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Jasta 5 Flying Circus Flugpark Server


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22 hours ago, J5_Baeumer said:

Lens missions updated and placed back into rotation with updated Bapaume missions.   There are some new immersion and functional features we aren't telling you about, so enjoy discovering them.   Thanks as always goes to @J99_Sizzlorr for his creativity, attention to detail, and emphasis on continuous improvement of the player experience.

 

Still figuring out how to activate my Stuka. Turning that siren on would be very immersive for me.

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Might be time to expand my horizons as I am basically a troll you as I shoot you down kind of guy.

 

As with my namesake I've had things too easy...I'm inclined to be lazy. I need someone on me who is easy to troll...and they fulfill that role.

Edited by J5_Klugermann
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17 hours ago, J99_Sizzlorr said:

That could be done way more interesting when Volume II arrives....

 

Yeah,  knew you'd say that.  Not really going to change that much though is it. We have the planes now for late 17, early 18.

Basically no D7s, Dolphins or Bristol FIIIs (iirc)

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3 hours ago, US28_Baer said:

Yeah,  knew you'd say that.  Not really going to change that much though is it. We have the planes now for late 17, early 18.

Basically no D7s, Dolphins or Bristol FIIIs (iirc)

Well we get the N28,  the Spad 7 and the Sopwith Triplane. I think that changes much and gives you something to fly while you wait for the very limited Spad XIII...

2 hours ago, NO.20_W_M_Thomson said:

Can't wait to take the sopwith tripe up against a d7f. 😒

 I don't think that is going to happen...

Edited by J99_Sizzlorr
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  • 3 weeks later...

After getting the snow map 2 weeks in a row on Thursday night i'd like to suggest snow/rain/100% overcast maps be limited to 90mins.

 

3 hrs is just too long to stooge around like blind men with little chance to do much in the way of tactical ops. Please, 3 hrs of that is a form of torture. It has it's place but only as a bit of a change up.

Perhaps give it more limited targets to win the map and put them in accessible areas for attack and defense. With the map being very winnable it'll hopefully create more focused action.

 

Personally I'd have all the maps down to 2 hrs as well. But the snow map 90mins tops

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Hello J5,

 

Just flew on your server tonight and had great time. Donated $10 to the server keep up the great work. Will be spending more time on your server in the future. I have been hanging around WW1 games for ahem a couple of years now, starting with Dawn of Aces/Warbirds, Red Baron 3D. ROF and now the Circus. Look forward to collecting your lead just let me know where you keep the recycle bucket so I can return it. S!

 

ST_Zilch56

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I mentioned it yesterday at the debriefing after the map rolled, but what would people think about having a mission for fighters to do? Right now, only the two-seaters can win the map. I read about defensive patrols, offensive patrols, barriers patrols, many different things for the fighters to do, whether they meet an enemy fighter or not. Specifically, I was thinking that it should be possible to set up patrol areas similar to the photo recon but tailored for fighters. There are lots of ways this could be done, and would require some thought to pick a fun method that encourages fun gameplay.

One side must have a number of fighters in the patrol area and keep enemy aircraft out of the patrol area for a certain length of time. Perhaps a defensive patrol over friendly lines would only require one fighter in the area and last for 20 minutes, a front line patrol over no mans land would require two fighters and last for 15 minutes, and an offensive patrol over enemy territory would need 3 fighters and last 10 minutes. Or maybe it could be tied to the progression of bomber targets. At the start of the map, with all the front line targets up, there could be a barrier patrol over the front. Once the enemy completes the recon and unlocks the deeper targets, a defensive patrol appears, and an offensive patrol is unlocked once the friendly recon is complete.

Another option is to have patrol areas pop up every 15 minutes for the two sides to compete over, and whoever controls it at the end of the 15 minutes earns a point king-of-the-hill style. These could be combined with points from bombing targets and points for planes shot down to declare a winner at the end of the map.

The idea is to allow fighters to provide a direct contribution to winning the map, and encourage interesting gameplay. The challenge is to make it so it doesn't become a chore, regardless of the number of players online. If done right, I hope it will encourage players to go to the same area, meet each other, and have interesting fights.

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What we've started to do in our squadron is have historical mission types listed out on a spreadsheet. Then use a random number generator and whichever one pops up first, that's what we do. I'll post a link to the stream that shows this. 

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1 hour ago, gascan said:

Right now, only the two-seaters can win the map.

 

@gascan, your basic premise is incorrect.  Fighters are able to win the map and have won the map for months before two-seaters became organized.  Fighters have been winning maps still.  As a matter of fact, Entente won the most recent mission this morning (see screenshot below)!

 

This has been discussed previously, here on the Flugpark thread (see posts October 2 2020 and January 11 2021).  Here is the synopsis again: 

There are two ways to "win" a map, either by scoring 500 points AND outscoring your opponent by 20% or more to show a one-sided victory rather than essentially a draw, OR to complete the mission objectives, which is primarily (but not entirely) the work of two seaters.

The screenshot below shows the two methods of winning at work.  The Entente victory meeting the first method of winning by score shown by a graph behind the winning coalition icon image.png.8bcda7af14d9fa453dde4aad3e834d86.png and the second way of winning by mission objective shown by a target behind the winning coalition icon image.png.370facc38ba359a6e7775be8c28607f5.png.

 

What everyone needs to remember is that the win/loss is determined by parser score NOT in-game score!

The in-game score is only useful as a guide in-game to tell you how you are doing relative to the other team in scoring points, but will have no absolute influence on the parser scoring which is the official scoring.  1C has a different set of points attributed to objects than the parser and the points in parser are customizable, as described on the Flugpark thread.  See the FAQ tab on the parser for an explanation by the parser designer for more info on that point of in-game vs. parser scoring difference.

image.png.e726ce12d4fc1425d625668c70bc4283.png

Edited by J5_Baeumer
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Can a fighter escort be added? You would have to escort an AI plane or planes for points. Combat Box has a fun escort mission. I also like the trench mapping too. Could any of the event stuff be added?

Edited by J2_Seya
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Good suggestions, Seya.  These suggestions are fairly resource intensive, but could possibly be incorporated for times when the server is not very populated.   I always enjoyed the trench mapping as well, and am hopeful that Vol 2 adds the camera functionality.

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We've been experimenting with randomizing secondary targets. Randomizing two seater missions between recons, artillery spotting and trench mapping ahead of the randomized secondary targets would really go a long way to providing a lot of variation to gameplay as two seaters have more places and mission types to complete while defenders have more territory to need to cover hi/lo as Talbot points out.

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Hello, I've been flying on the server a little, but I don't think I'll be returning any time soon, so I thought I'd give some feedback on why that is.

 

I love FC and would spend most of my flying time in first war servers if there was one that suited me.

 

Flugpark is the only server where I get a consistently bad framerate. I suspect it's due to all the smoke.

 

I don't understand what the server is trying to be. The airstarts make it feel like an air-quake server and the targets make it feel like a more conventional server. I enjoy both kinds of server, but I don't think they mix well.

 

As an airquake server, the bases are just a little too close. Another 5-10km separation from the airstarts would be nice and it would prevent all the action happening over the airstarts. I would prefer a ground start and would strongly prefer a place to land that isn't bumpy.

I really don't like all the AI planes. They are fine when the server is empty, but they just make things worse once there are 6 or more players. I notice other servers with AI remove them once humans are about. Perhaps this could be done for Flugpark?

 

As a standard server, the targets are good and the bases are well spaced, but the airquake arena in the middle really spoils things.

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It's set at 10 people and the AI go away.

 

The airstart airfield is "bumpy" due to limitations of the game itself- the mission editors can't smooth the terrain out. You can always land at those other fields. You can also take off from there if you don't want to go out of the airstart too. I believe these fields are about 5-10km from the front like you asked. 

 

These current versions of the j5 map are from almost a year of feedback and incorporate views from people who want quick action and those that don't want any AI at all. I think it's a healthy compromise.

 

At the end of the day, there aren't ever many people on flying with exception to Thursday and Sunday. You've only got like 5-6 flying during the "off times". Many of those people don't want to fly around chasing one person for 3 hours.

 

I would suggest visiting on a Thursday evening uk-usa time, and certainly visit on a Sunday early afternoon usa time.

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37 minutes ago, US213_Talbot said:

It's set at 10 people and the AI go away.

 

For my personal preference, I'd rather it be 6 or 8.

By the time there are 3 a side, a good fight is quickly guaranteed without the need for AI.

 

37 minutes ago, US213_Talbot said:

The airstart airfield is "bumpy" due to limitations of the game itself- the mission editors can't smooth the terrain out. You can always land at those other fields. You can also take off from there if you don't want to go out of the airstart too. I believe these fields are about 5-10km from the front like you asked. 

 

I understand the limits, but why not use the maps own pre-made airfields instead of the current franken-fields?

 

37 minutes ago, US213_Talbot said:

These current versions of the j5 map are from almost a year of feedback and incorporate views from people who want quick action and those that don't want any AI at all. I think it's a healthy compromise.

 

I agree on the overall concept.

 

37 minutes ago, US213_Talbot said:

At the end of the day, there aren't ever many people on flying with exception to Thursday and Sunday. You've only got like 5-6 flying during the "off times". Many of those people don't want to fly around chasing one person for 3 hours.

 

This has advantages. It allows for the server to be tweaked and for new things to be tried, without disrupting the server very much.

Although just removing some of the smoke wouldn't cause much disruption anyway.

 

What was the name of that wildly successful server back in ROF? It had low-level airstarts and two main maps. One round a lake? That was excelent.

Edited by [DBS]Browning
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Personally I dont get an FPS hit, or haven't noticed it. I get the exact same FPS when I host my own server. 

 

Regarding the style of play offered, there is another J5 server for air quake and it is similar to the old NFF servers in ROF. There are also other ones like "zoo wings server" that have similar quick fight action.

 

The flugpark server is the only one out there currently set up like it is and although it may have its faults, none of them merit never returning to play on it. 

 

But you do you and I wish you luck in finding anyone flying on any other servers.

 

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52 minutes ago, J99_Sizzlorr said:

What are your system specs? What are bad framerates for you?

 

1070ti, Ryzen 3600X, Reverb G1

I get a solid 60FPS, which matches my refresh rate, on WoL, CBox and Finnish. On FPark, my framerate dips to 45 average, which would be fine in 2d, not isn't good for VR.

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12 hours ago, [DBS]Browning said:

 

1070ti, Ryzen 3600X, Reverb G1

I get a solid 60FPS, which matches my refresh rate, on WoL, CBox and Finnish. On FPark, my framerate dips to 45 average, which would be fine in 2d, not isn't good for VR.

VR is a different ball game. I don't have one so it is not possible for me to optimize the missions for that. Also there are only a handfull of people flying with VR right now. What kind of framerates do the other VR useres get on Flugpark?

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I'm running a I7 9700K @5.1Ghz with a 3080, using a Valve Index. I just posted my settings on another thread (Mr Magoo). I'm maintaining 80FPS, with occasional dips into reprojection under certain demanding conditions. I think part of it is lots of planes in the same area, and part of it is the smoke and clouds, especially when the sun is passing through the smoke/clouds. However, I adore the clouds (especially that double layer 😍), and the smoke from burning towns is extremely useful for navigation. I can't say I've flown on many other servers, just Combat Box for the occasional Friday Night Flights, and haven't noticed any problems. Of course, I set my settings by testing on the FlugPark, and that may have made them more conservative that other servers may require.

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4 hours ago, J99_Sizzlorr said:

So it seems to be a problem with this VR setup and not a general VR problem on Flugpark. My advice is to get a better GPU when running VR.... 

 

This is not necessary as this is the only server I have ever experienced such problems on.

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1 minute ago, [DBS]Browning said:

 

This is not necessary as this is the only server I have ever experienced such problems on.

Yeah and Flugpark is the only server that offers you randomized targets, activating and deactivating AI and an active frontline as far as I know...

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21 hours ago, [DBS]Browning said:

 

This is not necessary as this is the only server I have ever experienced such problems on.

Flugpark works fine with VR.  Yours hardware is not optimal for VR, HP Reverb is demanding HMD and Flugpark has many good futures so it should eat more cpu/gpu cycles that simple deatmach mission. Any way it's perflectly fine in VR with modern /current gen hardware.  

 

Edited by 1PL-Husar-1Esk
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On 2/19/2021 at 3:46 AM, J5_Baeumer said:

We've been experimenting with randomizing secondary targets. Randomizing two seater missions between recons, artillery spotting and trench mapping ahead of the randomized secondary targets would really go a long way to providing a lot of variation to gameplay as two seaters have more places and mission types to complete while defenders have more territory to need to cover hi/lo as Talbot points out.

All good ideas, but we do not have enough room server resource wise to add anything new to the current mission sets. Other things would have to go for the new stuff.

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On 3/9/2021 at 2:33 PM, J2_Seya said:

How about random spawning trains as a target?

They dont count as targets for rolling maps, but they are around if you don't fly too high to see them!

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