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Il-2 Expert server


-DED-Zlodey
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-DED-Zlodey

Il-2 Expert server with a dynamic frontline.

 

 

The server is still under development, but we already have a list of game mechanics that we think deserve your attention. Here is what is implemented at this point in time:

 

  • Dynamic front line.
  • Players can choose their own combat area in the next mission. Players build their attack and mission generator, while creating the next mission sets targets exactly where it is planned by the players.
  • The results of the current mission are transferred to the next one and can influence the course of further combat operations.
  • As a result of the planned and implemented attack, the enemy troops can be taken into the environment.
  • If there are troops trapped in the encirclement, they need to be unlocked or resupplied for a while so that they can hold out until they are released. Otherwise, over time, they will be completely destroyed, and the settlements where they were located will pass under the control of the opposite side.
  • Emulation of radio communication with ground troops and airfield services. For example, friendly targets voice that they are being attacked and ask the pilots for help. This is done by using the utility for voice communication IL-2 SRS.
  • On our server, in addition to the usual (active) airfields, there are jump airfields, which have service areas where pilots can repair a damaged aircraft, replenish fuel and ammunition, and heal the pilot from wounds.
  • Moving columns of equipment that supply and restore field warehouses.
  • Dynamic list of aircraft. Planes lost in the current mission are returned to the airfield not immediately, but after several missions. Each airfield has its own planeset.
  • Interactive web map that displays the status of targets, the status of field warehouses, and the number of targets in real-time mode, resources in warehouses and a list of aircraft of each of the airfields. Management is also carried out attacks from the interface of the interactive map.

==================================================================================

Read the detailed description of the server on our website

 

Interactive map: https://il2-expert.ru/en/Map  (To see the targets, their status and use all the functionality available now and in future developments, you need to pass a simple registration on the site.)

 

Latest information about updates, fixes, etc https://discord.gg/57Mdtjw

 

 

UPD: We have received feedback from JG51 and would like to share it with you.

Скрытый текст

IL-2 Expert server review


IL2 great battles is a remarkable game. It provides a long lifespan in ones personal game career. One gets there initial start typically playing the stand alone version against AI opponents in preplanned missions.

One learns general aircraft handling, how to effectively fly each aircraft with its unique characteristics. Axis aircraft and allied aircraft each have there own approaches with different skill sets required. There is a learning curve that takes months (not years) and the game can be largely mastered in the first year.

At some point the idea of flying against others takes root. The game all of a sudden takes on a whole new set of challenges. Many of the built in game aids begin to evaporate. The level of predictability greatly diminishes. Is my opponent an ace, or a new guy barely staying in the air? Navigation takes on a whole new skill set. Do I even know where I am at any given time. Throw in winter, where everything looks the same, and the difficulty goes off the scale.

Often more complex control systems come along. Full HOTAS, along with rudder pedals are almost required. Long term players eventually have very sophisticated setups. Not required to succeed, but very useful as most have considerable customization available to move away from the keyboard.


As one gains more skills through participation, the player begins to specialize. Usually the first decision is to pick a side. Axis or Allied, different mindset for sure. Note I’m not talking politics, but the German (and Italian) plane design is very different than Soviet, very different than British, very different than American. Late war vs early war add in a bit of spice.

It takes years to master everything, if that’s even possible.

But generally, multiplayer is at the height of game play and, you will find your place. I once flew FW190 exclusively, now I fly an attacker, the BF 110. I am honestly only highly skillful in the 110, though there are some nights I tend to disprove that.

At this point socialization becomes the way to advance. Join a squadron. Other like-minded pilots who fly in cooperative combat. There is usually command structure, different assignments, different specialization. You’ll often have a wingman who will guard your back and visa versa. Squad commitment becomes critical. Web sites need to be developed, mission planning becomes specialized.
 

Multiplayer arenas come in many forms, each with their own goals. Many never leave the arenas that provide considerable help. Map aids exist on the basic dogfight arenas. It has a tracking bug that shows current location so you’re never lost. It often includes“tech notes” which provide air along the way. One doesn’t need to know details re engine setting. Set continuous power or combat power for a limited time, easy peasy just read out the note on front right of view. Power 83%. 

As the arenas advance, they become specialized. Some are private, some are strategic, some are dogfight only. There are many variants.

I fly most weeks on Finn server. It’s a near expert server. I say near, as it still includes flight aids, and other limits as to airfield. The focus is ongoing multiplayer play with a strategic goal set. It’s a good play to learn are it does “not” include navigation aids.

But if you want to fly in a truly expert arena, I highly recommend the Alpha Expert Arena. It is a strategic arena with moving front lines.

What is special and really uncommon is it does not include any player aids (if you’ve been flying for a while, you don’t need them). That little crutch quickly disappears and you gain all information from the instrument panel, and other indicators on the aircraft. It really adds to the experience. And quickly becomes second nature.
Also, like other arenas, there are main airfields with a list of aircraft. Unlike other arenas, “all” airfields” are usable. While you can’t initiate from any secondary field, once a plane is acquired, you don’t need to return, other than to close out mission and receive points. One can area attack, use a secondary airfield to refuel, rearm, and repair.

That’s correct, all one has to do is land, taxi to the correct area (look for the fuel truck) and the plane in its initial configuration will be restored. All it takes are to shut down, give the appropriate key commands, and resume the mission. This is brought over from stand alone and add new meaning to multiplayer. 

So why do I find this do interesting. One it puts a premium on staying alive. Too many arenas allow death to become a very minor inconvenience. It encourages kamikaze behavior. While even on Alpha, death is an inconvenience, it tends to have more value of committed time. In addition,  the fog of war is greater and I find this really appealing. 

My wingman for the night, “Balapan” and I flew multiple mission chasing down a pair of allied planes attacking our side. We didn’t know where, we didn’t know what, they were flying. So first order of business was a search mission. We guessed there most likely approach based upon the maps most likely attack profile. We did a search and destroy of the likely target and ingress path. We flew separated constantly communicating our position and sitrep. We found nothing and examined the most likely targets. Damn, nothing. We landed and shifted our area of operation south, voila, we found their targets. We separated, I went east, Balapan stayed closer to the target. I found nothing at their likely launch airfield. I started back
Balapan called out, he found them returning from a mission. One fighter escorting a bomber. We arrived at the enemy location together and went after the fighter. Balapan got the kill. By then the bomber cleared the area. we flew a spread flight path. Balapan was on the bombers path. The bomber was well flown and he also got that kill. We were on fumes with fuel needles just above 0. We were lucky to be near a friendly field just a flew clicks west in friendly territory.

Landed and mission over. What a mental high. 

Now that’s what I call an expert server.

I am currently CO of JG51 and would highly recommend you try this arena. It has a strategic model being developed that looks really tasty. All it needs is more players. We plan to use it as a squad against other squad invitational arena.

We were early on the Finn “no rules” arena and the population has increased from sparse to nearly full. I think for the experienced pilot and experienced squad, this is the future.

 

HIGHLY RECOMMENDED  *

 

Edited by -DED-Zlodey
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  • -DED-Rapidus pinned this topic
56RAF_Roblex

When does each map end?   Is it based on a time eg After two hours the map closes and the AI does a ground attack phase?   

Do we choose the JU52 landing points ourselves to try to cover the points we need to watch or does the game tell us exactly where we must land and mark it with smoke or something?    Will there be a sabotage element in a later version?

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-DED-Zlodey

If a party destroys all the targets marked by the commander belonging to not five localities, but for example only two and all the vehicles for the attack is available, then these two localities will come under the control of this party. The map is still one. Developing such a large-scale server and gameplay requires a lot of time. Therefore, at this point in time, when this map ends, namely on February 02, 1943, a new campaign will be launched on the same map.

 

You independently determine where to land the Ju-52. The briefing specifies the intelligence based on which you should decide where to land the saboteurs.

 

In the future, several more interesting events related to exploration are planned.

Edited by -DED-Zlodey
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-DED-Zlodey

Gentlemen Reds, there are four localities at risk of falling into the cauldron. Please do something to counteract this.

 

Скрытый текст

1912429812_.thumb.jpg.979602107912703d391dd9e1565df300.jpg

 

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-DED-Zlodey

There may be more goals around a locality than are marked on the map. Only those marked on the map should be attacked. Unmarked targets will be destroyed by ground troops.

When the marked targets are destroyed, the commander will mark new ones at the next locality.

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  • 4 weeks later...

Today, at 21: 00 (Moscow time (GMT+3)) the Event will take place on our server. Organizer I. / SG2_Wolfert. The TeamSpeak: 72ag.ru

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24 minutes ago, -DED-Zlodey said:

Today, at 21: 00 (Moscow time (GMT+3)) the Event will take place on our server. Organizer I. / SG2_Wolfert. The TeamSpeak: 72ag.ru

 

Hi Zlodey,

 

if not already implemented on your server, will SRS be an option for you? Thank you.

 

Cheers

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03.09.2020 в 02:35, THERION сказал:

if not already implemented on your server, will SRS be an option for you? Thank you.

I haven't figured out this utility yet. While it will not be with us. We may be able to connect it in the future.

1. Added a system for linking the game account to the site(server) account. To fly on our server, you will need to register on the site and link your account. (Temporary, optional. That is, if there is no registration and binding, You will not be kicked. But that will change soon.) In your account on the site, you must select a coalition for the entire current campaign. This choice will be provided with each new campaign. If you choose the coalition you will fly for, you will see the goals and the direction of the attack on the server map.

https://il2-expert.ru/en/Map

the procedure for linking an account is simple. Commander gives you a personal code every time you log in to the server, if the accounts are not already linked. This code must be entered on the site in your personal account and the accounts will be linked automatically.

Edited by -DED-Zlodey
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Now, data on the interactive map changes in realtime, without reloading the page. Changes to the front line, destruction of targets, the emergence of new targets all this is already working. In the future, the exchange of quick tags and manual control of the attack direction will work.

 

Yes, there is a bug - the icons of the airfields of the previous mission are not removed, but we will fix it soon.

 

 

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1. Updated the logic for installing rear airfields. Rear, now they will probably be called incorrectly, it is better to call them "active" or something else)) Active airfields are established no closer than 20 km to the front line, no closer than 55 km to the initial, attacked locality, and no further than 90 km from it.

 

2. Now, goal icons are displayed only to those who have linked an account, selected a side, and are online on the server.

 

 

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  • 1 month later...

1. Fixed the logic of the given columns.
2. Added logic prohibiting the sending of two or more columns to one warehouse.
3. fixed an issue with air temperature.

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Update:

1. fixed permanently enabled air defense on targets - "Airfield".

2. changed the logic of installing field warehouses. She's next:

The map is divided into five equal parts along the ordinate (Y) axis. One field warehouse can be installed in each of these parts. So, field warehouse #1 will always be in the South in the Y coordinate range from 0 to 48.08 km. And so on all the field warehouses. Each warehouse in its own coordinate range is set according to the following conditions:

a) the Warehouse must be located at a distance of more than 25 km from the front line.

b) the Warehouse must be located at a distance of no more than 55 km from the front line.

3. the "fortified Area" Goal has been changed. Mandatory for destruction machine gunners (DShK, MG-34) replaced by armored vehicles.

1116217876_2020-10-29022943.jpg.5791a9a3e84e178cd34e2e0f77910b5b.jpg

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  • 2 weeks later...

1. Fixed problems with the network, leading to frequent disconnects.
2. Fixed problem when the target is not destroyed, though all the conditions for this were fulfilled.
3. Efficient supply of cauldron.
Let me remind you that if you get into the cauldron, each locality is assigned 1.5 points of survivability. Each new mission, one of the localities in the cauldron, without fail, will be deducted 1 survivability points. (That is, every two missions, one of the localities of the cauldron, if no action is taken, will come under the control of the opposite side. In order to replenish the resources of a locality, you need to land on a Ju-52 plane at this locality (no further than 2300 meters from us. point), wait for the commander's message about unloading the aircraft and get permission to take off. After that, you can fly for a new batch of cargo. Each such flight will add 0.35 points to the survivability of the locality. You can load a new batch of food and ammunition at any jump airfield or active airfield. To do this, just land and wait for a message from the commander that the plane is loaded and takeoff is allowed. The supply process is shown in the video:

 

 

P.S. Temporarily it is impossible to see how many points of survivability in any of the localities. In the near future, we will try to display this information on an interactive web map

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  • 4 weeks later...

Manual control of the attack.

This tool is currently being tested and debugged. In the near future, we will pass it on to the squad leaders or even to absolutely everyone. Sorry, the video is not translated, but I think everything will be clear.

How does it work?

When the mission time expires, a 180-second countdown begins. During this time, the parties must build an attack and, if necessary, vote for someone's attack, if there are several of them. If none of the attacks are created by users, the generator will build the attack itself. If there is more than one attack and all have an equal number of votes, the generator will choose one at random.

All localities are connected. It is allowed to attack starting from the area located on the front line, that is, connected to at least one point of the enemy. Then you are allowed to move only through those localities that have a connection with the last selected one. When you select a locality, its connections are shown as dotted lines.

 

 

 

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hello

Discord

i just registered and i keep getting the message email already exists how do i resolve this ?

Stats site 

I am not finding the stats page usually with all the info like all the other sites such as times and schedules of next mission maps ,  results , ranking , pilot monthly progress stats and info  etc 

 

thanks 

Edited by adler_1
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6 минут назад, adler_1 сказал:

hello

Discord

i just registered and i keep getting the message email already exists how do i resolve this ?

Stats site 

I am not finding the stats page usually with all the info like all the other sites such as times and schedules of next missions , results , ranking etc 

 

thanks 

Hi. Write to me in discord. To be honest, I didn't understand what the problem was.

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i cannot connect with you in discord since its not accepting my email address when i log in , it says email already exists .

2020-12-11_13-58-14.png

Edited by adler_1
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Try to restore your password. Discord must have this function. However, I can't provide any assistance to restore access to the Discord account. You can register a new account if you want.

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can you pls give me the link to the stats page web site  as requested above . this allows me to study my results and to check next mission schedules .

tks 

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did my first flight on the server winter map and i dont see flight messages on the right side of the screen such as acceleration gear down flaps damage or overheat etc ,i see only on the left side the heading who joined and on top team speak address . is there any key to enable the flight status messages on the right side ? when a target is hit or a pilot killed on both sides do these messages appear ?

Edited by adler_1
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are the campaign pilot stats always monthly ? i ask because i see the title is no more month off .

Edited by adler_1
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6 часов назад, adler_1 сказал:

are the campaign pilot stats always monthly ? i ask because i see the title is no more month off .

 

08.08.2020 в 17:14, -DED-Zlodey сказал:

The battle is being waged for control of localities. The beginning of the campaign on July 17, 1942, and the end of the campaign on February 02, 1943. The winner is determined by the area of controlled territory at the end of the campaign, or based on the fact that the losing side will not have any available airfield for take-off before the time.

One mission lasting 2.5 hours is one day at the front. There are 201 missions in total. It turns out that the campaign will last approximately 20 days. If you manage to increase the duration of the mission, then the campaign will increase slightly in time. It is not yet possible to say whether the mission duration will be increased or not.

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 67 missions have been played to date from stats less 201 missions per campaign = 134 missions left to end of campaign . So the correct way is to refer to stats . thank you for the explanation since i just started here and was used to another site which had a different monthly set up . 

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Each statistics page with a list of missions contains 20 missions. In total, there are seven full pages and one incomplete page. So 20x7=140 +8 (missions from an incomplete page). 201-148 = 53 missions left until the end of the campaign.

2022845806_2020-12-13002920.thumb.jpg.359f0283a1eddc534de4f3302d22786d.jpg

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Since 148 missions have been played out of a total off 201 , why is the total missions won for both sides only 72 total ?  Are we allowed to attack objects on active enemy airfields ? is there death limitations during the campaign such as the number of deaths allowed ?

Edited by adler_1
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17 часов назад, adler_1 сказал:

Since 148 missions have been played out of a total off 201 , why is the total missions won for both sides only 72 total ?

Draw -when neither side managed to win. Most of these missions.

17 часов назад, adler_1 сказал:

Are we allowed to attack objects on active enemy airfields ?

Can. But this will not directly affect the result of the mission. so it doesn't make sense.

17 часов назад, adler_1 сказал:

is there death limitations during the campaign such as the number of deaths allowed ?

At the current time, there are no restrictions. In the future, most likely there will be a "garage"

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Vulching

Can you attack planes landing , landed engines on , tacking off , approaching  or leaving air base vicinity at reduced speed 2-3 km from runway ? On the Russian front it was like that every day and night from both sides .     

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Maps rotation Stalingrad .

So far i flew only  on the winter map , are there missions on the remaining 3 seasons ? is it random or does it follow winter spring summer autumn in sequence ?  I ask because i have a hard time locating with winter maps when i haven't flown on the map frequently . I do use the planner . 

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08.08.2020 в 17:14, -DED-Zlodey сказал:

The battle is being waged for control of localities. The beginning of the campaign on July 17, 1942, and the end of the campaign on February 02, 1943. The winner is determined by the area of controlled territory at the end of the campaign, or based on the fact that the losing side will not have any available airfield for take-off before the time.

👆

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Disconnect issues 

I just got disconnected while flying , there was no message end of mission  with the usual time warnings and announcing the next mission map start , was this a real disconnect or was it the end of the mission ? does this server suffer frequent disconnects ? because its a nuisance to have to fly for 1 hr before we can score again for l reasons beyond our control . 

 

maps

so if it starts in july it will be the summer map followed by the autumn map .

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Team Speak settings

How do you make the TS window overlay appear in game ? hot keys  for chat , talk ? i see all the players are subscribed while i am guest , does that matter ?

banning player

If a player accidently shoots at a friendly and a vote is taken and the player is banned , how long is it before he can  play again ? 

Disconnect

I have suffered 2 disconnects in 2 days  with the usual penalty . Is the problem with your sever ?

 

Edited by adler_1
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