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NO.20_W_M_Thomson

Hey J99_Sizzlorr, the mission Doullens to Cambrai dusk, The factory north on Central side I bombed it and it gave me friendly fire  warrning. Didn't get a chance to check any of the other targets.

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J99_Sizzlorr
7 hours ago, NO.20_W_M_Thomson said:

Hey J99_Sizzlorr, the mission Doullens to Cambrai dusk, The factory north on Central side I bombed it and it gave me friendly fire  warrning. Didn't get a chance to check any of the other targets.

Thanks I will have a look...

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Forgot to thank the developers for the fullfilment of my last wish... sort of.

 

On 7/27/2019 at 2:09 PM, J2_Bidu said:
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Can we have an option to replace the standard gunner with Bianca?

 

full-21938-98640-full_3915_98633_boelcke

 

 

 

 

 

 

  

image.thumb.png.aab206f11d5e050ce675f2b6f63cf70f.png

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1 hour ago, J2_Bidu said:

Forgot to thank the developers for the fullfilment of my last wish... sort of.

 

 

  

image.thumb.png.aab206f11d5e050ce675f2b6f63cf70f.png

Nice. One more reason to look back besides checking six. Oh, and those extra goggles can be handy when the engine is spitting oil. Kinda "tearoffs" used in modern F1. :good:

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WWBiker_

Hey J99_Sizzlorr, the mission Doullens to Cambrai dawn in the fly in tonight the A recon produced 3 targets the factory gives a friendly fire notice.....the artillery target can be bombed all day and nothing gets damaged......trench attack works fine aside from being a ho.  Could you please look at these issues or the recon doesn't have much point.

Thank you

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J99_Sizzlorr
8 hours ago, NO.20_D_McGoun said:

Hey J99_Sizzlorr, the mission Doullens to Cambrai dawn in the fly in tonight the A recon produced 3 targets the factory gives a friendly fire notice.....the artillery target can be bombed all day and nothing gets damaged......trench attack works fine aside from being a ho.  Could you please look at these issues or the recon doesn't have much point.

Thank you

Yes I will have a look. Right now I am a little preocupied with BS...but a mission update is coming soon...

Edited by J99_Sizzlorr
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J99_Sizzlorr

Mission Update released:

 

 

Doullens Cambrai Update:

 

Fixed: Artillery targets aren't invulnerable anymore

Fixed: Central factory has now the right coalition setting

Fixed: Mission description and localisation files

 

 

Edited by J99_Sizzlorr
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WWBiker_
19 minutes ago, J99_Sizzlorr said:

Mission Update in the pipeline!

 

Coming soon:

Doullens Cambrai Update:

 

Fixed: Artillery targets aren't invulnerable anymore

Fixed: Central factory has now the right coalition setting

Fixed: Mission description and localisation files

 

Not live yet...

Thank you for your work.

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J5_Baeumer

Flugpark Server updated with Sizzlors fixes.  Please note any bugs or errors or questions below.  S!

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  • 1 month later...
J5_Baeumer

After consulting with various players of both fighter and two-seater persuasion, the following revised point assignments have been implemented on the parser.   For fighters, not much changes in the relationship between aerial victories except there are more % /points given for assists (@1/3 of total points) and the overall point assignments are simply reduced significantly to make scoring a bit less stratospheric (i.e. millions of points accrued; now perhaps it will only be in the hundreds of thousands!).   

 

Balloons = 3 pt.

Assists = 3 pt.

Fighter = 7 pt.

Bomber = 10 pt.

 

Ground targets are assigned to three main groups plus the recon.   Again, not much changes in relationship between these groupings only the actual relative points, in most cases.  

 

Point values are based on anticipated difficulty and lethality of the target or anticipated defenses.

Stationary/ easy/ low lethality = 1 pt.

Moving/difficult / med lethality = 2 pt.

Moving/difficult  /high lethality = 3 pt.

Difficult/high lethality = 10 pt.

Recon completion = 30 pt.

 

It appears there may be some issues on the parser in that pilot point totals from sorties are not necessarily making their way to the overall scoring/ranking page.  This will be monitored and evaluated and addressed as necessary.  It has been the case that overall pilot ranking/points page seems to add a factor to the actual points scored so as pilots accumulate some additional points, we will see the relative points adding up, at least proportionately/relative to other pilots in a accurate manner even though we may not see things add up literally, which has often been the case regardless of the points assigned to targets (which is how we got millions of points accruing to some pilots).  The parser seems to have some sort of compounding factor for successive scoring in a virtual life streak for instance.

 

In addition to simplifying the point structure and grouping ground target types for more consistency, another goal is to try to bring a better balance between points scored by air scores vs. ground scores.   We will continue to monitor and make adjustments at the end of months/tours based on what we learn, but know that everyone is scoring the same way equally.

 

Update 10/2:  It appears that a few objects scoring did not get changed and so a few pilots got benefit of higher scoring of a few objects.  Since this happened on day one of a new tour the temporary benefit should mostly if not completely disappear over the next 90 days.  Anyone temporarily benefiting from this were not aware of the pending scoring changes.

 

Edited by J5_Baeumer
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  • 3 weeks later...

Maybe this has been mentioned before and I guess it's also in relation to the post above. But took out an artillery battery objective (not the artillery spotter one but the one you need to bomb) tonight and rather than 1 point mentioned above the artillery guns (see stats info below) gave no points.

 

image.png.e37e5a7f7572469e7e6da83337adee41.png

image.thumb.png.c7e1cc7c12337fcefe39c09fc4b55219.png

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image.png.cdde0eee0da071241d18aa22c575f6fa.png

 

Lost two victories because of disconnection although I landed, repaired, rearmed and refueled two times, after each of them.

Any reason why this should be enforced in such cases?

 

Thanks!

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J5_Baeumer

Sorry, but there is no way to selectively enforce, @J2_Bidu .  I know the feeling as I've had a few periods where my connection was unstable somewhere between me and either the master IC or game server.

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1 hour ago, J2_Bidu said:

image.png.cdde0eee0da071241d18aa22c575f6fa.png

 

Lost two victories because of disconnection although I landed, repaired, rearmed and refueled two times, after each of them.

Any reason why this should be enforced in such cases?

 

Thanks!


This is my take.

 

The stats system has no idea about the existence of repair, refuel and rearm. You can see evidence of that when you get damaged from a fight, use the repair truck, and then later crash but the enemy from the earlier fight gets the credit for your crash. Also you can see that repair, rearm and refuel is never visible in the sortie logs.


So turning the feature off that prevented gaining those earlier kills due to the later disconnect would also mean allowing intentional disconnect’s to keep thier scores from the sortie.

Edited by Oliver88
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J5_Baeumer
On 10/18/2020 at 5:05 PM, Oliver88 said:

But took out an artillery battery objective (not the artillery spotter one but the one you need to bomb) tonight and rather than 1 point mentioned above the artillery guns (see stats info below) gave no points.

 

@Oliver88
Just closing the loop on this.  It appears there may have been  a coding inconsistency in the default parser settings causing no score.  I brought this to the attention of the parser author and in the meantime, I modified the setting on that object so points will be assigned.

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13 hours ago, Oliver88 said:

So turning the feature off that prevented gaining those earlier kills due to the later disconnect would also mean allowing intentional disconnect’s to keep thier scores from the sortie.

 

Right, that can't be. However, it is easy tosee by tge logs that I landed twice. Guys tgat intentionally disconnect don't land before they do it... so there must be some way to do it on the parser, @J5_Baeumer. I'm a programmer myself but I have no clue on how the parser works. Still, enough info is there.

 

As a side note, I'm having much fewer disconnections (I was plagued). But my game crashed...

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J5_Baeumer

@J2_BiduI feel for you and yes, it is clear you landed in between etc.  

 

Unfortunately, disconnects and loss of stats are just one of several risks one accepts when a pilot decides to land and repair and refly without reapawn.  Offsetting those risks are geographic position on the map relative to enemy aircraft, and bonus points and awards to be earned for number if kills ina single sortie, among others.

 

If there were a way to be judge and jury, then we would have pilots upset whenever a server operator didn't accept a pilots explanation. If the explanation was to believed (and I do believe yours) we would then be asking the server operator to  manually delete parser mission files, change a variety of settings, and reparse logs and manually reset settings back correctly, while risking screwing things up for the entire parser and everyone else.  

 

I am unwilling to be the judge and jury and I don't believe having one would be in the communities interest.

 

We are all responsible for the quality of our computer and it's connections to the internet and our level of service, but even when we've done everything right at our end, something goes wrong outside our control.  Like a node between us and the server goes bad or something else at our ISP etc. And some of us simply live where we have bad service or in the wrong part of the world geographically relative to the server.  As we've seen before in similar situations, there is just simply no way to address this except to say, sorry, sincerely.  We've all had this happen at some point or another.   

 

I am glad your service has improved and you are experiencing better stable connections.Hopefully that means this will be a rarer experience for you.

 

 

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51 minutes ago, J5_Baeumer said:

I am unwilling to be the judge and jury and I don't believe having one would be in the communities interest.

 

Don't get me wrong: I never meant to have my kills considered by any criteria differently than the parser's, or any special treatment. My suggestion would be, if at all possible, to change the parser criteria to score the kills on landing rather than mission end, in those cases when it ends abruptly, seems fair to me. Depending on the programming language, I could give a hand ;) .

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CfC=76SQN-FatherTed
3 hours ago, J2_Bidu said:

 

My suggestion would be, if at all possible, to change the parser criteria to score the kills on landing rather than mission end, in those cases when it ends abruptly, seems fair to me. 

 

In IL2 46 (in the Ultrapack mod) I believe kills are updated either when you end mission (or are forcibly ended) or when you hit RRR.  Maybe it's possible to do the same with the parser involved here?

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J5_Baeumer
13 hours ago, J2_Bidu said:

change the parser criteria to score the kills on landing rather than mission end, in those cases when it ends abruptly,

 

Great idea.  We have some other change requests in on the parser that are getting looked at. I will put this on the list for future consideration/feasibility assessment. 

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J5_Baeumer

Beta testing of the Lens map by Sizzlor is underway.   Thanks to Sizzlor for his work on updating the Flugpark missions and entertaining my suggestions, and coming over to the "dark side" (he knows what I mean). 

 

Some things to be aware of (Sizzlor can add an addendum to anything I miss or other finer details):

 

Maps, Weather, Seasons etc.

The plan is to have up to three new maps spanning the entire available Front.  These maps will be about 1/3 smaller than the earlier maps which many felt were too large.   More action.  

 

Possible examples:
South - Somme Map - Cappy to Cambrai
Middle - La Scarpe Map - Cambrai
North -

 

Sizzlor and I will be making sure that the maps have a little different (historical) winds along with varying weather on each map.   We are hoping to have each map for different times of the day, so the variation between maps, weather, and time of day could be significant and mean you would only encounter a particular combination once in 18-24 hours.

 

AA

Improved with a combination of low and normal to track planes better with only occasional snipe shots. No more "ambient flak" type or long range AA.  Some AA added to back field target areas.   More realistic.

 

Ground fire

Hang out low and slow too close and it can hurt.  More realistic. 

 

Ground Targets and Recons

Now some icons are visible on both sides of the mud, friendly to defend and enemy targets to attack.  To win the map just bomb 10 targets on the map.  However, it will require completing a recon in order to unlock the last 5 targets!   Also, some targets may have air defense.  Be on the lookout!  More realistic.

 

Plane Supplies:

Replenish about every 15 minutes reportedly.  Note that 7F's are pretty limited.  There may be a few times when there are not any and perhaps a Entente plane missing from the supply chain.  Someone should expect more arm-twisting.

 

Dog Fight Area:

AI planes have been moved from the "circuits" along the front to a central Dogfight Area (this used to be a simple air start Dogfight Area on the previous maps that seldom was used but that the community and newer players were always saying they wanted.  So Sizzlor brought this area to "life" so hopefully new players coming onto the server when its empty can get "engaged" in a "live front" experience and have some fun and want to come back for more.   That builds the player base and seeds the server for more pilots. 

Most of the early testing feedback is that its a pretty fun area even for experienced players, when nobody else is on the server.  This area is LOW level purposefully, to keep it as much out of the way of the rest of the player vs. player action. NOTE:  AI do not fly outside of the red circled area, with the exception noted above about air defense around some back field ground target areas.

 

The goal is to work with some community members on developing a way to automate the AI levels on the server as the server load from live pilots increases.  This is currently not available in FC as an automated process, but we don't like the phrase "it can't be done" around here!  Work in progress.

 

We are trying to build up the community and that means finding ways to increase live player activity (and more importantly get NEW FC players visiting the server for the first time interested in continuing to fly FC).  We are doing this by having a "live" server at all times even when no live players on on it.   AI are the solution. 

 

If this kind of area is not your cup of tea, simply don't fly low through the red circled Dog Fight area.  Otherwise its a improved full-real environment where human opponents (when they are flying) and bombing of targets on the front (and recons) are all available.   

 

We know it is impossible to please everyone all of the time, or be all things to all pilots.  Even so, we are trying here to improve upon our earlier attempts to do just that in the hopes of providing a common place where the existing community can come together and where newer players can come and have some fun.

 

Most significantly, we've listened to comments over the past several months and welcome your continued suggestions and accolades here.  Again, special thanks to Sizzlor for his work on the mission building, and all the community pilots who fly regularly and those here who donate to continue to help to keep the Flugpark in the air for everyone's enjoyment.   

 

Survivability Recognition (Rank Reward)

A new addition to the parser awards system will be activated this weekend that will "promote" Entente and Central pilots in ranks to recognize their survivability (time alive in a virtual life).  Special thanks to vonFuchs for his permission to use his artwork. 

 

Ranks will be displayed on the awards tab of each pilot record on the parser.  Like awards, they will reset and need to be re-earned each tour.   Unlike awards for high streaks (20+) there will be no tracking tour to tour.  The rank recognition system is initially set to be as follows based on hours flown in a single virtual life:

 

CENTRAL

1h  flight time - Unteroffizier

 

3h  flight time -

Vize Feldwebel

 
5h  flight time - Feldwebel
 
7h  flight time - Leutnant
 
10h flight time - Oberleutnant
 
15h flight time - Hauptmann
 
 
ENTENTE
1h  flight time  - Corporal
 
3h  flight time - Sergeant
 

5h  flight time -

2nd Lieutenant

 

7h  flight time -

1st Lieutenant

 
10h flight time - Captain
 
15h flight time - Major
Edited by J5_Baeumer
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J2_Drookasi

Thank you Sizzlorr and Baeumer for bringing in something new. Needed and appreciated.

 

I have flow the 'Lens' map yesterday and I saw that you have tried to merge the fast-food with the full realism concepts.  Myself, leaning more to the full realism idea, felt a little strange with the existence of this 'dogfight area' - it was like kids playground, Sizzlorr's conception of the 'Dark Side' if I understand him correctly. But I decided to suppress my initial negative surprise and give it a go.

 

For my playing style, the secret to find the positive feeling was to forget the existence of the dogfight area. Low level fights with humans merging with AIs, with airstart airfields very close to the dogfight area, results in a chaotic environment in regards to situational awareness and survivalability. Great if you are flying alone in the server, you can do some target practicing. Great if you are a pilot looking for quick action - you know exactly where to go to find it, even if I suppose you will not live for long there. Great if you are one of those people who will linger at the fringes of a furball and pick targets that are heading straight for the dogfight without checking their 6. But if you are a pilot who liked the previous Flugpark maps, doing missions instead of just dogfighting, forget of the center of the map and go either to the North or to the South of it. Trying to accomplish the mission objectives is going to provide for you all that you might have expected by a Sizzlorr designed mission (full realism, unlocking of more objectives, varying amount of modern planes), with some treats! Bombing ground targets close to enemy airfields is going to reveal you to the enemy - if you are not fast you will be intercepted. Flying over the front lower than 1000m might get you hit by AA machine gun fire. It is easier for the enemy to CAP his high value ground targets; two-seaters going there with no escort are going to have a hard time. Trigger-happy MG operators firing at nothing can add to the battle confusion; you are going to the tracers to see who is there but you find no-one.

 

After flying for about 90 mins in a SPAD, I got maybe 6 air kills (2 or 3 against AIs, out of the dogfight area), had 3 or 4 engagements with no resulting kill, and because of the smaller size of the map I could almost all the time see some distant contacts, resulting in constant awareness. No more flying relaxed as before. Overall personal feeling = POSITIVE.

 

Verdict: A good attempt to combine the fast food and the full realistic flying styles in one fit-for-all map. More action than before is to be found, not necessarily against AIs. One needs to adapt tactics and flying style to the new conditions. I believe that new to FC players will be attracted and maybe bring in new blood. Once you have figured out how to treat the new environment it is a positive change, but maybe not to be a permanent one, the older Flugpark missions should be included in the rotation.

 

Try it before you decide if you like it or not!

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CfC=76SQN-FatherTed
29 minutes ago, J2_Drookasi said:

Thank you Sizzlorr and Baeumer for bringing in something new. Needed and appreciated.

 

+1.  It is great to have people not only skilled and hardworking enough to do these things for us, but also to be prepared to put their heads over the parapet and try something fresh.  Kudos.

 

My experiences and feelings on the server last night pretty much matched Drookasi's.  I was lone-wolfing it, so spent most of the time messing about with the bots.  I'm not much good at dog-fighting and it was nice to actually spend some time doing it without getting carved up in 10 seconds.  Of course I knew it was just bots but there was always the chance of a human, so it had a better "edge" than SP. 

 

If I'd been winged-up, then  I would have ignored the "dog-fight area" and been carrying out or interdicting the missions.

 

So, for me, this map seems to be "working" as intended.

 

I admit I was a little disconcerted initially, not being a fan of the Dark Side.  However, change is always difficult - let's face it, we've been flying essentially the same mission for months now, so any departure from that would unsettle, let alone something this radical.  Personally I want to see this given a good go to get over that hurdle of change.

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No56_Badger85

The Flugpark with the new map was great fun yesterday! Thank you indeed to @J99_Sizzlorr & @J5_Baeumer (and others) for bringing these new maps into the rotation. I especially like how the compact size of the combat area encourages more encounters and dogfights (and the AI concentrated in the dogfight area).

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J99_Sizzlorr

I just like to add the following things to Baeumers excellent post:

 

Maps, Weather, Seasons etc.

This will take time until the mission design is properly tested and working as intended. We are also planing a 1917 version of the mission. Without the Fokker D.VII and  limited Spads

 

AA

Now spawns dynamically when there is an enemy plane around. There might be occasions where no AA is there or it despawns right infront of your face. Not ideal but absoloutly neccessary with a heavy mission like this.

 

Ground fire

AA MGs are firing for effect, when spawned to give the impression of a war going on on the ground. They will still target you if you fly too close to them. But they are all on the lowest AI skill level.

 

Ground Targets and Recons

A successful recon also counts towards the destroyed targets. So to be precise you only have to destroy 8 targets and do 2 successful recons to win the map. Recon rewards are still being spawned in the hangar closest to the windsocks. Recons can also land on any friendly active airfield.

Ground targets are all randomized with every mission start and with every recon to spice things up a little...only balloons are a fix.
 

Balloons

Still control the AI level of the flak in the vicinity.

 

Dog Fight Area

Type of plane and AI level is randomized. AI level is random between Normal and High. No ACE AI as for now. There is no AI Fokker D.VII in the mix, because it tends to go invisible unlike the human cotrolled Fokker D.VII. There is also no Spad XIII in the AI mix. They tend to run and gun, which leads to a less satisfying dogfight experience.

 

Targets in the Dogfight area are not counting towards mission success. They are marked with DF.

 

The whole Dogfight area can be deactivated and reactivated manually through server commands already. There is also another server command set in place to deactivate and reactivate the AI that spawns to protect the mission targets.

 

Subtitles

Not a big fan of them so they are only used when needed. Otherwise you have to read the mission description for more information of wind direction and speed, mission duration cloud level and so on...You also have to use your flight map to follow the mission progress. 

 

Stats

At the moment active pilots are not being shown on the J5 stats page. God knows why. Use  https://il2.flying-barans.ru instead.

 

Repair Rearm Heal

Is active on all airfields besides the airstart ones. They are not really designed to land on them. There is still a bug where it says repairing Cockpit and or Landing Gear. The message will not go away but you are able to take off again. If you don't trust the mechanics you can still finish the mission as you plane will get back into the inventory of the airfield. 
 

 

Thank you all for you feedback. Keep it coming...

 

 

 

Edited by J99_Sizzlorr
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J5_Baeumer

And one final note:   A new addition to the parser awards system will be activated this weekend that will "promote" Entente and Central pilots in ranks to recognize their survivability (time alive in a virtual life).  Special thanks to vonFuchs for his permission to use his artwork. 

 

Ranks will be displayed on the awards tab of each pilot record on the parser.  Like awards, they will reset and need to be re-earned each tour.   Unlike awards for high streaks (20+) there will be no tracking tour to tour.  The rank recognition system is initially set to be as follows based on hours flown in a single virtual life:

 

CENTRAL

1h  flight time - Unteroffizier

 

3h  flight time -

Vize Feldwebel

 
5h  flight time - Feldwebel
 
7h  flight time - Leutnant
 
10h flight time - Oberleutnant
 
15h flight time - Hauptmann
 
 
ENTENTE
1h  flight time  - Corporal
 
3h  flight time - Sergeant
 

5h  flight time -

2nd Lieutenant

 

7h  flight time -

1st Lieutenant

 
10h flight time - Captain
 
15h flight time - Major

 

 

Edited by J5_Baeumer
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US213_Talbot

I think this is great and a lot of thought has been put into this map. There needs to be something that caters to folks in the "off hours", or days really, and the AI area does just that. The non-AI liking folks, I include myself in that, will just have to learn to adapt to them and avoid them like we learned on the previous maps.

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J5_Klugermann
22 hours ago, J5_Baeumer said:

And one final note:   A new addition to the parser awards system will be activated this weekend that will "promote" Entente and Central pilots in ranks to recognize their survivability (time alive in a virtual life).  Special thanks to vonFuchs for his permission to use his artwork. 

 

Ranks will be displayed on the awards tab of each pilot record on the parser.  Like awards, they will reset and need to be re-earned each tour.   Unlike awards for high streaks (20+) there will be no tracking tour to tour.  The rank recognition system is initially set to be as follows based on hours flown in a single virtual life:

 

CENTRAL

 

 
5h  flight time - Feldwebel
 
 

 

 

 

I thought is was 5yrs-

Feldwebel

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Well, on Sunday the Entente managed to complete the new map in a bit over an hour. Very fun, and a nice challenge. I'm really enjoying it. Might try Central two-seaters next. I noticed that after the mission rotated, there were still a good number of players who stuck around looking for a fight, which I never really saw in the larger maps.

I noticed that the two-seaters didn't seem to respawn after use. This resulted in the northern two-seater airfield being unusable after a single sortie. Fortunately, the decoy 2-seater was shot down instead of the actual recon plane so we still completed the mission, but the bomber strike afterward had to take off from a different location. Are they supposed to respawn?

I've also noticed a number of explosion effects when destroying mission targets appear up in the air rather than on the ground at the target. For example, both the factory and ammunition depot in the northern sector exploded in the air above the buildings. It looks kinda like celebratory fireworks when you successfully hit the target, though I'm pretty sure it's supposed to represent blowing up the target.

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J99_Sizzlorr
21 minutes ago, gascan said:

Well, on Sunday the Entente managed to complete the new map in a bit over an hour. Very fun, and a nice challenge. I'm really enjoying it. Might try Central two-seaters next. I noticed that after the mission rotated, there were still a good number of players who stuck around looking for a fight, which I never really saw in the larger maps.

I noticed that the two-seaters didn't seem to respawn after use. This resulted in the northern two-seater airfield being unusable after a single sortie. Fortunately, the decoy 2-seater was shot down instead of the actual recon plane so we still completed the mission, but the bomber strike afterward had to take off from a different location. Are they supposed to respawn?

I've also noticed a number of explosion effects when destroying mission targets appear up in the air rather than on the ground at the target. For example, both the factory and ammunition depot in the northern sector exploded in the air above the buildings. It looks kinda like celebratory fireworks when you successfully hit the target, though I'm pretty sure it's supposed to represent blowing up the target.

Thanks for you feedback! I will have a look at it. Effects beeing in the air is mind boggeling to me. I set them on the ground multiple times, maybe this gets reverted when the mission files are resaved on the server....Recon airfields beeing inactive is probably a bug on my end. Glad you are having fun!

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US213_Talbot
2 hours ago, gascan said:

Fortunately, the decoy 2-seater was shot down instead of the actual recon plane so we still completed the mission

 

And we shall toast every November 1 to our dearly beloved decoy team and in honor of their noble sacrifice of "taking one for the team", we shall send the greenest man amongst the party home with the heaviest lady in the pub! It is what the decoy team would have wanted.

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33 minutes ago, US93_Talbot said:

 

And we shall toast every November 1 to our dearly beloved decoy team and in honor of their noble sacrifice of "taking one for the team", we shall send the greenest man amongst the party home with the heaviest lady in the pub! It is what the decoy team would have wanted.

AHH come on........If the 20's toasted every man that took it for the team we would be shit faced all the time LMAO🤪

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US213_Talbot
6 minutes ago, NO.20_D_McGoun said:

AHH come on........If the 20's toasted every man that took it for the team we would be shit faced all the time LMAO🤪

 

 

f900268df5b8b61a2546a83a95fcb208.jpg

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NO.20_W_M_Thomson
1 hour ago, NO.20_D_McGoun said:

If the 20's toasted every man that took it for the team we would be shit faced all the time LMAO🤪

I thought we were!

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1PL-Husar-1Esk

Had great time last sunday, thanks for the missions @J99_Sizzlorr !

I think AI should not spawn when there is enough players, otherwise there are server overload messages. It can be done in ME - the example is berloga.

It would be nice if you can land and RRR on the fake aerodomes near airstarts.

I wish that AA guns stop firing when friendly airplanes are near enemies, but this can't be done in ME I think.

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I am definitely having fun with the new map. I flew on both Thursday and Sunday, and got in some pretty good fights each time. I like how there are AIs covering a number of the targets, it encourages folks to bring escorts more often. Here is one of my favorites from Thursday, escorting No.20_M_McCall's Brisfit. Shot down two planes and fired my pistol at a third. J30_Von_Hammer fired back with his pistol and wounded me!

 

Edited by kotori87
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