72AG_Crusader Posted March 31, 2017 Posted March 31, 2017 I'm glad to present you new great feature, made by 19//curiousGamblerr Website integrated IL-2 Mission Planner! tl;dr; TRY THIS 3
Lusekofte Posted March 31, 2017 Posted March 31, 2017 It is probably the Nicest it has been in a long time, much less Dogfighty, more Generally-War-Fighty, I can actually fly Ground Attack without feeling like a sorry Bastard flying a big piece of Bait. If this is true I might try this , I really have nothing against this game, only how it tends to play out in public servers.
BOO Posted March 31, 2017 Posted March 31, 2017 I'm glad to present you new great feature, made by 19//curiousGamblerr Website integrated IL-2 Mission Planner! tl;dr; TRY THIS NICE - Thank you Just one thing - the time to mission end isn't in sync with the server I don't think - just left with 20 mins to run and its showing over 2 hours left. If this is true I might try this , I really have nothing against this game, only how it tends to play out in public servers. Its True :-)
Lusekofte Posted March 31, 2017 Posted March 31, 2017 tl;dr; TRY THIS LOL that worked well I flew treetoplevel and fle right over target arrived 5 minutes erarly I watched my plane get shot to pieces by AA Well I will check my speed with more caution from now on
CCG_bexhausted Posted March 31, 2017 Posted March 31, 2017 I'm glad to present you new great feature, made by 19//curiousGamblerr Website integrated IL-2 Mission Planner! tl;dr; TRY THIS Huge job Thanks a lot!
NETSCAPE Posted April 1, 2017 Posted April 1, 2017 I am new to your server and have some questions. #1 - how or where do I see my current credits / available aircraft mod amount? #2 - how do I see the cost of different planes, load-outs and mods? (the main site 72ag-ded links to a "Statistics Site" ~ but this just goes to the main page of 72ag-ded, but in Russian...) #3 - when flying a "supply mission" from an active AF to another: do I get more credits if I fly say a He111 or Ju52 as opposed to a fighter? #4 - if my friend (whom is 100% noob) wants to be my gunner does he need to "pay" anything to do so credits wise? #5 - when flying a Paradrop mission, upon landing is there any confirmation that the mission was a success? Apparently I just figured out i have to fly for 6 hours to get my "fairplay index" back up. This was due to 1 crash yesterday, followed by me disconnecting multiple times to try and resolve 2 ju52 bugs. I had. (one was camera related and one was loadout related) ...... I really like how this server is doing things... but man that's pretty discouraging. I wish I would have known that fairplay/disco stuff yesterday.
72AG_Crusader Posted April 1, 2017 Posted April 1, 2017 I am new to your server and have some questions. #1 - how or where do I see my current credits / available aircraft mod amount? #2 - how do I see the cost of different planes, load-outs and mods? (the main site 72ag-ded links to a "Statistics Site" ~ but this just goes to the main page of 72ag-ded, but in Russian...) #3 - when flying a "supply mission" from an active AF to another: do I get more credits if I fly say a He111 or Ju52 as opposed to a fighter? #4 - if my friend (whom is 100% noob) wants to be my gunner does he need to "pay" anything to do so credits wise? #5 - when flying a Paradrop mission, upon landing is there any confirmation that the mission was a success? Apparently I just figured out i have to fly for 6 hours to get my "fairplay index" back up. This was due to 1 crash yesterday, followed by me disconnecting multiple times to try and resolve 2 ju52 bugs. I had. (one was camera related and one was loadout related) ...... I really like how this server is doing things... but man that's pretty discouraging. I wish I would have known that fairplay/disco stuff yesterday. 1. Spawn on AF and the server tell you in chat your available aircrafts and modifications. Also it inform you about takeoff permission. Later I'll add this to stats profiles. 2. Cost/credits/prices/cash etc removed from server mechanics. Info obsolete. =ART=Udmurt work on english translation of actual rules. I notify you in this topic, when it will be done. 3. Supply removed. Plane categories limitations now working. In previous posts here you can find some google translate from russian. 4. Gunner sorties ignored by server commander. 5. Subtitle appears when needed amount of marines landed.
kileab Posted April 2, 2017 Posted April 2, 2017 (edited) Categories limitations are a nightmare. I hardly understand this mecanic. People don't understand why they are kicked or why they are denied to take off. Every campaign that begins has increasingly complicated rules. Edit : And you should find another translator for the rules, it's too slow Edited April 2, 2017 by -IRRE-Biluf 1
BOO Posted April 2, 2017 Posted April 2, 2017 Categories limitations are a nightmare. I hardly understand this mecanic. People don't understand why they are kicked or why they are denied to take off. Every campaign that begins has increasingly complicated rules. Edit : And you should find another translator for the rules, it's too slow So - From the airfield near the HQ you can take anything available there WITHOUT mods and bombers WITH mods ( if you have mods - you need to completed at least one mission in order to have access to mods. The more missions you complete. the more mods available). Flying an aircraft from the HQ airfield to an active forward base will put an aircraft of that type in your squad inventory. Loosing it on a mission will remove it from the inventory. If someone from your squad decides to fly from any forward base in that type they can. BUT they can only use the number of mods that they are personally allowed.
kileab Posted April 2, 2017 Posted April 2, 2017 Ok it's more clear thx. BUT What is considered a mod ? Are bombs mods ? The I-16 specific windshield is a mod ?
LeFrenchCat Posted April 2, 2017 Posted April 2, 2017 I'm just passing by reading the news but can't leave without saying a big thank you to the people involved in the server development. This has put me back in IL2 and it's really well done.<S>
BOO Posted April 2, 2017 Posted April 2, 2017 Ok it's more clear thx. BUT What is considered a mod ? Are bombs mods ? The I-16 specific windshield is a mod ? A mod is anything that's on the left (so removed headrests, loadouts that are additional to the ones on the right of the set up screen) Yes - if they are the ones you select from the Modification menu Yes - if it is selected by the Modification Menu
72AG_Crusader Posted April 2, 2017 Posted April 2, 2017 Ok it's more clear thx. BUT What is considered a mod ? Are bombs mods ? The I-16 specific windshield is a mod ? https://ibb.co/i0o9iv Categories limitations are a nightmare. I hardly understand this mecanic. People don't understand why they are kicked or why they are denied to take off. Every campaign that begins has increasingly complicated rules. Edit : And you should find another translator for the rules, it's too slow Now it much simpler than economics shit. 2
VBF-12_Stick-95 Posted April 2, 2017 Posted April 2, 2017 Liking the changes. Thanks for the hard work!
72AG_Crusader Posted April 3, 2017 Posted April 3, 2017 Finally we have a translation https://cloud.mail.ru/public/33bw/gi2Ep7sAg Thanks to =ART=Udmurt! Write yor suggestion if something not understandable.
VBF-12_Stick-95 Posted April 3, 2017 Posted April 3, 2017 Finally we have a translation https://cloud.mail.ru/public/33bw/gi2Ep7sAg Thanks to =ART=Udmurt! Write yor suggestion if something not understandable. Thanks! I've read the new rules but I'm not sure I fully understand mods. The way I think it works is, you start with zero and if you get kills, you get ability to add mods. Is 1 ground/air kill=1 mod? Is there a limit to mod accumulation? If you lose even 1 aircraft, do you lose all mods? My apologies if this has already been answered.
NETSCAPE Posted April 4, 2017 Posted April 4, 2017 (edited) I have been flying this server for the last few days and really enjoy it. I hope new mission/scenarios come too as I imagine the same one over and over will get old. I am very happy to read that ju52 can do cargo missions to airfields. However how do I know that one of our airfields is damaged? Do I have to rely on communication with my team? I am slightly confused to this translation though: "8. Airborne troops (for Blue team) – 5 WP for each of two paradrops" so 5 wp for 2 ju52 paradrop sorties? ie- 5 wp for 24 paratroopers landing on drop zone? or 5 wp for every pair of soldiers dropped? (taking into account ju52 carries 12 troops, so 6 "pairs" of troops - odd way to think of it but that would be 5WP x 6 soldiers = 30wp per ju52 paradrop sortie. Everyone work to get more people to play this server! Settings and scenario wise I think I like this one better than TAW, and way better than Wings. English speakers I will join TS of your choice just say in game chat! Edited April 4, 2017 by NETSCAPE
72AG_Crusader Posted April 4, 2017 Posted April 4, 2017 (edited) Thanks! I've read the new rules but I'm not sure I fully understand mods. The way I think it works is, you start with zero and if you get kills, you get ability to add mods. Is 1 ground/air kill=1 mod? Is there a limit to mod accumulation? If you lose even 1 aircraft, do you lose all mods? My apologies if this has already been answered. "Is 1 ground/air kill=1 mod?" No. Succesfully ended sortie with 1 or more ground/air kill adds one more modification. No matter how much kills. At least one. Mods loses with exact aircraft. If you take for example IL-2 with 23mm, gunner, and rockets and lose aircraft - you lose 3 modifications. You should have at least 3 mods to takeoff, of course. "Is there a limit to mod accumulation?" 6 No problems. In russian forums there was some misunderstanding too. Server runs in test campagn, I want to polish all sharps. Edited April 4, 2017 by 72AG_Crusader
72AG_Crusader Posted April 4, 2017 Posted April 4, 2017 I have been flying this server for the last few days and really enjoy it. I hope new mission/scenarios come too as I imagine the same one over and over will get old. I am very happy to read that ju52 can do cargo missions to airfields. However how do I know that one of our airfields is damaged? Do I have to rely on communication with my team?Destroyed airfield becomes inactive and unavailable to spawn and takeoff. For blue side it can be reactivated instantly by Ju-52 run. I am slightly confused to this translation though: "8. Airborne troops (for Blue team) – 5 WP for each of two paradrops" so 5 wp for 2 ju52 paradrop sorties? ie- 5 wp for 24 paratroopers landing on drop zone? or 5 wp for every pair of soldiers dropped? (taking into account ju52 carries 12 troops, so 6 "pairs" of troops - odd way to think of it but that would be 5WP x 6 soldiers = 30wp per ju52 paradrop sortie. Everyone work to get more people to play this server! Settings and scenario wise I think I like this one better than TAW, and way better than Wings. English speakers I will join TS of your choice just say in game chat! One paradrop mean successful landing of 30 marines (dead ones not counts)
C6C6_Tompcat Posted April 4, 2017 Posted April 4, 2017 Hello. I play on your server quite often, it is very interesting and immersive, I adore the atmosphere. Helas, I live in a small village in the heart of France pretty badly served by the net. I often have untimely disconnections in full part (very often while the objective is in my viewfinder). Which means that my percentage in fair play drops a lot 70% right now. I understand that it decreases by 10% at each decoding and it only increases by 5% per successful mission finished by a landing and objectives reached. For guys in my case, it's very penalizing, maybe you could think of alleviating some of these constraints? Thank you for reading me, I hope that Google translate will not have distorted my remarks;)
72AG_Crusader Posted April 4, 2017 Posted April 4, 2017 Implemented capture info messages in chat. Every 1-2 min they appear. It looks like this: "Capture: Blue 18 / 240, Red 18 / 240" This message informs players about offensive operation state. When tanks alive, operation continues and values increase over time relevant to rules from info. When players destroy ground targets, counting speed may be increased (read info about boost) and score value also increase by target price.
72AG_Crusader Posted April 4, 2017 Posted April 4, 2017 (edited) Tidied up info page. Pdf description almost actual. May be some changes in next two days. Edited April 4, 2017 by 72AG_Crusader
Lusekofte Posted April 4, 2017 Posted April 4, 2017 Damn this is frustrating and fun, good missions , many thanks
72AG_Crusader Posted April 5, 2017 Posted April 5, 2017 Server stopped to prepare for another test. I'll change hangar system. Will restart server few hours later.
6./ZG26_Klaus_Mann Posted April 5, 2017 Posted April 5, 2017 (edited) Will you Bring Squad Modifications so Squads can fly with the same Loadouts? Also, if you wait long enough, mabye tomorrow will bring the Il-2 1943 which I would love to get on the Server whenever appropiate. Edited April 5, 2017 by 6./ZG26_Klaus_Mann
72AG_Crusader Posted April 5, 2017 Posted April 5, 2017 Server started up. All campaign progress wiped. Hangars and modifications also wiped. Test of alternative hangar system started: Medium category joined heavy. Now we have 2 categories: Light - all single-engine fighters and Heavy - all other aircrafts. When squad member firstly spawns on airfield, he transfers all his aircrafts of this category to his squad, his planes from other category are lost. For example: if I spawn first time on I-16, I give all my light planes to my squad and loose all heavies. On other side, if I spawn first time on Il-2 or Pe-2, I give all my heavy planes to my squad and loose all lighties. The maximum amount of Light planes is 2, of Heavy planes is 3. In squad this limit increase with members join (+2 and +3 for each new member). Will you Bring Squad Modifications so Squads can fly with the same Loadouts? Even with current system squads could fly with same loadouts. No, I wont do this.
kileab Posted April 6, 2017 Posted April 6, 2017 Ok I have 0 mods now. Taking a bomber is useless. I do not understand the logic to disadvantage the attackers/bombers.
VBF-12_Stick-95 Posted April 6, 2017 Posted April 6, 2017 I am also somewhat confused about the new rules. On first spawn after reset I was not allowed to take a bomber at all. I had 2 fighters available and 1 mod, that's it. Is this the way it should be? If it is I'm not really following the logic.
Lusekofte Posted April 6, 2017 Posted April 6, 2017 I was a little unlucky o my mission and I reckoned that was the reason I did not manage to get any mods available, is it not so that you two guys are a little impatience and it came off a little ungrateful? Have you asked yourself that it might improve after a couple of missions with safe return? The man is trying to make a effort for our enjoyment, and frankly I can't see any reason for him to bother if this is the tone he be met with. How about you two try to make a mission for everybody to enjoy 2
kileab Posted April 6, 2017 Posted April 6, 2017 It's a test campaign, I don't like this economic system so I report my feelings.
6./ZG26_Klaus_Mann Posted April 6, 2017 Posted April 6, 2017 It's Forcing you to play Smart and avoid Dying and Crashing. I personally like it.
Lusekofte Posted April 6, 2017 Posted April 6, 2017 I report my feelings. You reported to abandon ship
VBF-12_Stick-95 Posted April 6, 2017 Posted April 6, 2017 First of all I really like the server. I am just pointing out an issue that may or may not be working properly. It's Forcing you to play Smart and avoid Dying and Crashing. I personally like it. Only problem is I hadn't died as it was the first sortie after the reset and had no heavies available.
Lusekofte Posted April 6, 2017 Posted April 6, 2017 It's Forcing you to play Smart and avoid Dying and Crashing. I personally like it. My point exactly , I was not sure, but my not so efficient missions hav not yet given me anything, but I guessed that if I got to do something and rtb I would be blessed with more mods. We have asked for a more realistic way of flying, and stop kamikaze , and this is exactly what we got First of all I really like the server. I am just pointing out an issue that may or may not be working properly. Only problem is I hadn't died as it was the first sortie after the reset and had no heavies available. There are bombers in the airbases furthest away from the border and you can have bombs without mod, it is the standard bomb load, witch was the one Luftwaffe mostly used btw. They did not have the logistics to keep the squadrons with heavy bombs in Russia most of the time
VBF-12_Stick-95 Posted April 6, 2017 Posted April 6, 2017 **snip** There are bombers in the airbases furthest away from the border and you can have bombs without mod, it is the standard bomb load, witch was the one Luftwaffe mostly used btw. They did not have the logistics to keep the squadrons with heavy bombs in Russia most of the time There were heavies available at forward bases as well. Mods weren't the issue. I just didn't have any heavies available to me personally. I am part of a squad and the rules for squads is: When squad member firstly spawns on airfield, he transfers all his aircrafts of this category to his squad, his planes from other category are lost. For example: if I spawn first time on I-16, I give all my light planes to my squad and loose all heavies. On other side, if I spawn first time on Il-2 or Pe-2, I give all my heavy planes to my squad and loose all lighties Only had 2 fighters and 1 mod available. Still trying to wrap my head around the logic to the above rule.
Lusekofte Posted April 6, 2017 Posted April 6, 2017 Well I have at no point been refused a bomber, I am too in a registered squad
kileab Posted April 6, 2017 Posted April 6, 2017 (edited) You reported to abandon ship Ok I'm sorry, everything is perfect. For once I raged quit not by being shoot down by 5 109 in my tail but because of the rules. It's a progress... perhaps. It's Forcing you to play Smart and avoid Dying and Crashing. I personally like it. The previous rules were certainly not intended to achieve the same objective... Anyway, I had a great time tonight on the TAW server. Edited April 6, 2017 by -IRRE-Biluf
72AG_Crusader Posted April 7, 2017 Posted April 7, 2017 (edited) Ok I have 0 mods now. Taking a bomber is useless. I do not understand the logic to disadvantage the attackers/bombers. Bombers has standard loadouts with bombs. There is no any disadvantage. Only new balancing feature. If you play accurately, you have more powerful weapons. Otherwise, you dont. I am also somewhat confused about the new rules. On first spawn after reset I was not allowed to take a bomber at all. I had 2 fighters available and 1 mod, that's it. Is this the way it should be? If it is I'm not really following the logic. If you're in a squad - yes. You loose planes of not your specialization. Only on the first spawn. See below my explanation. There were heavies available at forward bases as well. Mods weren't the issue. I just didn't have any heavies available to me personally. I am part of a squad and the rules for squads is: Only had 2 fighters and 1 mod available. Still trying to wrap my head around the logic to the above rule. This rule made to make squads hangars less effective on startup. When this rule wasnt present, squads have got maximum aircrafts amount instantly. So, they was not care about aircrafts safety. I want to increase significance of player and aircraft virtual life, that players care about their aircraft and though about consequences before doing an action. The way to achieve that is simple - players should know the price of a mistake. When they lost, situation becomes harder. And they should understood this from the beginning of their expirience on the server. Like it was on the ADW server in the old game. My implementation may not be the best one. But I try avoid make a stupid dogfight deathflight server. Edited April 7, 2017 by 72AG_Crusader
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