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Posted (edited)

@=KG76=DomyWis thanks for the detailed explanation, however what's confusing is that the penalty is not applied immediately. For example, during the sortie right after the one where I was killed (when lives=0.94) I disconnected due to the game crashing. I could then reconnect without any issues, although the 20hrs time penalty should, in theory, be in effect. When I exited the server after the last sortie (at lives 1.14) the penalty was already down to ~17.5 hrs. So, how does this time penalty manifest itself, and when does it go into full effect? Maybe I'm reading it wrong, but doesn't the 20hrs penalty mean that you can't fly for 20hrs, i.e. "Grounded" as the manual says?

Edited by Raven109
=KG76=flyus747
Posted
7 minutes ago, Raven109 said:

@=KG76=DomyWis thanks for the detailed explanation, however what's confusing is that the penalty is not applied immediately. For example, during the sortie right after the one where I was killed (when lives=0.94) I disconnected due to the game crashing. I could then reconnect without any issues, although the 20hrs time penalty should, in theory, be in effect. When I exited the server after the last sortie (at lives 1.14) the penalty was already down to ~17.5 hrs. So, how does this time penalty manifest itself, and when does it go into full effect? Maybe I'm reading it wrong, but doesn't the 20hrs penalty mean that you can't fly for 20hrs, i.e. "Grounded" as the manual says?

After you were KILLED and then came back in a 109, were you on a team with 15 fewer players than the enemy?

If so, the server allows players to spawn on smaller teams regardless of a time penalty or not.

  • Thanks 1
Posted
4 minutes ago, =KG76=flyus747 said:

After you were KILLED and then came back in a 109, were you on a team with 15 fewer players than the enemy?

If so, the server allows players to spawn on smaller teams regardless of a time penalty or not.

 

Right, and that makes sense. Banning players which are already at a numerical disadvantage will probably make a small team even smaller in no time. Blue team was probably at a disadvantage, can't recall exactly, but will pay more attention to this in the future. Thanks.

  • Upvote 1
Posted
13 minutes ago, Raven109 said:

 

Right, and that makes sense. Banning players which are already at a numerical disadvantage will probably make a small team even smaller in no time. Blue team was probably at a disadvantage, can't recall exactly, but will pay more attention to this in the future. Thanks.


Your death was at 11.10.2021 20:36:35

swsYOvM.png

Team counts at this moment in time were:
29 Allies - 30 Axis

 

In this situation when an allied pilot dies they lose 0.96 lives and an Axis pilot loses 1.0 lives when they die.

They were essentially balanced so either side would lose close to 1.0 lives.

  • Confused 1
Posted
5 minutes ago, =KG76=DomyWis said:

...

Team counts at this moment in time were:
29 Allies - 30 Axis

...

 

OK, but if the teams were balanced, how come the time penalty didn't go into effect right after the pilot getting killed, and I could still take-off shortly after.

 

Killed at 20:36:35, spawned back in at 20:41:38, which seems to match just a 5min penalty.

Posted
30 minutes ago, Raven109 said:

 

OK, but if the teams were balanced, how come the time penalty didn't go into effect right after the pilot getting killed, and I could still take-off shortly after.

 

Killed at 20:36:35, spawned back in at 20:41:38, which seems to match just a 5min penalty.

 

What was said here, if smaller team is greatly unbalanced the death penalty timer is voided to allow disadvantaged team a chance to fight back.

1 hour ago, =KG76=flyus747 said:

After you were KILLED and then came back in a 109, were you on a team with 15 fewer players than the enemy?

If so, the server allows players to spawn on smaller teams regardless of a time penalty or not.

 

 

Perhaps there was never a time penalty applied to your sortie in which you died (started @ 11.10.2021 19:59:39), and your sortie in which you suffered a disconnection  (started @ 11.10.2021 20:41:38) triggered this instead?

  • Confused 1
Posted
8 minutes ago, =KG76=DomyWis said:

Perhaps there was never a time penalty applied to your sortie in which you died (started @ 11.10.2021 19:59:39), and your sortie in which you suffered a disconnection  (started @ 11.10.2021 20:41:38) triggered this instead?

 

The sortie at 11.10.2021 20:41:38 was really uneventful. Got to the enemy ground positions, bombed, strafed and then on the way home the game crashed while just cruising.

 

I do check the profile page in-between spawns, to see which plane is available, and I think I only noticed the 17.5 hrs timer after ending my last sortie. I didn't notice it before that. The last sortie ended in me being pounced and damaged by a P-51, and while trying to evade, the mission ended. Initially I assumed that the penalty was given because the server somehow considered that I had disconnected while being attacked, but that doesn't seem to be the case. 

Posted

Are you sure you saw 17.5 hours? Because it is also possible to get a 10 minute ban and kick from the server if you ignore the overlimit message on an airfield
sJlNlKH.png

It would look the same as a ban you would get for 20 hours, but the time is significantly smaller:

I5pUKUV.png

 

  • Confused 1
IRRE_Golgoth21
Posted (edited)

Hello,

 

Thank you for this huge team work. TAW is a must for any team.

 

Though, i would like to know why parachute killing is permited ? It is very enraging to see this absolute lack of fair play.

Edited by IRRE_golgoth21
  • Upvote 3
Posted
17 hours ago, =KG76=DomyWis said:

Are you sure you saw 17.5 hours? Because it is also possible to get a 10 minute ban and kick from the server if you ignore the overlimit message on an airfield

It would look the same as a ban you would get for 20 hours, but the time is significantly smaller:

 

 

Yes, I am sure. I was a bit surprised when I saw such a large value, because it didn't fit any of the rules within the manual, given that I was already flying within the penalty period and was not killed in the last sortie. Unfortunately I didn't get a screenshot at that time. I never got kicked from the server, when the 17.5hrs limit was in effect. If it ever happens again I'll be sure to document it better.

 

I did get other short kicks/bans - i.e. for trying to take off before receiving the message that I was allowed to take off, or for choosing a plane that was not available in my hangar, or because there weren't enough slots for me to join.

JG4_Moltke1871
Posted
3 hours ago, IRRE_golgoth21 said:

Hello,

 

Thank you for this huge team work. TAW is a must for any team.

 

Though, i would like to know why parachute killing is permited ? It is very enraging to see this absolute lack of fair play.

It’s permitted because the server clan like to do.

 

https://tacticalairwar.com/pilot_sortie.php?id=28578&name==LG=Padre

  • Upvote 1
Posted
4 hours ago, IRRE_golgoth21 said:

Hello,

 

Thank you for this huge team work. TAW is a must for any team.

 

Though, i would like to know why parachute killing is permited ? It is very enraging to see this absolute lack of fair play.

It’s permitted because @=LG=Kathonthe server owner likes to do.

 

 

  • Haha 1
72AGk_Maiskiy_Juk
Posted

The next campaign is over. Red, as always with a victory. Blue, who covered us stormtroopers and was to the end - thank you. See you in six months.

  • Like 1
  • Thanks 1
Posted
5 hours ago, IRRE_golgoth21 said:

Hello,

 

Thank you for this huge team work. TAW is a must for any team.

 

Though, i would like to know why parachute killing is permited ? It is very enraging to see this absolute lack of fair play.

 

From the perspective of chute killers; the only honorable way to go is down with your ship. It is the cowards way out to abandon your plane.

  • Thanks 1
Posted

Hello everyone,

 

maybe it is time to make the server easier? Literally bored to play 50% of days with only 40..50 players on the server (EU prime time).

 

Maybe Techno chat [on]?

  • Haha 5
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  • Upvote 1
Posted

Missions must be shortly 1 hour fo eastern front, and 1/5 hour for western , then gameplay will be more dynamic...

=AD=AlmanAndorrano
Posted
6 минут назад, Gachimuchi сказал:

Missions must be shortly 1 hour fo eastern front, and 1/5 hour for western , then gameplay will be more dynamic...

three hours is the optimal time. the bombers will not be interested

  • Like 2
  • Upvote 8
Posted
12 часов назад, SV7_Zommer сказал:

The next campaign is over. Red, as always with a victory. Blue, who covered us stormtroopers and was to the end - thank you. See you in six months.

This is a great campaign. I've just started to play couple of days before it has finished. Why the period between campaigns is that long? In the manual it was written 2 months, but here in your post you are saying it is 6 months? Why do you need the period at all? Can it be a round-robin one after the other?

 

Thanks again for this excellent work!

Posted

Continuing off of the efforts made by @[TWB]Pand back in 2017...

 

RIP

IL2 Server Overview and Activity Trending

Died May 06, 2019, 08:54:28 AM

 

 

 

Here is the data of players for allies and axis on TAW #26 (TAW 2.0 II) (Western Front)

STARTED 2021-09-24 06:00:00+02:00 (6:00 PM Central European time)
ENDED 2021-10-13 20:57:00+02:00 (8:57 PM Central European time)

Duration: 19 days

 

Scan interval of data was once every minute

qQnhdgO.png

 

And as a courtesy I include the raw data for anyone to play around with:
Bonus information: Temperature and Clouds per mission ?

 

Preview

Pk9bnIJ.png

 


Online version:
https://docs.google.com/spreadsheets/d/1s1fXNwrNayfWTMrTmWq6lFDkZypdPBMsRWfHF0A646s/edit?usp=sharing

 

csv file (text editor readable): as an attachment to this post

 

TAW26_PlayerCounts.zip

  • Confused 1
-=PHX=-SuperEtendard
Posted
1 hour ago, =KG76=DomyWis said:

RIP

IL2 Server Overview and Activity Trending

Died May 06, 2019, 08:54:28 AM


But it's still working, only in TAW it's been bugged and doesn't distinguish axis and allied teams, though it gives proper numbers for whole population. For the other servers it works ok.

  • Like 1
Posted (edited)

Do I see it only that TAW is not so popular as before? Maybe it is because of the Western campaign. It is the first time where I did it almost 100%. Usually I skip it totally.

Edited by Norz
Posted (edited)

Have been said many times that TAW doesn't need to be extremely popular, it is intended to be the way it is.. i saw full or almost full server every day for the first week of TAW, then as usual some people fly less often, pretty sure numbers will be even higher for the upcoming classic TAW, we should focus on balancing the teams instead of filling the server 100% for 24/7. 

Edited by FTC_Prancing
  • Upvote 7
  • 2 weeks later...
Posted (edited)

New western TAW campaign starts on Friday 29.10 at about 16:00 UTC. 

 

We would like to fly it one more time on the same conditions but this time players change side. It will be kind of test if players or plane set has greater impact on the final result of the campaign. There are some squadrons who fly exclusively only on one side (that's ok) but I hope most of us will fly on the opposite side this time. 

 

Some fixes:

  • All advanced aircraft are moved to new pilot's hangar after map rotation, so you will not lose adv aircraft collected during the previous map.  Before only adv aircraft with the same name were moved.
  • Checking if Me 262 lands on the origin airfield fixed.

 

Registration is open.

 

Good luck :salute:

 

 

 

P.S. I had some questions about airfield damaging and repairing process during last campaign so for those who would like to drill down into details here is the explanation:

 

1. At the beginning of the mission every airfield has it's own initial damage level AF_init_dmg and supply level AF_SL. 

Example: an airfield was attacked during previous mission so in the current mission it has AF_init_dmg = 40% (destroyed 20 object out of 50)  and AF_SL = 30%

 

2. During current mission this airfield was attacked again and pilots destroyed another 19 objects. After mission a new damage level is calculated as: AF_new_dmg = (20 + 19)/50 = 78%. Then difference between initial and new damage level is calculated as: AF_diff_dmg = AF_new_dmg - AF_init_dmg = 78% - 40% = 38%. Then new supply level is calculated as AF_SL = AF_SL * (1 - AF_diff_dmg) = 30% * (1 - 0,38) => 18%

 

3. Next step is the calculation when this airfield will be repaired as:

  - if AF_diff_dmg <= 20% then airfield will be repaired after this mission.

  - if AF_diff_dmg > 20% or AF_new_dmg > 75%  then airfield will be repaired after next mission. (will not be repaired after this mission)

  - if AF_new_dmg > 85% then airfield will be repaired after two next missions. (will not be repaired after this and next mission)

 

So this example airfield will not be repaired after this mission.

 

4. Next step is calculation final damage of the airfield for the next mission as. If AF_new_dmg > 75% then AF_init_dmg=100% (all objects are destroyed) for the next mission else AF_init_dmg = AF_new_dmg.

 

This airfield will have 100% damage and supply level=18% in the next mission.

 

5. If airfield can be repaired it uses it's supplies to do it. In general the more airfield is destroyed the faster it's being repaired using less supplies. 

 

In case of any questions or suggested improvements don't hesitate to PM me.

Edited by Kathon
  • Like 8
  • Thanks 1
  • Upvote 3
Posted

This ''Oh please switch sides, we'll ask you so so sweet'' is for sure not going to work haha, but it's cute to see LG try something new.

  • Like 2
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=AD=Denisik_FL
Posted

Blue pilots, are you ready to go over to the side of the allies so that there are no more tears about the imbalance?)

 

ITAF_Gerry_Lil_Rocket
Posted
2 minutes ago, =TH=Denisik said:

Blue pilots, are you ready to go over to the side of the allies so that there are no more tears about the imbalance?)

 

Sure....

SCG_Redcloud111
Posted

Yes. Looking forward to it. 

Posted (edited)

We will fly for USAAF/RAF!

 

Pilots are: 22 Allies vs 61 Axis until now

Edited by 335th_GRSwaty
Posted

Ill fly for axis but i cant promise the ruskies will. 

Posted (edited)
19 hours ago, Kathon said:

 

 

4. Next step is calculation final damage of the airfield for the next mission as. If AF_new_dmg > 75% then AF_init_dmg=100% for the next mission else AF_init_dmg = AF_new_dmg.

 

 

Does it mean that AF with 100% damage has at this moment 11 buildings? (For the mentioned example).

Edited by Norz
Posted
12 hours ago, Norz said:

 

Does it mean that AF with 100% damage has at this moment 11 buildings? (For the mentioned example).

No, in this case when AF damage level exceeds 75% threshold then all buildings and AA are destroyed (100% damage). 

Posted

Tactical Hair War rides again. I just registered with the allies and it took about 25 tries to get a guy who didn't have an Elvis hairstyle. Last time with the axis mob it was a fetish with moustaches :biggrin:

 

Jokes aside nice one to the TAW team, hope to get more time in on this one :good:

Posted
1 hour ago, Kathon said:

No, in this case when AF damage level exceeds 75% threshold then all buildings and AA are destroyed (100% damage). 

 

Is it not better to change it this way to show these 11 buidings? For that case it is possible to attack this AF and not allow him to be repaired/opened. It is better to have a lot of possbilities to to something (for example close the AF more than only for 1 (or 2) missions. 

  • Upvote 1
Posted

I hoped that there will be similar number of pilots on both sides who will change and not change the side making balanced game play. It looks like we need more red pilots now so it's better to register on the smaller team. 

  • Like 1
  • Upvote 1
=GEMINI=IngegnerTommy
Posted
2 hours ago, Kathon said:

I hoped that there will be similar number of pilots on both sides who will change and not change the side making balanced game play. It looks like we need more red pilots now so it's better to register on the smaller team. 

 

Right.. GEMINI squadron (we avg. 6-8 player per sortie) was ready to switch from Red to Blue for this new round of Western TAW, but looking at the balance we're wondering if it does not make sense to stay Red instead. We really care only to be on the smaller side, so we'd tend to choose the less populated one, but then again one thing is the "general" balance, another thing is the balance at the time of the day & timezone you are in.

 

As I suggested few times already, one thing that could help the balance would be if you could add a mandatory question during the registration steps that ask what time of the day (what time and what time zone) the player registering will mostly play at, maybe using 2-hours segments to select (only one or multiple section allowed).

Plotting the registration data with that input should allow to give an interesting preview of the player expected in your "time"...

 

 

Posted

server is up

  • Thanks 1
Posted

please delete my account. Ala13_Antiguo .

I have created this account on the red side, but I have noticed that my squad flies blue.
As I want to fly as an ally, I will fly without my squad tag (to avoid problems) alone.
Thank you

 

Posted (edited)
18 hours ago, Antiguo said:

please delete my account. Ala13_Antiguo .

I have created this account on the red side, but I have noticed that my squad flies blue.
As I want to fly as an ally, I will fly without my squad tag (to avoid problems) alone.
Thank you

 

 

atm we can't delete players account

Edited by todeskvlt
FTC_DerSheriff
Posted (edited)

The K-4s do not fit in the MG theatre. Push them to Map 2 imho. Tempest mk V too.

Edited by FTC_DerSheriff
  • Upvote 6

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