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View Full Version : III./JG27 Server - Reports, Feedback, Issues


SNAFU
08-01-2011, 11:15 PM
I now opened our server for all interested. Please report issues, ideas, feedback, rants etc here or in our forum: Our forum (http://www.dritte-jg27.de/wbb2/index.php)

Introduction:
We mainly focus on squad-teamplay and the immersion in historically orientated missions and scenarios. Our goal is to provide a server, which less focuses on action, but on the chance for squads or similar minded players to do flights, with a lot of room for flight management, formation flying, team tactics, navigation and the immersion of being only a small tooth in the gear. So if you want to do some experiments with your squadmates and have trouble with hosting your own server, feel free to try our server. We will be there for training flights regularly once or twice a week, as soon as the summer is over. ;)

Map running currently:
Revision: V10

Map Description:
Dogfight-Map of the English Channel during the beginning of the Battle of Britain. The airbases on the map are those used between the 10th and the 15th of July 1940.

Background:
Officially historians agreed that the Battle of Britain started on the 10.07.1040. Of course the transition was gradual but the first massed air attacks on English targets occurred on the 10th of July. The German Luftwaffe wanted to test the strength of the RAF by involving them in fights over the Channel while at the same time attacking the shipping routes that were vital for England. This phase of the Battle is generally known as “Kanalkampf” (literally “Channel Fight”) and involved mainly the shipping in the English Channel and the Infrastructure in the ports of south England. Prime Minister Winston Churchill gave orders not to divert the shipping (which was entirely possible) in order to send a clear signal that Britain claimed control of the channel.

During this period of the Battle, stretching from the estuary of the river Elbe to the convoys in the Atlantic, it was mainly the courage of the merchant sailors that enabled Britain to keep fighting the 3rd Reich.

Airfields and units:
"Calais/Pihen - I./JG51 (Bf109E1)"
"Northolt - No.257 Sqn (HurricaneDh5)"
"North Weald - No.151 Sqn (HurricaneDh5)"
"Tangmere - No.43 Sqn (HurricaneDh5)"
"Tangmere - No. 145 Sqn (HurricaneDh5)"
"Croydon - No.111 Sqn (HurricaneDh5)"
"Croydon - No.501 Sqn (HurricaneDh5)"
"Rochford - No. 54 Sqn (SpitfireMkI)"
"Tangmere - No. 601 Sqn (HurricaneDh5)"
"Tangmere - F.I.U. (Blenheim)"
"Biggin Hill - No. 32 Sqn (HurricaneDh5)"
"Hawkinge - No. 79 Sqn (HurricaneDh5)"
"Hornchurch - No. 65 Sqn (SpitfireMkI)"
"Hornchurch - No. 74 Sqn (SpitfireMkI)"
"North Weald - No. 56 Sqn (HurricaneDh5)"
"Beauvais - I./KG76 (He111P2)"
"Amiens-Glissy - I./ZG2 (Bf110C4)"
"Barley-Arques - III./ZG26 (Bf110C4)"
"Montdidier - I./KG1 (He111P2)"
"Montdidier - II./KG1 (He111P2)"
"Rosieres-en-Santerre - III./KG1 (He111P2)"
"Marquise West - II./JG51 (Bf109E1)"
"Biggin Hill - No. 610 (SpitfireMkI)"
"Crecy-en Ponthieu - II./ZG26 (Bf110C4)"
"Abbeville - II./ZG76 (Bf110C4)"
"Campagne-les-Guines - I./JG54 (Bf109E1)"
"Croydon - No. 401 Sqn RCAF (HurricaneDh5)"
"Gravesend - No.604 Sqn (Blenheim)"
"Hornchurch - No. 41 Sqn (SpitfireMkI)"
"Northolt - No. 303 Sqn (PL) (HurricaneDh5)"
"Throney - No. 236 Sqn. (BlenheimMkIV)"
"West Malling - No. 141 Sqn (HurricaneDh5)"
"Manston - No. 600 Sqn (BlenheimMkIV)"
"Carquebut - III./JG27 (Bf109E1)"
"Plumetot - I./JG27 (Bf109E1)"
"Grandvilliers - I./JG3 (Bf109E1)"
"Guines - III./JG3 (Bf109E1)"
"Creil - II./KG76 (Ju88A1)"
"St.Inglevert - II./StG 1 (Ju87B2)"
"Barly - I./StG 3 (Ju87B2)"
"Brombos - II./JG3 (Bf109E-1)"
"Audembert - I./JG26 (Bf109E-1)"
"Marquise-East - II./JG26 (Bf109E-1)"
"Caffiers - III./JG26 (Bf109E-1)"
"Coquelles - III./JG52 (Bf109E-1)"
"Yvrench - I./ZG26 (Bf110C-4)"
"Caen Carpiquet - Stab/StG 77"
"Caen Carpiquet - I./ZG2 (Bf110C4)"
"Barly - III./StG 77 (Ju87B2)"
"Caen - 4.(F)/121 (Ju88A1)"
"Calais-Marck - Only on request"
"Theville - Only on request"
"Hawkinge -No 245 Sqn (Hurricane Dh5)"
"Kenley - No. 64 Sqn. (SpifireI)"
"Kenley - No. 615 Sqn (HurricaneDh5)"
"Middle Wallop - No. 609 Sqn (SpitfireI)"
"Middle Wallop - No.238 (HurricaneDh5)"
"Tangmere - No. 1 Sqn (HurricaneDh5)"

On the basic 1940 Channel map:
-Spawn points
-Spawn points under camouflage nets
-Airfield AAA
-RDF Masts
-Front-line markers
-Map grid
-Map start time 5.00am

General map info:
You can open a menu by pressing TAB and then 4. With these options you can start a mission, check if a new mission can be started, time into mission, number of missions already run, scores of each side, planes available RAF and LW and call the briefing for the currently ongoing mission. You can further more call up the number of what each teams claims to have killed, the total number of AI aircraft active and the number of players. In the briefing shown in the center or on the server info window there might be a time indicated. This time shows the real time left you have to meet a group of bombers you have to escort. If this time is indicated negative, you are already too late to meet the bombers at the given spot, now you have to wait for the next mission or fly directly to the target. You can only start one mission of each type (real missions or small ones) each hour.

Interceptors and Canal Patrols: (currently disabled to keep the number of LW groups below 4)
If an airplane enters hostile airspace interceptors will take-off to stop the intruder. They will patrol the specific sector, in which the hostile aircraft was detected and land after one hour and disappear if they didn´t establish contact. Only one interceptor flight will take off every 15 minutes for every sector and only if less then 10 AI aircraft of the side concerned are currently active.

Currently set interceptor flight strength: RAF 6 (Hurricane) / LW 4 (Bf109)
In development: Smart RAF interceptors, which will not only patrol a certain area, but will be guided to their target actively

Further more, random Canal patrols will take-off every hour if a player of the opposing team is online and if less than 10 AI aircraft of the same team is active. These patrols usually consist of 4-8 Bf109, Bf110 or 6-9 Spitfire, Hurricanes or Defiants. Additionally scout flights will be on enroute over the Canal.

Currently set patrol flight strength: RAF between 8-9 / LW between 6-10
In development: nil

Supply System:
Each team receives for every active player on its side one supply point per minute. Additionally the RAF Team receives 50 supply points for every supply vessel reaching Folkstone or Southampton. Every hour one tanker is about to reach Folkstone and Southampton, if not sunk by the LW team. Every take off costs its team a certain amount of supply points (depending on the type of aircraft). The LW team will be supplied by trains arriving at Boulogne or Calais every hour. The supply points can be traded for flight groups of a certain type, which will spawned on certain airfields on menu request.

The trains running through Britian are not part of the supply system but give the team scores if destroyed. But watch out, the trains and ships are equipped with AAA and know to defend themselves.


In the near future:
Furthermore a certain percentage of supply will be returned to your teams supply, if you land again. The percentage will be based on if the airfield you returned to is the base you took off from or not and if you landed safe and sound or crashed.

Penalty for player death and cowardice:
We are currently using a script by FG28_Kodiak, to penalize the player for being careless with his virtual life. You will be forced to make a break after a certain amount of deaths or after leaving your plane in the air by using the ESC-CREATE route. If your are penalized you will find yourself in a not-airworthy plane after spawning during the penalty-time.

Death-Penalty Setting: 5 minutes after your 1st death
In-Flight-ESC Penalty: 5 minutes

Scoring System:
The scoring system is team orientated. Currently no individual scores are counted. Your team will receive scores for destroying enemy ground targets, ships and aircrafts. Furthermore your team will receive scores for achieving certain objectives of main missions like shooting down a certain percentage of enemy bombers, destroying a specific percentage of ground targets in the target area or scouting a specific objective of a main mission.

Mission objectives: 30-100pts
ground target (non-static): 2 pts
train/waggons: 5 pts
commercial vessels: 25pts
small warships: 50 pts
Bomber, Dive-bomber, amphibious and transport: 3 pts
Heavy fighter: 2 pts
Fighter: 1 pt

Planeset:
As the locations of the squadrons and Gruppen the planeset is orientated on historically given circumstances. It does not try to balance teams and nobody said that it is fair.

Beginning: (1st stage)
LW: Bf109E1, Ju87B2, He111P2, Bf110C4
RAF:HurricaneDh5, Spitfire1, BlenheimIV

2nd stage:
LW has achieved 150 scores: Bf109E1, Bf108E3, Ju87B2, He111P2, He111H2, Bf110C4, Bf110C7
RAF has achieved 150 scores: HurricaneDh5, HurricaneRotol, Spitfire1, Spitfire1a, BlenheimIV

3rd stage:
LW has achieved 500 scores: Bf109E1, Bf108E3, Bf109E4, Ju87B2, He111P2, He111H2, Bf110C4, Bf110C7, Ju88
RAF has achieved 500 scores: HurricaneDh5, HurricaneRotol, Spitfire1, Spitfire1a, SpitfireII, BlenheimIV

Limited Planes:
The total amount of planes is limited. Each team has a pool of airplanes. Every time a planes is shot down, by the other team, the plane is deducted from the pool. You can check the number of available planes in the custom menu (TAB-4). If you spawn in a plane which is not available any more you will receive a message and your plane will be demobilized.


Main-Missions: (to start main-mission press TAB-4-2-2 in seat)

Klick for summary (http://www.schwaan.info/Snafu/CoD/Missionen/July1940MissionsList_v9.pdf)

These missions are rebuilt from real events (scaled down for playability) for player numbers of 4-6 (each in the RAF and LW) as teams going for the mission objective. You can read your mission task in the “Briefing” of the main game menu (ESC – then top left, next to map) or by using the custom menu by pressing (TAB-4-2-3).

Mission 1: 11.07.1940
15 Ju87 Stuka, escorted by 8 109s attack a convoy south of the Isle of Wight. 9 Hurricanes fly cover for the ships. The take off of the AI is triggered by a human player that either reaches the Isle of Wight (British player) or that overflies the airfield “Theville” (German player). Subsequently the Stukas will climb for 30min before they set course for the target. The human player is tasked to either defend the Stukas (German fighter), sink the ships (German bomber) or intercept the Stukas (British fighter). The British are also tasked with a recon mission to LeHavre.

Background: www.raf.mod.uk
“In the South, attacks on shipping were reported off the Isle of Wight and at 0741 hours a raid of six aircraft appeared in the Cherbourg area. Three sections of fighters were ordered to patrol Poole and on the approach of the enemy were reinforced by a further squadron. A fight ensued and 604 Squadron shot down a Ju87 confirmed and possibly a Ju87 unconfirmed.”

Mission 2: 19.07.1940
18 Do17z with 8 escorting Bf110C4 approach Calais from the south. They reach Calais after about 15min and should be escorted by German fighters to Dover where the Bombers attack the port. 9 Spit 1 will intercept over the Channel. Further 9 Hurricanes take off to intercept.

Background: www.raf.mod.uk
“About 30 enemy aircraft assembled behind Cap Gris Nez and approached Dover at 1215 hours. A squadron of Defiants (No. 141), one of Hurricanes and one of Spitfires took off to intercept. No. 141 Squadron was ordered to a position over Cap Gris Nez where it was attacked by 12 Me109s.”

Mission 3: 11.07.1940
24 He111H2, escorted by 8 Bf110C7 approach Bauvous and need to be escorted from LeHavre to Portsmouth. Over Portsmouth two flights of 109s join to cover the return of the bombers. The bombers target the port of portsmouth. 9 Hurricanes attack the formation near the Isle of Wight and a further 9 Hurricanes are triggered.

Background: www.raf.mod.uk
“At 1744 hours, a raid of some fifty aircraft attacked Portsmouth. Guided by accurate AA fire, two of our squadrons intercepted the enemy and in the ensuing combat, No 601 Squadron shot down 4 He111s and 1 Me110 for certain and 4 He111s probable. No 145 Squadron shot down 1 Me110 and 3 He111s for certain and lost one hurricane (pilot safe).
Bombs fell on Portsmouth setting fire to the gas works and causing some casualties. Pilots report that during this engagement, enemy bombers threw out various objects which appeared to be metal turnings, plates and wire, in great quantity.”

Mission 4: 14.07.1940
9 Ju87 Stuka take off from Calais and target a convoy south of Seaford. They are escorted by 8 Bf109s from Boulogne. A He115 flies recon over the convoy and is escorted by 2 109s. The recon flight is attached by 6 Hurricanes that fly cover for the convoy. 9 Spitfires take off from Gravesend to intercept the Stukas.

Background: www.raf.mod.uk
“At about 1500 hours, a number of raids were plotted, assembling behind Calais. In consequence, 3 fighter squadrons proceeded to investigate and intercepted an enemy force of 40 Ju87s, escorted by a number of Me109s over Dover and the Channel. Our aircraft shot down 3 Ju87s, 3 Me109s, and probably destroyed 1 Ju87 and 1 Me109. Our loss was one Hurricane. During this combat, a Hurricane which failed to answer a challenge was attacked by our fighters, whereupon it dived towards sea level and flew off towards France. Two merchant vessels were attacked and a naval unit hit during this engagement.”

Mission 5: 14.07.1940
9 Ju88 fly from Arras to Calais. Escorted by 8 Bf110s the Ju88 are ordered to attack a convoy south of Dover. 9 Spitfires fly cover and 9 Hurricanes are scrambled. A Do215 flys recon but flees from the Spitfires. The blue players are need to fly ahead of the Bombers (german figher) to engage the fighters or attack the convoy (german bomber). The red players need to cover the convoy (RAF fighter) or conduct a recon flight to LeCrotoy (RAF bomber).

Background: www.raf.mod.uk
“Between 1300 and 1400 hours several raids were over convoys near Dover. Our fighters were on escort duty and the raiders turned back.”

Mission 6: 13.07.1940
Variation of mission 2.
Ju87 with escorting Bf109s attack port of Dover and are intercepted by Hurricanes and Spitfires. German fighers are ordered to fly ahead of the bombers and the red fighters are ordered to intercept the bombers. Blue bombers target the port of Dover. Red bombers are ordered to destroy a German mine-layer.

Background: www.raf.mod.uk
“At about 1730 hours a mixed formation of Ju87s and Me109s attacked Dover Harbour and a convoy south of Dover. 64 Squadron (Spitfires) intercepted and shot down 2 Me109s unconfirmed. One Spitfire was slightly damaged by AA fire but landed safely. AA guns claim one Ju87 which was later seen to fall into the sea. This has not been confirmed.”

Mission 7: 12.08.1940
(Actually a mission for the August Szenario)
A flight of 15 Ju87 is ordered to attack the radar stations on the Isle of Wight. The Stukas are escorted by 8 109s and are intercepted by 9 Hurricanes and 6 Defiants.

Background: www.raf.mod.uk
“Ventnor was also bombed at about 1300 hours when five salvoes of bombs fell near pylons, and six unexploded DA bombs were reported to be near a railway tunnel.”

Mission 8: 12.08.1940
A Flight of Ju88 is tasked to attack the radar stations on the Isle of Wight. The 88s are escorted by Bf110s and are intercepted by Hurricanes and Spitfires.

Background: www.raf.mod.uk
“Day: Heavy raid on Portsmouth. Convoy in Thames Estuary, radar stations and coastal airfields attacked.”

Mission 9: 12.08.1940
A Flight of Ju87 is tasked to attack the radar stations near Eastbourne. The Stukas are escorted by 109s and are intercepted by Hurricanes and Spitfires.

Background: www.raf.mod.uk
“Day: Heavy raid on Portsmouth. Convoy in Thames Estuary, radar stations and coastal airfields attacked.”

Mission 10: 17.07.1940
Escorts of Bf 109 and Bf 110 have to meet a flight of D17 over Calais and escort them to their targets near Lydd and Ashford. The RAF will scramble in time and intercept the bombers. A secondary target of the RAF is to reconnoiter a position on the French coastline.

Background: www.raf.mod.uk
“One raid, a Do17, crossed the coasts at 1136 hours and came inland as far as Kenley. It was intercepted and chased out to sea over Pevensey, being damaged by our fighters. This raid dropped bombs near Kenley. Two attacks were reported on trawlers off Beachy Head, and three aircraft plotted South East of this point at 1515 hours are reported to be responsible for the bombs which were dropped near Ashford and Lydd.”

Mission 11: 17.07.1940
The German escorts consisting of Bf 109 and Bf 110 have to meet the bomber flights over Cherbourgh and escort them over the Isle of White to their target. The RAF will of course be there to challenge the raiders. A secondary target of the RAF is to reconnoiter a position on the French coastline.

Background: www.raf.mod.uk
“At 1540 hours three Heinkels were reported over Portland and appeared to attack the Mere Oil Fuel Depot, dropping six bombs. Slight damage was done to a railway and cloud enabled the raiders to achieve surprise. Although our fighters encountered a Junkers 88, which they attacked, off the Isle of Wight.”

Mission 12: 12.08.1940 (Semi-historical)
This mission is not quite typical for the Canal Kampf scenario, but should be fun for a change.
The RAF BC orders a flight of Blenheims to bomb the industrial area of Boulogne. The Blenheims will be escorted by Hurricanes and Spitfires. The LW sends up Bf 109 und Bf 110 to intercept the intruders. A secondary target of the LW is to reconnoiter a position on the English island.

Background: www.raf.mod.uk
“Twenty-four fighters escorted 18 Blenheims on a raid on Boulogne.”

Small-scale-Missions: (to start main-mission press TAB-4-3-2 in seat)
(An overview about the currently existing pool of missions is attached below)

These missions are rebuilt from real events for player numbers of 1-2 (each in the RAF and LW) as teams going for the mission objective.

Small-scale Mission 1: 10.07.1940
The LW sent out a Do17 to reconnoiter the straits in the area of Manston for Selsey Bill British shipping. The LW team has to escort this scout from Dunkerque to its target. The RAF tries to intercept the Do17 and scrambled 3 Spitfires of the 71 Sqn. from Rochford.

Background: www.raf.mod.uk
"During the day the main effort was concentrated in two attacks on shipping. At approximately 1100 hours a convoy was attacked off Manston by 1 Dornier escorted by 10 Me109s but in consequence of timely action by two of our fighter squadrons, the enemy aircraft were driven off. They suffered losses of 1 Me109 confirmed and 4 Me109s probable."

Small-scale Mission 2: 10.07.1940
The LW sent out a Do17 escorted by 2 Bf110 to reconnoiter the waters east of the Isle of Wight in the area of Selsey Bill for British shipping. The LW team has to escort this scout from Dieppe to its target. The RAF tries to intercept the Do17 and scrambled 3 Hurricanes of the 601 Sqn. from Tangmere.

Background: www.raf.mod.uk
“Of four raids, however, one, a Do17, was intercepted by No 601 Squadron and shot down off Selsey Bill."

Small-scale Mission 3: 10.07.1940
BC attacks Amiens-Glisy with 6 Blenheims. RAF player are free to escort the Blenheims from Dungeness to their target. The LW has the order to use an idle spawned Ju88 Reccon-Plane at Calais-Marck for a recon flight to RAF Gravesend. LW Player shall escort the Ju88.

Background: S. Bungay - The Most Dangerous Enemy: page151:
"In support of their colleagues fight against the Luftwaffe, 2 Group of Bomber Command ordered off six Blenheims of 107 Squadron to attack the airfields at Amiens which was base of the II./KG1. They had no fighter escort, and though the weather was not good it was not bad enough to protect them. As they approached low over the airfield, the flak opened up before the Bv109s arrived and five of the six aircraft were shot down."

Small-scale Mission 4: 12.07.1940
6 Ju87 of II./StG2 are ordered to strike a British convoy heading east of Bembrige. They are escorted by 2 Bf109 of 7.JG27 and intercepted by 601 Sqn Hurricanes.

Background: www.raf.mod.uk:
"A second, though less intensive raid, on shipping took place in the afternoon off the Isle of Wight. This was intercepted by one squadron and resulted in one enemy aircraft being shot down and two others probable."

Small-scale Mission 5: 15.07.1940
9 Do17Z are on a nuisance raid in the area of Brighton – Hove. One section of 610 Sqn Spitfires are on standing patrol near Dungeness and intercept the bombers. Players may escort or intercept.

Background: www.raf.mod.uk:
“In the early morning a raid crossed the coast near Shoreham and bombs were dropped on Brighton and Hove."


Hint and Issues:
Currently the RAF radio menu (TAB) is no longer functioning as soon as more than 4 LW Groups/players are active. “Netstats” window will break also. This is a game bug, I cannot do anything about it. Let us hope for the next patch.

Additional ongoing development:
- Implementing home-base check for supply return
- Adjusting number of available planes after a testing time
- implementing ballon system on historical datas
- adding missions for small player flights
- adding further historical missions
- adding total win condition

Blackdog_kt
08-02-2011, 03:51 AM
Impressive screenshots, i guess it's thanks to the larger formation sizes.
Good luck with the efforts, you might need it if you want it to run well for most players ;-)

Ataros
08-02-2011, 07:27 AM
WOW! Screenshots are great. You put a lot of detail into this mission. I know how much time it takes...

From the feedback I got on Repka1 mission I know that players do not like fighting AI fighters usually. I would suggest replacing all single-engine AI fighters with 2-engine fighters to let players know that if they engage a single-engine fighter it is definitely a human player flying it.

SNAFU
08-02-2011, 08:28 AM
Love the screenshots!

What altitude/weather conditions did you get contrails to form? I've taken several flights up to around 7.5k and have yet to see any, but generally clear weather, mid-day.

I'll get my squad on sometime and do some testing, report back later.

I hear you. I was surprised myself, because I also never experienced them myself. :rolleyes:
Weather conditions are still default and the planes made contrails at 7000m.

WOW! Screenshots are great. You put a lot of detail into this mission. I know how much time it takes...

From the feedback I got on Repka1 mission I know that players do not like fighting AI fighters usually. I would suggest replacing all single-engine AI fighters with 2-engine fighters to let players know that if they engage a single-engine fighter it is definitely a human player flying it.

Well, I first made the map, as I was used to from 1946 DF maps with a little scenery with static objects, crates, tables, tents and generally life. Then I deleted 95% of all the stuff I spent hours placing them.:rolleyes:
You can either have life and scenerey on a map, or AI flights, but not both, as I found out. So the screenshots with a lot of scenerey like the one from Dover are not what you find online. That is just not possible, if you want to have loading times under 5 minutes. Well, maybe someday...

For the AI fighter, well, as stated in the introduction, we focus on historically orientation, not on popularity. ;-) I don´t have the time to babysit a puplic server as it would be necessary. The mapdesign is not suited for the default DF server pilot. That is not intended to reflect a bad opinion, I also like the fast action servers, which focus on 1vs1 multiplayer and do not have the time to spent 2 hours for one mission, but sometimes I am just looking for this, and have not found this on puplic servers, so I thought, why not go this way with our server. We discusses this internally and dediced to have the luxury freedom of doing the mission, how we like them, so we are not going to please any players, but maybe there are players which also like that kind of missions. :-P;-)

PS: I forgt to mention, that the server will not be on 24/7, as I or we don´t have the chance to babysit steam all the time. ;)

SNAFU
08-04-2011, 06:27 PM
I was faced with a lot of questions concerning the procedure for the missions and the meaning of the messages, that`s why I just want to explain briefly the procedure and handling on the map, now running on the server:

Every 1,5hours is a mission laoded randomly. This will be shown, by displaying a message like "12th July 1940 (Mission ID X)".
The player will read what is ongoing in the mission, in a HUD message after spawning. I have found no way to modify the time, this text ist displayed, so I have to keep the information short.
The Spawnbriefing will often tell the blue player, to escort bombers from a certain location to another, and will tell the player, when the bomber will reach the first location, at a certain time after beginning of the mission.
Now if you just joined the server, you do not know, when the mission started. Therefore the time INTO the mission will be displayed regularly to inform the player, if he still has the chance to participate in the just ongoing mission or not.

The altitude for intercept or escort will be displayed for now, due to the fact that the time the briefing will be displayed is too short and I had to cut the information to the least necessary, but you should not expect any action below 4000m, rather 6000m.

JG52Uther
08-04-2011, 09:30 PM
I just flew on the map.It was very smooth for me,and loading times were not much longer than usual.
There were only about 14 people showing in the server though.

ATAG_Bliss
08-04-2011, 09:32 PM
Nice work Snafu! This likes like a whole lotta fun.

I'll definitely have to give this a go. :)

JG52Uther
08-04-2011, 09:36 PM
I will mention one issue though.When you spawn in a 109 under the nets,if you don't get out quick the plane spins around a bit and smashes itself up.
I started the engine,then moved from under the nets to warm up.

SNAFU
08-05-2011, 07:18 AM
Thanks for testing and your feedback!

Actual stats provided by Stillborn. I have little chances to correct issues at the moment, I am not home. And haven´t figured out how to automatically update the statspage, but anyhow.
Stillborn-Stats (http://www.india499.server4you.de/JG27_Snafu/stats/July1940/Mid-July1940_v1_playerstats_low.htm)

Cheeshawk, the server is located in central europe, what pings do you have, the time you connect? There is a mission among the 6 missions running atm, which has due to higher AI activity higher pings?

Uther, if possible please give me hint which airfield caused trouble. I still know of one spawnpoint, which leads to immediatly contact with the net, had no time to fix that yet. After spawning you should immediatly hit the brakes, to stop the turning. Especially if you spawn in a hanger, you should also stand on the brakes while starting the engine, otherwise your tailsection will be sheared off.

Bliss, you are welcome. Compared to the map you help testing, you`ll find that I had to delete all buildings and 95% of the scenery to get the loading time during active missions below 4-5minutes maximum for me (I have a ping around 40 to our server, when no mission is running, therefore only first 5 minutes after starting the map).

Pleas ask if you have any questions, it is sometimes hard to ID the possible problems, if you made all the briefings etc. by yourself... ;)

David198502
08-05-2011, 07:30 AM
sounds very interesting!is it full real?i will give it a try if this is the case!

pupaxx
08-05-2011, 07:52 AM
Had very good time last night, but we were only 4!. It took very long time to be logged in (2-3 mins), but any stutters during the fight.
Strafed some AAA site, never been in contact with enemy formations announced by ground control. Landed with 3 gals of fuel after 45' single mission.
Hope to find some more chaps next time.
Cheers

David198502
08-05-2011, 08:06 AM
just had a quick look.looks nice.had no problem to connect and come in game.loading time was pretty short.and i had a ping of 30.so looks great so far.unfortunately nobody except me was online so i left it.but the airfield i spawned looked nice with the objects placed.thx will definetely fly often on your server.

JG52Uther
08-05-2011, 11:46 AM
SNAFU I 'think' it was the airfield near the coast,E1's tasked with flying to Dover. There were quite a few smoke stacks and explosions going on, so I assume I wasn't the only one it was happening to.

SNAFU
08-06-2011, 07:30 AM
SNAFU I 'think' it was the airfield near the coast,E1's tasked with flying to Dover. There were quite a few smoke stacks and explosions going on, so I assume I wasn't the only one it was happening to.

I./JG51 airfield I guess? Well, I ll have a look, when I am on-shore again, might still take some days though.

BTW, just updated the Stillborn-Stats-Page. (http://www.india499.server4you.de/JG27_Snafu/stats/July1940/Mid-July1940_v1_playerstats_low.htm)

JG52Uther
08-06-2011, 10:09 AM
Yes pretty sure it was 1/JG51

SNAFU
09-12-2011, 12:07 PM
We now have 9 missions in the set and with the beta it is possible to choose planes in flight controlled by AI, so we are getting somewhat closer to the old-fashioned coop system. Some features like the ESC-Penalty was introduced but generally I am still tweaking the missions. So any feedback welcome.

I updated first post and gave some extra explanations, because we still don´t have any options for further explanations in-game.

SNAFU
09-18-2011, 05:49 PM
Update first post.

We now introduced a score system for the campagne, so that each side gets scores for shot down planes, sunk ships.

Further use of the points is planned, so that the sides also gets scores for ground units and gets special benefits or missions for reaching certain amount of scors for the team.

SNAFU
09-23-2011, 06:50 PM
Small update for anyone who visits our server:

I uploaded a new revision and added a menu to the main script.
You can open options by pressing TAB and then 4. With these options you can start a mission, check if a new mission can be started, time into mission, number of missions already run, scores of each side, planes available RAF and LW and call the briefing for the currently ongoing mission. In the briefing shown in the center or on the server info window there might be a time indicated. This time shows the real time left you have to meet a group of bombers you have to escort. If this time is indicated negative, you are already too late to meet the bombers at the given spot, now you have to wait for the next mission or fly directly to the target. The briefings for the different aircraft types are also displayed after spawning Every mission allows about 15min for both sides to group at a predetermined rendevous point and lasts 1 hour. You can only start one mission each hour.

Due to problems I have not figured out yet only the first 3 (and unfortunatly performance wise the 2 most demanding missions) are running. The next will be available soon I hope.

Ataros
09-23-2011, 08:45 PM
Great job on the menu!

Please check out this idea maybe you like it http://forum.1cpublishing.eu/showpost.php?p=340146&postcount=9

ps. BTW online briefings work already and can be dynamically updated when loading a submission iirc. Briefings can be accessed by rightclicking on the map inflight also.

SNAFU
09-24-2011, 08:43 AM
I`ll pass the word on to Kodiak, who kindly provided the core of the menu. ;)

Briefings do work now online? Damn it, I spent the whole week - all over 15hrs I`d guess- trying to find a workaround... :rolleyes:

_79_dev
10-03-2011, 12:46 AM
~S~

Great job mate, those missions looks fantastic, screenshots are really nice... TeamSpeak server would be nice addition for the server...

SNAFU
10-03-2011, 10:33 AM
_79_dev, the screenshots are quite old now and we came a long way from that beginning. Unfortunately we are currently not in the position to provide a public TS3, maybe in the future. The missions you can load yourself in the menu are based on the daily reports mainly of the RAF diary but also on other sources. So due to the rather long range missions and the number of planes taking part (scaled down from the real numbers of course, but still around 30-40 planes clashing into each other at some points) the missions are not made for the solitary pilot and are rather suited for organized player groups. Getting bounced by a channel patrol (9 or 8 single engine fighters) or triggered intercept squadron is not always amusing for the single-online player. ;)

We recently introduced a scoring system for the teams, based on shot down aircrafts, their types and destroyed ground units and their types. Together with side effects of the scoring (one team receives less planes, less experienced pilots) and the menu we plan to introduce a kind of "upgrade and order" system in which you can exchange points for new planes, an AI wingman or a whole squadron. (Your team will start with E1, He111P2, BF110c4, HurricaneDh5 and Spit1 and will advance to later planes, based on the scoring level of the team.) Someday in the future a kind of semi dynamically/historically campaigne is feasable, reaching from Kanalkampf (what we are currently working on, but have only 12 full-missions - each lasting 1 hour- so far) to later phases.

But currently I am trying to reactivate the penalty - system for leaving the plane in flight and try to make the channel patrols a little smarter.

We heavily depend on feedback and bug reports by players, due to the fact that I spend most of my sparetime, testing scripts, repairing and tinkering on missions to build up this system. ;)

_79_dev
10-04-2011, 10:27 PM
~S~

I like that idea with exchange of your points to aircraft or armament etc. So far I have't noticed major lags on the server even with plenty contacts and aaa around me, last time I was missing menu on the red side buy you know that already... I noticed plenty of ghost objects though...

SNAFU
10-05-2011, 07:40 AM
Thanks for your feedback _79_dev.

I was able to find the bug in the custom menu yesterday and it should be fixed now for the red side. Yeahey, took me 3 days to find the problem and even had to bother Mr.C# alias FG28_Kodiak. ;)

For the ghosts, well, I hope they find a new way for calculating the AI movements rather sooner than later, otherwise our approach for realism is not possible on the long term and we end up in small scale PvP one-man-shows too.
You can avoid the ghost experience by sticking to a mission from the start. If you f.e. start close to an AI group and keep them in sight range, they are constantly calculated and the lag is not there. Same if you fly CAP, you will experience less ghosts, if you stay in a certain area and give the game time to refresh all the AI movements. You will experience the most ghost`s if you change the area you are in fast and cover long distances and therefore cross a lot of AI routes. Worst is if you reach an area, where a large battle took place some time before and another human players were involved. Then you are likely to see all the dots the other human player saw the last time he/she was in around and where the AI were calculated the last time.

So for the time being I would recommend to stick with the mission goals, this should be the best way to give the system time to calculate and refresh the positions and therefore avoid ghosts. If you just entered and come into an ongoing battle, well,...

Due to the fact, that this is no problem for the host or in singleplayer I assume this is a problem with the netcode, which we can only avoid by not using AI at all (you see the same problem with AI tanks, ships, bicycles everthing). With worldwide 30 CoD players, online play would be limitied to the above mentioned unfortunatly. :(

PS: We are currently working to extend the system of mission control and implement smaller missions, also based on diaries of the days, just including small number or planes - typically recon-missions. Then you can choose in starting a squadron mission (for 6 or 8+ players each side) or small missions (2 players each side).

SNAFU
10-07-2011, 09:29 AM
Friday and waiting for the weekend, therefore time for a little update:

-We overhouled all missions and adjusted them to the introduced scoring system
-I dramatically reduced the number of AI planes spawned by events, triggers and missions (:( now only 3 Hurricans will take-off as interceptors of the former 9 and 2 of the former 8 Bf109 - if one team has 10 AI or more in the air no more will be created on triggers as interceptors or patrols)
-the penalty system was reactivated (currently tested live)
-limited plane system implemented (currently tested live)
-RDF added to the map
-shipping reduced
-AI partols now depend on the number of players the opposing team has
-custom menu now works for Red players too during ongoing missions
-custom menu extend with further options
-scouts added to the patrols, which will recconnoiter for shipping in the canal
-Mission 12 implemented
-updated information, explanation and description in the first post

The sever will switch to the actual patch in due course of the weekend.

Greetings
snafu

SNAFU
10-07-2011, 04:42 PM
Ok, thy. Didn´t know that.

As I see it, there are in average 30 CoD players online, barely enough to fill one server. Bliss and his ATAG Team is doing good job with his server and the design for every players fun. So is Repka. We should not split our little community over several servers, all basicly having the same concept or design. Then everyone has less fun. ;)

Eventually our server is rarely visited and mainly used by ourselves, I don´t see a real need for a TS. We needed a server for our squadron purpose, which is rather focused on historical immersion in a team, than competing skills 1vs1. Both is fun and both should have its chances. So I think, being more focused on squadrons which are similar minded, a public TS is not a real necessary for our purpose.

But it is good to know, that its free now and if there are people asking for it, we will think about opening our TS3 server. ;) (Actually we are still using TS2 - it just sounds more like an old radio :cool: )

csThor
10-07-2011, 04:59 PM
Well, SNAFU, it's not that everyone is seeking this 1vs1 thingy ... I mean like I said over at sturmovik.de I'm no longer interested in joining a virtual squadron (let alone able to dedicate the time to it), but your server concept comes very close to what I have been looking for for quite a few years now. I do agree that the makeup may drive away the sportive-minded players, those that prefer duels to historical mission-style teamplay, but like you said so rightly there are other servers which cater to them. I'd have joined the server by now to fly a few times if it hadn't been empty - since the missions are tailored towards team-flying lone-wolfing looked pointless so I chose to spend my time offline instead. With a solidly structured TS-server and - ultimately - a sound website to provide a central place to go for all those interested it may spark the impetous for building a solid community which is interested in historical accuracy and realistic missions.

SNAFU
10-07-2011, 05:05 PM
Hey csThor, I hear you. But anyhow, we are and will always be a minority seeking for that kind of experience. ;) I like both side. When I am in the mood I just go for the next shooting-it-out. ;)

I cannot speak for the III./JG27, I am just a member, but everyone interested and asking (kindly ;) ) is of course welcome in our TS. But as I said, it is actually not public. But we can make a public TS, if required. Concerning the HP, well, have got enough work at hand, so feel free, if you`ve got experience with Webdesign (I´ve none). :-P

csThor
10-07-2011, 05:16 PM
I used to make websites a few years ago, but none of them had any trace of PHP or similar stuff in them - just old-fashioned HTML. This may be interesting for sites with mission details, but I can't imagine a modern website for a server not being built on ready-made portal structures, even if it's only for incorporating a TS viewer or/and a statistics section.

Perhaps I can provide a bit of graphics support and add my historical knowledge, but unfortunately I never learned PHP or similar languages. :(

SNAFU
10-07-2011, 05:34 PM
You are all welcome. ;)

Currently I am using the time for deeper tests, but over the weekend, I will try to update to latest patch and hotfix.

And csThor, you knowledge and assistance will be required any time soon, watch out. ;)

csThor
10-07-2011, 05:36 PM
*gulp!* :shock: :shock: :shock:



;) :mrgreen:

5./JG27.Farber
10-08-2011, 11:45 PM
Hey csThor, I hear you. But anyhow, we are and will always be a minority seeking for that kind of experience. ;)

We (5./JG27 & 9./ZG26) are very much into the historical team orientated side aswell... Question is, are there any red sides that are also this way?

Nice server concept by the way! As for a public TS I would advise you to get one, seems to be something the public want in general. Were also trying to get a second public TS3 up and running for our own server.

Jugdriver
10-11-2011, 03:45 AM
I spawned in at the airfield in AD 3 taking a 109 E1, the plane was in a small hanger. After starting the plane I attempted to pull the plane out of the hanger and it blew up the second I moved for no apparent reason.

I believe it was mission 1

I figured you might want to know.

JD
AKA_MattE

SNAFU
10-11-2011, 07:20 AM
Thank you MattE,

Every feedback welcome. I spent the last 4 days only looking for the reason, why the radio menu breaks up for red, as soon a misison is started by the menu. So I have no time to play at all. :rolleyes:

Carqeubut, AD3, is sometime difficult. Spawning in the norwegian hangers (thats what I call them) works for me, when I hit the brakes immediatly. Otherwise your tail hits the wall, after beeing turned, what some call wind (I switched off wind completlely so I doubt it). The moment you move, the collision starts. In some hangers your tail jumps up, when you leave the hanger too fast, due to a step in the hanger roll-out-way, so you have to move really slowly.

But sometimes, that all doesn´t not work out, so I am currently reworking the airfield. I already defined new spawnpoints, but somehow they are ignored. Have to take a closer look at this.

Did you experience any performance difficulties or menu breakdowns?

@Farber:
I know of no Red-only squad, so I am happy we can use AI opposition, allthough the AI is of course far off mostly, but better than nothing.

Jugdriver
10-11-2011, 03:38 PM
For me the plane exploded within seconds of spooling up the engine, the tail might have moved laterally but it happened so fast I did not notice.

I did not have any problems with the menu that I am aware of (this was my first time in your server). Just to make sure, I can’t pick a specific mission, I can only generate a random mission, correct?

It is a cool server with a great concept SNAFU, I am looking forward to getting on there more. The ability to generate a mission while in the game thru the menu set is the type of thing that is going to make COD the best combat flight simulator ever.

JD
AKA_MattE

SNAFU
10-12-2011, 10:30 AM
HI MattE,

I finally ironed out the bug, breaking the custom menu for the RAF team, at least I hope and if find some time, I will rework the Carquebut airfield today.

Currently you can only start a mission which is selected randomly. The pilots back then didn´t have the choice either ;) , and both teams can start a mission, but only 1 every 60 minutes, so all players can concentrate on the currently set mission objectives and no one can choose their favourite (most points / easiest / what ever reasons) mission.

The available planes a team has, now depends on their scores and currently I am also working on a "supply system", which shall enable the players to order certain rare types of planes. The supply will finally be also the winning criterium of the "Kanalkampf" scenario.

_79_dev
10-13-2011, 11:02 PM
~S~

Hi SNAFU, I hear You have a problem with spawning points on the map, I may have solution for You. Got really neat way to create spawning points that actualy works...unfortunately have no acces to my PC at the moment...I shared this with Farber already so if You will see him online by Saturday ask him for a file I sent him... Also Farber if You can see that post will You pleas send this file to SNAFU pleas...I am in the forest till Saturday...

SNAFU
10-14-2011, 07:20 AM
Maybe you are referring to the circle-spawn-method I described here (http://forum.1cpublishing.eu/showthread.php?t=26925&page=2)?

That works and I first designed all our airfields that way, until I found out that blocking spawnpoints prevents the game from using them. But the problem is, I like to begin my flight in a hanger or under a camo tent... ;)

For the detailed describtion:
Some hangers are not even with the ground. Their floor is a little higher f.e. 20cm. But the planes spawns at height 0 over ground, so the wheels stuck in the hanger while spawning. If you don´t move no problem, but the sligthes movement will cause your plane to jump up (to get on the floor hight) and explode either at the ceiling of the hanger or because a collision was detected, due to the wheels stucking in the concrete.

SNAFU
10-24-2011, 07:57 AM
Updated 1st post for revision 8:

+Supply system implemented (a short note regarding this: Supply vessels spawn every hour and are equipped with AA guns. Supply ports are Folkstone and Southampton and everytime a supply vessel reaches its port of call a certain amount of supply will be added to the RAF teams stock. Generally each team receives one supply point for every player on its side every minute. Supply will be deducted on takeoff and depends on the type of plane.)

+I. + III./JG3 added to map

+added 3 new "small scale" missions

+supply can now be traded for certain planes to be spawned in idle mode on certain airfields

+airfield upgrade is done automatically, depending on the team scores

[RAF radio is still critical (breaks down if a certain ammount of AI is active, due to bug in the CoD engine)]

SNAFU
11-06-2011, 08:57 PM
Current Revision: V10

Changelog:
-Supplysystem finalized (Ships reaching Folkstone or Southampton will give RAF Team supply, trains reaching Boulogne or Calais will give LW team supply additionally to the standard supply flow)
-Trains on British soil do not add to the supply, but are valid targets which give team scores and so help to improve planeset and supply choice (watchout supply vessels and all trains are equpped with AAA)
-Airfields and units completed based on historical facts (in this course Calais-Marck and Theville is not longer available for LW default use, but can be used for requested units as Epr.Gr.210 in exchange for supply)
-some missions reworked (units reduced, tweaked etc.)
-supply costs for default planes increased
-interceptor flights strength increased to 6 on RAF and 4 on LW, AI limit on RAF side doubled
-group limit on LW side implemented (if 4 LW groups active no more LW interceptors or patrols will spawn=
-AAA at Folkstone increased

Note: The RAF radio menu breaks the momen more than 4 LW groups are active. This is a game bug and I hope this gets fixed next patch.

_79_dev
11-06-2011, 09:03 PM
Snafu, that looks impresive now ...


Thanks for all Your work on it...

SNAFU
11-07-2011, 01:36 PM
Well, the core of the concept is the historical background and the mission menu. Both core parts are currently rather frustrating...

The historical background leads to mission parameters which demand some patience and time, because not all the missions were the short jump from Calais to Folkstone. A standard mission in July is reflected by a rendevouz with the bombers, which takes about 15-20minutes for the meeting at the given point between 5000 and 6000m, then escorting them to their target 20-35 minutes and 20-35 minutes back on the LW side and basically same CAP duration on the RAF side. This sortie times are not easy to achieve if you get a launcher.exe crash after around 0,5 - 1h (not me, but many of my squadmates, some can not even fly on the channel map).
The other let down is the mission menu bug.

So basically the work is pretty futile so far, but I hope someday this bugs get fixed. ;)

salmo
12-26-2011, 05:38 AM
Hello SNAFU,
I like your server concept. Call me stupid, but I can't see the III./JG27 Server server in the COD server list. Is it still running?
Cheers
Salmo

SNAFU
12-26-2011, 08:33 AM
Hi Salmo,

Honestly I don´t know. I am no longer part of III./JG27 group and do not control the server. For now I put this "project" on hold, maybe someone else likes to continue or I continue extending the scenario and the system, when the CloD bugs gets fixed (expecially the RAF radio menu bug) and we get some ships. But I do not expect ships to come with the Battle of Moscow... so, anyhow you may find the files on AirforceWar.com (http://airwarfare.com/sow/index.php?option=com_jdownloads&Itemid=53&task=view.download&catid=6&cid=200).

Maybe someone else picks the idea up at this point, maybe not, but can´t tell you if the server is still online regularly, I simply don´t know. ;)

Ataros
12-26-2011, 09:24 AM
Many thanks for sharing. Great work!