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=LG=Kathon

Tactical Air War

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During the past campaign I had two bombers (Bf-110 an Ju-88) and a fighter that disappeared right in front of me as I was about to engage them. The bombers disappeared right after their bombing runs, which makes me suspicious. The fighter was turning and fighting, so that was probably a disconnect. I think the problem is a bit more common than we think, though the majority of people still fly all the way home. That being said I had a disconnect right after a bombing run too, so who knows....

 

Either way I think it should be changed that you don't get those kills counted for you, but that nothing "bad" like losing an aircraft occurs. That will keep stat padders from doing alt-f4 since it does nothing to add to their precious stats. Still amazes me that people will do things like that in a simulator (or any game really, it's just a game).

 

 

I always fly all the way home.  I think I got that mentality in Spits/109s & Zeke/Wildcats in the old 1946 days.  If you wanted to progress or maintain a top spot in the fighter leader board you had to "Land" your kills.  100 points for every kill landed, only 50 if you bailed or Disco'd.  Although I think Discoes didn't count at all.  But there wasn't the issue of a "Streak" that I can recall.  But I do remember 5 and 6 kill sorties where I was like, "Man, I need to head home in case something happens" and I lose my kills.

 

I think the fair thing is as we've been discussing here; Find a way to make Stat-mongers (PC term) regret Alt-F4'ing but don't punish a guy for a game crash by ending his streak or issuing a death.  In all likelihood streaks will come to an end eventually in their own time, but a game crash shouldn't be why.  To me, and I know this isn't popular with everyone, but the loss of a top tier limited plane might be enough motivation to convince Alt-F4ers not to disco to pad stats.

 

Unfortunately there are folks who will Stat-monger AND want to maintain a streak and there won't be any way to discourage that but to penalize everyone equally.

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I always fly all the way home. I think I got that mentality in Spits/109s & Zeke/Wildcats in the old 1946 days. If you wanted to progress or maintain a top spot in the fighter leader board you had to "Land" your kills. 100 points for every kill landed, only 50 if you bailed or Disco'd. Although I think Discoes didn't count at all. But there wasn't the issue of a "Streak" that I can recall. But I do remember 5 and 6 kill sorties where I was like, "Man, I need to head home in case something happens" and I lose my kills.

 

I think the fair thing is as we've been discussing here; Find a way to make Stat-mongers (PC term) regret Alt-F4'ing but don't punish a guy for a game crash by ending his streak or issuing a death. In all likelihood streaks will come to an end eventually in their own time, but a game crash shouldn't be why. To me, and I know this isn't popular with everyone, but the loss of a top tier limited plane might be enough motivation to convince Alt-F4ers not to disco to pad stats.

 

Unfortunately there are folks who will Stat-monger AND want to maintain a streak and there won't be any way to discourage that but to penalize everyone equally.

Maybe I like to be punished but I'd combine the system we have atm + you loose your gk/ak from that flyout.

 

I mean if you already got damaged there is a high possibility you wouldn't make it home + you would head straight home anyway so you have a small time window in which the shitmoment can happen. And the 2nd part would stop the alt+F4 s***.

 

And like I said, looks like il2 gets unstable over time. So restart the game every 2 hours. With that I managed to fly the whole campaign without a crash.

 

My 2cents

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Game knows when you press alt+f4, why not send this information into server mission log file. I write this in suggestion thread. Btw leave server option shuld have time out build in.

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Thanks for all your comments :)

 

I'm working on a new AA system at the moment which should less utilize server CPU but most of the script must be rebuild. Plane set will be much more limited. Disco issue analyze.

 

We plan to start new campaign at the end of the next week. 

 

Thx, for the nice campain ! :salute:

 

One question...

Why have TAW not two Statistcs?

 

One for all flight inserts, and one for only where you have not died.

In pilot details you may see two statistics: AK/GK in total and AK/GK streak for current live.

 

Suggestion. Remove the capture airfield by supply plane mechanic.

1. Its an unrealistic game mechanic. Very few areas where captured by airborne forces. The "historical" way to capture enemy area is buy defending your ground forces and destroying enemy ground forces.

2. With this mechanic one side can advance more than 100 Km in a single day. This happened more than once on the taw server for both sides. This is also very unrealistic.

We will consider it.

 

 

I want to congratulate the Red Team for their victory. I dosen't could help this time, but I see I dind't make difference! hahaha
 
Unfortunately TAW's gone to me for now. My squad has stopped playing because of current planes choice. That's enough to make me stop.
But I will continue giving my suggestions because I hope to be able to return soon. Until my friends get the BoM I will only help here in the forum.

The first suggestion for the next campaign is to limit airfield planes.
An intact airfield would have maximum capacity per mission, when damaged that capacity would be diminished.
This would enable aircraft transfer missions. Transferring fighters from an airfield in the rear to one near the front would make a lot of difference. It would also be another possibility to win combat missions.
The IL-2 allows an airplane to be transferred from one airfield to the other in case the landing is successful.

 

I was thinking about limiting available planes on the damaged airfields, but don't know how transferring planes works in game. If you transfer one plane to the near front then someone else may take it and you would have no plane in that case, am I correct?

 

Great campaign guys, unfortunatly died this time. Well, happens.

 

Not sure if it was mentioned but: Can the wind be a bit - lets say - improved? Hard wind from time to time is okay but it felt like every round was to fly at 8 m/s wind which made taxing and taking of horrible. Just as a quick suggestion.

Thanks. Ground wind will be reduced.

 

Easy fix : after pilot exit , count plane as crashed and pilot as captured....unfortunately this will hurt the players where the game crashed , but i see no other way atm....just think of it as a mechanical failure in the plane and the pilot couldnt return it to friendly lines...

 

 

Maybe after X disconnects (with no damage) resulting in IN-FLIGHT landings, the account is flagged for administrator review to assess potential abuse of the system.

We were thinking about it but deciding what value X should be and assessing potential abuse isn't easy and take time.

 

One other thing which is annoying is the fact that we are able to fly a plane in missions which we don't own. For example if I have one FW190 available and lose it I am able to spawn it again in that same mission. All kills which I make will not count to my stats BUT destroyed enemy vehicles/planes/pilots still are lost on that mission. Only penalty for that is if I lose that FW190 again I will have -1 of that plane available after reload but it's still a problem.

Yes, you are right. I started to rebuild the script to work in "online" mode (stats, available planes etc are updated during mission every ~20 seconds) but had to suspend it and focus on changing generating AA units to optimize CPU utilization. There are also trains, moving convoys, night missions and many other improvements  on the long list so don't know when it will be changed. But it will eventually.

 

This is truly the most effective and reasonable solution. I really hope the LG team considers this.

Yes we do.

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I really like climate of TAW much more than others similar endeavours. Thanks Kathon looking forward for next war ,this time as red team. S!

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I./JG68_Sperber, on 13 Nov 2016 - 11:50, said: Thx, for the nice campain ! :salute: One question... Why have TAW not two Statistcs? One for all flight inserts, and one for only where you have not died. In pilot details you may see two statistics: AK/GK in total and AK/GK streak for current live.

 

 

Thx for Info, But I know...

 

In all earlier OnlineWars, you have two Rankings links on the Start Page.

 

Ranking All and Ranking Alive

 

For me and other player, with not so many Time to play the game, its a chance to stay bedder in the Rankings.

Now is the Main Ranking as in all other games.

More Playing = more points.

 

TPAKTOPUCT is No.1 and have 113h. No other player have more. The Top 25 are Time Winner ;) Edited by I./JG68_Sperber

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I came to the conclusion that the main thing is the team and its coordinated work.

True. I came across a well flown Stuka squadron (at least 6 Stukas in close V Formation). They had 2 109s escorting. Did a dive out of 4k. Came home with only one loss and two damaged.

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I was thinking about limiting available planes on the damaged airfields, but don't know how transferring planes works in game. If you transfer one plane to the near front then someone else may take it and you would have no plane in that case, am I correct?

Yes, this is how it works. A returned plane is added to the airfield. IIRC, that airfield also must have the plane type in its planes list. In addition, if the plane count on the airfield is already the same as is defined on the planes list, the returned plane won't raise the count over that.

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Thanks for all your comments :)

 

I'm working on a new AA system at the moment which should less utilize server CPU but most of the script must be rebuild. Plane set will be much more limited. Disco issue analyze.

 

We plan to start new campaign at the end of the next week.

 

Kathon, I would like to come back to Haza's idea to implement the user playable tanks in the TAW missions to add more flexibility and realism - have you considered this idea to eventual add in the next campaigns or would there be some difficulties for such an implementation in general ?

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I was thinking about limiting available planes on the damaged airfields, but don't know how transferring planes works in game. If you transfer one plane to the near front then someone else may take it and you would have no plane in that case, am I correct?

 

You are right! But the main reason to use the transfer is to help on map and gain extra Combat Missions.

You can count as transference mission empty planes.

Edited by ESCOMM_FlyMaker

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...but guys, this is impossible...there are no cheats in this game.

Thats war thunder where that deny the possibility of any kind of possible cheat.

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Great campaign guys, unfortunatly died this time. Well, happens.

 

Not sure if it was mentioned but: Can the wind be a bit - lets say - improved? Hard wind from time to time is okay but it felt like every round was to fly at 8 m/s wind which made taxing and taking of horrible. Just as a quick suggestion.

i also thought the ground wind was a little much.. it literally made me UNABLE to take off, to where i had just gotten angry and stopped playing. lol

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i also thought the ground wind was a little much.. it literally made me UNABLE to take off, to where i had just gotten angry and stopped playing. lol

Doesn't that strike the fact you couldn't turn left or right on the ground past a certain amount of wind as odd? How much sail area does a plane have? Not a server issue that they can fix but still...

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We plan to start new campaign at the end of the next week. 

 

 

 

 

Is there any way to tell when the next campaign will begin?

yes if you read ;)

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My suggestion that the campaign was realistic. It's that tank column will occupy the city. Each such city will have a defense. Aircraft will have the task of protecting the unit, or destroy the defense of the city or attacking units. If the city was captured by the next mission will proceed to the next town. When not captured by any of units will be led counterattack. After the attack on the city would be sent the column to resuply atacking and defends units adding to counter attack. If the resuply fails, it will not be sent counterattacks, front does not move. Map have towns with factories, where supply of these units. If they are destroyed resuply will not be able to reap the benefits and thus the enemy. The airport will be lost from the moves the front and they'll be in the zone. Bombing the airport will wane number of possible aircraft spawn. And more.

Edited by CSAF_Shephard
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My suggestion that the campaign was realistic. It's that tank column will occupy the city. Each such city will have a defense. Aircraft will have the task of protecting the unit, or destroy the defense of the city or attacking units. If the city was captured by the next mission will proceed to the next town. When not captured by any of units will be led counterattack. After the attack on the city would be sent the column to resuply atacking and defends units adding to counter attack. If the resuply fails, it will not be sent counterattacks, front does not move. Map have towns with factories, where supply of these units. If they are destroyed resuply will not be able to reap the benefits and thus the enemy. The airport will be lost from the moves the front and they'll be in the zone. Bombing the airport will wane number of possible aircraft spawn. And more.

Good advise, but that woulde be much more work to do, so launch server would be delayed and delayed,lol

 

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Beautiful skins mate. I like the fact that they resemble their historical counterparts and are not just fictional ones. Downloading it now and cant wait to see them with u guys during the next campaign! :)

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Thanks - just saw this!

 

What do mean exactly by "the Roller"? Doing barrel rolls?

Yeah he means barrel rolls/rolling scissors with a bandit.

 

Play a few sorties with TheElf on teamspeak and you'll hear a litany of useful terms and information to pick up on that make your experience ten times better. He's magic!

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Game knows when you press alt+f4, why not send this information into server mission log file. I write this in suggestion thread. Btw leave server option shuld have time out build in.

Not completely unfortunately. If you press Alt+F4 a command is send to an application to end now but if you kill a process via task manager you can kill it immediately and it doesn't end orderly and so do not recognize what happened.

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Salute TAW masters!

 

We have any date for start next session? i see web was reset.

 

thx.

Soon ;) We are still working with new campaign so be patient.

 

Cheers ! :salute:

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Not completely unfortunately. If you press Alt+F4 a command is send to an application to end now but if you kill a process via task manager you can kill it immediately and it doesn't end orderly and so do not recognize what happened.

Task manager is not fast method as alf+f4 is, in most cases you gona be damaged = loosing life when next thing would be dissconnect. You can propebly make clever script and activate it by key combination but this also gonna take time.

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Soon ;) We are still working with new campaign so be patient.

 

Cheers ! :salute:

 

Hard to be patient when it was so much fun last time! :D I really hope we will get the limit in aircrafts based on era again, it was great fun to see many of the "inferior" planes in the air.

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Hello guys,

 

When the next campaing will be avaiable? 

 

Congratulations to admins and all off us to build a community so strong.  :)

 

Cheers!

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Hello guys,

 

When the next campaing will be avaiable? 

 

Congratulations to admins and all off us to build a community so strong.  :)

 

Cheers!

They said soooon, and be patient, lol, but I cannot wait... :lol:

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Thanks - just saw this!

 

What do mean exactly by "the Roller"? Doing barrel rolls?

Rolling Scissors

 

Roller.png

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New TAW campaign starts on 27.11.2016  Sunday morning.

 

Changes and new features:

  • limited number of aircraft on damaged airfields (damage between 45%-60% => ~15 aircraft per type, damage 60%-75% => ~ 9 ac per type, damage > 75% => ~ 3 ac per type)
  • quorum is 4:4 and 9:0. If quorum is not accepted during the whole mission then pilots stats are counted but next mission is the same as previous one. Quorum is accepted if there are at least 4 players on Axis side and at least 4 players on Allied side at the same time OR the are at least 9 players on one side.  Once accepted quorum doesn't change during the whole mission regardless of number of pilots. There is info about actual quorum on the TAW website above the map: no quorum means quorum not accepted, no text at all means quorum accepted. Quorum has been introduced to prevent situations where small group of pilots on one side move significantly front line during the night without any opponent.
  • double death and plane lost after gunners bailout fixed.
  • ground wind limited
  • separation between vehicles in convoys was increased. 
  • delay between objects destruction and text message (e.g. tank convoy was attacked in sector.....) was shortened.
  • if pilot disconnects (alt+f4 or internet issue) without being damaged then no AK/GK counts for him. 
  • depot durability increased
  • dynamic AA (it's deleted when no enemy nearby so it should lower server CPU usage)
  • new limited plane set. Airplane with CM+1 are added to hangar by 1 after mission only if pilot doesn't have it. If pilot has at least 1 plane of this type then it's not added.

planeset_v1_4_3.jpg

 

Registration is open. Good luck!

 

If case of problems, errors etc please use this topis: http://forum.il2sturmovik.com/topic/25544-taw-bugs-errors-and-problems/

Edited by =LG=Kathon
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Is Yak-1 ser. 69 on map #7 CM or CM+1?

 

Could you clarify the disco change please? Will it affect the team or just the personal stats?

E.g. a pilot destroys a tank column and then disconnects undamaged. Will the algorithm count the column as destroyed when process the mission results?

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