' symbol on top of their icons. The active KPs are mission objectives that can be 'captured' in order to move the front line. Note that inactive KPs cannot be captured. To capture a active KP you need to destroy targets randomly placed by the mission generator in the 30-40 km area around the KP in question. At the end of a mission captured KP's change color, the front line moves respectively to reflect the new situation. And finally four attack directions (arrows) are created in the FL vicinity. Two of these directions are generated randomly while the other two are created so as to generate a 'pincer movement' to try to 'encircle' several KPs or to try to eliminate (or to break out of for the other side) an already existing 'cauldron'. 3. Key Positions capture. Every KP has the following targets 'attached' to it: · 2 airfields — their connection to a KP is signified on the map by a heading line with the heading, range and approx. flight time stated next to it. 'Closing' and airfield counts as 2 points towards the respective KP capture (capture points). · 2 vehicle columns – an armored column (6 units), the other column can be either truck or armored column with the 50/50 probability (8 units). Eliminating either of the two columns gives the side 1 capture point. · 1 Artillery position having 13 units in it counts as 1 capture point. · 1 Field warehouse of 70-90 objects should be destroyed to earn 1 capture point. Normaly the side must earn 5 capture points to capture a KP. There are two targets independent of the KPs destroying which influence the above condition however: 1. An enemy HQ located either in the Moscow or Vyazma industrial zone. The HQ have two 'destroyed' states: - Destroying 170 objects of it counts as 'partially destroyed' and counts as +1 capture point towards all the enemy KPs on the map. - Destroying 250 objects of the HQ counts as 'completely destroyed' and in addition to the above reduces enemy's side planeset: the number of available YaK-1 and LaGG-3 or Bf.109F-4 and Bf.109G-2 (obviously side depending) is reduced to 10 for the whole side and all premium planes become unavailable (La-5, YaK-1b, P40 / Fw.190A-3, MC.202). rest of the planeset is unaffected. 2. Concealed armored group of 50 vehicles. It is the side's 'attack reserve' and is located somewhere on the 'base' of an attack arrow on the map. Loosing this group severely complicates capturing of the corresponding KP for the ground troops and you will require one more capture point than usual to get this KP. The vehicles in the group are static and are intended to be destroyed by carried not internal weapons (that is rockets, bombs etc. rather than on-board guns). To destroy the column you will need to destroy 40 vehicles. Airfields: every KP has two active airfields attached so there is altogether 8 active airfields per mission that are signified by a rectancular 'plane' icon. The airfields that will be attached to a KP are selected by the server taking FL position into consideration amongst the closest to the KP. Such airfields are available for take-off and can be 'closed' for 40 minutes by destroying buildings, objects and static planes on them – approximately 70 objects according to the in-game statistics. Closing an airfield (you need to close it just once) gives 2 KP capture point to your side. 4. Economics. To balance the gameplay the server has a 'market economy' system implemented. Planes and their corresponding weapon load-outs have 'prices' valuated in 'players' credits'. A price in credits for a certain plane-loadout combination increases as the plane-loadout becomes more popular on the server (more people fly it) and decreases for the less popular planes-loadouts. Combat effectiveness of the particular plane is also taken into consideration when the price is calculated. When you first enter the server you gain 1000 credits. As you fly, shoot down enemy planes, bomb enemy position etc. you gain credits. If you somehow lose you plane you lose credits. Specifically it works this way: Before you take off in your chosen plane the server will try to take a 'deposit' amount from your credits equaling the price of the plane you have chosen. If you do not have the necessary amount the server will warn you and deny you a take-off. If you persist and still take off, you will be kicked from the server shortly after you are airborne. So pay attention to the server's in-game chat messages! The current 'prices' list is available on the statistics' site under the 'PAYLOADS' slider on the left side of the page. When your flight is anyhow finished the server calculates how many credits you gained in-flight which are then added to your account and what part of the 'deposit' should be deducded depending on whether you have landed, ditched crashed, etc. (see below) before returning the deposit to your account. Maximum amount of credits a singleton player can have is 10000. Our project is integrated with the =FB=Vaal & =FB=Isay statistics project and so when you join a squad on the server's statistics site you will immediately gain access to the squad's communal account. The squad's credits account accumulate all the points gained by its pilots and the cap on the max amount of credits the account can hold is increased proportionally to the number of pilots in the squad. When leaving the squad the pilot leaves his credits in the squad account. Note that supply missions to increase your credits previously available are currently disabled. Earning and loosing credits as the result of a flight: If player has exited to the briefing: 1. Player didn't take-off – no credits gained or lost 2. Safely landed on an active friendly airfield – all credits gained in flight are counted towards the credits account. 3. Hard landing on an active airfield, landing with engine broken or any other landing with (or causing) damage considered 'fatal' by the game (indicated by 99% or more damage on the statistics page): 50% of the plane price is deduced from the deposit. The credits gained in flight are not reduced. 4. Ditching on the own territory without engine or any other 'fatal' damage (see above) resulting in 'Ditched' in-game status: (50% + plane damage %) * plane price is deduced from the deposit and the credits gained in flight are reduced by half. 5. Ditching on the own territory with (or causing) 'fatal' damage ('Crashed' status): deposit is not returned and the credits gained in flight is reduced by 70%. 6. Bailed out - over own territory: deposit not returned and credits gained are reduced by 85%. - captured: deposit not returned, credits gained are reduced by 90% 7. Ditched and captured – deposit not returned credits gained are reduced by 90% 8. Death — deposit not returned credits gained are reduced by 95%. If the mission ended before and the player has not exited to the briefing: Same as above. Mission ended in-flight: no credits lost, credits gained are added to the account in full. 5. Server messages in the in-game chat. There are two types of messages that you should pay attention for: 1. If you do not have enough credits to fly the plane you have chosen you will see one of the following messages in in-game chat depending whether you are a singleton pilot or a squad member: WARNING <nickname> take-off is FORBIDDEN for you! Not enough credits for the selected plane. Your current credits is <personal_credits>. WARNING <nickname> take-off is FORBIDDEN for you! Not enough squad's credits for the selected plane. Your squad current credits is <personal_credits>. 2. If all is ok the server will send one of the following depending on whether you are in a squad or not: <nickname> you have <personal_credits> credits. Current plane price is <plane_price>. <nickname> your squad's credits is <squad_credits>. Current plane price is <plane_price>. Edited December 6, 2016 by 72AG_Crusader
IRRE_Centx Posted December 6, 2016 Posted December 6, 2016 (edited) Hi Crusader Just a small correction needed: in part 3. you say that closing an airfield gives 2 points, but later you say it gives 1 point! 3. Key Positions capture. Every KP has the following targets 'attached' to it: · 2 airfields — their connection to a KP is signified on the map by a heading line with the heading, range and approx. flight time stated next to it. 'Closing' and airfield counts as 2 points towards the respective KP capture (capture points). [...] Airfields: every KP has two active airfields attached so there is altogether 8 active airfields per mission that are signified by a rectancular 'plane' icon. The airfields that will be attached to a KP are selected by the server taking FL position into consideration amongst the closest to the KP. Such airfields are available for take-off and can be 'closed' for 40 minutes by destroying buildings, objects and static planes on them – approximately 70 objects according to the in-game statistics. Closing an airfield (you need to close it just once) gives 1 KP capture point to your side. Edited December 6, 2016 by -IRRE-Centx 1
72AG_Crusader Posted December 6, 2016 Posted December 6, 2016 Thx Centx! I corrected this typo. "2 KP capture point" is correct value for airfield.
Trinkof Posted December 7, 2016 Posted December 7, 2016 Hey guys ! Will there be a stalingrad or veliki luki campaign on the random expert ?
-DED-ASF Posted December 7, 2016 Posted December 7, 2016 (edited) Hey guys ! Will there be a stalingrad campaign on the random expert ? Yes. But some later. WiP. Edited December 7, 2016 by -DED-ASF
actionjoe Posted December 7, 2016 Posted December 7, 2016 Hi! First thanks to all the people who made this server possible, it's great! I only play one or two times a week, but it is always fun. It may have been already discussed but is there a way to discriminate people who voluntary disconnect from the game from those who are kicked because of their high ping? My connection isn't really good and I sometimes experience some problems with it. While I can understand the loss of plane credits plus the score of the flight, I found a bit harsh to also have a -10% of Fairplay Index (the same amount as shooting down a friendly plane!) that cancel any bonuses. Thanks
IRRE_Centx Posted December 7, 2016 Posted December 7, 2016 (edited) Hey guys I just noticed something strange while checking the map on the website, so i report it here in case you didn't see it. Well it's not a really big issue but it's a bit weird xD Did the Germans landed a paratrooper commando behind our lines? :D Edited December 7, 2016 by -IRRE-Centx 1
-DED-ASF Posted December 7, 2016 Posted December 7, 2016 it's not a really big issue It's really bug. But it's not so easy to fix.... 1
IRRE_Centx Posted December 7, 2016 Posted December 7, 2016 It's really bug. But it's not so easy to fix.... Actually the Luftwaffe fixed it by capturing the KP next to it
IRRE-Quintus11 Posted December 8, 2016 Posted December 8, 2016 (edited) Hello , i noticed an issue since yesterday on the german HQ vehicules Damage models . Since yesterday , it's impossible to destroy a soft vehicule with guns ,neither cannons on il 2 1941 only FAB are able to damage them . Is that "normal " ? something changed on DM Edited December 8, 2016 by -IRRE-Quintus11 1
5.AA_WiSiPunK Posted December 8, 2016 Posted December 8, 2016 Hello , i noticed an issue since yesterday on the german HQ vehicules Damage models . Since yesterday , it's impossible to destroy a soft vehicule with guns ,neither cannons on il 2 1941 only FAB are able to damage them . Is that "normal " ? something changed on DM rgr, same to me. Nearly impossible with guns. But possible with bombs!.... woah guys..... i made 184 kills in 1 single il2 Flight before there, was hard work but fun, whyyyy ;D! was the only way to make as much damage as the german do with their 1800kg bomb. Now we have to fly 3 times to do the same work as they do with a single 88 Mission.... (((
Trinkof Posted December 8, 2016 Posted December 8, 2016 (edited) Yeah .... But before it was really farming credit : no AAA, static paper targets .... And due to location on map, almost no fighters in zone.... I ended up 16th of the previous campaign doing 10 raids like this in a 110 ... Which I certainly did not diserve .... I took absolutely no risks ... EDIT : But I think a balancing need to be done for the objective regarding bomb aviable for each faction. Edited December 8, 2016 by LAL_Trinkof
72AG_Crusader Posted December 8, 2016 Posted December 8, 2016 HQ was designed to destoy by mass-bombing, not by guns.
Habu Posted December 10, 2016 Posted December 10, 2016 Is there an uptodate post which describe all new condition ?
kileab Posted December 10, 2016 Posted December 10, 2016 Most recent : https://forum.il2sturmovik.com/topic/20394-72ag-ded-random-expert/?p=416849
IRRE_Centx Posted December 10, 2016 Posted December 10, 2016 You seriously need to do something, it's way too easy to win a map with the 2 KP capture points given by airfield destruction... Nobody focus objectives, everybody just focus airfields... A solution could be to give 2 capture points for the first airfield destruction, and 1 capture point for the second airfield... At least 2 objectives would be needed to win the KP, and it could avoid situations like that where 11 Germans win a map without any resistance...
Otto_bann Posted December 11, 2016 Posted December 11, 2016 (edited) Yep, the server turns to a campers battle, what a pity.Ground objectives are often forgotten, too much guys staying around opponent bases, standing a take off or landing for easy kills and get few points, the beggars strategy.Hope a quick cure for this disease, which makes the server less fun. Edited December 11, 2016 by Kleinen
6./ZG26_Klaus_Mann Posted December 11, 2016 Posted December 11, 2016 (edited) I would like Another Wish in the form of a Proper Bomber Airfield that's at least 50-80km away from the Front-Line Airfield, with a Long Runway etc. When the Airfield get camped the Bombers are especially fucked (as I had to experience yesterday), and since there are no Airfields well clear of the Front that risk is always there, but it shouldn't. It also forces me to fly away from the Front to get to sufficient altitude (5-6k) doing a lot of unneccessary navigating, where a rear Airfield would enable me to just climb in the Direction of the Battle, with little Risk and Less Work navigating, which can then be spent on properly forming up with my Squad. In general a Solution to the Camper Problem is moving the Airfield further Away from the Front. Also makes the Server less "Dogfighty" and more Tactical. Seriously, I lost my Ground Streak to a fucking Camper, because all Airfield are on the Front-Line. Please, give us a dedicated solution for people like me, And, if you want to stop those Kamikaze Attacks many "Low Level" Enthusiasts attempt, constantly loosing Aircraft and exploiting the System, you should disallow them from using them at the Front Line. In general a reasonable adjustment I would like to see is: -No Airfield closer than 20km to the Front, in general 20-50km -A Dedicated Bomber Airfield, with long Runway, Beacon and Flak. This would be the only one allowed to Spawn heavy Bombloads, including "Blue Bombs" -Disallow "Blue Bombs" (2500kg, 1800kg and 1000kg) from being used from Front Line Airfield, this will prevent those suicidal He-111s with 2500kg racing to targets, dropping and being killed by Flak or fighters quickly afterwards. -Disallow 2 Engine Bomber Spawns at Front Line Airfields altogether. -Maybe Disallow Bombloads exceeding 500kg for Bf110 and Ju-87and 600kg for Pe-2 from Front Line Airfields. This would reduce suicidal Low, Slow and Heavy Suicide Bombings I so often have to watch from far above, flying properly in order to preserve my Aircraft. It's also more historically accurate. I think that is definetly reasonable. Edited December 11, 2016 by 6./ZG26_Klaus_Mann
Yours_truly_Ace Posted December 11, 2016 Posted December 11, 2016 (edited) It says you will get 1000 starting credits, but I only got 500.I can't even fly any planes on server now.How are new people supposed to get into this? Edited December 11, 2016 by =[Coffin]=127_Tom
Matthias_PDX Posted December 11, 2016 Posted December 11, 2016 For me the 109 f2 and the I-16 are always under 500. Those are BoM planes though.
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