Alastair_S1D Posted March 19, 2024 Posted March 19, 2024 I finally got in. I don't know what was wrong. But after two uninstalls and reinstalls I managed to get a sortie in yesterday! 2
69th_Panp Posted March 25, 2024 Posted March 25, 2024 On this mission last night the bridge was hit on 2 missions and it would not show as destroyed. mission file /screen of mission number and track file uploaded. bridge mission.rar
LLv34_Temuri Posted March 26, 2024 Posted March 26, 2024 Thinking about adding stuff to tank gameplay: 1. Capturing the CP would enable the capturing side to open a forward base at the CP. The capturing side needs to drive specially named AA vehicle(s) to enable spawn, RRR, and defences at the CP. 2. After CP has been captured, it would be possible to continue the attack to disable the enemy's frontline tank spawns for added bonus in frontline advancement calculations or some other effect (perhaps forcing mission rotation). 3. If there are enemy player tanks within a certain radius of a tank spawn (frontline and forward base), players will no longer be able to spawn from there. 4. Possibility to repair or destroy bridges by driving an "engineer" AA vehicle next to the bridge and waiting for some time. What type of defences should the forward base have? Should the defences respawn automatically some time after they're destroyed or should players take care of respawning them by supplying the base? Should the tanks at the forward base spawn be restocked automatically or should players take care of the restocking? The frontline tank spawns currently have only the RRR vehicle. What kind of defences/structures should the frontline tank spawns have with these changes? 1 6
FeuerFliegen Posted March 27, 2024 Posted March 27, 2024 22 hours ago, LLv34_Temuri said: What type of defences should the forward base have? Lots of AT and AA guns 22 hours ago, LLv34_Temuri said: Should the defences respawn automatically some time after they're destroyed or should players take care of respawning them by supplying the base? I think players should take care of respawning by supplying the base. I also think AA trucks should be used as a supply vehicle (with no ammo) 3
Bart74 Posted March 27, 2024 Posted March 27, 2024 (edited) When i fly with supply mission when i activate long range fire for a gunner, there is announcement about it, so anybody can see it???. If is so, this is like some kind of radar warning for enemy fighters. Especially when flying "Tante Ju" because is always supply or paratroopres mission, so enemy fighters have a easier task to find so slow plane like ju52 and temp airfields or drop zones at front lines are easy to find and patrol those areas.... Edited March 27, 2024 by Bart74
LLv34_Temuri Posted March 27, 2024 Posted March 27, 2024 11 minutes ago, Bart74 said: When i fly with supply mission when i activate long range fire for a gunner, there is announcement about it, so anybody can see it???. If is so, this is like some kind of radar warning for enemy fighters. Especially when flying "Tante Ju" because is always supply or paratroopres mission, so enemy fighters have a easier task to find so slow plane like ju52 and temp airfields or drop zones at front lines are easy to find and patrol those areas.... The announcement is only to yourself. 1
Bart74 Posted March 27, 2024 Posted March 27, 2024 Thank You, for replay. I asked because yesterday i was in Ju52 and after activation of rear gunner 1-2 min after i got shot down. So was just coincidence...
ITAF_Cymao Posted March 27, 2024 Posted March 27, 2024 On 3/26/2024 at 9:37 AM, LLv34_Temuri said: What kind of defences/structures should the frontline tank spawns have with these changes? It would also be a good idea to deactivate the rear gunners in finding the tanks, it is the pilot who must find the tank and not the AI. It was rightly done for tanks, can it be done for aircrafts? S!
Nickkyboy99 Posted March 27, 2024 Posted March 27, 2024 9 hours ago, FeuerFliegen said: Lots of AT and AA guns And make them more deadly too ?
FeuerFliegen Posted March 28, 2024 Posted March 28, 2024 16 hours ago, ITAF_Cymao said: It would also be a good idea to deactivate the rear gunners in finding the tanks Is that possible? 12 hours ago, Nickkyboy99 said: And make them more deadly too ? or at least more durable. Maybe make it so that machine guns alone would at most make the soldiers run away, but to destroy it you would need cannons at a minimum. In the Wing Walkers server, certain sandbagged AA units will respawn IF you destroy them with guns, but if you destroy them with rockets or bombs, they will not respawn. I think this would be a great idea if you could implement it?
Bart74 Posted March 28, 2024 Posted March 28, 2024 On 3/26/2024 at 9:37 AM, LLv34_Temuri said: Thinking about adding stuff to tank gameplay: 1. Capturing the CP would enable the capturing side to open a forward base at the CP. The capturing side needs to drive specially named AA vehicle(s) to enable spawn, RRR, and defences at the CP. 2. After CP has been captured, it would be possible to continue the attack to disable the enemy's frontline tank spawns for added bonus in frontline advancement calculations or some other effect (perhaps forcing mission rotation). 3. If there are enemy player tanks within a certain radius of a tank spawn (frontline and forward base), players will no longer be able to spawn from there. 4. Possibility to repair or destroy bridges by driving an "engineer" AA vehicle next to the bridge and waiting for some time. What type of defences should the forward base have? Should the defences respawn automatically some time after they're destroyed or should players take care of respawning them by supplying the base? Should the tanks at the forward base spawn be restocked automatically or should players take care of the restocking? The frontline tank spawns currently have only the RRR vehicle. What kind of defences/structures should the frontline tank spawns have with these changes? Maybe You will consider giving points for players for taking CP, sometimes is a real "pain" to drive half an hour to take CP? For repair of bridge should be points as well for players because they will spend some time repairing instead of destroying enemys bases which gain a lot of points. Idea of CP as a forward spawn point is good and will add more action to the gameplay.
LLv34_Temuri Posted March 28, 2024 Posted March 28, 2024 19 hours ago, ITAF_Cymao said: t would also be a good idea to deactivate the rear gunners in finding the tanks, it is the pilot who must find the tank and not the AI. It was rightly done for tanks, can it be done for aircrafts? Not possible. Sorry. 3 hours ago, FeuerFliegen said: In the Wing Walkers server, certain sandbagged AA units will respawn IF you destroy them with guns, but if you destroy them with rockets or bombs, they will not respawn. I think this would be a great idea if you could implement it? I don't know of a feasible way to implement this. Need to think more. 1 hour ago, Bart74 said: Maybe You will consider giving points for players for taking CP, sometimes is a real "pain" to drive half an hour to take CP? For repair of bridge should be points as well for players because they will spend some time repairing instead of destroying enemys bases which gain a lot of points. These are possible to do. 1
=gRiJ=ToReRo Posted March 28, 2024 Posted March 28, 2024 On 3/26/2024 at 9:37 AM, LLv34_Temuri said: 4. Possibility to repair or destroy bridges by driving an "engineer" AA vehicle next to the bridge and waiting for some time. hello, we have been working on this idea for some time and we have it quite advanced in the Grij Arena campaign that we are currently flying with other Spanish squadrons. The campaign is thought to emulate the old S.E.OW of 1946. If you want we can pass you what we are doing to speed up the work and give you one more turn to improve the experience
LLv34_Temuri Posted March 28, 2024 Posted March 28, 2024 1 hour ago, =gRiJ=ToReRo said: hello, we have been working on this idea for some time and we have it quite advanced in the Grij Arena campaign that we are currently flying with other Spanish squadrons. The campaign is thought to emulate the old S.E.OW of 1946. If you want we can pass you what we are doing to speed up the work and give you one more turn to improve the experience I know what we need on the mission side, but thank you. 1
FeuerFliegen Posted March 30, 2024 Posted March 30, 2024 On 3/28/2024 at 4:11 AM, LLv34_Temuri said: I don't know of a feasible way to implement this. Need to think more. Cephas runs the WW2 Wing Walkers server; very nice guy and he might be able to help you with it. You can find him on the WW discord or on their own forum. https://www.wingwalkers.org/
WWCephas Posted March 31, 2024 Posted March 31, 2024 (edited) The routine FeuerFliegen is referring to has each fixed gun position equipped with a random delay and random percentage chance to respawn circuit. On top of that there is a Complex Trigger to detect enemy airplanes within 1k using the OnBombDropped input. This opens a timed circuit that will turn off the auto respawn function for about 7 seconds ensuring the guns will not respawn. In order to increase the Blast radius of bomb attacks vs AAA (I feel is woefully undermodeled) there is another circuit integrated into this. (These routines are not used on vehicular AAA targets on our server) This circuit is triggered by the same Complex Trigger OnBombDropped input from above and it enables a timer that detects OnDamaged ouputs from the gun pit set to around 10% damage. If the gun puts out an OnDamaged ouput that result is sent to a Command Repair (DESTROY COMPLETE) MCU which kills the gun. With this active you can take out multiple gun pits more effectively with bombs. Strafing does not activate the routine so the guns must be taken out individually. I have an even more advanced version on my newer missions that detects friendly aircraft in the area and shuts down large caliber AAA guns from shooting while they are present so the big flak guns do not shoot flak into active dogfights. I am posting a Youtube video of this final configuration showing how it in operation on a stationary destroyer being attacked. If you are interested in using these routines let me know, I am happy to share. List of all the unique mission routines used on WingWalkers Public Servers: https://www.wingwalkers.org/topic/9270-unique-features-of-the-ww-public-server-missions-that-are-modifications-of-stock-il2/ Edited March 31, 2024 by WWCephas
VBF-12_Stick-95 Posted April 19, 2024 Posted April 19, 2024 Hi, I flew a few missions today but nothing showing in the stats. Is something not working today?
LLv34_Temuri Posted April 19, 2024 Posted April 19, 2024 59 minutes ago, VBF-12_Stick-95 said: Hi, I flew a few missions today but nothing showing in the stats. Is something not working today? Ah. Need to update stats system.
LLv34_Untamo Posted May 3, 2024 Author Posted May 3, 2024 S! Campaign app updates: - New frontline troops placement algorithm. Not drastic difference to the old one as is, but becomes more apparent when we get our new target groups done. - The mandatory supply flight when bailing out without damage is now only triggered if there is an enemy within 3km of you when you bail out. 1
LLv34_Untamo Posted May 6, 2024 Author Posted May 6, 2024 S! Campaign app updates: - In recent code refactor (giving us more detail in the placement algorithms), the mission generation time jumped from ~5min -> ~10min. This has now been optimized back to ~5min. 1
69th_Panp Posted June 4, 2024 Posted June 4, 2024 Something was wrong with the targets on the Stalingrad winter map last night. Number 2 sector did not have any blue targets on it, all the red targets were there on the north. Blue had 5 panzer spawns and one temp airfield, but there were no blue targets for red team on the front lines. The only blue targets that we were able to locate were 40 to 50 kilometers to the south, and it was a small compound of targets. The front stretched from Oblivskaya on the west to Suiaukino on the east. Not sure of the mission number, but one sortie was on this time for me 04-06-2024 time 03:34 69th-Panp Can you check on this as it is the second or third time, I have heard of it happening. Thanks 1
ITAF_Cymao Posted June 4, 2024 Posted June 4, 2024 2 hours ago, 69th_Panp said: Something was wrong with the targets on the Stalingrad winter map last night. There is something wrong for almost a month in every mission. In the maps of Stalingrad, Kuban and Bodenplatte the front troops or a part of them are always out of position even 50/60 km from where they should be. So it is useless to have tanks. It seems to me that only in the map of Moscow there was no such problem. But I would not be so sure.
69th_Mobile_BBQ Posted June 14, 2024 Posted June 14, 2024 Can I get an explanation of how the current radar system works or be directed to the most recent post about it? 1. Are there physical radar locations on the map(s) and if so, are they pre-placed (same for every map), do they automatically place from a variety of pre-made, and placed, locations or do they place themselves according to the need of the mission generator? 2. If radar locations exist, what are the minimum/maximum distances away from the facilities they are protecting? 3. Are there any other locations that are active and just "out in the wild" ie; not protecting particular targets, somewhere on the map that a "sneaky" player might trigger? 4. If radar locations do exist and are destroyed, does that leave the protected facilities "blind"? 5. Basically, any information that can be available to both sides about how the radar system works in-game (placement rules, functionality) would be appreciated. ~S~
LLv34_Untamo Posted June 15, 2024 Author Posted June 15, 2024 11 hours ago, 69th_Mobile_BBQ said: 1. Are there physical radar locations on the map(s) and if so, are they pre-placed (same for every map), do they automatically place from a variety of pre-made, and placed, locations or do they place themselves according to the need of the mission generator? Yes they are objects on the map that you can destroy. They are placed in relation to the airfields. But we'll let you figure out what is the logic in the placement 11 hours ago, 69th_Mobile_BBQ said: 2. If radar locations exist, what are the minimum/maximum distances away from the facilities they are protecting There is currently no min or max range for detection. However, there is a min altitude for detection, which is currently 150m from the ground/sea. 11 hours ago, 69th_Mobile_BBQ said: 3. Are there any other locations that are active and just "out in the wild" ie; not protecting particular targets, somewhere on the map that a "sneaky" player might trigger? Not currently, but if you have some workable idea (tripwires etc.), we can think about it. 11 hours ago, 69th_Mobile_BBQ said: 4. If radar locations do exist and are destroyed, does that leave the protected facilities "blind"? Yes. But as mentioned, currently there's no max range for detection, so you will have to destroy all of the radars to make the enemy blind. 2
R33GZ Posted July 13, 2024 Posted July 13, 2024 jumped on this server for the first time today and was kicked within about a minute of taking off. No warning, no explanation, just kicked. I rejoined to see what the hell was going on and was told, thats what happens when you select an airfield with no aircraft. My question is, if I was able to select and spawn at an airfield and then choose an aircraft from the list, then how is it possible that airfield had no aircraft.... and why kick me from the server? There was no mention of this in the rules on the map page. Maybe it was ping? but with no warning, I really have no idea. Definitely has left a bad taste in my mouth and a poor opinion of how its run. Off back to Combat Box I guess
GasTeddy Posted July 13, 2024 Posted July 13, 2024 Tank kills do not show up as should. With manned tanks it's normal, if player ditches after hit before tank blows up, but often it explodes or burns fiercely and still nothing shows up in stats. Dugout static tank kills mostly show up, but not every time. Also, some T70s and T34s at them are just immortal, 88mm APHE does nothing from almost point blanc. And some can take APHEs but blow up with HE. Not normal IMHO. Spawn vulchers, well, what to say. Would like to, but suitable language about them is forbidden. Cannot get rid of them anyway.
Nickkyboy99 Posted July 13, 2024 Posted July 13, 2024 One frontline please or at least make the two frontlines close
LeLv30_Redwing- Posted July 13, 2024 Posted July 13, 2024 17 hours ago, R33GZ said: jumped on this server for the first time today and was kicked within about a minute of taking off. No warning, no explanation, just kicked. I rejoined to see what the hell was going on and was told, thats what happens when you select an airfield with no aircraft. My question is, if I was able to select and spawn at an airfield and then choose an aircraft from the list, then how is it possible that airfield had no aircraft.... and why kick me from the server? There was no mention of this in the rules on the map page. Maybe it was ping? but with no warning, I really have no idea. Definitely has left a bad taste in my mouth and a poor opinion of how its run. Off back to Combat Box I guess You're given a warning in the chat, AF has no planes and you will be kicked if you take off. Typing <p in the chat shows all airfields with planes available.
R33GZ Posted July 13, 2024 Posted July 13, 2024 1 hour ago, LeLv30_Redwing said: You're given a warning in the chat, AF has no planes and you will be kicked if you take off. Typing <p in the chat shows all airfields with planes available. Thanks for the info. With all the text conversations in chat that would have disappeared almost instantly. It does seem counter intuitive to have an airfield as spawnable when there are no aircraft to fly there... why not just have it as unspawnable? you know, the circle with the line through it, you cant even click on it then
LeLv30_Redwing- Posted July 14, 2024 Posted July 14, 2024 9 hours ago, R33GZ said: Thanks for the info. With all the text conversations in chat that would have disappeared almost instantly. It does seem counter intuitive to have an airfield as spawnable when there are no aircraft to fly there... why not just have it as unspawnable? you know, the circle with the line through it, you cant even click on it then I'm pretty sure server admins have limits with their work, there's a lot of things they'd like to do differently but are not game developers.
GasTeddy Posted July 15, 2024 Posted July 15, 2024 (edited) Mauled some enemy dugouts, killed more than two dozen vehicles and weapons and several facilities as well. Got 10 kills all together. I don't give a heck about my personal advance, as there's no career in tanking, but missing points seriously affect country's situation in front. Update: Had about 1h brake and relogged. Then kills showed up normally. Seems to happen irregularly but relatively often, at least for me. Edited July 15, 2024 by GasTeddy
69th_Panp Posted July 15, 2024 Posted July 15, 2024 Pretty sure I killed you on that shortie, the points you earn are reduced when you die. Best way to rack up points is to try and not get killed. 👍
GasTeddy Posted July 15, 2024 Posted July 15, 2024 2 minutes ago, 69th_Panp said: Pretty sure I killed you on that shortie, the points you earn are reduced when you die. Best way to rack up points is to try and not get killed. 👍 Kills and points are two different things. Kills should show after they've achieved, points when mission is ended. In my first logging, I drove three missions and destroyed at least 30 objects; tanks, transports, weapons like guns and rocket launchers plus several facilities. Only five (5) vehicles and same amount of weapons showed up in my stats. After all three missions and minimum 30 destroyed objects, in statistics only ten (10 )destroyed ones showed up. That's a bug.
69th_Panp Posted July 15, 2024 Posted July 15, 2024 After all three missions and minimum 30 destroyed objects, in statistics only ten (10 )destroyed ones showed up. That's a bug. Not all targets in a group will give you points, some are just eye candy and will not give you points, but are destroyable
GasTeddy Posted July 15, 2024 Posted July 15, 2024 (edited) 2 hours ago, 69th_Panp said: After all three missions and minimum 30 destroyed objects, in statistics only ten (10 )destroyed ones showed up. That's a bug. Not all targets in a group will give you points, some are just eye candy and will not give you points, but are destroyable You don't seem to understand I'm writing about objects, which should show up as destroyed, after players name, in a list you get by hitting "Tab". Points are calculated by them. If mission ends normally, 1.5 x points/object. If tank gets disabled and one has to ditch, 1 x points. If one is killed, 0.5 x points. If I blow up camo net tent at dugout or for example fuel depot in unused airfield, they get destroyed, but they neither show up in list, nor give any points. I know which objects show up as destroyed and give points. I destroyed tanks, weapons, trucks and factifies, which have so far shown up in stats. Today, tanks, trucks, rocket launchers , AAA-guns, cannons, ammo storages w/ wooden doors, house looking tents. Yesterday morning most of them did not show up as destroyed, afternoon they did. Today it worked better, got most of them as destroyed in stats; from 6 T70s, 4 showed up, from 4 rocket launchers, 2 came to stats, from 2 playerd riven T34s, neither, from 2 SUs, one was credited. In stats. The very stats, which can be seen by hitting "Tab". Few times before has happened it did not work properly. Every destroyed item, which shows up after the players name in list, gives points. I know that. I may be noobie here but I'm not that idiot. Edited July 15, 2024 by GasTeddy
1./JG42flesch Posted July 16, 2024 Posted July 16, 2024 (edited) Absolut and totall ----- is that the Russian has German AAA Guns for "Balancing". Wy had the Germans not a IL2 or a SU 152 as Arty for Balancing? Edited July 16, 2024 by LukeFF Profanity 1 1
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