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LLv34_Untamo

Finnish VirtualPilots - Dynamic War

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Good day! One more question. Previously, defenses and other fortifications fired from cannons, tanks and anti-aircraft guns at the approaching ground-based enemy military equipment. Will it be implemented?

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1 hour ago, =SA=Semz said:

Good day! One more question. Previously, defenses and other fortifications fired from cannons, tanks and anti-aircraft guns at the approaching ground-based enemy military equipment. Will it be implemented?

If you mean the attacking/moving tanks, no. Any moving tanks are left for players to drive.

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S!

 

The recent problems with Internet connection have now prompted the ISP to do some maintenance work between Thursday 19.12. and Friday 20.12... so except more connection breaks during that time.

Edited by LLv34_Untamo

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Temuri you were asking on discord about what happens to tank base after front targets are 100% destroyed, the base becomes inactive - you cannot spawn with tanks on it anymore, but icon still on map:

3.jpg

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18 minutes ago, D13th_Mytzu said:

Temuri you were asking on discord about what happens to tank base after front targets are 100% destroyed, the base becomes inactive - you cannot spawn with tanks on it anymore, but icon still on map:

Ah yes, that's exactly what should happen! Thank you for confirming this :)

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PzIIIL is not available anymore at tank bases, is it related to the update from today ? (Edited: the default T34 is available, but not the pz3)

 

Is it possible to add "News from the front" in the website under "Current Mission Information" ? Would be nice to read what happened previous mission.

 

Is it possible, if the other side's tank base is completely destroyed, to activate a new tank base in that location (for the team that destroyed it) ? Or at least spawn an R/R/R in that area.

Edited by D13th_Mytzu

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53 minutes ago, D13th_Mytzu said:

PzIIIL is not available anymore at tank bases, is it related to the update from today ? (Edited: the default T34 is available, but not the pz3)

Error in rolling tank set probably.

 

53 minutes ago, D13th_Mytzu said:

 

Is it possible to add "New from the front" in the website under "Current Mission Information" ? Would be nice to read what happened previous mission.

I’ve been thinking about this too every now and then :)

 

54 minutes ago, D13th_Mytzu said:

Or at least spawn an R/R/R in that area.

Two possibilities: change the side of the tankspawn and set available tanks accordingly, or spawn RRR vehicle(s) (destroyable). First option requires some java side changes. Second can be handled purely by mission logic.

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Two possibilities: change the side of the tankspawn and set available tanks accordingly, or spawn RRR vehicle(s) (destroyable). First option requires some java side changes. Second can be handled purely by mission logic.

I think second option is better - give a chance to opposite team to destroy R/R/R objects, it would be fair.

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Two RRR trucks should now appear at the enemy spawn point after the enemy frontline has been destroyed. The maintenance area is 10 meters, so you need to be parked close to the trucks. Let me know if it works properly or not.

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There is something odd with the map, cold AF at 1236 (on the red side) granted landed status multiple times for blue aircraft. Or the crew spoke very good Russian 😀

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On 12/27/2019 at 11:54 AM, LeLv30_Redwing said:

There is something odd with the map, cold AF at 1236 (on the red side) granted landed status multiple times for blue aircraft. Or the crew spoke very good Russian 😀

 

Hmm... sounds like a game bug to me. We only have "service circle" around active airfields. Please report if this persists.

 

21 hours ago, 1./JG42flesch said:

Server has a Problem, he startet every 3 min new!

 

Sorry for the delayed response. Have been busy stuffing my face with Xmas foods :) ... There was a bug that caused the loopy loop restarting of the server. Now fixed.

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The damage bug is rather annoying. Me and Flesch went to Front Depo #2 and destroyed it 100%, but server shows 31% is still alive. As you can see from the screenshots, there was nothing more to shoot at. Maybe we can find a way around this issue ? Allowing for such error somehow and still making it possible for a team to get 100% destroyed, would be great.

damage-bug_001.jpg

damage-bug_002.jpg

damage-bug_003.jpg

damage-bug_004.jpg

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On 12/29/2019 at 1:42 AM, D13th_Mytzu said:

The damage bug is rather annoying. Me and Flesch went to Front Depo #2 and destroyed it 100%, but server shows 31% is still alive. As you can see from the screenshots, there was nothing more to shoot at. Maybe we can find a way around this issue ? Allowing for such error somehow and still making it possible for a team to get 100% destroyed, would be great.

 

We have analyzed the problem to be an unfortunate game bug. Our system reads the server logs and looks for every entry for building/unit destruction. We have witnessed that sometimes the server just doesn't write everything that was destroyed in game -> our system thinks they weren't. This problem is aggravated when using big bombs that destroy a lot of targets at the same time. More targets destroyed -> more missing destruction events.

Edited by LLv34_Untamo

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I used to think it is only big bombs fault, but it is not. Example from last night (misison that ended around 3:00) : I went to arty target with PzIIIL and destroyed all soft targets with cannon and MG fire, then I went again to arty with Bf110, only 1 bomb destroyed a dugout, the remaining dugouts I destroyed by cannon fire. All 10 dugouts are accounted for by server ([url=http://stats.virtualpilots.fi:8000/en/sortie/299964/?tour=33]you can see that in my stats[/url]).

As you can see, after tank sortie and before Bf110 arty was down to 53%, after all dugouts were destroyed and accounted for, arty was still  26%. So this means that tank kills may also be bugged, or the problem could lay elsewhere (I will test some more, situation permitting).

 

Regarding the half buried tanks, this morning I took several screenshots from different positions, maybe it will help sort the problem out.

dammage-bug-arty_001.jpg

dammage-bug-arty_002.jpg

dammage-bug-arty_003.jpg

tank-bug_001.jpg

tank-bug_002.jpg

tank-bug_003.jpg

tank-bug_004.jpg

tank-bug_005.jpg

tank-bug_006.jpg

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Just did some Ju52 missions one after the other and blue smoke did not activate. First sortie blue smoke went on and para drop was counted, next sorties no blue smoke.

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It seems we need to adjust the positions for those tanks. They're placed so that they'd be in the cover, but looks like that causes the tanks being nosed down.

 

I have hunch on the Ju52 mission issue, I'll check that.

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Made some changes to the paratrooper drop group. Let me know if it still bugs.

 

Edit: it's effective after next mission rotation.

Edited by LLv34_Temuri
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Train stations and their surrounding industrial and supply targets added. Please tell if there are bugs :)

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No.322 will attend this server with a few people around fnbf time about 19:00 CET if I remember correctly. 
I hopE many more will do this so we can make war

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Posted (edited)

For some reason pilot stats are not updating - been stuck on 01.01.2020

 

Edited: this is fixed if I press "Current Mission Information" then go back to Main and search again in stats. Bug only happens when I first open http://stats.virtualpilots.fi:8000/

 

Edited 2: guess I figured out what happened - if I click on my name in "Summary Previous Tour" it only gives info until 01.01.2020 (even if that's also active tour). SO I guess after you implemented the new features, it considers it a new tour.

Edited by D13th_Mytzu

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Again yesterday I went with tank to front target (in 2 missions) and I was the only one to engage that target. First mission I completely destroyed all available targets at "front", including dugouts, but there still was a 2% remaining. Next mission I did the same, but 1 dugout left and 5% of target before map changed. I made a flight record and went back to check for missing (maybe buried) targets and there were none left. So all targets 100% destroyed by my tank, but in both cases a 2 or 3 % still left alive. The only thing I can think of is that not all dugout are worth the same amount of points - for some I get 3% and for some I get 2%, can this be an issue ?

 

Another issue that bothers me and probably any other player that drives a tank around, is that heavy AA (85mm / 88mm) from arty, airfield or bridges, are sniping our tanks from very big distance, even when we are within cover (got sniped while I was inside a big village, by AA shooting from far away through buildings). Is it possible to restrict their ground engagements in some way ?

 

About tanks I think it would be fair that any tank lost would subtract its share of % from the base it spawned, for example if I loose my PzIIIL from "Front" in Sector #1, then 3% (or whatever a PzIIIL is worth) should be subtracted from that location. 

 

Regarding airplane points and losses,  my proposal is to have a system in place that on one side rewards people for doing their job (mud moving, escorting, cap-ing) and also encourage pilots to return their plane to the airfield. 

 

Example for rewarding system: 

- all bomber/jabo pilots who destroyed targets in a sector that is advancing at the end of the mission, receive extra points for their ground kills, proportional to the overall damage of that target (if the target a pilot attacked is destroyed 100%, that pilot will get credited an extra 300% of overall points for the ground objects he destroyed, if the target was only 10% destroyed, he gets an extra 30% points)

- nothing changes for pilots who attacked targets in sectors that are loosing ground (it remains as it is now)

- fighters who intercept bombers, assault planes and Ju52's (hs120, bf110, il2), get more points for downing an aircraft than they do now

- fighters who CAP an area and prevent that area from being destroyed, get extra points at the end of the mission - harder to implement I think (still struggling with FMB and triggers, so do not have a concrete solution), maybe have a zone around own ground targets that is triggered by presence of friendly fighters and somehow manage to log how long an aircraft is staying there ? The idea is not only to reward fighters who cap a zone and kill enemy bombers/attack planes, but also fighter pilots who cap a zone and act as a deterrent to attacking force, they can shoot at, chase away, damage enemy bombers/attack planes, without actually shooting them down. If time spent inside a certain area can be logged, a scoring system is not hard, it would take into account the total time spent in that area and how much of that target survived at the end of the mission + extra points for each bomber/attack aircraft downed or damaged.

- still thinking of a system of rewarding escort pilots, this would be a great asset !

- If a pilot returns his airplane to an active airfield, a certain amount of points should be awarded for each 15 minutes spent flying (sometimes I cap'ed for 40 minutes without having kills, I rtb'ed happy to have prevented the other team destroying their targets, but when landed was pretty depressed to see 0 acknowledgment for my part)

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Posted (edited)
36 minutes ago, D13th_Mytzu said:

not all dugout are worth the same amount of points - for some I get 3% and for some I get 2%, can this be an issue ?

This shouldn't be possible. There's only one value assigned to the dugout block.

 

36 minutes ago, D13th_Mytzu said:

Another issue that bothers me and probably any other player that drives a tank around, is that heavy AA (85mm / 88mm) from arty, airfield or bridges, are sniping our tanks from very big distance, even when we are within cover (got sniped while I was inside a big village, by AA shooting from far away through buildings). Is it possible to restrict their ground engagements in some way ?

I changed the arty to be like this on purpose, but it seems the arty is too competent. I have another idea on how to implement it, so I'll try that.

 

Thanks for the ideas on the tanks & planes lost affecting the health. If by "extra points" you mean points on stats site, then no, that's not doable with the stats system we're using. At least not very easily.

Edit: I guess you were talking about what the game reports in the top part of the screen after finishing flight. And no, we have even less control over that.

Edited by LLv34_Temuri

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I observed many times that for some dugouts I get 3% and for most of the dugouts I get 2%, so this may be worth investigating.

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Regarding points, I meant website stats, it is a big loss you cannot work with that, it would have made a great tool.

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Bridge destruction should again be counted towards the frontline moving, there was a small issue and it's now fixed.

 

Halved the durability value of trains, so they should now be easier to destroy.

 

16 hours ago, D13th_Mytzu said:

I observed many times that for some dugouts I get 3% and for most of the dugouts I get 2%, so this may be worth investigating.

This is because the total health varies according to what targets are in the mission.

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S!

 

ISP doing some maintenance work again today between 10:00 - 18:00 EET. Might have connection issues.

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Why if I destroyed the goals, then they do not disappear on the map? Only the destruction of the ships disappears on the map, and the rest remains. Is this the way the developers intended it, or is it some kind of mistake?

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4 minutes ago, Baccap_VR said:

Why if I destroyed the goals, then they do not disappear on the map? Only the destruction of the ships disappears on the map, and the rest remains. Is this the way the developers intended it, or is it some kind of mistake?

Like said earlier in this thread, it looks like the logs don’t always contain information about the destroyed sub blocks, so the campaign system doesn’t know that they’re destroyed. 

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4 часа назад, LLv34_Temuri сказал:

Like said earlier in this thread, it looks like the logs don’t always contain information about the destroyed sub blocks, so the campaign system doesn’t know that they’re destroyed. 

Got it, thanks for the answer:thank_you:

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S! 

 

A small reminder of sportmanship. Yesterday a player finished his flight midair while still in combat. Wingman I was covering and me scored hits on a La-5 making it leak. While lining up to finish the plane off the player decides to leave flight = plane disappears. 

 

I have seen some players disconnect to protect their stats and all that stuff. If padding and protecting your stats by any means possible, other than flying smart, is your way = change server or go play tetris. Or maybe all stats should be removed? 

 

 

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You sure it wasn't AI? We had had similar experience yesterday and it turned out to be AI Lagg.

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S! 

 

AI has never disappeared on me. If shot down, it most of times bails out and plane crashes normally. Has never vanished midair. Unless there is a timer for AI if pilot killed? 

Edited by LLv34_Flanker

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1 hour ago, LLv34_Flanker said:

S! 

 

A small reminder of sportmanship. Yesterday a player finished his flight midair while still in combat. Wingman I was covering and me scored hits on a La-5 making it leak. While lining up to finish the plane off the player decides to leave flight = plane disappears. 

 

I have seen some players disconnect to protect their stats and all that stuff. If padding and protecting your stats by any means possible, other than flying smart, is your way = change server or go play tetris. Or maybe all stats should be removed? 

 

 

 

Like this one? -- http://stats.virtualpilots.fi:8000/en/sortie/log/303213/?tour=34

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4 hours ago, OpticFlow said:

 

LOL,

 

I was also there clubbing you but wasn't so kamikaze as he was, trying to kill you low over your AF while 500 AA-guns were firing at him. I think there are (atleast) two types of players at VP; the small group of regulars who have great respect towards each other and the random visitors, who act like they are in Berloga. I'm very happy you were able to land!

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1 hour ago, LeLv30_Redwing said:

 

LOL,

 

I was also there clubbing you but wasn't so kamikaze as he was, trying to kill you low over your AF while 500 AA-guns were firing at him. I think there are (atleast) two types of players at VP; the small group of regulars who have great respect towards each other and the random visitors, who act like they are in Berloga. I'm very happy you were able to land!

 

Yes, you gave me quite the surprise just as I was leisurly gunning down the AI 202 (which I was seeing and losing from sight for quite some time). I started a sharp turn to break your attack but then the second 109 came out of nowhere so I decided to make a run for the AF. The engine stopped shortly after I landed, so I was lucky this time.

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Since approx. 3 weeks we have a Big Problem with the Server. I and my Companions cannot become either at all joinen or after short Time kicked from the server.

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I am in a mission now where again I attacked tanks by myself (no other player touched that target). I destroyed all targets there, but still that damn 2% remaining; however this time I typed "<s" after each dugout destroyed and I noticed the following anomalies:

- 2 dugouts were worth 1% each

- 1 dugout was worth 0%

- 1 dugout was worth 4%

- all other dugouts were 2%

 

The 0% and 4% was not one after the other so it is not due to the fact that I may have hit "<s" too soon before target could be logged as destroyed (see attached screenshots), however their average is 2% so it is ok. However those who were worth 1% may be a problem, the remaining 1% from each if summed is exactly the 2% that cannot be destroyed (or maybe the 0% may be the problem lol).

 

 2019-01-14_01_20-19percent.thumb.jpg.18711ae94bd0beeb62dc54c1033dfd71.jpg2019-01-14_04_9-7-6percent.thumb.jpg.a19b7104bdfc7917689ac008e7fc2fb5.jpg2019-01-14_03_15-13-9percent.thumb.jpg.56aec0919098e3087da7862dda9d17d8.jpg2019-01-14_02_17-15-15percent.thumb.jpg.046e50f441d05a81ad15f12b919529a8.jpg

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