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LLv34_Untamo
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beresford
On 4/26/2021 at 5:48 PM, LLv34_Temuri said:

No. If we had the ability to hide enemy spawn points from other side, we’d already done it.

|How about allowing non-supply planes to spawn there as well (IRL planes had to be ferried to the front)? It would allow for the rapid despatch of vulchers.

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LLv34_Temuri
13 hours ago, 69th_Mobile_BBQ said:

Are RRR areas specific to each side?   I could swear that, 2 days ago, an opponent pilot might have been testing this by landing at our temporary and parking in the RRR area. 

I haven't tested.

 

2 hours ago, SShrike said:

The RRR truck is quite inconvenient for aircraft so far. It has been way out in the field. This means having to drive the plane out to it across bumpy terrain. Is it possible to place it at the airfield?

Not without manual work. How far away has it been, not close enough to be in service radius (1000 m from the RRR truck)?

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beresford
Posted (edited)

At the risk of being accused of sacrilege, I'm not altogether sure that the new front lines are an improvement on the old Troops and Artillery format. The front line algorithm often produces weird shapes, referred to by some as 'Untamo's sex toys', and sometimes the front lines are interlocked or inverted. Whereas before you knew roughly where to go it is now possible to spend half an hour or so wandering around the rear of the so-called front lines trying to find the encampments. Particularly tedious on a forest map. When you find them, a lot of time is spent firing five or six HE rounds at dugouts to blow them up. Because they are spread out the tanks are all over the place and so the latest change is to restrict tanks to one front line, even though the important one might be the other. You still drop paras at the non-tank front line, though it is not clear what you are 'reinforcing'.

Edited by beresford
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LLv34_Temuri
9 minutes ago, beresford said:

How about allowing non-supply planes to spawn there as well (IRL planes had to be ferried to the front)? It would allow for the rapid despatch of vulchers.

From the airstarts? Could be done.

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LLv34_Untamo
58 minutes ago, beresford said:

At the risk of being accused of sacrilege, I'm not altogether sure that the new front lines are an improvement on the old Troops and Artillery format. The front line algorithm often produces weird shapes, referred to by some as 'Untamo's sex toys', and sometimes the front lines are interlocked or inverted. Whereas before you knew roughly where to go it is now possible to spend half an hour or so wandering around the rear of the so-called front lines trying to find the encampments. Particularly tedious on a forest map. When you find them, a lot of time is spent firing five or six HE rounds at dugouts to blow them up. Because they are spread out the tanks are all over the place and so the latest change is to restrict tanks to one front line, even though the important one might be the other.

 

Love the term 😄 ... They are caused when the frontline gets all squiggly .. Will have to ponder on maybe adjusting the algorithms to select sector placement that they happen on a straighter patch of frontline...

 

58 minutes ago, beresford said:

You still drop paras at the non-tank front line, though it is not clear what you are 'reinforcing'.

 

The paradrop gives health to that sector, and therefore advancing the front to your benefit. The spawn resupply doesn't of course happen as there are no spawns... We might have to revert this change and go back to both sectors having tank spawns as the spawn enemy indicators seem to concentrate the players on that sector only, which then leads to lag etc.

 

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SShrike
6 hours ago, LLv34_Temuri said:

 

Not without manual work. How far away has it been, not close enough to be in service radius (1000 m from the RRR truck)?

It was quite far from the airfield. Closer to the adjacent tank spawn. I should have recorded the episode to show. Certainly was not able to RRR from the airfield. Had to go off-roading in the Hurricane😛

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69th_Mobile_BBQ
8 hours ago, LLv34_Temuri said:

I haven't tested.

 

 

Ok. I won't be trying it but, if my hunch is right, sooner or later there will be an essentially invincible enemy plane with unlimited gunner ammo being pointed right at the spawn point....

 

8 hours ago, LLv34_Temuri said:

From the airstarts? Could be done.

 

Next, They'll be asking for fully-loaded bombers at the airstart.  Why have ground fields at all, except to land at?  If we're going to go this route,  I'd rather have supplies either take off from a fully armed rear field with radar warnings when the enemy gets close or a solo airstart like the ones we have now. 

 

You can either have speed and altitude + be a bit closer to the fields that need supply and escorts would have to fly to meet you - or you can takeoff with AAA cover, have an escort with you - if other pilots were willing, be farther back from the fields to supply, but have the flights be worth more points, give more planes or both.   It would be pilot's choice.

 

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LLv34_Temuri

Lowered the durability values of all static objects by 5000 for those that had durability value 10000 or over. Effective next mission rotation.

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beresford
10 hours ago, LLv34_Temuri said:

Lowered the durability values of all static objects by 5000 for those that had durability value 10000 or over. Effective next mission rotation.

Are you saying that a static PzIV is just an object with a fixed durability value and therefore I have been wasting my time trying to hit them in specific locations?

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ITAF_Airone1989
15 minutes ago, beresford said:

Are you saying that a static PzIV is just an object with a fixed durability value and therefore I have been wasting my time trying to hit them in specific locations?

Yes

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LLv34_Temuri
9 hours ago, beresford said:

Are you saying that a static PzIV is just an object with a fixed durability value and therefore I have been wasting my time trying to hit them in specific locations?

Most of them are, yes.

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KuroNyra

I am here to complain about the map and the pilots because apparently it was not done since a good amount of post.

Here's the complain reason: [insert reason here]

My work here is done.

 

*goes back to fly a JU-52*

 

 

(loving the server... Less so when I get pumeled to the ground, or rammed tought. 😛 )

 

 

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No.332.Animal_Mother

Is it at all possible to increase the AAA activity and skill on airfields? Asking for a friend.

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beresford
On 5/9/2021 at 6:48 AM, LLv34_Temuri said:

Most of them are, yes.

Does it also follow that the best thing to use against static tanks is HE?

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LLv34_Temuri
16 minutes ago, beresford said:

Does it also follow that the best thing to use against static tanks is HE?

Probably

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LLv34_Untamo

S!

 

Campaign app reverted to generate tank spawns and CPs for both sectors instead of just one.

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Willy__
On 5/8/2021 at 5:37 PM, beresford said:

Are you saying that a static PzIV is just an object with a fixed durability value and therefore I have been wasting my time trying to hit them in specific locations?

 

If your gun dont have enough penetration then shooting at specific locations (e.g back of the tank-less armor) is not a waste of time.

 

But if your gun does have the pen capability to overcome the armor of the tank, then its a waste of time.

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Dick-Sukjak

Thoughts on the new 2 Front Line/1 CP version from a tanker perspective:

 

1.) limiting the map to only one CP should in theory stimulate more live PvP contacts.  I think this is true so far, however we still have a large portion of the tank community who specialize in nothing more than hitting the AI bases.  These AI specialists also get the benefit of better stats.  I would suggest that we provide less points for AI kills and re-invest those points into live player kills and CP captures. 

2.) opening up the map to 3 spawns per side is a terrific idea in that in turn makes spawn camping more difficult - or less profitable anyway.  I am guilty of this as a player who, after capping a CP would drive on to the enemy spawn with the tactical objective of defending the spawn from the most likely route of approach.   But as it stands now, the Spawns not nearest the CP, so far, have been too far away to make any real CP counterattack feasible.  I would humbly suggest we still have three spawns per side, but we move the flanking spawns closer to the CP.

3.) I like the new 1 CP format however I think I enjoy the "choice" of a 2 CP format better.  Especially since it often happens that one side or the other will have a pretty distinct advantage over the other as it relates to their spawn point, the presence of roads and rivers or enemy AI positions around the CP.  I like it better when I can say "ok sector one not so favorable, lets try sector 2."

 

I'll play the AI just to keep the stats healthy, but I don't really find alot of joy in that.  I'd much rather play the "live game" however thats not great for your stats.  Hopefully the ideas above help balance that out a bit better......this is in no way a complaint, it's already fine today.

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Lots of lag and stutter in game play . This happens when too much is going on over the front lines .

I think objects on the front line is too close together too much is going on Game engine cant cope . 

We have AAA firing and large players around these areas it nearly impossible to line up on stuttering players in dog fights . 

I know its the game engine . !

But can we spread the ground targets out .

Have you tested the black Smoke does this have a  huge hit on FPS now or was it fixed . 

 

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dragon_7611
On 5/8/2021 at 11:37 PM, beresford said:

Are you saying that a static PzIV is just an object with a fixed durability value and therefore I have been wasting my time trying to hit them in specific locations?

I had the same problem. I played the "Panther" and was unable to destroy the static T-34s. I fired armor-piercing and high-explosive shells and I managed to destroy only camouflage nets that were pulled over the tanks. 🤣

Waste of shells. Hopefully it's better now.

2021_4_26__20_41_39.thumb.jpg.2f0188c04897789b6e5015d527b8786c.jpg

2021_4_26__20_58_10.thumb.jpg.a5c4d372063434b8f699f2c2ddae330c.jpg

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[F.Circus]MoerasGrizzly

Hey, last night I blew up a player-run tank in my IL2, but I noticed that this didn't change anything wrt sortie score. In fact, player tank kills and deaths don't seem to affect score at all.

 

Is this intentional?

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LLv34_Untamo
14 hours ago, Shampoo_Actual said:

Thoughts on the new 2 Front Line/1 CP version from a tanker perspective:

 

1.) limiting the map to only one CP should in theory stimulate more live PvP contacts.  I think this is true so far, however we still have a large portion of the tank community who specialize in nothing more than hitting the AI bases.  These AI specialists also get the benefit of better stats.  I would suggest that we provide less points for AI kills and re-invest those points into live player kills and CP captures. 

2.) opening up the map to 3 spawns per side is a terrific idea in that in turn makes spawn camping more difficult - or less profitable anyway.  I am guilty of this as a player who, after capping a CP would drive on to the enemy spawn with the tactical objective of defending the spawn from the most likely route of approach.   But as it stands now, the Spawns not nearest the CP, so far, have been too far away to make any real CP counterattack feasible.  I would humbly suggest we still have three spawns per side, but we move the flanking spawns closer to the CP.

3.) I like the new 1 CP format however I think I enjoy the "choice" of a 2 CP format better.  Especially since it often happens that one side or the other will have a pretty distinct advantage over the other as it relates to their spawn point, the presence of roads and rivers or enemy AI positions around the CP.  I like it better when I can say "ok sector one not so favorable, lets try sector 2."

 

I'll play the AI just to keep the stats healthy, but I don't really find alot of joy in that.  I'd much rather play the "live game" however thats not great for your stats.  Hopefully the ideas above help balance that out a bit better......this is in no way a complaint, it's already fine today.

 

1. We tried to limit the tank action to one sector, but it had an unfortunate side effect: The tank spawn enemy (plane) indicators are like flames to a swarm of moths, and they concentrated the air action to just over that sector, leading into huge lag and warping. Thus we were forced to go back to having the tank action on both sectors to spread out the aerial action.

2. The positioning algorithms are pretty akward to get to do exactly what we want, but I'll try to tune them.

3. The choice to have only one CP per sector was to help with the point 1 you are making, to concentrate the tankers to fewer places so there can be human vs. human battles.

 

2 hours ago, KoN_ said:

Lots of lag and stutter in game play . This happens when too much is going on over the front lines .

I think objects on the front line is too close together too much is going on Game engine cant cope . 

We have AAA firing and large players around these areas it nearly impossible to line up on stuttering players in dog fights . 

I know its the game engine . !

But can we spread the ground targets out .

Have you tested the black Smoke does this have a  huge hit on FPS now or was it fixed . 

 

 

The lag is mainly due to too many players in a small area. And as you suggest, spreading the targets is the key and we are striving for it. At least in our tests the smokes didn't have any impact on FPS, and I have a pretty old compy (see sig).

 

24 minutes ago, [F.Circus]MoerasGrizzly said:

Hey, last night I blew up a player-run tank in my IL2, but I noticed that this didn't change anything wrt sortie score. In fact, player tank kills and deaths don't seem to affect score at all.

 

Is this intentional?

 

Please specify which score are we talking about. The end of sortie top of the screen "ingame score", the sortie score given by the campaign app in the chat, or statistics site score?

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ITAF_Airone1989
1 hour ago, LLv34_Untamo said:

 

1. We tried to limit the tank action to one sector, but it had an unfortunate side effect: The tank spawn enemy (plane) indicators are like flames to a swarm of moths, and they concentrated the air action to just over that sector, leading into huge lag and warping. Thus we were forced to go back to having the tank action on both sectors to spread out the aerial action.

 

What about leave empty the second tank spawn?

This will leave the "radar" active on both sector, but focus the ground battle just on one of them

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4 hours ago, dragon_7611 said:

I had the same problem. I played the "Panther" and was unable to destroy the static T-34s. I fired armor-piercing and high-explosive shells and I managed to destroy only camouflage nets that were pulled over the tanks. 🤣

Waste of shells. Hopefully it's better now.

2021_4_26__20_41_39.thumb.jpg.2f0188c04897789b6e5015d527b8786c.jpg

2021_4_26__20_58_10.thumb.jpg.a5c4d372063434b8f699f2c2ddae330c.jpg

That is not good , i ran over cam net and my tank was nearly destroyed . I think bug with cam nets . Also firing into trucks with cam nets seems not to effect trucks . Need to Bomb or hit on open netting . 

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LLv34_Temuri
6 hours ago, ITAF_Airone1989 said:

 

What about leave empty the second tank spawn?

This will leave the "radar" active on both sector, but focus the ground battle just on one of them

People would not understand why they can’t ”open” the other spawn.

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Dick-Sukjak

I ran into one of those "static T34's" the other night - in fact there were like 6 of them all lined up in a row, just doing their thing not paying attention to me - and I was behind them in their base comfortably padding my stats with some truck kills when all of a sudden one of the T34's suddenly swings it's turret in my direction!  I about jumped out of my shorts!!!

 

So beware some of those T34's aren't so static after all.

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CountZero
Posted (edited)
3 hours ago, [F.Circus]MoerasGrizzly said:

you destroyed 2 ground units, it shows that, you get 0 points because you got kia (25pts for airfield object and 77 for medium tank = 102, -100% for death), only thing that dont work is pilot_sortie.html file is maybe missing something and its not showing under destroyed ground targets, medium tank lines with points for them. But it counts things to score. They should compare that sortie file with original file and see where is problem, i see for tanks it works correctly, exp:

http://stats.virtualpilots.fi:8000/en/tankman_sortie/1291544/?tour=41 

 

Edit:

i check more, this is when human tank destroyed other human tank, and i see same problem as with your airplane v human tank.

http://stats.virtualpilots.fi:8000/en/tankman_sortie/1291599/?tour=41

 

i check pilot_sortie.html file , and i see where is problem. When i made edits for tank mod i didnt add pvp for tanks, so it displays only pve (vs ai) . It counts huuman and ai, but it would display only when ai tank was destroyed and didnt display score or ground object type when human is destroyed, but it counted its score towards total sortie score.

 

ill fix that for next version of tank stats.

 

Spoiler

this is change needed in pilot_sortie.html and tankman_sortie.html to make it display corectly:




                {% if sortie.killboard_pvp.tank_heavy %}
                    <div class="sub_row">
                        <div class="left">
                            {% trans 'Heavy Tanks' context 'total' %}
                            <span>{{ sortie.killboard_pvp.tank_heavy }}</span>
                        </div>
                        <div class="right score">
                            {{ sortie.killboard_pvp.tank_heavy }}
                            &times;
                            {{ score_dict.tank_heavy.base }}
                        </div>
                    </div>
                {% endif %}

                {% if sortie.killboard_pvp.tank_medium %}
                    <div class="sub_row">
                        <div class="left">
                            {% trans 'Medium Tanks' context 'total' %}
                            <span>{{ sortie.killboard_pvp.tank_medium }}</span>
                        </div>
                        <div class="right score">
                            {{ sortie.killboard_pvp.tank_medium }}
                            &times;
                            {{ score_dict.tank_medium.base }}
                        </div>
                    </div>
                {% endif %}

                {% if sortie.killboard_pvp.tank_light %}
                    <div class="sub_row">
                        <div class="left">
                            {% trans 'Light Tanks' context 'total' %}
                            <span>{{ sortie.killboard_pvp.tank_light }}</span>
                        </div>
                        <div class="right score">
                            {{ sortie.killboard_pvp.tank_light }}
                            &times;
                            {{ score_dict.tank_light.base }}
                        </div>
                    </div>
                {% endif %}

                {% if sortie.killboard_pve.tank_heavy %}
                    <div class="sub_row">
                        <div class="left">
                            {% trans 'Heavy Tanks' context 'total' %} ({% trans 'AI' context 'total' %})
                            <span>{{ sortie.killboard_pve.tank_heavy }}</span>
                        </div>
                        <div class="right score">
                            {{ sortie.killboard_pve.tank_heavy }}
                            &times;
                            {{ score_dict.tank_heavy.ai }}
                        </div>
                    </div>
                {% endif %}

                {% if sortie.killboard_pve.tank_medium %}
                    <div class="sub_row">
                        <div class="left">
                            {% trans 'Medium Tanks' context 'total' %} ({% trans 'AI' context 'total' %})
                            <span>{{ sortie.killboard_pve.tank_medium }}</span>
                        </div>
                        <div class="right score">
                            {{ sortie.killboard_pve.tank_medium }}
                            &times;
                            {{ score_dict.tank_medium.ai }}
                        </div>
                    </div>
                {% endif %}

                {% if sortie.killboard_pve.tank_light %}
                    <div class="sub_row">
                        <div class="left">
                            {% trans 'Light Tanks' context 'total' %} ({% trans 'AI' context 'total' %})
                            <span>{{ sortie.killboard_pve.tank_light }}</span>
                        </div>
                        <div class="right score">
                            {{ sortie.killboard_pve.tank_light }}
                            &times;
                            {{ score_dict.tank_light.ai }}
                        </div>
                    </div>
                {% endif %}

 

 

Edited by CountZero
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LLv34_Untamo

S!

 

Server going down for some much needed spring cleaning (dusting) ... for maybe an hour.. or two.

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LLv34_Temuri

New planesets are done. Fighters are worth 400, ground attack planes and bombers 300. Slower planes like Po-2 and Ju-87 are worth a bit less. Values are subject to be tuned.

http://stats.virtualpilots.fi:8000/static/img/RPSObsoletingAllies.png

http://stats.virtualpilots.fi:8000/static/img/RPSObsoletingAxis.png

 

Effective on the main server after mission rotation, Loose Deuce has them effective rightaway (happened to catch the server when it was rotating mission).

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[F.Circus]MoerasGrizzly
Posted (edited)

I do have one question: Why not make the older planes stay available for the rest of the campaign, with possibly a reduced score cost? This would allow people who only have BoS on steam (for example) to play on the server a little bit longer without significantly affecting gameplay balance.

 

If anything it may slightly improve it: Right now BoS-only owners can only play fighters for 6 sets on the Allies, whilst they can play with fighters for 10 sets on the Axis side. Whilst the Axis BoS player gets axes to two bombers for the whole rotation, the Ju87 and Heinkell, the allies only get the Peshka for the whole rotation.

Edited by [F.Circus]MoerasGrizzly
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Bilbo_Baggins
Posted (edited)
19 hours ago, LLv34_Temuri said:

New planesets are done. Fighters are worth 400, ground attack planes and bombers 300. Slower planes like Po-2 and Ju-87 are worth a bit less. Values are subject to be tuned.

 

Gday,

 

Why is 30mm now locked on the Messerschmitt G6 when there are La5FNs available?

 

Regards

Edited by Bilbo_Baggins
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-332FG-Ursus_
1 hour ago, Bilbo_Baggins said:

 

Gday,

 

Why is 30mm now locked on the Messerschmitt G6 when there are La5FNs available?

 

Regards

Like if you need it.

 

BTW: Is not wrong if we talk about accuracy

 

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Bilbo_Baggins
Posted (edited)
1 hour ago, -332FG-Ursus_ said:

Like if you need it.

 

BTW: Is not wrong if we talk about accuracy

 

 

Sorry, not following. "Like if you need it". Could you explain?

 

Regards

Edited by Bilbo_Baggins
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-332FG-Ursus_
Posted (edited)
3 minutes ago, Bilbo_Baggins said:

 

Sorry, not following. Could you explain?

There is literally no need 30mm for equalize 109G-6 to La-5FN.  20mm and 13mm mix does the work fine (sometimes better since 20mm is more accurate and stills insane + 13mm) Besides most of situations which involves 109G-2 G-4 and G-6 and La-5FN engagement is the La-5FN which can dictaminate when the combat ends, beign the 109s which are taking care of not follow the La-5FN game or escaping managing the energy with almost no error, since the La-5FN can do a lot of things better

 

Also, acording to the date of enter of service of La-5FN is not so wrong doesn't have 30mm. Literally is fine as it is. As i said one doesn't need it.

Edited by -332FG-Ursus_
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LLv34_Temuri

Bumped P39 down one planeset and extended La-5 s8 to planeset 12.

 

Also moved the spawn on Plodovitoye to be next to the runway, removed a couple of free areas in the island next to Karpovka, and lowered the fire that was in the air on the Kolodezi airfield.

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LLv34_Temuri
11 minutes ago, FLY_ said:

Invisible tank technology!

cheats our what?

Bug. Same as invisible planes.

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20 минут назад, LLv34_Temuri сказал:

Bug. Same as invisible planes.

Server bug our game bug?

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