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Tactical Air War

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9 hours ago, SCG_Kalux said:

Hello,

 

I love playing on TAW, it's my favorite server. However, recently I have been unable to connect to TAW at all. I can't even access www.taw-server.de or the TAW teamspeak from my normal IP. I don't know why this is happening and I'd really appreciate if someone could look into my situation. Even after pinging www.taw-server.de with command prompt I could not get a reply, just constant packet loss. 

 

I'm willing to provide my IP address to anyone who thinks they can solve my issue.

My username is "Kalux"; i'm a new but frequent player on TAW.

 

I'd really appreciate any help you can offer me.

 

With Thanks,

Kalux

 

@=LG=Kathon

 

 

 

My problem was fixed overnight. Not sure why or how, but thanks guys!

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This map (#5) has shown some glaring problems Red side has when taking fields. Now, i dont know if this is only problem on map 5#, but this does not feel like "red counter offensive" to me

 

First of all, bombing those last two fields is literally pointless in low player times, when they heal about the speed of 30 to 40% per map, based on past few days observation. 

We have bombed them many times with numbers as high as 10 Pe-2, multiple times and the results are less than satisfactory. Bombing them in high player times turned out to be equally pointless.  

 

Second of all, Reds are TOTALLY reliant on tanks to take on the field. Past few map rolls on map 5#, blues have flown, under cover of air superiority (when you have the usual blue stack) Ju-52 and just took the last few airfields back. This has created a sort of ping pong oscillation that is created by the script. There is not much Reds can do when the field don't heal at super speed when it is Red, but heal like mofo on crack when it is blue. Tanks are ONLY way Reds can take the fields and so this bring me to the another problem...  

 

Third in all this hot mess, the numbers. Say what you want, but the number differential is atrocious, Blues have longer periods of time of superiority, and they have steeper superiority. What does mean? Simply put, when there is more reds, it is relatively short period, and it is relatively shallow advantage, rarely more than 10 players, and even then not for long.

Moreover, the relative numbers where Red have the advantage is 40-30 or 25-20. When Blues have the advantage, it is anything from 1:2 to 1:20. Blues get map or two to do what they want, unopposed, with 20 or more players against 5 odd sods. In absolute AND relative terms, there is more blues flying, with more stack on all time zones.

This compound the Red Tank only advance problem, because when you have literally only 1 target to defend, targeting any advancing tank column is no brainer as far as it goes to the force concentration at the Blue end. 

When you have, on average, more pilots with bigger stack of numbers, getting those tanks trough becomes just painful.

 

To make this matter even worse, the frequency with which the defensive positions get replenished is just ginormous. You can bomb the defenses till the cows come home and they will be still at 100% at the start of the new mission because muh magical trains, that happen to be right next to the airfield in what Kondor so nicely put is a "buttfuk city" for any bombers. 

 

 

TL:DR

 

Only tanks can capture for reds, more blues than reds on average so tanks just die. To compound the problem, super healing for fields makes raids on fields next to useless. 

Edited by Cpt_Siddy
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4 hours ago, 174driver said:

 

Hello! the question is about the situation now (13:34 11.10.2018) - the blue side not have a warehouse, the red side has two warehouses. the addition of the total number of aircraft at the red side - 40, the addition of aircraft at the blue side - 60. how is this possible?

 (sory for google trans)

You are mixing depots and warehouses. Red have 2 depots now and blue none.

 

Warehouses were available as targets in #291 and #292 missions.

 

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I see from 4-5 days to now, German Depots always at 100% damage, yesterday aircraft limit for LW has increased by 60 planes, now is 1360. How can this be posible?

 

BTW for VVS side depots are about 50% damaged in those days, and the aircraft limit is only 1340 (1300+40)

 

which target counts for the increase of limits ?????

 

Edited by RedEye_Miji

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Don't whine, just mentally prepare to LOSE this map ♥️ Flying 52's when your team check where the drop zone is not fun either.

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2 minutes ago, LLv24_StableAce said:

Don't whine, just mentally prepare to LOSE this map ♥️ Flying 52's when your team check where the drop zone is not fun either.

Don't whine, i never flies as LW remember it........

 

I'm prepared for another TAW "blues must win" edition

 

 

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16 minutes ago, LLv24_StableAce said:

Don't whine, just mentally prepare to LOSE this map ♥️ Flying 52's when your team check where the drop zone is not fun either.

 

Why so hostile? I just put out some issues that are bothering me and many on the Red side. 

 

I mean, you might find this fun, but there is other peoples who you should take in to consideration. Making this game mode enjoyable for all involved and creating system where peoples contributions don't go to waste because of odd script quirk. 

 

And you are not supposed to sneak stealth drop the Ju-52 paratroopers while flying on the edge of the map, you are just supposed to be escorted there. Ju-52 is blue only game mechanic on TAW, it is a luxury, not mandatory. 

Edited by Cpt_Siddy
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7 minutes ago, Cpt_Siddy said:

 

Why so hostile? I just put out some issues that are bothering me and many on the Red side. 

 

I mean, you might find this fun, but there is other peoples who you should take in to consideration. Making this game mode enjoyable for all involves creating system where peoples contributions don't go to waste because of odd script quirk. 

 

And you are not supposed to sneak stealth drop the Ju-52 paratroopers while flying on the edge of the map, you are just supposed to be escorted there. Ju-52 is blue only game mechanic on TAW, it is a luxury, not mandatory. 

It's fun when winning, when you lose it stops being fun and whining starts. When the Reds won many TAWs in row, I don't recall anyone complaining on the Red side. Only advices, like get down to the deck instead of Hartmann stuff, teamplay etc I'm sure you remember.

 

There will never be perfect TAW, always the side losing finds it unfair.

 

 

1 minute ago, LLv24_Zami said:

It's fun when winning, when you lose it stops being fun and whining starts. When the Reds won many TAWs in row, I don't recall anyone complaining on the Red side. Only advices, like get down to the deck instead of Hartmann stuff, teamplay etc I'm sure you remember.

 

There will never be perfect TAW,  losing side always finds it unfair.

 

 

 

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One thing was annoying earlier today, when we had only 1 AF(Morozoskeyborowichye) we could attack only 1 enemy airfield (Cherniakowalskyperestoik) and all other 17 airfields where safe from our #bombermaniacs, but I don't complain TAW is best and if we win this map I'll have to DONATE money again to server overlords.

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34 minutes ago, RedEye_Miji said:

I see from 4-5 days to now, German Depots always at 100% damage, yesterday aircraft limit for LW has increased by 60 planes, now is 1360. How can this be posible?

 

BTW for VVS side depots are about 50% damaged in those days, and the aircraft limit is only 1340 (1300+40)

 

which target counts for the increase of limits ?????

 


This is correct. Blue had one depot captured, and the other depot was 100% destroyed. Yet they got more planes, etc than Red did, even though Red had both depots, damaged, but none destroyed. 

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12 minutes ago, LLv24_Zami said:

It's fun when winning, when you lose it stops being fun and whining starts. When the Reds won many TAWs in row, I don't recall anyone complaining on the Red side. Only advices, like get down to the deck instead of Hartmann stuff, teamplay etc I'm sure you remember.

 

There will never be perfect TAW, always the side losing finds it unfair.

 

 

 

I started TAW about the time the first 2 kuban planes came out so i don't have the luxury of enjoying those *long red streaks*. 

 

The points i am addressing now are generated by TAW script and a assault option available to blues but not reds, i have literally said NOTHING in my post about the quality of a blue player.

And i cannot really say if your losses in previous TAW were from the desire to not risk your virtual pilots life, if it was, then that critique might have had merit. :P

 

I am really starting to wonder, how insecure one must be to come up with personal retorts against issues that are clearly stemming from script. ;)

 

 

 

4 minutes ago, LLv24_StableAce said:

One thing was annoying earlier today, when we had only 1 AF(Morozoskeyborowichye) we could attack only 1 enemy airfield (Cherniakowalskyperestoik) and all other 17 airfields where safe from our #bombermaniacs, but I don't complain TAW is best and if we win this map I'll have to DONATE money again to server overlords.

 

 

You still have depots to bomb :biggrin:

Edited by Cpt_Siddy

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Guys, have you ever shot a Ju52? is practically a free target, fly to no more than 280 km the gunner is a  joke will not damage you with your 7.92 mm machine gun, the point of Drop zone appears on the map, it is so small that you do not have to find so much, the true if we capture the base so it is because you allow it, and see that, it is rare to see a formation of more than 3 Ju52, but it is normal to see more than 4 Pe2 with his cal. 50 to 5k bombing and flying more than 450 km/h and with a single shot that you take it in engine you will down.

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1 minute ago, -=PHX=-Geo- said:

 

Guys, have you ever shot a Ju52? is practically a free target, fly to no more than 280 km the gunner is a  joke will not damage you with your 7.92 mm machine gun, the point of Drop zone appears on the map, it is so small that you do not have to find so much, the true if we capture the base so it is because you allow it, and see that, it is rare to see a formation of more than 3 Ju52, but it is normal to see more than 4 Pe2 with his cal. 50 to 5k bombing and flying more than 450 km/h and with a single shot that you take it in engine you will down.

 

Autolevel at direction X for Y minutes, then autolevel at direction B for C minutes at the edge of the map. 

 

While in autolevel, do the dished, walk the dog, etc... When done, you get a guaranteed airfield because 95% of people dont know or dont care about drop zones unless someone herds them there SPECIFICALLY for the occasion and camp the site for 2 hours. 

 

 

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8 minutes ago, Cpt_Siddy said:

 

I started TAW about the time the first 2 kuban planes came out so i don't have the luxury of enjoying those *long red streaks*. 

 

Well I remember your advices how to win TAW, clearly Reds were victorious atm ;)

11 minutes ago, Cpt_Siddy said:

 

 

 

The points i am addressing now are generated by TAW script and a assault option available to blues but not reds, i have literally said NOTHING in my post about the quality of a blue player.

And i cannot really say if your losses in previous TAW were from the desire to not risk your virtual pilots life, if it was, then that critique might have had merit. :P

 

I don't care about my stats but it could be nice experiment to punish more when dying

13 minutes ago, Cpt_Siddy said:

 

 

 

I am really starting to wonder, how insecure one must be to come up with personal retorts against issues that are clearly stemming from script. ;)

 

Looking at your posts in this thread, thats nice ;)

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Just now, RedEye_Miji said:

which target counts for the increase of limits ?????

you are rigth Miji, there is nothing to explain that we have more planes 

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26 minutes ago, LLv24_Zami said:

 

Looking at your posts in this thread, thats nice ;)

 

It is ;)

 

Because i dont see you posting any advice to Reds how to win, clearly my advice for Axis worked :biggrin:

 

I mean, what is your advice to bombing airfields that repair 31% of damage done, right after bombing it? :crazy:

 

Even now, Chernishkovskiy healed itself DESPITE being damaged, at astonishing rate. As long there is blue superiority, bombing it is, pointless. Please do tell, how would you act in this situation. 

Edited by Cpt_Siddy

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9 minutes ago, Cpt_Siddy said:

 

It is ;)

 

Because i dont see you posting any advice to Reds how to win, clearly my advice for Axis worked :biggrin:

 

I mean, what is your advice to bombing airfields that repair 31% of damage done, right after bombing it? :crazy:

 

Even now, Chernishkovskiy healed itself DESPITE being damaged, at astonishing rate. As long there is blue superiority, bombing it is, pointless. Please do tell, how would you act in this situation. 

You should get more players online and bomb more. Looks like you have given up.

 

If it's a bug, please report to the LG guys. 

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Just now, HR_Tofolo said:

Could it be something related to the Secret Wehrmacht depot?

 

Here you see the position of the depots in the first mission from the Map #5:

http://taw-server.de/pilots_mission.php?mission_id=234




And here you see a magical depot appearing from nowhere in 1408:

http://taw-server.de/pilots_mission.php?mission_id=291

 

 

Smart move, LW... 

 

That depot was the "reinforcements".  

 

The fact that majority of people playing TAW don't even know what it is makes me question this game mechanic. Its up for 1 map and then its gone, it that map happens to be 20 - 5 stacked, GG no RE...

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1 hour ago, StG77_Kondor said:


This is correct. Blue had one depot captured, and the other depot was 100% destroyed. Yet they got more planes, etc than Red did, even though Red had both depots, damaged, but none destroyed. 

Depots don't give supply like +60 planes +40 tanks. This is the werehouse role when it spawns like on kuban map ships are spawned.

 

From the manual:

3.10 Warehouses and ships

Warehouses and ships are spawned and visible on the map once a few days. If not destroyed they increase limits by.

Warehouse:

· 80 aircraft

· 150 tanks

· 240 trucks

Ships:

· 135 aircraft

· 225 tanks

· 360 trucks

Damaged or partially destroyed warehouse or ships increase limits by accordingly smaller amount.

Edited by =LG=Coldman
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1 hour ago, StG77_Kondor said:


This is correct. Blue had one depot captured, and the other depot was 100% destroyed. Yet they got more planes, etc than Red did, even though Red had both depots, damaged, but none destroyed. 

 But truth is also that German industry is about 10 times more effective than Russian ;)

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2 minutes ago, LLv24_Veccu said:

 But truth is also that German industry is about 10 times more effective than Russian ;)

 

 

 

From the Horses mouth himself. 

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I've seen up to three drop zones in one round.  One guy can capture an airfield(that then becomes active immediately) on his own over the course of the round.  It's a bit extreme.

 

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6 hours ago, 7.GShAP/Silas said:

I've seen up to three drop zones in one round.  One guy can capture an airfield(that then becomes active immediately) on his own over the course of the round.  It's a bit extreme.

 

 

Good luck trying to fly to the drop zones and back 5 times inside a period of 2 hours.... To cap an airfield you need 60 paras, and a ju52 can only carry 12, but its slower than the stuka, i dont think its possible to do it alone in a single round, and thats assuming you dont get shot down by AAA or some red fighters.

Edited by Willy__
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Map #5 was perhaps the longest and hardest game I have ever played on TAW.

Good game everybody!

 

Regards

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15 hours ago, Cpt_Siddy said:

This map (#5) has shown some glaring problems Red side has when taking fields. Now, i dont know if this is only problem on map 5#, but this does not feel like "red counter offensive" to me

 

First of all, bombing those last two fields is literally pointless in low player times, when they heal about the speed of 30 to 40% per map, based on past few days observation. 

We have bombed them many times with numbers as high as 10 Pe-2, multiple times and the results are less than satisfactory. Bombing them in high player times turned out to be equally pointless.  

 

Second of all, Reds are TOTALLY reliant on tanks to take on the field. Past few map rolls on map 5#, blues have flown, under cover of air superiority (when you have the usual blue stack) Ju-52 and just took the last few airfields back. This has created a sort of ping pong oscillation that is created by the script. There is not much Reds can do when the field don't heal at super speed when it is Red, but heal like mofo on crack when it is blue. Tanks are ONLY way Reds can take the fields and so this bring me to the another problem...  

 

Third in all this hot mess, the numbers. Say what you want, but the number differential is atrocious, Blues have longer periods of time of superiority, and they have steeper superiority. What does mean? Simply put, when there is more reds, it is relatively short period, and it is relatively shallow advantage, rarely more than 10 players, and even then not for long.

Moreover, the relative numbers where Red have the advantage is 40-30 or 25-20. When Blues have the advantage, it is anything from 1:2 to 1:20. Blues get map or two to do what they want, unopposed, with 20 or more players against 5 odd sods. In absolute AND relative terms, there is more blues flying, with more stack on all time zones.

This compound the Red Tank only advance problem, because when you have literally only 1 target to defend, targeting any advancing tank column is no brainer as far as it goes to the force concentration at the Blue end. 

When you have, on average, more pilots with bigger stack of numbers, getting those tanks trough becomes just painful.

 

To make this matter even worse, the frequency with which the defensive positions get replenished is just ginormous. You can bomb the defenses till the cows come home and they will be still at 100% at the start of the new mission because muh magical trains, that happen to be right next to the airfield in what Kondor so nicely put is a "buttfuk city" for any bombers. 

 

 

TL:DR

 

Only tanks can capture for reds, more blues than reds on average so tanks just die. To compound the problem, super healing for fields makes raids on fields next to useless. 

 

1. Repair speed of the border airfield is about 8%-16% (it depends on the destruction of the af) every mission, not 30%-40% The idea is to destroy airfield during one or two missions with high number of players. It was almost done in mission #280 when Morozovskiy was damaged to 69%. But we will rethink this subjects. 

 

2. During map #5 none of the red airfield was captured by Ju-52.

 

3. I can't do much in that issue. There will be always some imbalance in number of players. Please look at the last 14 days of players activity:

 

blue_red.thumb.jpg.853ef27483b6db7daca496678a7f0bac.jpg

 

4. Can you give an example of defense position that is replenish too fast? Mission number, city?

 

13 hours ago, HR_Tofolo said:

Could it be something related to the Secret Wehrmacht depot?

 

Here you see the position of the depots in the first mission from the Map #5:

http://taw-server.de/pilots_mission.php?mission_id=234

map_nr234.jpg


And here you see a magical depot appearing from nowhere in 1408:

http://taw-server.de/pilots_mission.php?mission_id=291

map_nr291.jpg

 

Smart move, LW... 

 

 

It is not a depot near Morozovskiy. It is the warehouse. (there is only one icon in the game that looks like factory buildings so it's used for depots and warehouses).

This blue warehouse was "only" 50km from Tormosin and only 1 hangar was destroyed.

 

Please look at the next mission #292:

warehouse.jpg.c016d2e0d9b565b583c1d3edf02c44c3.jpg

Red warehouse was about 190km from the Chernishlovsky and 8 hangars were destroyed. It had impact in aircraft limits and in the end result of this map.

 

 

 

13 hours ago, =LG=Coldman said:

Depots don't give supply like +60 planes +40 tanks. This is the werehouse role when it spawns like on kuban map ships are spawned.

 

From the manual:

3.10 Warehouses and ships

Warehouses and ships are spawned and visible on the map once a few days. If not destroyed they increase limits by.

Warehouse:

· 80 aircraft

· 150 tanks

· 240 trucks

Ships:

· 135 aircraft

· 225 tanks

· 360 trucks

Damaged or partially destroyed warehouse or ships increase limits by accordingly smaller amount.

^ This.

 

4 hours ago, StG77_Kondor said:

Hi Kathon,

 

Reporting again that I keep getting a Game error code #10009 that kicks me from server.
 

This error cost me a combat mission here:

http://taw-server.de/pilot_sortie.php?id=61942&name=StG77_Kondor

 

As you can see I landed, and was even back at the map screen when I got kicked out. Could you check it out please? Thanks!

I'm sorry but I don't know what is the reason. It was during low number of players so server wasn't overloaded. Maybe internet issue on client or server side. 

 

 

36 minutes ago, LLv24_StableAce said:

Thank you Server Overlord for the WIN, here's a beer 

Screenshot_20181012-084627.jpg

Thank you very much. 

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I've seen lagging in TAW before, but not like this. Can someone weigh in on what exactly occurred - I'm not soliciting amateur speculation, I prefer an opinion from someone who  actually understands the mechanics of online connections and packet loss. Video shows four different perspectives.

 

 

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2 minutes ago, StG77_HvB said:

I've seen lagging in TAW before, but not like this. Can someone weigh in on what exactly occurred - I'm not soliciting amateur speculation, I prefer an opinion from someone who  actually understands the mechanics of online connections and packet loss. Video shows four different perspectives.

I've seen it before, its just lag as far as I know. 

Spoiler

 

I was one of the wing-men in this video.

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1 hour ago, StG77_HvB said:

I've seen lagging in TAW before, but not like this. Can someone weigh in on what exactly occurred - I'm not soliciting amateur speculation, I prefer an opinion from someone who  actually understands the mechanics of online connections and packet loss. Video shows four different perspectives.

 

Looks like hit detection is made clientside. What you see may be the result of a large ping difference between you and the bandit. If one client in that case your bandit hit someone on his screen that information is sent to the server regardless of your real position (because for the hit detection the position is taken how it appears on his screen) and then to you, due to the large ping difference there is more time inbetween (and maybe a bit of lag as well). So it is a netcode that favors the attacker, because additionally to hit detection clientside, I think the information of his position is sent without any prediction, so you as the attacker see the past, whereas the ping difference on the attacking side doesn't matter.  The information that he stopped shooting got obviously lost somewhere; probably packetloss, since more information is uploaded to the server when one shoots. 

 

This is why you are seeing him shoot behind your plane (because you are seeing the past) but he did hit you on his screen, takes time for this information to get sent to you, you have moved on in the meantime, but get destroyed anyway.

 

So when the nose of the bandit is in pure pursuit, if there is a large ping difference, he might be pulling lead to shoot already...

 

But I'm no expert and I'm sure there are folks who now more about that stuff.

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3 hours ago, DerNeueMensch said:

Looks like hit detection is made clientside. What you see may be the result of a large ping difference between you and the bandit. If one client in that case your bandit hit someone on his screen that information is sent to the server regardless of your real position (because for the hit detection the position is taken how it appears on his screen) and then to you, due to the large ping difference there is more time inbetween (and maybe a bit of lag as well). So it is a netcode that favors the attacker, because additionally to hit detection clientside, I think the information of his position is sent without any prediction, so you as the attacker see the past, whereas the ping difference on the attacking side doesn't matter.  The information that he stopped shooting got obviously lost somewhere; probably packetloss, since more information is uploaded to the server when one shoots. 

 

This is why you are seeing him shoot behind your plane (because you are seeing the past) but he did hit you on his screen, takes time for this information to get sent to you, you have moved on in the meantime, but get destroyed anyway.

 

So when the nose of the bandit is in pure pursuit, if there is a large ping difference, he might be pulling lead to shoot already...

 

But I'm no expert and I'm sure there are folks who now more about that stuff.

 

Guys, I think we just discovered the secret weapon to down Peshkas with safety.... :rolleyes::P

 

 

:lol:

 

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7 hours ago, DerNeueMensch said:

Looks like hit detection is made clientside. What you see may be the result of a large ping difference between you and the bandit. If one client in that case your bandit hit someone on his screen that information is sent to the server regardless of your real position (because for the hit detection the position is taken how it appears on his screen) and then to you, due to the large ping difference there is more time inbetween (and maybe a bit of lag as well). So it is a netcode that favors the attacker, because additionally to hit detection clientside, I think the information of his position is sent without any prediction, so you as the attacker see the past, whereas the ping difference on the attacking side doesn't matter.  The information that he stopped shooting got obviously lost somewhere; probably packetloss, since more information is uploaded to the server when one shoots. 

 

This is why you are seeing him shoot behind your plane (because you are seeing the past) but he did hit you on his screen, takes time for this information to get sent to you, you have moved on in the meantime, but get destroyed anyway.

 

So when the nose of the bandit is in pure pursuit, if there is a large ping difference, he might be pulling lead to shoot already...

 

But I'm no expert and I'm sure there are folks who now more about that stuff.

 

Thank you DerNeueMensch - - - - -

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Hi, im new here. I registered on http://www.taw-server.de, but the server keeps kicking me after 30 seconds, as im not registered. What should i do?

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10 hours ago, =LG=Kathon said:

I'm sorry but I don't know what is the reason. It was during low number of players so server wasn't overloaded. Maybe internet issue on client or server side. 


It was happening to other players as well over the last few days. So I know that I'm not alone in these disconnections. 

10 hours ago, StG77_HvB said:

I've seen lagging in TAW before, but not like this. Can someone weigh in on what exactly occurred - I'm not soliciting amateur speculation, I prefer an opinion from someone who  actually understands the mechanics of online connections and packet loss. Video shows four different perspectives.


The real disturbing part about the video is, that because of the lag, the rear gunner doesn't actually fire as if the plane is on HvB's six for as long as it was. Not only that, H has no opportunity to dodge the stream of bullets because by the time he 'sees' them, his wing is already off because of the delay in transmitting the damage.

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54 minutes ago, StG77_Kondor said:

The real disturbing part about the video is, that because of the lag, the rear gunner doesn't actually fire as if the plane is on HvB's six for as long as it was. Not only that, H has no opportunity to dodge the stream of bullets because by the time he 'sees' them, his wing is already off because of the delay in transmitting the damage.

 

Thx bro, but as long as slow connections are tolerated, the problem's not going away. I've seen lagging in flight sims since 1996. It has only gotten worse as online gaming popularity has expanded globally.  On the bright side, the Pe-2 is so awesome it takes a freak occurrence to shit on our parade.

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