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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #111  
Old 10-30-2011, 08:45 PM
ATAG_Bliss ATAG_Bliss is offline
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Had a great time tonight guys. Now where's all those blues?

Hopefully we can get a briefing a bit earlier to do some mission planning (I know it's 1/2 our fault as we signed up late)

Good fun. Thanks
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  #112  
Old 10-30-2011, 08:49 PM
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klem klem is offline
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Thanks guys, pretty successful for a first time!

Also thanks to the other Reds, we managed to get our plan and comms sorted out pretty quick (which I thought would be a problem but it wasn't).

56 managed to find and hit some Stukas, I think we got 3 of them. Hope to do better next time.

We lost 1 KIA, 1 ditch from engine failure (stuka return fire?) and 3 landed ok, some on fumes.

Really need to be able to refuel if there's to be a second strike but thats also a bit hard to manage as we don't have enough numbers to rotate and cover during refuelling. I thought it went well anyway even without a second strike.

We had no crashes or freezes. We did exit and restart the game when the server was restarted and we did do the Alt+Tab to desktop and back which might only be a folklore fix for the stutters but we had no problems.

Thanks again.
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  #113  
Old 10-30-2011, 08:51 PM
5./JG27.Farber 5./JG27.Farber is offline
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After Action Report:

5./JG27 & 9./ZG26

5 Hurricanes, 1 Sunderland, 1 Tanker and no losses to enemy action.

5 CTD's! out of 7!


Sorry for the errors and hiccups although for those that got to play (I hope everyone at least got to combat) it was a unique experience unlike pubbing and allot more exciting.

Same again next week, red spawns will be allot more stable as we will be using a different part of the map on more tried and tested spawn areas.

S!
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  #114  
Old 10-30-2011, 09:06 PM
ATAG_Septic ATAG_Septic is offline
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Default Great Fun

Thanks for the fun chaps.

ATAG unofficial action report; None

Despite the lack of actual action I feel we played a full and rewarding part in the overall plan managing to keep sight of some other planes and ships sometimes.

We then headed home for tea and medals. I cannot for operational reasons give specific numbers for our sortie but I can say "I counted them all out and I counted them all land again".


ATAG_Septic (Temporary Self-appointed Assistant to the Chief Tyre Pressure Checker Officer ATAG).
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  #115  
Old 10-30-2011, 09:19 PM
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bw_wolverine bw_wolverine is offline
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Great fun tonight! It was a pleasure to see all those spitfires circling the airfield and forming up!

One thing I think should be done:

Test each airfield prior to the game day. I would suggest that maybe the mission should be 'test' flown (at least until people are in the air) to make sure that the spawn points work. We had a hell of a time a Ford airfield getting people in the air as it seemed we spawned in a field that had been destroyed by a combination of land mines, moles, gophers, badgers, and archaeological digs.

Other than that, I look forward to next Sunday!
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  #116  
Old 10-30-2011, 09:26 PM
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Osprey Osprey is offline
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Excellent first campaign.

Ford aerodrome had some bumps but we did find out where they were and most of us lot up in the end. I led our chaps out and unfortunately we weren't as well grouped as we thought. I never saw the ships and I didn't see the Hurricanes once they turned on 090. At 16k ft 3 of us were attacked by 2 109's, (which turned out to be Krupi + 1) and a fight ensued. Within a few moments I found myself alone with these 109's after scoring hits on 1 and causing leaks from wingroots. The fight descended to the deck, I received some hits and lost 2 guns before getting more hits on the leaking 109 and seeing oil stream from the engine. Then I saw a 109 chasing something on the deck so I decided to dive for it and in doing so was wary of the other 109, sure enough he had also dived and must have seen me at the last second before I could fire. I managed to get a handful more hits before being bounced again by Krupi. I survived for a bit longer but 2 was too much in the end and I spun in during a hard break.

@Krupi, I know you hung around to help but I was actually looking to get out of that fight by diving away but didn't get the chance to because we all dived in the same direction!

From a FM and DM perspective its a frustration because I caused a lot of damage to 1 of the 109's and he carried on flying, and the other seemed to have little trouble with 2 feet of wing missing
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  #117  
Old 10-30-2011, 09:30 PM
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bw_wolverine bw_wolverine is offline
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Quote:
Originally Posted by cheesehawk View Post
We did test them, but our numbers don't allow for the kind of testing we needed apparantly. I knew there was an issue with the Spitfire spawn #1, but after that it was ok. We're moving back across to Calais next week, so we're done with that field at least!
Yeah, it's true to do a good test you need numbers. Like I said, maybe have everyone (or as many as can manage to) do a scheduled test on Saturday at the same time? That'd give time to make adjustments.
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  #118  
Old 10-30-2011, 09:31 PM
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Osprey Osprey is offline
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It was nothing you could've dealt with, we did find a suitable taxi route in the end.

Look forward to the meat on the next mission
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  #119  
Old 10-30-2011, 09:31 PM
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CaptainDoggles CaptainDoggles is offline
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Great mission guys! Big thanks to 5./JG27 for running the mission, and congrats to the Allies for protecting their evacuees from Dunkerque!

JG13 fielded 2 pilots in E-3's out of Boos, near Rouen. With orders to escort flights of Stukas on their way to sink the British convoy we attempted to make visual with them near Dieppe.

Unfortunately we missed our timing window and learned the Stukas were a solid 3 grids Northwest of us. By the time we got to the ships the Stukas and their escorts had already been intercepted, but not before taking down a handful of freighters.

We claimed a Hurricane attacking a friendly medium bomber somewhere north of Le Havre, but later on were forced to abandon our drag & bag of a 2nd Hurri by some high-flying Spitfires. They chased us half-way to France before peeling off, which meant we were low on fuel by the time we climbed back out over the ships at 5km+

With no more bombers remaining on Blue side we patrolled the area looking for the RAF but found none before low fuel forced us to land at Theville in Brittany.

Great mission!

Quote:
Originally Posted by cheesehawk View Post
Ideally, we want everyone to fly to get home, if you get killed your out. So either we do a limit on when you can spawn, or we use the deathban. Problem is with the deathban, if you spawn in a hangar or something else bad, you die, you're done in the first 2 minutes. With the spawn timer, obviously, you can't get a new plane after returning with the first.

Preferences?
My humble suggestion would be to implement a deathban that takes effect only after the first 15 minutes or so. That way if you get a bad spawn or if someone plows into you on takeoff you can respawn.

Nobody gets into combat before 15 minutes is up anyways, so there won't be any "free respawns" happening, and it rewards pilots for flying conservatively and bringing their aircraft home at the end of the sortie.

Last edited by CaptainDoggles; 10-30-2011 at 09:34 PM.
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  #120  
Old 10-30-2011, 09:32 PM
ATAG_Bliss ATAG_Bliss is offline
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Hey Rudelmann,

You can test them by yourself. Just raise the time for the despawn script and spawn 50 planes (1 by 1) at each field. I've had success doing this. Granted, as you know, the spawn points down always work right. But if you count the spawns in correlation to the points you have put down, you can adjust the bad point.

I think the problem is with the FMB the spawn points position sometimes doesn't actually correspond with the resolution you are looking at. Like you've probably seen the spawn points still remain on the field even after changing the FOV of the FMB (like they get bigger instead of smaller?). Either way, that's the only way I've found to test them. And they must be tested on a dedi server (-server) / not in the FMB.
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