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Blackdog_kt
05-31-2011, 04:28 AM
Well, get in a bomber and make use of the cover of night :-P
I've been mostly testing stuff and compiling a FAQ on CoD so i haven't flown online much. However, once we have a stable sim and people pick up on this scripting business we might be able to have dynamic online mini-campaigns. Night bombing is on the top of my list to try :D
Blackrat
05-31-2011, 06:52 AM
Should be Dawn now :)
l3uLLDoZeR
05-31-2011, 11:16 PM
I've been on a lot today! I like your server and it gives me a nice ping, but where the heck did it go?
Blackrat
06-01-2011, 07:48 AM
Steam dropped it in the middle of the night for us :evil:
Back up now.
Tex-Twil
06-03-2011, 07:55 AM
is this server supposed to be online ? It takes ages to connect ...
SYN_Per
06-03-2011, 08:07 AM
It might be that the server has gone down, steam has been messing about abit lately, it might also be that there is alot going on in the mission running presently and therefore you just have to have some patience.
If you time-out, the server is probably down.
From your post it's hard to judge wether you got in or not.
Sry about any inconvinience. I'm sure that someone at SYNDICATE is working hard to fix any problem.
Thx
Tex-Twil
06-03-2011, 08:49 AM
It might be that the server has gone down, steam has been messing about abit lately, it might also be that there is alot going on in the mission running presently and therefore you just have to have some patience.
If you time-out, the server is probably down.
From your post it's hard to judge wether you got in or not.
Sry about any inconvinience. I'm sure that someone at SYNDICATE is working hard to fix any problem.
Thx
I managed to connect but the UI was lagging so I gave up :) Also the Ventrolo seems to timeout.
Blackrat
06-03-2011, 10:37 AM
Hmmm, ventrillo seems fine, its on a different server too, was your net connection okay elsewhere?
Quite a few errors in the log though, so there may be a problem, hopefully flashman will see this and take a look, its his mission. A couple on there ATM so people can connect it seems. Anyone else having problems shout up and I will restart the server.
SYN_Flashman
06-03-2011, 11:08 AM
Hmmm, ventrillo seems fine, its on a different server too, was your net connection okay elsewhere?
Quite a few errors in the log though, so there may be a problem, hopefully flashman will see this and take a look, its his mission. A couple on there ATM so people can connect it seems. Anyone else having problems shout up and I will restart the server.
Im at work at the moment so can't look at the server. I restarted the mission last night so it will have run out of AI if its not been restarted since. It might be as well to do a restart.
Blackrat
06-03-2011, 12:46 PM
Restarted!
Tex-Twil
06-04-2011, 09:13 AM
thanks I will try tonight.
trumps
06-06-2011, 09:31 AM
don't know if it is just me but the Syn server is pinging at over 500 atm, usually sits at around 250. all the other servers seem as per normal!
Cheers
Craig
SYN_Jed
06-06-2011, 09:50 AM
Restarted it
Wandalen
06-06-2011, 09:55 PM
Was playing at SYN server yesterday and i was getting alot of lagg when AI planes (flight) spawned ? and when i took off from a blue base i could see 2 formations of planes over channel, but when i got to one of them it disappeared. Headed back to the other formation and it to disappeared :confused: my friend got it as well. is it a common problem or bug?
Anyway thanks for a great server, its one of my favorites as wel in ROF :)
Warhound
06-06-2011, 10:14 PM
Had the issue of disappearing formations aswell today, a 12 Blemheim formation was reported over France by our radar, headed that way and eventually spotted em but at a certain distance they just diasspeared..each time they did they would reappear behind my plane a while later. Was an endless goosechase till I just gave up and went for a visit to England
Blackrat
06-07-2011, 07:03 AM
Yep, we think it is a bug rather than a server thing, bloody annoying as hell, if you guys notice any pattern to it ie. only certain flights of AI or from a certain direction or something let us know please.
Ataros
07-07-2011, 08:57 AM
Hi Blackrat!
BigRepa who is running Repka servers is studying processor upgrade possibilities. IIRC you are running 12 physical cores. Could you please share a screenshot of typical cores load of your processor in task manager in prime time. Or just write your estimate of average load per core. I wonder if a server can benefit from 6, 12 physical and 12, 24 virtual cores.
Thank you very much for any help.
Blackrat
07-07-2011, 01:30 PM
Hi Blackrat!
BigRepa who is running Repka servers is studying processor upgrade possibilities. IIRC you are running 12 physical cores. Could you please share a screenshot of typical cores load of your processor in task manager in prime time. Or just write your estimate of average load per core. I wonder if a server can benefit from 6, 12 physical and 12, 24 virtual cores.
Thank you very much for any help.
Bliss is the guy for this sort of info as he resourced the server and knows exactly what it has and how it works, hopefully he will see this message.
Thee_oddball
07-08-2011, 12:38 AM
Hi Blackrat!
BigRepa who is running Repka servers is studying processor upgrade possibilities. IIRC you are running 12 physical cores. Could you please share a screenshot of typical cores load of your processor in task manager in prime time. Or just write your estimate of average load per core. I wonder if a server can benefit from 6, 12 physical and 12, 24 virtual cores.
Thank you very much for any help.
FWIW i doubt it...the game does not utilize 3 cores properly ..so i doubt anymore will make any difference and considering they get lag on 12 cores when AI spawn just reinforces that...i doubt the dedi software or the OS are breaking up the functions evenly across 12 cores...of course i would like tobe wrong :)
S!
SYN_Jed
07-08-2011, 09:00 AM
For now we have removed ai aircraft spawns from the server to try and get some stability. By removing the spawns we have also removed the sound bug. Once we have this level platform we will introduce and test ai aircraft and scripts. As it stands there are just static ground tgts to bomb like IL2 1946.
Better pings all round and more stability. Just need lots of ppl in it now :/
Ataros
07-08-2011, 10:50 AM
By removing the spawns we have also removed the sound bug.
Are you sure this fixes sound bug? I remember reading that it does not help.
SYN_Jed
07-08-2011, 11:07 AM
No sound probs reported in the last 5 days. Guess it has done something. After all most ppl reporting the sound bug did so immediately after an ai spawn.
ATAG_Bliss
07-08-2011, 04:43 PM
Are you sure this fixes sound bug? I remember reading that it does not help.
From what I've seen, removing the AI acts like a band-aid and only only slows the bleeding. Sound still disappears.
But to back that up a bit. My sound would be gone within 10-20 minutes of playing on an online map with spawning AI. It happened every time within that time frame.
What I think is the biggest helper of retaining your sound is to completely mute the voice actor / disable it. Now I can fly with 100-200 spawning AI in the server and keep my sound for hours. Now don't get me wrong, I still occasionally lose it, but it seems that even if I do, it will come back within 5-10 minutes on it's own.
I'd try disabling your own AI voices / chatter and see if that doesn't help you. I can actually enjoy MP after I did that.
Edit: About having more cpu power: The best thing I can suggest is holding off until the game can actually support / uses many cores for the dedi server. The way I understand it (hopefully!), what we are doing now by having to use the full game install to run the dedi server is wrong. We should have dedi software just like the old game for that. And it should only be streaming through steam, not actually having to use it. Until we get a proper dedi software or at least some information about it, I wouldn't worry about upgrading. The lag that's apparent over time doesn't have anything to do with cpu power / bandwidth. Even with 200+ AI on the big map our server is barely using any of it's resources to run. If you are actually maxing out cores, the best bet for the time being IMO, would be to get a higher clock speed cpu. That is, until we actually figure out what sort of software we are going to be using. Our server is simply overkill. It's designed to run 20-30 instances of MP servers at the same time (12 core / 1gbps bandwidth).
Ataros
07-08-2011, 05:32 PM
Bliss, thanks a lot for your answer.
BTW at sukhoi.ru we have multiple reports telling that forest being switched off helps to avoid the sound bug. Probably it takes some load off game file manager letting it process sound files better. I assume sound files have less priority than textures.
Another guy at this forums mentioned installing gtx580 solved his sound problem.
Thee_oddball
07-09-2011, 01:51 AM
From what I've seen, removing the AI acts like a band-aid and only only slows the bleeding. Sound still disappears.
But to back that up a bit. My sound would be gone within 10-20 minutes of playing on an online map with spawning AI. It happened every time within that time frame.
What I think is the biggest helper of retaining your sound is to completely mute the voice actor / disable it. Now I can fly with 100-200 spawning AI in the server and keep my sound for hours. Now don't get me wrong, I still occasionally lose it, but it seems that even if I do, it will come back within 5-10 minutes on it's own.
I'd try disabling your own AI voices / chatter and see if that doesn't help you. I can actually enjoy MP after I did that.
Edit: About having more cpu power: The best thing I can suggest is holding off until the game can actually support / uses many cores for the dedi server. The way I understand it (hopefully!), what we are doing now by having to use the full game install to run the dedi server is wrong. We should have dedi software just like the old game for that. And it should only be streaming through steam, not actually having to use it. Until we get a proper dedi software or at least some information about it, I wouldn't worry about upgrading. The lag that's apparent over time doesn't have anything to do with cpu power / bandwidth. Even with 200+ AI on the big map our server is barely using any of it's resources to run. If you are actually maxing out cores, the best bet for the time being IMO, would be to get a higher clock speed cpu. That is, until we actually figure out what sort of software we are going to be using. Our server is simply overkill. It's designed to run 20-30 instances of MP servers at the same time (12 core / 1gbps bandwidth).
http://forum.1cpublishing.eu/showthread.php?p=303621#post303621 post #25 , no charge this time SYN :) shall i add you to the news letter ;)
S!
p.s you can extract the core files for game server but the problem come in when you try to launch it...the launcher calls for a Steam , not the whole game...that when u get the error message and the server wont launch...another reason that having our servers locked into steam is not that great of an idea <maddox.Properties.Settings>
<setting name="nativeDLL" serializeAs="String">
<value>parts\core\steam_api.dll</value>
Thee_oddball
07-09-2011, 01:56 AM
SYN ,Ataros did you guys generate a trouble ticket at steam?
Blackrat
07-09-2011, 07:16 AM
SYN ,Ataros did you guys generate a trouble ticket at steam?
Nope haven't had a log off for a while now.
Ataros
07-09-2011, 07:59 AM
Nope haven't had a log off for a while now.
BigRepa said the same. He does not run Steam log, only launcher one and does not read this forums. He can be reached directly here http://www.sukhoi.ru/forum/showthread.php?t=68774&page=41 I publish most important info there for him or PM him.
Thee_oddball
07-09-2011, 08:22 PM
Nope haven't had a log off for a while now.
well that is good news :)
BigRepa said the same. He does not run Steam log, only launcher one and does not read this forums. He can be reached directly here http://www.sukhoi.ru/forum/showthread.php?t=68774&page=41 I publish most important info there for him or PM him.
the steam log is there , tell him to look under logs in the steam folder :)
S!
ATAG_Bliss
07-14-2011, 01:24 PM
I think I've finally fixed it!
I've been trying to load submissions through scripts and have been getting ghost planes / disappearing dots etc. After about 4 days of work, I've corrected all the submissions with all the bomber spawns and I'm loading the missions the old IL2 way. (with .cmd files) The scripts are gone and there are formations of bombers attacking airfields on both sides. Some have escorts that will hurt you if you come after their bombers ;)
Needless to say, when you get in the air, it shouldn't be too awful difficult to find something to shoot at. And depending on some of the raids, you better look up after you spawn (bombs may be on the way to your airfield) :)
Please help me test this. Don't forget to mute your speech/voices in your audio options. It will help eliminate 99% of the sound bugs.
The main fleet in the middle of the channel is for Stukas/111/110/Ju88's to destroy. (Blue targets)
The fleet near France is for the Reds to destroy.
Please let me know if anyone experiences a ghost plane from now on.
Thanks!
Edit: There's around 45 different sub missions. These are all the various bomber missions. The server will now have bombers in the air going to target 24 hours a day. Once the 45 mission loop is completed (around 8 hours), the 1st wave (mission) starts again..
SNAFU
07-14-2011, 03:30 PM
Hi Bliss,
Thanks for your efforts!
I spent a little time on the your server yesterday (1900-2100 UTZ ?) and experienced these ghost planes at first hand. For now I mostly spent my time in the FMB so I have only littel experience with the online play of CoD, but while shooting down the 5th Blennheim, I lost sound. I didn´t mind so much, the sound is crap anyway, and made a little sightseeing with 2 squadmates over Dover, where we experience weird things like f.e.
My squadmates planes showed one landing gear down, while all lamps indicated no problem, he saw the same at my plane, while my instruments and speed proved him wrong, we saw formations of bombers, which just disappeared as we got closer and appeared again, after at some distance (maybe 1,5km?), at the end I was crusing low around Dover spent a little ammo on a freighter for effect, but my squadmates said there is only open water, which I am shooting at. Later I stumbled over a lone hurricane tried a few MG17 rounds on it, but while I extended the hurricane (human piloted) disappeared. I turned because I thought, the Hurri decided not to follow, when the hurri plopped up again on my rear. So this went on, plopping out and in till I stalled low and took a swim.
The gone sound, the ghost planes and vessels are related to voice comms as TS and a script, you say?
So, for our squad training and testing server I am working on a reliable script to spawn AI and get rid of them again, maybe you could give me hint there where to get some information, what is wrong with the standard scripts?
Norseman
07-15-2011, 07:40 AM
Hi there.
Hunting high and low in Your great server a couple of hours yesterday..
Afraid I had ghost all over :-/
Earlier online, I could close in just to find a static pilot in his seat but now
they just disappear when closing. Spending way to much fuel on these "targets".
Confirming "human"BF109`s flying around with gear down..
No problems with sound here, but never had any..
-any chance of getting a couple of "windsock strong" on spawn-bases?
A great help for a old pilot..;)
Great server with nice people!
Appreciate the good work!
~S~
skouras
07-15-2011, 08:33 AM
thanks mate
excellent:grin:
Pitti
07-15-2011, 08:42 PM
I tried it also yesterday.
I spawned and saw a formation of Wellingtons so I scrambled and took four of them down. :)
After that I saw many ghost planes and couldn't find real ones anymore. :(
Thee_oddball
07-15-2011, 09:23 PM
I tried it also yesterday.
I spawned and saw a formation of Wellingtons so I scrambled and took four of them down. :)
After that I saw many ghost planes and couldn't find real ones anymore. :(
how close can you get before they disappear?
S!
Thee_oddball
07-16-2011, 04:37 PM
Hard to say, they just get big enough in the normal view to start making out size, maybe if they are single or multi engined, then they vanish. If you scan the skies, you'll find them nearby, sometimes on your 6, sometimes other places. If I had to estimate, I'd say they were between 1.5-2km away.
this is starting to sound like a sync issue...server side lag causing planes to appear where they are not...and then disappear as you approach and start to get rendered.
I wonder if there is an issue between the core and the scripts not executing in parallel...
S!
ATAG_Bliss
07-16-2011, 05:13 PM
I don't know what it is .. grrrrrrrrrrrrrr :)
I was thinking that some of the ships next to the coast were sinking incorrectly. There would be a never ending message in the console that would say shipsinkcompute NAM over and over and over and it seems when that started there were stutters etc. So I've gotten rid of all those (at least for the 4 hours of testing I did). Maybe spawning too many planes at once causes the error? Either way it appears that it's 2 or 3 groups that always do this while the rest all go to target. Maybe I'll make even more sub missions that have smaller amounts of planes? Well at least without the ship compute errors running all the time, it seems very very smooth now.
Or maybe we'll get a patch lol that fixes this crap!
@Snafu - I don't think there's anything wrong with the standard scripts (the one's for the game) but I wanted to do it the old fashioned way (process of elimination) to make sure that was the case.
I'm loading up 45 sub missions through .cmd files right now. Basically one .cmd file opens a mission and with the timeout command waits to open another .cmd file set to open another mission.
Thee_oddball
07-16-2011, 08:11 PM
I suggest you try just one set of AI (not 45) and work your way up, lets see if it is some kinda off server related lag in terms of how it handles AI.
S!
p.s any steam log offs in the past few days?
TheEnlightenedFlorist
07-16-2011, 10:52 PM
I don't know what it is .. grrrrrrrrrrrrrr :)
I was thinking that some of the ships next to the coast were sinking incorrectly. There would be a never ending message in the console that would say shipsinkcompute NAM over and over and over and it seems when that started there were stutters etc. So I've gotten rid of all those (at least for the 4 hours of testing I did). Maybe spawning too many planes at once causes the error? Either way it appears that it's 2 or 3 groups that always do this while the rest all go to target. Maybe I'll make even more sub missions that have smaller amounts of planes? Well at least without the ship compute errors running all the time, it seems very very smooth now.
Or maybe we'll get a patch lol that fixes this crap!
@Snafu - I don't think there's anything wrong with the standard scripts (the one's for the game) but I wanted to do it the old fashioned way (process of elimination) to make sure that was the case.
I'm loading up 45 sub missions through .cmd files right now. Basically one .cmd file opens a mission and with the timeout command waits to open another .cmd file set to open another mission.
I fixed the NAN problem by removing all Landing Craft from my mission.
Pitti
07-17-2011, 06:43 PM
I was thinking that some of the ships next to the coast were sinking incorrectly. There would be a never ending message in the console that would say shipsinkcompute NAM over and over and over and it seems when that started there were stutters etc.
I just noticed the same on your server. Suddenly the sound disappered and the console getting filled with these messages. :evil:
If there were not those stupid ghost planes it would be so much fun on your server. I like your mssion, with all the bomb raids and so. :grin:
CaptainDoggles
07-17-2011, 07:02 PM
Currently 25-30 pilots online on Syndicate #2! Come join us!
Norseman
07-17-2011, 07:13 PM
and Where Are The Ghost now..!?
-just been in a couple of miss. and couldnt find any
"ghost-dots" where they used to be..!-)
Hope its something You guys done here..:-?
~S~ :)
ATAG_Bliss
07-17-2011, 07:22 PM
Well there's still some occasional ghost dots, but I have no idea why :(
But I've found a way to avoid them.
A couple things:
Make sure you have your chat window (the customizable one) to include the "voice" option. That will make all radar announcements appear as text and with the mission there will be plenty of announcements as there are plenty of bombers flying around ;)
I've found that the radar only pickups moving planes (aka real ones!). The other thing is if you approaching a group head on and they don't appear to move across the sky, then they are more than likely a ghost dot. Lets just say, I've yet to see a ghost dot move. They are usually suspended in the air for w/e reason.
But definitely turn the radar part on in your chat window. And for the sound issue make sure your voices/speech tab under the audio controls is unchecked/muted.
SYN_Jed
07-18-2011, 10:08 AM
Was a very much improved environment I have to say. Ran smoothly with little or no stuttering. Guess the ghost planes we just have to avoid right now. Great to see some population though....really helps to make things exciting!
ATAG_Bliss
07-19-2011, 03:41 AM
Holy cow! I actually fixed something ;)
No more ghosting / disappearing planes! All stupid ship errors that were causing the stuttering are fixed as well.
There are never ending flights of bombers bombing targets of opportunity and their escorts for both sides everywhere. There are over 75 various different bomber sub-missions that take around 10 hours to complete before the 1st sub-mission is loaded again. All missions have different bomber groups with varying level of difficulty going to different targets. It should never look repetitive. Some of the bomber groups will have very aggressive escorts attached to them. If you go attacking their bombers you better have a wingman or 2 or they will knock you out of the sky.
For those that like COOPs, this is a never ending war where you don't even need another person on the server to have endless amounts of action.
Remember to have your radar turned on (the option "voice" set in your chatbar if you have voices/speech muted) as your radar will be calling out contacts left and right.
And when you spawn and have AAA going off, make sure to look up as your airfield might be in the middle of being carpet bombed :)
SYN_Jed
07-19-2011, 09:46 AM
Superb stuff m8!!!
Well done...I know you have spent weeks trying to get this goin right....happy days!
www.syndicatesquadron.com
Das Attorney
07-19-2011, 09:15 PM
I just had a go on your server to try some online action.
I couldn't find any Spit Mk II's available. A quick search of this thread found that it had been removed back in April for 'balancing reasons'. Could you elaborate a little?
The Spit Mk I and Ia are currently under modelled imo; the top speed seems very low and only one of the two prop pitch positions works properly. I didn't really fancy taking on the might of the Luftwaffe in a Hurricane and don't really want to play as Luftwaffe so the choice was a bit limiting for me.
Anyway. I picked a Spit I and the plane kept drifting/sliding off to the left when it spawned parked up. After firing up the engine and warming it up, I couldn't turn right (even when applying the differential brakes) when taxiing. At that point I gave up and quit out.
I didn't come on your thread to diss you and rubbish your server. Just wanted to give a bit of feedback and ask about the Spit II. Maybe it's a problem at my end (taxiing) but the mission you've set up looks really good so I thought I'd better post my experiences so far.
Blackdog_kt
07-20-2011, 12:59 AM
The Spit Mk.II is currently the only fighter that seems to be getting it's real life performance. All other fighters (not just luftwaffe ones) are somewhat on the slow side, so the Mk.II is usually removed so that the server doesn't end up with a bunch of people flying them in the red team with nobody to shoot at in the blue team or nobody flying the Mk.Is and hurricanes :-P
As for the drifting during taxi, i've seen it reported before but haven't experienced it. Not flying online yet (i spend most of my time testing various things in single player) i can't be sure if its a multiplayer-specific bug, but i've seen various plausible explanations.
The most prominent ones:
1) There's a crosswind involved in the mission and tail-dragger aircraft turn into the wind. Some people report that hangars don't block wind and the effect is noticeable in hangars as well.
2) Incorrect setup/usage of the wheelbrake controls.
3) A combination of both, making it hard to correct the crosswind effect.
I've posted this a million times on various threads so i'll just give you the cliff notes. In short, the sim models brakes the way they are in the real aircraft. For RAF warbirds, this means a single brake lever for both brakes and a differential pneumatic valve operated by the rudders, instead of two completely independent braking systems for each wheel.
To turn left for example, one needs to press the brakes lever (whatever control you mapped to it) and push the left rudder pedal. Pushing the brakes key feeds pneumatic pressure down the line, the position of the rudder pedals determines how that pressure is distributed to each wheelbrake and as a result, how much each wheel brakes. If the rudder is centered the pressure is distributed equally and both wheels brake the same, if you start pushing the pedals one way then the wheel on that side of the aircraft will brake more and you will turn to that direction.
In other words, if you have a rudder pedal controller with differential toe brakes plugged into your PC and mapped as such, your toe brakes won't work because the aircraft doesn't have such a system. It's like giving a prop pitch change command in a tiger moth with its fixed pitch propeller, or pressing the "open bomb bay" keys in a fighter: nothing happens because they don't have such a system installed. You will need to press the brakes key and deflect your rudder pedal (just like you would do while airborne) to get differential braking instead.
Das Attorney
07-20-2011, 01:13 AM
Thanks for getting back to me on the Spit II. Shame it's out of the picture for the moment, although if it was in line with the other planes performance, I still don't think most pilots would choose the Mk I over it ;)
I shall have to put in some time in the Hurri/Spit I and see if I can do anything useful with them instead.
As for the braking, I was fully aware about using the brake key in conjunction with the rudder pedals. I do have the toe pedals mapped for the times I've been flying 109's etc though. Your explanation was very detailed and I'm sure someone will get some use out of it :)
Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online.
Ataros
07-20-2011, 05:58 AM
Maybe the sliding is an online thing. I'll have a play about with crosswinds in the FMB and make a sample mission to test online.
Yes it is wind settings usually.
SNAFU
07-20-2011, 09:46 AM
Even with wind speed and gusts set to zero, the 109 turns after spawning. Don´t know about other planes though.
Jugdriver
07-20-2011, 10:49 PM
Bliss,
Are you still running a large number of objects on the map you use? I am wondering for benchmarking purposes. I did have some stuttering (again) last night when I was on there but I figure with such as large amount of objects and aircraft spawning there would be some pauses.
Thanks for the great server.
JD
AKA_MattE
ATAG_Bliss
07-20-2011, 11:26 PM
Yeah, there's around 15000 objects total, 5000 of which are AAA scattered throughout the map.
As far as the AI is concerned, there's a new bomber group (submission) that loads every 15 minutes. Most have a flight time of around 40-60 minutes, while others are only 10-15 minutes. As the hours go on, usually there's around 100-200 bombers in the air all the time. (minus the ghost planes lol) All the bombers will land back home, usually in a remote inland airfield.
But it's one big WIP. I wish I could find a way to have everything load from the main mission (AI spawns), but the trigger doesn't seem to work yet, or I simply don't know how to use it. I'm thinking, as a workaround, at least, if only 1 mission was loaded instead of submission after submission, it might be less error free.
Ataros
07-21-2011, 05:57 PM
Bliss,
I was reading about some ghost dots issue on Syndicate server.
We did not have any reports on them on Repka. You may want to check if it can be related to mpdotrange setting. We used to have your mpdotrange settings but then reset it to default.
Another idea is to check if it could be planes located outside the Battle Area set in FMB or combination of both factors. Repka #1 has very small Battle Area.
Ze-Jamz
07-21-2011, 06:00 PM
Holy cow! I actually fixed something ;)
No more ghosting / disappearing planes! All stupid ship errors that were causing the stuttering are fixed as well.
There are never ending flights of bombers bombing targets of opportunity and their escorts for both sides everywhere. There are over 75 various different bomber sub-missions that take around 10 hours to complete before the 1st sub-mission is loaded again. All missions have different bomber groups with varying level of difficulty going to different targets. It should never look repetitive. Some of the bomber groups will have very aggressive escorts attached to them. If you go attacking their bombers you better have a wingman or 2 or they will knock you out of the sky.
For those that like COOPs, this is a never ending war where you don't even need another person on the server to have endless amounts of action.
Remember to have your radar turned on (the option "voice" set in your chatbar if you have voices/speech muted) as your radar will be calling out contacts left and right.
And when you spawn and have AAA going off, make sure to look up as your airfield might be in the middle of being carpet bombed :)
Bliss ive just come from the Server and ive seen around 10 ghost dots in about half hour...groups of 2 at a time and yes i do have the radar predicting EA
TomcatViP
07-21-2011, 06:24 PM
Hi,
What for god sake is that EA radar ?!!!
<dramatic mode = OFF>
I ve seen some of those ghost plane on your server<. it's very disorienting
Regarding mission planing, can we now as CoD hve more players than before switch to a more historically accurate mission planing ? I mean a lot of GERMAN bomber fling toward england and only a very few RAF bomber flying over France.
The way mission are planned for now is a bit disorienting.
Pls think abt the many new players that bought that sim just to play a BoB scenario
Anyway, Great works !
~S!
PS:special Salute to Z-Jamz to say hello
Ze-Jamz
07-21-2011, 07:49 PM
PS:special Salute to Z-Jamz to say hello
Hi mate :)
Ze-Jamz
07-21-2011, 07:51 PM
I don't think the numbers are there yet to give us historical numbers. Without Red bombers, there's little incentive to fly blue (its rare that I actually run into anyone, maybe 1x out of 6-8 sorties) with the current numbers. Given that, it would make more people fly red just to get at least something out of every sortie. Unless they wanted to throw in AI fighters as well, but that opens a whole new can of worms.
Strange...i come across quite a few AI when im in there, and alot of ghost dots..
Though i have to agree that map is Huge!, even with strong numbers you do seem to spend alot of time looking for action...I ran out of fuel just now, go figure
ATAG_Bliss
07-21-2011, 08:42 PM
Hopefully - the ghost planes get sorted in the next patch. Luckily the radar only calls out live contacts. That's the best way to hunt all the bombers.
TomcatViP
07-21-2011, 09:08 PM
Thx Bliss for the answer.
I got a connection lost after 30 min of play is that me or the server ?
------
..I ran out of fuel just now, go figure
in a 109 ???
I can go back and forward for hours long over the channel. Someday I will think seriously about bringing with me a drum and a house and sell some fuel over there ... Well depend what oct you ask for :cool:
Ze-Jamz
07-21-2011, 09:09 PM
Yep a 109.
I 'was' going for hours over the channel lol... i returned with 6kills from that sortie
ATAG_Bliss
07-21-2011, 10:05 PM
Thx Bliss for the answer.
I got a connection lost after 30 min of play is that me or the server ?
Actually it was neither. It was me hitting the wrong button while fiddling around on the server.
Sorry about that :oops:
Blackdog_kt
07-22-2011, 02:22 AM
Yeah, there's around 15000 objects total, 5000 of which are AAA scattered throughout the map.
As far as the AI is concerned, there's a new bomber group (submission) that loads every 15 minutes. Most have a flight time of around 40-60 minutes, while others are only 10-15 minutes. As the hours go on, usually there's around 100-200 bombers in the air all the time. (minus the ghost planes lol) All the bombers will land back home, usually in a remote inland airfield.
But it's one big WIP. I wish I could find a way to have everything load from the main mission (AI spawns), but the trigger doesn't seem to work yet, or I simply don't know how to use it. I'm thinking, as a workaround, at least, if only 1 mission was loaded instead of submission after submission, it might be less error free.
Wow, that's just massive :o
I haven't flown online much, i just joined in today with a buddy and ended up with 3 sorties for a total of a bit more than 3 hours or so of flying :-P
As part of my thanks for your hosting service, here's my initial assessment.
Server is smooth and stable most of the times.
I do get some kind of pauses every now and then which are not something i've ever seen offline. It's a few seconds during which the screen might freeze but control inputs are still accepted and when the screen unfreezes i am at the expected position.
It's just like the video pausing for 2-3 seconds while everything else goes on normally, then it resumes and instantly synchronizes with the rest of the game. I guess it has to do with with the amount of objects and missions you describe and most of the times it doesn't detract much from the fun as it's pretty infrequent.
I suspect loading of AI and static objects along with their containing segments of terrain loaded in batches when overflown, because i can clearly see my hard drive light go on when it happens.
I did get ghost contacts (disappearing dots) today, especially near the allied ships. I was flying a CAP between Folkestone and Dover and that's where it seemed to occur for the most part (not sure if it's visible elsewhere too), a couple of formations on each side of this route.
I still had a blast nevertheless ;-)
Thanks for hosting and good luck with ironing out any remaining issues.
SYN_Jed
07-22-2011, 10:40 AM
I only erally get those pauses when human pilots spawn in tbh. Server was pretty full up last night and showed no detrimental effects.....ping stayed the same and saw no warping at all....had no sound loss....except for the ghost planes (less frequent) i think we are pretty close!
jojovtx
07-22-2011, 01:44 PM
I am really enjoying the server. Got my game running good and ya'll got your server running good and now we are having a blast.
I flew last night for about an hour in a 110C7. Started off with a furball just off of calais so I jettisoned my bombs and engaged in the fight. When that was finished up I climbed to 4.5km and began my hunt for bombers. All I came across was some HE111 returning from a sortie. I then got a message that some Blenheims were spotted in A17 and off I went.
I never found the Blennies and decided to turn for home as fuel was getting low. Yeah, even the 110 will eventually run out of fuel, lol. As I flew eastish across England on my way back to France I thought I found the Blenheims but it turned out to be HE111 inbound to London.
To my surprise there was a Spitfire chasing them and I gave him a squirt diving and head on. Saw chunks come of his plane but even a disabled Spitfire is more than a match for a 110. I tangled with him for a bit at around 4km and neither gained the advantage. As my fuel has now gotten critical I decided to nose it over and head home.
Before I even hit the coast my engines were hiccuping and I was switching tanks furiously to suck the last bit of fuel or fumes from each tank. I had relegated myself to a POW camp and was going to land at Folkestone airfield. There was a spit taking off an I couldn't resist giving him a squirt as I flew over. He crashed on his take off attempt before I could even pull the trigger! So to add insult to injury I strafed him anyhow.
I decided that my fuel tank switching tactic might actually be working and I continued out over sea to at least make it back to friendly lines if not my airfield. I got too low and was too busy clicking fuel tanks to realise I was about to plow into the channel.
Well karma got me in the end and I paid for strafing the poor pilot on his failed takeoff attempt as I plunged into the channel at a little over 300km/h. All in all phenomenal mission and a great time.
Moral of the story, while clickable is cool it's best to map buttons. ;-)
Ze-Jamz
07-22-2011, 02:42 PM
I noticed today there seems to be alot of messages saying Ai gunner/bombardier/pilot of (bombers) crashed etc etc on the server..
These are not engaged in combat because there were only a few players online, and we kind of knew what each other were doing..
Are these bombers flying into each other when they spawn or taxing?, there were no radar messages before these crashes..
I spent probably 30/45 mins flying over the channel without getting a radar message with contacts yet in between there must of been approx 10-15 bombers lost due to what was happening above.
any ideas Bliss?
jojovtx
07-22-2011, 03:08 PM
I noticed today there seems to be alot of messages saying Ai gunner/bombardier/pilot of (bombers) crashed etc etc on the server..
These are not engaged in combat because there were only a few players online, and we kind of knew what each other were doing..
Are these bombers flying into each other when they spawn or taxing?, there were no radar messages before these crashes..
I spent probably 30/45 mins flying over the channel without getting a radar message with contacts yet in between there must of been approx 10-15 bombers lost due to what was happening above.
any ideas Bliss?
I think it is the way the script gets rid of landed/despawned aircraft. Essentially the script will kill the aircraft and the message shows up. To test grab a 110 or whatever you like, spawn it in then go back and spawn in another aircraft at the same airfield. You will see your old aircraft sitting there and about 10-20 seconds, a guess, you will see the first aircraft you spawned in disappear followed by a message stating AI in 110 were killed or similar message.
Ze-Jamz
07-22-2011, 03:13 PM
I think it is the way the script gets rid of landed/despawned aircraft. Essentially the script will kill the aircraft and the message shows up. To test grab a 110 or whatever you like, spawn it in then go back and spawn in another aircraft at the same airfield. You will see your old aircraft sitting there and about 10-20 seconds, a guess, you will see the first aircraft you spawned in disappear followed by a message stating AI in 110 were killed or similar message.
Hmm, The only thing is these bombers didnt do any missions as we would of seen them or we would of had radar msgs for them before hand?
And it certainly wasnt players spawning these aircraft in as like i said there were only 5-6 off us flying..
strange
Ze-Jamz
07-22-2011, 09:04 PM
Bliss.. was it the AI that was causing the stutters tonight or just player numbers..
There was a lot on so maybe that?
On a side note I read something in a message regarding turning down the AI..please dont, you only have to look at the scores to see that alot of people are not finding any contacts lol...thats a big map and even with 60+ in there tonight i wasnt coming across loads of contacts, quite the opposite tbh..
If there wasnt as many AI bombers as there was i would of give up flying around trying to find cons..before you arrived it was mentioned by others too
It might just be me and everyone is skimming the ocean but i dont see much happening between 3.5/6k
VO101_Tom
07-22-2011, 10:50 PM
Custom Skins? The download can be switched off from the server side?
If not, should announce warning occasionally in order not to be used then.
Ze-Jamz
07-22-2011, 11:00 PM
Custom Skins? The download can be switched off from the server side?
If not, should announce warning occasionally in order not to be used then.
possibly, it got unplayable though whatever caused it
Richie
07-24-2011, 03:57 PM
Finally got on last night. It's a great server!. I have some questions. Is there a TS channel that we are all using in there? How do I get chat to work in COD? I did something and now the windows even gone lol.
Jaws2002
07-24-2011, 11:39 PM
Finally got on last night. It's a great server!. I have some questions. Is there a TS channel that we are all using in there? How do I get chat to work in COD? I did something and now the windows even gone lol.
Join the Syndicate Ventrilo server.
Here's the info:
Server addres: syndicate.vent.nfoservers.com
Port:11310
:)
Richie
07-25-2011, 03:30 AM
Keep getting booted every 15 minutes now.
Richie
07-25-2011, 06:46 AM
If anyone says anything to me in there I can't see it and my chat still doesn't work just so you know I'm not a snob :)
II./JG27_Rich
1PL_Lucas
07-25-2011, 07:19 AM
S!
Finally decided to try the MP in the CloD. I joined Syndicate server because I am familiar with the RoF SYN server and I enjoying it very much. I do not know if it is a ping issue (I have about 120-130) that I lost connection twice. Once, after about 30 minutes, when I managed to cross the Channell in the Ju-88 to bomb the radar station, second, just few minutes after take off in the Hurricane the other day. I must check the other servers to see if it is a common game problem or if it is just me and my pc :)
Anyways, I am looking forward to spend some time on the MP session :)
regards,
Lucas
SYN_Jed
07-25-2011, 09:07 AM
hi Lucas and welcome. Could be that we were just restarting the server for some reason. Were there only a few on at the time?....we tend to restart when there are fewest around.....
1PL_Lucas
07-25-2011, 10:35 AM
Jed,
thank you for your reply! I will try to appear more frequently. Maybe that was just a server restart. Although I am a "WW1 sim" guy, I want to try the MP in CloD. The system modelling in the aircrafts is just great and the sim has a great potential.
br,
Lucas
jojovtx
07-25-2011, 12:57 PM
Just flew an excellent Co-op style mission tonight. 4 109s and our sister-squad 9./ZG26 had a single 110. Got up, and spent some time getting everyone sorted. Chased a distant contact following some bombers over France, but realized it was a 109, so turned back towards England. Flying high (3.5k) we spotted 8 Blennies inbound. Lined up an attack, with the 110 first. I flew a high cover, while 3 109s and 1 110 pounced. Apparently, when the numbers are more even, the bomber's defensive fire is ineffective. Within 4 minutes, we had chewed them up, total losses, RAF - 8 Blenheims, LW - 1 109 (got a little target fixated and rammed his bomber). Everyone else got home without incident. Would have preferred to find a few Spits or Hurris, but hey, we'll take bomber formations anytime!
Thanks Bliss, the missions are definitely fun!
Last night was definitely a blast and shows what this sim has in store for us as it continues to develop and mature. Great fight and good times!
WilsonMG
07-25-2011, 09:02 PM
Great server guys!
Any idea what's causing the "ghost formations"? Not a showstopper by any means, but it has made me stop chasing anything anywhere where I'm not 100% an opponent will be, or a fresh radar contact. This mostly leads to me hanging out over the Calais area waiting for Germans to dance with me (fortunately, they usually do ;-)).
Also, I know you guys enjoy the 100% realism settings, and I've grown more fond of them as well, however I'd still like to be able to see if I'm fighting a player or an AI before one of us goes down. is there any way to tweak the ID tags to only be visible say within 250 ft?
Richie
07-26-2011, 12:48 AM
Did you hide/close your info window for chat?
YES!
I don't know how but I did. Also the text for the English translation doesn't apear anymore so when ground control calls out the "Indians" I have to rely on my tiny knowlege of German and listen for the numbers he calls out in the headings.
Blackdog_kt
07-26-2011, 03:58 AM
What cheesehawk says is correct. If however you don't want to manually edit the files, you can force Steam to re-download the original ones for you.
In such a case, follow the steps below.
When a file is missing you can run a file integrity check through steam and it will download it again and place it in your game folder.
The CoD settings are kept in three files: conf.ini, confs.ini and confUser.ini
When you install the game these files are installed in the root directory of the game (c:\program files\steam\steamapps\common\IL2 sturmovik cliffs of dover is the default path), but they are not the ones getting edited as you change settings.
What the game does is copy them over to the documents\1c softclub folder and it's this instance of the files that gets edited as you apply your settings: the ones in the root game folder are just the "blank reference sheets" that the game "photocopies" over to the documents\1c softclub folder for you to work on and save your settings and preferences to.
What you can do is force the game to rebuild the default files. First of all, back up these files from your 1c softclub folder and from your game root folder just in case. Also, go into the controls options and save your control layout for good measure. You need aero to be enabled for this in win7/vista because a windows pop-up will appear asking you where to save the resulting file.
The overlay window settings are ketp in confUser.ini so that's the one we need to fiddle with.
At this point, delete the confUser.ini files from the root game folder and from the documents\1c softclub folder, have Steam run a file integrity check and it will find the missing file and download it again for you.
The file will be placed in the root game folder (the "blank sheet"). Upon running the sim again, a copy of it will be created in the documents\1c softclub folder (where your actual edited settings go). At this point you should have the default overlay windows. See the sticky FAQ thread on the front page if you want to know more about how to customize them without manually editing the confUser.ini file ;-)
Ataros
07-26-2011, 07:13 AM
Any idea what's causing the "ghost formations"? Not a showstopper by any means, but it has made me stop chasing anything anywhere where I'm not 100% an opponent will be, or a fresh radar contact. This mostly leads to me hanging out over the Calais area waiting for Germans to dance with me (fortunately, they usually do ;-)).
Could it be custom mpdotrange server settings?
Bliss,
I was reading about some ghost dots issue on Syndicate server.
We did not have any reports on them on Repka. You may want to check if it can be related to mpdotrange setting. We used to have your mpdotrange settings but then reset it to default.
Another idea is to check if it could be planes located outside the Battle Area set in FMB or combination of both factors. Repka #1 has very small Battle Area.
ATAG_Bliss
07-26-2011, 09:51 AM
Could it be custom mpdotrange server settings?
I wish it was. But it's not. I've even redone 75 sub missions from scratch thinking that they were somehow corrupt. The game is at fault. The ghost planes are random. The thing I've found is they occur when the server has an error, which this happens 2-3 times an hour. That's why people see floating ships, long pauses of lag. Just look at the console and you'll see a strings of error messages when you get lag. These are anything from object to network exceptions within the code.
I've even gone so far as to completely eliminate any sort of scripting whatsoever. Now all sub missions load with a simple batch file that loads another and so forth till finally getting back to the 1st one. It made no difference. Factory dot pitch range makes no difference. What we need is a patch that hopefully addresses all the errors. It would be nice if the dedicated machine ran off more than one cpu core as well :).
Ataros
07-26-2011, 11:34 AM
The thing I've found is they occur when the server has an error, which this happens 2-3 times an hour. That's why people see floating ships, long pauses of lag. Just look at the console and you'll see a strings of error messages when you get lag. These are anything from object to network exceptions within the code.
Repka owner told me he does not have so many errors since couple of recent patches. Please feel free to post your error logs in this MP bug-reporting thread which is read by developers (not only by luthier like 1c forums probably).
http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread. php%3Ft%3D68697%26page%3D7
Warhound
07-26-2011, 03:12 PM
Could those ghostdots be related to the size of formations?
Syndicate seems to use the biggest formations online , and Syndicate is also the only server where I've ever encountered ghostdots.
It's really offputting when 3 out of 4 formations you close with end up being fata morgana's (radar doesn't report planes that often so you can't just rely on that for intercepts).
Also seems like there is never a single ghostdot, but they are always larger formations.
WilsonMG
07-26-2011, 08:14 PM
I have encountered single "ghosts" many times on the SYN server. At least a half dozen last night alone. I don't think it's related to the formations alone.
Ze-Jamz
07-26-2011, 09:57 PM
I hope they fix this soon, its getting a bit silly now
SNAFU
07-27-2011, 07:15 AM
I think too, it is related to the networkcode. Why should especially that code be the only thing in the software that is workling as it should? ;-)
For a mis.file size of 800kb it takes me about 45 sec to join as client, for a 1MB mis.file size +20minutes. And it doesn´t matter if the map has only spawnpoints on it or 15000 stationary objects, the AI planes, vessels etc disappear randomly at some time, some do not even spawn visably (we have external views on for testing, so you can switch to an airplane or vessel but you don´t see it). The size of the formation doesn´t matter too, even single planes or ships dissappear, and if they do not dissappear I see them flying sideways or backwards, even with a ping of 35. The skript doesn´t matter either, cause when you spawn the AI directly without script, they disappear sooner or later too. Hosting the same map on a non-dedicated server, I have no problems with the AI.
Ataros
07-27-2011, 07:19 AM
@SYN_Bliss
Thinking of ghost planes... Are those dots actual aircraft or only dots, i.e. can you switch to them if you have external views on?
In case these are actual aircraft this may be a script issue. Script may destroy (remove) actual aircraft from server. If this is the case you could post the script in fmb section http://forum.1cpublishing.eu/forumdisplay.php?f=203 to let someone like TheEnlightenedFlorist or FG28_Kodiak to fine-tune it if needed.
Connected to your server yesterday. There were many bomber formations visible (like 7 or 10) at the same time. There were only about 8 players at that time and it was hard to find any human players because everyone could go into different direction pursuing different formations. I think the mission could become more dynamic if action is concentrated in one area. To achieve this I would suggest loading only 1 submission per 30-40 minutes (max 2 groups of bombers, 1 per side) and print on screen and in chat where the action will take place. Just an idea.
Another suggestion is mpdotrange settings. My personal opinion is the dots now do not seem realistic enough to me because mpdotrange DOT is set to 20 or 25.
Checked Repka 1 yesterday as well. There are no ghost planes there. Thus I do not think this in a netcode issue. Repka mission has 3 submissions loading every 40 minutes. And 2 submissions loading every hour. No more than 4 small bomber groups can be found in the air at the same time. The mission can be found in the missions thread in this section. Please feel free to try it on your server to exclude the possibility that ghostplanes could be caused by a mission.
Taking into account you server hardware I think you can run 2-3 servers on it if you create virtual PCs like BigRepa does for Repka 2 and 3. One of them can be used as a test server then.
SNAFU
07-27-2011, 07:39 AM
I tuned the script AI removal to my needs, and when testing on a small map (not the channel map) I had no problems and I think you cannot switch on external view of planes that was removed by the script? At least in my tests I couldn´t. The script consists of 3 basics scripts (1 for the mainmap with loading the submissions and removal of player abandomed planes, 1 for each mission with trigger actions, briefings and removal of AI after a certain tick amount and 1 for the repeating missions with trigger interceptors, patrols sea traffic).
Maybe we should open another topic for that problem discussion...
Ataros
07-27-2011, 07:52 AM
Ah, sorry, I did not know you were making the scripts. I thought they were done by Flashman long ago, and he mentioned himself that he had many difficulties/bugs with them. Sorry for misunderstanding.
I had no problems and I think you cannot switch on external view of planes that was removed by the script? At least in my tests I couldn´t.
What i mean is when I see dots I would like to switch to those planes in external views to check if they really exist. If they exist you can watch them disappear. If they disappear out of blue this can happen only if script removes them.
On the other hand if you can not see these aircrafts when you try to switch to them in external view this would probably mean this is not caused by scripts. In this case please post server log file in a thread linked above at sukhoi.ru. Probably it would be a good idea to include a record (track file) with external views on showing disappearing dots as well.
SNAFU
07-27-2011, 08:11 AM
I will PM you to get out of this topic... ;)
I tried MP last night (the second time since installing CoD) and no sound problems whatsoever. Managed to get on the Syndicate server after several unsuccesful attempts due to time out errors.
I realy enjoyed it though there were very few players (on any of the very few servers available). My FPS seemed to get progressively worse the longer I was on and, like others said, I experienced ghost dots but other than that I enjoyed it!
Many thanks for providing the Syndicate server.
I will download the Ventrillo software and look forward to more sessions now that MP seems to be functioning far better than when I first tried it.
ATAG_Bliss
07-27-2011, 08:02 PM
New mission is up.
Let me know if anyone runs into any more ghost planes or spawn problems.
Thanks.
Redroach
07-27-2011, 09:08 PM
sounds like you're having problems with foo fighters! They're actually historical, you know? :rolleyes:
No srsly... I had my fair share with disconnects as well. I didn't test it extensively, but each time I got dc'ed, I was up above 20000ft (Spit I). Could the DCs be somehow related due to 'being out of the flight envelope'? We do already know that 1C defines barriers rather awkwardly (for 2-D-clouds f.ex.), but then again, it's probably nothing.
Maybe it's just my connection or I need to open some special port or something.
WilsonMG
07-28-2011, 04:19 AM
It's taking an absurdly long time to get past the progress bar loading screen. By absurdly long, I mean I've been loading for around 10 minutes now and I'm still not in. It only took around 30 sec. to maybe 1 min. prior. I'm typing this from my second monitor.
OK, it loaded before I could finish posting, but it took around 10 min. total.
WilsonMG
07-28-2011, 04:43 AM
My friend can't get in. He just crashes or times out during the long load time. Farthest he made it was the Client Briefing, but while the fuzzy grey map only lasted a few seconds for me it stayed that way for him. He can get to other servers just fine.
Historical accuracy is great, but these load times have got to go. Since so many of the squadrons are only different in name alone and not planes used, maybe just reduce them?
I think you're going to see a negative hit to server attendance unless it goes back to being similar to the way it was.
EDIT: Once my friend gave up and went to another server, I continued to test for a bit. I didn't even get off the ground. I normally have a smooth experience with 45-60 fps. I didn't have Fraps running, and I wasn't about to burn another 10 minutes waiting to load in a fourth time, but I could tell my frame rate was horrible because I couldn't even mouse look without constantly stuttering. My ping was also up from the usual low 30's to mid to high 40's.
I hadn't changed anything in my own settings and the last time I played was two nights ago on the SYN server.
SYN_Jed
07-28-2011, 11:10 AM
Guys....Bliss is trying some new stuff and im not sure he gets all your feedback here....might be an idea to post on our forums at www.syndicatesquadron.com in the server section....cheers!
P.S. I get terrible framerates with medium clouds aswell.....and ive got a highend pc setup where i get 60fps locked all the time on other servers.
WilsonMG
07-28-2011, 05:39 PM
It wasn't my intent to bitch, just to point out what I see as the current shortfalls. I understand Bliss was only trying to make the mission better, and to give it more depth. However, even with my high end PC as well, the mission as it stands is nearly unplayable and I just wanted to alert him to that fact so he can do something to improve the situation before people wander off.
If nothing else I guess I can get off my duff and finally get the MG dedicated server running CoD. I was growing complacent because of how enjoyable the Syndicate server had been but with no other dedicated US servers that I know of...
SYN_Jed
07-28-2011, 10:40 PM
Im with ya Wilson, the current settings defo are not optimised enough to be used i guess....if enough ppl say so i reckon things might get put back to a more playable level. btw i didnt get a delay loading tonite...the mission loaded straight away in under 1 minute. just the clouds issue for me :(
ATAG_Bliss
07-28-2011, 11:48 PM
Wilson,
The old mission was put back up this morning. The test of the new one didn't go well. As far as the clouds they do give you a minor fps hit but make the sim 100 times better. 30 fps to 60 fps is not noticible with this sim.
SYN_Jed
07-29-2011, 10:35 AM
I agree the heavy/medium clouds make the game "look" better but they sure as hell dont make it "feel" better. A 30% hit to my fps is very noticeable. Im just passing along what has been mentioned to me on the server and from my own experiences. Others mustnt get the same hit or dont seem to mind.
WilsonMG
07-29-2011, 05:46 PM
I played at around 0100 CST and found it to be MUCH improved. I actually enjoyed the new clouds and didn't see a performance hit at all.
It was the mission that was impacting my performance, not so much the config. I also loaded in slicker than snot like before.
Jed, you might take a look at your settings if you're still having issues after the mission changed back because it's like night and day for me.
Single figure FPS last night, no sound (first time that's happened to me) and had to give up after the third attempt. Around 24+ players on.
Blackdog_kt
07-30-2011, 02:37 PM
Could this have something to do with clouds/weather or custom skin download? Just guessing here as i haven't been online since last week when the previous mission was running, which was smooth with a similar amount of players.
furbs
07-30-2011, 04:01 PM
Is there any chance of running the server with out the AI to test if its that? plus getting hard still chasing ghost dots.
SYN_Jed
07-31-2011, 02:58 PM
Sunday 4pm UK time. Game running perfectly with full fps locked at 60 (vsync on). Low clouds only....guess they do make a diff afterall :P
JG52Uther
07-31-2011, 07:03 PM
Flew on SYN today,with no issues, except my terrible flying! :)
Madfish
07-31-2011, 08:47 PM
Hey guys
I have a request. Could you give me (or anyone who's interested) some information regarding traffic for hosting? E.g. average traffic per month / user connected?
Also some estimations regarding CPU and RAM consumption would be nice.
I'm thinking of hosting for CloD so the numbers would interest me.
Thanks :)
Jugdriver
08-01-2011, 05:55 AM
The server was smooth today, except for the pauses caused by people joining or down loading custom skins, but very smooth otherwise.
JD
AKA_MattE
Anvilfolk
08-06-2011, 02:14 PM
Hey!
Went to the SYN server again the other day, and was amazed by the quantity of planes going around. Certainly not a boring place to be at, it seems like!
Either way, I usually fly the Blenheim, and right now it's really hard to manage a takeoff because there are so many other Blennies going around. With all the overheating issues, it's really hard to taxi properly, and I got crashed into around 3 times in a row, even if I was just warming up the engines and not actually going anywhere. It's annoying as heck, given that it takes awhile to run the engines up. I ended up taking off alongside the runway, not on the runway itself, but even that is hard since sometimes you have planes on the side of the runway too!
Maybe you can distribute AI Blenheim spawns between a couple of airfields or provide a player-only airfield for Blenheim or something like that?
Cheers
ATAG_Bliss
08-06-2011, 02:26 PM
Hi Anvilfok,
I'll take a gander at it. I thought I had em landing at a hurri field. I bet that's an exiting place to try to take off from :)
Skoshi Tiger
08-07-2011, 06:12 AM
On the Syndicate server today and saw a UFO.
http://i1042.photobucket.com/albums/b423/Skoshi_Tiger/ufo.jpg
From a distance the plane looked like it was sunlight glinting off glass, then as I flew towards it from below it looked like a aircraft shaped puff of cloud. By the time I got the track recording I did a level flyby and it looked like this.
I'm not using any mods and have got steam cloud enabled and using the uptodate version.
Has anyone else seen something like? First time for me.
Anyhoo I've posted a thread in the mods forum, it would be interesting to see what caused it.
Cheers
On the Syndicate server today and saw a UFO.
http://i1042.photobucket.com/albums/b423/Skoshi_Tiger/ufo.jpg
From a distance the plane looked like it was sunlight glinting off glass, then as I flew towards it from below it looked like a aircraft shaped puff of cloud. By the time I got the track recording I did a level flyby and it looked like this.
I'm not using any mods and have got steam cloud enabled and using the uptodate version.
Has anyone else seen something like? First time for me.
Anyhoo I've posted a thread in the mods forum, it would be interesting to see what caused it.
Cheers
Check it again after the imminent sound/graphics patch comes out.
ATAG_Doc
08-08-2011, 07:14 PM
Is there any method one can use to automatically advance the time to dawn?
ATAG_Bliss
08-08-2011, 07:41 PM
Ah...., sorry about that. Forgot that I took off the time constant the other night. It should be good to go now.
@wolverine - I'm gonna work on your spawn points for the blem :)
JG52Uther
08-08-2011, 09:30 PM
Any chance of an E1 on the map Bliss (or is there one already?)
JG52Uther
08-08-2011, 09:37 PM
Aha thanks Cheesehawk!
ATAG_Bliss
08-08-2011, 11:14 PM
I need to mention this Bliss, at the airfield for Fighters just W of Calais (the name escapes me atm), there seems to be only a single spawn point at the end of the runway. People are spawning over each other. Also, its getting pretty hairy trying to taxi from Calais-Marck, lots of AI bombers landing and parking. Sometimes right in front of where I spawn in (and you know the excellent visibility of a 109 on the ground!) ;)
The bombers are now landing at an unoccupied field on both sides.
I'll check at that spawn. I think I know where you are talking about.
TomcatViP
08-09-2011, 06:02 AM
Hey can we have the morpho option put back ? I find frustrating to see my pilot head swiveling like in the good old Il2 serie
Great job !
~S!
Richie
08-10-2011, 09:17 AM
I was wondering if there would be a "Battle Of France" map up in the future.
Anvilfolk
08-10-2011, 09:53 PM
Cheers, Bliss. I'll try the Blennie again soon:)
Ze-Jamz
08-12-2011, 07:32 PM
Server down?
ATAG_Bliss
08-13-2011, 07:02 PM
Sorry bout that. I didn't think anyone was on at the time. Windows was demanded to be updated!
Also, there's a new version of the map up. I've figured out some scripting stuff thanks to Kodiac and Ataros. The scripting part is really neat once you take the time to learn how it works. (which I'm still clueless :) )
_RAAF_Mini
08-19-2011, 05:49 PM
It is now pitch black in there!
No light and the server is dead :confused:
S!
Mini
P.S When we will get some links to the new website and info about the new server group?
Gromic
08-19-2011, 08:45 PM
Pitch black I say it is.
Just flew a 2 hour sortie and didn't see one a/c. They torched Hawkinge mighty good though.
Would it be too much to ask to flick on the light switch again?
Cheers guys.
conio
08-19-2011, 10:43 PM
I don't see the server in the list. Is it up?
SYN_Jed
08-21-2011, 11:56 AM
Hi all!. Might want to think about starting a new thread for your new server, Bliss.
Just for everyones attention, SYNDICATE is no longer connected with this server or its ventrilo in any way.
We wish Bliss every success with his new server.
S! all,
SYN_Jedders for SYDICATE Squadron
www.syndicatesquadron.net
ATAG_Bliss
08-21-2011, 01:14 PM
I've asked the admins to change the name of the thread. There no point in starting a new one considering the people that have that have always ran our current server are no longer in SYN.
I believe blackdog is working on changing the name.
Good luck.
JG53Frankyboy
08-21-2011, 01:56 PM
perhaps rethink the AAA/FLAK...........
Blackdog_kt
08-21-2011, 03:09 PM
Thread renamed after a request by Bliss, in order to reflect their group's organizational changes.
To my understanding it's the same server ran by the same people, but it's now renamed to ATAG (Air Tactical Assault Group) and ran by an online squad of the same name.
Other than that it should be business as usual, so do carry on ;-)
ATAG_Bliss
08-22-2011, 08:47 PM
Here's the new ventrilo folks:
atag.vent.nfoservers.com Port 6880
New website should be done very shortly.
Thanks.
Kaptn
08-25-2011, 10:43 PM
Any chance of a quick server restart?
Thanks!
trumps
08-26-2011, 08:40 AM
Liked the new map and all was as smooth as silk after the restart, hopefully it will be more populated soon, spent a few hours with my ol mate Spinfx on the test server wrecking things for him so that he could do some stats collection testing, will be fantastic if it works out, make things a bit more interesting for the bomber boys, not that we are scoremongers, but hey as an old favorite saying of mine goes. "Australians are a nation of sportsmen, we like to see the scores go up on the board!"
Cheers
Craig
Spinfx
08-26-2011, 09:30 AM
@trumps
just an update on the stats script. Got it to say "Hello World".
So far so good. Should be finished in an hour.
Spinfx.
Ze-Jamz
08-26-2011, 10:51 AM
Yes get them Bombers in the Air... Me 109 is hungry :)
Stats would be a nice welcome SpinFx
trumps
08-26-2011, 11:37 AM
Ze-Jamz, i'm with you mate, closest i get to bombers is a 110 with eggs.
tried flying a hurri today to help even the numbers... man that thing flys like
a London bus!!! gimme my E-1 any day ;)
Craig
Ze-Jamz
08-26-2011, 11:44 AM
Ze-Jamz, i'm with you mate, closest i get to bombers is a 110 with eggs.
tried flying a hurri today to help even the numbers... man that thing flys like
a London bus!!! gimme my E-1 any day ;)
Craig
~S~ Trumps
Man the Hurri aint such a bad plane..more than matches the 109 IMO though it shouldnt as we all know but then again, when the Spit gets it proper loving that will be a formidable foe too and will cause for just as much smart flying as against a hurri now Co Alt..
The hurris flying surfaces are hard as fook on that thing at med to high speed..easy to get away from them exploiting that but they can sure move if the pilot knows how to manage its Power and Prop.
If i fly RED which isnt alot these days I take the Hurri, the Spit just doesnt do it for me right now, even the Spit2 when I play with it offline..
strange thing is I was completely the opposite in IL2, hardly ever took the 109 up in the last few months but always the Spit..
Started of flying the Dora in IL2...loved that AC
CaptainDoggles
08-26-2011, 10:10 PM
Please please please remove the annoying orange text flashing across my screen every 30 seconds.
trumps
08-26-2011, 10:30 PM
Don't know what is going on but this server always gives me launcher crashes now, never had the problem before, i am running stock CloD no mods of any sort! anyone else got the same problem?
Cheers
Craig
Jugdriver
08-29-2011, 05:39 PM
I had a crash last night, just a complete freeze with the sound still going. I am not sure if it was a server issue, but before the crash there were at least 10 pilots, and when I got back in the game there were only 3.
Also Bliss, there were a ton of Ghosts last few missions. It appears they fly a specific route, maybe one that has real aircraft in it at some point. They start out as back dots then turn into white ones and then when I got within 800 meters they would disappear. I saw the same groups of ghosts follow the same path repeatedly.
JD
AKA_MattE
_RAAF_Mini
08-29-2011, 09:19 PM
This server is also now giving me Launcher Errors.
The only map i have had it happen to me more than once though is the one with German forces landed on the Isle of Mann (i think) the alternate future one. Anyway, i had three in a row that night.
S!
Mini
Same here, freezes then launcher crash!
ATAG_Bliss
08-30-2011, 11:30 PM
Same here, freezes then launcher crash!
This still happening with the current mission?
Happened last night (gmt). Ok for the first 20 minutes or so then stuttered, froze but sound ok then no sound and crashed. I will try it again later...
jojovtx
08-31-2011, 04:41 PM
Farber and I flew last night for about an hour and had no issues. I did come across a pair of ghost dots west by southwest of Folkestone feet wet. Keep up the good work, I enjoy your server.
bw_wolverine
08-31-2011, 08:18 PM
Question:
I'm not sure, but I think I might have been accused by someone of vulching. I wasn't sure I understood so I didn't say anything.
Flying a Spitfire, I was tailing a flight of bombers heading to France. I spotted some fighters going in so I gave chase. Once turned out to be a second Spitfire chasing a 109 that was attacking the bombers. I moved in to provide wingman support in case of any other 109s in getting the drop in.
While chasing the battle, the other Spitfire must have taken some fire because it was giving off smoke (or possibly he nosed down too hard, not sure now). Now the 109 had taken some hits and wasn't doing so well either. During the chase at this point my maneuvers brought my signs into a perfect shot so I squeezed half a second of rounds, thinking it would help. The fight continued a little and the other guy got the kill.
Flying back to England, I was tailing as escort since I had assumed that his Spit was damaged in some way. Somewhere along this journey someone on Red chatted 'nice vulch'. Since I have no way of knowing if it was the pilot in question, I was left wondering if I was the one being accused.
I don't want to do wrong things here. I also would have kicked myself if I'd not taken the shot and the 109 had managed to turn the battle around and shot down the Spitfire (and me potentially). I'm not flying to 'steal kills', but rather to make sure as many virtual RAF pilots come home at the end of the mission.
What's the server admin take on this?
ATAG_Bliss
08-31-2011, 10:38 PM
Question:
I'm not sure, but I think I might have been accused by someone of vulching. I wasn't sure I understood so I didn't say anything.
Flying a Spitfire, I was tailing a flight of bombers heading to France. I spotted some fighters going in so I gave chase. Once turned out to be a second Spitfire chasing a 109 that was attacking the bombers. I moved in to provide wingman support in case of any other 109s in getting the drop in.
While chasing the battle, the other Spitfire must have taken some fire because it was giving off smoke (or possibly he nosed down too hard, not sure now). Now the 109 had taken some hits and wasn't doing so well either. During the chase at this point my maneuvers brought my signs into a perfect shot so I squeezed half a second of rounds, thinking it would help. The fight continued a little and the other guy got the kill.
Flying back to England, I was tailing as escort since I had assumed that his Spit was damaged in some way. Somewhere along this journey someone on Red chatted 'nice vulch'. Since I have no way of knowing if it was the pilot in question, I was left wondering if I was the one being accused.
I don't want to do wrong things here. I also would have kicked myself if I'd not taken the shot and the 109 had managed to turn the battle around and shot down the Spitfire (and me potentially). I'm not flying to 'steal kills', but rather to make sure as many virtual RAF pilots come home at the end of the mission.
What's the server admin take on this?
Hi wolverine,
There will never be rules on our server. War is hell :-P
Team killing is about the only rule, but I'm pretty sure most people know that's kind of an unwritten rule in the 1st place - accidents obviously happen as well, but I've yet to see someone join just to shoot at friendlies the whole time. Hopefully, that sort of non-sense will never happen.
But the main deterrent from vulching is that most of the "common/closer" airfields will be stacked and packed with AAA. A guy coming in for a vulch (which by all means is allowed) may get a kill from someone on the ground, but he'll also be sticking out like a sore thumb from all the flak and radar. Many times (in my own testing) I was only able to stay close to the common fields for less than a minute without some sort of devastating damage. So while a vulcher might be able to get a few strafing passes in, he/she usually will pay the ultimate sacrifice for it in the end. Don't forget, there's always further airfields to take off from as well.
As far as the stats go in IL2COD, it is one of the best things I've ever seem in an online sim. There's no more kill stealing like in '46 by some person putting a few rounds into a burning plane that another pilot took all the work to get. Now your points and k/d% are all factored in by how much each individual pilot damaged that opponent's aircraft. Even the AAA get recognition now! :lol:
While I still do witness the occasional shoulder shooting, I've also witnessed much more teamwork (going after bombers - for instance) where a pair will both BnZ the same bomber and move on to the next. That's how it's supposed to be!!! :) Personally even though the stats are very limited (minus stillborn's excellent work), that's one of the best things ever implemented into the game for online play IMO.
So basically, don't worry about it :)
Tempers will always occasionally flare online, but with everyone allowed to have a say in chat, usually this allows the server to admin itself as far as chivalry is concerned. But again, that's totally up to the person flying and is entirely their decision.
Edit: And chute killing, well, that's just a huge waste of ammo :D
bw_wolverine
08-31-2011, 11:01 PM
Good info to know. Thanks.
Yeah, I had plenty of opportunity to shoot the 109, I just fell into a wingman position for the Spit fighting him because he seemed to have it and I wanted to keep any other fighters off him. Once he started smoking and the 109 ws still shooting at the bombers I figured better to help save a bomber than to watch and wait for something else to go wrong.
Cheers. See you in the skies.
I like the new mission! Spotted a Sunderland homeward bound with props stationary - awsome when you get up close to them. No problems last night regards freezes and crashes, just a few stutters and a very nasty BF that killed me as I was warming my engine and enjoying a drink - but instant ressurection, a brand new ac and my beer glass was still intact so who cares anyway! :grin:
Ze-Jamz
09-01-2011, 04:22 PM
I laughed so hard I had to leave the server for a few minutes.
Ahh c'mon Cheese, you were mad really? you can tell us ;-)
ATAG_Bliss
09-01-2011, 06:41 PM
We're on Hyperlobby!
Please let us know if you can connect to it.
Thanks :)
Ze-Jamz
09-01-2011, 07:04 PM
Works like a charm Bliss... just checked it
ATAG_Bliss
09-01-2011, 07:11 PM
Sweet - Thanks Jamz!
Question:
I'm not sure, but I think I might have been accused by someone of vulching. I wasn't sure I understood so I didn't say anything................... Somewhere along this journey someone on Red chatted 'nice vulch'. ..............
I think I can clear this up.
If you were talking about Wednesday evening it was probably me that typed "nice vulch".
I had landed at Hawkinge and was sitting for a moment when tracer rained down on me from my high left and killed me. Now, vulching is allowed but I look down on it personally so I let my feelings be known. There's no reason why anyone should not vulch if he server allows it, it's just my personal contempt for it.
Having said all that there are two more things to say.
1. It couldn't have been you from the sound of it.
2. As soon as I had typed it I hit Esc but I think I just saw that Minenschusbot or someone had killed me, which I believe is a boat! If so I was not vulched in the usual sense but tracer raining down on me from a German boat at Hawkinge ??!! How can that happen?
I could do with a few tips... abit of help?
i get the message enemy aircraft in sector j12, i know where j12 is but then it says angels 1 point five im guessing this is the altitude but is 1.5 1500 feet or 10500 feet, also i see alot of what looks like to be a bomber formation, quite a few black dots and then when i get there i fly almost through the dots n they disappear?
No problems here with HL.
1. What advantage is there using HL rather than just connecting using the Client option?
2. I take it that I can still use ventrillo with HL (didn't try it as it was very quiet on HL).
TRIK. The ghost formation is a known bug (seems to have evolved too :) - as I flew closer the distant dots suddenly became full size ac (just a few hundred metres away) for a brief second before dssappearing.....
Altitude info is in meters when messaged across the screen and Angels 1.5 is 1500ft but if I have that wrong someone will soon correct me!
I could do with a few tips... abit of help?
i get the message enemy aircraft in sector j12, i know where j12 is but then it says angels 1 point five im guessing this is the altitude but is 1.5 1500 feet or 10500 feet, also i see alot of what looks like to be a bomber formation, quite a few black dots and then when i get there i fly almost through the dots n they disappear?
Angels 1.5 is 1,500 feet, its thousands of feet times the number of Angels.
The dots are known as Ghosts or Phantoms. Its a known bug which I think is the residue of a formation that was flying when a submission was loaded in (you can run a mission and then load another mission into the existing mission). I think the dots are the positions of the old mission aircraft. Best way to see what it really is is to go to max zoom and look for an aircraft shape. When you are getting nearer the dots they should take on shape. Its a pain but I think the fix is in the pipeline..... sometime.
SNAFU
09-02-2011, 07:08 AM
I spend some time now, trying to figure out the phantom`s origin and what I came to the conclusion, that they are lag caused.
The game seems only to render what is in your sight range. You can easily proof that by the extrenal camera. All objects out of sight are there and you can switch with the camera onto them, but they are not rendered. The moment they come into your viewing distance, they appear.
During escort missions I often notice that the formation of bombers remain at the positions they were the moment they get out of your sight range. So when you return and try to catch up with them, they first appear as phantoms. If you wait a while, they suddenly warp away to the position they actually are and that is often far away and out of sight. This repeats until you PC as interpolated the position and they become real dots.
So I assume all the phatoms are planes, that are actually from former rendered positions extrapolated positions of planes. The calculation of the real place takes some time and the more planes there are, the longer it takes and so is what you see, always lagging behind, what is actually happending, due to this "render-and-calculate-only-what-is-in-sight" method.
It is best seen with the slow ships. Just place enough AI vessels somewhere and start out of viewing distance. They will appear as dot, where you placed them and at some point they will warp to the position they have sailed to in the time and where they are actually.
I hope this gets sorted out, especially because you have no chance to simulate something that gets somewhere close to the real battle. In the missions I made for our training server I used up to 24 He111 in a formation, + the 12 109 Escorts and the 18 Interceptors. I have little phantoms on our sever, but the AI is lagging around like hell, if you get closer and the scene is getting hot. Some AI are even flying backwards... :rolleyes:
Thanks for that SNAFU, has that theory been reported to the devs?
SNAFU
09-03-2011, 07:06 AM
Well, it`s just a theory, I assume the programmers know the real cause.
ATAG_Bliss
09-04-2011, 10:27 PM
Hmm I don't think HL is the problem. I connected earlier and it appears there are groups of static aircraft spawning in at certain times (basically loading on top of the same group of planes over and over again) I'm pretty sure you timed out because of the amounts of aircraft. We need to have a way to despawn them every mission or given enough time I think everyone would time out.
I've restarted it and put my mission back up for the time being. I'll talk to spinfx and see what he has to say. I wonder what Monday will bring with regards to MP :D
Just for info, it was very slow to load last night.
Deutz
09-05-2011, 10:20 PM
:(Hello, sorry for my english language, i'm belgian and speak french
i'm new player on Cliffs (but many years on Il2).
I try your server for the first time. I was lucky, the flak alert me and i found one wellington alone :cool: (however not credited).
I have questions:
1.It's possible too activate chat in fly?
2. How can i refly after landing? I must do quit the server ...:(
3. My real nickname is JV69_Devau or JV69_Teddevau but on game my name is Deutz (My name on IC forum). Can i change and take my nickname?
Thanks. ;)
:(Hello, sorry for my english language, i'm belgian and speak french
i'm new player on Cliffs (but many years on Il2).
I try your server for the first time. I was lucky, the flak alert me and i found one wellington alone :cool: (however not credited).
I have questions:
1.It's possible too activate chat in fly?
2. How can i refly after landing? I must do quit the server ...:(
3. My real nickname is JV69_Devau or JV69_Teddevau but on game my name is Deutz (My name on IC forum). Can i change and take my nickname?
Thanks. ;)
For Chat hit 'Back Quote' the key immediately below the Esc key (I think thats true for your keyboard, its the one marked `
Type your message and hit Enter. You will need to click back into the game screen to leave the Chat window or all your keypresses will go into the Chat box.
To refly Select an airfield and an aircraft (if there is a choice) and click Create, just as you did the first time.
You can change your Steam profile name. Either open Steam and select Steam... Settings or Right Click on the tray icon and select Settings. Select the FRIENDS Tab. It should show Profile Name as Deutz. I think you change it there.
ATAG_Bliss
09-06-2011, 08:47 PM
Server updated to beta :)
Should be up in a couple minutes.
Norseman
09-06-2011, 08:52 PM
Thank You Bliss ! :)
~S~
ATAG_Bliss
09-06-2011, 09:04 PM
It's up now.
109 E-4's / B's and spit IIa's are available.. Could get nutty :D
Ze-Jamz
09-06-2011, 10:10 PM
Hmmm.. my only gripe is that the e-4 doesnt have its right speed implemented or if it has then the Auto Prop should be included..
because of this the Spit2 shouldnt be in the planeset imo..Arcade servers yes but not FR... It can chase the 109 down at any Alt which shouldnt be the case :|
It Turns better, out climbs and can now keep up with so for me its no fun at all flying against them in FR servers..reminds me of the Spit25lb in Il2.
my 2 cents :)
Deutz
09-06-2011, 10:15 PM
For Chat hit 'Back Quote' the key immediately below the Esc key (I think thats true for your keyboard, its the one marked `
Type your message and hit Enter. You will need to click back into the game screen to leave the Chat window or all your keypresses will go into the Chat box.
To refly Select an airfield and an aircraft (if there is a choice) and click Create, just as you did the first time.
You can change your Steam profile name. Either open Steam and select Steam... Settings or Right Click on the tray icon and select Settings. Select the FRIENDS Tab. It should show Profile Name as Deutz. I think you change it there.
Thanks for aswer...
But i can't join derver: i receve a message "serveur use a other version of game" ??? I think that update are automaticely via steam.
Or that's because the server is on HL ?
ATAG_Bliss
09-06-2011, 11:06 PM
Hi Deutz,
The server is running the beta patch.. To join you need to manually download and install the patch. Trust me, you should! The patch is awesome!
ATAG_Bliss
09-06-2011, 11:11 PM
Hmmm.. my only gripe is that the e-4 doesnt have its right speed implemented or if it has then the Auto Prop should be included..
because of this the Spit2 shouldnt be in the planeset imo..Arcade servers yes but not FR... It can chase the 109 down at any Alt which shouldnt be the case :|
It Turns better, out climbs and can now keep up with so for me its no fun at all flying against them in FR servers..reminds me of the Spit25lb in Il2.
my 2 cents :)
Well, I included both just in case FM's were adjusted. But are you sure they weren't? Granted the E4 does not dominate the SpitII, I was in a spitII earlier against an E4 and the only reason I won was because the E4 got into a nasty spin in which I finally caught up and put some hits on him.
But never could I climb with him. Maybe something has changed? Because the 109 pilot was flying it right, and turn climbing to boot, and there was nothing I could do to catch him, up until his mistake.
I think we need to try it a bit longer with the II included. Unless I can't fly for sh!t :) (which I can't), I think something has been tweaked either spitII or 109.
Ze-Jamz
09-06-2011, 11:24 PM
Well this is my thoughts...
Red has 2 fighters Blue has 1
The Blue is and has always been the BnZ side while the red TnB (mostly)
If the red players wants to BnZ and catch the high 109's he takes the hurri and also if he likes flying high...if not then obviously the Spit1/1a..
The FM's have both been tweaked for stability that im sure off but not the Speed/climb/power (AFAIK) apart from the Spit getting the boost cut off corrected..which gives all Spit models a Lil more guts.
The SPit2 has never been included because it has its correct speed and PP unlike its lil brother 1/1a and the 109's
You cannot outrun a Spit2 in a 109, Ive tried countless times in arcade servers...if you couldnt climb with the 109 maybe it was your PP because Co E state ive never outclimbed a Spit2 in a 109, again based on what I perceive to be Average pilots.
Before it was Hurris that you feared up high and Co E (Av pilots) now you have to watch out for both birds..in fact i dont know why anyone would now fly the Hurri with the Spit being available...I sure wouldnt
Mate its your decision and yours alone, im just giving feedback.. the Spit 2 has been left out to keep the balance nice in FR servers like the old 25lb il2 spit
I think now the balance is shifted all Red..like you say though its early days and needs more testing but it was the opinion of me and others on Comms and we were flying both sides
~S~
ATAG_Bliss
09-06-2011, 11:46 PM
Hmm,
After flying it longer. The FM's have definitely been touched. It's nothing like it was before. Just take a spin in the non patched version in a spitII and turn. Then do the same in the patch. Unless I'm crazy, I think there's been some drastic changes in FM.
But we'll see after further testing. Trust me, I don't want to see a complete domination for one side.
Ze-Jamz
09-06-2011, 11:53 PM
Mate the FM's have been changed without a doubt, I did say that :) but only stability/stall speeds from what I can see and have tested not Power or PP changes apart from obviously the boost cut out on the spittys...
No AC flap about now at low speeds which IMO was quite bad on the Spit & 109 prior to this Beta.
But apart from those fixes they are the same Aircraft performance wise :). In fact no they're not as you now have a boost cut out which you can ramp throttle upto 110% in the spits
Jugdriver
09-07-2011, 02:11 AM
In fact no they're not as you now have a boost cut out which you can ramp throttle upto 110% in the spits
The only thing done to the Boost cut out is the ability to put the gate back and not use it, you could turn it on before the patch. Anybody run speed tests to see if the all the other aircraft (besides the Spit II) have their FM tweaked for greater Speed?
JD
AKA_MattE
Ze-Jamz
09-07-2011, 07:34 AM
So far, I think there's no speed changes to the 109s. E-3 is still topping out around 450, E-4 maybe a hair slower.
+1 it's the same AC engine wise
This patch from what I gather has increased ALL fighter aircraft stall speeds (haven't tested bombers), it's still the E3 but with the ability to fire mineshells and the PP lever is now a switch which makes no difference to the pitch operation.
As I said earlier a good Hurri rotol pilot can keep up with, dive with and give the 109 a bad time but with the Spit2 your outclassed on most levels.
I'm tending to use the 109 like a 190 now and literally dive and run to maintain loads of separation against Mk2's...If the Mk2 has it's correct performance then I 'should' be able to pull away from it if it latches on my 6 level flight or in a dive....both things I'm finding very difficult to do if at all
Ataros
09-07-2011, 08:03 AM
In reality was SpitII slower than E3 and E4? Anyone has figures?
I hope mineshalls can provide some balance similar to balance of La-5fn and FW-190. 1 vs. 1 Spit2 will win but 4 vs. 4 109E4 will win due to firepower. Need to fly some 4 vs. 4 sorties to check out. Get on Teamspeak for teamwork :)
Number of Spit2 can be limited with a script if it shows that it is still superior. E.g. it is possible to make them available only as a bonus for each 1 or 2 victories.
Ze-Jamz
09-07-2011, 09:05 AM
In reality was SpitII slower than E3 and E4? Anyone has figures?
Well this has been discussed in detail time n time again not just here but in Il2 too so I'm only going on what I have read... Obviously I can't say that it's 100% accurate but can we say that about any info were presented.
If it stays in it stays in, if I think it's out of balance I will fly elsewhere, I'm not here to ruin it for others..if the proof says the performance of everything is Ok then thats fine.
It's just feedback lads
furbs
09-07-2011, 04:26 PM
Bliss, please until the FMs are looked at the Spit2 shouldn't be on plane list.
It out classes all the 109s by quite a margin.
Tree_UK
09-07-2011, 04:28 PM
I flew a Spit2 last night for the very first time, I shot down 4 109 E4's in less than 10 mins.
Today whilst flying an e4 I saw a spit2 dog fighting below, I dropped on him with at least 700m advantage, Im doing just over 500kmph, I get big hits on the spit, he climbs and I climb with him but he completely out climbed ME and then looped over and shot me down, Im sorry guys but it as to go from the server until it as been remodled. S!
I disagree and the Spit Mk11 should be allowed whilst we await the correct prop for the mk1a. I agree that may be it could be limited to Kills aquired as a bonus for pilots of the Spit Mk1.
Many Bfs are coming in very low, picking targets of opportunity and hot footing out. The Spit Mk1 is acceptable at altitude but very poor low down.
I can't accept that for a BoB mission a player has to pick a Hurricane rather than the RAF's front line fighter of the period.
I only fly the Spit Mk1 regularly and, like many other players, have to maintain altitude and not get sucked into zero altude skirmishes over Hawking. I rack up enough kills in a session but once a Spit Mk1 starts to lose energy you can't do anything other than hand the fight over to a Hurricane which has the legs to chase a BF - plainly wrong.
Ze-Jamz
09-07-2011, 06:23 PM
I disagree and the Spit Mk11 should be allowed whilst we await the correct prop for the mk1a. I agree that may be it could be limited to Kills aquired as a bonus for pilots of the Spit Mk1.
Many Bfs are coming in very low, picking targets of opportunity and hot footing out. The Spit Mk1 is acceptable at altitude but very poor low down.
I can't accept that for a BoB mission a player has to pick a Hurricane rather than the RAF's front line fighter of the period.
I only fly the Spit Mk1 regularly and, like many other players, have to maintain altitude and not get sucked into zero altude skirmishes over Hawking. I rack up enough kills in a session but once a Spit Mk1 starts to lose energy you can't do anything other than hand the fight over to a Hurricane which has the legs to chase a BF - plainly wrong.
And its plainly wrong that the SPit2 can be so much more of a fighter than what the 'current' 109 is..
Before there was a balance, you had the choice TnB in a Spit or Chase and fly High in a Hurri..no there is no balance, if you see a spit2 in a 109 you will lose the fight (mostly).. you cant run, you cant turn, you cant dive..
So tell me, when did you as a red pilot have them sorts of OR lack of choices?
You see a spit and turn with it your dead, you run away or climb you live, its always been like that in every ww2 flight sim to date...That option in NOT viable now..
when and IF the 109 gets automated pitch then you may be able to outclimb a spit2 as you will be in the powerband more (hopefully) but its not here yet..
AND
the spit2 has been left out? why?...so now it should be reintroduced because the 109 has faster ammo? because apart from low speed stability issues that ALL fighters have been tweaked on with this patch the 109 did NOT have any performance upgrades..
With what your saying the Spit2 should of been here since the beginning in FR servers then..... It WASNT for a reason
This is about fairness and balance NOT about who has it easier, as it was the Spit1/1a,Hurri Rotol and 109 all had their strengths and weakness's, where is the Spit2's weakness?..you fly the plane you like due to flying style not nationality or anything else...
And its plainly wrong that the SPit2 can be so much more of a fighter than what the 'current' 109 is..
But that ignores each players relative skill and experience?
where is the Spit2's weakness?..you fly the plane you like due to flying style not nationality or anything else...
Neg G + 303's ...............and I choose RED for nationality.
Whatever, I will fly the Spit on line and enjoy whichever is available....:)
Ze-Jamz
09-07-2011, 07:39 PM
But that ignores each players relative skill and experience?
If you like...But lets say a Novice pilots can keep up with out climb and out dive a experienced 109 pilot... is that better? :)
Neg G + 303's
What you mean like what it had in RL? ;-)
...............and I choose RED for nationality.
Cool.. I dont :cool:
Ze-Jamz
09-07-2011, 07:53 PM
Mate Im not going on about it anymore as it seems only a few of us care enough to post anything which is the minority..
Il still fly in there and just shoot down AI bombers until something else is fixed
~S~
Jugdriver
09-07-2011, 10:14 PM
From What I have read the Spit II should be slower than the 109 E by about 10 MPH from sea level to about 10,000 feet, from 10,000 to 17,000 they should be quite close in speed, then from 17,000 to 24,000 the Spitfire should be faster (around 10 MPH at its most), then from 24K and up the 109 takes over again in speed. As for Climb I can only find information stating the Spit II outclimbed the Spit I especially at higher altitudes, but I have not found a good climb comparison between the 109 E and the Spit II.
All in all I would say that Spit II should give a 109 E a run for its money especially between 10K and 20K so what you seem to be experiencing is not too far off historical numbers if you are fighting a Spit II above 10K and below 24K. That being said someone should look at the Speed of the 109 E vs the Spit II on the deck and see if the Spit II is faster in the game, if so I would say this is historically inaccurate. I find the 109 E goes about 10KPH slower than what it should on the deck (475KPH with boost is what I can get), so if the Spit II is going its historical 290MPH on the deck it still slower than the 109 E we have now, but it is not as much of a difference as it should be. I wonder if they are modeling a +12 LBS 100 octane Spit II? If so that would be a handful for a 109 E at any Altitude.
JD
AKA_MattE
Ze-Jamz
09-07-2011, 10:21 PM
From What I have read the Spit II should be slower than the 109 E by about 10 MPH from sea level to about 10,000 feet, from 10,000 to 17,000 they should be quite close in speed, then from 17,000 to 24,000 the Spitfire should be faster (around 10 MPH at its most), then from 24K and up the 109 takes over again in speed. As for Climb I can only find information stating the Spit II outclimbed the Spit I especially at higher altitudes, but I have not found a good climb comparison between the 109 E and the Spit II.
All in all I would say that Spit II should give a 109 E a run for its money especially between 10K and 20K so what you seem to be experiencing is not too far off historical numbers if you are fighting a Spit II above 10K and below 24K. That being said someone should look at the Speed of the 109 E vs the Spit II on the deck and see if the Spit II is faster in the game, if so I would say this is historically inaccurate. I find the 109 E goes about 10KPH slower than what it should on the deck (475KPH with boost is what I can get), so if the Spit II is going its historical 290MPH on the deck it still slower than the 109 E we have now, but it is not as much of a difference as it should be. I wonder if they are modeling a +12 LBS 100 octane Spit II? If so that would be a handful for a 109 E at any Altitude.
JD
AKA_MattE
It is faster on the deck than the 109 but havent tested it enough up to any given height.. but its that way up to near 10k.. that much i do know
The E-3 & E-4 are the same speed at level flight up to 3k tested, its very hard to get an exact figure but if anything the E-4 is 5-7kph quicker...that may be just the testing conditions OR maybe the weight factor if modeled correctly? (was E4 lighter than E3?)
Climbing wise, from what ive experienced in game flying both the Spit can Climb with the 109 if not better, again only tested this from deck to around 5-6k
Danelov
09-07-2011, 10:45 PM
Weight 109 date
E-1 5516 lbs Operational Empty 4426 lbs
E-3 5875 lbs Operational Empty 4440 lbs
E-4 5530 lbs Operational Empty 4894 lbs
E-7 6092 lbs Operational Empty 4445 lbs
Some small weight differences between constructors are normal
Ze-Jamz
09-07-2011, 10:53 PM
Thanks for that, that may explain the slight difference I noticed at level optimum flight of around 5-7kph..
.with that much difference though you would expect the difference is speed to be more no?
Jugdriver
09-07-2011, 11:00 PM
A Spit II would be over 6000 Lbs. The numbers I quoted in my previous post are for a +9LBS boosted Spit II. I think the FM for the Spit II might be a bit confused.. IMO the Spit I and Hurr I in the game are modeled with the +6 ¼LBS boost in mind and the Spit II is modeled with the + 12LBS Boost and 100 octane fuel. Combine that with some favorable numbers and a (little) less than historical performance in the 109 E and there is a significant gap in the performance of the two planes and how they should be modeled. One thing to keep in mind though, even if these aircraft are modeled correctly the Spit II +12LBS will be a deadly opponent for a 109 E 1, 3, 4.
Ze-Jamz
09-07-2011, 11:10 PM
A Spit II would be over 6000 Lbs. The numbers I quoted in my previous post are for a +9LBS boosted Spit II. I think the FM for the Spit II might be a bit confused.. IMO the Spit I and Hurr I in the game are modeled with the +6 ¼LBS boost in mind and the Spit II is modeled with the + 12LBS Boost and 100 octane fuel. Combine that with some favorable numbers and a (little) less than historical performance in the 109 E and there is a significant gap in the performance of the two planes and how they should be modeled. One thing to keep in mind though, even if these aircraft are modeled correctly the Spit II +12LBS will be a deadly opponent for a 109 E 1, 3, 4.
Completely agree and I wouldn't want it not being used..it will make for alot of good battles but as long as both AC are modelled correctly and as near to what we think to be correct as possible..
I understand the whole RL argument gets a bit stupid as we don't know for sure but on all accounts I've read, watched etc you dont hear stories of the BoB spitty being that much better as is the mk2 against the 109 in game.
Maybe if the 109 had that Lil extra Kph it's supposed to have and a auto prop things would be better matched
Ze-Jamz
09-07-2011, 11:28 PM
I'm getting around 350MPH for the Spit II at about 1000 ft, a good bit faster than any 109s as this translates to 563kph. I can pull off around 450 kph in a E-3. Significant advantage.
Cheese what's the RL top speed for the mk2 n 109e4 then? because even if they give the 109 it's correct documented (?) speed the Spit2 is still over modelled then?..
I haven't done a comparison since the latest patch
Jugdriver
09-07-2011, 11:59 PM
I'm getting around 350MPH for the Spit II at about 1000 ft, a good bit faster than any 109s as this translates to 563kph. I can pull off around 450 kph in a E-3. Significant advantage.
WOW! That is flat out hauling, and no where near the speed of the Spit II at 1000 ft. LOL That would be at least 50 MPH faster than RL.
JD
AKA_MattE
Das Attorney
09-08-2011, 01:07 AM
A Spit II would be over 6000 Lbs. The numbers I quoted in my previous post are for a +9LBS boosted Spit II. I think the FM for the Spit II might be a bit confused.. IMO the Spit I and Hurr I in the game are modeled with the +6 ¼LBS boost in mind and the Spit II is modeled with the + 12LBS Boost and 100 octane fuel. Combine that with some favorable numbers and a (little) less than historical performance in the 109 E and there is a significant gap in the performance of the two planes and how they should be modeled. One thing to keep in mind though, even if these aircraft are modeled correctly the Spit II +12LBS will be a deadly opponent for a 109 E 1, 3, 4.
The Mark I and Ia are modelled up to 6.25 lbs/sq in. Boost is 6.252 lbs/sq in. Yes, that's an increase of 0.02 lbs/sq in when boost is engaged.
Check the MerlinIII entry in the engine.fmd file:
Supercharger SingleStageSupercharger Efficiency 0.5 LimiterInput Manifold NominalPressure +6.25 lbsqin ContinuousPressure +4.5 lbsqin WEPPressure +6.252 lbsqin NominalAltitude 16250 feet
Valvetrain Generic SlowRunningEfficiency 0.9
FuelPump Pushrod NominalPressure 9 lbsqin at 500 RPM
Carburettor RollsRoyceFloat DiffuserBore 6.1 cm OrificeSlowFast 1.0 sec Heater AutoEngineOil Altimetric DensityRatio Dresser BoostDriven Input +4.5 lbsqin to +6.25 lbsqin Output 1.0 to 1.01
The Spit IIa has +9 lbs/sq in boost.
From the MerlinXII entry:
Supercharger SingleStageSupercharger Efficiency 0.5 LimiterInput Manifold NominalPressure +6.25 lbsqin ContinuousPressure +4.5 lbsqin WEPPressure +9.0 lbsqin NominalAltitude 13500 feet
Valvetrain Generic SlowRunningEfficiency 0.9
FuelPump Pushrod NominalPressure 9 lbsqin at 500 RPM
Carburettor RollsRoyceFloat DiffuserBore 6.1 cm OrificeSlowFast 1.0 sec Heater AutoEngineOil Altimetric DensityRatio Dresser BoostDriven Input +4.5 lbsqin to +6.25 lbsqin Output 1.0 to 1.01
Spit I/Ia is way too slow, Me109 should be faster, and Spit IIa is much too fast. I modded in a +12lbs/sq in boost Spitfire IIa and it's totally insane. I'd like to see stuff like that in the game properly, but only if they sort out the existing planes first.
Das Attorney
09-08-2011, 01:46 AM
Here's a little video for you :)
It was pre-beta, so behaviour might have changed since. It gives it another 20-25 mph or so on top of the pedestrian 250 mph the Ia can do normally. It's pretty good, but not too overbearing. One of the main problems though is that it won't overheat as long as the rad is fully open. The rad should work a bit more efficiently at speed if partially closed whereas the opposite seems true, so I'm not sure if they're modelling airflow and overheating correctly.
Basically, you can fly around forever on max boost as long as the rad is open. Pilots were under strict instructions not to overboost for more than 5 mins IRL IIRC due to wear and tear. At any rate, the fully open rad is too efficient IMO.
The boost is engaged at 50 secs in the vid.
http://www.youtube.com/watch?v=0veG5w33Bko&feature=player_embedded
SLIGHTLY OFFTOPIC: There is an entry for reliability in the engine setup for all of the engines:
Reliability Lifetime 100 h FailureProbability 0.0
Be nice if they could do something with that in the future to simulate old/badly maintained engines.
Jugdriver
09-08-2011, 03:33 AM
The Spit IIa has +9 lbs/sq in boost.
I thought that was the case, but I could not figure out why Cheesehawk was saying the Spit II could do 330-350MPH, I figured they had modeled the 100 Octane fuel and gave it some more on top of that. So all of the RAF aircraft right now a modeled with 87 Octane fuel, that is strange.
Cheesehawk, were you able to get 330-350MPH out of the Spit II before the patch? To be honest I have not installed the patch, I have injured my right eye and I have been told not to stress it (which means no flying) but I could not help myself and took the Spit II out pre patch and could only get 310MPH out of her on the deck.
JD
AKA_MattE
CaptainDoggles
09-08-2011, 04:27 AM
So has the Spit 2 been removed from the server yet?
trumps
09-08-2011, 08:58 AM
NO, it's still there. i just installed the patch and got the shock of my life after i took off in my E1, i climbed to about 3000m over the french coast, spiralling up at 250kph, saw a contact well below me, more than 1000m below, and watched in amazement as he spiralled up and got bigger and bigger, closer and closer until he was ontop of me, rather quickly i might add! i cranked up the pitch pushed the nose down and went into a screaming dive with the speedo bouncing at around 700kph indicated, after i got down on the deck and the speed bled back to about 500kph i checked behind me and there was the spit. if i cant outclimb, or out dive them there is nothing left for the 109 at the moment. i might as well go and fly the G-50, it is as pointless!
love the sound and new colours.
Craig
Tree_UK
09-08-2011, 09:20 AM
NO, it's still there. i just installed the patch and got the shock of my life after i took off in my E1, i climbed to about 3000m over the french coast, spiralling up at 250kph, saw a contact well below me, more than 1000m below, and watched in amazement as he spiralled up and got bigger and bigger, closer and closer until he was ontop of me, rather quickly i might add! i cranked up the pitch pushed the nose down and went into a screaming dive with the speedo bouncing at around 700kph indicated, after i got down on the deck and the speed bled back to about 500kph i checked behind me and there was the spit. if i cant outclimb, or out dive them there is nothing left for the 109 at the moment. i might as well go and fly the G-50, it is as pointless!
love the sound and new colours.
Craig
I can verify this, a very similar thing happened to me exept I managed to get big hits with canon on the spits right wing as i dropped on him from 1000m above, I zoomed climbed back up expecting to look behind and see him floundering around below me, instead he was climbing on me fast and got a few minor hits, I rolled and ran but he was right on me and soon shot me down. This plane needs to be put back in the hanger until its either fixed or the 109 is re-modelled.
SNAFU
09-08-2011, 09:40 AM
Nice planeset discussion. Were always my favourite coffeebreak entertainment... :)
I can't accept that for a BoB mission a player has to pick a Hurricane rather than the RAF's front line fighter of the period.
May I remind you that that the Hurricane, was the plane, which won the BoB. It was the backstay and workhorse of the RAF in the summer of 1940 and contributed the most to the defeat of the LW. The reliability, easy handling and maintaining, the stability as a gun platform and its rugged design made it to the favourite of many RAF pilots of that time. Not only Bader said that a Spit is nice for flying, but the Hurricane is better for fighting.
I would not recomment Bliss to look for too much balance. You can satisfy some player all the time and you can satisfy all the player for some time - but you cannot satisfy all the player all the time.
Why not put the Spitfire IIa to the NorthWealdAirfield, so you still can use, but have to endure a little longer time to Hawking, where actaully no Spitfire-Squadron were garrisioned in the beginning of the battle.
I expect the numbers of SpitIIa will decrease drastically, if there are only available with a little longer flight time... :cool:
Ze-Jamz
09-08-2011, 09:41 AM
This argument is going to go on and on I think, one thing for sure its getting a lot of attention..
Couple of points as there is too much above to quote:
Mixed planesets?..never! that is just stupidity, this is a Sim not an arcade game, historically correct missions n maps all adds to the immersion factor, fighting a red 109 with a blue 109 doesnt..in any way shape or form
High Alt Flying...Reds take the Hurri Rotol as before
Regardless of facts and figures and documentation getting dismissed or welcomed the Spit2 was not in game before so why is it now? that's my point here...we all agreed something was either porked with the 109 or over modeled in the Spit2 so whats changed?
Stability of allfighters at low speeds
Boost cut out on Spit
No performance upgrades whatsoever afaik or have tested
All Blue flyers... Hmm that is indeed strange and found myself flying said Spit last night just to balance things out...I can only put that down to firepower now..
Same was with BoB server in Il2...109-E with cannon against Spit with 303..everyone flew 109's, as soon as the Mk5 was available with hispano 20's alot more peeps jumped in the Spits.
I don't think alot of people will fly high but Im willing to test and dogfight anytime up high..Atm though I would put a bet the Spit2 will out perform up High and tbh isnt that what it done anyway in RL encounters?
If you merged Co-E up high with a Spit in a 109 youve got a hard time ahead, even in Il2 with like for like skill level but low to Med Alt you at least have the option to run and dive...this cannot happen now people, I dont know what the issue is here with that...anyone flying both planes must see this..
To Bliss ~S~ Dude that spit can climb forever mate with the correct PP...Id put it to the test with you if you like, I can guarantee at a merge across the channel taken off at the same time the SPit2 will be higher, again I didnt think this was ever the case untill later Mk's were introduced..
Having the Auto prop might make things different and balance things accordingly though Im not confident in that, the correct Top Speed would help more with the 109 which brings back the option to dive and get away which has allways been the case in any ww2 game with correct(ish) FM's..
What were saying now is for a 109 pilot you have to behave like a 190 pilot would against the Mk5's etc in IL2...stay very high n fast and not DF in anyway against a Spit2... thats wrong.
Yes the Spit1a seems rusty in game for med to high alt fighting..take the Hurri rotol then
Introduce the Spit2 when we all agree the FM's are where they should be..i know thats a hard call but im pretty sure most of us aggree that the 109's top speed is wrong, the Spit1a is lacking power wether it be fuel or PP...whats wrong with the SPit2?
Ze-Jamz
09-08-2011, 09:52 AM
Nice planeset discussion. Were always my favourite coffeebreak entertainment... :)
May I remind you that that the Hurricane, was the plane, which won the BoB. It was the backstay and workhorse of the RAF in the summer of 1940 and contributed the most to the defeat of the LW. The reliability, easy handling and maintaining, the stability as a gun platform and its rugged design made it to the favourite of many RAF pilots of that time. Not only Bader said that a Spit is nice for flying, but the Hurricane is better for fighting.
I would not recomment Bliss to look for too much balance. You can satisfy some player all the time and you can satisfy all the player for some time - but you cannot satisfy all the player all the time.
Why not put the Spitfire IIa to the NorthWealdAirfield, so you still can use, but have to endure a little longer time to Hawking, where actaully no Spitfire-Squadron were garrisioned in the beginning of the battle.
I expect the numbers of SpitIIa will decrease drastically, if there are only available with a little longer flight time... :cool:
Some very good points there mate..and I would welcome that idea, id rather have that then what we have now if the Spit2 is staying which by the looks of it, it is :-| this would also encourage higher Alt encounters maybe due to the travelling time for the red pilots?, maybe not.
But didn't the Spit outperform anyway at higher Alt?... again if you come across a spit co-E at Alt you unless your a very good stick would dive and try to gain separation..Pretty sure you wont achieve that in game as it is...I may be wrong though :)
but never the less the above would be a nice Mediocre solution
ATAG_Bliss
09-08-2011, 12:46 PM
Guys, very good discussion.
@SNAFU - good idea about the distance for the spitII. So far I've seen a sprinkling of plane types being flown on red even with the spitII available. But I think making them a further flight time is a great idea.
@Jams - trust me, I like balance and don't want any side with a superplane. Nothing is set in stone as far as planesets etc. But I do think we need further testing simply because I haven't really seen much blue teamwork as of yet. (And hardly any high alt fighting). Just bare with me as everything is always a WIP.
ATAG_Septic
09-08-2011, 01:01 PM
I always try and climb simply because I'm not a great pilot and feel safer with height in the bank, it's lonely up there though. I've been shot down at height whilst in a IIa, which is entirely appropriate for my skill level no matter who has the better tools. As someone else wrote earlier (sry, lost the post) there are just so many very skilled pilots that when they meet the outcome is less reliant on skill and more so on the flight model. For a better on line experience I believe we need a balance of players, if it's simply who has the better kite then there's not so much fun for anyone, is there?
Ze-Jamz
09-08-2011, 01:04 PM
Guys, very good discussion.
@SNAFU - good idea about the distance for the spitII. So far I've seen a sprinkling of plane types being flown on red even with the spitII available. But I think making them a further flight time is a great idea.
@Jams - trust me, I like balance and don't want any side with a superplane. Nothing is set in stone as far as planesets etc. But I do think we need further testing simply because I haven't really seen much blue teamwork as of yet. (And hardly any high alt fighting). Just bare with me as everything is always a WIP.
~S~
I dont wanna be the one thats moaning all the time fella I really dont, ive got a day off work so Im being a 'Tardy Troll' on here instead :) though hopefully not annoying anyone by doing so, Im discussing and discussing only
Snafu's idea is a good one..it keeps it in game but limits its use somewhat AND introduces higher alt battles (hopefully) while still testing it out...give it a week or so and were all have an idea on its capabilities
ATAG_Bliss
09-08-2011, 05:30 PM
Ok.. So here's what I've done based on the feedback thus far.
All AI bombers are 6000m and higher (6000m - 8000m). The spitIIa is still available but you'll have a nice scenic flight getting to the forward bases with it :)
I think this should help things. Especially the low alt furballs. We'll see ;)
Ze-Jamz
09-08-2011, 05:32 PM
Ok.. So here's what I've done based on the feedback thus far.
All AI bombers are 6000m and higher (6000m - 8000m). The spitIIa is still available but you'll have a nice scenic flight getting to the forward bases with it :)
I think this should help things. Especially the low alt furballs. We'll see ;)
Good idea with the AI alt too
furbs
09-08-2011, 05:39 PM
Will give it a go tonite! il fly both sides.
Jugdriver
09-08-2011, 06:05 PM
there are just so many very skilled pilots that when they meet the outcome is less reliant on skill and more so on the flight model.
This is not quite true, there is a TON of luck involved.
One of the main reasons this is an issue is the nature of the arena, dogfight servers are really set up to Duel, if you will, and having a better performing plane is certainly an asset, but it does not guarantee you anything. People go into a DF server to get into aerial hand to hand combat and when one plane has a noticeable edge compared to the rest it can become quite apparent.
Fly enough combat flight sims and you will have to fly in situations where you are in a poorer performing aircraft, especially if you are going for historical plane sets (I am not saying the CoD Spit II has a historical flight model for a Spit II with 87 octane fuel), and there is great satisfaction when you can get the job done with a plane that is not good as the one you are fighting.
JD
AKA_MattE
Any chance of a runway at Maidstone or at least some rolled grass? Full of hollows and broken props :(
macro
09-09-2011, 04:35 PM
any chance of turning off the clouds as well?
trumps
09-09-2011, 04:59 PM
What's wrong with the clouds? They are quite useful at times.
Craig
Ze-Jamz
09-09-2011, 05:33 PM
any chance of turning off the clouds as well?
Lol, there isnt enough of them and you want them gone?
any chance of turning off the clouds as well?
Damn, are the 109s hiding on the clouds as well as the trees :^)
bw_wolverine
09-09-2011, 07:39 PM
Its been awhile Bliss, but talk to Wolverine or 71Sqn_Knight about blue teamwork. They're excellent pilots, and everytime 5./JG27 has taken them down, it was due to us working together. I've never encountered Knight at less than 3k.
Yes, I can confirm this. I've had the pleasure of two or three furballs with these guys. My guess would be the encounters were usually around 4,000 to 6,000ft up (mine anyway).
An anecdote from last night:
I was flying wingman to another Spit (I'm in a Ia and he's in a Spit IIa as it happened) and we found a 109 at altitude (I'd say at least 9,000 to 10,000ft). The IIa got a few rounds into him by surprise and the 109 dropped like a stone in a dive and proceeded to fly 10ft above the water all the way home.
Even though I had a height advantage, I couldn't catch him and he quickly out paced me. The IIa seemed to do a better job of catching up, but from the looks of it, he was firing from a great distance to try and nick him. He ran out of ammo and returned home.
I dunno. Some nights are amazing, some nights are intensely frustrating. It sucks that my friend still can't get the game running properly on his machine so he doesn't fly with me. This is part of the reason that whenever I find another RAF plane, I form up and fly with them. Usually it means I don't get the kills, but I've actually not been shot down since you guys got me, Cheese ;)
What's wrong with the clouds? They are quite useful at times.
Craig
The clouds are great - the fps hit is crap (for us on modest machines)....:grin:
bw_wolverine
09-10-2011, 12:16 AM
I think I was the 109 you guys chased last night. I thought I merged with the advantage, but quickly found the IIa on me. There was a LOT of jinking to stay alive, and I got back with a pretty torn up plane.
I must admit, the IIa really doesn't lose much when climbing, but only if you have a good amount of speed going into it. I still prefer flying the Ia though, I think, because it's a more enjoyable flight experience. More thought goes into the operation of the plane and I get a sense of accomplishment from that. It's tough, though. Wrestling with speed, heat, enemies, prop rpm, and even mixture if I'm high enough is a lot to handle. And you 109s don't make it any easier!
TomcatViP
09-10-2011, 01:59 AM
I must admit, the IIa really doesn't lose much when climbing, but only if you have a good amount of speed going into it. I still prefer flying the Ia though, I think, because it's a more enjoyable flight experience. More thought goes into the operation of the plane and I get a sense of accomplishment from that. It's tough, though. Wrestling with speed, heat, enemies, prop rpm, and even mixture if I'm high enough is a lot to handle. And you 109s don't make it any easier!
Well.. Your welcome in the dogfight world. There you see what those guys did achieve for real !!!
bw_wolverine
09-10-2011, 03:36 AM
Yeah, I don't really mind being the one at a disadvantage. Kinda sets the mood for the Battle of Britain flying for RAF, huh?
Side note, GREAT night on ATAG for me tonight. Had a brilliant flight (in the Ia) in which I:
a) managed to take out a 109 over dover, diving on him from height and forcing him into a low energy manoever that put him into a spin.
b) flew a high sweep to the French coast at 18,000ft and bounced a 109 there in a combination of BnZ and TnB attacks.
c) joined a bomber formation at the french coast and flew return leg escort, engaging one fighter (who either collided or took a lucky hit from a bomber gunner) who lost a wing just as I was laying my finger on the trigger, and then fending off a second 109 over the channel.
I claim two confirmed and one probable out of it. I ended up on fumes for fuel on my RTB Hawkinge. Just as I had put the wheels down, the engine coughed up. St. George was with me on that flight, for sure!
Probably my most successful flight online so far.
I did notice some serious warping on the last 109 I fought. Part of why I call it a probable. It hadn't shown up on the score sheet when I logged out, but I had to quit quite soon after the dogfight occurred. I doubt he would have made it home.
xnomad
09-10-2011, 03:48 AM
I'm annoyed that people don't balance the teams. I join and it's 10-2 in blue's favour. Why do people still join blue when there's no competition? I'm in a Spit all night because everyone's on blue and I'm a 109 nut and kind of hate the Spit.
I've hardly flown the bloody thing so I got shot down a few too many times and now I know how it feels in a Spit 1a, it sucks it can't climb. Within a few minutes of taking off you get bounced. I even had trouble evading the bounce when I saw it coming. :grin:
Took the 2a out for a laugh merged with a 109, shot him up a bit at 3000m. He went for a dive, I saddled up behind him, put him in the cross hairs and suddenly the screen went black.....
Long story short my computer room's circuitry is somehow linked with the outside lights, my mother-in-law hit the switch and I was sitting in the dark. :(
That Spit is probably still trying to figure out where I went....:grin:
trumps
09-10-2011, 05:09 AM
yeah those gunners aren't bad, makes it interesting taking on a flight of bombers singlehanded, i like it!
Craig
xnomad
09-10-2011, 05:56 AM
I know I'm coming off as a whining git but I don't want to fight AI online. If I want to take on AI bombers then I can do that in single player. Especially as the AI is so frustrating.
Since the patch the gunners are also too good. I attacked two He 115 yesterday out of boredom, each time the gunner took out my flap hydraulics with insane deflection shots before I even got close. The gunners were just like IL2 if not better.
I'd guess the majority of the people on the server are there to fight human opponents, the thing is some are so naive they don't realise to fight opponents you need opponents and you can't all go on the same side.
So I have to be pragmatic and end up being the Spit bitch that gets shot down for their pleasure, as I'd rather do that then fly around the map all day looking for the solitary spitfire with ten other 109's.
trumps
09-10-2011, 11:52 AM
sounds good bud.
i don't mind going after the bombers, i find the E-1 works very well against them, flames engines and shreds crew positions very nicely, doesnt blow them into little bite sized chunks but a couple of seconds worth in the right spot sends em down just the same. from time to time a spit or hurri sneaks up and trys to ruin the party and then the fun really begins.
i would love to see the results of the bomber strikes affect the availability of airfields, fuel, and aircraft, when someone manages to incorperate this into mission scripts, and game play it will really put this game on the map as something better than just another flight sim. people will have to protect their bombers, and take out the enemy's. it will really make this the battle of Britain
that it is supposed to be.
Craig
Wolverine, nice read about your sortie in the Mk1a. I had a dreadful first half hour in a spit Mk2 and decided to take a break for half an hour to re-focus.
First encounter (at a daft low altitude) - pulled a high G turn - blacked out - and hit the channel without firing a single burst.
Demoted to newbie status!
It got worse......:(
Chased a BF - lost him in the glare - re-aquired my target - flack going off - pulled the trigger - it was a Spit, it crashed and it was a player!
Demoted to Blind as a Bat with Newbie status.
Took off from Hawking - bounced by a BF just as I lifted off - instant death!
Which is what happens when you are 'Blind as a bat' and flying 'Newbie Mode' given the amount of low flak filling the skies around Hawking.
After the break it was all OK but demoted myself to Hurri or Mk1a Spits only (TigerMoth is bugged......lol).
ReconNZ
09-10-2011, 12:46 PM
Hi all, loving the ATAG server - its the only one my squad (RAAF) fly in!
Just one thing though, can you please not have the night rotation? Its too damn tough flying around at night and the server quickly empties out!
Also sorry i haven't read all the discussion but what is the thoughts re ai 109's flying escorts for some of the bombers? Is this doable with the current mission building parameters? It seems a little unrealistic that all the bombers reach the UK unescorted. (i know there are human escorts from time to time but these tend to be very loose).
We always fly RAF planes so we love the 109 escorts when we get them! We often like to escort the wellies over when we can too! Also dont worry about balance, we often fly the Hurri Rotol, prefering this to the Spit Mk2 most of the time. Please do keep the hurries stationed at Lympne though.
trumps
09-10-2011, 12:49 PM
think server might need a reset, crashed about 10 minutes back.
ATAG_Bliss
09-10-2011, 02:34 PM
Restarted.
No spitIIa's until I can figure out a way to limit them. And when they come back it will be in very small numbers. After being in a 109 for the last couple days, it's badly outclassed in virtually every aspect against the II, and I can understand the frustration for blues.
Question: Did they make the 109's worse? It seems they bleed energy much worse now.
ATAG_Bliss
09-10-2011, 03:08 PM
Hmm,
It seems different to me. I fly as much blue as red. Maybe it has to do with the stalls.
ATAG_Bliss
09-10-2011, 03:13 PM
Hi all, loving the ATAG server - its the only one my squad (RAAF) fly in!
Just one thing though, can you please not have the night rotation? Its too damn tough flying around at night and the server quickly empties out!
Also sorry i haven't read all the discussion but what is the thoughts re ai 109's flying escorts for some of the bombers? Is this doable with the current mission building parameters? It seems a little unrealistic that all the bombers reach the UK unescorted. (i know there are human escorts from time to time but these tend to be very loose).
We always fly RAF planes so we love the 109 escorts when we get them! We often like to escort the wellies over when we can too! Also dont worry about balance, we often fly the Hurri Rotol, prefering this to the Spit Mk2 most of the time. Please do keep the hurries stationed at Lympne though.
Hi Recon,
We used to have AI escorts for the bombers, but found out they used a huge amount of resources to run. But now with the beta patch, it seems the AI spawning has improved 500%. So hopefully after the official release we can put them back in.
And I know what you mean about it getting dark. The majority of the time we run a constant time, but it's nice to occasionally see the sun move :D
If we could ever figure out a way to get a mission to rotate (reset the sun) we'd have a live rotation. So far it's not in the cards though!
ATAG_Bliss
09-10-2011, 03:24 PM
Yeah, we're still trying to figure that out :D
JG5_emil
09-10-2011, 06:17 PM
Restarted.
No spitIIa's until I can figure out a way to limit them. And when they come back it will be in very small numbers. After being in a 109 for the last couple days, it's badly outclassed in virtually every aspect against the II, and I can understand the frustration for blues.
Question: Did they make the 109's worse? It seems they bleed energy much worse now.
Well done for doing this.
TomcatViP
09-10-2011, 07:37 PM
Do I am the only one to see weirds things happening now ?
kestrel79
09-10-2011, 08:08 PM
Did this server used to be called Syndicate?
I used to fly full switch IL2 so when I finally am ready to head online this will be my server of choice looks great!
ATAG_Bliss
09-10-2011, 08:41 PM
Did this server used to be called Syndicate?
I used to fly full switch IL2 so when I finally am ready to head online this will be my server of choice looks great!
Yes it did. Those interested in IL2COD broke off and created our own group. We are not affiliated with SYN in anyway shape or form. The server(s) and those running them have always remained the same.
We have come along way in a short amount of time, and it's nice to be surrounded by a group individuals that share the same ideals and interests.
We have a new website (forums are up anyways): http://theairtacticalassaultgroup.com/forum
Hopefully you'll get on coms and join us one of these days. That's where the fun's at :)
Probably explains why the blues were hot footing away with their fingers up their asses every time they saw a spit Mk2.....:grin:
Of course its 15 to 1 - zip over to Hawking - catch the slow coach Spit MK1's struggling to climb and stuff a few cannons up their ass - same preference different weapon! :grin:
Seriousley, Bliss any chance that the Spit Mk1a could have an additional location somewhere further away from the coast so it can get a bit of altitude without Stukas, Bombers and fighters blowing you to pieces? I got bounced/bombed several times getting off the deck at both Hawking/Manston?
ariyaner
09-11-2011, 10:46 AM
hellas
nice to see that the syndicate server is still alive
you are the pioners in hosting :)
but actualy i have the problem that my performence in dogfights is very bad
in normal flight i have good fps - but when some planes are around me and/or i zoom in on a plane then my fps get near 2-3
still unplayable
i testet it with low config -with the same results
and i had that problem still on other servers (repka)
i mean the problem ist the patch
can someone give me some feedback from his performence
or better
an workaround
i love that patch and i need to play on full onlineserver :)
Ze-Jamz
09-11-2011, 10:54 AM
Now, as much as I complained about the IIa's I have to say, go red sometimes guys!! I'm seeing red outnumbered 15-1 at times. Yes I know the 109 is manly, and the Spit is a girly plane... but its like, you know, gay guys get all the chicks!! ;)
Lol, well put :)
Probably explains why the blues were hot footing away with their fingers up their asses every time they saw a spit Mk2.....:grin:
Do you blame anyone running away from that thing..'EVERYONE' is in agreement that that AC is over modeled yet we still allow it to fly on the servers...Though i dont truly understand why no one is flying it then, is it because they allways fly the bird with the better guns OR do even the red pilots know that its no fun flying the Mk2, no enjoyment getting a kill in that thing kind of attitude?
hellas
nice to see that te syndicate server is still alive
you are the pioners in hosting :)
but actualy i have the problem that my performence in dogfights is very bad
in normal flight i have good fps - but wenn some planes are around me and or i zoom in on a plane then my fps get near 2-3
still unplayable
i testet it with low config -with the same results
and i had that problem still on other servers (repka)
i mean the problem ist the patch
can someone give me some feedback from his performence
or better
an workaround
i love that patch and i need to play on full onlineserver :)
Mate since this last Beta a lot of people including me get a massive FPS hit when explosions,dust etc is going off directly infront of us..hopefully it will be fixed by the devs in the official patch
This server has defined mission roles. The bombers on both sides are flying at altitude and the mission parameters are to escort or destroy. The Stuka are coming in at lower altitude. If players followed the mission parameters fighter to fighter combat would be at these altitudes.
What was plainly obvious from yesterday with the omission of the Spit mk2 was a high number of BF's skimming across the channel knowing full well that the Spit Mk1a is at disadvantage and slow.
I am not asking for the Mk11a to be included but the Mk1 is very slow untill you get up to around 18000ft. Its slower than a Hurricane and cannot even catch a Stuka as it start to climb and return to base.
The imbalance has been reversed for the two speed prop Spitfire pilots. The 'Blue' solution is - 'fly the Rotol Hurri!' instead and you can join in the furballs at deck level. What a role reversal that is!
The solutions are:
a) Luthier to sort out the respective speeds because that is what this whole discussion is about - engine HP (and 2 speed prop)!
b) more players following the mission goals.
Players are, and can be found, at altitude because the bombers are being decimated on both sides - problem is many stay over their territory. I think some of the fighter bases should be further in from the coast and give those who want to get to altitude a chance of doing that. This would also help my fps which is really low when things are hot around the coastal bases - trying to get off the ground with stuttering single figure fps, flack all around you and planes screaming in every direction is a nightmare.
Ze-Jamz
09-11-2011, 01:16 PM
The imbalance has been reversed for the two speed prop Spitfire pilots. The 'Blue' solution is - 'fly the Rotol Hurri!' instead and you can join in the furballs at deck level. What a role reversal that is!
Nothing wrong with the Rotol Hurri, the fights Low/med/High Alt with the Hurri post patch are alot better and sustained than what we have ingame now
Bases in land more to discourage the vulching accompanied with stronger flak (if poss) and take the Spit2 out...keep the bombers high to help encourage high Alt battles...take the Spit1/1a if you you dont mind Low alt battles...yes it sux as the FM is porked, so is the 109
nothing wrong with the climbing abilities of the Hurri, there was nothing wrong with the battles before this Beta patch..turn with a Spit1/1a you die..meet a Hurri co Alt, youve got a great fight on your hands..
None of this is Rocket science, but i feel it will bring a bit more enjoyment to the server whether your red or blue
The argument to take the Hurricane because its better than the Spit Mk1a is the problem!
The least one should expect is a flight sim that represents the roles that these two fighters had during the BoB - not one that puts the allied ac into a role reversal.
Ok as a temporary fudge but don't have any delusions that every Spit Pilot is happy with the current modelling. They are just as bemused as the BF pilots who aren't happy with the BFs modelling.
Whoarmongers thread (earler) sets out the problem and I completely agree with him.
The Mk2 is dropped on this server - I'm happy to go along with that but we also need to push and argue for Luthier to get these ac sorted out. At the moment we have a role reversal that is not only innacurate for the BoB but would have made every Luftwaffe pilot and Herman Goering extremely happy!
Ze-Jamz
09-11-2011, 03:32 PM
The argument to take the Hurricane because its better than the Spit Mk1a is the problem!
The least one should expect is a flight sim that represents the roles that these two fighters had during the BoB - not one that puts the allied ac into a role reversal.
Ok as a temporary fudge but don't have any delusions that every Spit Pilot is happy with the current modelling. They are just as bemused as the BF pilots who aren't happy with the BFs modelling.
Whoarmongers thread (earler) sets out the problem and I completely agree with him.
The Mk2 is dropped on this server - I'm happy to go along with that but we also need to push and argue for Luthier to get these ac sorted out. At the moment we have a role reversal that is not only innacurate for the BoB but would have made every Luftwaffe pilot and Herman Goering extremely happy!
Dude i agree with what your saying completely...But as ive stated before dont direct your lil digs to the 'Blue' pilots... if the tables were turned youd be saying exactly the same so pointing fingers in futile..as ive said before (Dora,Ta..Il2..nuff said)
This is about making the most of what we have and getting good gameplay and having 'fun'... introducing a warped FM in the way of the Spitmk2 is chaging that..anyone can see that, and everyone agrees..even a lot of Red.
Whats fun about shooting someone down in a Mk2?...the only people that would enjoy that is the same sorts of people going online with Mods to get an advantage over the enemy..pointless
So lets not point fingers and start a slag-fest, didnt see these arguments before, everyone was 'trying' to enjoy what we have and aggreeing that certain FM' need work..
im hoping the FM's now are on top of the list..mess them up and you may as well go play a console flight game
Winger
09-11-2011, 04:38 PM
And we have the IIa there again. I mean whats the point? Messing it up for german side? Achieved!
I mean guys i am really enjoying your server and i am really happy that there is a Full real server that actually has players on it. But the IIa just ruins it for everyone that wants to play blue. Please consider either DRASTICALLY reduce the amount of available IIas or taking it out at all. Spit Ias and hurricanes against 109 stand for interesting dogfights. IIa against everything else just stands for a slaughterferst in wich the blue player has as much chances as he would have if he would just let the IIa vulch him while still on the ground. No diffrence.
Winger
I am not digging at you guys , we all want to enjoy CloD but, through these threads and debate, put pressure on Luthier and his team to fix the problems. Absolutely no need for headbanging or insults (friendly banter and a bit of humour is fine).
Yep I noticed the Mk2 back and hope there aren't too many of them, may be Bliss will give us numbers or reasons.
I sympathize with you guys having had a try in the BF. I know that a lot of you sympathise with the MK1a guys (which is better at high altitude) but with the wrong prop and short on legs.
It's painfully slow getting up there (if you arent bounced on the way up that is!).......:grin:
Yes, it was getting too dark to take off safely - couldn't see a friggging thing or others taxiing to lift off.
ATAG_Bliss
09-11-2011, 06:15 PM
Guys I didn't put the spit back in. Must of been spin. I won't be near a pc today so hopefully someone else will see this and restart it. Or you can post on our forums.
Winger
09-11-2011, 06:40 PM
Guys I didn't put the spit back in. Must of been spin. I won't be near a pc today so hopefully someone else will see this and restart it. Or you can post on our forums.
Great to hear. Thanks Bliss!
Winger
Ze-Jamz
09-11-2011, 06:43 PM
I am not digging at you guys , we all want to enjoy CloD but, through these threads and debate, put pressure on Luthier and his team to fix the problems. Absolutely no need for headbanging or insults (friendly banter and a bit of humour is fine).
~S~
TomcatViP
09-11-2011, 07:03 PM
Don't forget that CoD has the ambition to be one step frwrd in combat aircraft simulation.
Man hve to accept that handling the planes is more difficult than before etc.. etc.. I think that's why we hve CEM. Seems many forgot that point
Take some time to refine the way you fly. May be by doing some slight tuning your perfs will be improved ?
Ze-Jamz
09-11-2011, 07:04 PM
Don't forget that CoD has the ambition to be one step frwrd in combat aircraft simulation.
Man hve to accept that handling the planes is more difficult than before etc.. etc.. I think that's why we hve CEM. Seems many forgot that point
Take some time to refine the way you fly. May be by doing some slight tuning your perfs will be improved ?
This has nothing to do with my abilities as a sim pilot..im no Ace but I know how to fly both Red n Blue AC m8..
Thats not the issue here
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