No_Face Posted January 19, 2022 Posted January 19, 2022 Even 15% seems to me to be a low percentage to declare a tank destroyed. 75% would be closer to a real destruction., no ?
LLv34_Temuri Posted January 19, 2022 Posted January 19, 2022 5 hours ago, Jawbreaker1-6 said: Sorry if this topic has been discussed before. I did a search but could not find anything. In my short mission today I sustained 5.9% damage from a player who was later credit with "destroying" my Tank. This happened behind enemy lines at the very end of the match. I Left Mission when the map was rotating to the new round. When I left I had already totally repaired and all crew members we all healthy. Yet somehow I am classified as "destroyed." Yet, when I shoot the flaps off a plane attacking our spawn in the last minute of the round (probably also only about 10-15% damage), I do not get credit for destroying the target. I don't think it should be that somebody gets credit for destroying a tank that has less than 10% damage, if the tank player needs to leave the mission. If you hit "Finish Mission" while in the enemy territory, there's a chance of getting captured (killed) based on how far in enemy territory you are. We recently made a change to the tank stats parsing, so that you need to be 50% damaged to be considered destroyed. If this isn't working, let us know.
ShampooX Posted January 19, 2022 Posted January 19, 2022 Thanks Temuri, since my crew was healthy at the end of the sortie, I don't th9nk they got captured. It looks like the new 50% rule may not yet be working.
JG1_Wittmann Posted January 19, 2022 Posted January 19, 2022 Can the MG151's be added to the Macchi in plane set 1 ? I see the Hurricane get's to put on the russian heavy mg and cannon mod, which is a late 42 early 43 reality, but we are stuck with 1940 AC, and no heavy cannon armed AC to match. The macchi with cannons is not like outclassing the hurricane, so I'm wondering why the cannon lock for set 1 ?
69th_Mobile_BBQ Posted January 19, 2022 Posted January 19, 2022 (edited) 1 hour ago, JG1_Wittmann said: Can the MG151's be added to the Macchi in plane set 1 ? I see the Hurricane get's to put on the russian heavy mg and cannon mod, which is a late 42 early 43 reality, but we are stuck with 1940 AC, and no heavy cannon armed AC to match. The macchi with cannons is not like outclassing the hurricane, so I'm wondering why the cannon lock for set 1 ? Sure, I support this as long as the MiG-3 is added to set 1 as well. Edit: ... and Yak-1 ser.69 too. Edited January 19, 2022 by 69th_Mobile_BBQ
LLv34_Temuri Posted January 20, 2022 Posted January 20, 2022 9 hours ago, Jawbreaker1-6 said: Thanks Temuri, since my crew was healthy at the end of the sortie, I don't th9nk they got captured. It looks like the new 50% rule may not yet be working. Ignore what the top of the screen tells you after finishing mission. Instead, check what the chat says.
CCG_Pips Posted January 20, 2022 Posted January 20, 2022 (edited) I believe we have found the Trolls Champion of the last ten years !!! ? Edited January 20, 2022 by CCG_Pips 2
HunDread Posted January 20, 2022 Posted January 20, 2022 (edited) I had my fair share of drunken craziness too when I was young but never did any of those on the internet. EIDT: this makes no sense anymore here since the crazy post was deleted (quite understandably). Edited January 22, 2022 by HunDread
LLv34_Untamo Posted January 20, 2022 Author Posted January 20, 2022 (edited) S! Appended a new rule: "- It is mandatory for the bailed out / ditched pilot to finish mission ASAP, otherwise you are considered an active combatant* and are free game." "The pilot can usually finish mission in 10-15s after bailing out / ditching, so you still have to give the player a chance to finish." Read the full rules in the first post in this thread to get a better context. note: You can hang in your chute or stay in your ditched plane for longer, but then you cannot blame others for shooting at you. Edited January 20, 2022 by LLv34_Untamo 3
Diggun Posted January 21, 2022 Posted January 21, 2022 Hi guys, What is the reason for the Yak 1b not being in the same planeset as the Yak7b? This makes no sense to my tiny meatbrain. Best wishes, Diggun 1
Mad-Moses Posted January 21, 2022 Posted January 21, 2022 1 hour ago, Diggun said: Hi guys, What is the reason for the Yak 1b not being in the same planeset as the Yak7b? This makes no sense to my tiny meatbrain. Best wishes, Diggun Yak 7b produced early to mid 1942... Yak 1b late 42 - early 43. Those Russians got there numbers in the wrong order. MM
Diggun Posted January 21, 2022 Posted January 21, 2022 30 minutes ago, Mad-Moses said: there Their You do make a fair point, but our 7b represents a very late 7b,no? And should therefore be in service at the same time as the 1b series we get..
69th_Mobile_BBQ Posted January 21, 2022 Posted January 21, 2022 Nah, it's for the same reason the Mig3 and Yak-1.69 aren't in set 1 and the 109F4 and G2 are in the same set together. #balancebetterthanhistoryaccordingtogamerzwhothecommunitycan'taffordtolose #muhwarneedsmorethunder 1
CountZero Posted January 21, 2022 Posted January 21, 2022 25 minutes ago, Diggun said: Their You do make a fair point, but our 7b represents a very late 7b,no? And should therefore be in service at the same time as the 1b series we get.. its balancing thing not historical thing, proably 1b is considered slightly better then 7b , so its pushed back with 9s.
MeoW.Scharfi Posted January 21, 2022 Posted January 21, 2022 (edited) 1 hour ago, 69th_Mobile_BBQ said: Nah, it's for the same reason the Mig3 and Yak-1.69 aren't in set 1 and the 109F4 and G2 are in the same set together. #balancebetterthanhistoryaccordingtogamerzwhothecommunitycan'taffordtolose #muhwarneedsmorethunder Yak1 ser.69 is a 1942 plane. And making the planeset complettly historical accurate would hurt the gameplay so bad. WoL has historical maps with historical planesets mostly and people spam Bf109F4 at 1941 maps so bad. + how can u make historical planesets when maps like kuban, moscow and stalingrad are being played with 1944 and 1945 planes?? Edited January 21, 2022 by MeoW.Scharfi
CountZero Posted January 22, 2022 Posted January 22, 2022 (edited) if servers dont wont to have limit on free slots for players to chose and not lock numbers per sides to mimic historic advantages in numbers then what you get here is best posible solution, balance out airplanes and popularity of it shows thats what works better then trying sem-historical or historical plane set with no limits on slots. still dont stop me from saying 262 have no room if aim is balance planset ? add limited tempest 11lbs also to set 5 like 262 is in 8, then it would be fully balanced Edited January 22, 2022 by CountZero
Horizon123 Posted January 24, 2022 Posted January 24, 2022 (edited) On 12/29/2021 at 11:50 AM, JG1_Wittmann said: What server do you play on ? On FVP, the AC have been balanced out, the blue seem to be always a generation behind in fighters. If you look at the score for 2021 to date, I just did Red 22 Blue 5. Q1, Q2 and Q3 account for 4 of the blue map wins. Red won all 3 quarters mentioned, overall score 18-4 Blue last won a tour when the scoring was shortened for the Nov 11-17 tour, Blue 1 - Red 0. How much more do the FVP guys need to dumb down the german AC and weapon availability to make you happy ? Should the blue team just get 109 E7's, and Macchi's with no cannons for all plane-sets ? Finnish #'s on the server are still up there, but there are alot less guys that I knew flying here than 1 year ago. It seems like there are many more newer players and alot more playing tanks to boost those #'s I play tanks alot on here. My guess is that the more Finnish server puts limits on what german ac can be flown, and when, and with what equipment, the more it will become a clone of WOL with a dynamic campaign running where the reds always win and have a similar nickname like wings of limited.. I have been online a few times in the last couple of months and seen a full WOL server, and 50 or so on Finnish during times I play. 6 months ago I can't remember WOL have more than 20 or 30 on at a time and FInnish always full. So, Red 22 Blue 5 for the year, how much more should FVP be balanced out ? Should it be Red 27, Blue 0 ? After returning to play this from a long absence, I've started to play to more AAA since the half-track came out. Why? It's more fun and better balanced. I got 5 kills on a server in two hours yesterday, compared to some days flying a 109, where I spend 4 hours getting up to altitude, only having to run from every fight because a Spit just happened to be co-alt with me. AAA is fun, and it seems to be more effective at nailing Allied CAS than a 109 could ever be. To fly a 109 or 190 successfully, you really have to come in at a high altitude above your potential targets. You then have to actually spot them, which is incredibly difficult against the ground. Maintain that visual con as you roll and maneuver towards them. You dive, and line up. And hope he doesn't simply yaw, or break. If he does, you either climb and extend until your engine burns out or he gives up and dives away so you can reset, or if you try to engage, you'll typically have one turn or trick on him, before he's behind you with enough energy and wingloading to hang there and a spread of guns so wide he can't not hit you. To fly an Allied craft, you need to come in above the axis guy. Or below him. Or co-alt. Force him to turn, any ol' way. Then hang behind him. You have a spread of guns so wide, you can't not hit him. Are there exceptions? Yes, absolutely. However, generally speaking, the play style between successful fighters on the axis and allied side follow the general pattern, that the Axis pilot must use more time in game setting up for single-run attacks, and the Allied pilot can generally more quickly engage without as much worry about the starting set up to the engagement, as the wingloading and acceleration have more of an ability to allow recovery from minor mistakes in engagements. Even when Axis players outnumber on the server, Allied aircraft can still very easily hold CAS superiority, as they can simply circle and hang on the deck where Axis fighters cannot be effective, close to the tank targets, and the axis players are either engaging them at their terms with a disadvantage (aside from sheer numbers), or they're pecking at them in single-run boom and zoom attacks. Allied aircraft can easily dodge those, and two allied craft coming in above 4-5 Axis craft can generally drag a few down to the deck where the CAP is leveled, and then beaten by the high-wingloading craft, while the CAS aircraft are largely unaffected. Are there exceptions? Absolutely. But this is the pattern I've noticed for over 20 years of playing as an Axis pilot in a lot of different online sims, including this one. It's not bad per se. The balance itself actually works out most of the time. But you cannot ignore that the playstyle that Axis craft lend themselves more to, requires more patience and persistence than Allied craft demand on the average basis, and that's why, even when outnumbered, you get maps scores that look like the ones quoted above. Because Close Air Support will always be easier in Allied craft. A Stuka or 110 is very slow, and lumbering, and a 109 on the deck with a bomb is no threat for any Spit or Hurri. Sure, the 109 could get alt - but that's another 20-30 minutes of getting altitude to make one pass and hope you hit well before egres. It's certainly not, dive, and then circle on the deck strafing at the front, though people do it when no Allied craft are present. Meanwhile, you have Spits, Laggs, 51s, typhoons, all that 1) can carry ordinance and 2) circle on the deck at low-E, and accelerate quickly enough to hang in knife fights from that state, something no axis aircraft can do. Are there exceptions? Absolutely. But it takes a heck of a skilled pilot, which most are not, to make the 109 a difficult target in a deck fight. If you're Allied, complaining about Axis air superiority, I suggest flying in at a higher altitude. Once you're above a 109 or 190, the only thing he can do dive away, and hope you lose his visual in the dive, so he can reset and come back later with alt, or he can try to hope you're a very, very terrible pilot. If you're and Axis pilot, however, coming in above an Allied craft means they can turn, and yaw against your dive, and if they're any good, they can simply nail you on the extension, or force you enough to break, and it's reversed. The Allied aircraft always have the option to come in above a 109 and force the break. That's the balance. The Axis craft can *sometimes* out-extend or run the Allied craft. That's the balance. That's how it has generally, always been. That just means that the CAS belongs to high-wingloading craft that have engine power and guns, and that's not the Stuka and it's just barely not the 110. That's just how it is. And that moves maps. Hence the numbers. Edited January 24, 2022 by ShipsBosun 1 1 1 1 3
1./JG42flesch Posted January 24, 2022 Posted January 24, 2022 Wy had a Red Defense German Flak 36, 37, 38 and Flakvierling? Have the Reds no own AAA Weapons, need they the German Guns. What a BS!
LLv34_Untamo Posted January 25, 2022 Author Posted January 25, 2022 10 hours ago, 1./JG42flesch said: Wy had a Red Defense German Flak 36, 37, 38 and Flakvierling? Have the Reds no own AAA Weapons, need they the German Guns. What a BS! "German AAA so much more powerful, boohoo." -> balance We cannot win
1./JG42flesch Posted January 25, 2022 Posted January 25, 2022 The Tempest is also to powerfull, please give this Plane also to Blue Side!?
JG4_Moltke1871 Posted January 25, 2022 Posted January 25, 2022 I wonder why the Flying Circus planes not implemented so far on both side’s….?
13/JG5_Luck Posted January 25, 2022 Posted January 25, 2022 6 hours ago, JG4_Moltke1871 said: I wonder why the Flying Circus planes not implemented so far on both side’s….? In order to keep the balance the Flying Circus planes can only be used on blue side... Anything else would be an insult for red side... 3
CountZero Posted January 25, 2022 Posted January 25, 2022 7 hours ago, 1./JG42flesch said: The Tempest is also to powerfull, please give this Plane also to Blue Side!? To bad they dont add 262 on red side on set 8 to balance it out. Tempest is easy mathced with axis late war props, 262 is not easy matched by anything on red side
Otto_bann Posted January 25, 2022 Posted January 25, 2022 (edited) 48 minutes ago, CountZero said: To bad they dont add 262 on red side on set 8 to balance it out. Tempest is easy mathced with axis late war props, 262 is not easy matched by anything on red side It depends on who is handling them. Full throttle and crushing the trigger guns seem to be the only strategy used by too many guys. So, obviously, they think they need the best among the beast planes. But a few good pilots prove every day that this is not true. These guys don't fly 262 or Tempy... Edited January 25, 2022 by Otto_bann 1
13/JG5_Luck Posted January 25, 2022 Posted January 25, 2022 2 hours ago, Otto_bann said: It depends on who is handling them. Full throttle and crushing the trigger guns seem to be the only strategy used by too many guys. So, obviously, they think they need the best among the beast planes. But a few good pilots prove every day that this is not true. These guys don't fly 262 or Tempy... yes. if they do not fly Tempy, the Mustang is a good substitute, almost equal superior to the german piston fighters. It is funny that most of these pilots don't fly the early maps on the finn server. I bet, that I 16 or Lagg3 is no fun against the Messerschmidts. There are some exceptions, but generally spoken ... 1
JG4_Matthias Posted January 26, 2022 Posted January 26, 2022 please consider time penalty for death or disembarkation. Many pilots attack the depot and don't feel like the long return flight, so they die instead, it saves time. and removed air launch for bomber, which is unnecessary. . 1 2
danomite Posted January 26, 2022 Posted January 26, 2022 On 1/23/2022 at 5:23 PM, ShipsBosun said: After returning to play this from a long absence, I've started to play to more AAA since the half-track came out. Why? It's more fun and better balanced. I got 5 kills on a server in two hours yesterday, compared to some days flying a 109, where I spend 4 hours getting up to altitude, only having to run from every fight because a Spit just happened to be co-alt with me. AAA is fun, and it seems to be more effective at nailing Allied CAS than a 109 could ever be. To fly a 109 or 190 successfully, you really have to come in at a high altitude above your potential targets. You then have to actually spot them, which is incredibly difficult against the ground. Maintain that visual con as you roll and maneuver towards them. You dive, and line up. And hope he doesn't simply yaw, or break. If he does, you either climb and extend until your engine burns out or he gives up and dives away so you can reset, or if you try to engage, you'll typically have one turn or trick on him, before he's behind you with enough energy and wingloading to hang there and a spread of guns so wide he can't not hit you. ... The Allied aircraft always have the option to come in above a 109 and force the break. That's the balance. The Axis craft can *sometimes* out-extend or run the Allied craft. That's the balance. That's how it has generally, always been. That just means that the CAS belongs to high-wingloading craft that have engine power and guns, and that's not the Stuka and it's just barely not the 110. That's just how it is. And that moves maps. Hence the numbers. This is well written, and I generally agree. The only exception that I would make is when discussing flying with a wingman or two. Axis planes do exceptionally well when flown in groups, because you and your wingmen can continually alternate attacks on the Allied planes that inevitably try to bait you into a turnfight. Dive in and take your shot, then extend away. If the Allied plane follows you then he is easy prey for your wingman. Otherwise you can extend and reset while your wingman makes a pass, and continue alternating. A group of Axis planes that start with higher energy can easily force Allied planes into turning and losing their energy, particularly because of their predisposition to do so already. Which then leads to the Axis planes taking many low-risk passes that eventually lead to kills. Otherwise, I would say that your perspective is spot-on when describing solo sorties. In my experience in IL2 and other sims, flying Axis planes solo leads to much frustration compared to solo sorties in Allied aircraft.
ITAF_Airone1989 Posted January 26, 2022 Posted January 26, 2022 Agree with ShipsBosun, but as him I usually fly as German, so maybe my point of view is not so impartial. Btw, when I try allied planes I find is much much easier to play. I mean that it easier to spot others cause you are lower than them, it's easier to keep your SA, it's easier to shoot to somebody that is not already in front of you... It's not easier to survive to a fight: German energy advantage is so big that once they saw you (i.e. they saw your tracers) you are in really big trouble. Now, some thought: - being this a game, I found funnier to fly as allied since you are pretty sure to avoid the typical German "52minutesofnothing" patrol. - but if I have to think about my own life, I definitely prefer to fly axis and have the energy advantage 99% of the time. Is/was in the reality like that? - I really don't know, probably yes because allied did a lot of low level attacks to don't be intercepted, and I could imagine that spot a plane when you are 3/4k higher than him it's not easy at all. - On the other hand, I really wonder how was possible for German Aces to score 150+ kills on the Easter front. You have to spot deck russians, then follow them without loosing over some forest, and then avoid to be attracted into a turn fight. Maybe the answer is that russians could not fly so low close to the front line cause of the heavy AAA and where forced to climb at least 2k... And this is something that we are missing in the game. 1
[F.Circus]MoerasGrizzly Posted January 26, 2022 Posted January 26, 2022 (edited) 2 hours ago, ITAF_Airone1989 said: Maybe the answer is that russians could not fly so low close to the front line cause of the heavy AAA and where forced to climb at least 2k... And this is something that we are missing in the game. The VVS historically flew close to the ground, because of the plane this simulation is named after. The advantage that a lot of Nazi aces got initially was basically a "head start" over the Soviet pilots: In 1941, the Luftwaffe had pilots that had experienced several years of fighting already, they had relatively good, battle-tested equipment, and their command structures were intact. On the other side, the VVS was still reeling from Stalin's great purge, and was not mobilized at all when the Nazis invaded (much is made over the Soviet Union's numbers advantage, but in 1941, the invading forces as a whole outnumbered the defenders). Their pilots were outnumbered, outgunned, and outskilled. As Nazi Germany starts crumbling this trend got reversed, but at that point, Luftwaffe pilots already had several years to hone their skills and rack up their kill counts against understrength enemies. There's also a difference in doctrine: Luftwaffe ideology and propaganda favoured aces with high kill counts (it looks good in Der Adler!), whilst the Allies rotated out succesful pilots to bolster their training command. So on the whole, Allied forces improve their skills and techniques wholesale, whilst the Luftwaffe ends up with a core of highly skilled veterans, surrounded by a padding of cannon fodder. All these historical, logistical, ideological, strategic and tactical underpinnings are completely absent in an multiplayer enviroment. Arguably the only thing that really shines through is a difference in doctrine, but it's an ahistorcal one, where quite a few virtual Luftwaffe pilots are trying to emulate the high kill counts whilst the virtual VVS, RAF and USAAF pilots focus on completing their objectives. Edited January 26, 2022 by [F.Circus]MoerasGrizzly 3
Otto_bann Posted January 26, 2022 Posted January 26, 2022 My point is about multiplay on servers like CombatBox, Finnish and some other ground attack servers. By looking for to get a best plane, maybe it's looking for the wrong side of this simulation. Flying to get as many kills as possible is not what the briefings call for: you can get 10, 20 or more kills per sortie, if the job isn't done on the ground by the other guys, you'll be on the losing side. So hoping to be a great killer, you are doing a inefficient job in this kind of servers (except to take care of your ego). This kind of job is good on Berloga only. And to fill a stat system with numerous kills, it's playing like a accountant, not like an efficient pilot. By this way, being on the winning side can only be a reality for you if the others, the friendly jabos/bombers (who fly the most part of time without cover...), are effective : in both of these cases, there is nothing to brag about. By playing the briefing, with a little bit of strategy and also delicate navigation, having a better plane is not useful, or at minimum soooo less (even if you fly alone). I think it's a best way to play our sim on servers where the brief shows ground targets like THE priority for win. 5
HunDread Posted January 26, 2022 Posted January 26, 2022 56 minutes ago, Otto_bann said: So hoping to be a great killer, you are doing a inefficient job in this kind of servers (except to take care of your ego) Which is better for your ego? Being a great killer or being on the winning side? 58 minutes ago, Otto_bann said: being on the winning side
CountZero Posted January 26, 2022 Posted January 26, 2022 (edited) 21 hours ago, Otto_bann said: It depends on who is handling them. Full throttle and crushing the trigger guns seem to be the only strategy used by too many guys. So, obviously, they think they need the best among the beast planes. But a few good pilots prove every day that this is not true. These guys don't fly 262 or Tempy... LOL Tempest = 262 its like saying 109F4 = P-51D 1 hour ago, Otto_bann said: My point is about multiplay on servers like CombatBox, Finnish and some other ground attack servers. By looking for to get a best plane, maybe it's looking for the wrong side of this simulation. Flying to get as many kills as possible is not what the briefings call for: you can get 10, 20 or more kills per sortie, if the job isn't done on the ground by the other guys, you'll be on the losing side. So hoping to be a great killer, you are doing a inefficient job in this kind of servers (except to take care of your ego). This kind of job is good on Berloga only. And to fill a stat system with numerous kills, it's playing like a accountant, not like an efficient pilot. By this way, being on the winning side can only be a reality for you if the others, the friendly jabos/bombers (who fly the most part of time without cover...), are effective : in both of these cases, there is nothing to brag about. By playing the briefing, with a little bit of strategy and also delicate navigation, having a better plane is not useful, or at minimum soooo less (even if you fly alone). I think it's a best way to play our sim on servers where the brief shows ground targets like THE priority for win. 24/7 DF war and you expect ppl to be spending their time doing hard work just so it can be null in low pop time when most ppl sleep... There is not that many ppl who are that naive to go for the front, thats why on 24/7 servers most ppl just do selfish and easy tasks, boost stats for their team, self or just use it for practice whill few naive folk fight solo war of moving fronts at low pop times... they are ones wining wars on 24/7 servers, not players playing on most popular time. When you have organised times of missions, 2 -3 missions per week or war only at most popular time, and most ppl who participate in them will give a f about doing what needs to be done to win campaign, because it mathers doing boring stuff. Edited January 26, 2022 by CountZero 1
Otto_bann Posted January 26, 2022 Posted January 26, 2022 (edited) 3 hours ago, HunDread said: Which is better for your ego? Being a great killer or being on the winning side? The better is playing for the side, so for all of friendly and not for yourself only 3 hours ago, CountZero said: LOL Tempest = 262 its like saying 109F4 = P-51D I never said equal but "or". Krup for exemple never flies Tempy or 262 (never saw myself) for to be one of most dangerous guys... and many of us could be in danger in a P51 with an F4 in our 6 handeled by some particular guys. 3 hours ago, CountZero said: There is not that many ppl who are that naive to go for the front, thats why on 24/7 servers most ppl just do selfish and easy tasks, boost stats for their team, self or just use it for practice whill few naive folk fight solo war of moving fronts at low pop times... These guys don't have understood the interest of this game IMO. For fighters, you can make practice on Berloga or on one of this kind of servers (but it is more dangerous than attacking jabos weighed down with bombs...). For the time when guys are playing alas, the Earth is round and there are time zones, which make fun about our work and rest times Edited January 26, 2022 by Otto_bann 1 1
StaB/Tomio_VR*** Posted January 26, 2022 Posted January 26, 2022 (edited) On 1/21/2022 at 11:00 PM, MeoW.Scharfi said: + how can u make historical planesets when maps like kuban, moscow and stalingrad are being played with 1944 and 1945 planes?? Easy. Just make a campaign that ends in late 1943 for eastern scenario. And a western front scenario on Bodenplatte map dedicated to western planes starting let's say in 1942 which can reach 1945 Having everything mixed on the wrong map is not really exciting Edited January 26, 2022 by StaB/Tomio_VR*** 1 6
BG26_Ogg Posted January 27, 2022 Posted January 27, 2022 On 1/4/2022 at 11:32 PM, Willy__ said: Theoretical or not thats not the problem. As we have ingame right now, you simply cant have half the ammo on the guns (or any set amount btw), you either have full ammo (all machine guns and cannons) or no ammo at all (also in this case you cant remove the guns, so you end up having to carry them, dead weight essentialy); I was talking about the limitations of the game. You can however, lock any modification of the planes and since bombs count as mods, you can lock them out, that works the same if the guns are counted as mods (some planes have some mods to add/remove guns, but that is not the case for the 110g2 with the exception for the cannons pod that go in the belly of the plane) S! Willy, OK that makes a bit of difference then. I thought the interface would be similar to Cliffs of Dover and Tobruk. In those interfaces you can lock and remove guns and ammunition types from every vehicle. I used to run scenarios on the Warbirds servers there and I could change a Hurricane 2 to only carry 2 hispano or 8 MG instead of the 4 Hispano or 12 MG setups. We could lock a maximum fuel load ETC: I haven't started building scenarios here which is probably why TAW hated my postings there. All my knowledge is from previous programming in Cliffs and Tobruk. The other problem with my knowledge is we could build our server templates with 200 aircraft and not the standard 100 slots. So a lot of our scenarios ran 24 AI each way and limited each side to maximum of 80 aircraft during special events. The reasons for lightening aircraft was because we would run events that required long flight times and a full fuel load and a full ammunition load would make the aircraft too heavy for the Maximum takeoff weight. The 109 pilots hated us because we would strap fuel under the belly and half the munitions loads for escort duty. I almost have my office ready for a server rack and I'll play with the code again once my server is setup and see if we can start meshing different components again.
HunDread Posted January 27, 2022 Posted January 27, 2022 19 hours ago, Otto_bann said: The better is playing for the side, so for all of friendly and not for yourself only If that's what makes your ego happy that's fine. But in my book no one should tell others how to play and imply negative attributes on people who do not play like that. 1
Otto_bann Posted January 27, 2022 Posted January 27, 2022 (edited) Not me saying it : briefing does it, if you can at minimum understand it (so you must read it...). One of reasons why so many guys have left this game since few years, is because too many peoples are playing like on Berloga everywhere on other servers. Pity. Edited January 27, 2022 by Otto_bann
HunDread Posted January 27, 2022 Posted January 27, 2022 I don't remember the briefing implying egoism and selfishness if someone doesn't follow what's written there. If it does the briefing should be reworded.
Willy__ Posted January 27, 2022 Posted January 27, 2022 15 hours ago, BG26_Ogg said: All my knowledge is from previous programming in Cliffs and Tobruk. The game runs on a different engine from CloD/Tobruk and unfortunately the mission editor and the programming is different from older titles 1
CountZero Posted January 27, 2022 Posted January 27, 2022 On 1/26/2022 at 4:36 PM, Otto_bann said: The better is playing for the side, so for all of friendly and not for yourself only I never said equal but "or". Krup for exemple never flies Tempy or 262 (never saw myself) for to be one of most dangerous guys... and many of us could be in danger in a P51 with an F4 in our 6 handeled by some particular guys. These guys don't have understood the interest of this game IMO. For fighters, you can make practice on Berloga or on one of this kind of servers (but it is more dangerous than attacking jabos weighed down with bombs...). For the time when guys are playing alas, the Earth is round and there are time zones, which make fun about our work and rest times ok i missunderstod coment about 262 and tempy... regarding player behavior, from what i expirianced playing various types of things online in IL-2s is that same player that will spend 3h flying boring transport or recon flight on war event where mission is 1-2 time a week at scheduled time, is same player that will dirp around in fighter on any kined of 24/7 df type server because importance of what he does is mutch smaller. Not all players who dont wont to teamplay or care about reading briefings, objectives or win in war on df servers are not understanding importance of objectives, they just dont see the point of going for them there.
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