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LLv34_Untamo

Finnish VirtualPilots - Dynamic War

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Yes-yes-yes, me too, me too! Someone flying with that very special rudder set (btw: my favourite detail next to the lurking tips of the screws: footrest covered with sandpaper for optimum grip! :lol: ) definitely is able to create "something like SEOW"! :salute:(honest compliment, no offence!)

 

Yeah, I've gotten some comments about those screws :biggrin:  .. They have to be tips up, so they don't scratch the floor ;) ... Haha, it's not sandpaper :biggrin:  It's grip/anti-slip tape, the thing you put on stairs and such :) ..  But I dare say, these rudder pedals are better than Slaw's (yes, I have tested them) or any other commercial pedals ;)

Edited by LLv34_Untamo

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We are happy to say things have progressed nicely, and we can start testing the next version of the system this weekend. We'll first run tests privately on a separate server, as there's bound to be some glaring bugs to fix. :)

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Exciting!

Will you guys post and explain the new dynamics/features or is the need to knows in the mission briefings?

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We'll put the info on the mission briefing, but I think there is a need to have more broad explanation of how things work. We'll at least need to provide a picture of the tank base network, as that plays a role in how supplying the tank bases and airfields work. And there's also the "motti" to explain... ;)

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Are you getting rid of enemy plane icons?

 

You mean the radar on airfields? No, they remain. They are meant to make attacking airfields hard, which they do very well. And they should be the first thing to destroy if you are attacking an airfield.

Edited by LLv34_Untamo

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Looks like the Reds will take the map today... Grats to the red organized teams...

good job blue bombers , who only went to attack the damn useless factory and not the tank bases and defending the airfields....despite having often 3 times more people on axis ...

next time im flying red also...they seem to get their job together

Edited by Hutzlipuh

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Map.is.stuck..can.we.get.rrestart....thanks

Edited by CATHAOIR

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Looks like the Reds will take the map today... Grats to the red organized teams...

good job blue bombers , who only went to attack the damn useless factory and not the tank bases and defending the airfields....despite having often 3 times more people on axis ...

next time im flying red also...they seem to get their job together

 

Blue team is losing... and you jump to red team? Well, that sounds very heroic of you :) ... But it is your right. And so it is the bomber guys to do what pleases them. Don't take this server too seriously.  World doesn't end if you end up at the losing side. :)

 

Have you read the server description? The factories are not useless. They supply the airfields with new planes. If the bomber guys destroy the enemy factories, this effectively deprives them of new airplanes, and soon start to run out, at which point they have to fly from a back field, or start supplying them with supply planes.

 

Currently, the factories though are a tad too difficult to destroy completely, and stay closed a bit too short time. So the work/reward is a bit off. This will be improved in the next version.

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Hopefully, with the new version, we get "lines" of defenses, meaning that one side will just retreat to the next line if an attack breaks through(there should be convoys of trucks and tanks spawned and told to move from the old line to the new line). Then, the campaign might continue for months, and both sides will be more interested in the outcome.

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Hopefully, with the new version, we get "lines" of defenses, meaning that one side will just retreat to the next line if an attack breaks through(there should be convoys of trucks and tanks spawned and told to move from the old line to the new line). Then, the campaign might continue for months, and both sides will be more interested in the outcome.

Yes. Next version will have lines of defenses. No convoys though.

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Like your server but sometimes I have a bad ping...In NA.Oh be for I forget thanks for a green map...:D...S!

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Well, I am really bad at this, have not played in a month. I took no less than 4 He111s and all were shot down by the AA, before I could drop a bomb(okay, number 2 had a bad takeoff so I suppose that does not count, but at least we stopped skidding before we reached the treeline.) That AA is really deadly, but I will bomb that base. Just not today.

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S!

 

He111... so I assume you level bombed. How high? There is no heavy flak on tank bases and the light (20mm) flak shoots pretty good to something like 2km, but you should be safe above that.

Edited by LLv34_Untamo

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I was at about 2 km, but desended to spot the target. Later, I tried a low and quick approach at under 100ms, but that failed as well. Also, why is there no heavy glak? There should be.

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S!

 

Oh no, that won't work :) ... You have to soften the target from high alt with bombs or use a wingman to bait the AAA and then pick them with guns. Low and slow bomber won't work, unless you have that baiting friend.

Edited by LLv34_Untamo

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I can't now remember the reason why I didn't put heavy flak on the tank bases. Might change some MG to be heavy flak, but let's see.

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Also, I feel that the tank attacks should be much stronger, with 3 times the amount of tanks and with an escort of armoured cars for the Soviets and Halftracks for the Germans. The attacks seem a bit underwhelming, with 8 tanks driving slowly along. Then put some armoured cars and 3 batteries of AT guns, maybe some of those strange outposts with 2 tanks and an AA piece that can be found in the campaign, out at the actual frontline. That way, the base we have now can be a reserve area and logistical base, as it seems to be anyway(with fuel tanks and supply dumps). Since there are already loads of ground units, maybe you could change the way the supply convoys work? I doubt anyone goes out of their way to hunt them, but everyone goes to the frontline so there should be a bit more to do there.

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So an attack would be triggered by someone destroying half the logistical base, then a group of 20-30 tanks and 10 halftracks/ba10s or ba64s with spawn and begin to attack. They will come under fire from 3 batteries of AT guns and maybe a battery of heavy flak(88s and 85s, both were potent tank killers that were used near the front in the early days of the war), which they will probably be able to brush off and keep advancing(they will probably lose half their number or more though). After 20 minutes, the second wave spawns and begins advancing, as long as 50% of the stuff is still destroyed(which will probably be the case, as the first wave should have destroyed the guns and stuff). As long as enemy aircraft do not show up, the attack should succeed through attrition, as successive waves keep advancing. However, ground attack planes can mess up the attack quite badly by taking out tanks. Also, bombing the factory should affect the amount of tanks in the attack for the next 24 hours, giving the team an advantage.

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First of. We in EAF like the server.

The dynamics are great.

Our Italian component (RAF51) can fly the Macci.

 

Personally I would very much like a restriction in aircraft's, so that newer aircraft's are restricted in numbers.

Personally I fly the Fw190A5 a lot, but think that It should be restricted. It make more sense to me that the types have a ratio between one another to reflect historic numbers.

 

Eksample:

Fw190A3 - 4

Bf109E7 - 8

Bf109F4 - 6

 

 

But thanks for hosting

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I think that there should just be no resupply of planes, except for flying in reenforcements. Then the factories could determine the amount of tanks in an attack, as I outlined above. That way, people would soon be flying old relics(I cannot wait to see the battles between I-16s and E-7s, with maybe a few P-40s thrown in. And then people will have to ferry empty planes to the front, and they will be easy targets for interdiction!

Edited by hames123

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@Hames:

The numbers you suggest... you have to take into account that there can be several tank battles going on simultaneously, so hundreds of tanks rolling all at once... the dserver just won't handle them. It's not that our server machine lacks power, it's something in the current game architecture. This next version we are working on, it's to make the mission much lighter. You are suggesting the opposite :) ... Trust me, we would love to make it larger as you suggest, but it just doesn't work.

 

You are suggesting some pretty heavy changes how stuff works on the server... Not all bad, but too much, too fast :)

 

 

@Starfire:

Yes, I was also thinking about this. This, and rolling plane set. Quite easy to implement.

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Thats a shame, hopefully the devs help make it run better in future. But I still think that it would be better to reposition the defenses to be at the front and not clustered around the logistics base.

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@LLv34_Untamo

I am looking forward to the difference in a/c types.

 

I regrets to say that EAF had a very negative experience yesterday on the server. A few Red players managed to dominate 3 times as many Blue. As I analysed their patter I found that they where using the low respawn time after death/emergency landings at the blue bases, to shorten the time and essentially having more flight time over enemy bases.

So by making suicide/Taran attacks on blue bases the players can respawn faster and eliminate the flight time back to base. A time that usually take long due to combat damage.

We found that it was killing immersion/sim feeling and reducing the sim to an arcade state.

I have looked at the custom server settings and I see no way of increasing respawn time in case of death or landings outside the airfields or behind enemy lines. 

If you are aware of away to script it, I think you should share it.

BTW: I you need to know the Sqd the Taran-players came from just PM me!


@LLv34_Untamo

 

I just found out that the people behind "Tactical Air War" have found a way to scripth it. They have a 5 min death penalty!

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The server setting you want is called "Penalty timeout". It defines the respawn delay after death. We'll consider using this.

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S!

 

I think a better solution might be just to decrease the number of airplanes available at airfields. If you squander them, and never return them to the airfield, you are going to run out fast. Then you have to do supply runs from rear fields.

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The server setting you want is called "Penalty timeout". It defines the respawn delay after death. We'll consider using this.

 

I think a better solution might be just to decrease the number of airplanes available at airfields. If you squander them, and never return them to the airfield, you are going to run out fast. Then you have to do supply runs from rear fields.

We discussed this a bit, and we'll decrease the number of available airplanes and introduce a one minute death penalty (to begin with). But this will be for the next version of the system.

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just wanted to drop by and let others know this server is very good, even with my 360ms ping connecting from NZ it runs smooth as water. Cheers guys

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Double the amount of aircraft at each field, but only supply them once every 8 hours. That way, people will have to conserve aircraft, and if the Soviets really want to taran attack the horrible invaders of the Motherland, they will soon find that they will run out of planes and pilots.

 

Also, I had an idea for paratrooper attacks. If 1000 paratroopers land safely within 3km of the enemy base, and survive until the end of the mission(so killing them in their chutes and even on the ground would be a legit strategy), the next mission the base is scripted to blow up, as the paratroopers have assaulted it. That will trigger the tank attack which will advance and capture the area. This would mean that a paradrop would require some planning and a coordinated team effort. Maybe smaller groups of paratroopers can be dropped to intercept the resupply convoys or to damage the factory(also, the convoys should be much rarer, and the factory repare should take at least 3 days, to prevent taran attacks and stuff).

 

Finally, when is prime time on the server, and how many players are there usually? My main adversary is/are the gunners of the Red Army, who have the uncanny ability to shoot me down and kill my pilot.

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Really liking the server, thank you LLv34! Although every time there are more than 20 pilots or so online it starts lagging heavily, when you saddle in on a bandit and commence to shoot. Only Experiencing this, when more pilots are online though :/

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When are there loads of pilots online? Everytime I am on there is only me and sometimes 1 other guy. On Tuesday we triggered a tank attack, not sure if it succeeded.

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Finally, when is prime time on the server, and how many players are there usually? My main adversary is/are the gunners of the Red Army, who have the uncanny ability to shoot me down and kill my pilot.

Prime time is around 20:00 EET onwards.

 

Really liking the server, thank you LLv34! Although every time there are more than 20 pilots or so online it starts lagging heavily, when you saddle in on a bandit and commence to shoot. Only Experiencing this, when more pilots are online though :/

That's most likely because of the size of the mission. We are currently testing the next iteration of the system, which will have smaller sized missions, but in total a larger war.

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S!

 

Weeks have turned to months, but we've made progress. We have been conducting closed testing. Soon..... soooooon! ;)

  • Upvote 2

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Some info on the new implementation that is coming:

  • 30 airfields (naturally, not all of them are active all the time)
  • 109 possible tank battles, with the tank bases' layouts being slightly different and the defense lines placed more according to e.g. surrounding treelines. Possibility to fine-tune the amount of tank battles taken to the mission, i.e. if the load seems too much, we can adjust the number of objects taken to the mission.
  • 16 small depots
  • 10 factories
  • respawn times of objects depend on distance to the nearest functional depot/factory; destroy the depot/factory -> longer respawn time as the time is calculated from the next nearest functional depot/factory
  • motti tactics: when a tank base doesn't have a connection to a depot or factory, it is in motti and will surrender and change side without fighting, if an airfield is in motti it can be closed an captured (no need to win the tank battle next to it)
  • changing weather between missions, seasons changing after two missions
  • missions run in 5 hour intervals in every other mission starting in the morning and every other starting in noon
Edited by LLv34_Temuri
  • Upvote 1

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Looks promising.

Have you guys considered running events or a campaign, where there could be coordinated planning among squads. Something similar to what SoW was in CloD, if you are familiar with that?

Is thre any update about how the radar system works?

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S!

 

Well, this server is more in the lines of a sandbox, but yes, squad coordination is encouraged. In this version the radars will work the same as in previous. So airfields will have radar towers which can be destroyed, making the airfield much more vulnerable. I would personally prefer to have IFF off, but unfortunately we don't have that option available. GPS for own plane will be turned off.

 

 

 

After we have finished this new version, I'm personally going to look at bringing the old-IL-2's SEOW ("Scorched Earth Online War") -system to BoX.

 

It is basically a turn based hardcore strategy game for the commanders, which happens to produce IL-2 coop missions as a side product ;) ... The "turns" are resolved by running the IL-2 coop missions generated by the commander desicions.

 

In more detail:

1) Commanders(of both sides) plan their moves (for both ground and air units) on a web based planner. So basically a lot of NATO symbols on a map, where you plot waypoints, what bombers bomb etc.

2) After both sides are done their plans, the system churns out an IL-2 mission file.

3) Mission file is run on the server, and human pilots can participate in the war. During play, the server generates log files, which record everything that happens.

4) After the mission is finished (usually a time limit), the logs are entered into the web planner thingy, which then updates the map situation for both sides.

5) Rinse and repeat :)

 

Units/planes that were destroyed during the mission are gone forever. Commanders/pilots must preserve their assets, and protect their sources of supply so that they don't run out. Otherwise they will have a short campaign ;)

 

And there you have a persistent, dynamic, full fledged virtual war. In SEOW, the ground war is THE THING, and the air war is there to support it, not another way around. It is this aspect, that makes it really interesting.

Edited by LLv34_Untamo
  • Upvote 1

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Looks promising.

Have you guys considered running events or a campaign, where there could be coordinated planning among squads. Something similar to what SoW was in CloD, if you are familiar with that?

We will have visualization of the current situation using il2missionplanner (somewhat similarly as with Random Expert), so commanders can utilize the il2missionplanner for coordination.

 

Also, let's see how the upcoming Air Marshall feature will work.

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That SEOW kind of war would be really great indeed! Do you have any kind of idea how long it might take?

 

For coordination among squads, I guess there should be some kind of possibility for squad leaders to share their battle plans with other squad leaders, behind a password or private forum or something like that. Casual players could still fly any side they like, but more dedicated squads could arrange strikes with escorts and things like that. Maybe could promote dedicated event days, for example Thursday or Sunday evenings, on an otherwise 24/7 server.

 

P.S. Have you planned any changes to the radar system?

Edited by II./JG77_Kemp

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