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Finnish VirtualPilots - Dynamic War


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9 hours ago, CCG_Pips said:

Pareil pour moi il y a deux jours.

 

 

Aussi, pour TEMURI ou UNTAMO

 

 

autre problème: il semble que pour les tankistes, il soit désormais aléatoire de survivre ou non 😲

 

exemples:

 

Ce matin, j'ai attaqué les deux positions de défense AA sur le pont allemand. J'ai été mitraillé par un BF-110 G2 et mon moteur était hors service (impossible de le réparer) ...... puis après une nouvelle attaque du même BF-110 G2, je sors de mon tank. La fin de la mission était à courte distance des lignes rouges et aucune armée allemande à proximité de ma position. Fils après la fin de la mission, mon char était considéré comme détruit mais l'équipage de char en bonne santé et je n'étais pas "mort" ou "prisonnier".

 

Cet après-midi, mon ami Colosky, va à une attaque contre un dépôt frontal à environ 10 kms derrière les lignes allemandes. Il a été endommagé par les AA allemands sur le dépôt avant et a réparé les dommages sur la route du retour aux lignes rouges. Puis, après avoir franchi les lignes rouges, il a conduit son tank près des troupes rouges (si loin (10 kms) À L'INTÉRIEUR des lignes rouges !!!

Résultat après la fin de la mission, il est considéré comme "mort" et tank détruit !!!!!!

 

Donc vous avez, il y a un gros problème avec les résultats des chars et ainsi de suite il commence maintenant difficile de jouer en tant que pétrolier.

 

Pour autant que je considère que les tankistes doivent rentrer à l'intérieur de leurs lignes pour ne pas être comptés comme "prisonniers" ou "morts", pour autant je ne comprends pas comment être sûr d'être toujours en vie après une mission, en regardant les exemples ci-dessus. ...

 

Merci beaucoup si vous pouvez vérifier de près ce problème.

 

 

je confirme les dires de Pips,je suis endommagé par une Flak36 AAA a 16h54, je la détruit ainsi que les 4 autres, je répare les chenilles endommagées

et rentre sur nos lignes, fin de mission, comment se fait-il que je sois signalé mort à 18h15 par cette même Flak ???

 

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3 hours ago, Haza said:

Hi Admin,

 

Owing to the fact that it is becoming a little tiresome continually watching reds win, rather than just jumping sides and play red, would the admin's perhaps have another look at the blue aircraft/tank number limitations and type selections please, in the interest of the server not becoming like other servers?

 

In the stats, team blue appear to kill more air and ground targets but at 7:1, I'm not sure how they can ever win.

 

regards

 

H

To be honest I think it's more likely the fault of the blue/german team itself. Most of the time I see unescorted, lonely Ju-88 heading towards targets, while all the fighters are jumping towards the frontline and don't even try to defend rear depots. While on the other side a lot of the red/allied team takes bombs whenever they can or jump directly in an Il-2 or a bomber and groundpound the hell out of the depots etc. Needles to say that (and this is really sad) a lot of times the blues outnumber the reds by a good chunk and still loose - at least at the times I'm flying on the server, even when it was more even the last days. I fly both sides and personally never felt that the blue side was inferior at some point. On the contrary, I really like the plane sets and think that it's a good mix. And a carefull pilot, no matter what side, can have a good time.
Sadly I can't really comment the tanks, since I don't drive that often as I would like to. In the few missions I had there were (on both sides) people just waiting in ambushes on choke points to defend instead of coordinating attack's. Of course this could have changed a bit in the last weeks with the cp point's.

Edited by 6FG_Big_Al
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4 minutes ago, 6FG_Big_Al said:

To be honest I think it's more likely the fault of the blue / german team itself. Most of the time I see unescorted, lonely Ju-88 heading towards targets, while all the fighters are jumping towards the frontline and don't even try to defend rear depots. While on the other side a lot of the red / allied team takes bombs whenever they can or jump directly a in Il-2 or a bomber and groundpound the hell out of the depots etc. Needles to say that (and this is really sad) a lot of times the blues outnumber the reds by a good chunk and still loose - at least at the times I'm flying on the server, even when it was more even the last days . I fly both sides and personally never felt that the blue side was inferior at some point.On the contrary, I really like the plane sets and think that it's a good mix. And a carefull pilot,
Sadly I can't really comment the tanks, since I don't drive that often as I would like to. The in the few missions I had there were (on both sides) people just waiting in ambushes on choke points to defend instead of coordinating attack's. Of course this could have changed a bit in the last weeks with the cp point's.

 

Hi 6FG,

 

Thanks for you words. I note your comments, however, for me the server is becoming just a rinse and repeat exercise now for nearly every map.

 

Perhaps for one month, everything should be made available with no locks etc, as it would be interesting to see the outcome(s).

 

Regarding the tanks, only allowing  about 4 Panthers and 4 Tigers in total in the later maps for me is farcical, and that's without even talking about the Me262 limits. Watching some players who spawn into those machines and then 15min later leave the server with over 5hrs playing time, leaves those joining with not many options. 

 

I enjoy the CPs, but we have a breed of tank guys who will now travel for an hour, take out an objective and then de-spawn (while keeping there scores intact) as soon as they are found. However, hopefully the devs address this issue.

 

As I said at 7:1, for me, it is just becoming stale, so hence my request to the admins to perhaps revisit the map loadings.

 

regards

 

H

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3 minutes ago, Haza said:

 

Hi 6FG,

 

Thanks for you words. I note your comments, however, for me the server is becoming just a rinse and repeat exercise now for nearly every map.

 

Perhaps for one month, everything should be made available with no locks etc, as it would be interesting to see the outcome(s).

 

Regarding the tanks, only allowing  about 4 Panthers and 4 Tigers in total in the later maps for me is farcical, and that's without even talking about the Me262 limits. Watching some players who spawn into those machines and then 15min later leave the server with over 5hrs playing time, leaves those joining with not many options. 

 

I enjoy the CPs, but we have a breed of tank guys who will now travel for an hour, take out an objective and then de-spawn (while keeping there scores intact) as soon as they are found. However, hopefully the devs address this issue.

 

As I said at 7:1, for me, it is just becoming stale, so hence my request to the admins to perhaps revisit the map loadings.

 

regards

 

H

Hi, Haza,

 

the unlock thing could be funny and interesting^^ Regarding the Tank availablilty, I personally have no problem with a general limit during a mission etc. Otherwise probably everyone would just jump in Tigers and Panthers (or Ferdinands ;) ). But I totally agree that this kind of "waste" of the spawns should be addressed. Why not make the tanks available again directly when the player despawned? Specially when the tank was completely intact.  Or like a invisible counter of like 5 minutes that restores the spawn of the tank (in case it wasn't destroyed). Something like this could improve the situation.

 

best regards

 

Big Al

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Just now, 6FG_Big_Al said:

Hi, Haza,

 

the unlock thing could be funny and interesting^^ Regarding the Tank availablilty, I personally have no problem with a general limit during a mission etc. Otherwise probably everyone would just jump in Tigers and Panthers (or Ferdinands ;) ). But I totally agree that this kind of "waste" of the spawns should be addressed. Why not make the tanks available again directly when the player despawned? Specially when the tank was completely intact.  Or like a invisible counter of like 5 minutes that restores the spawn of the tank (in case it wasn't destroyed). Something like this could improve the situation.

 

best regards

 

Big Al

 

It's a pity that each individual player isn't given an allocation of aircraft/tanks per map or campaign as that way players might be less likely to waste their lives or take risks.

 

However, to be blunt I do not want the fun to be taken out of the server, but would like something to be done to try and level the playing field as otherwise players will lose interest. 

 

At the end of the day, it's only a game, but you need two sides to make this game worthwhile in MP.

 

Knowing that your efforts are not making a difference, will quickly see players no longer bothering. I would like to prevent that.

 

Regards

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22 minutes ago, Haza said:

 

Hi 6FG,

 

Thanks for you words. I note your comments, however, for me the server is becoming just a rinse and repeat exercise now for nearly every map.

 

Perhaps for one month, everything should be made available with no locks etc, as it would be interesting to see the outcome(s).

 

Regarding the tanks, only allowing  about 4 Panthers and 4 Tigers in total in the later maps for me is farcical, and that's without even talking about the Me262 limits. Watching some players who spawn into those machines and then 15min later leave the server with over 5hrs playing time, leaves those joining with not many options. 

 

I enjoy the CPs, but we have a breed of tank guys who will now travel for an hour, take out an objective and then de-spawn (while keeping there scores intact) as soon as they are found. However, hopefully the devs address this issue.

 

As I said at 7:1, for me, it is just becoming stale, so hence my request to the admins to perhaps revisit the map loadings.

 

regards

 

H

 

Sorry Sir, some mistakes or wrong points on your comment:

 

Regarding Tigers/Panther tanks or Me 262...............due to the large superiority of these materials, the avaibility for it, is just perfect.......if you loose so much of these tanks during a mission is just because a lot of German tankmen does not use them correctly....the number of Tigers (for example) was limited some months ago because, German, finaly used ONLY Tigers and red side stopped to use tanks, simply because no any red tanks can fight against a Tiger (and it is quite same for Panther).

 

Regarding tankmen that take out an objective after one hour driving and then de-spawn........WRONG.....from 3 or 4 days ago, this is not anymore possible, if you de-spawn far away behind ennemy lines, you are considered as prisonner (dead)......so tankmen that goes to attack a depot (this is for German or Soviet players as well) have to drive back, not just to their friendly lines, but seems to have to go to their own spawn (like for planes).

 

7:1............May be some time, but I already showed you that it's the same situation in reverse..........

 

German have just to play better as 6FG_Big_AI said .......

 

Regards

 

Ah also...........avoid to make loathsome French bashing on the chat............> you are lucky to be behind your computer screen and far way in Australia!!!!!!!!!!!!!!!! 😡

 

Edited by CCG_Pips
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4 hours ago, Haza said:

Hi Admin,

 

Owing to the fact that it is becoming a little tiresome continually watching reds win, rather than just jumping sides and play red, would the admin's perhaps have another look at the blue aircraft / tank number limitations and type selections please, in the interest of the server not becoming like other servers?

 

In the stats, team blue appear to kill more air and ground targets but at 7: 1, I'm not sure how they can ever win.

 

In-addition, could you move the tank spawn area a little further away from say an objective, as I'm fed up being spawn killed by player(s) who then justify it by saying that they were at the objectives!

 

Thank you

H


to that: i see that there is something to it, yet most of the time when i fly blue is outnumbering red by 10-15 pilots, sometimes more. I believe that the reds just do more groundattacking than the blues, Meanwhile blue probably gets more A2A kills. 
 

the fact that getting airkills doesn’t benefit the frontline movement as much as when getting ground kills is the reason why blue gets pushed back  despite the numbers advantage. 
 

flying both sides but mostly red currently, the planesets seem to be fine, at least competitive, nothing wrong with those in my opinion.

 

 

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 I thought that this was a " Total war server, SO BASICALLY NO RULES, so any dirty trick you can imagine if it HELPS DEFEAT THE ENEMY "

 

FFS, if the server is going to constantly change what we can/can't do just to keep the moaners quiet then we have ... rules.

 

I feel for Admin on this, they are dammed if they do ( by the silent majority) and dammed if they don't ( by the minority moaners)

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Good morning everyone. I don't usually post, and lately i have been flying little due to labor issues. I have seen countless post complaining about the "supposed" imbalance between reds and blues... I've seen posts complaining about the imbalance in the planeset between red and blue planes ...
I've been flying in Finnish for a long time and the truth is that the goodwill of the organizers in trying to make these balances is appreciated. I think its time for them to realize that these last attempts to try by manipulating the planeset to generate balances, what it has actually achieved is to generate a great imbalance (i refer to the tests, 7 maps won by the reds against 1 only by the blues). I appeal to good will (which they always had), to continue on the path of finding a more equanimous balance. Thank you.
GOA_ Docfer,
 

 
 

 
Edited by GOA_Docfer
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On 2/10/2021 at 6:56 AM, LLv34_Temuri said:

It already is like that. Were the dugouts and bunkers destroyed too?

I do not know anymore. Perhaps some still remained intact. Thank you for your answer, I had not thought of these targets.

On 2/10/2021 at 6:56 AM, LLv34_Temuri said:

Most likely still closer to enemies than friendlies. The frontline isn't 100% accurate.

I was in my territory but it seems that a damaged tank (but not destroyed) is considered destroyed at the end of the game even if we end the mission at our spawn.

15 hours ago, CCG_Pips said:

Same for me two days ago.

Son after the end of the mission, my tank was considered as destructed but tankcrew healthy and I was not "dead" or "prisonner".

If I look at your statistics (and your life of more than 50 hours), you should have died a long time ago (unless I'm wrong). These stats bugs are therefore not dated only 2/3 days ago.

4 hours ago, 6FG_Big_Al said:

Of course this could have changed a bit in the last weeks with the cp point's.

The CPs are uncovered and the enemy receives a message when captured. I have captured some of them but I know I prefer to avoid them because if I do, my chances of staying alive and hitting enemy static troops are greatly reduced.

4 hours ago, Haza said:

Regarding the tanks, only allowing  about 4 Panthers and 4 Tigers in total in the later maps for me is farcical, and that's without even talking about the Me262 limits. Watching some players who spawn into those machines and then 15min later leave the server with over 5hrs playing time, leaves those joining with not many options.

+

3 hours ago, 6FG_Big_Al said:

 But I totally agree that this kind of "waste" of the spawns should be addressed. Why not make the tanks available again directly when the player despawned? Specially when the tank was completely intact.  Or like a invisible counter of like 5 minutes that restores the spawn of the tank (in case it wasn't destroyed).

Rather than having certain tanks in a certain number of copies at the start of the mission (which prevents players arriving during the game from using them), it might be better to unlock them as you go. For example, at the start of the game there is a tiger available then 1 hour later a second and so on. I don't know if it's possible but it can be an alternative, right?

 

3 hours ago, CCG_Pips said:

Regarding Tigers/Panther tanks or Me 262...............due to the large superiority of these materials

It is not only the firepower that comes into play to speak of superiority and it is still more true on this kind of server where the map is large. (although I agree that the tiger is powerful)

 

3 hours ago, CCG_Pips said:

Just to confirm balance of players:

 

Screen taken 1 minutes ago :

 

 

Spoiler

image.thumb.png.74b5a798684c9de64b9abf858ae6fddf.png

 

It is not uncommon for the Germans to have more players than the Russians, this is true but it is also true that generally if you reopen the scoreboard a few minutes later the balancing occurs naturally.

 

Equilibrage.thumb.jpg.99d04b94ff525dd93986276492b5d314.jpg

 

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1 hour ago, GOA_Docfer said:
 
Good morning everyone. I don't usually post, and lately i have been flying little due to labor issues. I have seen countless post complaining about the "supposed" imbalance between reds and blues... I've seen posts complaining about the imbalance in the planeset between red and blue planes ...
I've been flying in Finnish for a long time and the truth is that the goodwill of the organizers in trying to make these balances is appreciated. I think its time for them to realize that these last attempts to try by manipulating the planeset to generate balances, what it has actually achieved is to generate a great imbalance (i refer to the tests, 7 maps won by the reds against 1 only by the blues). I appeal to good will (which they always had), to continue on the path of finding a more equanimous balance. Thank you.
GOA_ Docfer,
 

 
 

 

Maps set 1941-1942 only 109E7 (and if you purchase the Ms.202 then you have it too) for Germans and 4 fighters for Reds. There are planes to choose from, which pilot flies more comfortably in his preferred plane. But to the other side, you fly the E7 or you fly the E7.

 

And as you go through the maps, you get the F2. But on the other side the Mig is added. There is not much to say between a BF110E versus an A20. In fact the F2 barely reaches it. Regarding the E7, there is not much to say regarding the A20.
But I understand that for those years there is little offer of the simulator in Fighter german planes. A 190 A1 / A2 is missing.
Well, all this is still debatable because you could have the best plane, but if you are a bad pilot, you cannot do miracles.
The point that I do care about is the Me 262. I had high hopes when the BOBP extension came out, but unfortunately the multiplayer is afraid of it as if it were Lucifer. Too restricted, you practically have to win the lottery to get out only ONE or TWO times during the entire multiplayer. Because there are many who want to fly it and the line is longer than going to get vaccinated against Covid-19. If they took out that plane, it is to fly it, not have it as a paperweight. The 262 is believed to cause a major imbalance in multiplayer. But I think there is the opportunity.

There is not much to do with speed, but the 262 has a weakness. Well, then you have to take advantage of that weakness on the part of the allies (that's how it was during the war). And this can be very well developed in multiplayer. Let the 262 take off from the Temporary airbases, and these bases will have greater importance and will be more defended by planes (and also attacked). It would be interesting how the others manage to neutralize the 262. 

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11 hours ago, Haza said:

7: 1,

 

It's actually 3:1. We had a bug in the system that caused the campaign system to think that the Red team had already taken their objectives -> Map won. And I had to restart the server several times trying to find the bug, apparently 4 times :)

 

19 hours ago, 13/JG5Luck said:

but without any score

 

You don't get any personal score for the paradrop, as we have no means to connect the pilot who makes the drop to the paratroopers, because lacking info in the logs. There is only a chat message about successful paradrop, but no name given.

About player imbalance: please look at the total flight hours on the stats site.

Edited by LLv34_Untamo
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Hi Untamo,

Thank you for that clarification. Thankfully you realised the 7:1 was in reference to the campaigns won and had nothing to do with player ratio as the other stats contradicted such a massive difference in the number of wins.

 

Regards

H

 

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19 hours ago, =X51=Viper_VR said:


to that: i see that there is something to it, yet most of the time when i fly blue is outnumbering red by 10-15 pilots, sometimes more. I believe that the reds just do more groundattacking than the blues, Meanwhile blue probably gets more A2A kills. 
 

the fact that getting airkills doesn’t benefit the frontline movement as much as when getting ground kills is the reason why blue gets pushed back  despite the numbers advantage. 
 

flying both sides but mostly red currently, the planesets seem to be fine, at least competitive, nothing wrong with those in my opinion.

 

 

 

 

I am going to throw out a possible point on this

 

My (admittedly limited) experience on the server both in terms of ground forces and air forces I understand that in terms of Meta red team benefits from a more varied and forgiving selection of ground attack options which is why from a PTFO perspective it is the generally the more effective side.

 

But in a sort of strange flip side to this I do feel Blue team benefits in a similar form in terms of ground forces where the more anti tank focus of the german ground forces is much better at holding Control points and engaging players and ai tanks at the frontline(especially when panthers start showing up as even in limited numbers I've seen panthers dominate entire sectors.) The problem though is the value of the cps and frontlines is less then the value of rail stations and depots.

 

Perhaps if the meta was tweaked that the value of depots and stations targets was a bit less dominant, or there was a hard limit on advance unless also successful on the frontline.

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There is a strange squad named "Player-" on the Finnish server with more than 460 members...

This huge number of pilots and the pilot's nickname is a bit strange (all have number as nickname).

Anyone knows those pilots ?

 

331.jpg

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52 minutes ago, OBT-Mikmak said:

There is a strange squad named "Player-" on the Finnish server with more than 460 members...

This huge number of pilots and the pilot's nickname is a bit strange (all have number as nickname).

Anyone knows those pilots ?

 

331.jpg

 

This is auto generated name for players who buy game on steam.

They need to register on forum and link steam game to be able to change nicknames from that auto Player-#### like rest of us , but they either dont know that, or dont wont to do that. Looking at them on online stats , and it seams numbers are generated in order, it seams game has atleast 142000 steam users.

Edited by CountZero
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A wee question. Have the coloured flares at paradrop zones been discontinued?

 

I ask because I was on the server yesterday doing a red Ju52 supply run (note - Red Cross skin!), and messages were indicating low tank supplies at the southern sector. Been a while since I've done a paradrop, but launched another Ju 52 (Red Cross skin again), flew low down the Volga and popped up in the tank base area. I was hoping for a quick in-and-out drop, but as I was circling around looking vainly for the red flare and checking on the map I was caught out by a blue fighter. Dumped my guys out the back door pronto, but they didn't seem to register

 

On looking at the replay, I saw that I was roughly in the right place – guns etc on the ground - but no red flare. Was the lack of target flare maybe an oversight, or is it new policy?

 

(PS. As it happened, my gunner – who I remembered to add at the last moment – must have hit the Fw190, as it hit the ground and I was credited with an assist. Good stuff from the gunner, but I reckon the 190 pilot was pretty drunk at the time. I made it back to Evorka(?) and landed with a slightly wounded gunner, a missing left horizontal stabiliser, no right elevator and flap, a fuel leak, and great chunks torn out of the mid fuselage. Which was nice 🙂)

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One mid-afternoon I was able to connect to the "Finnish" server without any problem. Late afternoon impossible.

Any connection attempt closes the game, back to the W10 desktop.

 

Last attempt there were a lot of free places.
And last point, I have no problem with other servers.

 

If anyone has an explanation for my problem, thanks.

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16 minutes ago, RTA_Gibe said:

One mid-afternoon I was able to connect to the "Finnish" server without any problem. Late afternoon impossible.

Any connection attempt closes the game, back to the W10 desktop.

 

Last attempt there were a lot of free places.
And last point, I have no problem with other servers.

 

If anyone has an explanation for my problem, thanks.

 

Got this yesterday at one point, and during the week previous. Other servers seem ok to get into.

 

Nice server by the way Finnish pilot people.

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2 hours ago, Crashbangwallop said:

Have the coloured flares at paradrop zones been discontinued?

 

No, they should be there, but, there's two separate reasons why they might not be there:
1) command bug, as in, we tell the colored smoke to activate, but the command doesn't get through (this is a game bug)

2) the smoke ends up underground, so you can't see it, but the trigger still should work if you manage to drop in the right area... our placing system is not perfect

 

 

The difficulties getting in (other than from being full) seems to be a new problem. Seems that the only fix is to restart the server software. We are investigating the cause...

Edited by LLv34_Untamo
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3 hours ago, LLv34_Untamo said:

 

No, they should be there, but, there's two separate reasons why they might not be there:
1) command bug, as in, we tell the colored smoke to activate, but the command doesn't get through (this is a game bug)

2) the smoke ends up underground, so you can't see it, but the trigger still should work if you manage to drop in the right area... our placing system is not perfect

 

Thanks for that explanation Untamo.

 

I had another look at my recorded track, and the definitely red marker smoke wasn't there (on the ground surface). If it's a game bug, that's a pity it happened at that particular time. I've never seen it before, but game bug is game bug, and fingers crossed that it doesn't happen again – but at least I'm aware. Better navigation without relying on the target smoke being the fall-back answer I suppose

 

As far as droppng my guys in the area: Well, they certainly all dropped, so I wasn't too low, but whether they dropped within the area or not – wholly or even partially - I simply can't tell.

 

Very glad to report that the 190 pilot wasn't drunk, but was taking his time toying with his 'easy' kill, and my gunner shot his entire tail fin off, and he crashed.

 

And there's a moral in there somewhere...🙂

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18 minutes ago, Crashbangwallop said:

 

Thanks for that explanation Untamo.

 

I had another look at my recorded track, and the definitely red marker smoke wasn't there (on the ground surface). If it's a game bug, that's a pity it happened at that particular time. I've never seen it before, but game bug is game bug, and fingers crossed that it doesn't happen again – but at least I'm aware. Better navigation without relying on the target smoke being the fall-back answer I suppose

🙂

 

I've been noticing lately that the red or blue smoke for paratrooper drop points is missing more often than visible, so was glad the question was posed in this thread

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Dont know if its been mentioned already but to add to the discussion of german team loosing almost every campaign. Like 6FG_Big_Al mentioned the fault lies with the german team and I agree with everything 6FG_Big_Al said. I and my squad usally switch teams after a campaign win or loss and i think that is becoming more common practice and it actually should be which is also why i would like to see il2 stats rewarding squads and pilots who does that but that is for another discussion another day :) . Back to topic in my opinion What further makes it worse for the german team is that communication tools like SRS are still not being used the way they should be. When i first started flying on finnish i noticed that the public discord channels are actually being used 60-70 percent of the time when i am online which is something really awsome especially when i am flying alone without the squad and want to quickly get on voicechannel with other teammembers. But the biggest issue right now is that not nearly enough people actually use SRS and before i continue with my suggestion i want to say that even though you are in a discord voice channel with your squad you should still use SRS at the same time be using a different ptt and just having the volume of srs lower. And not everyone in a squad have to use ut if they dont want to as long as one or more have SRS on and monitor it you as squad can coordinate with solo flyers and other squads WAY more effectively.

 

But the suggestion i want to bring forward is that SRS should be set up properly for the server. Even though i have only flown on combat box one or two times their SRS rules and setup seems really great and i cant see why we couldnt have the same setup on Finnish as well. For this to work though people and especilly players flying with squads like myself need to make a habit of using it. And solo pilots like i am half of the time flying have to just use common radio dicipline. Add some info on the stats page on some standardised phrases we can use for the different messeges we want to say and the immersion we could be able to achive would be so awsome :) 

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On 2/13/2021 at 3:58 PM, No_Face said:

For example, at the start of the game there is a tiger available then 1 hour later a second and so on. I don't know if it's possible but it can be an alternative, right?

A worthwhile idea. I'll implement this once I have some time.

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10 hours ago, SvAF/F16_lassekongo said:

Dont know if its been mentioned already but to add to the discussion of german team loosing almost every campaign. Like 6FG_Big_Al mentioned the fault lies with the german team and I agree with everything 6FG_Big_Al said. I and my squad usally switch teams after a campaign win or loss and i think that is becoming more common practice and it actually should be which is also why i would like to see il2 stats rewarding squads and pilots who does that but that is for another discussion another day :) . Back to topic in my opinion What further makes it worse for the german team is that communication tools like SRS are still not being used the way they should be. When i first started flying on finnish i noticed that the public discord channels are actually being used 60-70 percent of the time when i am online which is something really awsome especially when i am flying alone without the squad and want to quickly get on voicechannel with other teammembers. But the biggest issue right now is that not nearly enough people actually use SRS and before i continue with my suggestion i want to say that even though you are in a discord voice channel with your squad you should still use SRS at the same time be using a different ptt and just having the volume of srs lower. And not everyone in a squad have to use ut if they dont want to as long as one or more have SRS on and monitor it you as squad can coordinate with solo flyers and other squads WAY more effectively.

 

But the suggestion i want to bring forward is that SRS should be set up properly for the server. Even though i have only flown on combat box one or two times their SRS rules and setup seems really great and i cant see why we couldnt have the same setup on Finnish as well. For this to work though people and especilly players flying with squads like myself need to make a habit of using it. And solo pilots like i am half of the time flying have to just use common radio dicipline. Add some info on the stats page on some standardised phrases we can use for the different messeges we want to say and the immersion we could be able to achive would be so awsome :) 

 

 

The good thing about the messages on combat box is it lets you know you are in a working channel and that the volume is up enough. When you just have silence its hard to know what is working or not.

 

I try using SRS but it loads, I connect and enable the radio overlay, then just am left thinking, "so what are the things to click to just be able to speak to or hear my side?" What are all the channels for, what is the intercomm thing (I think it is called intercom, its at the bottom). (I did hear someone on combat box once but they sounded like they were on a real radio signal, not clear coms, not sure if that was a setting they have, or part of SRS or whatever, but it wasn't as clear as teamspeak.)

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At 4.30pm today UK time i was kicked from the server for 'idling'. In fact I had spent the previous 10 minutes driving an SU152 southwards in an attempt to shell the German positions from long range, the map separating us from them by an uncrossable river. Please fix this bug.

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On 2/13/2021 at 6:35 PM, Haza said:

 

In-addition, could you move the tank spawn area a little further away from say an objective, as I'm fed up being spawn killed by player(s) who then justify it by saying that they were at the objectives!

 

Thank you

H

 

As the player that killed Haza multiple times, I too think there really needs to be a change to the tank spawn locations. Yes it's no fun to spawn in and be killed 30sec later, The converse is true too. When I'm attacking the troops or artillery objectives I get free killed lots of times by players that spawn in after getting a server notification that the objectives are under attack. They spawn in, see a tank in front of them, boom, free kill.

 

Moving the spawn at least 2km from the objectives would be a good start. Adding some buildings around the spawn to break up line of sight would also help to provide some protection to players spawning in. 

 

Likewise adding some buildings around the CPs would also be good, again this would break up line of sight and make the battle for the CP a lot more interesting.

 

Kind Regards

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10 hours ago, YoYo*22 said:

 

 

The good thing about the messages on combat box is it lets you know you are in a working channel and that the volume is up enough. When you just have silence its hard to know what is working or not.

 

I try using SRS but it loads, I connect and enable the radio overlay, then just am left thinking, "so what are the things to click to just be able to speak to or hear my side?" What are all the channels for, what is the intercomm thing (I think it is called intercom, its at the bottom). (I did hear someone on combat box once but they sounded like they were on a real radio signal, not clear coms, not sure if that was a setting they have, or part of SRS or whatever, but it wasn't as clear as teamspeak.)

There are a couple settings in SRS that make it sound like a real radio signal, but can affect sound quality alot, when you already get problems with voice over the internet. They can be turned off in the settings. These settings are under the Settings tab in SRS. Scroll down unti lyou see Profile Settings. Under there, turn off Radio Rx effects, Radio Tx Effects, turn off Enable Clipping effect, and enable radio voice effect (I have this one on and it seems fine to me).

Not much to click once you are signed on. You will hear whoever is speaking on the channel you are currently on. You can switch channels with a channel-switch keybinding you can set up in SRS. SRS is push to talk so you also need to bind a button to hold down when speaking to transmit. 

You should set SRS to auto connect to the server you are flying on. Most servers enforce coalition comms, meaning you can only speak to and hear pilots on your own side.

See this thread for support for SRS. There are some tips on basic setup.
Installation and Usage of SRS for IL-2 (Voice Comms App) - SRS Radio - IL-2 Sturmovik Forum

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13 hours ago, beresford said:

At 4.30pm today UK time i was kicked from the server for 'idling'. In fact I had spent the previous 10 minutes driving an SU152 southwards in an attempt to shell the German positions from long range, the map separating us from them by an uncrossable river. Please fix this bug.

Untamo refactored the code yesterday, and that should fix this issue. We just need to test it before running it on the server.

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On 2/13/2021 at 10:14 AM, CCG_Pips said:

Just to confirm balance of players:

 

Screen taken 1 minutes ago :

 

image.thumb.png.74b5a798684c9de64b9abf858ae6fddf.png

Of course a problem with 'Join the side with the least players' is that this is a campaign, and it makes no sense to fight to move the front line one way and then the next minute switch to moving it the other. Historically the Russians had more men, Tigers/Panthers vs T34/76s one to one is hardly fair, then again the reasons that the Russians were tactically inferior are not really represented in this game. You could prevent more than 42 people from playing per side, but this may lead to complaints. A better way of doing this might be to make up the underrepresented (and I don't necessarily mean 50:50) team with bots whose AI nature is only visible to their own side. The code probably doesn't support this, but if for example I found myself on my own against ten Germans I could be allowed to have an AI wingie. Or give the underrepresented side shorter 'jailing' penalties.

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10 minutes ago, beresford said:

Of course a problem with 'Join the side with the least players' is that this is a campaign, and it makes no sense to fight to move the front line one way and then the next minute switch to moving it the other.

If you consider the server and campaign as a sandbox, it makes sense. You're there to enjoy air combat regardless of the side you happen to be flying on.

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