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=LG=Kathon

Tactical Air War

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4 minutes ago, SCG_Riksen said:

 

I have a better idea guys. Let's all fly blue this campaign. All squadrons together! We will be great ... cooperating ... organizing and we will defeat ... defeat the ... hummm ... the static tanks?

we still join red and have this in  a loop:

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but they are close!

 

same with this Guys.😀

 

Edited by JG4_Widukind

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After flying two great campaigns as Red, StG77 will go back to Blue. 

We've made great friends on both sides. The quality of pilots is equally high. I hope to see more Red/Blue 'only' squads switching sides every once in a while to appreciate a different kind of experience...

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SCG will be joining the LW this time but we will give freedom to our pilots to switch sides in case they wish to balance the server. See you guys soon!

 

Thumbs up for the guys switching sides:

- Hydra;

- Hospiz.

 

We appreciate the effort to balance the campaign and let other units fly for the other side as well!

Edited by SCG_Riksen
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HI all

 

Italian pilots in this edition will join( as much possible ) a single group:

 

Regia Aeronuatica

 

this group should be formed at least by 10 pilots

 

See you in the air..


Regards

Edited by ITAF_Rani
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@=LG=Kathon Could you please delete my TAW account. I forgot the password I registered with so I need to create a new account.

 

Thank you and sorry for the inconvenience.

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Wow, new season is coming! JG5 will go red!

Maybe the new air marshal system will provide the advantage to TAW coordinate combat

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10 hours ago, III./JG5_xshinel said:

Wow, new season is coming! JG5 will go red!

Maybe the new air marshal system will provide the advantage to TAW coordinate combat

New air marshal system?  I didn't read anything about that in this thread.  How does it work?

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Oh boy its reading week at uni come Monday its perfect timing!

 I think i will be going blue this Campaign i am always looking for people to fly  with, i am on mostly nights AST.

 

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3 hours ago, CamusB455 said:

New air marshal system?  I didn't read anything about that in this thread.  How does it work?

It's in development. Collision commander can give the strategy direction and the tactial taget to the pilots, coordinate the combat.

It can make the fight more real, but also need the pilots discipline. Maybe it's like this.

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Next TAW campaign starts on 16.02 at about 11:00 UTC

 

 

Main changes:

  • Limitation to 45 players for each side. How it works: there are two lists with 45 slots for each side in the script that are cleared after each mission. Every time when a player spawns on an airfield the script checks if the player is on the list:
  1.  if the player is on the list then he can take off.
  2.  if the player is not on the list and there are still free slots he is added to the list and can take off.
  3.  if the player is not on the list and there aren't any free slots a player can't take off and must end his sortie (he will get a warning on the chat)

            A player is removed from the list if he leaves the server. If a list is full (no free slots) then there is info 'Allied/Axis side is full' on the TAW web page under 'Elapsed time' and there is info 'Over limit' under each airfield on the map in the game.

 

  • When number of spawned players on one side is bigger than 10 then players from that side get time penalty (can't spawn for some period of time) when their sortie is ended as:

              death - 15 min
              captured\bail out\ditch\crash\disco - 10 min
              no time penalty for ditching on the friendly airfield (emergency landing)
           

            You can check your remaining time penalty in pilot details (hangar) under the experience.

 

  • If player lands on the enemy airfield then his sortie is automatically ended as captured and kicked from the server. 
  • If an aircraft is shot down but there is no direct info about the attacker in the log files then AK is counted to a pilot who is still alive and have the same sortie and did most damage to this aircraft. 
  • If tank's caterpillar is destroyed then after a few minutes the whole tank is destroyed.
  • If all required paratroops lands inside the drop zone then this drop zone is no longer visible and Allied side gets message about that. 
  • U-2VS added to the Allied hangar. It's listed under transport but you can use it as a fighter, bomber or transport (empty payload - no bombs, no rockets, no ShKAS wings). It's replenished like the Ju-52: after 3CM with other aircraft.
  • U-2VS is able to detect Axis drop zone. You have to take off U-2VS from non-front-line airfield and fly near the hidden drop zone to reveal it to the Allied side. 
  • More AA added in the depots. 
  • Axis gun pods limitation on the airfields depends on the Axis depot destruction level.
  • No CM after sortie with friendly kill (-300 experience as penalty)
  • Bug when airfield's destruction level drops below 75% but it's sill closed for several missions with 'in repair' status was fixed.

 

 

Good luck!

:salute:

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Thanks for the changes.

I have one question about the penalty:

9 minutes ago, =LG=Kathon said:

When number of spawned players on one side is bigger than 10 then players from that side get time penalty


Is this if one side has 10 more players spawned than the other side or more than 10 players at all?

So for example 11 vs 11 both sides get the penalty? or it has to be 11 vs 22?

Edited by -=PHX=-SuperEtendard

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Great changes.

 

We will enjoy them:)

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There are some doubts about the U-2 as a "landing zone detector".

Spend half the time of the mission to detect the landing zone, while it is easier and faster to "see" it in the briefing...doesn't seem like a big deal.

 

I wonder how many percent of the supply can " bring "U-2 and who will use it as a" transport aircraft " in the presence of available in the same role PE-2 .....?

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Admins,

 

Is there a way that the identification points/items at a target can be removed, as the number of guys that do a short bombing mission then leave the server, only to return having viewed their recorded tracks and know where the actual objective items are, is growing!?

Being able to see the target in actual "real sim time" and knowing that there are only 2 trigger items in the target area to hit, surely means that we should just have red or blue dotes over the trigger points from the outset!? 

 

Anyway, just a thought!

 

Regards

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5 hours ago, =LG=Kathon said:

U-2VS is able to detect Axis drop zone. You have to take off U-2VS from non-front-line airfield and fly near the hidden drop zone to reveal it to the Allied side

 

Good idea.

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2 hours ago, Haza said:

Admins,

 

Is there a way that the identification points/items at a target can be removed, as the number of guys that do a short bombing mission then leave the server, only to return having viewed their recorded tracks and know where the actual objective items are, is growing!?

Being able to see the target in actual "real sim time" and knowing that there are only 2 trigger items in the target area to hit, surely means that we should just have red or blue dotes over the trigger points from the outset!? 

 

Anyway, just a thought!

 

Regards

 

Anyone who knows how to use the mission editor can get all the info they want without even taking off. so no, not possible.

If ppl feel the need to do that good luck to them, but kind of spoils the whole fun of new maps right.

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Am I the only one seeing an inconsistency in the fact that landing on an enemy field gets you captured and kicked from the server while being lazy and just bailing out, or just lanwndarting,  only gets you a ten minute delay?

 

So on a full server being confused about where you are or deciding it is better to land your damaged aircraft on an airfield, even if it is enemy,  means you wont be able to fly on TAW again that night unless you spend 20 minutes staring at the screen waiting for a slot to become free then hope you can Join before anyone else gets the slot.     Deciding you are lost and just bailing out or that you are too lazy to try to land a damaged plane and too low to jump so just lawndarting only gives you a ten minute delay to go get a drink and empty your bladder.

Am I misunderstanding the new rules?

 

Personally,  I would...

kick out anyone that dies,

15m delay to anyone that bails or crash lands in enemy territory,

10m for anyone that bails in friendly territory,

5m for ditching in friendly territory

no delay for forced landing on friendly field

 

I have always advocated kicking out dead pilots from full servers but been told kicking people was unacceptable. However,  you brought up the possibility not me

 🙂

Edited by 56RAF_Roblex

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8 hours ago, -=PHX=-SuperEtendard said:

Thanks for the changes.

I have one question about the penalty:


Is this if one side has 10 more players spawned than the other side or more than 10 players at all?

So for example 11 vs 11 both sides get the penalty? or it has to be 11 vs 22?

It's when one side has 10 more spawned players than other side spawned players (22:11). 

 

 

4 hours ago, =FPS=Cutlass said:

There are some doubts about the U-2 as a "landing zone detector".

Spend half the time of the mission to detect the landing zone, while it is easier and faster to "see" it in the briefing...doesn't seem like a big deal.

 

I wonder how many percent of the supply can " bring "U-2 and who will use it as a" transport aircraft " in the presence of available in the same role PE-2 .....?

I really hoped devs would fix this bug as soon as possible. I had reported it earlier but apparently nothing has been done. The funny thing is that 'change side penalty' worked fine long time ago and it has been broken after some patch.

 

U-2 transports standard 3% of supply, it's not a dedicated transport aircraft like Ju-52. 

 

1 hour ago, =RS=Stix_09 said:

 

Anyone who knows how to use the mission editor can get all the info they want without even taking off. so no, not possible.

If ppl feel the need to do that good luck to them, but kind of spoils the whole fun of new maps right.

In the old Il-2 '46 downloaded multiplayer mission was encrypted and it wasn't so easy to open it. I think devs  should have implement such solution long time ago.

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15 minutes ago, 56RAF_Roblex said:

Am I the only one seeing an inconsistency in the fact that landing on an enemy field gets you captured and kicked from the server while being lazy and just bailing out, or just lanwndarting,  only gets you a ten minute delay?

 

So on a full server being confused about where you are or deciding it is better to land your damaged aircraft on an airfield, even if it is enemy,  means you wont be able to fly on TAW again that night unless you spend 20 minutes staring at the screen waiting for a slot to become free then hope you can Join before anyone else gets the slot.     Deciding you are lost and just bailing out or that you are too lazy to try to land a damaged plane and too low to jump so just lawndarting only gives you a ten minute delay to go get a drink and empty your bladder.

Am I misunderstanding the new rules?

 

Personally,  I would...

kick out anyone that dies,

15m delay to anyone that bails or crash lands in enemy territory,

10m for anyone that bails in friendly territory,

5m for ditching in friendly territory

no delay for forced landing on friendly field

 

 

 

 

Plz go back and find the issue with player who landed on enemy airbase and was killing spawning players with gunner.
And you will understand why it is how it is :)

Cheers!

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19 minutes ago, 56RAF_Roblex said:

Am I the only one seeing an inconsistency in the fact that landing on an enemy field gets you captured and kicked from the server while being lazy and just bailing out, or just lanwndarting,  only gets you a ten minute delay?

 

So on a full server being confused about where you are or deciding it is better to land your damaged aircraft on an airfield, even if it is enemy,  means you wont be able to fly on TAW again that night unless you spend 20 minutes staring at the screen waiting for a slot to become free then hope you can Join before anyone else gets the slot.     Deciding you are lost and just bailing out or that you are too lazy to try to land a damaged plane and too low to jump so just lawndarting only gives you a ten minute delay to go get a drink and empty your bladder.

Am I misunderstanding the new rules?

 

Personally,  I would...

kick out anyone that dies,

15m delay to anyone that bails or crash lands in enemy territory,

10m for anyone that bails in friendly territory,

5m for ditching in friendly territory

no delay for forced landing on friendly field

 

 

It's a solution to the situation when a player deliberately lands on the enemy airfield and take a gunner position and then shots at spawned enemy aircraft. 

Now it's not possible.

 

I was thinking about similar time penalties as yours but in case 45:15 it wouldn't be fun for those 15.

 

Maybe the good solution would be to have this penalties for all when number of players is similar and only for bigger side if there is much more players on that side. 

 

 

 

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Just now, =LG=Blakhart said:

 

 

Plz go back and find the issue with player who landed on enemy airbase and was killing spawning players with gunner.
And you will understand why it is how it is :)

Cheers!

 

I can see that but it is a shame the server cannot just automatically despawn anyone that lands at an enemy field as people do land at enemy fields by accident due to poor navigation. 

I would expect airfield AA to deal with anyone landing at an enemy airfield but I suppose it might all be down.  In that case maybe landing at an enemy airfield should instantly repair all the AAA 🙂

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1 minute ago, 56RAF_Roblex said:

 

I can see that but it is a shame the server cannot just automatically despawn anyone that lands at an enemy field as people do land at enemy fields by accident due to poor navigation. 

I would expect airfield AA to deal with anyone landing at an enemy airfield but I suppose it might all be down.  In that case maybe landing at an enemy airfield should instantly repair all the AAA 🙂

 

Recipe for happy life:

 

1. Less expectations 

 

 

Cheers! 😄 😄 😄

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3 hours ago, =LG=Kathon said:

It's a solution to the situation when a player deliberately lands on the enemy airfield and take a gunner position and then shots at spawned enemy aircraft. 

Now it's not possible.

 

I was thinking about similar time penalties as yours but in case 45:15 it wouldn't be fun for those 15.

 

Maybe the good solution would be to have this penalties for all when number of players is similar and only for bigger side if there is much more players on that side. 

 

 

 

 

There's another side to this story, other than the person salty about having been denied spawn.     The individual in question, who landed on the airfield spent about 2 hours throwing every plane he had at that airfield.. was joined by more and more of the red team in bombing and strafing AA and buildings on that airfield, the last axis airfield on the map, into nothingness, and even as he sat on the airfield with his tailgunner pointed there were flights of reds swarming the spawn point and strafing it to win the map and press on.   With ZERO targets left to bomb, and numerous aircraft strafing the spawn point, he landed, and parked.. and waited.   The ONE target he could get his tail gunner off, almost instantly cought a bomb and cannon rounds from a strafing a-20 shortly after his pilot was killed by a tailgunner which spent the remainder of its ammo on that pilot, the tailgun being the only weapon with ammunition left on his aircraft after several strafing/bombing runs beforehand.   One guy chose to spawn in knowing his airfield was being watched by numerous reds.  Personally I'd have accepted defeat and logged off until the next map.  It took a lot of work and a full team effort to clear the AA to even achieve landing on the enemy airfield. 

 

It was a situation where whether or not the guy sitting on the enemy runway was there, nobody was spawning.. and the map was being won as axis had nowhere else to spawn as an effort of losing the map.   Can't say I exactly see the need for this measure, unless someone was salty for being on the receiving end of it.. and that person, wouldn't have been able to spawn that day regardless.   That airfield was covered, and red was flaunting their victory with a show of force. 

 

No offense intended.. but it was a fun day and a glorious victory for the soviet team for one map..   The IL-2 in question even took off and started flying home before the map ended, with a bit of hilarity.  I don't see the harm personally, spawn point denial is still going to be a factor unless you outlaw airfield attacks, and when you got one enemy airfield left on the map it's the smart move. 

 

I'm not trying to tell you how to run your server,  just voicing an opinion.  Thanks. 

 

(If this has happened more than that one time, which I'd be surprised by, I still think it probably took a lot of team effort and work to make it possible) 

 

Edited by =IL2AU=ToknMurican
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Great to be back guys. 2 things that are killing the fun though. Please remove the 10-15 minutes death timer, these first maps are hard for reds and having to wait so long to get back in the action is discouraging. I am sure Germans would prefer planes getting back in the air asap. We want to fight each other, not sit doing nothing for 15 minutes. Also, please reconsider locking AF for spawns. This makes getting an air raid together very difficult. Before we could just roll off the spawn point a bit and another plan could spawn behind us. Thanks for your consideration. 

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2 hours ago, =LG=Kathon said:

I really hoped devs would fix this bug as soon as possible. I had reported it earlier but apparently nothing has been done. The funny thing is that 'change side penalty' worked fine long time ago and it has been broken after some patch.

 

 

The issue is that nothing stops 1 sacrificial lamb to join the enemy side to figure out the zones and communicate them to the rest of the team via TS/Discord.  (I.e. a guy is about to leave / etc)

 

 

@56RAF_Roblex Landing at the enemy AF will get you taken apart by the AAA. I believe the change in question only affects active enemy airfields. Not random fields you get on the map (?)

Edited by xJammer
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44 minutes ago, =IL2AU=SixFour619 said:

Great to be back guys. 2 things that are killing the fun though. Please remove the 10-15 minutes death timer, these first maps are hard for reds and having to wait so long to get back in the action is discouraging. I am sure Germans would prefer planes getting back in the air asap. We want to fight each other, not sit doing nothing for 15 minutes. Also, please reconsider locking AF for spawns. This makes getting an air raid together very difficult. Before we could just roll off the spawn point a bit and another plan could spawn behind us. Thanks for your consideration. 

 

+1, the airfields locking due to population kind of makes organized flight with more than 2-3 people people a little haphazard in this way as well imo.

Edited by =IL2AU=ToknMurican
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