Crious Posted September 25, 2023 Posted September 25, 2023 11 hours ago, =/Hospiz/=MetalHead said: There used to be photos on the old maps. New maps do not have photos at the moment (but there is a plan to add them later, once they are finished). Thanks
Crious Posted September 25, 2023 Posted September 25, 2023 Exp algorithm/mechanics Is it possible for us (players) to know how EXP is calculated/given for any achievement/goal in the server ? I would be grateful if i (and not just me ) knew ...
=/Hospiz/=MetalHead Posted September 27, 2023 Posted September 27, 2023 On 9/25/2023 at 3:23 PM, 335th_GRAlbatros74 said: Exp algorithm/mechanics Is it possible for us (players) to know how EXP is calculated/given for any achievement/goal in the server ? I would be grateful if i (and not just me ) knew ... Short answer: You got points for destroying stuff, dropping paras, flight time, successful landing etc. and you have some penalties for getting shot down, ditching the airplane and getting killed. Long answer: Each destroyed target has unique point values. 10 - 100 EXP per target usually. The harder and more important target, the higher value. You can use CP table from the manual as a rough reference: EXP values are around 10 times higher than CP (more or less). Each paratrooper is also 10 EXP (so a full drop will give a generous reward of 120-160 EXP) There is also some small EXP bonus for flight time and successful landing, yet only if the flight ends up with proper RTB and landing. On the other side, ditch or crash have small penalty, around 30 and 60 EXP respectively. Pilot loss is the highest - 300 EXP for death or capture. Of course there are also penalties for teamkills, chutekills etc. I hope this will clear it up 1
Ala13_Kokakolo Posted September 29, 2023 Posted September 29, 2023 After register, I cannot access my account (wrong password!!) I may had a typo when I signed in. Is there any possibility of reset it?
=/Hospiz/=MetalHead Posted September 29, 2023 Posted September 29, 2023 6 hours ago, Ala13_Kokakolo said: After register, I cannot access my account (wrong password!!) I may had a typo when I signed in. Is there any possibility of reset it? There is no built in password reset option, yet unless you want to change nickname or edit the account, you do not need to log in again. All personal information - hangar, stats etc. can be checked while not logged.
Crious Posted October 1, 2023 Posted October 1, 2023 TAW Strategic aspect One of the most impressive factors in the server is the logistical base related to the ground movements. What is valuable for us to know from the strategic point of view is the way tank columns fight and capture cities based on their strength. Lets assume that there is none aerial interference. A fresh tank column has drain 50 points from its departure city which means that the strength of the column is 50. Column unopposed reach the enemy city and an engagment occur between the ground forces. Cities 3 defensive lines hold 100 point strength each (the assumption is based in that a demaged defence heals in a 1 to 1 ratio from the incoming supplies). According to manual defences has to be soften by aerial bombardment in order for the tank column to deploy and attack which seems logical because if i am right city holds 300 points (3×100) and tank column just 50. Is that right? If the tank column suffer losses a bridge will appear in the next mission to repair it. The second question here is does the tank departure city drains more supply poins in order to heal tank column? When the tank column deploy arround the enemy city artillery deploy also to aid tanks. Does artillery consume part of the 50 supply points of the originaly tank column or is something different These information is critical not only for the defense of friendly cities but for strategically selected aerial attacks in order to play chess for the map conquest (strategic vs tactical approach) Thanks.
=/Hospiz/=MetalHead Posted October 1, 2023 Posted October 1, 2023 36 minutes ago, 335th_GRAlbatros74 said: TAW Strategic aspect One of the most impressive factors in the server is the logistical base related to the ground movements. What is valuable for us to know from the strategic point of view is the way tank columns fight and capture cities based on their strength. Lets assume that there is none aerial interference. A fresh tank column has drain 50 points from its departure city which means that the strength of the column is 50. Column unopposed reach the enemy city and an engagment occur between the ground forces. Cities 3 defensive lines hold 100 point strength each (the assumption is based in that a demaged defence heals in a 1 to 1 ratio from the incoming supplies). According to manual defences has to be soften by aerial bombardment in order for the tank column to deploy and attack which seems logical because if i am right city holds 300 points (3×100) and tank column just 50. Is that right? If the tank column suffer losses a bridge will appear in the next mission to repair it. The second question here is does the tank departure city drains more supply poins in order to heal tank column? When the tank column deploy arround the enemy city artillery deploy also to aid tanks. Does artillery consume part of the 50 supply points of the originaly tank column or is something different These information is critical not only for the defense of friendly cities but for strategically selected aerial attacks in order to play chess for the map conquest (strategic vs tactical approach) Thanks. 50 supply "price" for tanks is basically a full package: tanks, arty trucks and that river crossing. In other words, right now it simulates an "unit of supply" for the entire combined arms unit that in real world consists of tanks, troops, arty, engineers etc. that allows to sustain their operation. We have some plans to improve bridge and arty logic so it might change in the future. We'll see. The "defense" is actually a single object consisting of three positions. So it is 100 "HP" worth 100 supply (for full repair) that is split into these three positions. Each one is worth one third of that. The "combat value" is slightly different from that. In general, full strength defense is equal to around 2 full strength tank columns (so supply is balanced - 100 supply to build 3 defenses and 2x50 supply to deploy two columns). However in ground combat simulation there are many factors that are included and these impact the outcome, so the exact outcome of the ground battle is not such straightforward. There is also very small randomization, so the outcome is not 100% predictable and there is always some uncertainity (much like in real warfare).
Crious Posted October 1, 2023 Posted October 1, 2023 2 hours ago, =/Hospiz/=MetalHead said: 50 supply "price" for tanks is basically a full package: tanks, arty trucks and that river crossing. In other words, right now it simulates an "unit of supply" for the entire combined arms unit that in real world consists of tanks, troops, arty, engineers etc. that allows to sustain their operation. We have some plans to improve bridge and arty logic so it might change in the future. We'll see. The "defense" is actually a single object consisting of three positions. So it is 100 "HP" worth 100 supply (for full repair) that is split into these three positions. Each one is worth one third of that. The "combat value" is slightly different from that. In general, full strength defense is equal to around 2 full strength tank columns (so supply is balanced - 100 supply to build 3 defenses and 2x50 supply to deploy two columns). However in ground combat simulation there are many factors that are included and these impact the outcome, so the exact outcome of the ground battle is not such straightforward. There is also very small randomization, so the outcome is not 100% predictable and there is always some uncertainity (much like in real warfare). Ok this was very informative thank you very much. 1
Pict Posted October 3, 2023 Posted October 3, 2023 (edited) So after a long, long time away from flying and the forum I got some spare time this week to dust down my joystick and try out some of the new gear that's been sitting in my hangar and crash a few old favorites After a blast in the C-47 and the Li-2 etc., I took a tour of the forum and was pleased to see that there was TAW campain up and running and on the Moscow map too, one of my favorites. I decided to go easy and run a few transport hops for starters and that went well enough with a few hard landings I couldn't quite put the finger on why. One was a long haul at nigh, which on a winter map is quite a challenge, but fun. Anyhow I finaly went on a boming run with a Pe-2, long haul again, found the target and made a fairly shallow dive onto it, but couldn't pull out, lawn darting and killing myself I figured it was me and that I was out of practice, so I went into the QMB and ran a few dives, lawn darting each time. Then it dawned on me. I had just pulled my joystick out of the cupboard and plugged it in without testing it or calibrating it. I tested it immidiately and found that I only had about 50% the deflection I should have had when pulling back on the stick What an imbecile I felt like...all good it's calibrated and I'm heading back to the practice range now. No fool like an old fool, eh? =================== Other than that hello and thanks for yet another great online experience One question for the road, do you have any plans to include the Li-2 at some point? The C-47 is a leap forward on the Red side for transport missions, but the Li-2 would be even better. Edited October 3, 2023 by Pict
=/Hospiz/=MetalHead Posted October 3, 2023 Posted October 3, 2023 7 minutes ago, Pict said: So after a long, long time away from flying and the forum I got some spare time this week to dust down my joystick and try out some of the new gear that's been sitting in my hangar and crash a few old favorites After a blast in the C-47 and the Li-2 etc., I took a tour of the forum and was pleased to see that there was TAW campain up and running and on the Moscow map too, one of my favorites. I decided to go easy and run a few transport hops for starters and that went well enough with a few hard landings I couldn't quite put the finger on why. One was a long haul at nigh, which on a winter map is quite a challenge, but fun. Anyhow I finaly went on a boming run with a Pe-2, long haul again, found the target and made a fairly shallow dive onto it, but couldn't pull out, lawn darting and killing myself I figured it was me and that I was out of practice, so I went into the QMB and ran a few dives, lawn darting each time. Then it dawned on me. I had just pulled my joystick out of the cupboard and plugged it in without testing it or calibrating it. I tested it immidiately and found that I only had about 50% the deflection I should have had when pulling back on the stick What an imbecile I felt like...all good it's calibrated and I'm heading back to the practice range now. No fool like an old fool, eh? =================== Other than that hello and thanks for yet another great online experience One question for the road, do you have any plans to include the Li-2 at some point? The C-47 is a leap forward on the Red side for transport missions, but the Li-2 would be even better. Of course Li-2 will be implemented at some point. C-47 will also stay in the planeset as both were used by the VVS. We haven't made a decision about the details yet (operational timeframe and loadouts). Historically wise Li-2 was available only starting from 2nd half of 1942, but soviets need some transport/paratrooper aircraft for the Moscow (currently filled by the C-47 portraying PS-84 - a soviet licensed DC-3)
Pict Posted October 3, 2023 Posted October 3, 2023 (edited) 22 minutes ago, =/Hospiz/=MetalHead said: Of course Li-2 will be implemented at some point. C-47 will also stay in the planeset as both were used by the VVS. We haven't made a decision about the details yet (operational timeframe and loadouts). Historically wise Li-2 was available only starting from 2nd half of 1942, but soviets need some transport/paratrooper aircraft for the Moscow (currently filled by the C-47 portraying PS-84 - a soviet licensed DC-3) That all makes sense, looking forward to it, thanks Edited October 3, 2023 by Pict
=/Hospiz/=MetalHead Posted October 3, 2023 Posted October 3, 2023 (edited) Hey everyone! The first campaign on the redesigned Eastern Front is over! After a long struggle, German forces, despite a fierce resistance, were pushed away from Moscow and Soviet army secured a decisive victory! Thank you all for participation, commitment and fighting till the last day. We hope you enjoyed it! If you like what we do, please, consider supporting us with a donation. It helps us to provide TAW experience for You.https://www.paypal.com/donate?token=IAYglra8unXli9LL95SDBjBl5bNmpxN5bP6ZTOo7793E8xcCT_IWFqQHxDaWAmpKwZfSlg4ySNXKwlP9&locale.x=GB What's coming in the future? Since it was the first eastern campaign in ages, the current plan is to launch another eastern one. ETA early November (maybe very late October). We also have started work on the Stalingrad TAW map. It is in early development so it will take few months before it arrives. If all goes well, next year we'll return to full length 1941-1943 east. Edited October 3, 2023 by =/Hospiz/=MetalHead 7
JG5_Schuck Posted October 5, 2023 Posted October 5, 2023 I quite enjoyed this map, although the front did seem to collapse quite quickly at the end.. Just a couple of things i noticed: The top scoring pilot also had the most number of deaths, which goes against the servers virtual pilot staying alive theme..... maybe buy losing more Experience points would help, say 1000 instead of 300 or some form of death limit per hour? Plus i have noticed when approaching airfields players de-spawn (which doesn't show in the stats as they haven't taken off) in order to prevent themselves from being killed, so maybe extend the de-spawn time to 30 or 45 seconds instead of 15.... Anyway, i had a blast, so many thanks.... looking forward to the next map...
JG4_Dugo Posted October 24, 2023 Posted October 24, 2023 I agree with Schuck, there should be more penalties for deaths. Not only for the pilot himself, but also for the squadron score. In both cases it could simulate that the loss of experienced pilots has to be compensated with less experienced pilots, hence the overall score goes down. This will also lead with an even more realistic game play, where pilots would not recless dive into any fight or position. That being said, we already have the most skilled pilotes of IL2 in these campaigns an its epic each time! 1
E69_Falke_Wolf Posted October 24, 2023 Posted October 24, 2023 On 10/5/2023 at 11:25 PM, JG5_Schuck said: I quite enjoyed this map, although the front did seem to collapse quite quickly at the end.. Just a couple of things i noticed: The top scoring pilot also had the most number of deaths, which goes against the servers virtual pilot staying alive theme..... maybe buy losing more Experience points would help, say 1000 instead of 300 or some form of death limit per hour? I don't agree. Top scoring pilot is ONE pilot who flies a lot, make many many GK, takes a lot of risk and this is why he have died so much and even that have reached top position. But if death penalty is increased so much, just means that for average pilots is almost impossible to promote or end the campaign with some points. Don't take the stats of few top pilots as representative of hundreds of average pilots... And about time to leave the server I find 15 seconds enough as far as you can't leave the plane once in ground. 1
150_GIAP-Red_Dragon Posted October 24, 2023 Posted October 24, 2023 (edited) Maybe it's better to limit the number of planes? IMHO the best aircraft should be one per pilot. Let's say you can only get another plane that is older and slower. By the way, this will be a very historic event.. As for squads, maybe it's better to limit the amount of fuel in planes, bombs and ammunition? It's better than blocking flights. Edited October 24, 2023 by Rushpill
=/Hospiz/=MetalHead Posted October 25, 2023 Posted October 25, 2023 Hi everyone! Small update about current plans. Next Eastern Front Campaign is coming next month. We are aiming for November 10th with registration launching week prior. It all depends on our progress with the updates and fixes though (last IL2 update broke certain things and on top of that the new patch just popped out). Upcoming campaign will be Moscow again. Stalingrad ETA is early 2024 (we'll probably do a West Front after this one and the next one after that will have Stalingrad). Minor changes this time. In the meanwhile, you can use the usual Squadron Balance Chart to declare your allegiance for the upcoming campaign in advance. It should help others make a decision and keep things interesting for everyone. Chart available here:https://docs.google.com/spreadsheets/d/17FXJXQkDcC3nazNq9m-JlYkT08JhN2quUustgUvOXpI/edit#gid=0 1
Crious Posted October 26, 2023 Posted October 26, 2023 Hi, If i take off flying o bomber aircraft do i have to land it 1. At the same airfield? 2. At any bomber airfield. 3. At any open airfield.? Thank you.
JG4_Dugo Posted October 27, 2023 Posted October 27, 2023 21 hours ago, 335th_GRAlbatros74 said: Hi, If i take off flying o bomber aircraft do i have to land it 1. At the same airfield? 2. At any bomber airfield. 3. At any open airfield.? Thank you. In last campaign you could land at any airport that is friendly controlled and not supressed by the enemy. So didnt have to be the same airport or a bomber dedicated airport. 2
Crious Posted October 27, 2023 Posted October 27, 2023 7 hours ago, JG4_Dugo said: In last campaign you could land at any airport that is friendly controlled and not supressed by the enemy. So didnt have to be the same airport or a bomber dedicated airport. Thank you train killer !!!
Crious Posted October 28, 2023 Posted October 28, 2023 On 10/24/2023 at 4:00 PM, E69_Falke_Wolf said: I don't agree. Top scoring pilot is ONE pilot who flies a lot, make many many GK, takes a lot of risk and this is why he have died so much and even that have reached top position. But if death penalty is increased so much, just means that for average pilots is almost impossible to promote or end the campaign with some points. Don't take the stats of few top pilots as representative of hundreds of average pilots... And about time to leave the server I find 15 seconds enough as far as you can't leave the plane once in ground. 300 - 500 points death penalty is the right spot. There is no need for less or more Less will lead certainly to suicidal behaviors More will be VERY disappointing and wouldnt stop large squads from having dedicated suicidal pilots to prevent top players from dieing. Leave penalty as it is or make it 500 at most. 1
JG4_Deciman Posted October 28, 2023 Posted October 28, 2023 On 10/24/2023 at 3:00 PM, E69_Falke_Wolf said: I don't agree. Top scoring pilot is ONE pilot who flies a lot, make many many GK, takes a lot of risk and this is why he have died so much and even that have reached top position. But if death penalty is increased so much, just means that for average pilots is almost impossible to promote or end the campaign with some points. Don't take the stats of few top pilots as representative of hundreds of average pilots... And about time to leave the server I find 15 seconds enough as far as you can't leave the plane once in ground. For calculating 'Top Scorers' Maybe 'average' would be an option... Killing 200 ground targets (or shooting down planes) using only 1 life should be better than using 10 lives for the double number of kills... Deci
E69_Falke_Wolf Posted October 29, 2023 Posted October 29, 2023 18 hours ago, JG4_Deciman said: For calculating 'Top Scorers' Maybe 'average' would be an option... Killing 200 ground targets (or shooting down planes) using only 1 life should be better than using 10 lives for the double number of kills... Deci Well, "top scorers" in the general ranking are basically calculated by total points (not only GK or AK, also transports, parachutes dropped, etc.). But since there is no diploma for those pilots, it is more kind of an "honorary ranking" (except the Pilot with the most points and zero deaths). For the other Top5 the ranking is calculated by streak, so a simple death can completely eliminate you from the ranking and you have to start scoring again. I find it quite reasonable...
MAJ_Raptor Posted November 7, 2023 Posted November 7, 2023 Quick Question for all. I registered for TAW in one of the other online wars. But I can not seem to remember my password is it possible to reregister since this is a new war or do i need a new password. I saw that I would be provided one once I entered the server but I was wondering if there was a way to get it before then? Pilots name is Raptor82
=/Hospiz/=MetalHead Posted November 7, 2023 Posted November 7, 2023 (edited) Hi everyone Next TACTICAL AIR WAR campaign will launch on Saturday, November 11th, 2023 at 17:00 UTC Registration is OPEN Campaign setting is Eastern Front, timeframe being Battle of Moscow (same as before). TAW CHANGELOGArtillery rework & bugfixing 1. Artillery position is deployed when armored unit approaches enemy city. 2. Once deployed, artillery unit keeps bombarding enemy city defenses after each subsequent mission for the entire duration of the assault. 3. Artillery unit may change position between missions. 4. Damage done by shelling is proportional to artillery unit condition at the end of the mission (damaged arty = less damage, destroyed arty = no damage). 5. If arty is destroyed, the column cannot deploy another artillery (tanks lose artillery support). 6. If tanks are destroyed or retreat after the mission but artillery unit survives, it deals damage anyway and then retreats as well. 7. Resupply/replenishment coming for tank column via bridge target, affect artillery position as well. Other changes & fixes 8. Fix for some targets being invisible (mostly train wagons). 9. Airfields on Eastern Front properly close when enemy tanks are nearby (around 35 km, smaller radius for border airfields) 10. More types of bridges available as targets - a single river crossing can have one or multiple bridges of various length (multiple bridge icons may appear if these bridges are spaced apart) 11. In order to block bridge resupply, connection must be severed (each bridge must have at least one span segment destroyed - no need to completely blow up everything). 12. Leaderboards/awards - in case of equal streaks, pilots are sorted by score 13. Leaderboards/awards - single player squadrons are omitted. (May not work automatically, but will be considered at the end). 14. Several Moscow map layout fixes (targets generated in wrong places) 15. MCU logic optimization (attempt to reduce lag spikes) 16. Various minor fixes. Edited November 7, 2023 by =/Hospiz/=MetalHead 7 1 2
Crious Posted November 11, 2023 Posted November 11, 2023 Hi In some railway stations there may be wagons in different parallel lines than the "basic train". Are these wagons valuable targets?
=/Hospiz/=MetalHead Posted November 11, 2023 Posted November 11, 2023 (edited) 3 hours ago, 335th_GRAlbatros74 said: Hi In some railway stations there may be wagons in different parallel lines than the "basic train". Are these wagons valuable targets? Yep. All wagons count (minus the empty platforms). There's a lot of targets Edited November 11, 2023 by =/Hospiz/=MetalHead
Crious Posted November 12, 2023 Posted November 12, 2023 10 hours ago, =/Hospiz/=MetalHead said: Yep. All wagons count (minus the empty platforms). There's a lot of targets Thanks
IRRE_Axurit Posted November 13, 2023 Posted November 13, 2023 On 11/11/2023 at 6:01 PM, =/Hospiz/=MetalHead said: Yep. All wagons count (minus the empty platforms). There's a lot of targets What about the station buildings? Is there any value in destroying them?
=/Hospiz/=MetalHead Posted November 15, 2023 Posted November 15, 2023 On 11/13/2023 at 9:42 AM, IRRE_Axurit said: What about the station buildings? Is there any value in destroying them? None. 1
JG4_Matthias Posted November 16, 2023 Posted November 16, 2023 (edited) Why was I penalized for shooting a blue player ? https://tacticalairwar.com/pilot_sortie.php?id=4706&name=JG4_Matthias https://tacticalairwar.com/pilot_sortie.php?id=4717&name=JG4_nepruck Edited November 16, 2023 by JG4_Matthias 1
-DED-Takeshi Posted November 17, 2023 Posted November 17, 2023 (edited) On 9/17/2023 at 2:43 AM, =/Hospiz/=MetalHead said: Moscow map Красные победили? Сервер стоит Did the Reds win? The server is worth Edited November 18, 2023 by LukeFF Please post in English in this part of the forum
E69_Falke_Wolf Posted November 17, 2023 Posted November 17, 2023 23 hours ago, NiiranenVR said: I see no diff bf109 normal and late ? With F2? Normal-> locked: MG151/20 (yo Can´t use 20 mm) Late-> limited: MG151/20 (can use 20 mm but is limited to some AFs)
=/Hospiz/=MetalHead Posted November 17, 2023 Posted November 17, 2023 On 11/16/2023 at 5:33 AM, JG4_Matthias said: Why was I penalized for shooting a blue player ? https://tacticalairwar.com/pilot_sortie.php?id=4706&name=JG4_Matthias https://tacticalairwar.com/pilot_sortie.php?id=4717&name=JG4_nepruck Teamkill applies automatic exp penalty.
NiiranenVR Posted November 17, 2023 Posted November 17, 2023 4 hours ago, E69_Falke_Wolf said: On 11/16/2023 at 12:33 PM, NiiranenVR said: With F2? yes , and thanx That explain - the airport i was in it was the same ? 1
JG4_Deciman Posted November 17, 2023 Posted November 17, 2023 3 hours ago, =/Hospiz/=MetalHead said: Teamkill applies automatic exp penalty. OK, but he did not Kill his (and my) teammate. He only hit him And according to the logs the teammate suffered much more damage from being hit by an enemy pilot afterwards So I'll ask: Why was my teammate punished Why was the kill credited as a 'friendly' kill to my teammate Why wasn't it credited to the 'enemy' pilot (doing much more damage than my teammate did and doing it later) Deci 1
Real_NBD Posted November 17, 2023 Posted November 17, 2023 (edited) Hi TAW, some feedback. What are these windspeeds you have almost every mission? Right now it's very typical to have 5m/s at 0m and 12m/s at 500m in-game, meaning that due to the map being at ~240m elevation, we are flying at 8-10 m/s windspeed most every mission at the deck where most of the action is. The effect on divebombing is most frustrating, as level bombing is now more accurate due to the overmodeled bombsights everyone has. Looking at Moscow region weather data, windspeed should be 2-4 m/s at the deck most of the time, so pretty much half of what it is currently Edited November 17, 2023 by Real_NBD 2
Crious Posted November 18, 2023 Posted November 18, 2023 Hi We are in mission 12:32:37 18/11/2023 and axis has lost 462 from 1155 tanks. The question is: did those 462 destoyed from enemy airplanes or this number include tanks that destroyed from enemy defences? The total number appeared for destroyed axis tanks according to red squadrons successes is 380 (adding numbers in squadron list). So we have 462-380 =82 surplus tanks that is not related to red aircraft or red defences. Are these 82 tanks killed from red pilots that didnt survive the mission , are these tanks killed from red defenses or these kills are a combination from both causes? Thanks in advance for answering my questions
=/Hospiz/=MetalHead Posted November 18, 2023 Posted November 18, 2023 On 11/17/2023 at 5:21 PM, JG4_Deciman said: OK, but he did not Kill his (and my) teammate. He only hit him And according to the logs the teammate suffered much more damage from being hit by an enemy pilot afterwards So I'll ask: Why was my teammate punished Why was the kill credited as a 'friendly' kill to my teammate Why wasn't it credited to the 'enemy' pilot (doing much more damage than my teammate did and doing it later) Deci That happened because according to logs "shotdown" event was caused by Mathias. TAW script uses logs to determine who shot who. The question is why it was logged like that when friendly fire damage was minimal. We'll check if that's issue on our end or just a game bug. Thanks for report. On 11/17/2023 at 7:04 PM, Real_NBD said: Hi TAW, some feedback. What are these windspeeds you have almost every mission? Right now it's very typical to have 5m/s at 0m and 12m/s at 500m in-game, meaning that due to the map being at ~240m elevation, we are flying at 8-10 m/s windspeed most every mission at the deck where most of the action is. The effect on divebombing is most frustrating, as level bombing is now more accurate due to the overmodeled bombsights everyone has. Looking at Moscow region weather data, windspeed should be 2-4 m/s at the deck most of the time, so pretty much half of what it is currently Weather will be reworked, but that's a goal for the next year. 1
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