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Finnish VirtualPilots - Dynamic War

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Finnish Virtual Pilots Association's IL-2 BoS/BoM server is open. Server is visible in the MP menu with a name:

"Finnish VirtualPilots - Dynamic War".

Server is running a, two years in the making, mission with moving land battles and capturable airfields.

Basic idea (tl;dr version):
1) Shoot / bomb enemy defensive lines. -> Own tanks launch an attack.
2) Tank battle is resolved after 30min. -> Combat moves to next zone.
3) Repeat until combat reaches enemy airfield. -> Airfield capturing enabled (for the airfield that was reached).
4) Shoot / bomb enemy airfield until it's "closed".
5) Conquer said airfield with paratroopers (land "paras" plane on the closed field and finish flight).
6) Repeat until whole map is conquered. -> Victory! -> Map is reset.

Longer version:
Conquest / capturing:
The map has several airfields, which in the start are 50% German, 50% Russian. Between airfields there are combat zones (Tank Bases / Naval Battles). Choose a side and start attacking enemy tank bases (consisting of tanks, AAA, artillery, dugout, fuel and ammo). When 50% of the enemy line is destroyed, own tanks (virtual ones) launch an attack from own defensive lines. After 30 minutes the battle is resolved by taking into account the status of BOTH bases. The attack skill of the tanks is determined by the status of your base, and the defense skill by the enemy base. These skills are then used to make opposed dice rolls to determine the result. So, when you attack the enemy, you will also have to take care of your own base. When the battle is won, the combat moves to the direction of the enemy. When enough successive combat zones have been won, an enemy airfield is reached. When this happens, airfield can now be captured.

Attack the enemy airfield by destroying the ground targets (AAA, hangars, radar, static airplanes, fuel tanks, ammo dumps, vehicles etc.) there. Pro-tip: destroy the radar first to even out the defender advantage! When 80% or more of the airfield objects are destroyed, the field is "closed". When a field is closed, no one can takeoff from there. When a ground object is destroyed, an individual respawn timer starts. When it runs out, the ground object is respawned again. If a field is closed, and then enough objects respawn to bring it below the 80% limit, the field opens for use again.

When a field is closed, the attacking side can bring in paratroopers with a transport plane to capture the field. For this, you can use He-111, Ju-52 and Pe-2 (named "germanparas" and "russianparas" respectively). The capturing is done by landing and finishing the flight on the airfield (without major damage). Alternatively, Ju-52 can be used to drop paratroopers on the field. 10 out of 12 must land alive on the airfield. It can take up to 40s for the capture message to appear after this. Clarification: The adjacent combat zone must be won, and the airfield closed before the airfield can be captured. The airfield CAN be closed before the combat zone is won, and the other way round, but they BOTH have to be done for the capture to work.

 

Depots are linked to the adjacent tank battles and a captured when the tank battle is won. Factories are linked to the adjacent airfield and are captured with the airfield.

Repair:
Conversely, while the airfield is closed, the defending side can bring in a "repair" plane (combat pioneers and equipment) which will repair small number of objects, possibly opening the field right away. Also here, Ju-52 can be used to drop repair canisters for the same effect.

When the field is captured and after enough ground objects respawn, the field opens, and is now in use for the attacking side. The process is fully dynamic, and the field can be recaptured by the opposite side after next mission reload (if they win a combat zone next to the airfield...).

 

The mission has a supply and repair system. In addition to factories, there are smaller depots. Factory objects have a static respawn time of 48h. Depot objects respawn time depends on the distance to the nearest factory. For all other objects the respawn time depends on the distance to the nearest friendly depot or factory, which ever is closer. Take this into account when attacking tank bases or airfields. It might be near impossible if you don't take out the nearby depot first!

 

(NEW) Factories can be also repaired with the repair plane. Just take off from another airfield, and then land the repair to the airfield next to the factory. This will repair one factory block. Note: you can't take off from the factory airfield and then just land, this won't work :) ... Also, if the factory airfield is closed, the repair plane will repair the airfield, not the factory.

Supply:
Airfields are supplied with fresh planes by the factories. The interval that they are supplied depends on the distance to the nearest factory. So, as the battle moves further away from the friendly factories, the plane supply will also get more scarce.

Pilots can bring supply to the fields as necessary with supply planes, aptly named "supply". Supply planes are available at rear fields, plus airstart.
 
Victory:
When all the airfields but one on the map are captured by one party, it is considered as victory, and the map is reset to original setting. The last field doesn't need to be captured, as it would be hellish for the defending side to be forced to take off from a field that is under attack, with no alternative fields available.

 

Personal plane supply:

Each player has an individual supply of planes for both sides, for every airfield. So, for example, a German pilot can have 3 planes on one German airfield, 2 on another etc. He of course has 0 planes on Russian airfields. So, after capturing a new airfield, everyone has to either wait for the factory supply to reach the airfield (1 airplane per supply run, supply interval depending on the distance to the factory), ferry planes one by one, or bring in supply transport planes which will give EVERYONE on your side one airplane on the field, plus an extra one for the pilot who brought the supply. If you take a plane on the runway from an airfield where you don't have planes available, you will get a warning message in the chat. If you proceed to take off with that plane, you will be kicked from the server. The number of planes available is not type dependent, so if you have planes available, you can choose any type. Maximum hangar capacity is 5 planes.

 

Rotating plane set (RPS):

1921977330_rps1.thumb.png.9e571133da9785c1df6865875b48fe71.png

The server plane set that is roughly based on the plane's historical appearance on the battlefield, so you will have contemporary axis planes vs. allied planes. The set is rotated (advanced in time) once a week, and there are 5 sets currently.

 

See the chat commands section for the new "<planes" command used to check plane availability.

 

Award system:
Basic idea:
Get kills -> bring them safely home -> gain award points -> use award points to purchase better planes.

 

Detailed description:

The planes are divided into tiers (1-7) depending on their performance.

 

Gaining award points:

We give points for each kill you make during your flight depending on target. The points for air kill depend on the attacker airplane's tier vs. the tier of the one being shot down. If you for example shoot down a Me262 with I-16, you get huge reward. When you kill a I-16 with the 262, you get practically nothing. The scoring goes by tier difference as follows:

Tier difference, defender minus attacker:

-6: 10

-5: 25

-4: 40

-3: 55

-2: 70

-1: 85

0: 100

1: 133

2: 167

3: 200

4: 233

5: 267

6: 300

 

And for other types of kills:

- Ground: 50

- Support aircraft(supply/paras/repair): 150

 

And for missions:

- Supply: 150

- Repair airfield: 500

- Repair factory: 250

- Capture airfield: 500

 

Buying airplanes:

Tier determines the price for the plane. Tier 1 and support aircraft: supply / paratrooper / repair planes are free. Currently the prices go as follows:

Tier 1: 0

Tier 2: 50

Tier 3: 100

Tier 4: 175

Tier 5: 300

Tier 6: 550

Tier 7: 1000

 

These prices are modified by the balance of players on the server. The modifier is the cube root of the player balance. For example: 1 player on allies, 10 on axis -> cube root of 1/10 ~ 0,46 -> allies get a discount of 54% to their plane prices, and conversely, axis have to pay 215% for their planes (cube root of 10/1 ~ 2,15). To get the current prices of planes, use <cost -command. It tells the current tier prices, and to what tier each plane belongs to.

 

When you buy an airplane, it is taken from your supply of airplanes for that airfield, and it becomes a certain type with location. The bought plane stays in use as long as it doesn't get destroyed.

 

No points to use:

If you have not enough points to buy an airplane, then you will be warned about this and that you cannot take off with this type. Taking off in this case will result in a kick. Do support missions to gain points or use tier 1 planes.

Already have a plane:

If you already have a bought plane  on the airfield that you want to take off with, then just go ahead.

 

RPS and persistence:

The planes are persistent, meaning that when you land one on an airfield, it will be waiting there(on that specific airfield) until you take off with it again. You can encounter a situation when the Rolling Plane Set rotates(from last set to the first), and now the plane is no longer available. Fear not, it will become available as the rps advances again.

 

Ferrying:

You can ferry bought planes from one airfield to another, just take off and land on another airfield. WARNING: If the enemy captures an airfield where you have bought planes stored, they will be lost, considered war loot for the enemy, so consider ferrying your bought planes out of harms way!
 

Ok, how about when the airfield where you have a bought plane isn't in the current mission? "<ferry" command to the rescue! (see chat commands).

 

Ditching/bailing, death and getting captured:
If you ditch / bail out directly over the front line (right between closest friendly and enemy base), your chance for escape is 100%. If you ditch/bail right next to an enemy base (tank base / airfield / depot / factory) your chance to escape is 0%. The chance increases with the distance to the closest enemy base. If you land on enemy airfield, you are automatically captured (with no escape roll made), unless you are flying paratroopers and the airfield capture is enabled. Ditching / bailing in friendly territory is of course safe. If you die or get captured, you will start a new career. Meaning that we add a death entry to the stats (when captured), and your award points and planes are taken away. You start with 1 plane supply on each airfield.

 

Enjoy the new award system, make some kills, and most importantly, BRING THEM HOME!

 

Mission scale:
The new version is absolutely Huuuge! (with certain US president's voice)
- 30 airfields
- 109 tank battles
- 10 factories
- 16 depots
Because of this, we cannot have them all in the mission every time. In the old version, the size of the mission cause big problems, including lag and eventual crash of the server. So, we pick out only those which are currently contested / in conflict. And maximum of 5 are randomly picked from those conflicts to keep the mission size down. For every one of those 5 conflicts the nearest airfields (from both sides) are taken into the mission, then depots, then factories (max 2 per side). If it happens that tank base has it's tanks rolling, or the airfield is enabled for capture (as described earlier), and we hit the mission time limit, then they are automatically taken to the next mission.
 
Mission cycle:
Normally mission goes in ~6h cycles (from approximately dawn -> mid day and afternoon -> dusk) reloading in between. Reloading doesn't reset the map situation, but is saved, so the war can wage infinitely in theory. The season changes after every 2 missions (summer -> summer -> autumn -> autumn -> winter -> winter and so on...). The weather is randomized for every mission, meaning cloud types and heights, wind strength and direction, and precipitation all change for every mission.
 
As the mission objects are not taken into the mission by default, when you successfully win a tank battle, the next one isn't instantly available to take on. Instead, the next battles come available in the next mission rotation. So when you win a battle, go to the next available. When they run out, even if there is mission time left, the mission will rotate to give you new battles.
 
Motti tactics:
Because of the scale, and alternative attack routes you can take, this enables motti (aka encirclement) tactics. If you are able to encircle enemy into a motti(or pocket), the respawn times of objects will be infinite -> destroying and capturing targets becomes very easy.

Map situation visualization:

In-game, the situation is visualized by both a border line, and series of colored(blue/red/black) lines between airfields, factories and depots. Blue is German, red is Allied and black is no-mans-land. The colored lines represent all the possible routes, through which the battle can progress. For example, let's say there is a tank battle (represented by the opposing tank bases) on the border. You can see black lines extending to two directions from the battle. Where the line color changes (usually there is also an angle in the line as well) there is the next step along the route. That step can be another tank battle or an airfield. If you can see the black line extending from a tank battle to an adjacent airfield, then that airfield becomes capturable if the opposing team wins the tank battle. If there is a segment of colored line between the tank battle and the airfield, then there is still more battles between them.

 

Our server is also linked with the il2missionplanner.com. The map situation visualization is available here:

http://il2missionplanner.com/#virtualpilotsfi

 

Server rules:
 -This is a total war server, so basically no rules, so any dirty trick you can imagine, if it helps to defeat the enemy, it's ok :) ... Attacking airfields basically demands for vulching, etc.
- No teamkilling, this includes ground targets. There's now an automatic system in place to detect this, and players will be punished if they TK. If you are a victim of a false positive, give us an email.
- Gentleman rules are enforced (no chute shooting etc.). No insulting other players.

Server settings currently:
- full real
- no icons
- no payload restrictions(mostly, some RPS limitations)

Statistics page:
http://stats.virtualpilots.fi
 

Discord server invite link:
https://discord.gg/npbn6TN

 

Recon pictures:
You can find the airfields intel photos below. They help you locate and identify the airfield objects needed to close the field. Now also contains the tank base photos.
http://stats.virtualpilots.fi/en/faq/

For voice comms you can use the dedicated channel on the official BoS Teamspeak server, details here:
http://forum.il2sturmovik.com/topic/4802-official-teamspeak-server-bos-mp-now/

Chat commands (hint: write them to own team, so enemy won't get a clue of your actions😞
<tl - tells the remaining current mission time
<field alias - for example: if Chistovitsi field's alias happens to be "f1" the command would be "<field f1". This tells you the field status (open/closed), how many ground objects are alive, and the percentage destroyed. This command also works for combat zones (use combat zone number, next to tanks bases in the map, for example "Tank base - 1606" -> "<field 1606").

<planes (alias) - Without airfield alias, the "<planes" command will list the plane amount for every airfield (that is currently in the mission).  If you have spawned an airplane to the airfield, then the system knows your side, and will only list the airfields on that side, otherwise (if you've just entered the server for example) it will list the airfields on both sides. The command can be used also with an airfield alias, for example "<planes f13", which would only tell the situation on airfield f13. Recommended for less chat clutter :) ... This also shows where your bought planes are.

<awards - Use the "<awards" command in chat to see how many award points you currently have.

<ferry - Use the "<ferry" command to ferry an bought plane from an airfield that isn't in the current mission to another airfield (that can also be absent from current mission). Usage: "<ferry aircraft_name source destination". Source and destination is the airfield alias (f1, f2, f3 etc.). The correct format for the airfield aircraft name can be seen in the <planes command, and in the airplane selection screen, under the airplane type. You can see the airfield aliases on the map, plus in the <planes command. For example, if I want to ferry my bf109g14 from f1 to f2, the command would be: "<ferry bf109g14 f1 f2". The ferry transfer takes 15min.

(NEW) <cost - tells the current tier prices, and to what tier each plane belongs to.

 

Chat feedback:

The system will now give feedback of your actions. When taking a plane on the runway, it will tell you the current plane supply you have left on that airfield. You will be notified when you take off and land with a bought plane. You will get a chat message telling you when you receive award points. Etc etc.

 

Small disclaimer:
This house of cards…I mean robust system is no doubt flawless, but in the extremely rare case that something odd might happen, please contact us in address "gameserver(at)virtualpilots(dot)fi" ;)


Welcome to the server!

 
Edited by LLv34_Untamo
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Lots of interesting creative stuff happening on the MP scene right now!

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And because we don't have droppable paratroopers yet, the conquering happens by landing and parking the plane next to the airfield tower (wait still for ~10s)

 

Here is an idea, do what you will with it: Dropping paratroopers is not that different from level bombing, from the point of view of the pilot. So maybe you could implement the final capture by putting a number of fake objects on the ground in a grid, and link their OnDamaged event to the airfield capture, but only provided there are no enemy planes below 2000m over the objectives. The only way the enemy could damage these fake blocks is by doing a level bomb drop.

 

This has its problems, for instance cheaters could switch sides and do a low-level bombing of the airfield. Another problem is if you have a friendly doing a low-level pass while you are doing your "parachute" drop, it would ruin it.

 

My fear is that the land and taxi part could be a bit tricky if there are enemies around in the air.

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Here is an idea, do what you will with it: Dropping paratroopers is not that different from level bombing, from the point of view of the pilot. So maybe you could implement the final capture by putting a number of fake objects on the ground in a grid, and link their OnDamaged event to the airfield capture, but only provided there are no enemy planes below 2000m over the objectives. The only way the enemy could damage these fake blocks is by doing a level bomb drop.

 

This has its problems, for instance cheaters could switch sides and do a low-level bombing of the airfield. Another problem is if you have a friendly doing a low-level pass while you are doing your "parachute" drop, it would ruin it.

 

My fear is that the land and taxi part could be a bit tricky if there are enemies around in the air.

Thanks for the idea. We'll consider it. IIRC, the mission log shows which side's bombs were dropped, so cheating by side switching shouldn't be possible.

 

Dropping paratroopers would be tricky too, since the chutes and troopers can be shot by enemies. That's why you need air superiority when the para plane comes to the field. Remember that the airfield itself is closed when the para plane is landed, so enemies cannot take off from it, they have to come from other fields.

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LLv34_Untamo, on 12 Mar 2016 - 16:42, said:

snapback.png

And because we don't have droppable paratroopers yet, the conquering happens by landing and parking the plane next to the airfield tower (wait still for ~10s)

 

Since no paratroopers available, how about make only Pe-2, He-111 able to capture the field, simulating they are disembark ... "ISIL bombermans". :)

Edited by Sokol1

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When a field is closed, the attacking party can bring in paratroopers with a transport plane to conquer the field. Because we don't have Ju-52/Li-2 yet in the game (as player pilots planes at least), we have to compromise, and use He-111 and Pe-2 (named "germanparas" and "russianparas" respectively). And because we don't have droppable paratroopers yet, the conquering happens by landing and parking the plane next to the airfield tower (wait still for ~10s). When the field is conquered and after enough ground objects respawn, the field opens, and is now in use for the attacking side.
Edited by SFF_Esso

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I flew there a bit yesterday, it was fun. Lots of attacking ground targets, nervously looking at the sky to see if trouble is coming my way. I ended up fighting 1vs2, but with the energy advantage. Dealt some damage, took some too.

 

I'd like to see the server somehow introduce trains, vehicles and ships into the mix. They could play a role in bringing reinforcements to defenses or capturing troops. Why not have player-controlled tanks on some of the biggest/iconic airfields? Combined operations is always a lot of fun.

 

For ambiance, I think you should also add sirens on the airfields with enemy planes nearby. Nothing like scrambling from a runway under the sound of sirens and the pounding of AAA.

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...

I'd like to see the server somehow introduce trains, vehicles and ships into the mix. They could play a role in bringing reinforcements to defenses or capturing troops. Why not have player-controlled tanks on some of the biggest/iconic airfields? Combined operations is always a lot of fun.

 

For ambiance, I think you should also add sirens on the airfields with enemy planes nearby. Nothing like scrambling from a runway under the sound of sirens and the pounding of AAA.

Good ideas, and we have thought about many of those already :) ... The general intention is to add new features as time allows, but as getting to this point has taken a year, well, you can imagine the pace ;) ... Work, wife and a 1yo daughter keep me from the IMPORTANT stuff ;)

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This is great stuff :salute:

 

PS  Please check your image file link for the Zademiyanie!!! Looks like it was hacked!

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Why not have player-controlled tanks on some of the biggest/iconic airfields? Combined operations is always a lot of fun.

 

For ambiance, I think you should also add sirens on the airfields with enemy planes nearby. Nothing like scrambling from a runway under the sound of sirens and the pounding of AAA.

I would like to have some player controlled Flakpanzers (e.g. Wirbelwind) or AA pieces there, but those of course don't exist yet.

 

Sirens is definitely a thing we will add in the near future. Another thing to add is changing weather. I have planned to do that so that I create multiple versions of the mission, each with different weather conditions, and then have the dserver randomly rotate the missions.

 

PS  Please check your image file link for the Zademiyanie!!! Looks like it was hacked!

Hacked?

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I would like to have some player controlled Flakpanzers (e.g. Wirbelwind) or AA pieces there, but those of course don't exist yet.

 

Sirens is definitely a thing we will add in the near future. Another thing to add is changing weather. I have planned to do that so that I create multiple versions of the mission, each with different weather conditions, and then have the dserver randomly rotate the missions.

Hacked?

 

Not sure why but on my laptop and my iphone I get a XXX anime pic for Zaemiyanie.  I tried my wife's ipad and it was fine. Strange.....as I am not an anime kind of guy  :P

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S!

 

Updated the first post, now contains links to both available maps airfield intel pics.

 

On other news:

- fixed a bug in chat commands which caused only few first people to enter the server to be able to use commands, others were ignored

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We are a group of VVS flyers , we might be able to do something here. I myself will be away for two weeks. I give them a hint

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S!

 

Saw the first full map conquer last night. Russian side made a successful tactical retreat from the map ;) .. Congratz to the German side!

 

And a small bug in the reset logic caused double victory in the stats... Will fix hopefully before next victory :)

Edited by LLv34_Untamo

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We added one bomber airstart at 3 km altitude for both sides behind the rear fields to encourage bomber flights to take place.

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We added one bomber airstart at 3 km altitude for both sides behind the rear fields to encourage bomber flights to take place.

We Finns are discussing to make this server a very bomber friendly. Untamo and Temuri are now building depots and military areas where you can bomb large targets from high level. Also Missions in this server runs very long time, mostly over 12 hours, so they don't end just then when you are climbing high! :)

Edited by LLv32_Kanttori

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S!

 

Original post updated. With todays update, people with BoS can now join us on the Moscow map, so try our server out! :)

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The mission briefing should now be available in Russian language too. Also, capturing/repairing an airfield is now done by landing the needed plane on the airfield and clicking Finish Flight.

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S!

 

Post updated:

- Airfield capturing no longer requires taxiin the para-plane to the tower, just finish flight anywhere on the field to capture the field.

- Introducing repair plane, which will dramatically reduce respawn times for the airfield objects, possibly opening a closed field. Note: only works on closed airfields!

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- Airfield capturing no longer requires taxiin the para-plane to the tower, just finish flight anywhere on the field to capture the field.

Only "In Service" landing is counted or also Emergency?

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S!

 

From the post:
"...the capturing happens by landing and finishing the flight on the airfield (without major damage)..."

 

This amounts to if there will be "object destroyed" log entry for your plane before "landing" entry. Our current knowledge about these entries is bit vague at this point, so we don't yet know, what kind of damage is needed for the "object destroyed" entry.

 

Our tests so far have concluded that emergency landing (at least when breaking the landing gear and/or prop) will lead to an unsuccessful capture (there will be a "object destroyed" entry).

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S!

 

Post updated. Supply convoys/trains were removed because of the heavy load on the server. Bombing factories still affects the supply interval. Do not fret, more targets to bomb/strafe are coming soon! :)

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whooooohhoooooo

 

being a official WB trainer back in ages i will bring on some of my good old squadmates. Allways liked the idea of having a arena concept gameplay

Send some good greetings to Kossu and grandma  :biggrin:

Still got the legendary 2007 Falk Panzer oil bottle on my desk...... so you guys know what good taste is all about  :salute:

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being a official WB trainer back in ages i will bring on some of my good old squadmates. Allways liked the idea of having a arena concept gameplay

 

S!

 

You and your friends are very welcome to our server indeed! :) ... Yup. I fell in love with the system in Il-2 1946's DM server "War-Birds-FH", which implemented the same idea. When this new IL-2 got out, I immediately had the urge to get the same system here.

 

 

Send some good greetings to Kossu and grandma  :biggrin:

 

I will! (atleast to Kossu, grandma I don't have the pleasure of knowing :) )

 

 

Still got the legendary 2007 Falk Panzer oil bottle on my desk...... so you guys know what good taste is all about  :salute:

 

From Eurocon, or did you visit Mosquito Meeting or Urban Blitz here in Finland? ... It is a delicacy ;)

Edited by LLv34_Untamo

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I have to check it out. Haven't been online since months. Greetings to Finland from Slovakia ;)

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Note that when a player is spawned for the first time to an airfield, the AAA on the airfield will take a couple of shots at the player. Just Finish Flight and respawn. It's like this because of this issue: http://forum.il2sturmovik.com/topic/767-thread-gather-your-suggestions/page-12?do=findComment&comment=337669 and the fact that the country for the spawned AAA doesn't get set fast enough the first time (we do give the command to change the country even before spawning the AAA), so the "neutral" AAA will take a couple of shots.

 

We haven't yet made a workaround, so that we'd have separate Russian and German objects spawning instead of the Neutral for which we set the country, but it's coming, since eventually we want to spawn correct country specific object types on the airfields.

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Hi i  played one game on your server today and bombed some ground targets (2 kills), but stats on the website say, that i have played for 0 time and i have 0 kills.  I have also played two games here before, but the stats have only counted my two disconnects, no game time. It only tells my fav plane (Gustav), but side also isn´t told.

Edited by KG[J]6_Ropalcz

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Yes, Vaal's stats system processes the missions after they are finished, and our missions run on 14 hour cycle. Currently it looks like there are two sorties, but they are not included in the statistics because there was a disconnect.

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S!

 

Update:

- Supply planes added. Captured airfields (beyond that starting 50%/50% situation) aren't supplied by the factories. Instead, human pilots need to supply the fields as necessary with supply planes, aptly named "supply". Supply planes are available at rear fields, plus airstart.

Edited by LLv34_Untamo

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S!

 

Update:

As addition to last update, you can use the supply planes also to supply "factory supplied" fields in case of the factory being damaged (long supply interval) or heavy use of planes.

 

Also, we now have a dedicated channel on the official BoS Teamspeak server that you can use when flying on the server. Server details here:

http://forum.il2sturmovik.com/topic/4802-official-teamspeak-server-bos-mp-now/

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Hello)))

Not found in the description of the purpose of the transportation "repair". What is his purpose?

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