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=LG=Kathon

Tactical Air War

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New TAW campaign starts 20.01.2018 on Sunday evening.

 

 

New features:

  • Registration is obligatory. Note: you can change your pilot’s name, if necessary in “Pilot profile” after logging in. As before you may have one account for Axis and one for Allied side.
  • Support for German language thanks to StG2 team. Please visit http://taw-server.de/ger After registration on German TAW site the briefing and messages during the game will be also in German.
  • Half-support for French language thanks to -IRRE- team. Website is still being translated but if you check French support on English registration form then briefing and messages during the game will be in French.
  • Mission planner was integrated with TAW thanks to 19//curiousGamblerr. Click on the map on the main TAW page to open mission planner in a new tab. Click on a “Tactical Map #” text above the map to open the map in a full screen.
  • Attacker aircraft was added to select on the registration form.
  • More than half 61-K AA was replaced by 72-K
  • Cold engine start.
  • Mission duration 2h +/- 5m
  • Fighters need 25min without any AK/GK to get Combat Mission.
  • If a pilot damages an enemy aircraft which lands later on the ground (outside of the active airfield) then this pilot gets AK.
  • Airfields supply system was changed. Previously when transport aircraft landed or supply convoy arrived the city then airfield was repaired by some % in the next mission (max 30%). Now when transport aircraft lands or supply convoy arrives the city transported supplies (max 30% in one mission) are added on the airfield. After each mission about 10-15% of supplies are taken to repair the airfield by this amount of %. In short: airfield is repair if supplies on it are available. You can check supplies level for each airfield in the mission briefing in game. This solution slows down the repair rate of the airfields.
  • Stalingrad Center map redesigned. No “iron triangle” airfields.
  • Ground AA have lower AI level during overcast.
  • Hidden troops inform about nearby enemy aircraft in range 5km.
  • ‘On ground’ sorties are not shown on sorties list.
  • Assists, max AK/GK/tans streak added to the pilot’s statistics.
  • Shifted coordinates on Kuban map fixed
  • Save/load airfield properties (like close for x missions) after server crash fixed.
  • Combat Missions counter is not set to 0 when pilot has 3/3 CM but hangar is full and no new aircraft is added. In that case it remains 3/3.
  • Intact vehicles in defense position are no longer generate as destroyed. There was a bug where sometimes it happened.

 

 

Plane set:

planeset_taw12.jpg

 

* LaGG-3 VYa23 limitation depends on depot destruction.

* Sh37 is limited for the IL-2 AM-38 ’42. Limitation depends on depot destruction.
* SC1000 is limited for the He 111 H-6. It’s not available on frontline airfields and limitation depends on depot destruction.

 

 

Notes:

  • Sometimes there no info about end of the sortie in log files so the results will not be visible on the sortie list. When you start new sortie then the previous one will be updated and available. After mission all not updated sorties are also updated.
  • The slot reservation system was created for StG2 and =LG=  admins. The StG2 team rents the hardware server and they usually fly in a large group on Mondays. During the peak hours it was not possible for them to join the server in large group. The =LG= team don’t fly in a large group but sometimes we want to test something. If you are kicked out of the server after joining it means that there are no free slots left.  I will add info on the main page when server is full.
  • There are other changes and updates planned on the web page but they will be done later during the campaign. The manual and rules is not updated at the moment.

 

 

Registration is open!

 

Good luck!

  • Upvote 11

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Change list looks sweet Kathon, can't wait!

 

Here is a video I made a while back that quickly shows off the sharing feature of il2missionplanner, for folks that don't know about it. Video says its beta but it's outdated, the feature has existed for a while.

 

 

 

Edited by 19//curiousGamblerr
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Just out of curiosity, what will happen if at the end of the month will be released version 3.0?

Edited by 22GCT_PlaN

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If you take the 37mm pod, the 20mm are removed FYI.

Hahaha I never noticed. There was just too much powaaaa :D

Change list looks sweet Kathon, can't wait!

 

Here is a video I made a while back that quickly shows off the sharing feature of il2missionplanner, for folks that don't know about it.

 

 

 

Very cool, thanks for that!

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Will be interesting to try cold starts, although I'm afraid it'll scare away players since there are no instructions anywhere at all for how to do them (what RPM and engine power should be used for each specific plane).

 

The planeset looks pretty nice, although I'd appreciate if the Russians get the La-5/La-5F and/or the ordinary Yak-1 on map 7 too. Maybe map 8. The available planeset for people not owning premium planes is bad as it is, so at least add the La-5 which more people have than the amount having the La-5FN or the Yak which all BOS owners have.

Edited by Inkoslav
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Do you mean something wrong with PE-2 gunners or gunners in general?  I am sure in once of your recent videos when you flew VVS you kept getting shot down attacking JU88s etc. and you commented that they were as bad as PE-2s.

In general. There is no difference for different aircraft. Only calibre. And there the Pe2 wins.

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Don't we just hit "E" and wait for the engine to warm up?

 

Assuming you keep all the radiator/cowling shutters fully closed (at least in cold weather) that works, but it'll take a hell of a lot of time. You need to ramp up the manifold pressure and engine RPM to warm up the engine faster until you are approaching the allowed minimum temperatures if you want to avoid possible engine damage (i.e. at least get you past the "cold engine" warning), but too high too early and the warm-up itself may cause some damage.

 

Damage to engine failure is extremely unlikely unless you use full RPM and power on a very cold engine, but the damage ought to reduce the life-time of an engine that gets damaged in other ways.

Edited by Inkoslav

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As far as i know, the engine settings will be the start settings until you touch the controls. 

 

So press E, wait till the oil temps climb to nominal (75-90 C) and then go do your business. 

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So press E, wait till the oil temps climb to nominal (75-90 C) and then go do your business.

 

The engine settings will NOT be the warm-up settings. At least not for all planes, even though it might be for some. And nominal temperatures are only required for roleplaying purposes. For take-off you just need to avoid minus-temperatures on the engine combined with high power. Once out of the "cold engine" warning you can use fairly high power without worry of engine damage.

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Nice, thanks !

Same map rotation as before ?

 

#1 Moscow_North

#2 Moscow_South

#3 Stalingrad_Center

#4 Kuban

#5 Moscow_North

#6 Stalingrad_Center

#7 Stalingrad_South

#8 Kuban

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The engine settings will NOT be the warm-up settings. At least not for all planes, even though it might be for some. And nominal temperatures are only required for roleplaying purposes. For take-off you just need to avoid minus-temperatures on the engine combined with high power. Once out of the "cold engine" warning you can use fairly high power without worry of engine damage.

 

 

Is there some ingame tests somewhere on this matter?

 

This issue might beget a lot of frustration going around on cold maps  :biggrin:

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Not that I'm aware of, so I recommend some in-game experimation. Enable cold starts in the difficulty settings and make some tests in custom battles.

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you can do some practice runs yourselves now, start from parked in a quick mission with custom settings and make sure cold start is checked, or warm start unchecked, not sure off the top of my head which way round it is

Edited by =FEW=Herne
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Just out of curiosity, what will happen if at the end of the month will be released version 3.0?

 

I'm thinking that the LG folks may know a little something on the matter.  Perhaps we wont have to worry about that happening during the TAW tour.  After all, an end of January Kuban release was the "best case scenario." 

 

However I could be completely wrong.  Who knows? 

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Nice to see that the P40 will be available throughout the war.   Now people only have to skip the first map when they don't have BoM (as long as they bought the P40 of course)   Personally I think Allied pilots are missing out by not having an I-16 and Mig-3 to fly but that is their problem.   Also nice that people have to fly at least one mission before they can get a P40 in the first map so there is more chance of people giving the I-16 an outing.  It does not get the love it deserves :-)

 

I looked at the aircraft guides as I was sure I remembered one telling you what settings you need when starting the engine but it seems both Chucks Guide and the BOX Quick Cockpit Guide have instructions and they disagree :-)

Chuck says to set 15% Throttle, Full Mixture & Minimum RPM on Russian planes before starting the engine and the Quick Guide says to set Maximum RPM & Mixture before starting the engine and does not mention the throttle.   

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How do you start car in the winter?  I doubt you max the RPM when the oil has the lubrication properties of Canadian maple syrup. 

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I think the overall issue with gunner is some shot they hit when they totally shoud not. When you make a good and fast approach and your engine gets sniped its very frustrating and shouldn't happen so often. But of course players who sit on a bomber 6 should be punished. They should implement a system on which the longer the gunner is able to shoot at you, the better his accuracy gets, and get rid of those snap shots that get your pilot killed on a 700kph approach from a high 4 o clock.

This. Pe2’s will always be a formable target to attack, but adjusting AI skill to a lower setting (for both sides) would hopefully cut down on those impossible shots the gunners make. All this talk about Pe2’s being historically strong or that there is something in AI coding for Pe2’s specifically is all a distraction and not the issue. German gunners make impossible shots, too, just less often for the reasons I already stated, so less noticeable. Adjusting skill levels to normal for red and blue is what was being asked for. Anyone sitting on a bomber’s 6 or doing other poor attacks will still get what they deserve most of the time, and more so when attacking a PE2, like it should be.

 

 

Change log looks great! Should be a fun campaign, glad it’s finally here!

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Can anyone confirm please:

 

Quick mission, custom settings, warmed up engine unchecked.

Moscow autumn map.

Spawn parked.

 

Pe2 series 35, combat load. All rads shut.

Press E and tell me if #2 starts at all or doesn't stay running longer then 20 seconds.

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Peska is out, settings don't work, engine start failure and damage on every attempted start.  Tried multiple start modes, number two first, still a failed initial start.  Tried hitting the start button, than cycle it off before the engine swings, than fresh start, still an aborted start, or damaged start.

Edited by [CPT]Crunch

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This. Pe2’s will always be a formable target to attack, but adjusting AI skill to a lower setting (for both sides) would hopefully cut down on those impossible shots the gunners make. All this talk about Pe2’s being historically strong or that there is something in AI coding for Pe2’s specifically is all a distraction and not the issue. German gunners make impossible shots, too, just less often for the reasons I already stated, so less noticeable. Adjusting skill levels to normal for red and blue is what was being asked for. Anyone sitting on a bomber’s 6 or doing other poor attacks will still get what they deserve most of the time, and more so when attacking a PE2, like it should be.

 

 

Change log looks great! Should be a fun campaign, glad it’s finally here!

Yes I never mentioned pe2 I just said gunners. But in most cases it is indeed pe2s. (Because of the gunner's arc and high caliber machine gun and the fragile LW planes it is up against.)

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How do you start car in the winter?  I doubt you max the RPM when the oil has the lubrication properties of Canadian maple syrup. 

 

That's what some middle Europeans plebs might do. In Russia that's more important than stopping before a red light. Listen to this man guys, he is Finnish.  :russian_ru:

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Can anyone confirm please:

 

Quick mission, custom settings, warmed up engine unchecked.

Moscow autumn map.

Spawn parked.

 

Pe2 series 35, combat load. All rads shut.

Press E and tell me if #2 starts at all or doesn't stay running longer then 20 seconds.

This doesn’t work? I don’t have time to test right now:

 

Engine Start

1. Close oil radiator and water radiator

2. Set full RPM (This may take a long time)

3. Set full rich (mixture)

4. Press E to start both motors

5. Wait for the oil in temp to be above

60 C and for the water temp to be above 60 C

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Heated garage. =)

Colossal bills 

This doesn’t work? I don’t have time to test right now:

 

Engine Start

1. Close oil radiator and water radiator

2. Set full RPM (This may take a long time)

3. Set full rich (mixture)

4. Press E to start both motors

5. Wait for the oil in temp to be above

60 C and for the water temp to be above 60 C

 

 

This "full RPM" is messing with me, when the real way is to set props to feather. 

 

Full RPM + governor + throttle at 15% should result in somewhat feathered prop and not so high RPM's to cause damage. 

 

The thing in cold start you want to avoid is putting load on engine that might damage the piston components and other critical systems that are dependent on good lubrication. Most oils in WW2 era had poor performance when the mercury dropped below the freezing and decided to stop at "i cant feel my face" temperatures of motherland.

 

The important question is, how the devs have implemented this feature in this game? Does it follow any kind of "realistic" logic or is it the "monkey island" approach?

Edited by Cpt_Siddy

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I'm afraid there will be huge queues on some airfield to pop into the parking.

 

Not to mention, needles timesink to eat at the 2h mission time. 

 

There will be loads of "ill go to fridge while i let my engine warm up" only to find themselves kicked from inactivity. This is turning in to winter work commute simulator  :biggrin:

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Is the warm up waiting time counted in the 25mn CM requirement ?

 

Are the number of spot to spawn at some airfield has been increased because now a spawn will be blocked for around 5minutes if the user dont move a little to allow other to spawn?

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Well, none of the things said here matter. 

 

In Winter pretty much all Aircraft were either kept running 24/7 or the Engines were simply emptied of Coolant for the Night and filled with Boiling Water before Startup. The Germans learnt this from the Russians. 

The Ju-52 the Manual actually recommended Pre Heating the Oil with a common Immersion Heater and stirring it with a Cooking Spoon. 

 

In a Way the "Pre Warmed" Engines are a realistic Option for Winter Maps. 

 

Only in Autumn and Summer would be more realistic to have Cold Starts. 

 

But then there is the Problem that the Thermodynamics in Il-2 suck when it comes to Ground Run Up, as all Engines have waaay too efficient cooling when stationary and in Idle. 

The P-40 is a prime Example of an Overcooled Engine that will never Warm Up, similar for the 109 which IRL should not do Ground Runs longer than 1 to 5 Minutes, but ingame can sit there indefinetly.

For both these Aircraft it was actually recommended to Take-Off pretty much as soon as the Engine is running evenly, so normally no more than 1 Minute after Start Up in normal Weather, and a Maximum of 5 in very, very cold Weather. 

 

So you shouldn't have to worry about taking a long time to Warm Up, as most of these were ready to go pretty much immediately and have to be Shut Down when stationary for a couple of Minutes. 

 

It does state that in the 109 Manual quite specifically. 

Edited by 6./ZG26_Klaus-Mann
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No self-respecting mechanic would leave the engine warm-up in the pilot's hands for an aircraft about to depart.

 

Soviet ground crews used to wrap the engines in protective material (same as the unfashionable and extremely warm telogreiki jackets) and kept the engines nice and cosy with rudimentary heaters which burned fuel to produce heat that was driven to the engine via a tube.

 

355957_3_i_044.png

Edited by 216th_Lucas_From_Hell
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Well, none of the things said here matter.

 

In Winter pretty much all Aircraft were either kept running 24/7 or the Engines were simply emptied of Coolant for the Night and filled with Boiling Water before Startup. The Germans learnt this from the Russians.

The Ju-52 the Manual actually recommended Pre Heating the Oil with a common Immersion Heater and stirring it with a Cooking Spoon.

 

In a Way the "Pre Warmed" Engines are a realistic Option for Winter Maps.

 

Only in Autumn and Summer would be more realistic to have Cold Starts.

 

But then there is the Problem that the Thermodynamics in Il-2 suck when it comes to Ground Run Up, as all Engines have waaay too efficient cooling when stationary and in Idle.

The P-40 is a prime Example of an Overcooled Engine that will never Warm Up, similar for the 109 which IRL should not do Ground Runs longer than 1 to 5 Minutes, but ingame can sit there indefinetly.

For both these Aircraft it was actually recommended to Take-Off pretty much as soon as the Engine is running evenly, so normally no more than 1 Minute after Start Up in normal Weather, and a Maximum of 5 in very, very cold Weather.

 

So you shouldn't have to worry about taking a long time to Warm Up, as most of these were ready to go pretty much immediately and have to be Shut Down when stationary for a couple of Minutes.

 

It does state that in the 109 Manual quite specifically.

Very interesting! Well, I’m sure TAW devs had some gameplay reason for putting in cold starts. Doubt it was an attempt to make things more historical. Maybe trying to avoid people from taking off so quickly for one reason or another. Will be interesting to see how it plays out.

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