GOZR Posted January 6, 2023 Posted January 6, 2023 (edited) 12 hours ago, LLv34_Untamo said: Quote Personal preference, which I (and I would guess, many others) don't subscribe to. You can hit 'H' to disable the hud on your client if you wish. * Well us Pilots must educate others and I think it would make a lot of virtual appreciate more the cockpits and what are they for as it was intended to Simulate.. or War Thunder is more for you which is a great option for your "Game" and fast time. Quote What do you mean by camps? Temuri has planned to make more variants for target groups, but this takes time. Cold engine... again, personal preference, and I personally have very limited time to play, and I don't want to use that time to warm up the engine. *Something more setup as a real functional base and not repetitive.. feels like the missions are generated and not thoughtful which become blank.. blah! Quote We already have turbulence, the value is randomized for every mission, so some missions may have very little. *Again missions weather should be appropriate with the winds and turbulence .. never enough ( far worse on DCS ) Sortie score is given in the chat when you finish the mission. Lost plane/vehicle points are deducted from this score. trying turbulence at #2 and #3 would do some goods.. Edited January 7, 2023 by GOZR
GOZR Posted January 6, 2023 Posted January 6, 2023 (edited) Well I think this way .. We do not have to alas interact with the cockpit "yet" but it is inevitable 100% sure.. lol.. so having some real restrain would do a lots of good as in RL. see think of it.. you respawn and have some time to do so .. why not get rid of the respawn times and add engines cold instead which is the same but it give the pilots the time to set their engine well .. radiators, mixtures, props, tail wheel.. then slowly in warmup go to the strip. etc.. and looking at teh cockpits which have all the info we need .. no need of compass or to see your controls in % .. unless you guys want it more game style .. But I fly for simulate not points or I'll start my Quake 3 game for that.. Giving a try for one mission .. a time and see how it is.. if the peeps like it.. I fly in Finish server because of discord good people there and people flying but not for the missions really .. i like the plane sets too. 7 hours ago, ilmavoimat said: I'd be happy if people would just use the bloody runways!! Yes I agree..because the engine are already warm which cut a big part of taking off routine and pilots can take off as soon as they go .. regardless of pavements or obstacles in the way..and if they crash they dont care they can respawn on a brand new warmed aircraft with out consequences and go again against traffics or any military rules.. they want points .. I thinks it's sad. and that is missing greatly Edited January 7, 2023 by GOZR
GOZR Posted January 6, 2023 Posted January 6, 2023 (edited) !! Automatic start.. no rules... not much weather effects .. ect.. you can give yourself the difficulty to look and pay attention to inside the cockpits at list.. enjoy the defects and goods of the aircraft.. or we are on the WAR Thunder path.. lets community built missions for the server maybe .. have different styles of missions from different missions makers .. way more interesting than AI's generated missions .. Well We use to do this in our server in il2 46 decade ago.. now we have a better sim and you guys make it a game.. Edited January 7, 2023 by GOZR 1
LLv34_Untamo Posted January 7, 2023 Author Posted January 7, 2023 11 hours ago, GOZR said: trying turbulence at #2 and #3 would do some goods.. 17 hours ago, LLv34_Untamo said: We already have turbulence, the value is randomized for every mission, so some missions may have very little. 10 hours ago, GOZR said: !! Automatic start.. no rules... not much weather effects .. ect.. you can give yourself the difficulty to look and pay attention to inside the cockpits at list.. enjoy the defects and goods of the aircraft.. or we are on the WAR Thunder path.. I'm very happy that this game isn't a button clicking simulator like DCS. I would prefer clickable cockpits like in CloD to manage some aspects like fuel tanks, but otherwise this game (like it's predecessors) strikes a very good balance between realism and playability. As said, me and Temuri, we are working men with families and we have very limited time to play. And I won't use that time to warm up the engine, pressing buttons and looking at gauges. Not my idea of fun. You can make your life harder if you want and disable the hud if you want by pressing 'H'. What do you mean no rules? And I'm starting to sound like a broken record here: we already have turbulence. 11 hours ago, GOZR said: lets community built missions for the server maybe .. have different styles of missions from different missions makers .. way more interesting than AI's generated missions .. Well We use to do this in our server in il2 46 decade ago.. now we have a better sim and you guys make it a game.. Hmm. At this point, I'm going to suggest that you either read what is the purpose of this server (read the first post in this thread) or to check out other servers for what you seek. But to summarise: The point of our server is that it IS a GAME. That is the reason it is popular. The dynamic frontline that moves with player actions. The reason that it's not as well decorated is the fact that it is not hand made, but generated by code. Temuri has made several target group types that get randomly selected, but as the amount of them is finite, you're going to run into them again and again. With man made missions you get more decorated stuff, yes.. AI, yes... But then you get the same mission again. How many times you want to play the exactly same mission again? You will quickly see that it's the man made missions that are quite dead, hollow and repetitive. 1
GOZR Posted January 7, 2023 Posted January 7, 2023 1 hour ago, LLv34_Untamo said: Quote I'm very happy that this game isn't a button clicking simulator like DCS. I would prefer clickable cockpits like in CloD to manage some aspects like fuel tanks, but otherwise this game (like it's predecessors) strikes a very good balance between realism and playability. As said, me and Temuri, we are working men with families and we have very limited time to play. And I won't use that time to warm up the engine, pressing buttons and looking at gauges. Not my idea of fun. You can make your life harder if you want and disable the hud if you want by pressing 'H'. I see your point .. unless everything can be keybind with "everything" more detailed.. it will see less success imo. many of us are working men with families and kids and this is why for that reason that we would prefer more rules or details because we are grown men .. we want less Gamy ! why do you have respawn timed ? if you want a game dont use respawn time.. not having the engine infos it really ad a lot more immersion .. I always thought that you guys did not have it until i heard someone on comms talking about throttle being at 56% ?? what ? so much fun to have the head in the cockpit.. I have no idea where making life harder is from but to me it's way better more fun.. Good to discuss about 1 hour ago, LLv34_Untamo said: What do you mean no rules? And I'm starting to sound like a broken record here: we already have turbulence. Well again the automatic turbulence are too low.. should place a cap at 1.0 not 0.15 at list .. this again it is what make the flight .. flight.. tonight I could fly my Lag3 in straight line .. with out touching anything to correct course or balance.. a little tweak like this make it more alive and interesting to fly.. it's not much but the result is very good.. imo 1 hour ago, LLv34_Untamo said: Quote Hmm. At this point, I'm going to suggest that you either read what is the purpose of this server (read the first post in this thread) or to check out other servers for what you seek. I will thank you to point this out.. But to summarise: The point of our server is that it IS a GAME. That is the reason it is popular. The dynamic frontline that moves with player actions. The reason that it's not as well decorated is the fact that it is not hand made, but generated by code. Temuri has made several target group types that get randomly selected, but as the amount of them is finite, you're going to run into them again and again. I understand and this make sense ,, is it possible to generate more home bases that are more like living bases and an appearance of real setup? I do not know.. some templates Quote With man made missions you get more decorated stuff, yes.. AI, yes... But then you get the same mission again. How many times you want to play the exactly same mission again? You will quickly see that it's the man made missions that are quite dead, hollow and repetitive. I wonder for a solution humm yes I understand so for now teh bases changes .. the borders change but all the bases look the same very sterile and very repetitive imo.. it is hard to see if they are axis or allies ..
GOZR Posted January 7, 2023 Posted January 7, 2023 (edited) Ok I read and I am a little in doubt.... Quote **Retaliation: If someone on the same side damages you, for the rest of that sortie you have the "right" to shoot back, damage and/or destroy that player without the fear of the auto-punishment feature punishing you. Be careful, and be sure of the one you retaliate against, this doesn't give you the right to shoot back at any friendly, just that one player that damaged you. Well, multiple, if multiple friendlies shoot at you Not ....many do the mistake it is bad to insist to shoot back.. comms or chat are made for.. Server settings currently:- full real <<<<<<< what? yes FULL real This lost me !! - no icons none what so ever is good..! - no payload restrictions(mostly, some RPS limitations) It would be interesting to see a poll about this.. study purposes Also .. We use "Full real" at the start of IL2 the pre IL2FB and it was for a good purpose .. full real mean all switches off.,. mean no icons no message tech what so ever,, Great to have this discussion and thank you to answer back . No matter what I fly in VR.. and no message what so ever.. harder ? no .. just make you focused more on where you are and do. I would be interested to check this Generator of missions .. Anyway all those questions because I do not know the server well. basically thinking outload and very interesting to know. Edited January 7, 2023 by GOZR
CountZero Posted January 7, 2023 Posted January 7, 2023 There was only one server that had ppl on it that had techchat turned off and it was TAW, that can tell you how popular that idea was, game is made to be used by techchat. I agree that full real is pointles when it comes to settings server uses as with techchat is sure not full real, so that can be misleading for new players. 2
JG4_Deciman Posted January 7, 2023 Posted January 7, 2023 I personally would prefer 'NO techchat', so you are bound to the reading of your cockpit intruments. BUT: At least for (most or all) german planes there is no way to get informations from the gauges about - at least Bombs safe/armed - and other settings are quite difficult (or impossible) to read from the pilot seat... And for Allied planes: I'm not able to read the flap position in at least a P38. So I have to keep in mind the actual position and rely on pressing Buttons... Sometimes pressing the key for 'flaps down' results in setting them to the next 'stage' Sometimes it only lowers them by 1% (tech chat) Pressing Buttonn for 'Flaps Up' seem to generate '1% up' only... If really all the gauges/switches in any cockpit are animated AND working there is absolutely nothing to say against 'NO TechChat' Deci 1
JG4_Moltke1871 Posted January 7, 2023 Posted January 7, 2023 (edited) In my opinion the Finnish Virtual Pilots server became too much simplified. It lost claim to be a hardcore server. Responsible for that is mainly the introduction of airspawns. It let forget that altitude is an advance you have to work for. The speculation that strategic airfields for usual are outside of the map not counts because the whole scenario is not historically correct and the experience of aviation, that includes take off, navigation, engine management, combat and landing should come first. Unfortunately voices not heard really like to have a backward base for bombers and to have the nice experience start there a transporter from the ramp including taxi to the runway. Its really a pity that the server is going this way. I don't want to criticise too much the otherwise excellent work of the server admins. What I really like about this server is the tasks that result from the targets you have to attack or defend.It’s not like I boycott the FVP, I spend from time to time a few sorties but I not play it like addicted anymore because the server for me is became uninteresting because the simplifications. And that’s hard because really good hardcore servers are rare. It’s impossible to make it right for everyone. This is only my field of view. And by the way: The tech chat is the lowest problem because it’s easy to disable for myself ? Edited January 7, 2023 by JG4_Moltke1871 1 1 1
LLv34_Temuri Posted January 7, 2023 Posted January 7, 2023 The thing about tech chat is that it makes things even for everyone. When it’s removed, it becomes a matter of using e.g. Joystick Gremlin and vJoy to apply limits to throttle/RPM and using toggles to turn them off when needed. This is already being done now. I, too, think that Il-2 currently strikes a good balance between a simulator and a game. There’s a reason I don’t fly DCS even though I’d like to: I don’t have enough time to learn the planes’ systems or to keep them in memory. 1
GOZR Posted January 7, 2023 Posted January 7, 2023 (edited) 1 hour ago, LLv34_Temuri said: The thing about tech chat is that it makes things even for everyone. When it’s removed, it becomes a matter of using e.g. Joystick Gremlin and vJoy to apply limits to throttle/RPM and using toggles to turn them off when needed. This is already being done now. I, too, think that Il-2 currently strikes a good balance between a simulator and a game. There’s a reason I don’t fly DCS even though I’d like to: I don’t have enough time to learn the planes’ systems or to keep them in memory. Game and this is what we fought against all along.. but I understand .. and it is why War Thunder was made for.. Gamers. In DCS no time to learn the planes? Well choose one and suddenly you have more time and knowledge even if for now atmospherics physic is real bad.. you will be satisfied with one aircraft.. Yes for flight sim or combat flight sims you must and should have a minimum of peripherals or again.. keyboard and one joystick is great in War Thunder.. but getting used to the real full real is an experience not to miss that only flight sim gives you. Not ruinning them.. when used to it.. you wont get back... but this matter of the server setting not IL2. IL2 is to another discussion.. I think a majority of virtual pilots are looking for a server on real full real with nice populated grounds and weather.. with stats and discord comms.. For my part in Finnish server is far from me in the West Coast US. I fly there because of the members on comms.. yes really... and some good Eastern maps but I ll fly anything. =Realistic weather systems with wind and turbulence and timing. =Mission populated nicely and real home bases.. Targets and Objectives. =Mission senses =Navigation + Comms =Dogfights, Escorts, Protect, Bombers run, troups launch etc. =Rules of Aerodrome home bases Safety protocols.. learning how not to be a squidd = Knowing who shot me and who I did shot. _____ Internal satisfaction of flying for pilots members.. not "Gamers" for just points.. In RL landing back after a sortie must be rewarded. Escorting.. protect.. hunting.. Targets Crank up the turbulence or other weather physics that make more challenge as pilots and far rewarding as feeling the flight.. and fun.. IL2 is capable to give you this .. we must use it as much as we can.. to show that it is the right way to have more physics to feel.. and that is what DCS is inferior on that regard.. turbulence .. or wish for bursts etc.. but IL2 feels more alive than DCS.. and flew a lot in Aircraft in rl. (Like I always say.. imagine yourself riding a motorcycle and think of what you feel riding it.. airplanes are the same with one more axis) _____ ✌️ Edited January 7, 2023 by GOZR
69th_Mobile_BBQ Posted January 9, 2023 Posted January 9, 2023 H or I key can help manage what parts of technochat you don't like. I find flying the P-51 'by the dashboard' is quite nice without techchat. The D model gauges have helper markings on the dials, you know. A plane like the A-20 however.... There is no bomb dropping information i the pilot seat. No single/pair/all bomb indicators. Those indicators are only accessed from the bombardier's compartment (the passenger in the nose of the plane). The only function available in the bombardier's compartment is access to the bomb sight. I forget if it's in game but, technically, if the bombardier is dead, there should be no access to the bombsight and bomb information, therefore, the pilot has no idea how many bombs he has and what their drop settings are. At least techchat gives the A-20 pilot an idea how many they are dropping at a time until the run out. I rather like that the weather and wind is random. I've flown enough of this server to experience everything from silky smooth light breeze to dangerous chop 300ft to the crosswind up high constantly pushing on the plane, trying to blow it off course. Wind, turbulence and weather do effect gunnery too. Depending on what you're firing, there will be difference in aiming at even 300 and lower. Ground strafing can be quite challenging too when the crosswind keeps pushing the gunsight to the side. The main reason I fly IL-2 is that I either like propeller plane combat or I go right past modern jets to 'space combat'. If DCS did some of the modern super/turboprop planes, I'd be more interested. Modern super/turboprops vs. drones might be more sim vs. game than you might think in the near future. 1
GOZR Posted January 9, 2023 Posted January 9, 2023 (edited) Quote H or I key can help manage what parts of technochat you don't like. I find flying the P-51 'by the dashboard' is quite nice without techchat. The D model gauges have helper markings on the dials, you know. A plane like the A-20 however.... There is no bomb dropping information i the pilot seat. No single/pair/all bomb indicators. Those indicators are only accessed from the bombardier's compartment (the passenger in the nose of the plane). The only function available in the bombardier's compartment is access to the bomb sight. I forget if it's in game but, technically, if the bombardier is dead, there should be no access to the bombsight and bomb information, therefore, the pilot has no idea how many bombs he has and what their drop settings are. At least techchat gives the A-20 pilot an idea how many they are dropping at a time until the run out. in RL those power engine aircraft with prop pitch variable you feel it .. it vibrate when Corse .. swat more air .. you hear it and feel it .. great to actually tune inflight irl. Missing that element and I am asking for it.. there are a lot !!!!!! of indications .. the aircraft talk to you.. a hard turn on a warbird is not smooth.. now while piloting the bomber is it possible switch seat? if yes the plane should remember where you left it and aim while inside the bomb sight seat.. if no one else is on it to help. The cockpit as in rl takes time to get used to it and learn it's gauges but after you cannot go back to Gaming set. imo and my experience on real flight and passion for Flight sims Quote I rather like that the weather and wind is random. I've flown enough of this server to experience everything from silky smooth light breeze to dangerous chop 300ft to the crosswind up high constantly pushing on the plane, trying to blow it off course. Yes I agree 100% random as possible but bump the minimum turbulence as possible to feel the flight.. Minimum 1.0.. Max 3.0 Quote Wind, turbulence and weather do effect gunnery too. Depending on what you're firing, there will be difference in aiming at even 300 and lower. Ground strafing can be quite challenging too when the crosswind keeps pushing the gunsight to the side. Absolutely like in rl.. important to not forget that it is a flight sim before all.. than combat.. unlike the other flight sim that we all fly where the flights feels suspended sterile.. but they are working on it!! .. they know by now .. Quote The main reason I fly IL-2 is that I either like propeller plane combat or I go right past modern jets to 'space combat'. If DCS did some of the modern super/turboprop planes, I'd be more interested. Modern super/turboprops vs. drones might be more sim vs. game than you might think in the near future. The reason I fly IL2 is because I love Combat prop planes .. any are fun with their own characteristics even if they feel all the same for now.. need TLC.. I know about this. I love it since first day of IL2 #1 then FB and 46 and Blitz .. to now GB .. I use to mod as much as I could redone many FM correct behaviors and make new aircraft for 46.. and I still have it on my hard drive.. like I still have Quake 3 lol .. . I am all for realism and to take the effort to do so.. I also love the early jets big time.. ( Korea TIL 1970'S S ) I can careless for teh F16 but it's great to have etc.. I love ww1 no better to learn flight and fight.. love tit. and actually very early aircraft are awesome like early 109's etc they are great to fly and learn physics .. great cockpits etc. I really do.. less fun are teh late war prop.. ex: tempest .. it can be a great subject to talk about. I am very incompetent regarding weapons or Bombs.. Edited January 9, 2023 by GOZR
JG4_Moltke1871 Posted January 9, 2023 Posted January 9, 2023 On 12/19/2022 at 8:44 AM, ShipsBosun said: Airstart the Arado. Or limit it less. Allied aircraft can catch it - to utilize it's speed means under-loading it - and it climbs terribly slow. It being ground start AND limited is a bit overkill. Especially considering that it can be caught, and it cannot even defend itself. (Even with gunpods, there's no gunsight, and a very short clip - and almost no visibility behind you save a limited periscope which doesn't help SA). It's a fun bomber, but the limitations make it one of the most ineffective, inefficient and wasteful endeavors on the server. It'd be like limiting the A20 in the first few sets for being as fast and manueverable as it is. Doesn't make sense, right? Hi there. I think you handle or understand this aircraft wrong. It’s a perfect hit and run tool. It’s nick name „Blitz“ (flash)is really true. To use it right it’s necessary invest a bit time to schedule the attack. Use the energy and speed of the dive to then escape home at high speed. Don’t OVERLOAD it with gunpods AND bombs. Don’t circle around over the target and burn your advance (your energy). So far you are on high speed climb away from an hunting enemy is a good option. This video will help! And by the way: NO MORE PLANES IN AIRSPAWNS! ? 2 1 2
VBF-12_Stick-95 Posted January 9, 2023 Posted January 9, 2023 (edited) Hi, I am hoping someone could shed some light on this. My apologies if this has been explained before. I made a bomb run today on a rear depot (before and after screenshots below). In the after shot there appears to be up to 13 destroyed buildings, yet I was only credited with 4. Is there a reason these destroyed buildings aren't counted? Link to sortie: http://stats.virtualpilots.fi:8000/en/sortie/3278057/?tour=59 Thanks Edited January 9, 2023 by VBF-12_Stick-95
LLv34_Temuri Posted January 10, 2023 Posted January 10, 2023 (edited) 10 hours ago, VBF-12_Stick-95 said: Hi, I am hoping someone could shed some light on this. My apologies if this has been explained before. I made a bomb run today on a rear depot (before and after screenshots below). In the after shot there appears to be up to 13 destroyed buildings, yet I was only credited with 4. Is there a reason these destroyed buildings aren't counted? This is because the block in the middle, i.e. industrial_block_eu_fabric300x200, seems to be a bit strangely composed. Its sub block #1 consists of multiple buildings: Stats parser looks at destroyed sub blocks, so all these buildings are just one building as far as the stats parser (and our campaign app) are concerned. Edited January 10, 2023 by LLv34_Temuri
VBF-12_Stick-95 Posted January 10, 2023 Posted January 10, 2023 2 hours ago, LLv34_Temuri said: This is because the block in the middle, i.e. industrial_block_eu_fabric300x200, seems to be a bit strangely composed. Its sub block #1 consists of multiple buildings: Stats parser looks at destroyed sub blocks, so all these buildings are just one building as far as the stats parser (and our campaign app) are concerned. Thanks for that info @LLv34_Temuri. I assume the reason for structuring the object this way would be to decrease the number of "objects" on the mission map to lower the impact on fps. Right now the server, at least to me, runs very smooth. The down side however is that from a bomber pilot standpoint it impacts the incentive to fly long range bomber missions due to the reduced reward. I want to thank everyone involved for the server, the team has done a great job of continuing to improve it over time.
LLv34_Temuri Posted January 10, 2023 Posted January 10, 2023 7 minutes ago, VBF-12_Stick-95 said: I assume the reason for structuring the object this way would be to decrease the number of "objects" on the mission map to lower the impact on fps. I wouldn't know as this is done by devs. 8 minutes ago, VBF-12_Stick-95 said: The down side however is that from a bomber pilot standpoint it impacts the incentive to fly long range bomber missions due to the reduced reward. Well, the way campaign points are assigned it's actually the opposite. The object blocks (consisting of multiple sub blocks) are assigned a single campaign point value. That value is then divided by the number of sub blocks in that object. 1
JG1_Wittmann Posted January 11, 2023 Posted January 11, 2023 I am. Wondering. If the. New trend on finnish. Is to have your. Buddy. Spawn. On the other team. To undertake intentional friendly fire missions ? I have seemingly had that happen twice nin less than a week
[TWB]80hd Posted January 12, 2023 Posted January 12, 2023 19 hours ago, JG1_Wittmann said: I am. Wondering. If the. New trend on finnish. Is to have your. Buddy. Spawn. On the other team. To undertake intentional friendly fire missions ? I have seemingly had that happen twice nin less than a week Is this you? http://stats.virtualpilots.fi:8000/en/sorties/9089/JG1_Wittmann/?tour=59 Here you shot an FTC guy first: http://stats.virtualpilots.fi:8000/en/sortie/log/3276403/?tour=59 The only other thing I see is: http://stats.virtualpilots.fi:8000/en/sortie/3273374/?tour=59 Where you were shot down by an NN dude while you were flying Ju-52/Paratroops (my condolences, that's legitimately a shittastic thing to have happen) If you can nail down a coordinated effort by people switching sides to TK/harass you, present that to the LLv guys in PM (I would imagine here or on Discord) and I bet they will crush that shenaniganry with a quickness.
JG1_Wittmann Posted January 12, 2023 Posted January 12, 2023 Really. No way to prevent it. You pointed out a ff incident of mine, didnt involve a kill. And immediately apologized for. Total apples and oranges comparison. Mine was a mis id on a flashing fighter in poor light. Not a ju. Of a friendly tank in the open
RossMarBow Posted January 14, 2023 Posted January 14, 2023 (edited) On 1/10/2023 at 1:47 AM, JG4_Moltke1871 said: Hi there. I think you handle or understand this aircraft wrong. It’s a perfect hit and run tool. It’s nick name „Blitz“ (flash)is really true. To use it right it’s necessary invest a bit time to schedule the attack. Use the energy and speed of the dive to then escape home at high speed. Don’t OVERLOAD it with gunpods AND bombs. Don’t circle around over the target and burn your advance (your energy). So far you are on high speed climb away from an hunting enemy is a good option. This video will help! And by the way: NO MORE PLANES IN AIRSPAWNS! ? I'm a big supporter of air starts. I don't recognise your name. And I don't know if you actually understand the topic. Only bombers and supply planes can use air starts - not fighters. Looking at your statistics so I can better understand where you coming from GOZR flies non meta fighter planes Moltke flew ground attack in the duck once, and spent an hour flying around in a p38 doing nothing. I'm interested in your opinion on the matter though because I have never heard anyone complain about air starts before. I agree it would be nice to do what CB is doing and allow supply planes to take off from rear airfields. What I actually came here to talk about was two things A less boring map generation Actually having stats on the website that mean something i.e. actually measuring players contribution to front line movement Regarding less boring map generation. I think their is far to much effort into polishing the code so that every single map generated is perfectly balanced. This is boring. What I think should be done is adding a lot more flavour to the generation. For example, if one team achieves a break though (which could be a frontline advance of over 25km) This has an effect on the next maps generation For example, it could give the attacking team a 50% reduction in the distances from the front line for their airfield spawns. This would reflect command organising and preparing a big push. The enemy team would suffer a 50% increase in their distances. This would reflect their side being caught out by the big push. Maybe remove or reduce the effect it has on temp fields. On the next map (the third map) The team that suffered the front line collapse has now sent in reinforcements. So their distances are now shrunk. While the team that had previously made a big push has over stretched its supply lines. So its proper airfields are now further back. Instead of the distances being fixed they could also be relative to the actual movement. So a 25km break though results in a 25% adjustment. Modifiers could also be made depending on the relationship between the two fronts. For example, a big push on one flank, but nothing on the other, might result in the defending team gaining an ever bigger bonus via reduction in distances to reflect the dangers of creating a flanked salient. Similar adjustments could be made to depots, and maybe even something could be done to tank spawns to make it more interesting. Doing it this way deliberately creates unbalance in each map. But over the course of 3 maps (in this example), its effect is neutral. Similarly if the front line movement is stagnant. A randomly generated event could occur that caused changes to distances to occur. It could also make voting for front line placement more interesting - for example while voting for the 3rd map the attacking team would want to be more conservative with its placement of the front line. As this could reduce the bonus the defending team gets on the third map. This reflects the attacking team consolidating their gains. On a similar topic. Maybe the length of the map could be reduced, or the map could flip sooner if more destruction has occurred. This would allow a dedicated player to play though the effects of the system over 3 maps. The system could also be used to prevent large front line pushes with the server is relatively empty. By adding a modifier based on player count. This would reflect a situation were the combat was light over a minor front line, that would have less effect. Edited January 14, 2023 by RossMarBow
[TWB]80hd Posted January 19, 2023 Posted January 19, 2023 On 1/12/2023 at 3:32 PM, JG1_Wittmann said: Really. No way to prevent it. You pointed out a ff incident of mine, didnt involve a kill. And immediately apologized for. Total apples and oranges comparison. Mine was a mis id on a flashing fighter in poor light. Not a ju. Of a friendly tank in the open I didn't mean to imply that you were a TK'r by any means, but FF happens to anyone who plays a lot, no matter how careful you are. I am just saying check the logs (or record your flight), if you can show the admins where you are getting intentionally harassed, I am sure they will drop the hammer on the offender(s), especially if it's someone switching teams to do it.
Otto_bann Posted February 2, 2023 Posted February 2, 2023 (edited) On 1/14/2023 at 4:44 AM, RossMarBow said: I'm a big supporter of air starts. Me too, especially for level bomber coverage. Level bombers almost never have an escort fighter because they are reluctant to climb so high for meet their bombers (they feel they waste too much time). I think this is a major reason why bombers are rare on missions, especially since the new ballistics make them even more vulnerable. Allowing cover fighters to start in flight, at least where the bombers go on airstart (and at the same altitude), would make sense and probably would help promote this way of bombing. Level bombing is really interesting (just try it), but so risky, especially now. Edited February 2, 2023 by Otto_bann
69th_Panp Posted February 4, 2023 Posted February 4, 2023 Should have plenty of time to bomb now Looks like another 2 months of Kuban coming ? 1
JG4_Moltke1871 Posted February 5, 2023 Posted February 5, 2023 I have a question for the statistic website: Some browsers show the content of “current mission information” and some not. What I have to change in the browser settings to see this information?
=FEW=Revolves Posted February 5, 2023 Posted February 5, 2023 3 hours ago, JG4_Moltke1871 said: I have a question for the statistic website: Some browsers show the content of “current mission information” and some not. What I have to change in the browser settings to see this information? You have to use the url http://stats.virtualpilots.fi:8000/en/ and not http://ts3.virtualpilots.fi:8000/en/ in order to see current mission information 1
JG4_Moltke1871 Posted February 5, 2023 Posted February 5, 2023 6 hours ago, =FEW=Revolves said: You have to use the url http://stats.virtualpilots.fi:8000/en/ and not http://ts3.virtualpilots.fi:8000/en/ in order to see current mission information That’s it, thank man!??
Horizon123 Posted February 13, 2023 Posted February 13, 2023 On 1/9/2023 at 4:47 AM, JG4_Moltke1871 said: Hi there. I think you handle or understand this aircraft wrong. It’s a perfect hit and run tool. It’s nick name „Blitz“ (flash)is really true. To use it right it’s necessary invest a bit time to schedule the attack. Use the energy and speed of the dive to then escape home at high speed. Don’t OVERLOAD it with gunpods AND bombs. Don’t circle around over the target and burn your advance (your energy). So far you are on high speed climb away from an hunting enemy is a good option. This video will help! And by the way: NO MORE PLANES IN AIRSPAWNS! ? Using it in this fashion makes the point that it doesn't need to be limited even more. When you force A20s to be limited to 3 in the first plane set, you'll get an idea of what I think limiting Arados isn't quite necessary for balancing. They have a similar ability to outrun 109s in the first set using a limited bomb and fuel load. I suppose it's time to limit the A20 in set one. Maybe set 2. Good point.
The-Doctor Posted February 18, 2023 Posted February 18, 2023 is there gonna be any map changhe soon , especially Normandy 1
ShampooX Posted February 20, 2023 Posted February 20, 2023 On 2/11/2023 at 6:48 AM, 69th_Panp said: feb 11 still on kuban? I forget if it was last September or the September before but Kuban ran for over two months. Always does.....
bringerofpain Posted February 20, 2023 Posted February 20, 2023 I’m dying to the Normandy map on the Finnish server
TUS_KOPTuK Posted February 27, 2023 Posted February 27, 2023 As for airstart on the map (for bombers). It looks reasonable to have "airstart" filds further from "normal" ones. Yesterday it was the opposite. May be it's only one time and it will not be anymore, but it actually was...
LLv34_Temuri Posted February 27, 2023 Posted February 27, 2023 2 minutes ago, TUS_KOPTuK said: As for airstart on the map (for bombers). It looks reasonable to have "airstart" filds further from "normal" ones. Yesterday it was the opposite. May be it's only one time and it will not be anymore, but it actually was... The logic for placing the airstarts needs some improvement when the battle is close to the edges of the map. 1
TUS_KOPTuK Posted February 27, 2023 Posted February 27, 2023 1 час назад, LLv34_Temuri сказал: The logic By the way. According to logic of bombs usage. Could you answer, please. It use to be to send bombers with many small bombs (50-100 kg) was mach more reasonable instead of 1-2 but large (1000- 2000 kg). Even 4xFAB-250 did less damage for storage or station then 10xFAB-100. Is situation the same now? (We had a 1.5 years absence on your server )
LLv34_Temuri Posted February 27, 2023 Posted February 27, 2023 23 minutes ago, TUS_KOPTuK said: By the way. According to logic of bombs usage. Could you answer, please. It use to be to send bombers with many small bombs (50-100 kg) was mach more reasonable instead of 1-2 but large (1000- 2000 kg). Even 4xFAB-250 did less damage for storage or station then 10xFAB-100. Is situation the same now? (We had a 1.5 years absence on your server ) Situation is the same. Multiple small bombs seems to be the better approach. 1
ToB.NOREMORS Posted March 1, 2023 Posted March 1, 2023 On 12/21/2022 at 2:15 AM, LLv34_Untamo said: Мы думали о том, чтобы сделать его таким... Greetings to all. Returning to the topic of the Bomb Damage Model on the server. As promised, I talked to HAN (providing the developers with tracks from the game on your server and screenshots, below is his answer: "Sorry, I have bleak news. These objects are static. And they have an extremely simplified DM. Moreover, their strength is directly controlled by the author of the mission through the Durability parameter. And if the author put an inflated one for some reason, then it will be so." Based on the answer received - "Server administrators" the problem of setting up damage from medium and large bombs is yours. I would like to hear your comments - since this is a simulator, and the damage to the bombs is not serious. In addition to the above, here are the screenshots that I made and provided to the developers:
LLv34_Temuri Posted March 1, 2023 Posted March 1, 2023 (edited) 1 hour ago, ToB.NOREMORS said: "Sorry, I have bleak news. These objects are static. And they have an extremely simplified DM. Moreover, their strength is directly controlled by the author of the mission through the Durability parameter. And if the author put an inflated one for some reason, then it will be so." 1 hour ago, ToB.NOREMORS said: Based on the answer received - "Server administrators" the problem of setting up damage from medium and large bombs is yours. I would like to hear your comments - since this is a simulator, and the damage to the bombs is not serious. I've been trying to say since Kuban that there is a bug, but to no avail. All I've got is this same type of reply. Or is he saying that there's a durability value that can be used to make it possible to destroy a truck with MG, because that hasn't been possible SINCE KUBAN RELEASE? Getting f*ing frustrating with this mentality that "there's server admin error" instead of replicating the issue and fixing it. It's simple enough to try: 1. Add a e.g. a static opel truck into the mission. 2. Create entity for the truck. 3. Assign durability of 500 (the lowest one that the object can have after mission is saved) for the truck. 4. Run mission and try to destroy it with MG fire only. --> Truck can't be destroyed. (Expected: Truck can be destroyed.) Edit: Also note that as per the following post, the durability value of a static opel truck would be 1500, which is even higher than in the example (and it's what we're using on the server now). Edited March 1, 2023 by LLv34_Temuri 1 3
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