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Finnish VirtualPilots - Dynamic War

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Server running but modification are locked...

 

S!

Edited by ITAF_Cymao

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3 minutes ago, ITAF_Cymao said:

Server running but modification are locked...

 

S!

And the previous workaround of selecting another airfield first doesn't work?

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No it doesn't work,  I also joined in another server and there the mods were allowed.

 

S!

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14 minutes ago, ITAF_Cymao said:

No it doesn't work,  I also joined in another server and there the mods were allowed.

 

S!

How about now? Do the modifications and restrictions work correctly? For example, previous version had it possible to select bombs for "germanparas" He 111.

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So about that static front line... :ph34r:

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20 minutes ago, Leifr said:

So about that static front line... :ph34r:

What "static frontline"? Ryabinki is currently about to be captured by Axis side :)

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Just to check that others are having the same issue:

Leifr and I randomly (roughly every other mission) do not get labels or a mission description. I thought htis was fixed in 3.002, but unfortunately that's not true.

It's mostly this server only, but then I do not fly too much on any oither.

 

So anyone else have this? Or got an idea how to fix it it's clientside?

 

 

Annoyingly, unlike Leifr I only started getting this after a clean re-install of 3.0001 after switching to a Steam key... >.>

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3 hours ago, Frakkas said:

Are personal skins allowed?

 

You can use them but obviously they will only be visible to people who have also downloaded that skin.

6 hours ago, wellenbrecher said:

Leifr and I randomly (roughly every other mission) do not get labels or a mission description

 

So when you bring up the briefing screen with the map you can not open the popout on the right or it is blank?  What about the aircraft specs on the other tab?

Not sure what you mean about having no labels.  What labels are you talking about?

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9 hours ago, 56RAF_Roblex said:

So when you bring up the briefing screen with the map you can not open the popout on the right or it is blank?  What about the aircraft specs on the other tab?

Not sure what you mean about having no labels.  What labels are you talking about?

 

The mission description (on the right) is often blank, and field labels on the map are absent. It is impossible to run the <field commands in-game without referencing them on the external IL2 map site.

Edited by Leifr

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Or guessing, which is annoying for us and everyone else on the server :P

Aircraft specs work, it's the mission and server description that are not showing. And, more importantly, the map labels.

 

Mind when I say labels I mean the text. I can see the symbols for tank battles, depots and factories, even the arrows showing attacking tanks. But I can't see a single piece of text.

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Yeah, it's the _2 mission that has the problem with the texts. I'm looking into it now.

 

Edit: OK, let's see if it works after next mission rotation.

Edited by LLv34_Temuri

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I'll have a look over the next few days. Cheers for the effort :salute:

 

 

Unrelated, but fun:

Spoiler

LFfDrze.jpg

 

Hm, now I wonder who so narrowly escaped death there?

 

Spoiler

8xEem5T.jpg

 Oh hai @=362nd_FS=Hiromachi :P

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It would have been death from  6.5KM too, alas!

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A complete blind drop that, we had perfect sight on approach but the entire field itself was covered by a cloud.

Would've been the most amazing kill, if you don't mind me saying.

 

If you had taxi'd out ten seconds later that probably would've gotten you :c

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I spent there about half a minute too long anyway. Guess I'm happy for your experience but a lack of kill as well ;) 

Either way, problem with this server is not the mission but people. 

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Today Sychevka Factory is to 90% destroyed, Kliny Depot is to 67% destroyed and 1303 Tank Base has a Repair Time from10 Minutes.

From what recourses are a such very short Repair Time?

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If the depot and factory aren't destroyed then it will fully supply everything around it even when it has been bombed down to 1%.

Or so I would guess.

Edited by wellenbrecher

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19 hours ago, wellenbrecher said:

If the depot and factory aren't destroyed then it will fully supply everything around it even when it has been bombed down to 1%.

Or so I would guess.

Well, we pretty leveled depot west of Sychevka last sunday, but it was back to active in less than 45mins. I've read something about 2 days to repir depot, so that makes us confused.

 

On 29/04/2018 at 9:50 PM, =362nd_FS=Hiromachi said:

I spent there about half a minute too long anyway. Guess I'm happy for your experience but a lack of kill as well ;) 

Either way, problem with this server is not the mission but people. 

I remember you my friend. When red airfield is 55 secs flight time to tank base and our bombers are actually there, you really cannot expect us to let you have a go from that base. I know, it sucks, but this server aint friendly minecraft. What pissed me off was Yak flying around with gear down, but that didnt affect its FM at all. I thought it was you in first place cause you were moaning about us over your base. But as I found out later it was SA Semz. He was able to keep up in speed and in climb with G6. With gear down!!! 

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Dude, I dont really have anything against strafing. I occasionaly do it myself, though I do so only when I cant find a decent fight around which recently is not a problem due to specific situation above. Problem is that it was pretty much all what you have been doing for like 2 to 3 hours ?. Sitting over the clouds and playing your hit and run over the base.

But even then one can work with it by flying from a different airfield. We tried that. 

 

My actual point referring to the people is that you and guys like you, basically all kinds of JGs, LLv or ITAF, just keep joining and joining the blue side. Mission restart and you get 3-5 reds and 15+ blues. I dont fly for your entertainment and that was another session like that recently for me which leads me not to fly on this server because I wish to have a decent dogfights instead of 10 krauts banging me in their G-6s and A-3s on top of the field. If people would actually switch sides and put an effort it could be enjoyable for both sides.

 

As for gear down. It might as well be an animation or texture bug. With rubberbanding and lags, a graphical bug would not surprise me at all. 

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There are times when Reds outnumber Blues in the same manner though. I've had a peek at the map just now and see that the VVS have pushed the Luftwaffe all the way back again, and more, to directly threaten Staritsa. Yesterday the Germans held on to Lotoshino and the edge of Ryabinki. :salute:

 

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2 hours ago, 2/JG26_Krak said:

Well, we pretty leveled depot west of Sychevka last sunday, but it was back to active in less than 45mins. I've read something about 2 days to repir depot, so that makes us confused.

 

Factories are 2 days.

Depots depend on the distance to the factory. Or server restarts, one of the many reasons why the instability of DServer is so unfortunate :P 

 

Also that sounds like one of the "blocks" was destroyed previously and came back "online" quicker than the bits you destroyed as a group because of that.

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20 minutes ago, wellenbrecher said:

Factories are 2 days.

Also that sounds like one of the "blocks" was destroyed previously and came back "online" quicker than the bits you destroyed as a group because of that.

Ribbon and I did 7 sorties on Staritsa factory yesterday. 

Most of it on B-bloc.

Are there anyway to see on http://ts3.virtualpilots.fi:8000/en/faq/

if it is destroyed?

 

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7/10 are open. So I would wager a guess that B is one of the destroyed ones. 

But no, you unfortunately can't see what exactly is still open on there.

 

We usually call in a report before and after a run (give it a few minutes) and if the number of open blocks changed then we know we closed one/two/three/none/however many.

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Just now, wellenbrecher said:

7/10 are open. So I would wager a guess that B is one of the destroyed ones. 

But no, you unfortunately can't see what exactly is still open on there.

 

We usually call in a report before and after a run (give it a few minutes) and if the number of open blocks changed then we know we closed one/two/three/none/however many.

 

It makes it really hard to see when to change target :-(

 

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It also makes it very hard to be enthusiastic about hitting the factories.

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5 hours ago, EAF_Starfire said:

 

It makes it really hard to see when to change target :-(

 

Change targets? Wut?

Oh you're using IL2s then or something? That's... enthusiastic. :P

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12 hours ago, EAF_Starfire said:

Ribbon and I did 7 sorties on Staritsa factory yesterday. 

Most of it on B-bloc.

Are there anyway to see on http://ts3.virtualpilots.fi:8000/en/faq/

if it is destroyed?

 

The only way is to check with the field command or hover the mouse over the factory name on the mission information page in the stats. IIRC, there's about 15-30 seconds delay (due to logs being generated and read) after which the field command will tell you if one object is destroyed.

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On 4/30/2018 at 7:37 PM, 1./JG42flesch said:

Today Sychevka Factory is to 90% destroyed, Kliny Depot is to 67% destroyed and 1303 Tank Base has a Repair Time from10 Minutes.

From what recourses are a such very short Repair Time?

Use the "<field" command or check from http://ts3.virtualpilots.fi:8000/en/faq/

Oh, and the server is now running a more "laid-back" rolling planeset.

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Factory destroyed threshold is 80% (same for depots and airfields). If the factory is 79% destroyed, it is still 100% functional. As Temuri said, use the "<field" command or check stats page to see the status and repair/supply times/source of an objective. Repair can come from a nearby depot as well. Supply always comes from factories.

 

A factory typically has 10 blocks and each factory block (an area of several factory buildings) has a destroy threshold of 50%. If a block is 49% destroyed, it is still counted as intact. So you have to destroy >50% of each of at least 8 blocks.

Edited by LLv34_Untamo
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12 minutes ago, LLv34_Temuri said:

Use the "<field" command or check from http://ts3.virtualpilots.fi:8000/en/faq/

Oh, and the server is now running a more "laid-back" rolling planeset.

 

I did the <field fa4

and although the messages are very funny they lack the information I need.

What I need is to know what is destroyed. Not what are open.

 

10 years ago I helped implement a monitoring system at a big Danish IT Hosting and Outsourcing company.

When we asked the server specialists what they needed to see, the answer was this:

- "We need to see what is broken. We have no need to see what is working!"

They had so many servers that servers in green was just cluttering the monitors.

 

 

 

1 minute ago, LLv34_Untamo said:

Factory destroyed threshold is 80% (same as airfields). If the factory is 79% destroyed, it is still 100% functional. As Temuri said, use the "<field" command or check stats page to see the repair/supply source.

 

A factory typically has 10 blocks and each factory block (an area of several factory buildings) has a destroy threshold of 50%. If a block is 49% destroyed, it is still counted as intact. So you have to destroy >50% of each of at least 8 blocks.

 

 

I would very much like to see a reduction in supply time when parts of the factory is destroyed.

It would increase the immersion and the feeling of accomplishment as destroying a factory is a big job.

IRL the factory would divert resources to repair their own factory.

 

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1 minute ago, EAF_Starfire said:

I would very much like to see a reduction in supply time when parts of the factory is destroyed.

It would increase the immersion and the feeling of accomplishment as destroying a factory is a big job.

IRL the factory would divert resources to repair their own factory.

 

Yeah, this would make sense.

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11 minutes ago, EAF_Starfire said:

I did the <field fa4

and although the messages are very funny they lack the information I need.

What I need is to know what is destroyed. Not what are open.

 

10 years ago I helped implement a monitoring system at a big Danish IT Hosting and Outsourcing company.

When we asked the server specialists what they needed to see, the answer was this:

- "We need to see what is broken. We have no need to see what is working!"

They had so many servers that servers in green was just cluttering the monitors.

 

And our guys always keep asking "what is still open / what do I need to bomb?". We could display both, but it would clutter the screen/message even more.

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Personally I have always found the information useful.  I would rather be told what I still need to destroy so I can look for it and attack it than be told what I have already destroyed and have to wonder what else I am looking for.

 

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14 minutes ago, EAF_Starfire said:

I would very much like to see a reduction in supply time when parts of the factory is destroyed.

It would increase the immersion and the feeling of accomplishment as destroying a factory is a big job.

IRL the factory would divert resources to repair their own factory.

 

 

12 minutes ago, LLv34_Temuri said:

Yeah, this would make sense.

 

Actually, it would not :) ... It was this way before we implemented the step logic (the further away the factory / depot is, the longer the repair/supply time). I don't know how we would do both at the same time. What if another factory/depot, which is further away, but is 100% intact? Should it take over the repair duty? Getting mighty complex for my liking.

 

 

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22 minutes ago, EAF_Starfire said:

I would very much like to see a reduction in supply time when parts of the factory is destroyed.

It would increase the immersion and the feeling of accomplishment as destroying a factory is a big job.

IRL the factory would divert resources to repair their own factory.

 

Yes please, this makes more sense than OFF/ON for the factory supply. If there are ten blocks for each factory, stagger the resupply rate in to tenths and incentivise the hitting of factories.

 

One block destroyed - 90% resupply rate.

Two blocks destroyed -80% resupply rate.

And so on, so forth...

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And just for your general information:

I recently modified the way factories are kept in mission. Previously, once selected, a factory was kept in consecutive missions as long as it stayed open. Now, the factory is only kept in mission if it is damaged. Otherwise the closest one to the front (first randomly selected tank base) is selected for every mission.


The reasoning behind this "keeping logic" (both the old version and current) is that if bomber guys damage a factory, it would be really annoying if the mission then rotates, and a different, totally intact factory is selected for the mission :) ... The older version had the disadvantage that the factory didn't follow the front at all -> it might be so far from the front that no one was willing to go bomb it. The new version allows bomber guys to bomb it in consecutive missions, and keep the factory relatively close to the front.

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29 minutes ago, EAF_Starfire said:

What I need is to know what is destroyed. Not what are open.

 

Isn't it so that what is not open, is destroyed?

From the website one can get pretty good picture of what is the situation of the targets, even if some visual verification is needed about wether it is A, B or C block that is destroyed/open. Only small "problem" is that you are not able to keep the object pinned down, so when the timer comes for some objects to respawn, you can end up in a kind of a loop of destruction/respawning.

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13 minutes ago, Leifr said:

 

Yes please, this makes more sense than OFF/ON for the factory supply. If there are ten blocks for each factory, stagger the resupply rate in to tenths and incentivise the hitting of factories.

 

One block destroyed - 90% resupply rate.

Two blocks destroyed -80% resupply rate.

And so on, so forth...

 

Ok, let's say that a depot is repairing a tank base from 5 steps away, giving it a 25min(5x5min) repair time and there is a factory 6 steps away as well. If the depot gets damaged by 50%, what should happen? We could consider the depot to be +50% further away from the tank base. This would make the factory the "closest" repair source, giving the tank base a repair time of 30min(6x5min).

 

If both get damaged... well, it gets interesting :) ... This is doable. I'm warming up to the idea.

Edited by LLv34_Untamo

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