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Jasta 5 Server Flugpark - NOW 100% "AUTHENTIC" WW1

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Posted (edited)
27 minutes ago, JG1_Butzzell said:

Is it a cheat?  Does it display objects at a distance farther than you could see in real life? That means when you zoom in.

 

 

As you've noted above, these questions have been more than adequately answered by at least two developers and a host of real pilots.  The ultra-long range visibility is NOT realistic.  One can argue that the "expert" setting is less-than-perfect, or isn't tuned as well as it should be, but there should be absolutely -zero- question in any sane persons mind that it is far closer to reality than the Alternative.  IMO, the people who are arguing that Alternative is the more realistic could do themselves a trememdous favor by putting down whatever it is they are smoking, walk out of the darkened, spider-infested basement they've been quarantined in for the last 6 months playing video games, and go outside and have a look around the real world! 😀

 

27 minutes ago, JG1_Butzzell said:

For the WW I crowd I do not think "improved" really helps because the planes are so slow. It is like having radar? The view distance has already been increased on a scale that is beneficial for WW I players.   It may be another thing for the WW II folks.

 

 

Shouldn't matter.  Realistic vision is realistic vision, whether one is sitting in a Spad or sitting in a Mustang. 

 

 

 

Edited by SeaSerpent
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Posted (edited)

What people were asking was a visibility that we could see flak at the distance for example. Or contrails. In Bodenplatte they were spotting flak at 25km, indicating the enemy wave approaching. So that's critical, and we weren’t able to see nothing after 9.5km before. In the Pacific we need to see ships at the distance, etc. And depending on the conditions people can see enemy planes far away.

 

But the 'Petrovich version', the realistic version, is also broken in my system. I don't recall missing targets at 1.5km before with zero zoom, which is mediocre, not realistic, so I'm not sure what's going on. And that's why people are complaining as well. W can give the benefit of the doubt because our monitors might be playing us, but we also know that ROF has a good spotting system that allows us to work with spatial awareness (critical in WWI). Then I'm not sure why spotting was so off in BOX for so many years, and it appears things did not get settled, much to the contrary. It took a turn for the worse for me regarding spotting.

 

Let's see next week with no AV, but I'm not holding my breath. I really liked the physical effects, something that was worrying me. But I did not expect spotting capabilities to take such a plunge.

 

Anyway, 2020 looks promising nonetheless. I’m not overly stressed.

Edited by SeaW0lf

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Posted (edited)
20 minutes ago, SeaW0lf said:

What people were asking was a visibility that we could see flak at the distance for example. Or contrails. In Bodenplatte they were spotting flak at 25km, indicating the enemy wave approaching. So that's critical, and we weren’t able to see nothing after 9.5km before. In the Pacific we need to see ships at the distance, etc. And depending on the conditions people can see enemy planes far away.

 

But the 'Petrovich version', the realistic version, is also broken in my system. I don't recall missing targets at 1.5km before, which is mediocre, not realistic, so I'm not sure what's going on. And that's why people are complaining as well. W can give the benefit of the doubt because our monitors might be playing us, but we also know that ROF has a good spotting system that allows us to work with spatial awareness (critical in WWI). Then I'm not sure why spotting was so off in BOX for so many years, and it appears things did not get settled, much to the contrary. It took a turn for the worse for me regarding spotting.

 

Let's see next week with no AV, but I'm not holding my breath. I really liked the physical effects, something that was worrying me. But I did not expect spotting capabilities to take such a plunge.

 

Anyway, 2020 looks promising nonetheless. I’m not overly stressed.

 

Well, I'm totally for them continuing to optimize and tune the Petrovitch/Han version.  However, Jason has made a post saying pretty definitively that they are done with it. (EDIT: clarification "for the forseeable future")  I hope that is not a policy set in stone, but only the developers know.  Broken or not, the Alternative is something I would definitely consider more broken, so to speak, simply because it is completely artificial and bogus.

Edited by SeaSerpent

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Posted (edited)
2 minutes ago, SeaSerpent said:

 

Well, I'm totally for them continuing to optimize and tune the Petrovitch/Han version.  However, Jason has made a post saying pretty definitively that they are done with it.  I hope that is not a policy set in stone, but only the developers know.  

 

I expected that.

Edited by SeaW0lf

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9 minutes ago, SeaW0lf said:

What people were asking was a visibility that we could see flak at the distance for example. Or contrails. In Bodenplatte they were spotting flak at 25km, indicating the enemy wave approaching. So that's critical, and we weren’t able to see nothing after 9.5km before. In the Pacific we need to see ships at the distance, etc. And depending on the conditions people can see enemy planes far away.

 

But the 'Petrovich version', the realistic version, is also broken in my system. I don't recall missing targets at 1.5km before with zero zoom, which is mediocre, not realistic, so I'm not sure what's going on. And that's why people are complaining as well. W can give the benefit of the doubt because our monitors might be playing us, but we also know that ROF has a good spotting system that allows us to work with spatial awareness (critical in WWI). Then I'm not sure why spotting was so off in BOX for so many years, and it appears things did not get settled, much to the contrary. It took a turn for the worse for me regarding spotting.

 

Let's see next week with no AV, but I'm not holding my breath. I really liked the physical effects, something that was worrying me. But I did not expect spotting capabilities to take such a plunge.

 

Anyway, 2020 looks promising nonetheless. I’m not overly stressed.

Yes ,when I fire up ROF I do  notice that sky as background is much more clearer that in Il2 (no colors bandings and image posterization ). Aeroplanes colors do not blend so easy with the sky. 

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Posted (edited)

I've also noticed (or rather not noticed) a lack of glint on aeroplane wings. Speaking from RoF experience, most times I'd spot anyone at long range it would be through that, and I'm sorely missing it in FC. I think that planes should be a little more 'shiny' - after all, it did play a part in the real thing. Mannock even had a personal rule of making gentle turns on clear days so the sun wouldn't catch his wings. Obviously I don't want to be chasing after flying Christmas trees, but a little glinting on the wings wouldn't hurt - and I think spotting would suddenly be a lot easier, even with the current non-AV visibility. 

 

 Also, distant planes appeared as little black spots until they were fairly close in RoF. In FC, I've noticed its a hell of a lot harder to pick out aircraft because they aren't little black dots - instead, their colours are showing up from further out. In other words, the Camouflage is doing its job very well. 

At the moment, I'm not 100% sure where I stand on the FC spotting. It certainly isn't on the side of AV. One part of me thinks I should be spotting aircraft a little easier, but the other part remembers the memoirs of pilots I've read where they got shot to hell on their first sortie and never even saw the plane that did it...

 

(one of my favourites was a story about a R.F.C pilot who saw his wingmen lifting their noses and firing into the sky. Thinking they were just larking about, he happily joined in - only to find out back at the aerodrome that he'd just been in his first dogfight! 😄)

 

Edit: Another thing to remember, I think, when talking about 'historical' spotting, is that usually pilots would be spotting squadrons, rather than lone wolves (which is what you see the majority of the time in FC). I think it was JG1 that liked to fly in pairs because they could get really close to Entente planes without being spotted. Perhaps the current visibility is a little more realistic than we realise! 

 

By any means, it's in the Devs' hands. I'm content with the current spotting. It's bloody hard to see anything, but that adds to the tension for me (and the excitement when you finally do catch someone) 

Edited by US103_Larner
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Posted (edited)

Server Updates 10/8/2019

Amiens To St Quentin - DUSK:

  • AI flights with random starting locations added to both sides.  A two seater will run Trench Mapping routes at 1500 meters, escorted by two scouts.  All planes also have randomized pilot ability levels.
  • "Marking AAA" units in the center of the mud have been repositioned into staggered positions on either side of the lines.  The crews are all nearly insane after months in the trenches and so they will shoot at any approaching aircraft out of panic and desperation.
  • Fixed a message issue for Central that told them Entente factories were not targets when they were.  We've found the enemy agent responsible for this treachery and dealt with them. 
  • The stats system appear to be back online?  I didn't think I fixed it but apparently I did so... yay!  Some of the ww1 themed eye candy is temporarily gone but we'll get that back up asap.
Edited by J5_Matthias
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Salute @J5_Baeumer!

Heavy AAA zone are marked on map only when you fly Entente.

Can you fix it plz?

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Will pass along to our map making division. Thanks for your report NKS.

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Posted (edited)

First of i am very greatful for the effort you put into the J5 FC server. It really shapes up very good and i know it is WIP. However i have some suggestions to make for the current mission running:

 

- Can you mark the influence area boundaries on the map for everyone to see. This also highlights the frontline and the misssion's boundaries on the map and give the pilots a hint where it is save to land without getting captured.

 

1579547037_Markedinfluenceareas.thumb.jpg.bff35686a2fcbe68a59f52ce40faf9e8.jpg

For the frontline i used "Position type 0" and for the other borders of the influence are i used "Position type 8"

 

- Can you set the mission time half an hour earlier? Because the last half hour of the mission it gets pretty dark and no one flies after the sunset. Or activate some searchlights and bonefires for the last half an hour and let the infantry shoot white flares.

 

 

I realized we are limiting our missions to the capabilities our old ME in RoF had. Now we have access to more functionality in the BoX ME and we should utilize it.

For instance we can now activate and deactivate icons on the map while the mission is running (more on this in

JimTM's excellent manual on p. 164)

If we now connect a successful recon flight to targets on the map that get activated and marked accordingly we don't have such a clusterf*** of icons right at the beginning of the mission. Right now all the spotting and reconing in the mission seems to be done before the mission started.

One could also randomize spawning targets for each recon flight or randomize three out of five recon flights for every side at the beginning of the mission all conected to diffrent targets, so things wouldn't be that predictable. This gives recons a more central role in our missions like they had back in the days. Also there would be an increase in server capacity, because not all targets are active at the same time. And it would bring opposing pilots together, right now there are so many targets marked on the map at the same time i don't know where to fly to. Destroyed targets could get their icons deactivated until they respawn.

 

With that in mind we could also only draw enemy flak positions on the map after it reveals itself by firing on enemy AC.

 

- On a further note wouldn't it be great if our flying would affect the missions ground war a bit? If the respawn of an enemy trench position would be dependant if a supply train arrives with more soldiers? A shot down baloon (i know sadly we don't have them yet) would affect the accuracy of the AAA, the replenishment of planes depend on the arrival of convoys etc. The completing of a series of objectives (Recon flight + Ground attack +

 Baloon attack)would launch a ground assault which would lead to a shift in frontlines and in territorial gain which leads to an activation of another airfield etc.

 

 

 

Edited by J99Sizzlorr
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Posted (edited)

Lots of good ideas, many of them Ive toyed with extensively.  Some I even already have plans to implement like icon triggering.

 

Gating funneling aaa battery icons behind players finding them is not a nice surprise.  That is more of a campaign thing for when funnel areas are randomized.  The current play area ia not large enough to support random funnels.  Also not everyone wants a congratulations you found an elite flak battery youre dead experience without warning.

 

The requirement of a maintainable randomized system is a fully stable design template.  Were not quite there on all the types of missions yet.  There are already quite a few randomized systems in the map.  Expect more as time goes on.

 

Territory capture is a cool concept.  Been played with extensively.  Eventually you will see some... But not yet.  It is harder to effectively pull off than it sounds.

 

As we get actual ww1 units to take place of the ww2 ones that will also drive upgrades to the mission designs.

 

Chained missions I did in ROF...  Im not chaining here until I have fully trusted and vetted systems to work with... Also keep in mind that randomization actually can make implementation of chaining more difficult where the two systems interact.

Edited by J5_Matthias

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12 minutes ago, J5_Matthias said:

...

Chained missions I did in ROF...  Im not chaining here until I have fully trusted and vetted systems to work with... Also keep in mind that randomization actually can make implementation of chaining more difficult where the two systems interact....

 Hi Matthias,

in this case i din't express myself clear enough (english is not my mother tounge), i didn't mean chaining missions in this case but rather chaining objectives. Chaining missions just blows stuff out of porpotion, if you take every aspect into conciderration.

With chaining objectives i mean a scenario as follows:

 

First: your team has to do a successful recon then all targets in that sector of the mission get marked on the map.

Second: your team has to do a successful trench attack (now marked on the map)

Third: your team has to counter enemy artillery batteries (now marked on the map)

 

Second and Third step can be done at the same time, because they don't depend on each other.

 

After all three steps are successful, ground troops can advance and capture some territory.

 

Now the other team can counter attack that territory, by doing the same three steps again. If all are successful, ground troops move forward and capture the territory back.

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18 hours ago, J99Sizzlorr said:

 Hi Matthias,

in this case i din't express myself clear enough (english is not my mother tounge), i didn't mean chaining missions in this case but rather chaining objectives. Chaining missions just blows stuff out of porpotion, if you take every aspect into conciderration.

With chaining objectives i mean a scenario as follows:

 

First: your team has to do a successful recon then all targets in that sector of the mission get marked on the map.

Second: your team has to do a successful trench attack (now marked on the map)

Third: your team has to counter enemy artillery batteries (now marked on the map)

 

Second and Third step can be done at the same time, because they don't depend on each other.

 

After all three steps are successful, ground troops can advance and capture some territory.

 

Now the other team can counter attack that territory, by doing the same three steps again. If all are successful, ground troops move forward and capture the territory back.


Way to complicated  for casual play., cool for campaigns Current objectives let non-fighter pilots jump into cockpit and do something meaningful without getting the  team to suport them. (With new visibility especialy recons are very easy to intercept).

EDIT (Mind you, I do like a good combined scout/two seater arms operations, but I don't think limiting them by chaining would work here, and in this arrangment lone two-seater pilot has to run Spad / D.VII gaunlet just to unlock other objectives). 

Having a clear battle zones combining simultanous ground attack, (scripted) artillery spotting and then  recon of enemy reinforcements (followed by infantry push if recon shows enemy wont reinforce in time needed to fortify) could do similar thing without limiting missions two seater pilot can take. Bit like RoF BS, where enemy weak spot was chosen randomly, then all varied two-seater actions were centered around it.

I am all for recons replenishing / increasing limits of available planes, on top of mission mechanics..

Edited by J2_Trupobaw

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37 minutes ago, J2_Trupobaw said:


Way to complicated  for casual play. Current objectives let non-fighter pilots jump into cockpit and do something meaningful without getting the  team to suport them. (With new visibility especialy recons are very easy to intercept).

EDIT (Mind you, I do like a good combined scout/two seater arms operations, but I don't think forcing them would work here, and in this arrangment lone two-seater pilot has to run Spad / D.VII gaunlet just to unlock other objectives). 

I am all for recons replenishing / increasing limits of available planes, on top of mission mechanics..

 I don't think all objectives have to be chained together, don't get me wrong on this. Just some, where it makes sense. Targets would be there, doing their buisness, they are just not marked on the flight map if no twoseater took a picture of it back to base.

It doesn't need to be overly complicated, just meaningful. No scout/two seater oprations forced, just more impact on a mission for successful two seater runs. It should give you an impression of mission progression. The twoseater pilots should see some sense in their job. That when they return successful,  they have the satisfaction of knowing, that because of their effort there are now all mobile targets marked in this sector, for every teammate to see. And maybe another objective gets activated.

 

I just don't see the logic in recons replenishing, increasing limits of available planes. Something in between is missing. For example that based on the recon information high command sends out more/ better aircraft to some airfields. Now you can just alter the field behaviour or chain another objective to it (i.e. AI flight takes off from another field, and when they arrive, you alter the field behaviour, or a convoy delivers new airframes and engines)

 

All i want to say is we can now pimp up our mission logics with the mighty BoX ME and we should do so.

For this is the first step to evaluate what is possible, and the second step is it to look what we want for our mission logics and what fits ww1. The sandbox only type missions get boring sooner or later. If there is something else going on in the background of that sandbox then we maybe can attract more folks to the server and keep them there as regulars. We had servers like this in RoF, the SYN vintage mission were in this direction and they attracted a lot of players.

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could many of the things that are now communicated with the messages then be done just by turning on / turning off or changing icons on the map? 

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Where can I find an FC server with a normal dogfight, and without these troubles with spotting and so on?

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24 minutes ago, emely said:

Where can I find an FC server with a normal dogfight, and without these troubles with spotting and so on?

 

I think Berloga might have WW1 planes?

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Just to be clear Sizzlorr, I understood you meant objectives within a single mission file.

Edited by J5_Matthias

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3 hours ago, hq_Jorri said:

could many of the things that are now communicated with the messages then be done just by turning on / turning off or changing icons on the map? 

 

yes

 

2 minutes ago, J5_Matthias said:

Just to be clear Sizzlorr, I understood you meant objectives within a single mission file.

 

and yes

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Server Updates 10/10/2019

Amiens To St Quentin - DUSK:

  • Fixed a bug where Central was not seeing Heavy AAA zones correctly, although the main icons were correctly visible
  • There is now a visibile "front line" on the map using the normal convention common to ROF maps, as well as bolded territory borders to the sides and rear (may not be fully visible if outside the map hardcoded Arras borders).
  • All mission objectives now have icons that will deactive when the objective is inactive and activate when the objective is active.  Significantly reducing map clutter in the long run - the system will be incorporated automatically into new maps.
  • The objective update messages now run on a 20 minute timer as opposed to every 5 minutes.  I intend to leave it like this for a little while with the objective icons updating and then we can have a discussion on whether or not an alternate timer setting would be preferable, or the message spooler can be removed completely (Right now I think this is a bad idea).
Edited by J5_Matthias

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Hello gents, I don't know if anyone else has experienced this but every time I try to connect to this server I cannot get in and get this error message.  It's never happened with any other server. 

IMG_20191011_211518.jpg

 

 

Edited by 6./ZG26_Custard

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Thx for all your hard work with this Mathias 👨‍🏭 it is appreciated

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3 minutes ago, 6./ZG26_Custard said:

Hello gents, I don't know if anyone else has experienced this but every time I try to connect to this server I cannot get in and get this error message.  It's never happened with any other server. 

 

I think you could try deleting any J5 folder in the Multiplayer folder. It will erase the servers old cache.

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Just now, SeaW0lf said:

I think you could try deleting any J5 folder in the Multiplayer folder. It will erase the servers old cache.

Thanks for the suggestion but I have already tried that. Its very odd because I've never had the same issue on other servers. 

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53 minutes ago, 6./ZG26_Custard said:

Hello gents, I don't know if anyone else has experienced this but every time I try to connect to this server I cannot get in and get this error message.  It's never happened with any other server. 

 

 

I have a wild guess as to why this may be... the server is using two custom sound files.  I will reverify that the directories are appropriately set.  Please make sure that the following directoy path is not read only: 

1C Game Studios\<your game directory name here>\data\swf\il2\storage

 

Update:  I reverified that everyone should be able to download these files but just to be on the safe side, I will probably remove them from the missions.

 

Edited by J5_Matthias

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1 minute ago, J5_Matthias said:

Please make sure that the following directoy path is not read only: 

Thank you, I will give it a try ;)

 

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Server Updates 10/12/2019 - UPDATE NOW RELEASED!

Amiens To St Quentin - DUSK:

  • Moved mission time back 1 hour to 4PM because I got a report it got too dark by 8PM?
  • Removed custom sound files linked to mission and cleaned up the mission ending sequence of events.  I'll save the music for campaigns...
  • Implemented airfield healing, refueling, rearming, and repairing  Note:  Pilots will have to set up some key binds for this to work but the mission now supports it.  Airfields can rearm and refuel in 20 seconds.  They can repair and heal in 40 seconds.  This is mostly implemented for the benefit of two seaters and mission limited planes attempting to repeatedly sortie away from home fields.  It also ties into the new War Stress System (see below)
  • Introduced a new Mission objective reward system that allows both sides to "win" the map.  I call it War Stress.

How it basically works:

You complete mission objectives. The enemy team/coalition is then penalized with an increase in their "War Stess" which goes from 3 to 18 points.  Your coalition is also possibly rewarded with a reduction in it's War Stress.  Every 3 points gained by either side takes their War Stress up a complete level which brings about bad things as the war effort in your sector starts to break down further and further, materials are squandered, morale is lower... and if it gets bad enough, will lead to a general retreat across the entire front line. 

 

Complete Objective Rewards:

Ground attack - reduce friendly stress by 1 point

Truck Convoy Kill - increase enemy stress by 1

Train Kill - increase enemy stress by 1

Tank Platoon kill - reduce friendly stress by 1 point , increase enemy stress by 1 (not currently in mission)

Barge Kill -  increase enemy stress by 2

Artillery Battery Kill - increase enemy stress by 2

Bridge Kill - increase enemy stress by 2

Photo Recon Completion - reduce friendly stress by 2 points, increase enemy stress by 1

Factory Kill - increase enemy stress by 3

 

War Stress Levels and Effects:

LEVEL 0 (3-5 points) - NO ADVERSE EFFECTS, KEEP ON FIGHTING!

LEVEL 1 (6-8 points) - AIRCRAFT REPAIR AND MEDICAL SERVICES FOR PILOTS AT FORWARD AERODROMES ARE NO LONGER AVAILABLE.  SPECIALIZED LOGISTICS SERVICES ARE SUFFERING SHORTAGES.

LEVEL 2 (9-11 points) - AIRCRAFT REARM AND REFUELING SERVICES AT FORWARD AERODROMES ARE NO LONGER AVAILABLE.  BASIC LOGISTICS SERVICES ARE SUFFERING SHORTAGES.

LEVEL 3 (12-14 points) - ACTIVE FORWARD AERODROMES ARE CLOSED AND THEIR SQUADRONS WITHDRAW FROM ACTION.  MASSIVE SHORTAGES OF ALL WAR MATERIALS, MASSIVE LOGISTICS REORGANIZATION REQUIRED.

LEVEL 4 (15-17 points) - HEAVY AAA UNITS IN THE SECTOR WITHDRAW IN PREPARATION FOR A GENERAL RETREAT ARMY DISORGANIZATION INCREASING, UNITS NOT FOLLOWING ORDERS

LEVEL 5 (18 points +) - GENERAL RETREAT INITIATED, IMMEDIATE ENEMY VICTORY

ARMY HAS NO CHOICE BUT TO CONCEED CONTROL OF THE SECTOR AND CONSOLIDATE THEIR FRONT LINE

 

Missions Ending Due to Timeout:

Upping the enemy War Stress level also will give your coalition a bunch of Primary and Secondary objective points the higher you get them, so if you don't win automatically, the intention is that the points awarded via that system will result in the appropriate victory being awarded at the mission completion screen -

I SINCERELY HOPE

 

Q&A

  1. Why do War Stress points start at 3 instead of 0 or 1? - Because negative numbers are scary to the game engine and cause "interesting" results.  So I cheated and made a negative impossible.  Yes that's right IMPOSSIBLE.  Go ahead and try and break it please!
  2. How the crap can the game engine do this?  ROF can't do this! - The new set value and add value triggers in the mission builder are without a doubt one of if not the best piece of functionality that C1 had added to BOS/FC.  If you're a mission builder you need to check these bad boys out.
  3. Any limitations on reducing friendly war stress? - Yes, you can never reduce war stress points below 4.  It starts the game at 3, but you can NEVER return it lower than 4 points which is still "Level 0" - no negative War Stress effects.  Why is that?  Logic limitations of the system.
  4. How do I know the exact war stress count as opposed to the Level? - You don't EXACTLY.  When the counter moves up or down between 3 and 18 it will tell you what the new stress level is, but you will not know the exact number on the track netween 3 and 18, other than if it goes to 18 or above, because the game will end in an almost immediate  enemy victory - that is War Stress level 5.
  5. I went and looked at this thing in the editor... did you actually learn math in school? - Long story short - I have to actually trick the game into counting backwards and subtracting by making it count PAST the number its going to, and then returning to the number I want it to remember and take action on.  there were some additional hoops even getting it to tick upwards when adding more than 1 at a time.  SO - If you give this just a cursory glance you're probably going to be confused by what you see.  If you want an in depth discussion, we can talk on TS.

 

 

Edited by J5_Matthias
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1 hour ago, J5_Matthias said:

Server Updates 10/12/2019 - DEPLOY SCHEDULED FOR 0800 EST.

Amiens To St Quentin - DUSK:

  • Moved mission time back 1 hour to 4PM because I got a report it got too dark by 8PM?
  • Implemented airfield healing, refueling, rearming, and repairing  Note:  Pilots will have to set up some key binds for this to work but the mission now supports it.  Airfields can rearm and refuel in 30 seconds.  They can repair and heal in 60 seconds.  This is mostly implemented for the benefit of two seaters and mission limited planes attempting to repeatedly sortie away from home fields.  It also ties into the new War Stress System (see below)
  • Introduced a new Mission objective reward system that allows both sides to "win" the map.  I call it War Stress.

How it basically works:

You complete mission objectives. The enemy team/coalition is then penalized with an increase in their "War Stess" which goes from 3 to 18 points.  Your coalition is also possibly rewarded with a reduction in it's War Stress.  Every 3 points gained by either side takes their War Stress up a complete level which brings about bad things as the war effort in your sector starts to break down further and further, materials are squandered, morale is lower... and if it gets bad enough, will lead to a general retreat across the entire front line. 

 

Complete Objective Rewards:

Ground attack - reduce friendly stress by 1 point

Truck Convoy Kill - increase enemy stress by 1

Train Kill - increase enemy stress by 1

Tank Platoon kill - reduce friendly stress by 1 point , increase enemy stress by 1 (not currently in mission)

Barge Kill -  increase enemy stress by 2

Artillery Battery Kill - increase enemy stress by 2

Bridge Kill - increase enemy stress by 2

Photo Recon Completion - reduce friendly stress by 2 points, increase enemy stress by 1

Factory Kill - increase enemy stress by 3

 

War Status Levels and Effects:

LEVEL 0 (3-5 points) - NO ADVERSE EFFECTS, KEEP ON FIGHTING!

LEVEL 1 (6-8 points) - AIRCRAFT REPAIR AND MEDICAL SERVICES FOR PILOTS AT FORWARD AERODROMES ARE NO LONGER AVAILABLE.

LEVEL 2 (9-11 points) - AIRCRAFT REARM AND REFUELING SERVICES AT FORWARD AERODROMES ARE NO LONGER AVAILABLE.

LEVEL 3 (12-14 points) - ACTIVE FORWARD AERODROMES ARE CLOSED AND THEIR SQUADRONS WITHDRAW FROM ACTION DUE TO SHORTAGES OF WAR MATERIALS.

LEVEL 4 (15-17 points) - HEAVY AAA UNITS IN THE SECTOR WITHDRAW IN PREPARATION FOR A GENERAL RETREAT

LEVEL 5 (18 points +) - GENERAL RETREAT INITIATED, IMMEDIATE ENEMY VICTORY

 

Missions Ending Due to Timeout:

Upping the enemy War Stress level also will give your coalition a bunch of Primary and Secondary objective points the higher you get them, so if you don't win automatically, the intention is that the points awarded via that system will result in the appropriate victory being awarded at the mission completion screen.

 

Q&A

  1. Why do War Stress points start at 3 instead of 0 or 1? - Because negative numbers are scary to the game engine and cause "interesting" results.  So I cheated and made a negative impossible.  Yes that's right IMPOSSIBLE.  Go ahead and try and break it please!
  2. How the crap can the game engine do this?  ROF can't do this! - The new set value and add value triggers in the mission builder are without a doubt one of if not the best piece of functionality that C1 had added to BOS/FC.  If you're a mission builder you need to check these bad boys out.
  3. Any limitations on reducing friendly war stress? - Yes, you can never reduce war stress points below 4.  It starts the game at 3, but you can NEVER return it lower than 4 points which is still "Level 0" - no negative War Stress effects.  Why is that?  Logic limitations of the system.
  4. How do I know the exact war stress count as opposed to the Level? - You don't EXACTLY.  When the counter moves up or down between 3 and 18 it will tell you what the new stress level is, but you will not know the exact number on the track netween 3 and 18, other than if it goes to 18 or above, because the game will end in an almost immediate  enemy victory - that is War Stress level 5.
  5. I went and looked at this thing in the editor... did you actually learn math in school? - Long story short - I have to actually trick the game into counting backwards and subtracting by making it count PAST the number its going to, and then returning to the number I want it to remember and take action on.  SO - If you give this just a cursory glance you're probably going to be confused because some of the things I'm stating above in terms of point values and system design may not look correct...

 

 

Now that sounds interesting! Thumbs up for the effort Matthias! That's basically like a morale system. I like the idea.

Edited by J99Sizzlorr
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Great fun tonight! Plenty of fights down low and a certain D.VII F pilot I've been gunning for lurking up high among the clouds...


....I was certain I'd finally killed the now-25 victory ace but the Parser seems to disagree with me...

 

9TN1ZOz.png

 

The server's coming along really really nicely - the 'War Status' feature is a brilliant addition. It's really starting to feel a lot like a 'living front'. Event-level intricacy, but available daily. Great stuff. No AV will be the icing on the cake for me ;) 

 

 

 

Edited by US103_Larner
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I think Matthias said AV will be turned off on Monday. He will run no AV for a week so that a comparison could be made as to what will be more desirable.

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Yes, in that poll thread ...please vote if you have not already done so...

 

 

 

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14 hours ago, US103_Larner said:

Great fun tonight! Plenty of fights down low and a certain D.VII F pilot I've been gunning for lurking up high among the clouds...


....I was certain I'd finally killed the now-25 victory ace but the Parser seems to disagree with me...

 

9TN1ZOz.png

 

The server's coming along really really nicely - the 'War Status' feature is a brilliant addition. It's really starting to feel a lot like a 'living front'. Event-level intricacy, but available daily. Great stuff. No AV will be the icing on the cake for me ;) 

 

 

 

It is only the parser that disargees ;).

 

Had a lot of fun being the Hun in the sun yesterday. The War Stress system seems to do the job and keep me entertaint, while i circle up there, lonesome and freezing. It gives me the feeling that the war in the air has impact on the mission. And i have the impression that it is working. I also like that diffrent targets add diffrently to the enemy War Stress Level (WSL). Do they have the same values to relief your sides WSL? About the AV thing. I actually liked it. Be it realistical or not. It made me not tumble into some well laid out ambushes yesterday, in which i usually find myself in with AV off.

 

What i did notice yesterday is that there was no repair/rearm/reheal active at the fields i started from. I don't know which fields are supposed to have the repair/rearm/reheal feature active. Or rather the central side had WSL 1 at that point, i couldn't tell.

The missoin result screen at the end of the mission produces some interesting results. Yesterday the primary objective failed for the central side, but 2 secondary objectives were completed, while the entente side failed there 2 secondary objectives but managed to win the Mission because of the primary objective or was it because of the scores? I don't know what the secondary objective and what the primary objective is in that mission. Can you elaborate on that further Matthias?

Edited by J99Sizzlorr
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Noticed another parser bug - 

on the following sortie I attacked Gamecock and we ended up colliding: 

http://stats.jasta5.org:8000/en/sortie/2344/?tour=5

 

Parser says I fired 800 rounds (The SPAD's entire ammo capacity). I absolutely didn't fire off 800 rounds - I don't think I even fired 100 rounds!!! I did jump from the wrecked plane after the smash but decided to ride it all the way to the ground like a true Entente...not sure if that would have affected anything! 

Not the worst bug in the world, and definitely not game-changing in any way, but I was a little disappointed at the recorded 1% accuracy for the flight as I've been trying to get my accuracy as high as I can and it took a big chunk out of my overall % 😅

 

And a thought for the server: What do you think of reducing the clouds a little? The only reason I mention it is because of the buggy graphics when planes fly against the clouds 

 

 

 

Edited by US103_Larner

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I had the same ammo bug....said I shot all 1200 rounds when that was definitely not the case.

 

...appreciate you wanting to fly only on clear days, Learner, but not all of us are such fair weather flyers.  😃  Wonder if the cloud issue you refer to is related to the enhanced visibility.....let's see what turning off Enhanced Visibility does to the phenomenon starting tomorrow.

 

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19 minutes ago, J5_Baeumer said:

...appreciate you wanting to fly only on clear days, Learner, but not all of us are such fair weather flyers.  😃  Wonder if the cloud issue you refer to is related to the enhanced visibility.....let's see what turning off Enhanced Visibility does to the phenomenon starting tomorrow.

 

 

You sneaky Bosches and your clouds ;) 

I've heard it's a long-standing issue with IL2 (both FC and WW2) that planes become 'glitchy' against clouds, sometimes vanishing completely, and I've been noticing it a lot with the heavy cloud layer on the server - although I've also heard that there's apparently going to be some kind of 'Cloud Update' (?) coming up, which MAY remedy the issue. Fingers crossed! 

Edited by US103_Larner
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Impressive! I flew 5 hours straight today and when I left, with my third mission of the day dying down (IIRC), there were still 14 players on the server. I don't recall the max number on the server, but I imagine north of 30 players. It was consistent the whole afternoon.

 

Thanks for all the hard work! Awesome server! Can't wait for AV-off!

Edited by SeaW0lf
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