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Jasta 5 Flying Circus Flugpark Server


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I always love running the Recon missions during the big days like Thursday Nights and Sunday Afternoons. Get a recon together with some escorts, and you can reasonably expect  a group of players on the other side to intercept. The end result is almost always a very interesting high-altitude dogfight. Unfortunately once the two recon missions are done, there aren't really any more map objectives that require high-altitude fighting. Everything that's left is low-altitude strike missions. I adore the variety of targets to bomb (great job, Sizzlorr!) but I wonder if there are more map-critical missions we can offer to the single-seat fighters.

 

One particular idea I've been thinking about is a front-line air superiority mission. Historically, front-line observers didn't just shoot AAA at enemy planes they spotted, they often telephoned their nearest fighter squadron to come shoot them down. The basic idea goes something like this. Designate an area of the front lines to be a CAP area. Like the photo recon missions, you have to be within a certain altitude and distance of this area to activate it. For example, lets say the CAP area is a 4km-diameter sphere, centered 3km above No Man's Land near Arras. If you remain within the CAP area for a certain amount of time (lets say ten minutes or so) with no enemy aircraft around, then your team establishes air superiority in the area, and that counts as a victory point for your team. If an enemy plane enters the area, it can capture the area back using the same method, securing a victory point for their team and taking away your victory point. It's basically like capturing flags in Battlefield except the flag is 10,000 feet up. The real trick would be having in-game messages for when the CAP area is being contested and when it is captured. Something like "Spotters report enemy aircraft near Arras!" and "We have established air superiority in the Arras sector!"

 

I think that a mission like this would provide a focal point for high-altitude battles over the front, and would also give fighter pilots a way to contribute to the map objectives without hitting the deck to strafe trenches. I will also be the first to admit I have NO idea how the triggers for such a mission would work or what kind of server resources it would require, so if it is totally unfeasible then I fully understand. But if this is a practical idea then would it be possible to incorporate it into the next round of map revisions?

 

While I'm thinking about front-line missions, would it be possible to incorporate some of the other missions from Black September like the Artillery Spotting mission or the Infantry Contact mission? Those were both very interesting missions that I think were under-utilized during the actual campaign.

Edited by kotori87
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On 3/12/2021 at 5:05 PM, J5_Baeumer said:

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

Yeah I see them. But I was thinking of just changing things up.

 

I would also love to see some dusk missions with spot lights. Tracking enemy planes.

Edited by J2_Seya
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@1PL-Husar-1Esk Very interesting and in some ways quite timely; I'll look into incorporating this.  Related, I came here to post a poll for a new feature that allows us to assign different point values for player controlled objects and AI controlled objects.  

Vaal has kindly responsive to my consistent nudges and he created a beta version for evaluation purposes.  I am waiting to activate this on the Flugpark server in order to input from the FC community on their thoughts of what that should look like.     This is for parser scoring not in-game scoring.  Recall that in-game and parser scoring are different.  It will apply to any object that is player controlled, which currently are planes but could be a AAA truck or tank if that ever happens in FC down the road. 

I am waiting to activate this on the Flugpark server at the end of March and beginning of the next three-month tour in order to obtain input from the FC community on their thoughts of what that should look like.   

 

 

Edited by J5_Baeumer
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Hey guys, I wasn't explicitly thinking of WWI content when I made that mod, but it would certainly be cool to see the stats for WWI planes!

 

The mod should work as is for WWI content, with just one minor issue. At the moment the mod assumes all fighter planes in are capable of being flown as Jabos (outside of a blacklist, for e.g. the Spitfire MK 5) , and have no options for upgraded engines (outside of a whitelist like the BF 109 K-4 or P-51 150 octane). This logic creates different filter options for the planes. Look at the filter options in the top right corners of the following sites:

 

Only Jabo filters: http://stats.virtualpilots.fi:8000/en/aircraft/695/NO_FILTER/?tour=40

No filters possible: http://stats.virtualpilots.fi:8000/en/aircraft/70/NO_FILTER/?tour=40

Upgraded engine and jabo filters: http://stats.virtualpilots.fi:8000/en/aircraft/1104/NO_FILTER/?tour=40

 

It's a minor detail, but because I wasn't thinking of flying circus when I made the mod, but all the fighter planes in flying circus are currently assumed to have jabo variants, which I take it to be incorrect? So, for example, the Fokker D.VII would currently get filters for bombs/no bombs. I'd like to update the blacklist for jabo variants to include the relevant flying circus planes (I'll release an update to the mod with it).  It wouldn't be a big deal to update the black lists, but I need your input since I'm not a WWI/flying circus expert:

 

1. Can any figher plane in flying circus be flown as a Jabo? If so, which ones?

2. Do any of the flying circus planes have options for upgraded engines/fuel, like the 150 octane on a spitfire mk9 or the engine upgrade on a K-4? If so, which ones?

Edited by =FEW=Revolves
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1. Bristol (both types), halberstadt cl2 (both type) se5a, camel, spad 13, dolphin.

 

Some planes can carry different types/more guns. I don't know if that matters. I can list that if you need it.

 

 

2. No. The planes with "upgraded" engines are entirely different planes. Example: Fokker D7 (regular early engine) Fokker D7F (later high altitude engine). Bristol and Halberstadt each have two versions also.

Edited by US213_Talbot
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3 hours ago, US213_Talbot said:

1. Bristol (both types), halberstadt cl2 (both type) se5a, camel, spad 13, dolphin.

 

Some planes can carry different types/more guns. I don't know if that matters. I can list that if you need it.

 

 

2. No. The planes with "upgraded" engines are entirely different planes. Example: Fokker D7 (regular early engine) Fokker D7F (later high altitude engine). Bristol and Halberstadt each have two versions also.

 

Thanks!

 

I've just released version 1.1.0 which includes the correct logic for jabo planes in flying circus.

 

As to the different guns: No, there currently is no filter for that yet.

 

Is that something that would be interesting for flying circus? I.e. being able to differentiate the performance of an aircraft given different gun loadouts? If there is some interest in that, I could put in filters for different guns into the mod in a future version.

Edited by =FEW=Revolves
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On 3/13/2021 at 5:51 PM, kotori87 said:

One particular idea I've been thinking about is a front-line air superiority mission. Historically, front-line observers didn't just shoot AAA at enemy planes they spotted, they often telephoned their nearest fighter squadron to come shoot them down. The basic idea goes something like this. Designate an area of the front lines to be a CAP area. Like the photo recon missions, you have to be within a certain altitude and distance of this area to activate it. For example, lets say the CAP area is a 4km-diameter sphere, centered 3km above No Man's Land near Arras. If you remain within the CAP area for a certain amount of time (lets say ten minutes or so) with no enemy aircraft around, then your team establishes air superiority in the area, and that counts as a victory point for your team. If an enemy plane enters the area, it can capture the area back using the same method, securing a victory point for their team and taking away your victory point. It's basically like capturing flags in Battlefield except the flag is 10,000 feet up. The real trick would be having in-game messages for when the CAP area is being contested and when it is captured. Something like "Spotters report enemy aircraft near Arras!" and "We have established air superiority in the Arras sector!"

 

I think that a mission like this would provide a focal point for high-altitude battles over the front, and would also give fighter pilots a way to contribute to the map objectives without hitting the deck to strafe trenches. I will also be the first to admit I have NO idea how the triggers for such a mission would work or what kind of server resources it would require, so if it is totally unfeasible then I fully understand. But if this is a practical idea then would it be possible to incorporate it into the next round of map revisions?

Good idea!  Some servers in RoF used to have something like this (IIRC it was literally flags), so I guess it would be feasible.  Just thinking about how easy it would be to "puncture" the CAP area, maybe the onus should be on the attacker(s) to exist within it for a set period rather than for the defenders to keep it clear.  Actually, it could work just like the existing recon  - stay alive in the area for a set period to get the points.  Also, once you land safely, it could trigger a different CAP area to appear as an objective - as with the targets and the recon.

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Posted this on Discord also:

 

Great flying on the J5 Flugpark server. It is a good community (except for Gardimus hehe) Lots of knowledge and great pilots.  64 years old and I am still learning from others of varying experience and levels of skill. Always keep learning and working through the roadblocks that lead to frustration. Even the most experienced and skilled person can learn from a novice. Thank you all for your patience as I learn this server and it's pilots.

 

Also a question: There is a rating call Fairplay on stats page. Mine is at 85% now. How do I find out what caused the drop in the rating?

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52 minutes ago, ST_Zilch56 said:

Posted this on Discord also:

 

Great flying on the J5 Flugpark server. It is a good community (except for Gardimus hehe) Lots of knowledge and great pilots.  64 years old and I am still learning from others of varying experience and levels of skill. Always keep learning and working through the roadblocks that lead to frustration. Even the most experienced and skilled person can learn from a novice. Thank you all for your patience as I learn this server and it's pilots.

 

Also a question: There is a rating call Fairplay on stats page. Mine is at 85% now. How do I find out what caused the drop in the rating?


As far as I’m aware you just hunt through the sorties, look at the fair play index for each sortie and note the negative changes. You can then look at the sortie log to see what the cause was. Things that I know can reduce your index are friendly fire and disconnects.


So from what I can see the last sortie that I can find your FairPlay index as being at 100% was this one here;

 

stats.jasta5.org:8000/en/sortie/158079/?tour=36

 

On the next sortie your FairPlay index is shown dropped down to 95% and this one states that you have had a disconnect;

stats.jasta5.org:8000/en/sortie/158081/?tour=36

 

Your FairPlay index remained stable for a few sorties until later that same day dropping again down to 85% in this route below. And checking the sortie log you can see some records marked on black denoting friendly fire.
 

stats.jasta5.org:8000/en/sortie/158286/?tour=36

 

The next change to your FairPlay index occurred during this sortie linked below. It’s again dropped from from the previous 85% down to 80% due to disconnect.

 

stats.jasta5.org:8000/en/sortie/158322/?tour=36

 

The subsequent shorties then show your FairPlay index remaining stable and then increasing back up to 85%. You regain the index slowly after doing nothing wrong. It does not bounce straight up to 100% after a period of no infractions.

 

But then according to the log that was undone on this sortie with your FairPlay index reducing from that 85% down to 75% and checking the sortie log you can see that you were credited with the shooting down of a friendly Camel.

 

stats.jasta5.org:8000/en/sortie/158363/?tour=36

 

In the rest of your sorties afterward the FairPlay index does not show any negative changes from flight to flight, remaining stable and then increasing to your current 85% index. Continue to avoid disconnects and accidental friendly fire on the AI in the Airfight Dogstart and you should see subsequent sorties continue to increase in FairPlay index back up to 100%

 

 

Edited by Oliver88
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On 3/24/2021 at 4:19 PM, =FEW=Revolves said:

 

Thanks!

 

I've just released version 1.1.0 which includes the correct logic for jabo planes in flying circus.

 

As to the different guns: No, there currently is no filter for that yet.

 

Is that something that would be interesting for flying circus? I.e. being able to differentiate the performance of an aircraft given different gun loadouts? If there is some interest in that, I could put in filters for different guns into the mod in a future version.

 

FYI there was I bug I introduced in 1.1.0 which made it impossible to install the mod. I guess you haven't tried installing it, otherwise you would've likely told me :p

 

If you've got the old version downloaded, please download the new one (1.1.1) - it should be possible to install.

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  • 4 weeks later...

How is fixed contact visibility working now ?

For me it was easy to see planes miles in enemy territory how it is now, even easier ? 

If it's to much maybe other server option would be better ?

 

Edited by 1PL-Husar-1Esk
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17 hours ago, 1PL-Husar-1Esk said:

How is fixed contact visibility working now ?

For me it was easy to see planes miles in enemy territory how it is now, even easier ? 

If it's to much maybe other server option would be better ?

 


As far as I was aware the server was on the more accurate setting not the “enhanced” setting? Even if it’s easier now what good would changing to the even easier and odd looking “enhanced” setting do?

 

But anyway even with the correction made in the latest update aircraft in the accurate setting are not that more obvious when I was on the server tonight.

 

Edited by Oliver88
damn autocorrect (odd not old)
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I've played around on our training server and it's almost a mix between old via and enhanced/alt vis. Enhanced/alt vis is still horrible and unnatural looking. This new vis planes are larger farther away but not as large as the alt vis setting.

 

I can see planes at 40-50km.

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Why don't they just force icons and labels on?

Seriously, is there a move to reposition IL2 a bit closer to War Thunder to try get more casual gamers and leave the serious sim angle to DCS? Or is this Viz thing more a compromise in FC because of the needs of WW2 community?

Very depressing either way. 

Edited by US28_Baer
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Part of the problem is that it is extremely clear all the time.  At 10,000 feet or so, I can see all the way to Folkestone and Dover, which is well over 90 miles.  I think another compounding factor might be that at the distances where the airplanes appear, the computer tries to render them as a few pixels to get an airplane shape, resulting in them being too large at long range.

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4 hours ago, Miners said:

Part of the problem is that it is extremely clear all the time.  At 10,000 feet or so, I can see all the way to Folkestone and Dover, which is well over 90 miles.  I think another compounding factor might be that at the distances where the airplanes appear, the computer tries to render them as a few pixels to get an airplane shape, resulting in them being too large at long range.

Yes you can add haze in the mission editor to decrease the visibility again by somewhat..

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Even planes that are within 10km of you are weirdly displayed. 

 

Before I could range estimate something pretty accurately if it was within 10km, not anymore. 

 

But hey, it's like the third time on having to relearn spotting so whatever. 

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Salute to the gent last night that traded machine gun fire with my spad in a head on pass, lost his engine, collided with my wing losing ALL of his wings and yet he still pointed his lawn dart home and glided down to safely land on German side.

 

He reported taking pics and would post them up. Hope to see them 😄 
 

My apologies for not disengaging fast enough!

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36 minutes ago, GCF said:

Hi any chance of getting a air start Nieuport ?


I heard or read somewhere that an air start would be given once the Nieuport no longer has the same invisibility bug that the D7 experienced.

Edited by Oliver88
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