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LLv34_Untamo

Finnish VirtualPilots - Dynamic War

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5 hours ago, 1./JG42flesch said:

The Ships doesent open fire with his AAA to Attackers.

Thats not real and to easy to destroy 6x Ships in one Sorty.

Not something done by us. Sounds like a bug.

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27 minutes ago, LLv34_Temuri said:

A big "Thank you!" to @77.CountZero for providing the needed customizations for the stats system. Tankman statistics are now available! 

Thanks for testing it out, hope all continue work same for pilots like before.

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Greetings, friends!
Sorry about my English - I am writing through a translator.

Now about the sad one. It's a pity that the server of our Finnish friends lost some complexity and became quite primitive. Previously, when the front base weakened to a certain percentage, the attack of its base on the enemy was launched. Previously, the destruction of the depot led to the impossibility of reviving anti-aircraft weapons, now there is no such thing as there is no revival. In the past, the destruction of the bridge led to logistics disruption, but now there is no such thing. In the past, rear depots were huge factory areas that needed to be destroyed for a long time and interestingly, now they are compact buildings with houses that are destroyed by VY23 (!). Previously there was a Logic game, one was tied to another, the destruction of one led to consequences for the other! Now, this is not the case... Do you know what the stupidest target on the map is? Bridges! It takes a long time to fly to it and is destroyed very easily. They stand without cover, children's AAA in half a kilometer does not count! What are they for? And just to fill the map... What difference does it make to destroy what? Nothing! Just do it and don't think about it! Geronimooooo!!

Earlier, if I started to storm the base alone, I was ready for 3-5 deaths from anti-aircraft guns, now, personally, I do not pay attention to them, but I admire this beautiful and funny in sense wall of fire and listen to a pleasant hearing sockets on the fuselage of my ila! The same applies to the attack of sea convoys - it's primitive! Look at the newsreel, look what the anti-aircraft defense against attacking planes was like!

And now about the very sad! Visibility! New! New visibility, this is the murder of the GamePlay for bombers and storm troopers! Fighters like to see a small plane (yes, in those days the planes were small, about 10- 15 meters of wingspan) at a distance of 20-30-40 and more (!) kilometers, as if it were the A 380? Okay! If there are pilots here who like arcade games - good! It's a pity that here instead of in WoP or WarThander where they belong, but what if the owners of the server like them?  But, what does it have to do with the attackers and bombers? We don't need to be seen! Going over the tops of the trees, wearing camouflage, thinking about the route before going on a mission, now loses all sense! Yesterday, on the advice of my friends, I climbed 4000 on Yak 1 and my friends went 2-3 squares above the forest, on ILs, in camouflage, at the lowest possible altitude and I realized that there is no Simulator anymore, there is ARKADA!  If you follow the same path, enter GPS as on WoL, so that pilots do not burden their brains, that it would be even easier for them, enter visibility from a third party (however, it is to the developers! But I think if they've introduced that kind of visibility, we'll be waiting for "transparent cabins" and a third-person game to be good for everyone to lure players from other, primitive games!). Come up with the "Kill all opponents" button!

You'll ask why we fly with you (yes, I'm not the only one with that opinion in the Russian community, and I think in the com. community too)? Because: "Knights of the Air" began to put a map Bodenplatte with the appropriate playmate, and many of us are not interested in flying for the German or British side, we want to fly on the technique on which our grandfathers broke the invaded us by the European Union 1.0.

Coconat? Perhaps the best in terms of intelligence and realism to date server, but empty for our time zone, prime time there from 21 hours local time, when we have 23, and given the size of Russia - 2 - 3 - hours of the night for many pilots ...

In general, filled servers are very few, which is why it is a shame for the game that we know not the first year as a place where experienced and thinking pilots flew and where the holders offer a fascinating gameplay and not a stupid conveyor to destroy everything around!

We say, "criticizing-  offering". We suggest:

1. To return the complexity of anti-aircraft guns to the medium level everywhere, while possibly reducing its number, leaving the airfield cover at maximum!

2. Bridges should be significantly strengthened by anti-aircraft cover, until it is  just an easy (and therefore not an interesting target) and primitive!

3. Return at least some logic of the game, so that the destruction of one thing, would lead to problems for something else, as before.

4. The main thing is to return the previous visibility! This will bring the game back from ARKADA to AVIASIMULATOR again!

I'm sorry if I was too harsh!

With respect!

 

Edited by Yarun_RUS
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44 minutes ago, Yarun_RUS said:

1. To return the complexity of anti-aircraft guns to the medium level everywhere, while possibly reducing its number, leaving the airfield cover at maximum!

2. Bridges should be significantly strengthened by anti-aircraft cover, until it is  just an easy (and therefore not an interesting target) and primitive!

Simple to do. We can move AAA guns from frontline target groups to bridge cover.

 

44 minutes ago, Yarun_RUS said:

3. Return at least some logic of the game, so that the destruction of one thing, would lead to problems for something else, as before.

This would need more thought. How much effect and where? In the previous system there was so much connections, that most players didn't seem to understand. They were frustrated to find the AAA they destroyed was back alive after they returned to front ~15 minutes later.

 

44 minutes ago, Yarun_RUS said:

4. The main thing is to return the previous visibility! This will bring the game back from ARKADA to AVIASIMULATOR again!

I would like for the visibility system to be finetuned too, for example by having a server side setting for the maximum visibility distance.

Edit: In addition, there is no "previous" visibility available any more.

Edited by LLv34_Temuri

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@Yarun_RUS:
We welcome the criticism. Let me offer some explanation to the choices we have made.

 

The reduction of complexity (tank battles / supply / respawning etc.) was, as Temuri said, because the average pilot that came to our server didn't understand it. People kept asking us "why this happened?", "why didn't this happen?"  and so on. And the number of pilots on our server were max 10 at best of nights ... People (except for us few) just didn't like it and chose to fly on other servers. We didn't like to fly alone on our server, so we had to compromise. Now the system is simple, everyone can understand it -> more players on server. Sure, we miss the old system too, but this is better than to fly on an empty server.

 

The old system used a huge mission template (Temuri had built everything everywhere and the system just ripped off excess stuff from mission). This allowed nice large factory areas, but overall the system was not so very dynamic. The new system has >60000 possible places for the battles to happen, and the layouts of the frontlines / artillery etc. are always different.

 

As per your feedback, we will adjust the AAA level and composition. So if we now get negative feedback on that, we can blame you ;)

 

The new visibility system has two settings:

1) "Expert", nobody sees anything in the air

2) "AltVis", everyone sees everyone too well

 

I play 50/50 fighter/GA, so I have the view from both worlds ... and while the AltVis needs tuning, we lean on that because even the ground attackers / bombers can now see incoming enemies, and can run from them, and trust me, I run a lot :) ... If we would use Expert, the fighters would need to run tree top level as well, and that's just not realistic either.

 

 

 

 

Edited by LLv34_Untamo
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One additional note: since making the system more simple, the dserver has been more able to cope, so we've had almost no dserver hangs anymore.

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Friends, let me thank you for your willingness to dialogue and improve your product! So:

6 hours ago, LLv34_Temuri said:

Simple to do. We can move AAA guns from frontline target groups to bridge cover.

Wonderful! That would be great!

6 hours ago, LLv34_Temuri said:

This would need more thought. How much effect and where? In the previous system there was so much connections, that most players didn't seem to understand. They were frustrated to find the AAA they destroyed was back alive after they returned to front ~15 minutes later.

 

If the players were surprised and couldn't understand why, then there wasn't enough information about the rules of the game, was there? In general, which players will gather on the server depends only on the owners of the server. What product will you offer - such players will gather.)
Of course, I exaggerated when I offered to turn on the GPS and third-person views, but believe me, if you did, you would have a full house every night and there would still be a line! )

Most people will always want what's easier...

6 hours ago, LLv34_Temuri said:

I would like for the visibility system to be finetuned too, for example by having a server side setting for the maximum visibility distance.

Edit: In addition, there is no "previous" visibility available any more.

You see, each of us wants something, each of us has an opinion... But there are textbooks from those years, that do not describe "how we want", but how it really happened!
Let me quote excerpts from the book IVBIA-45 (Instruction for Air Fighting of Fighter Aviation) of 1945. A man who has seen with his own eyes in the sky, what we see only in the virtuality on the monitor screen, writes: 
24 The enemy should be searched far away, in the depths of space, looking into it, straining his eyesight.

27 Basic methods of detecting the enemy :

 --Visual observation - The aircraft is detected as a point at a distance of 3000-5000 m, and a group of bombers up to 7000 m

43 The aircraft are distinguished and their type is determined by their appearance. It can be produced from a range of 1000-2000 m to the general range,

 group and individual characteristics.

47 The pilot shall keep in mind that he will be observing the 100 m course:

 --The details of the lantern, the tail cracks, the pilot's head, the antenna;

 --At a distance of 200 m, rudders, ailerons, masts, flashlight and fuselage pairing;

 --At a distance of 500 m, colored spots, large parts of the plane (stabilizer, wings, fuselage) are visible separately.

 --At a distance of 1000 m the plane is presented in the form of a distinct silhouette.

Friends, where are we about 10-20-30-40 kilometers of the delirium we were given in the new patch? Therefore, we are not for making visibility better or worse, we are for making visibility as it was, is and will be in reality, not in the hot fantasies of the developers of our favorite game!

6 hours ago, LLv34_Untamo said:

average pilot that came to our server didn't understand it. People kept asking us "why this happened?", "why didn't this happen?"  and so on. And the number of pilots on our server were max 10 at best of nights ... People (except for us few) just didn't like it and chose to fly on other servers. We didn't like to fly alone on our server, so we had to compromise. Now the system is simple, everyone can understand it -> more players on server.

We have a popular saying: "The tablecloth is the road!"
Tell me, are there simple rules on ToW? And on DED Expert? Are such servers simple for players? On ToW, it's a nightmare for "average" players who didn't understand "why this happened?". But when they are launched, it's hard to get there - it's a turn to login, and even registration, and even one game life per session! And what, the players ran away? No! What you did before, allowed you to take their niche, as they are after the completion of a very long time gone! You should have given more advertising in the community, including ours, Russian (as I do now)))) ) and wait for the arcade players to drop out and the flight simulator players to come!

6 hours ago, LLv34_Untamo said:

As per your feedback, we will adjust the AAA level and composition. So if we now get negative feedback on that, we can blame you ;)

That's great, thank you! Let there be fewer anti-aircraft guns, but they will become average! Or so: let the anti-aircraft guns become the middle level, but they will become smaller! )))
As for negative reviews, it's impossible to be good for everyone, the main thing is which players you want to be good for!

 

6 hours ago, LLv34_Untamo said:

The new visibility system has two settings:

1) "Expert", nobody sees anything in the air

2) "AltVis", everyone sees everyone too well

I wish I hadn't seen a million kilometers of fat flies! Bullshit!

6 hours ago, LLv34_Untamo said:

we lean on that because even the ground attackers / bombers can now see incoming enemies, and can run from them, and trust me, I run a lot :) ... If we would use Expert, the fighters would need to run tree top level as well, and that's just not realistic either.

Let you take the loaded IL (340 km h) and I will take Messer or Foka (600 +++++++).How much money are you ready to bet that you can escape from me, after I notice you? My friend, the fact that you can "run away" only says that the fighter is lazy to catch up with you! )

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12 hours ago, Yarun_RUS said:

If the players were surprised and couldn't understand why, then there wasn't enough information about the rules of the game, was there?

There was. People tend not to read.

 

12 hours ago, Yarun_RUS said:

if you did, you would have a full house every night and there would still be a line!

No. GPS has been on in the past. No full house and line.

 

12 hours ago, Yarun_RUS said:

Tell me, are there simple rules on ToW? And on DED Expert? Are such servers simple for players?

Simpler within a single mission than what we had, at least on TAW; objects do not respawn during the mission.

 

I'm still thinking what more logic should the bridges and depots contain, before moving any AAA guns from the frontline to them. Connection to airfield planes supply would be one. Any more ideas?

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13 hours ago, Yarun_RUS said:

then there wasn't enough information about the rules of the game, was there?

 

Oh there was. Bible worth of text. Still is, even with the simplified mission. The problem isn't that there isn't info available, it's because people don't bother to read.

 

13 hours ago, Yarun_RUS said:

You see, each of us wants something, each of us has an opinion... But there are textbooks from those years, that do not describe "how we want", but how it really happened! Let me quote...

 

Well, it isn't the most realistic option, not gonna argue with you about it, and believe me, we have read our share of testimonies about visibility in real life. This setting offers the best gameplay experience overall.

 

13 hours ago, Yarun_RUS said:

As for negative reviews, it's impossible to be good for everyone, the main thing is which players you want to be good for!

 

Please do remember, that this includes you too :) ... I personally make this server for myself, but in an imperfect world where I'm not the emperor of all things, I also have to listen to Temuri since this is our joint venture :) ... And as such, the server reflects our wants and needs. With said compromises...

 

13 hours ago, Yarun_RUS said:

Let you take the loaded IL (340 km h) and I will take Messer or Foka (600 +++++++).How much money are you ready to bet that you can escape from me, after I notice you? My friend, the fact that you can "run away" only says that the fighter is lazy to catch up with you! )

 

Well, fully laden 110, which I fly a lot, isn't faster than a laden IL-2. So, I'm in the "same boat" :) ... And no, I cannot outrun a fighter, but I can run to friendlies / friendly AAA before the fighter(s) catch me. And whenever possible, I bring a friend / escort.

 

 

 

 

Edited by LLv34_Untamo

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S! 

 

Alternate Visibility can have less effect with more clouds on. You do not see through them. Worst scenario is indeed cloudless sky and sun behind your back, you spot everything quite easily. But the effect becomes less prominent when closer to player. We are dealing with a game engine issue here and server admins have to make the best of it. A game is never realistic, it has to be a compromise between realism and playability. 

 

Untamo and Temuri have put in a lot of hours of their scarse free time to provide a server like this. The system light not please all, but I know these guys read comments and discuss them too. Well presented critics or improvements are welcome, unnecessary hissy fit rants are pretty much ignored. 

 

 

Edited by LLv34_Flanker
Typo
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S!

 

There is a situation at the server where airfields are a bit too far from the action. I will try to code a remedy to this asap.

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In Mission 7560 Germans destroyed all Red Ships and win 80km Terrain to East, but on the new Card we go back 20km and lost the Base Agoy in 1929!  Any Thing is wrong with the Game Logic.

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1 hour ago, 1./JG42flesch said:

In Mission 7560 Germans destroyed all Red Ships and win 80km Terrain to East, but on the new Card we go back 20km and lost the Base Agoy in 1929!  Any Thing is wrong with the Game Logic.

Looks strange, need to investigate.

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10 hours ago, 1./JG42flesch said:

In Mission 7560 Germans destroyed all Red Ships and win 80km Terrain to East, but on the new Card we go back 20km and lost the Base Agoy in 1929!  Any Thing is wrong with the Game Logic.


The German attack was 80km, but it happened in a direction parallel to the old frontline, so the actual advance was less than 80km :) .. See:
3h6gn3.gif

 

The attack direction is always a line between the two combatants.

 

The reason Agoy is available in some missions, and not in the next, is because it's really close to the border, and we have some "noise" in the way we determine where the border actually is :)

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Is it possible to have statistic page up again? Also, does VP support Tacview?

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41 minutes ago, LeLv30_Redwing said:

Is it possible to have statistic page up again? Also, does VP support Tacview?

Stats page is working for me.

 

Tacview recording is enabled.

 

http://stats.virtualpilots.fi/ should work again.

Edited by LLv34_Temuri
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Hi Temuri, I think he meant "Current Mission Information" which does not work anymore - link sends you to FAQ page.

 

I like how this virtual war works and I didn't want to get into forum polemics, but I have to agree that alt vis is a major drawback. Any chance you would reconsider it ? 

 

Regarding ships convoy, it has become a boring routine to destroy them - I usually do this by myself in 2 sorties with Bf110, unless there are fighters covering them there is no challenge completely destroying both groups within 20+ minutes by only 1 pilot. Allowing ships to return fire would add value to those missions. 

Also regarding ships convoy, the 80km advance seems pretty unrealistical - I kill 9 out of 9 enemy ships, enemy kills 8 out of 9 of our ships and we have an 80 km advance - I would fine tune those numbers to make it match the losses.

 

I did not check yet the FMB for this new il2 (I know its out for several years but we just started flying il2 again), so I was wondering if it still has that stupid "feature" that will not allow you to place moving ground/water objects on DF missions (only available for coop missions). Or do you prefer having only static objects on the map ?

 

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41 minutes ago, D13th_Mytzu said:

I think he meant "Current Mission Information" which does not work anymore - link sends you to FAQ page.

http://stats.virtualpilots.fi:8000/en/faq/ This one shows me the Current Mission Information page.

 

41 minutes ago, D13th_Mytzu said:

I have to agree that alt vis is a major drawback. Any chance you would reconsider it ? 

We'll have to see if there will be any adjusting to either visibility mode. I do think that with AltVis on you can see too much, but AltVis off I can't see shit. :)

I did just reduce the possibility of clear weather, so that there will be more chance to hide in clouds.

 

42 minutes ago, D13th_Mytzu said:

Allowing ships to return fire would add value to those missions.

Ships not firing back is a game bug that according to BlackSix will be fixed in the next update.

 

43 minutes ago, D13th_Mytzu said:

I kill 9 out of 9 enemy ships, enemy kills 8 out of 9 of our ships and we have an 80 km advance

This is not how it's supposed to be. @LLv34_Untamo could take a look.

 

45 minutes ago, D13th_Mytzu said:

Or do you prefer having only static objects on the map ?

It's not DF mission type limitation. We had moving tank columns earlier. They just tend to collide and explode on their own. They also provide heavier load for the server. In addition, I would like to have 100+ moving tanks/vehicles in the mission, but the dserver performance doesn't allow it. We are running with Ryzen 3800X, so it's not a hardware question.

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This one shows me the Current Mission Information page.

For me it only shows those 2 Q&A's, no other info.

 

I did just reduce the possibility of clear weather, so that there will be more chance to hide in clouds.

Please don't  - I really enjoy high altitude level bombing and high cloud coverage prevents us to do that, I think max one third of missions having heavy cloud cover would suffice.

We also play in TAW and we have no issue with not having alt vis (we play all roles - interceptors, escorts, jabo, level bombing) - when playing fighters visibility within fighting range is the same.

Visibility will always be an issue in flight sims, but this alt visibility is really a bad way to "fix" it, I would rather see shit than having to deal with alt vis - not only because it renders our ground attack plans useless but it also creates confusing states when I see a plane like it is some 700m away when it is actually some 20 km away. 

 

It's not DF mission type limitation. We had moving tank columns earlier. They just tend to collide and explode on their own. They also provide heavier load for the server. In addition, I would like to have 100+ moving tanks/vehicles in the mission, but the dserver performance doesn't allow it. We are running with Ryzen 3800X, so it's not a hardware question.

Understood. I was actually not thinking about moving tanks but rather moving ships and supply convoys - you could add a supply convoy between front depo and frontline troops, this way bridges could have a bigger impact.

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1 hour ago, LLv34_Temuri said:

http://stats.virtualpilots.fi:8000/en/faq/ This one shows me the Current Mission Information page.

 

We'll have to see if there will be any adjusting to either visibility mode. I do think that with AltVis on you can see too much, but AltVis off I can't see shit. :)

I did just reduce the possibility of clear weather, so that there will be more chance to hide in clouds.

 

Ships not firing back is a game bug that according to BlackSix will be fixed in the next update.

 

This is not how it's supposed to be. @LLv34_Untamo could take a look.

 

It's not DF mission type limitation. We had moving tank columns earlier. They just tend to collide and explode on their own. They also provide heavier load for the server. In addition, I would like to have 100+ moving tanks/vehicles in the mission, but the dserver performance doesn't allow it. We are running with Ryzen 3800X, so it's not a hardware question.

 

It kind of sucks spending more than a half hour searching for a submarine somewhere in the sea, sun glare on the dirty canopy, sun glare on the sea surface, while a certain russian pilot can spot you from 30 km as soon as he takes off from the AF and get his easy kill few minutes later with no effort at all... 

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16 minutes ago, D13th_Mytzu said:

For me it only shows those 2 Q&A's, no other info.

Are you using ts3.virtualpilots.fi:8000 or stats.virtualpilots.fi address? If you use ts3, there’s probably a cross-site reference error in browser console.

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Thanks Temuri, that was the problem, I was looking on ts3. Works fine on stats.virtualpilots.fi

One more question: how does the paratroopers drop work ? What is their impact ? I have seen people dropping but could not figure out the outcome.

I did read the info "Drop paratroopers between your frontline and artillery to strengthen your frontline. The Ju-52 paratrooper planes are available at the rear fields. The dropzone is marked on the map and will be marked with smoke on the ground (blue for axis / red for allied)."

But not quite sure how this works.

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I (we) have to agree with OpticFlow and Mytzu, altvis is not our favourite element on VP-server. For lone hunters it must be very rewarding, you can really place yourself in a good b&z position with it but I'd prefer not having this radar-like ability even if it means not seeing shit.

Temuri/Untamo; is there anything you could cannibalize from Coconut's missions, he did have moving columns and they worked out fine?

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One more thought: if I am alone on the server and completely destroy one group (ships for example), it doesn't seem ok to me for the front line to advance with its 100% capacity (80km), this also applies if during a 5 hours mission in our team we have an average of 15 pilots while in the opposite team there was an average of 4 or 5 pilots. The right thing would be to reduce the impact of the OP team by a certain percentage, for example: the average during 5 hours on blue team is 15 pilots (A), the average on red team during 5 hours is 5 pilots (B),  total pilots on server = A+B => A = 75% and B=25%, A team has a 50% advantage over B team, thus A team's ground/sea advance should be reduced by 50% of its maximum possible advance.

 

The uneven team would be encouraged this way to press on with their attacks, since the disadvantage in numbers will not have the full impact like before.

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4 hours ago, LeLv30_Redwing said:

I (we) have to agree with OpticFlow and Mytzu

Yeah, and I just walked by and didn't initiate discussion about this ugly problem! :thank_you:

It's a pity not only bombers and attackers, but also masochists, who  have play on tanks on your server! Today I was looking at one tank with, like, 30 to 40 kilometers before destroying it! He was shining like an anti-aircraft projector, thinking he couldn't be seen near the trees! But the main thing is that you like this visibility! :pilot:

3 hours ago, D13th_Mytzu said:

One more thought: if I am alone on the server and completely destroy one group (ships for example), it doesn't seem ok to me for the front line to advance with its 100% capacity (80km), this also applies if during a 5 hours mission in our team we have an average of 15 pilots while in the opposite team there was an average of 4 or 5 pilots. The right thing would be to reduce the impact of the OP team by a certain percentage, for example: the average during 5 hours on blue team is 15 pilots (A), the average on red team during 5 hours is 5 pilots (B),  total pilots on server = A+B => A = 75% and B=25%, A team has a 50% advantage over B team, thus A team's ground/sea advance should be reduced by 50% of its maximum possible advance.

 

The uneven team would be encouraged this way to press on with their attacks, since the disadvantage in numbers will not have the full impact like before.

This is never the end of the game!;)

----------------

Temuri, did you know that the German Navy crossed over to the Soviet side and raised the naval pennants and drew red stars on the nose of warships? But we do not believe them and continue to destroy them!

Also, can you correct the inscription "task failed" when the task is completed?
And also, can you add information on the site about the time before the end of the mission (or do I not understand where to look?).

 

 

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Should the points awarded for destroyed bridges need some tuning? The overall leader in points has five (5) missions but has destroyed 4 bridges and that puts him ahead of pilots with over 100 air victories. Or is it somekind of game bug again?

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8 hours ago, LeLv30_Redwing said:

Should the points awarded for destroyed bridges need some tuning?

You are referring to this sortie http://stats.virtualpilots.fi:8000/en/sortie/282585/?tour=33 ?
"Bridges 4 4 × 2500 = 10000"

 

Since that sortie was made, the value of bridges was lowered to 30. See for example: http://stats.virtualpilots.fi:8000/en/sortie/287398/?tour=33

I was initially trying to match the stats points with the points the campaign system uses, but that's really not possible.

 

10 hours ago, Yarun_RUS said:

Temuri, did you know that the German Navy crossed over to the Soviet side and raised the naval pennants and drew red stars on the nose of warships?

Ahhah! 😄 Which warships are those?

 

10 hours ago, Yarun_RUS said:

Also, can you correct the inscription "task failed" when the task is completed?

You mean after the mission ends? In our system, "task completed" means that the whole war is won. However, it would be nice to mark a mission "win" for the side that manages to advance in all sectors. It would make the stats site reflect the progress a bit more. This would require some changes to the campaign application.

 

10 hours ago, Yarun_RUS said:

And also, can you add information on the site about the time before the end of the mission (or do I not understand where to look?).

Like Mytzu noted above, the remaining time is shown on http://stats.virtualpilots.fi:8000/en/faq/

 

13 hours ago, D13th_Mytzu said:

One more thought: if I am alone on the server and completely destroy one group (ships for example), it doesn't seem ok to me for the front line to advance with its 100% capacity

I agree. Need to discuss how we would implement the balancing.

 

Nothing prevents us from experimenting with AltVis Off, so we could switch AltVis Off for some time and gather more feedback. Personally, I was quite disappointed this weekend when the weather was very foggy and I could see planes far away very clearly, but up close almost not at all.

15 hours ago, LeLv30_Redwing said:

Temuri/Untamo; is there anything you could cannibalize from Coconut's missions, he did have moving columns and they worked out fine?

I don't know the details about how they were implemented, but I'm guessing it had involved a lot of manual work in placing the starting points.

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20 hours ago, D13th_Mytzu said:

Also regarding ships convoy, the 80km advance seems pretty unrealistical - I kill 9 out of 9 enemy ships, enemy kills 8 out of 9 of our ships and we have an 80 km advance - I would fine tune those numbers to make it match the losses.

 

Problem found and fixed. It now takes into account the health of the attacking side. Now the attack distance multiplier cannot be higher than the health of the advancing side.

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Congratulations to the allied side for winning the first Kuban war on this newer system!

 

A new war started with different starting situation.

22 hours ago, D13th_Mytzu said:

One more question: how does the paratroopers drop work ? What is their impact ? I have seen people dropping but could not figure out the outcome.

Almost forgot this one. A paratrooper drop adds "health" to the sector in question. Currently the value is 500.

 

We'll run with AltVis Off for a while now.

Edited by LLv34_Temuri
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38 minutes ago, LLv34_Temuri said:

Congratulations to the allied side for winning the first Kuban war on this newer system!

Thank you very much!
And when "Summary previous tour" changes?

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25 minutes ago, Yarun_RUS said:

Thank you very much!
And when "Summary previous tour" changes?

In this hectic modern business world, we have quarterly stats :)

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24 minutes ago, LLv34_Temuri said:

In this hectic modern business world, we have quarterly stats

Sorry, I did not understand: outside the game you work as an accountant and you now have a quarterly report or do you have statistics on the site changes once a quarter?:biggrin:

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Is it possible to restrict ship targets to 1 sector only ?

It would solve several problems.

Edited by D13th_Mytzu

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Just now, D13th_Mytzu said:

Is it possible to restrict ships targets to 1 sector only ?

Needs some coding before it’s possible. Would be nice too. We could then have more ships in the one naval battle there would be.

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More ships would be great !

I was actually talking about sector #1 and sector #2 not having both ships as targets. But also 1 big naval formation (which shoots back) would be a great addition.

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15 hours ago, Yarun_RUS said:

statistics on the site changes once a quarter

Statistics change once a quarter. :)

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