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=LG=Kathon

Tactical Air War

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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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Hey guys, I know that a lot of us have been having a bit of trouble getting IL2MissionPlanner to work the past few days, but a workaround to at least get it onto the Kuban map right now is to replace the #stalingrad in the URL to #kuban and then press enter,  then refresh the page. 

Edited by 7.GShAP/Kamm
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28 minutes ago, StG77_Kondor said:

This is ridiculous. 
 

 

 

 

What are you talking about, blue pilots like challenge :crazy:

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Just a reminder, last 14 days:

blue_red.thumb.jpg.853ef27483b6db7daca496678a7f0bac.jpg.1683ddfebd4d19637e8f99e70c1157e4.jpg

 

Current situation:

Untitled.thumb.jpg.50d5709eac2a00ffb93f0e9b4a426c14.jpg

 

At morning hours I`ve seen 15:1 balance in favor for reds but I haven`t immediately posted a picture about it.

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I really wish the Kuban aircraft were available for a larger portion of the campaign.  For myself I'd love to be able to spend more of the campaign in a decent bomber like the A-20(which really should be around from 1942)  but I'm sure others have their own favorites.

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1 hour ago, 7.GShAP/Silas said:

I really wish the Kuban aircraft were available for a larger portion of the campaign.  For myself I'd love to be able to spend more of the campaign in a decent bomber like the A-20(which really should be around from 1942)  but I'm sure others have their own favorites.

 

p-39

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On 10/7/2018 at 9:19 PM, =LG=Kathon said:

 

IL2missionplanner is supported by 19//curiousGamblerr . I have written to him about this issue. 

 

Here is how it was:

At the beginning of the mission #231 Abganerovo was damaged in 21% and supply level was 12%.

After that mission airfield was repaired by 6% to 15% (21-6=15) and supply level was 6% (12-6 = 6), it was also supplied by transport planes by 30% so supply level was 36% (6+30=36)

At the beginning of the mission #232 Abganerovo was damaged in 15% and supply level was 36%.

 

Airfields are repaired slowly by about 5%-15% (depend on the total damage and some random factor) after every mission (if it wasn't attacked) 

 

Permanently banned.

 

Thank you. S!

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I think that the balance is better than ever on the server. Its obiously not perfect, but imho that is as close as you can get on a 24/7 server.

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On another note: If you have new guys joining the server send them this link if you like and they get the basics.
 

 

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My game crashed with a DirectX error shortly after takeoff. Was logged as pilot killed, plane lost. It looks like it ought to be counted as a disconnect, but wasn't. Any ideas?

 

Edit: Here's the sortie log: http://taw.stg2.de/pilot_sortie.php?id=66042&name=Alonzo_

 

Sorties

Date Map Result Flight time AK GK Plane Info
14.10.2018 00:27:55 Kuban #328 KILLED 0h 6m 1s 0 0 Fw 190 A-3  
13.10.2018 23:20:12 Kuban #328 LANDED 1h 6m 6s 0 0 Fw 190 A-3 +1CM
Edited by Alonzo_
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Hello.

 

The web site mission planner export tool doesn't seem to work... I'm on Windows 10...

On the other hand, on my Android tablet the export tool works, but the edit map tool is not available there...

Any ideas about this?

 

Thanks.

 

 

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2 hours ago, Alonzo_ said:

My game crashed with a DirectX error shortly after takeoff. Was logged as pilot killed, plane lost. It looks like it ought to be counted as a disconnect, but wasn't. Any ideas?

 

Edit: Here's the sortie log: http://taw.stg2.de/pilot_sortie.php?id=66042&name=Alonzo_

 

Sorties

Date Map Result Flight time AK GK Plane Info
14.10.2018 00:27:55 Kuban #328 KILLED 0h 6m 1s 0 0 Fw 190 A-3  
13.10.2018 23:20:12 Kuban #328 LANDED 1h 6m 6s 0 0 Fw 190 A-3 +1CM

I noticed after crashing(your game or pc) your plane still flies for about 30 seconds before disconnecting, since it happend just after take off I assume your plane crashed before it was disconnected.

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I don't think that is server specific. WOL stats are doing the same thing - I have seen team mates shooting down planes without any mention of the hits in the stats there too.

Edited by =EXPEND=Tripwire

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6 hours ago, Muas said:

Hello.

 

The web site mission planner export tool doesn't seem to work... I'm on Windows 10...

On the other hand, on my Android tablet the export tool works, but the edit map tool is not available there...

Any ideas about this?

 

Thanks.

 

 

 

In the mean time does this help?

 

https://il2map.info/

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On general i think something no have sense about stadistics...

 

for example 

 

http://taw.stg2.de/pilot_sortie.php?id=65296&name=666GIAP_Tumu

 

note , i waist all my ammo over bomber..... game only count damage over crew... nothing hits plane... result, all crew practically death , plane crashed to ground in front of my.... but.... Nobody kills this ju88.  No have sense. 

 

:)

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11 minutes ago, 666GIAP_Tumu said:

On general i think something no have sense about stadistics...

 

for example 

 

http://taw.stg2.de/pilot_sortie.php?id=65296&name=666GIAP_Tumu

 

note , i waist all my ammo over bomber..... game only count damage over crew... nothing hits plane... result, all crew practically death , plane crashed to ground in front of my.... but.... Nobody kills this ju88.  No have sense. 

 

:)

He was destroyed by AA earlier - http://taw.stg2.de/pilot_sortie.php?id=65267&name=LLv24_Humu

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interesting 

 

thx mikhael

 

he was shot down before by AAA (  continue flying  ) but on theory aircraft was down.... this is the reasson all damage done by me over plane dont count....and only counts damage over crew.  I understand . Dont seems best way to count but have some sense.

 

thx

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There are problems with the stats system and who gets the kill. As you can see here, there are improvements on the way in the next update:

 

So it`s not a server issue.

Edited by LLv24_Zami

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On 10/12/2018 at 11:56 PM, LLv24_Zami said:

Just a reminder, last 14 days:

blue_red.thumb.jpg.853ef27483b6db7daca496678a7f0bac.jpg.1683ddfebd4d19637e8f99e70c1157e4.jpg

 

At morning hours I`ve seen 15:1 balance in favor for reds but I haven`t immediately posted a picture about it.


There is a very big difference between 25:35 and 20:5. 

I'm just shocked that evening US time is essentially devoid of reliable Red presence. It has never been like this before. 

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Just now, StG77_Kondor said:

I'm just shocked that evening US time is essentially devoid of reliable Red presence. It has never been like this before. 

 

Yes it has been.

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It's been pretty rough for a while, not sure what's going on.  Balance recovered after the predictable dearth during the I16 vs. F-4 times and now it's gone again.

 

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