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JG1_Butzzell

Flanders in Flames 2020

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S! All

 

FIF  2020 vision for the future.

 

We are transitioning to Flying Circus with the expectation that Volume 2 will be announced shortly. At this point we are in the final steps of setting the planes in such a way as to create a variety that will last through the year. Obviously two seater variety will present some difficulties. The Rules, map and objectives areas on the FiF forums is being updated over this next week. We are examining the repair rearm feature and seeing how it can be utilized within the objective of limited planes.

 

Flying Circus has many features besides an improved FM/DM and AI. Likewise some objects behave a bit differently. There are a few changes some are visual and some are game mechanics. During this period we will be looking for feedback on target difficulty and defense.

 

The map is very different. In the past we have had multiple Icons for targets and you had to know which one was active. All icons on the map are active targets. The HQ and trains are the only objectives without Icons. When targets are killed there are few to no subtitles and the target icon is removed from the map. Secondary targets are usually announced once and then have an icon placed on the map.

 

There is no A B map. It is all one map.   There are certain targets That are common to A  and others assigned to B.   There are several targets that are A B or C. Actually they are 1 out of 3 random:  Arty spot, General, Spy, HQ recon,  Trench recon,  Trench attack and Off road convoy.  Reserve unit and all other secondaries are 1 out of 4. The hope is for enough random that we do not need to force an actual A or B map. Every Icon on the map is a live target. The only target not on the map is the Train. In the future with better maps, the ship will not have an Icon and be moving on a river. There are no hospitals on the map. Their icons appear only when the enemy ace is dead. Same thing with secondaries. Because the A ans b maps are combined you will recognize many objects as targets. Be sure you are destroying an active target. Compare your position on the map with what you think is a target. Most targets are spread out in a specific pattern so that you should not get confused but things do happen and people get lost.

 

There is no FLAK fence. Machine guns run along the trenches and have large spaces between the groups. They almost reach as high as 5000 ft. So you have friendly machine guns along your own trenches. There are still some FLAK guns along the front, They act more as spotters. They are no where near as dangerous as the ROF FLAK guns.

map.thumb.jpg.d64facfd7d087ca6516b05e54736947e.jpg

 

 

We now have 29 possible objectives. The bombing targets are easy to kill but because of the MGs protecting then, they are difficult to get away from without taking damage. With so many objectives it is hoped that bombers will have to make several trips to rearm. This should increase the opportunity for combat,  :)

 

The new objective  Information, mission descriptions and other info will be updated over this next week on the FiF site. We are planning for "Dry run" on 25 of January with the first official session on the first of February.

 

For now, the JG1 Server is running a special practice version. The mission starts at 11:45 and runs for 2 hours 15 minutes. To restart the mission you can kill a balloon at the two seater base. There is one special feature. To help people do the two seater missions there is an enemy base on the wrong side of the map. This provides air start locations so people do not spend 15 minutes just to get to the rear of the enemy area.

Edited by JG1_Butzzell
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Thank you, Butzzell! I trust it will be another great success. Salute!

Edited by J2_Bidu

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Do we need to rearrange the teams?  Do people or squads want to swap sides?

 

We have a poll at the JG1 FIF Forum. Please let us know how you feel.

 

If you are not on a team but would like to sign up please visit the JG1 Flanders in Flames site where you will find info as well as a registration area.

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s! ALL

 

If you get a 1016 error when connecting to the server you may be missing a folder.

 

This is a file structure problem.  When using sound files they may be pulled from a folder labeled "externalmedia". This was built into the RoF file structure but is missing in Il2 Great Battles. When the game tries to download files it looks for the externalmedia folder. If you do not have one you get an error.

 

You need to go into data/swf/externalmedia. If you do not have an externalmedia folder just create a folder inside the swf folder and name it externalmedia.

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S! All

 

The Thursday fly in went well. We had over 30 people on line. I did see one plane rubber banding.

Saturday we will have the "Dry Run".      

No death penalty.     Re arm re fuel  is available.    Need to hear feedback  if that feature is worth it. If it takes too long?

Practice map will be up.

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21 hours ago, JG1_Butzzell said:

S! All

 

The Thursday fly in went well. We had over 30 people on line. I did see one plane rubber banding.

Saturday we will have the "Dry Run".      

No death penalty.     Re arm re fuel  is available.    Need to hear feedback  if that feature is worth it. If it takes too long?

Practice map will be up.

For ppl who this is new future could you explain how this rearm& refuel works in the FC FIF?

Edited by 1PL-Husar-1Esk

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8 hours ago, 1PL-Husar-1Esk said:

For ppl who this is new future could you explain how this rearm& refuel works in the FC FIF?

 

When you land at a friendly active aerodrome you stop your engine. Repair is automatic but may take some time because of the amount of damage. You should see a status message on the right side of your screen. You do not need to taxi over to the buildings. Ground crew will come over and service your plane.

 

Re arm  is started when you use Right Control + A     

Re Fuel is  Right Control +F

 

You can change these in settings and  you can map them to a special key or button if you want to.

 

For 2 seaters, the rear gunner is NOT rearmed.

 

 

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S! All

 

Very nice turn out. Some good fights right up to the end.

 

Did anyone have a serious lag or frame rate issue?

 

Was there a problem in finding a friendly Aerodrome?  Do they need any additional features? Maybe a Balloon? Remember , if you can see it so can the enemy.

 

Alternate visibility was not on. Were there problems?

 

Problem reported with Spy Pick up marker. Still looking at that.

 

Entente Hospital marker did not deactivate when mission complete.

 

Will be locking load outs so people do not have to worry about having the wrong load out.

 

Next week we start killing each other for real !

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Please don't lock load outs! I prefer when I fly German aircraft for example to take non of the optional instruments and such for weight savings (I know I'm insane). If people want certain stuff they should have to pick it, it's not like its hard to remember.

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S! SCG_Sinerox

 

Sorry, Kinda new at some of these features.  In the past we have had "Honor rules" in which we ask people not to take certain load outs or weapons mods. With FC, the game can take care of this. It has taken me a while to figure out but available weapon mods are locked and you still get to pick what you want instead of being forced on you. Banned weapons, like the Becker are not available. This should work as the player expects. You pick what you want.  Two seater pilots can pick the bomb load that fits them best.

 

Please recheck the server and see if this is what you expect or if changes still need to be made.

Edited by JG1_Butzzell

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1 hour ago, 1PL-Husar-1Esk said:

From dry run , do trucks are more durable that by default?

 

No. Their damage is built in and can not be changed, Yes they are very durable. Very hard to kill with MGs.

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12 hours ago, 1PL-Husar-1Esk said:

From dry run , do trucks are more durable that by default?

I strafe AI cars for gunnery practice from time to time it helps to aim specifically for the engine.  Can take out one car in a single firing pass if fire is focused on where the engine is located.   Also if the car is smoking heavily its dead so continued passes to make it explode are a waste of ammo.

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2 hours ago, US93_Furlow said:

I strafe AI cars for gunnery practice from time to time it helps to aim specifically for the engine.  Can take out one car in a single firing pass if fire is focused on where the engine is located.   Also if the car is smoking heavily its dead so continued passes to make it explode are a waste of ammo.

I think broken whees also render it as destroyed ? Same when driver is killed or run away? They should add more visible clues like decals, broken glass, shattered create or cabin. Long time ago I did propose that visual changes to truck damage model  and devs did agree but resources are holding them unfortunately...

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3 hours ago, 1PL-Husar-1Esk said:

I think broken whees also render it as destroyed ? Same when driver is killed or run away?

Broken wheels by themselves I don't think renders the vehicle destroyed, Normally though the vehicle is destroyed when the driver/passengers run away, but the vehicle likely is also smoking by then so running driver+smoke=destroyed.

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S! All

 

We had some really great fights as shown by Daedallus in the video he posted. There were 59 players on the server at the same time.  The server was running an SPS that bounced between 49.9 and 50.1.  The tick delay was 11.2.

 

There was a problem in the Spy pick up mission. The practice server is up with three Central airfields in the rear of Entente territory. They are air start so people can quickly do specialty missions. If you want to restart the mission on the server you kill the balloon at the two seater base. When the server restarts the mission it takes almost 2 minutes to go through the target selection process. Wait a couple of minutes before spawning in. Please remember that  the special missions require the use of the plane named for that mission.  An HQ recon can not do a Trench Map recon mission. We dearly miss the RoF recon program done by AnKor.

 

FiF uses a limited plane set. The purpose is to make people remember that their life and plane are special. The overall goal is to have fun flying. Red team ran out of scout planes. The main reason for this is that they got shot down. Curse you Blue team!  The other problem is that people are surviving crashes much easier than in RoF. In the past many people that were shot down died. Also as mentioned above we have more players in the session. It may take some time to figure out the appropriate number of planes. For now we want to keep people flying that can fly.  The plane availability is being increased by 6 planes for each side. We will see how this goes.

Edited by JG1_Butzzell

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Actually it was great addition to see that for some time red team  have closed airfields as consequence of them loosing machines. I know it can be frustrating to wait but this addeed some immersion and give our two-seater some unmolested time do the jobs , unfortunately as 1PL we did not use it in full potential because when we arrived all northern aerodromes were opened again and  our boys were attacked  :)

Edited by 1PL-Husar-1Esk
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