No.23_Triggers Posted January 26, 2020 Posted January 26, 2020 (edited) Matthias continues to push the limits of FC's current server capabilities, to the benefit of us all. I wonder if our community LaF ribbons can have oak leaf devices added to them? Edited January 26, 2020 by US93_Larner
1PL-Husar-1Esk Posted January 26, 2020 Posted January 26, 2020 (edited) (DoulCamb_Dusk_Arras1918_200122) http://stats.jasta5.org:8000/en/sortie/19499/?tour=8 Destroyed barge was not count in game scores (no marine object destroyed) This is even more strange because in sortie statistic there is Light Ships shown as destroyed but in sortie log there is nothing about barge damage. EDIT - it is in the logs, barge = German AAA Peniche Edited January 26, 2020 by 1PL-Husar-1Esk
BMA_Hellbender Posted January 26, 2020 Posted January 26, 2020 45 minutes ago, 1PL-Husar-1Esk said: (DoulCamb_Dusk_Arras1918_200122) http://stats.jasta5.org:8000/en/sortie/19499/?tour=8 Destroyed barge was not count in game scores (no marine object destroyed) This is even more strange because in sortie statistic there is Light Ships shown as destroyed but in sortie log there is nothing about barge damage. Yes I've noticed the same behaviour: barges don't count as Marine Objects in-game, but the parser does award you points for it as Light Ships. It was the opposite for a long time for non-AA machinegunners, who would count as destroyed Heavy Weapons in-game, but which the parser would ignore. Now they are counted by the parser but not categorised as anything. For example: http://stats.jasta5.org:8000/en/sortie/19004/?tour=8 6 Destroyed ground targets: 1 Heavy Tanks, 2 Small-caliber AA guns and 3 are not categorised (they should be Small-caliber guns). @J5_Baeumer, is there anything you could do to address both issues?
1PL-Husar-1Esk Posted January 26, 2020 Posted January 26, 2020 (edited) 1 hour ago, J5_Hellbender-Sch27b said: @J5_Baeumer, is there anything you could do to address both issues? I think this is question to =FB=Vaal and devs , I will notify them. Edited January 26, 2020 by 1PL-Husar-1Esk 1
JGr2/J5_Baeumer Posted January 27, 2020 Posted January 27, 2020 It could also be mission builder coding of those objects. I will look at parser and mission builders should check their mission build coding.
J99_Sizzlorr Posted January 27, 2020 Posted January 27, 2020 5 hours ago, J5_Baeumer said: It could also be mission builder coding of those objects. I will look at parser and mission builders should check their mission build coding. There is nothing i can do about it.
JGr2/J5_Baeumer Posted January 27, 2020 Posted January 27, 2020 I will try to get a peek at the objects db later this week. It is coded in the parser as follows:
J99_Sizzlorr Posted January 27, 2020 Posted January 27, 2020 (edited) There are two diffrent versions of the riverboat, I don't know from the top of my head wich one i used. Edited January 27, 2020 by J99_Sizzlorr
J2_NobiWan Posted January 27, 2020 Posted January 27, 2020 On 1/22/2020 at 12:56 PM, J5_Matthias said: FLUGPARK SERVER 20-01-22 UPDATE ALL MISSIONS Added parser countable points for completing two seater missions (Photo Recons). After completing the mission and landing successfully you will be prompted by subtitles to taxi over to the hangar closest to the windsock to "make your claims". Hangar will have spawned three searchlight trailer chassis which you may kill with no FF penalty. Each completed Photo Recon is worth 3 ground kills. Great innovative solution! However, yesterday I killed the newly spawned searchlight trailers by switching to the gunner position. This did not result in any ground kill score for me. Do we have to use the front guns? Or the Pistol? Confused.... Was fun anyway...! ?
SeaW0lf Posted January 28, 2020 Posted January 28, 2020 (edited) Hi guys, it looks like the WWI flak hasn't been fixed. Today the SE5a below crossed an AAA battery for several miles without being shot. He was at an ideal altitude and distance, almost as a drone target. If it had been flaked, I would have seen it immediately, since he was on my two, three o’clock low. Luckily I managed to defend myself in time after getting hit and he fled. The second video is from the day of the last update, when I flew over, apparently, the same AAA battery without also being shot. I was doing flybys over the gun. Is it a WWI battery? In case yes, it was not fixed. The impression is that Bapaume and the satellite cities are only being defended by this AAA gun (Beugnatre airfield seems to have no air defenses), which makes it ideal for vulchers and bouncers. I was able to fly around the region with my Dolphin at low altitude and only be tagged by flak almost already down at the Somme. If that could be looked at to see if the guns are still bugged would be great. Edited January 28, 2020 by SeaW0lf
BMA_Hellbender Posted January 28, 2020 Posted January 28, 2020 19 hours ago, SeaW0lf said: The impression is that Bapaume and the satellite cities are only being defended by this AAA gun (Beugnatre airfield seems to have no air defenses), which makes it ideal for vulchers and bouncers. I was able to fly around the region with my Dolphin at low altitude and only be tagged by flak almost already down at the Somme. If that could be looked at to see if the guns are still bugged would be great. The WWI flak is really only useful at tagging anyway, once you come down low there needs to be machinegunner AAA to actually take out airfield vulcher. This is currently still highly dependent on missions, but it's in the pipeline if I'm not mistaken.
SeaW0lf Posted January 28, 2020 Posted January 28, 2020 1 hour ago, J5_Hellbender-Sch27b said: The WWI flak is really only useful at tagging anyway, once you come down low there needs to be machinegunner AAA to actually take out airfield vulcher. This is currently still highly dependent on missions, but it's in the pipeline if I'm not mistaken. I think that flak at low altitude is deadly as well (we all remember Rise of Flak). When flak do tag you, to run for the lines grazing the mud is always like a running-back being followed by a bunch of tacklers. No fun for sure. I'm not sure the range of the MGs, but the combination of the two would be ideal. When you are taking off, it is always good to rely on nearby flak when the radar indicates a plane (s). MGs seem to have a short range to be that usefull unless the guy is flybying the airfield.
1PL-Husar-1Esk Posted January 29, 2020 Posted January 29, 2020 I'm really looking forward to see from 2000-1500 feet small arms firing at us and below 1000 feet very heavy (dense) bullets from enemy trenches. And when too low we should not be "archied" but fired from field guns only.
SeaW0lf Posted January 30, 2020 Posted January 30, 2020 (edited) So guys, today I got a few examples of friendly flak that are deadly. No criticism, it is just that I think this is prejudicial to game play. Today a few players were committed to vulching Cappy ? (no harm done guys) and I got bounced and killed 4 times unannounced if I’m not mistaken, two of them while being friendly flaked, which served me on a plate for whoever was around 'not being flaked'. At the end I was just typing on the keyboard and making fun of it and calling them to come into the open, but I lost my streak that I always nurse (second video) and the mission became a testing ground to record tracks. Luckily, with the help of my killers ? (revenge is coming), I got a few tracks with planes not being flaked at Cappy and bouncing me at will. It might be that WWI flak is still bugged, but the friendly flak is a reality. Giving some context to it, McCudden in specific had great respect for his local AAA battery, which they co-operated, meaning that squadrons and AAA batteries could work together during the war, as he described below, so to be fired upon at such low heights, over or near the airfields, is a bit farfetched. That afternoon the Major and I went up to the trenches to see the personnel of the AAA battery with whom our squadron co-operated. The O.C. the Battery was Major Rogers, a charming fellow, and his second in command was Captain Dixon, a gunner who knew every type of German machine that was in existence. It is surprising how much our AAA gunners do know about the different types of German aeroplanes, but still, after all, it is their job, and a very interesting one, too. Captain Dixon told me that his lookout men could always tell my machine from other S.E.'s, and whenever I appeared over the battery on my stalking expeditions the look-out men always ran up to Dixon and said, "Here's Captain McCudden!" They must have been remarkably keen, for the only difference between my S.E. and the others was that its fin and elevators were smaller than in the standard type. The AAA gunners as a rule are fine fellows, and always ready to help as much as possible in downing the wily Hun. The regular slang term used by our AAA gunners when referring to enemy machines is "bird”. They always allude to engaging a German aeroplane as "doing a shoot with a bird "; or they will say, "How many birds crossed the lines this morning?" and so on. Archie gunners will tell you at a glance the exact height of any machine flying over their position. The descriptions are followed by the videos. Being friendly flaked at Cappy and spotted and bounced by two foes over the airfield. *I did not see the flare (how dare they :D) because I was not sure for who the flak was, then I was looking back, although flak was aiming for me. Obviously I wasn’t able to see them, due to the dawn lighting, Space Shuttle effect of IL-2 that makes planes virtually invisible, plus the confusion to see flak around and behind me. *I think I thought they were friendly, since there was no flak on them - I have to recheck the video inside the cockpit. Being friendly flaked at our balloon, being observed by a Spad, which then bypassed the flak, which was busy with us, and then dove on me without being hassled by a single shot. He then flew away also unmolested. Lost my streak of 18 kills. Obviously I wasn’t able to see him, due to the dawn lighting, Space Shuttle effect that makes planes above virtually invisible. I have another two more videos in this mission being bounced around Cappy by planes (a Camel, then two Spads) with no flak around. These times I wasn't friendly flaked, but the visibility issues makes those vulchers come from nowhere. I think it would only help to see why the guns aren't firing at enemies, or why they aren't firing at enemies while flaking us. Even for who is furballing, it is no fun to be tagged and bounced over and over again at our own backyard. I feel that we should rely more on our AAA batteries and MGs at least until we get clear of the airfield / city complex area (in the case of Bapaume and other cities). Edited January 30, 2020 by SeaW0lf
RNAS10_Oliver Posted January 30, 2020 Posted January 30, 2020 (edited) The first video bouncing you was me. I and my wingman (Uriah) had gotten a touch separated so I dumped the flares out prior to engaging to get his support (not needed in the end). Did not even notice the archie to be honest. Just noticed the Triplane heading about on its casual business. Assumed you would have seen me and was surprised when you seemed to continue on oblivious. Could not have asked for a better shot. ? I was near at the time that you were bounced (but not involved) and went down into the Somme and I went and bombed Cappy with the Coopers that I was carrying (Uriah came overhead also to regroup with me) and there appeared to be no archie defences sitting in their sandbag positions at Cappy what so ever. So I would agree that there is something wrong. But that said we also went and attacked some aerodromes the other week (maybe Beugnatre) where the defences were very much alive and dangerous. So I presume that its not a global issue but limited to certain aerodromes such as Cappy or the specific missions. Edited January 30, 2020 by Oliver88
JGr2/J5_Baeumer Posted January 30, 2020 Posted January 30, 2020 Knowing the mission ID # would be helpful to any investigation along with date and time. You can see these on the parser mission tab. WWI Archie is still very bugged unfortunately. However the AAA should no longer ID friendlies (to assist pilots find each other) and instead should track enemy. It seems this is occuring o consistently in one or more missions. Thanks for your report. 1
RNAS10_Oliver Posted January 30, 2020 Posted January 30, 2020 According to my sortie list on the stats the mission was AStQ_Dawn_Arras1918_200122.
JGr2/J5_Baeumer Posted January 30, 2020 Posted January 30, 2020 (edited) One thing to realise and pay attention to is that I have been told by mission builders that enemy AAA can reach out to your friendly front lines area. Also the Entente and Central AAA are different colors. I believe Central is black while Entente is gray although at first you may think they are similar or the same until you are very very close to it and gain experience seeing the difference between. Someone can confirm or correct me on the color assignments but that is what I recall. The WWI AAA is largely ineffective even at highest settings so is used more for plane locarion. As a result, some WW2 flak and guns may likely be employed in certain situations where it is needed to be effective....although there will always be the odd lucky shot from.WWI guns. Thanks for the mission info Oliver. Edited January 30, 2020 by J5_Baeumer
SeaW0lf Posted January 30, 2020 Posted January 30, 2020 (edited) 12 hours ago, Oliver88 said: The first video bouncing you was me. I and my wingman (Uriah) had gotten a touch separated so I dumped the flares out prior to engaging to get his support (not needed in the end). Did not even notice the archie to be honest. Just noticed the Triplane heading about on its casual business. Assumed you would have seen me and was surprised when you seemed to continue on oblivious. Could not have asked for a better shot. ? I was so busy with flak that I could not figure you guys out ?I think I saw you both, but since I was being flaked and you guys weren't, I imagined you guys were friendlies. And yes, some missions aparently don't suffer from bugged triggers. 9 hours ago, J5_Baeumer said: Knowing the mission ID # would be helpful to any investigation along with date and time. Sorry, I forgot to mention it. Was the AStQ_Dawn_Arras1918_200122 indeed. The other one, with the SE5a flying in front an AAA battery was AStQ_Dusk_Arras1918_200122 and the other one when I was doing flybys with the Dolphin over an AAA battery was AStQ_Dawn_Arras1918_200107. I will test the WWI flak in a simple mission on my ME. If it works (I think it was working when I tested), the bug might be on the triggers, which I don't know how to create and never tested. 19 minutes ago, J5_Baeumer said: One thing to realise and pay attention to is that I have been told by mission builders that enemy AAA can reach out to your friendly front lines area. Also the Entente and Central AAA are different colors. I believe Central is black while Entente is gray although at first you may think they are similar or the same until you are very very close to it and gain experience seeing the difference between. Someone can confirm or correct me on the color assignments but that is what I recall. The WWI AAA is largely ineffective even at highest levels so is used more for plane locarion. As a result, some WW2 flak and guns may likely be employed in certain situations where it is needed to be effective....although there will always be the odd lucky shot from.WWI guns I suspected that. I'll check the puff collors, but at least in the first video I was well inside the lines. But in this case, would not be better to reduce the reach so that we can patrol our balloons? In general, I think they were archied in the war upon crossing the trenches or over the trenches. (Edit)* Found a quote from Rickenbacker: "We were careful to keep inside our own lines so that the Hun Archy would not betray our presence to the enemy aeroplanes. Four or five patrols were made, back and forth, back and forth, between Pont-à-Mousson and St. Mihiel." Edited January 30, 2020 by SeaW0lf
BMA_Hellbender Posted January 30, 2020 Posted January 30, 2020 Just an observation: are you taking friendly flak when there are no enemies around? Because it could just be that flak is really, really bad at targeting and that you're far more likely to get hit by chance when enemies are around than when you're actually being targeted. From what I can tell, I've never been hit by enemy flak so far, and I fly a machine that flies both low and slow. Machinegunners, on the other hand, damn their laser pew pew accuracy...
SeaW0lf Posted January 30, 2020 Posted January 30, 2020 (edited) 16 minutes ago, J5_Hellbender-Sch27b said: Just an observation: are you taking friendly flak when there are no enemies around? Because it could just be that flak is really, really bad at targeting and that you're far more likely to get hit by chance when enemies are around than when you're actually being targeted. From what I can tell, I've never been hit by enemy flak so far, and I fly a machine that flies both low and slow. Machinegunners, on the other hand, damn their laser pew pew accuracy... No, the Cappy region on these low light maps (can't say which ones) has some real friendly flak around the Somme. Whoever takes-off from Cappy and go towards the balloon north of the Somme will be tagged I think until you reach Bapaume. Perhaps flak from the other side of the map? I have to check, but I think it is unlikely. I might be wrong, but I recall seeing tracers coming from inland. But yes, flak is highly imprecise in some maps or regions (perhaps linked to the type of AAA gun used), and then it creates this 'ambient flak' atmosphere, when you don't know what is tagging what. In slow moving planes, we spend an awful amount of time disoriented amongst the chaos, indicated in my first video, when I was just clubbed by Oliver oblivious of what was going on ? I will test the guns on simple missions. I just can't create triggers. Do you guys know which guns are German and which guns are Entente? Or if they are all flak guns? 7.7 cm FK 96 n.A. QF 4.5-inch howitzer. 15 cm sFH 13 howitzer. QF 13 pounder 6 cwt AAA gun. 7.7 cm FlaK L/27 AAA gun. Edited January 30, 2020 by SeaW0lf
SeaW0lf Posted January 30, 2020 Posted January 30, 2020 For who wants to test it (as far as I know): 7.7 cm FK 96 n.A. (German / field gun). QF 4.5-inch howitzer (British / field gun) 15 cm sFH 13 howitzer (German / field gun). QF 13 pounder 6 cwt AAA gun (British / AAA gun). 7.7 cm FlaK L/27 AAA gun (German / AAA gun). Hotchkiss Mle 14 regular and AA machineguns (Entente). Spandau MG 08 regular and AA machineguns (German). From my initial tests, there is no difference in tone from German to Entente shells. If there is one, it is very subtle. I just need a few good screenshots to compare, because they change in tone as the puff blows and then dissipates, but it appears the same for both. They also have blast variations with tone changes around the smoke. But again, they seem the same both for British and German shells. Also, after a while they stop firing. I'm not sure if I need to set some replenishing of ammo thing.
J99_Sizzlorr Posted January 30, 2020 Posted January 30, 2020 34 minutes ago, SeaW0lf said: Also, after a while they stop firing. I'm not sure if I need to set some replenishing of ammo thing. Just tick unlimited ammo under advanced properties... 1
JGr2/J34b_Matthias Posted January 31, 2020 Author Posted January 31, 2020 (edited) FLUGPARK SERVER 20-01-30 UPDATE Arras St. Quentin Map Air start spawns increased to 1000m height to support immediate dogfighting. British mud flak was indeed able to shoot over the Cappy airfield too accurately. Mud flak quality degraded. Just a further note I'm still not happy with the AAA situation. There will be further changes. No matter what solution we go with, we're just not going to be able to totally get away from the WW2 batteries in some places until things get fixed by the devs. Edited January 31, 2020 by J5_Matthias 2 2
SeaW0lf Posted January 31, 2020 Posted January 31, 2020 4 hours ago, J5_Matthias said: British mud flak was indeed able to shoot over the Cappy airfield too accurately. Mud flak quality degraded. But is flak still able to fire over enemy territory, balloons, airfields, just with less accuracy? In this case, wouldn’t be better to reduce the range so that we can patrol our lines, our balloons, without being flaked or having the ambient flak effect?
JGr2/J5_Baeumer Posted February 1, 2020 Posted February 1, 2020 (edited) 9 hours ago, SeaW0lf said: Mud flak quality degraded. I think this means that you'll still be flaked to assist in spotting all planes along or near the front, unless your actually behind the lines and not over them, although the accuracy was degraded. Edited February 1, 2020 by J5_Baeumer 1
BMA_Hellbender Posted February 1, 2020 Posted February 1, 2020 22 hours ago, J5_Matthias said: Just a further note I'm still not happy with the AAA situation. There will be further changes. No matter what solution we go with, we're just not going to be able to totally get away from the WW2 batteries in some places until things get fixed by the devs. What we need is to have respawning AAA machinegunners at airfields to stop low level vulching and spawn camping. Bombing airfields from altitude with Bristols should be encouraged instead, that way the D.VIIF has an actual role in airfield defense. Central doesn't really have an altitude bomber, but they shouldn't be crossing that far into enemy territory to begin with. I think this is already the case in your missions, though we may have to check if @J99_Sizzlorr's have them too.
ZachariasX Posted February 1, 2020 Posted February 1, 2020 11 minutes ago, J5_Hellbender-Sch27b said: but they shouldn't be crossing that far into enemy territory to begin with. ...and they complain about getting vulched. Sissies.
J99_Sizzlorr Posted February 1, 2020 Posted February 1, 2020 (edited) 39 minutes ago, J5_Hellbender-Sch27b said: What we need is to have respawning AAA machinegunners at airfields to stop low level vulching and spawn camping. Bombing airfields from altitude with Bristols should be encouraged instead, that way the D.VIIF has an actual role in airfield defense. Central doesn't really have an altitude bomber, but they shouldn't be crossing that far into enemy territory to begin with. I think this is already the case in your missions, though we may have to check if @J99_Sizzlorr's have them too. Every airfield has AA MGs and Flak in DoulCamb they are deadly and they respawn as they should be... Edited February 1, 2020 by J99_Sizzlorr 1
SeaW0lf Posted February 1, 2020 Posted February 1, 2020 4 hours ago, ZachariasX said: ...and they complain about getting vulched. Sissies. Not getting vulched, but getting flaked over our airfield. If the airfield is properly defended and flak tags the enemy, not us, even better. You can take off and get the first kill right the way.
ZachariasX Posted February 1, 2020 Posted February 1, 2020 One has to be realistic about getting a server crowded. You have to provide some more instant fun than take off with your two seater and drive around the whole map to bomb some targets. This is often a pain on the Arrras map as it is now. If you have 30 minutes play time, then you really have no incentive to join, as you'd be just bait, best case. worst case you spend 30 min flying without seeing anyone, especially when there is like 3 vs 2. So what do you do? You can cross mud river hoping for finding some godo sport at cappy or vice versa. Peeps caring for stats will either do the long bombing tour unmolested or stay over their own airfield where you are not supposed to shoot them, but you're supposed to cross over to get marked by flak and get jumped by someone or get cursed by someone finding it not nice that you wait for him to take off and put on a fight. You know, if there are several payers and they'd somehow respect a 1 vs 1 (and not take free passes at you) then sure, i'll let the other guy come up where you can start a fair duel. but if I know that after 5 minutes i get mine by the wohle pack that is called in, then for sure i keep the spawning plane from getting in a threatening position. I generally welcome being vulched. Instant action and eventually you get them all, as you can respawn quickly. Also bith the Camel and the Dr.I need just one f*rt worth of air under their wheels to be a threat to anyone trying to engage. I loved the AF server. You knew where to go and you had the action. And it was for good reason THE crowded server unless there was some more organized missions planned on the other servers. With the crowd we have now, all you need is one mission based server and one action based server.
JGr2/J5_Baeumer Posted February 2, 2020 Posted February 2, 2020 (edited) 14 hours ago, ZachariasX said: You knew where to go and you had the action. And it was for good reason THE crowded server unless there was some more organized missions planned on the other servers. Its really quite simple. For dogfighting when only a few pilots are on, players should go to the airstarts on the mud until the server gets populated. When new players arrive, invite them to the airstarts via in game chat. Its that simple. Really. 14 hours ago, ZachariasX said: With the crowd we have now, all you need is one mission based server and one action based server. Without sounding self serving, I totally agree and Flugpark is working with other mission builders to provide them with opportunity to have their missions enjoyed while not diluting the FC crowd that is online with more servers. More servers of the same types will mean fewer pilots in each server. Kind of the opposite of what the community needs. Flugpark is attempting to provide a furball area and venue for mission based and two seater pilot enjoyment around that furball area in the mud. The more players the merrier for both gameplay preferences. Edited February 2, 2020 by J5_Baeumer
ZachariasX Posted February 2, 2020 Posted February 2, 2020 5 hours ago, J5_Baeumer said: Its really quite simple. I do get that concept. But in practice it is less simple. In my experience the people who do as you suggest are not the ones that initially seed the server. What I see is that you have maybe 2 or 3 guys that go and fly their mission together. Which is fine as it is entertaining to have mutual flight out on comms. But if you were to join now for more instant action, you‘ll hear something like „come and find us“. And if there is such a thing that simply doesn‘t work in air combat, then it is being a lone wolf „hunting“ a pack of 3 that are on comms. I mean, getting vulched is utterly rewarding in comparison as it saves you a lot of time before getting yours. Personally, I am indifferent to the restricted plane set on airstarts (I guess it would hurt mission based game play otherwise), but maybe some also might opt for not joining there as their pet ride is not present. I guess you know the most popular spawn places on the map. I would guess that the airstart is not that often selected.
JGr2/J34b_Matthias Posted February 2, 2020 Author Posted February 2, 2020 (edited) FLUGPARK SERVER 20-02-02 UPDATE Arras St. Quentin maps Patrol Airstarts renamed to Dogfight Airstarts to reflect their purpose better. A "Dogfight Area" Icon is now present over the mud directly between the two Dogfight Airstarts. May help with priming server during low pop times. CHANGES to parser countable points for completing two seater missions (Photo Recons). The model being used to track the points has changed. It now will look like a large hubcap on the ground in the hangar when you taxi over. You can shoot at the hubcap or slightly above the hubcap into what looks like air and be rewarded after 5/6 shots of your PERSONAL WEAPON with an explosion, a scorched searchlight appearing out of thin air, and most importantly, a parser kill. Jumping in the back MG and shooting does not award YOU credit. Which is highly unfortunate, and is why we did this ^. Should have remembered that from ROF but did not. Recommended personal weapon for this is the ever popular Mauser Broomhandle 96C thanks to ammo capacity, unless you're a deadeye with the revolvers. Update Deploys at 8AM EST. Deployment completed - ops normal Edited February 2, 2020 by J5_Matthias 1 2
J2_NobiWan Posted February 3, 2020 Posted February 3, 2020 On 2/2/2020 at 12:24 PM, J5_Matthias said: FLUGPARK SERVER 20-02-02 UPDATE Arras St. Quentin maps Patrol Airstarts renamed to Dogfight Airstarts to reflect their purpose better. A "Dogfight Area" Icon is now present over the mud directly between the two Dogfight Airstarts. May help with priming server during low pop times. CHANGES to parser countable points for completing two seater missions (Photo Recons). The model being used to track the points has changed. It now will look like a large hubcap on the ground in the hangar when you taxi over. You can shoot at the hubcap or slightly above the hubcap into what looks like air and be rewarded after 5/6 shots of your PERSONAL WEAPON with an explosion, a scorched searchlight appearing out of thin air, and most importantly, a parser kill. Jumping in the back MG and shooting does not award YOU credit. Which is highly unfortunate, and is why we did this ^. Should have remembered that from ROF but did not. Recommended personal weapon for this is the ever popular Mauser Broomhandle 96C thanks to ammo capacity, unless you're a deadeye with the revolvers. Update Deploys at 8AM EST. Deployment completed - ops normal Unfortunately still no joy for me... I made the recon, returned to moslain, shot the hubcaps with my personal pistol, all three exploded nicely and became scorched searchlights, but still no points... Also the attacking tank symbol (3) stayed on the map for quite a while after my endeavor. Just to let you know. Love the server!
JGr2/J5_Baeumer Posted February 4, 2020 Posted February 4, 2020 (edited) 14 hours ago, BKr_NobiWan said: Unfortunately still no joy for me... I made the recon, returned to moslain, shot the hubcaps with my personal pistol, all three exploded nicely and became scorched searchlights, but still no points... Also the attacking tank symbol (3) stayed on the map for quite a while after my endeavor. Just to let you know. Love the server! I had the same problem, NobiWan....you can't reload clips ....must be done with one clip...I'm going to have to.swap out my Luger for.the Mauser as recommended by the mission builder and will aim higher just above the bases and trust I'm hitting something....I aimed too low a few times requiring a new clip. Planned server maintenance- Between 12:30am and 6am PDT on Wednesday, Feb. 5, Thursday, Feb. 6, and Friday, Feb. 7, we plan to physically move machines between datacenters in Seattle, as part of important upgrades there that we are making to our infrastructure (including network infrastructure).Expected downtime -- 1-3 hours on one of these mornings. The server may need to be restarted manually following the move. Thank you for your patience and support. Sorry for any inconvenience. Edited February 4, 2020 by J5_Baeumer 1 3
J2_NobiWan Posted February 4, 2020 Posted February 4, 2020 2 hours ago, J5_Baeumer said: I had the same problem, NobiWan....you can't reload clips ....must be done with one clip...I'm going to have to.swap out my Luger for.the Mauser as recommended by the mission builder and will aim higher just above the bases and trust I'm hitting something....I aimed too low a few times requiring a new clip. Thanks, Baeumer! Next try tonight...
SeaW0lf Posted February 4, 2020 Posted February 4, 2020 I did some tone resting with flak and it appears that they have the same black tone. Below is a mix of blasts of QF 13 pounder (British) and 7.7L/27 (German) AAA guns. They look the same. The darker and clear skies are present in both guns, so you can't pick considering sky tone. The puffs per se seem to be the same. We could ask for them to fix it. Did ROF really have tone differentiation? The puffs are in order from right to left, meaning that the right puff was the last to be fired on the print, then if we compare all the right puffs, they are all black. 1 1
No.23_Gaylion Posted February 4, 2020 Posted February 4, 2020 I never saw any tone difference here or there. I think someone read it in the history books and just thought it was so. Good pic though. 1
emely Posted February 4, 2020 Posted February 4, 2020 (edited) Make enemy explosions red and friendly explosions blue. And then there will be no errors ? Today I took advantage of the air launch, though not the first time. I made two flights from a regular airfield and lost a lot of time. Thanks to those who raised the air launch altitude by 4,000 feet. This is a normal height, even if the opponent is taller. I wrote in a chat a square of a dogfight and my height many many times. And I also gave colored rockets and just shot from a machine gun so that they would notice me. It gave a result! The guys flew in on their fokkers and Dr1, and we had a couple of good fights before bedtime :-))) Edited February 4, 2020 by emely 1
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