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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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Here is an update from Repka №2. Looks like blue are going to capture some red airfields soon.
![]() Could you please include some changes to the mission if other players do not mind them. Ground units - remove ambulance cars from vehicle lists. I saw 4 medical cars attacking tanks once. Planeset - move BR-20 to red side (as if captured units) to compensate for limited amount of flyable red bombers. Remove Spit-2 and Bf-110C7 for balancing purpose. We can do it ourselves of cause but it would be a waste of time to do the same changes to every version of the mission. In case there are some AI fighters in the mission make them 2-engine only. From feedback on the server we learned that players hate fighting a single-engined fighter only to learn in the end it was an AI but not a human pilot. Many prefer not having AI fighters in missions at all, only AI bombers. What happens when no red airfields are left in France? Can an end mission message be printed on screen and original mission (frontline) reloaded to start from beginning? Thank you for your mission and for helping fine-tuning it. |
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#2
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Another feedback I just got from players of Repka 2 server is that supply trucks and fuel trucks are attacking enemy positions in front of tanks that looks a bit strange. Probably it is worth to exclude unarmed vehicles from ground forces completely.
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#3
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ok I have upload all the changes as put forward by Ataros.
See Page one for zip file All changes relate to the HC7.mis and HC7.cs and all missions in the HC7 folders Hope this is better for all the Repka server flyers. Cheers! from Melbourne HC_Wolf
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals Last edited by hc_wolf; 08-30-2011 at 01:27 PM. |
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#4
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Thank you very much for support! Will be installing it tonight on Repka #2
Last edited by Ataros; 08-30-2011 at 02:14 PM. |
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#5
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I notice some pretty sever lag/rubber banding of the ground vehicles. I flew a 110 last night and strafed a few columns. The object I shot at did explode, but several meters ahead of where the object I shot at was. Like it just warped ahead to explode. I did have a near 200 ping but other players aircraft and ai aircraft do not have that odd warping effect that the ground vehicles do.
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#6
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Jojovtx I have reduced the volume of vehicles and AI Aircraft and this should reduce that effect if it was from server. Your Ping will be an issue at 200.
See how you go with new version when Repka put it up later today or tomorrow
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
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#7
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Hi, Wolf!
Thank you again for a great mission! The mission is Running on Repka #2 serer. Thanks to everyone for testing and providing feedback. I have some feedback from players from the Russian forums. 1. Loading times are extremely high sometimes. After 3-4 hours of running a mission on a server loading time for player can reach 3-5 minutes. The reason is too many groundgroups on map I guess. Upon spawn an aircraft about 25-30 enemy tank groups are reported in chat. Is it possible to spawn tank groups only at the frontline but not spawn them on all markers of the map especially rear markers to reduce number of tank groups? 2. Frontline does not move. I guess the reason is a trigger that respawns tanks as soon as they are killed, and this repeats forever. Is it possible to limit number of respawns for each marker by e.g. 3? Counters of all markers may be reset after any marker is captured. Another possible solution is to limit number of respawns by 3 per hour or 40 minutes depending on the distance between markers. It is necessary to get the frontline moving somehow. 3. I think it would be better to have markers (spawnpoints) to be more evenly spaced to allow same timings between attacks/respawns. 4. Could you add more small calibre AAA guns to defences to make them more effective. 5. Is it possible to copy all messages from screen to chat window also to allow checking them later. 6. When watching the mission with external views I can not see some destroyers that are shown as icons on the map with MapIcons=1 difficulty settings. I.e. a ship is shown on map but not shown in game. When AI bombers attack these invisible destroyers AI bombers disappear right above target before releasing bombs. 7. Some other AI airgroups disappear surprisingly when watching with external views. 8. string BPMaxPlanesAllowed = "1"; // max. number of aircraft allowed to be created by a player Please change to 1 to prohibit creation of AI groups by players. 9. Expecting the upcoming beta patch could you please add 109-E4 and Spit2 to planeset. Please remove 109-E3B, 109-Е4B from planeset for balancing purposes. As we all are looking forward to a new medium-sized map introduced in the upcoming patch I hope in the future you plan making a version of your mission for that map. Smaller map would allow for less markers/spawnpoints and would reduce loading times and make the mission more dynamic. Last edited by Ataros; 09-01-2011 at 10:39 AM. |
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