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Nblg_Magni
Posted
09.05.2024 в 19:50, Coldman сказал:

 


6 tons of bombs hit the target that you were covering with your comrade. After landing, the pilots of the I-16 and Hurricane were shot by the NKVD for cowardice :) 

13/JG5_Luck
Posted

The AAA quality is not realistic. Not every target was heavenly defended as simulated on TAW. Defence is a question of resources. The defenders have to decide where to defend heavenly in accordance with the importance.

This is not simulated in this game.

 

  • Upvote 3
Viktor33_33
Posted
7 hours ago, 13/JG5_Luck said:

The AAA quality is not realistic. Not every target was heavenly defended as simulated on TAW. Defence is a question of resources. The defenders have to decide where to defend heavenly in accordance with the importance.

This is not simulated in this game.

 

I agree. Anti-aircraft guns firing at machine gun speed over a random warehouse on the eastern front don't exactly add realism. The previous implementation was the closest to reality, imho.

  • Upvote 2
Posted

Contrary to what others believe i think that aaa down low efficiency is now more realistic than before. Early Fall of Stalingrad has to do most with general unbalance of the opposite teams in numerical terms. Keep up the good work!!!

JG4_Deciman
Posted
20 hours ago, Viktor33_33 said:

I agree. Anti-aircraft guns firing at machine gun speed over a random warehouse on the eastern front don't exactly add realism. The previous implementation was the closest to reality, imho.

 

 

I see that from the view of a mission designer...

 

Either you place 10, 20, ... AAA guns around a target (and I guess depots or warehouses and airfields were defended as good as possible by any nation)

having each AAA unit eating in game resources

 

or you simulate that by having less AAA units but a higher rate-of-fire.

From the server load the last option is the better one.

 

As a thought (I guess those AAA units are invulnerable)

- so hitting them makes no difference, they will continue to fire at highest possible rate

maybe adding some kind of 'hit counters' and 'recovery timers' to modify the 'rate of fire' could be a solution.

but maybe too, that these additional things eat up every formerly saved server resource by 'combining' them...

 

Deci

=/Hospiz/=MetalHead
Posted

Hi everyone!

irst thing first, thank you all for your participation in the last TAW. It was the most popular Eastern Front Campaign in years. Even despite massive balance problems, fight was going on to the very end. Congratulations to the Blues for the victory and congratulations to the Reds for not giving up.

As the campaign is over it is time to share what's coming next. We plan to launch another, encore EFront in early June - 7th is the initial aim, to reduce overlap with Apollo. It is going to be more or less the same campaign as now with minor bugfixing and adjustments - with the amount of new stuff in the last campaign some bugs crawled out. Then we'll have summer holiday break and TAW will return in September with Western Front Campaign and the new, large batch of updates and we'll be back to alternating between fronts (with Kuban coming later in the year, perfectly timed for the another Eastern Front)

For the coming EFront Encore, let's try one more time with the chart. As always, please remember that it may not be showing full picture as not every squad uses it - use common sense to estimate balance as well.
Here's the enlistment chart: https://docs.google.com/spreadsheets/d/17FXJXQkDcC3nazNq9m-JlYkT08JhN2quUustgUvOXpI/edit#gid=0

If you like what we are doing and want to support us, feel free to leave a donation. Every support counts and helps us to maintain server in order to host the campaigns and develop new features. Thank you all!
https://www.paypal.com/donate?token=WKplbByGLiM8JKjOz7WmbeU3gvP7Xod6iFkO0tTJksSMncRsxwMuJj3XET8mSCfh5InbCPrxLGZl8JQk&locale.x=GB

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  • 3 weeks later...
=/Hospiz/=MetalHead
Posted

Hello everyone! Time for the encore!

As promised, Eastern Front Tactical Air War campaign returns on Friday, June 7th with launch at 18:00 UTC.
Registration is OPEN: https://tacticalairwar.com/login.php?page=register

Changelog will be posted later today. See you in the skies!

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=/Hospiz/=MetalHead
Posted (edited)

Hello again @everyone

A short changelog for the upcoming campaign. Mostly small tweaks and fixes, yet we managed to squeeze one new feature - for now in a simplified way, consider it as a beta stage.
 

Consumable Airfield Supply System:
1. Airfield supply will now be consumable - each sortie will take 0.5 supply point from the stock.
2. Airfield without supply is closed for operations (takeoffs and landings). Transport aircraft can still land there in order to bring more supply.
3. For now, airfield status is recalculated after the mission (exhausting supply, or bringing more supply will not change AF status until the next mission). It will be fully dynamic in the future.
4. Transport flights do not drain the additional supply from the AF of departure (so a transport flight adds some supply to the overall pool), as before.
5. Cargo drop missions take supply from the AF of departure (like before). If AF is out of supply and cannot support such mission, you will get a message.
6. If an AF has less than 30 supply it can be supplied by a nearby (linked) city at a rate of 20 supply per mission.
7. City > AF resupply happens immediately after mission - no column is generated (most AFs are very close anyway).
8. If an AF has 0 supply and becomes closed/abandoned, it cannot request supply from the town anymore - transport sorties are needed to open it back.
9. Border airfields (check the manual if you are unfamiliar with this term) are resupplied "from beyond the map border" at the same rate of 20 supply.
10. Supply column or train arriving to a city does not add any supply to the AF directly (once resupplied, the city itself can support the AF).
11. Airfields have now 50 starting supply instead of 15 in order to match that new feature.
12. Airfield supply can be used to repair AF damage as before.
 

Other Changes:
13. Depot supply production reduced to match the capability of logistics (they outproduced the maximum flow rate of the road network). Large depots 50 > 30, smaller, 25 > 15.
14. Non-frontline airfields cannot be closed by a tank column anymore.
15. Inactive airfield stands will be generated with gray icon now - no more 'stealth airfields'.
16. Fixed maps not ending properly after fulfilling the victory conditions.
17. On screen messages (enemy contact reports) are displayed longer now.
18. Additional minor bugfixing.
 

See you in the skies :salute:

Edited by =/Hospiz/=MetalHead
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  • Upvote 1
I/JG53_Kurtz
Posted (edited)

Hello everyone!

I'm enjoying TAW for the first time in these days, one question: where is possible to read the campaign starting date, end date and duration?

would be nice to have an announcement in TAW home page or here on the first post of this thread.

Forgive me if by chance the announcement is there but I haven't seen it.

 

Thanks and congrats for the good work!

Edited by I/JG53_Kurtz
  • 2 weeks later...
I/JG53_Kurtz
Posted

Hello all,

I have a question regarding the visual effects of explosion of ground targets in TAW, it looks to me that when i strafe a truck, the explosion i get is in some way reduced compared to what i found elsewhere (in SP or other servers), there is less smoke, less fire and there is no shaking of the aircraft due to the explosion.
Is there some tuning of the effects to make the server running smoother?

Moreover, it looks to me that ground targets in TAW are harder to destroy than on other servers or in single player. is it just an impression or it is true?

I don't know and I don't use the mission builder, so i ignore if mission builders can adjust these features of the sim.

 

Thank you for any info!

I/JG53_Kurtz
Posted

Another topic, this time regarding TAW statistics.

I find somewhat difficult to judge the performances of a pilot with the current statistics. There are not enough weighted statitistics that reports the ratio between kills and number of sorties flown and/or number of hours flown. with these could be easy to estimate the average value of a pilot or squadron.

Moreover: it could be very interesting to have statistics also for aicraft type.

In general: I consider Combat box statistics very comprehensive, could be interesting to have something similar in TAW!

=/Hospiz/=MetalHead
Posted
On 6/27/2024 at 4:12 PM, I/JG53_Kurtz said:

Hello all,

I have a question regarding the visual effects of explosion of ground targets in TAW, it looks to me that when i strafe a truck, the explosion i get is in some way reduced compared to what i found elsewhere (in SP or other servers), there is less smoke, less fire and there is no shaking of the aircraft due to the explosion.
Is there some tuning of the effects to make the server running smoother?

Moreover, it looks to me that ground targets in TAW are harder to destroy than on other servers or in single player. is it just an impression or it is true?

I don't know and I don't use the mission builder, so i ignore if mission builders can adjust these features of the sim.

 

Thank you for any info!


We have custom damage coding for ground units on TAW so yep - some targets might be harder to destroy. It all depends on the ammo / ordnance used.

I/JG53_Kurtz
Posted
16 hours ago, =/Hospiz/=MetalHead said:


We have custom damage coding for ground units on TAW so yep - some targets might be harder to destroy. It all depends on the ammo / ordnance used.

 

oh ok, I was suspecting it. Thanks for the answer!

=/Hospiz/=MetalHead
Posted

TAW XXXVII is over. Thank you for participation Everyone!
 

It was a month of intense fighting and in the end Blue Team emerged victorious - after a victory on the Moscow map, tides turned on Stalingrad and the Reds were pushing for their own triumph, yet in the last few days Blues managed to fight the map do almost a perfect draw, losing it by just one point.

Once I'll go through stats and make some summary I'll post some interesting observations and conclusions as always.
 

What's next?
Summer vacation. TAW goes on a break, coming back in September. Exact date TBA, but it will be Western Front and it will have some new features ⛈️☀️☁️
 

If you like what we do, consider supporting us with a donation https://www.paypal.com/donate?token=4f7bvqNMiuOEkC8594jj6_0FI9g42EZF02QXqQcVSSm185Lw0DOOwBMrTyV2zAmTQb2HblURAVyGO0Ib&locale.x=GB
 

Stay tuned for more info and enjoy summer holiday in the meantime!

  • Thanks 2
  • 2 months later...
=/Hospiz/=MetalHead
Posted

Hello everyone!
Summer is slowly coming to an end and the next Tactical Air War campaign is coming near, so it's time to share some details and answer the most frequently asked questions. Let's do it then!
Time:
Current ETA is on Friday, September 27th, most likely the usual evening start around 18:00 UTC. To be confirmed closer to the release.
Setting:
Western Front, Normandy + Rheinland, lasting from mid-June 1944 to mid-March 1945, for a total of ~280 missions / campaign days (lasting 4-5 weeks real time)
Registration:
To be opened few days before release. Squadron declaration chart is here: https://docs.google.com/spreadsheets/d/17FXJXQkDcC3nazNq9m-JlYkT08JhN2quUustgUvOXpI/edit?gid=0#gid=0 As always - do not consider it as a balance indicator (many squadrons never register there), only as an additional information about those who declared themselves.
Changes and updates:
While the full changelog is still away, as we keep working on several things, you can expect updates in following areas:

Weather System - long awaited WX overhaul is finally there, with more realistic, dynamically generated weather for the campaign

Planeset - WFront will get dynamic CP prices introduced in the last EFront campaigns, new aircraft added in the past months and one more simple, yet very important feature related to balance (it will be announced soon)

Normandy & Rheinland map improvements - few layout changes and many bugfixes that will improve flow of the gameplay

Additionaly there are some other ideas being developed that might come as a surprise (we are running a lot of parallel projects at the moment).

Stay tuned for more. News will keep coming!

  • Like 3
  • 2 weeks later...
=/Hospiz/=MetalHead
Posted

Hi everyone 
It is time to release the planeset! 🔥🔥🔥
It is still somewhat WiP (goes through testing, minor changes expected), but it will give you a good idea of what to expect.
Compared to the previous West you will see two major features. Let's go to the details!
 

VARIABLE CP
Implemented for the last two eastern campaigns, this feature arrives to the WF as well. It allows to tweak aircraft availability, without creating artificial matchups for balance. Key points:
- prices are listed in the chart, as a number next to the aircraft, on the left
- weaker or underused aircraft (like the Typhoon) have lower prices to increase their accessibility
- strong or overrepresented aircraft (like the Tempest) have higher prices, to reduce their number and make immediate replenish harder upon loss (looking at you, Me 262)
- prices may change between planesets as the plane becomes more and more accessible (Spit XIV is a prime example)
- as on the EF, the "main" (first) aircraft in your selected line, is discounted by 20% (so a 25 CP plane goes down to 20 etc.)
 

SCORE MODIFIERS
Brand new development for this campaign. While variable CP turned out to be perfect tool to control aircraft availability, it was sometimes not enough to convince players to use certain aircraft - even if available as basic it could be viewed as an underdog and not worth the risk. Now there is an additional modifier to consider:
- the number next to the aircraft on the right is the score modifier in [%] (100% is the default value)
- at the end of a sortie all your CP and EXP will be multiplied by that modifier for the final score
- underdogs can have higher modifiers to reward players using them
- the best aircraft usually get low rewards to reduce the snowball effect (usually they are most restricted, flown by the best players, getting best scores)
- modifiers are based on data from previous campaigns (and plain common sense ofc)
 

It should improve the balance and gameplay a lot.
 

Now for the "content" of the planeset itself.
More or less it is the same planeset as before with the same aircraft. Few key differences (mostly revolving around the Spitfire):
- Spitfire IXc from BoN took its rightful place as a basic allied aircraft
- old Spit Vb is sent to retirement
- Bodenplatte Spit IXe is available from set #3 (it is a late IXe with pointy tail after all), sharing place with the other IX (it was used until the end)
- E-wing mod is available for the IXc on Normandy sets, representing the initial IXe aircraft that debuted in summer 1944
- Spitfire XIV available from the very start, yet with very high price to keep their numbers low initially, and with C-wing only
- clipped wings only in the set #5, where it becomes standard (took me a long time to verify it)
For the non Spitfire stuff 😉
- gyro gunsights available much earlier, from set #1 for RAF and #2 for the USAAF and consequently with less limitations in the later sets
- Ta 152 H added for the last set (split slot with D-9)
- Ta 152 will have additional limitations (not available on every airfield) to represent its minimal quantity
 

Few other minor tweaks I might have forgotten ;)

Keep in mind we are waiting for the Tempest FM update (confirmed for the next IL2 patch, scheduled for late September) and for the LW 1 minute timer rework (confirmed as well but without ETA) from the devs.
 

Chart available here:
https://docs.google.com/spreadsheets/d/1VMUjGaLMdVWLy0rPIgRz89GMn_zMEh2xsRG8smdkDD8/edit?gid=209606478#gid=209606478
 

Stay tuned for more!

  • Like 3
=/Hospiz/=MetalHead
Posted (edited)

Hi everyone!

As promised, the long requested weather overhaul (WX for short) is finally coming to TAW. While it is still working on an in game weather system, it is a major overhaul. So what has changed?
 

First and foremost, all existing weather options are finally utilized and linked together, so the weather conditions during a mission are much more realistic compared to a previous model. It is summer, yet a thick layer of lazy stratus clouds is seen overhead? You can expect calmer, colder weather, with lighter winds, some fog in the morning etc. Towering cumuli clouds instead? Prepare for typical convective weather - hot, bumpy with an ocassional CB showering the ground with rain.  It is still a product of calculation with some randomization - anomalies might happen.
 

Each season and map has unique weather to reflect the geographical conditions - Normandy with its marine climate has somewhat milder summer than a Stalingrad, with Moscow featuring much more severe winter than Rheinland. While not 1:1 historical (to add some variety), this weather will reflect the general conditions during certain year - for example short cold period of 1944/45 winter, followed by earlier onset of warmer temperatures.
 

Moreover, we have added more wind layers, to get rid of the uniform wind over 5km - with an occasional "jet stream" at high altitude or a sudden direction change near the cloud layer, now the wind is less predictable. Bomber pilots - do not worry, weather report contains all the data you need - sometimes you might need to carefully choose altitude in order to utilize strong wind in your advantage, or to avoid it if it prevents accurate bombing.
 

Finally, we have added a proper weather report for the mission briefing and for the website, with all possible details you may need to plan the mission. The website has also a proper weather forecast now - yep, you will know what to expect for the next few missions in advance.
 

Let's look at few images of the new features!

forecast.png

real WX.png

briefWX.png

upwinds.png


For more images of the new weather settings introduced on TAW check our discord (forum won't let me put too many of them)
https://discord.com/channels/338813128722874378/339087268323000321/1287213665409302528

 

Edited by =/Hospiz/=MetalHead
  • Thanks 1
=/Hospiz/=MetalHead
Posted

Hi everyone!

TAW campaign is launching on Friday, September 27th, at 18:00 UTC as planned.
Registration will open tomorrow. In the meanwhile, enjoy the last small "devblog" dedicated to large ground objects.
 

A ground object DM overhaul that debuted last spring was adapted to handle all available static objects. The most important consequence is that we have finally made the large industrial structures much tougher to destroy - that's right, a huge 200x200 meter structure won't collapse after one or two small bombs anymore. Now, the largest buildings will be much tougher, requiring 500 or 1000 kg bombs, multiple 250 kg hits or a whole pack of smaller bombs.
 

Allied bombers pilot should not worry however - despite being limited to an A-20 (I still keep asking the devs for the B-25&B-26 😉 ) with payloads consisting mostly of smaller bombs, these bombs still can do damage to those objects, using entire load on a single structure may be needed though.
 

Who's gonna waste entire load of ordnance on a single building, right? Well, since these targets are tough, they come with a generous reward, up to 15 GK for the toughest ones, with the clusters of the slightly smaller structures will still produce at least 8 GK per each.
 

Now a handful of tips:
- these buildings do not have fixed amount of bomb hits required, so outcome may differ based on where the bombs fall
- spreading bombs across a structure deals more damage than throwing all 32 SC50s from a He 111 into one spot
- at the same time near misses or hits in the remote parts (chimneys, penthouses) deal less damage
- a delayed fuze allows the bomb to penetrate inside the structure and do more damage
- the smaller the building the less damage it needs to collapse (obvious isn't it?)
 

Since you will need multiple hits to blow that stuff now and an "object" in game may consist of multiple buildings, I have prepared a graphical breakdown of these large structures, with everything marked.
 

Enjoy! 😉
 

250x100.png

200x200_2.png

300x200_2.png

300x200.png

200x200.png

  • Like 3
1PL-Husar-1Esk
Posted

Blue side with sc500 and 1000 would have easier job. That's fine. 

 

8 hours ago, =/Hospiz/=MetalHead said:

spreading bombs across a structure deals more damage than throwing all 32 SC50s from a He 111 into one spot

2 second to drop all in delay mode , plane would travel  300m above the ground :)

Anyways practice will tell , we need to adapt and find the  best approche to the new conditions.

 

Thanks for information 

=/Hospiz/=MetalHead
Posted

Registration is open!

Let's go!

=/Hospiz/=MetalHead
Posted

Hi everyone
Manual is updated with the latest features description. Here's the full changelog of the upcoming TAW season:

 

Weather Rework:
1. A detailed weather system added to the campaign, with more realistic and more immersive weather.
2. Weather is generated based on timeframe, season, time of the day, map and some historical data.
3. Individual weather parameters are randomized, yet are linked in a reasonable way to match each other and create realistic output.
4. All weather options added to the game over the years were added to the "weather pool" in the new system.
5. Additional medium and high altitude wind layers added as a part of the weather system.
6. Detailed weather report added to the website and to the mission briefing in game.
7. Weather forecast added to the website.

 

Planeset Changes:
8. Variable CP prices added to the Western Front planeset, similar as in the last Eastern Front campaigns
9. Individual aircraft score modifiers implemented into the planeset - different aircraft can have different score rewards for achieving the same results.
10. Ta 152 added to the planeset in the set #5, available in a split slot with Fw 190 D, yet present only at a selected airfield (Greven) to limit this rare bird.
11. Spitfire Mk IXc added as the basic Normandy Spitfire variant, replacing the old Vb.
12. Spitfire XIV consequently available as an extra aircraft since set #1, with high CP cost on the early sets.
13. Lots of mod/ordnance availability adjustments, mostly revolving around Spitfires and gyroscopic gunsights.

 

Map Changes:
14. Falaise and Domfront towns added on the Normandy map in place of Flers.
15. Breda town added on the Rheinland map.
16. All new towns come with a complete set of associated objectives (defenses etc.)
17. Road and naval link network improvements on both maps (some roads added to improve campaign dynamics and supply flow)
18. Few train stations on Normandy fixed (remote trains not counted as a target are spawned as destroyed now)

 

Other Changes:
18. Ground object DM overhaul expanded on all objects including large structures.
19. Defenses damaged by players are more likely to be spawned as a target in the next mission in order to allow for sustained pressure.
20. Various minor bugfixes and improvements.
 

See you in the skies!

  • Like 2
  • Upvote 1
Posted

Why do i, as an attacker on the blue side, not have a +1 Plane like on the red side? A6 G3 ?

I/JG53_Kurtz
Posted

I started this new campaign and enjoying it a lot, my only disappointment is the effectiveness of Anti aircraft fire, in my opinion is too high, perform air to ground strikes on a defended target is suicidal, I suggest to lower the level, otherwise the situation risk to be frustrating, especially in '44 and '45 scenarios in which dive bombers are no more present and the attacks are often carried out by fighter-bombers in skip bombings at low dive angles.

  • Upvote 1
1PL-Husar-1Esk
Posted

My teammate was blow away at 17 000 ft by flak. Scary stuff.

I/JG53_Kurtz
Posted
On 10/4/2024 at 4:33 PM, 1PL-Husar-1Esk said:

My teammate was blow away at 17 000 ft by flak. Scary stuff.

Me too, many times in previous turn, on Stalingrad map, I was destroyed by flak in He-111 at 4000 m or more... I don't think that even to be in 2 or 3 would be of great advantage to distribute this strenght of flak

  • Upvote 1
=FSB=Man-Yac
Posted

Hey is it me or this thread is barely active anymore?

Maybe this is not the place to post this, but after a long break from il-2 I am looking to fly on taw. I don't have my squad anymore, and I am looking to fly with others. Blue preferably, fight sweep/escort, jabo. Open to 110 too. 

Shoot me a message, I learn fast and I am used to fly in small squads.

1PL-Husar-1Esk
Posted
2 hours ago, =FSB=Man-Yac said:

Hey is it me or this thread is barely active anymore?

Because now all activities are in discord channels.

  • Thanks 1
=FSB=Man-Yac
Posted

That's what happens when you censor even the memes 😂

Posted

The weather values (wind direction and speed) between fixed altitude values remain constant or change linearly.

  • 1 month later...
=/Hospiz/=MetalHead
Posted

Hello everyone! The wait is over!
TAW XXXIX is launching this Friday (6th) at 19:00 UTC. We are back on the unforgiving, endless wastelands of Moscow and Stalingrad maps. Registration will open soon, so will come the changelog. For now lets have look at the planeset for the East.

Key change is the addition of score modifiers are added for the EF planeset, similar to the western one (based on the data from the past seasons, mainly last two EF campaigns). As always it was quite a challenging task as the season to season changes, balance issues and a lot of other factors impact the results - some common sense was required as well and we hope it will alltogether offer a more enjoyable gameplay, especially in the underdog aircraft.

Another important change is the addition of the MiG-3 to the planeset #3 (first Stalingrad one). It replaces the La-5 (it was just entering production, not many of them in service until September). Of course the MiG-3 has lower price and higher reward compared to La-5, making it more accessible. It will also field ShVAK guns and AM-38 engines (albeit in limited numbers).

Other than that the planeset is similar to what you already know, with minor adjustments.

Enjoy!

https://docs.google.com/spreadsheets/d/1VMUjGaLMdVWLy0rPIgRz89GMn_zMEh2xsRG8smdkDD8/edit?gid=230843332#gid=230843332

  • Thanks 2
=/Hospiz/=MetalHead
Posted

Hi everyone!

Registration is open. Lets go!
Changelog + news brief in few hours.

Enjoy!

=/Hospiz/=MetalHead
Posted (edited)

Okay, time for a changelog everyone! Not as big as usual (it is more of a wrap up and adjustment pack than a new stuff release) yet with few crucial things:
 

Score balance modifier:
1. Team balance score modifier is introduced for testing. Players in the outnumbered team will receive CP/EXP bonus.
2. Score modifier is based on the player ratio. Currently, the balance at sortie end is taken into account (will be updated to integrate the player ratio over sortie time in the future)
3. Bonus is directly proportional to the square root of the player ratio. 4:1 -> double the reward and so on.
4. Maximum modifier is 300% (triple the reward), to avoid exploits in very unbalanced scenarios (30:1 or so).
5. Players from more numerous team do not have score penalty and get the base result regardless of balance.
 

Other stuff:
6. Planeset updated with score modifiers for the Eastern Front.
7. MiG-3 added to #3 set, replacing La-5. AM-38 engine availability added for that set.
8. AAA deadzone adjusted (reduced) - low level approach still delays detection yet it is harder to exploit it
9. Top 5 squadron leaderboards will now ignore squads with less than 4 active players (5h flight time in the squadron)
10. Airfield initial supply adjusted on map start - frontline AF 40-50%, then gradually increasing to 50-70% and finally 85-100% with increasing distance from the frontline
11. Airfields must have supply level below 80% to be a valid destination for transport sortie (check chat message for valid destinations as always)
12. Fixed layouts for some targets on Moscow & Stalingrad (Lotoshino defenses, Chapurniki train etc.)
13. Minor bugfixes and adjustments.
 

That's all for now. Manual update will follow soon.
Get ready for tomorrow!

Edited by =/Hospiz/=MetalHead
  • Like 1
  • Upvote 1
Posted (edited)

Thanks for the hard work! 

Edited by =ILS=_Nevin
Posted

Is there a link to the Discord channel?

 

Posted

Please return the rate of fire of heavy anti-aircraft guns to what it was a year ago. Now they are firing like a machine gun, which in advance condemns high-altitude bombers to death. There was no such high density of anti-aircraft fire on the eastern front. At least reduce their skill.

  • Like 1
  • Upvote 3
Posted

why am i being kicked from the server

Posted
On 12/7/2024 at 10:03 PM, Viktor33_33 said:

Please return the rate of fire of heavy anti-aircraft guns to what it was a year ago. Now they are firing like a machine gun, which in advance condemns high-altitude bombers to death. There was no such high density of anti-aircraft fire on the eastern front. At least reduce their skill.

 

I totally agree, AAA fire rate and/or accuracy are ridiculous, they must be adjusted, i encountered a true wall of rapid explosions at 4000 m when i inadvertently approached an enemy airport, the explosions dismantled my BF109, also in previous turns I met  exaggerated Anti aircraft fire, please, adjust it!

  • Upvote 4
GOA_Karaya_VR
Posted

Anti Aircraft fire shoots like machine guns, its imposible to do hight altittude bombing, please taw staff, set the fire rate to a realistic Mode. 

 

Regards. 

  • Upvote 3

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