LLv34_Temuri Posted October 23, 2018 Posted October 23, 2018 5 hours ago, Leifr said: How busy is the server these days? Currently not very busy due to ongoing TAW campaign. Let’s see how it is after TAW ends.
LLv34_Temuri Posted October 25, 2018 Posted October 25, 2018 STRESS TEST on the Virtualpilots' server on Sunday Nov 4th 2018 at 19CET: Time Zones: -13 (1pm) New York -18 UK-19 Central European Time -20 Finland -21 Moscow Dear friends, welcome to test the new and improved script of the Finnish Virtualpilots' IL2 BoS server. Please invite your friends and enemies to the party. We're trying to get a full server to have a proper stress test. Our intention is to organise a Special Event in the near future, with organised command structures on both sides. The stress test is vital to evaluate the performance of the server with a large number of players. 4
LLv34_Untamo Posted October 28, 2018 Author Posted October 28, 2018 S! Updates on the server logic: 1) We have long time felt that the supply system is somewhat bland, not affecting much, mostly just annoying when you run out. So, we introduced COMMUNIS....I mean collectivism! The personal airfield supply is no more. It is now replaced by collective airfield supply. Every airfield now has a pool of max 50 planes from which everyone buying a plane will draw from. Supply coming from factories and supply flights now bring each +10 planes to the airfield. The award points from a supply flight now also depend on the amount of planes on the airfield. If the airfield is already full, you get nothing. If the airfield is at 50% or less, you get full points. If the supply is at 50-100% you get linearly diminishing returns. So bring supply when it counts When a plane is bought from the supply, players get updates on the chat about the supply status. You get messages for every even 10 planes, and when the supply drops below 10 you get updates for every plane ("bring supply ASAP"), and when the airfield is totally out of planes. When the airfield runs out of supply, no one without a bought plane on that airfield won't be able to purchase a plane on that airfield (even tier 1), so it is quite important for your side to keep the front airfields supplied. We hope that these changes to the supply system make it a bit more tactical and meaningful. 2) Award point scoring updates: - If you ditch in the middle of nowhere (and make it to safety), you get 20% of the normal score (if you had any from that flight). - If you ditch on friendly airfield (plane damaged) you get 50% and keep the plane. - If you die / get captured, you lose 66% of your award points (instead of losing all as before). 3) Ground attack warning messages. The ground objectives now call for help with a small delay (~30s) when they get attacked. You get an onscreen warning and a chat message. 2
Ribbon Posted October 28, 2018 Posted October 28, 2018 some feedback; Naval convoys aka depots are impossible to destroy (flying mostly alone lately). Amount of flak that keeps respawning on those ships even destroyed is insane, i destroy/damage one ship and next sortie every flak is back. I flew for two hours today in multiple sorties and didn't manage to destroy depot/naval convoy resulting by me leaving the server, dying every second sortie by that flak. Now for fully populated sever and with multiple players attacking such hard objectives it's ok but for low numbers on server it's suicide mission.... i guess that's why map is static, low player numbers with hard objectives! cheers!
LLv34_Temuri Posted October 29, 2018 Posted October 29, 2018 9 hours ago, EAF_Ribbon said: some feedback; Naval convoys aka depots are impossible to destroy (flying mostly alone lately). Amount of flak that keeps respawning on those ships even destroyed is insane, i destroy/damage one ship and next sortie every flak is back. I flew for two hours today in multiple sorties and didn't manage to destroy depot/naval convoy resulting by me leaving the server, dying every second sortie by that flak. Now for fully populated sever and with multiple players attacking such hard objectives it's ok but for low numbers on server it's suicide mission.... i guess that's why map is static, low player numbers with hard objectives! cheers! My bad. I forgot to adjust the AI level back to Low after the latest change to the mission template, in which I added a couple of truck convoys. 1
LLv34_Untamo Posted October 29, 2018 Author Posted October 29, 2018 S! Good thing we started playing the red side for this round as we just uncovered a bug in the code yesterday. This nasty bugger caused the Russian tank battle dice roll to basically fail every time. This bug has been there since we got rid of the moving tanks. It has now been fixed. 1
Ribbon Posted October 29, 2018 Posted October 29, 2018 Naval convoy feedback again ?; Merchant ships can't be sunked no matter how much bombs you drop on them they just smoke and float, however in stats it counts them as destroyed but ingame it doesn't count naval convoy as destroyed. Destroyers are fine, they sunk after few bombs on the right spot. Cheers!
LLv34_Temuri Posted November 1, 2018 Posted November 1, 2018 On 10/29/2018 at 7:56 PM, EAF_Ribbon said: Naval convoy feedback again ?; Merchant ships can't be sunked no matter how much bombs you drop on them they just smoke and float, however in stats it counts them as destroyed but ingame it doesn't count naval convoy as destroyed. Destroyers are fine, they sunk after few bombs on the right spot. Cheers! I asked @LLv34_Flanker and LLv34_Hogleg about this, and they confirmed that destroying the merchant ships is possible. If the stats report them as destroyed, the background java should report them as destroyed too as they're both using the same logs. So let us know if you witness this again. 1
LLv34_Flanker Posted November 2, 2018 Posted November 2, 2018 S! Bombed all 3 cargo ships from a Ju88A-4, altitude 4km. Used 4 x 500kg bomb loadout. One hit, one ship down. Pe-2 with 500kg bomb is more than capable of this too. Most of times I see people fly STRAIGHT into the AAA, dying very fast or get damaged. Level bombing or dive bombing best methods, at least for me.
EAF_Starfire Posted November 2, 2018 Posted November 2, 2018 20 minutes ago, LLv34_Flanker said: S! Bombed all 3 cargo ships from a Ju88A-4, altitude 4km. Used 4 x 500kg bomb loadout. One hit, one ship down. Pe-2 with 500kg bomb is more than capable of this too. Most of times I see people fly STRAIGHT into the AAA, dying very fast or get damaged. Level bombing or dive bombing best methods, at least for me. Speed and mave movement in two axis are my key to survival. I do this by diving from at least 2.5 Km. I start my dive parallel to the ships (or at least of bore) doing S-turns or just doing a gentle turn (to loose as little speed as possible). The turn gets harder as I get closer (but no break turns). My dive end close to the ship and allow me to skip bomb (altitude around 15 meters). After release I keep low making jinks in both planes. I never attack more than one at the time unless I have a wingman to drag AAA. 25% getting home without a scratch. 50% limping home 25% ending in a parachute 1
LLv34_Flanker Posted November 2, 2018 Posted November 2, 2018 S! If attacking ships alone it is hard. 3 planes is more than enough to have one drawing AAA and rest attacking. Break off immediately if getting targeted. Barrel roll seems to work against the AAA when flying away as well. Never fly straight, not even for a second or the all tracking AI will hit you. But dumb as a boot when turning. 1
LLv34_Camouflage Posted November 3, 2018 Posted November 3, 2018 On 10/25/2018 at 12:17 PM, LLv34_Temuri said: STRESS TEST on the Virtualpilots' server on Sunday Nov 4th 2018 at 19CET: Time Zones: -13 (1pm) New York -18 UK-19 Central European Time -20 Finland -21 Moscow Dear friends, welcome to test the new and improved script of the Finnish Virtualpilots' IL2 BoS server. Please invite your friends and enemies to the party. We're trying to get a full server to have a proper stress test. Our intention is to organise a Special Event in the near future, with organised command structures on both sides. The stress test is vital to evaluate the performance of the server with a large number of players. This is tomorrow, sunday. Welcome!! Camo 1
LLv34_Camouflage Posted November 4, 2018 Posted November 4, 2018 A few crashes so far due to the chat log parser, this should be fixed now. With 72 pilots the server software itself seemed to be stable. Some warping was present though, so we dropped the player limit to 64. Testing continues, please join the fun! 1
LLv34_Temuri Posted November 4, 2018 Posted November 4, 2018 Untamo fixed the bug in the script. Running server again.
LLv34_Temuri Posted November 4, 2018 Posted November 4, 2018 Aaand now we found a different bug! Thank you all for the testing tonight. S!
LLv34_Temuri Posted November 4, 2018 Posted November 4, 2018 47 minutes ago, LLv34_Temuri said: Aaand now we found a different bug! Thank you all for the testing tonight. S! And Untamo fixed it. Server running again. 1
LLv34_Temuri Posted November 5, 2018 Posted November 5, 2018 Thanks to @19//curiousGamblerr for fixing the missionplanner, so now the map situation is again displayed on the stats site.
LLv34_Temuri Posted November 5, 2018 Posted November 5, 2018 Based on feedback, we've removed the skin locking, so you're again free to use your custom skins. 5 1
LLv34_Temuri Posted November 6, 2018 Posted November 6, 2018 Tweaked the planesets. They are now based on BoM/BoS/BoK planesets with some overlap. The current planeset looks like this: 1
FTC_Riksen Posted November 6, 2018 Posted November 6, 2018 On 11/5/2018 at 2:49 AM, LLv34_Temuri said: Based on feedback, we've removed the skin locking, so you're again free to use your custom skins. YYYYYYYYYYYYYYYYYYYYYEEEEEEEEEEESSSSSSSSSSSSSSSSSSSS!!!!!!!!!!! Perfect! Thank you Sir SCG will be back and host our events in your server again!
Ribbon Posted November 6, 2018 Posted November 6, 2018 16 hours ago, LLv34_Temuri said: Tweaked the planesets. They are now based on BoM/BoS/BoK planesets with some overlap. The current planeset looks like this: Nice, even i think 190a3 should be in the same tier with yak1b
ITAF_Cymao Posted November 11, 2018 Posted November 11, 2018 Hi guys, In the tank base 0830 the targets disappear and reappear, and also the third mission in which the airfield F12 can be captured. At the beginning of the mission is announced the Russian attack in the sector 0829, but there isnt tank base! S!
LLv34_Untamo Posted November 12, 2018 Author Posted November 12, 2018 S! The out-of-mission tank attack bug now fixed. The disappearing/reappearing units problem source also located, but not yet fixed.
Ribbon Posted November 13, 2018 Posted November 13, 2018 some feedback and suggestion; -with VVS side pushed back there is longer distances to fly, now i like that but respawn times from depots makes it really hard to achieve anything at some point. situation is this; i destroy convoy which is really far away and that's fine, but it re-rute respawn from another depot with very short respawn times, now taking in mind distances from airfield to tankbase you need to go destroy second depot which is again far away.....all that takes a lot of time given that to destroy depot takes at least 2 sorties. Too much time to be able attack single tankbase, at that point i give up. Suggestion; tie only one depot/convoy per airfield and tankbase Cheers!
LLv34_Untamo Posted November 14, 2018 Author Posted November 14, 2018 (edited) S! On 11/13/2018 at 9:36 AM, EAF_Ribbon said: some feedback and suggestion; -with VVS side pushed back there is longer distances to fly, now i like that but respawn times from depots makes it really hard to achieve anything at some point. situation is this; i destroy convoy which is really far away and that's fine, but it re-rute respawn from another depot with very short respawn times, now taking in mind distances from airfield to tankbase you need to go destroy second depot which is again far away.....all that takes a lot of time given that to destroy depot takes at least 2 sorties. Too much time to be able attack single tankbase, at that point i give up. Suggestion; tie only one depot/convoy per airfield and tankbase We are getting a bit mixed signals now. Some want longer distances. Others think short distances are great. We can't please all, and anyways, the distances vary depending on the frontline situation. We can tune the general respawn times a bit, but tying the respawn times to a single source would beat the whole dynamic idea. Anyways... Couple of adjustments, new feature and a bug fix: - Now adjacent tank battles won't be selected in a mission to spread them out more on the front. - Airfield no longer can have two adjacent tank battles in a mission simultaneously (same effect as the previous adjustment). - If attacking a tank/naval battle or a depot that has too short respawn time (<35min for tank/naval battle and <65min for depot), you will get a notification to attack the repair source. Hopefully this will help new players understand the mission logic a bit better. - Fixed (hopefully) the bug that caused some tank bases objects to disappear / reappear at random. Edited November 14, 2018 by LLv34_Untamo 1 1
Ribbon Posted November 14, 2018 Posted November 14, 2018 (edited) 4 hours ago, LLv34_Untamo said: S! We are getting a bit mixed signals now. Some want longer distances. Others think short distances are great. We can't please all, and anyways, the distances vary depending on the frontline situation. We can tune the general respawn times a bit, but tying the respawn times to a single source would beat the whole dynamic idea. Anyways... Couple of adjustments, new feature and a bug fix: - Now adjacent tank battles won't be selected in a mission to spread them out more on the front. - Airfield no longer can have two adjacent tank battles in a mission simultaneously (same effect as the previous adjustment). - If attacking a tank/naval battle or a depot that has too short respawn time (<35min for tank/naval battle and <65min for depot), you will get a notification to attack the repair source. Hopefully this will help new players understand the mission logic a bit better. - Fixed (hopefully) the bug that caused some tank bases objects to disappear / reappear at random. I'm all fine with greater distances. Flight times; about 20min to convoy, 15min to second depot, 15min to tankbase. With tied convoy destroyed it takes about 45min to respawn TB from second depot while tank attack lasts 30min. Now my suggestion could be to increase respawn times from second depot or shorten tanks attacking time. Or just wait for more players to populate server. For populated server it could be easy while for few players online it can be hard.....that is the trouble and i get it. New adjustments looking good, thanks! Edited November 14, 2018 by EAF_Ribbon
Ribbon Posted November 21, 2018 Posted November 21, 2018 German side has Supply airstart direcly over airfield next to factory......Cymao repairs almost destroyed factory (3 out 10 blocks destroyed) in 5min. RAF guys were destroying that factory for hours. Kind of pointless to attack anything anymore when it get's repaired in minutes, by factory or players. We lost a lot of progress yesterday cos of it.
LLv34_Temuri Posted November 22, 2018 Posted November 22, 2018 (edited) 7 hours ago, EAF_Ribbon said: German side has Supply airstart direcly over airfield next to factory......Cymao repairs almost destroyed factory (3 out 10 blocks destroyed) in 5min. RAF guys were destroying that factory for hours. Kind of pointless to attack anything anymore when it get's repaired in minutes, by factory or players. We lost a lot of progress yesterday cos of it. I noticed this yesterday evening too. Repair planes are now removed from the airstarts (effective after next mission rotation). The airstarts are supposed to be "supply" anyway. Edited November 22, 2018 by LLv34_Temuri 1
Ribbon Posted November 22, 2018 Posted November 22, 2018 36 minutes ago, LLv34_Temuri said: I noticed this yesterday evening too. Repair planes are now removed from the airstarts (effective after next mission rotation). The airstarts are supposed to be "supply" anyway. Also i noticed when taking another sortie all flak respawns, depot destroyed! Maybe it is due new ground vehicles DM?
LLv34_Temuri Posted November 22, 2018 Posted November 22, 2018 1 hour ago, EAF_Ribbon said: Also i noticed when taking another sortie all flak respawns, depot destroyed! Maybe it is due new ground vehicles DM? Are you sure it’s not that the gunners have been ”scared away” from the gun?
Ribbon Posted November 22, 2018 Posted November 22, 2018 (edited) 7 hours ago, LLv34_Temuri said: Are you sure it’s not that the gunners have been ”scared away” from the gun? Tbh i'm not sure, there is an explosion and dust i think, or maybe i just scare them. Must be me, others would reported it by now! Edited November 22, 2018 by EAF_Ribbon
LLv34_Untamo Posted November 30, 2018 Author Posted November 30, 2018 (edited) S! The map condition was left to a bit of a frozen state with 2 closed Russian airfields left with no factories to repair them. Tuned the victory conditions a bit... Situation will judged as victory, if either of these happen: - if one side only has one airfield left - if one side has no factories, and only one OPEN airfield left Also, tuned the penalty for death/capture a bit also: Now, after dying/being captured and being reduced to 33% of your original award points, if you end up with more points than would be enough for Tier 6 airplane (550 points), you will be reduced to those points (550). This is because some players have accumulated crazy number(>10000) of points, making death non-consequential for them Edited November 30, 2018 by LLv34_Untamo 1
LLv34_Temuri Posted December 10, 2018 Posted December 10, 2018 The 3.008 update included some changes to the timer MCU object causing the respawning logic not to work properly. The server will be down until a fix has been made.
LLv34_Temuri Posted December 19, 2018 Posted December 19, 2018 The 3.009 fixed the timer MCU object. Server back online. 1
ITAF_Cymao Posted December 23, 2018 Posted December 23, 2018 Hi guys, check these pls http://ts3.virtualpilots.fi:8000/en/sortie/234563/?tour=25 http://ts3.virtualpilots.fi:8000/en/sortie/234562/?tour=25 http://ts3.virtualpilots.fi:8000/en/sortie/234569/?tour=25 http://ts3.virtualpilots.fi:8000/en/sortie/234589/?tour=25 http://ts3.virtualpilots.fi:8000/en/sortie/234596/?tour=25 It rarely happened that an airkill wasn't assigned in the stats even if it was in the game.But having 5 unassigned airkills in the same evening is very very strange.All 5 aircrafts crashed on the ground, airkills were assigned in the game's statsbut then in the web-stats dont resultDoes it depend on the new update? S! and sorry for my English
LLv34_Temuri Posted December 23, 2018 Posted December 23, 2018 I think the latest version of Vaal’s stats address that issue. I need to update the stats system.
ITAF_Cymao Posted December 23, 2018 Posted December 23, 2018 Thanks for the answer and... ...Merry Christmas and Happy New Year to all.
LLv34_Temuri Posted December 27, 2018 Posted December 27, 2018 Updated the stats to the latest version.
LLv34_Temuri Posted January 7, 2019 Posted January 7, 2019 There was a bug causing the cargo and tanker ships in the convoys to be spawned even when they shouldn't. This should now be fixed. 1
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