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I./ZG26-Allons!
Apr-14-2012, 06:18
Hi all, just a few comments about them and this forum:

1. Could the missions pls be assigned a name or number in the briefing to make clear what missions we are talking about (here at the foum)?

2. No blue attack oder would ever start with bla about the ATAG forum but with the Primary targets (enemy situation "Feindlage" to be more precise, then own situation, then specific orders)

2. Is there any kind of rotation that we dont have to bomb f.i. Ramsgate AF over & over? Havent have the time to be longer on the server unfortunately..

3. Ramsgate Beaufighters as well as I12 Radar targets seems to be coded that you have to destroy 100% of it wich is quite annoying having to look around all the time. Could we at least have a message like Target4 is destroyed to XY% ?

Ah, just another thing, are the stats updated regularly?

Just a few ctґs , Greetz from Berlin, Allons!

ATAG_Septic
Apr-14-2012, 08:12
Welcome Allons!

I'm unable to answer your questions sadly, so a warm welcome is all I can offer. One of the boffins (brains) will be on later I'm sure.

Cheers,

Septic.

I./ZG26-Allons!
Apr-14-2012, 09:57
Thx Septic, was fun again today. Best, Allons!

ChiefRedCloud
Apr-14-2012, 10:12
Greetings Allons and welcome to the Server ...... :welcome!:

Wolf
Apr-14-2012, 18:53
Hi all, just a few comments about them and this forum:

1. Could the missions pls be assigned a name or number in the briefing to make clear what missions we are talking about (here at the foum)?

2. No blue attack oder would ever start with bla about the ATAG forum but with the Primary targets (enemy situation "Feindlage" to be more precise, then own situation, then specific orders)

2. Is there any kind of rotation that we dont have to bomb f.i. Ramsgate AF over & over? Havent have the time to be longer on the server unfortunately..

3. Ramsgate Beaufighters as well as I12 Radar targets seems to be coded that you have to destroy 100% of it wich is quite annoying having to look around all the time. Could we at least have a message like Target4 is destroyed to XY% ?

Ah, just another thing, are the stats updated regularly?

Just a few ctґs , Greetz from Berlin, Allons!

Hello and welcome.

Well I can say in short Yes to everything above. Look for the game (In Briefing ) called Red v Blue 1.3 this has everything you desire in your above question and more. It is currently in test mode on Server two with regular updates by me.

It will be moved to the Server 1 and in rotation with a couple of others on there soon.

Read / follow this link to keep up to date


http://theairtacticalassaultgroup.com/forum/showthread.php?1375-ATAG-Server-2-New-Mission-Ready-for-Testing-Red-v-Blue-1.0

Doc
Apr-14-2012, 21:29
Thank you for all your work.

ATAG_Septic
Apr-15-2012, 04:30
Thank you for all your work.

What Doc said above.

Septic.

9./JG52 Hans Gruber
Apr-16-2012, 08:04
A few comments on the server missions:

- The town names being used in the new mission such as "convoy is passing Stelling Minnis" and "bombers over Coulogne" are a problem because those cities are not on the in-game map. These names caused some great confusion in TS and I had to google these locations to see where they were. Please use grid references in the future.

- I know time of day has been discussed before and I have no issue if the mission starts in darkness. The problem is the current game engine is incapable of accurately reproducing the progression of a day. The relationship between the time of day, the position of the sun, and the amount of light on the map have no basis in reality. A map the starts in darkness seems to be forever shrouded in darkness. For example, there is a mission that I believe starts at 0400 in almost complete darkness. By 0900 the sun is almost at high noon but darkness continues to hang over the map.

- I have to say I am not a fan of the amount of flak over the targets. Maybe it's the way the flak guns are positioned in those blocks of 9 guns or there should be a larger ratio of the less accurate large caliber stuff but it seems quite unfair to those trying to fly bombers. Often times my squadmates and I will try to defend our targets when we see human bombers on the other team but if they get by us it is almost certain the flak will do the job for us. Not a very fitting reward for a bomber that gets through. I find myself avoiding bombers even though I love to fly them because there is almost no chance I will return to base and I wonder how many others are doing the same. Maybe as a test try spreading the guns out around the target area or changing the ratio of heavy/light flak and see what happens.

ATAG_Septic
Apr-16-2012, 09:31
Hi Notafinger old chap.

I'm not the expert in any of this but Stelling Minnis is on the map I believe, if you zoom in enough. I still sometimes lose it even with that knowledge though :-)

I suppose there's an element of subjectivity about the flak and time of day so I offer my view, for what it's worth.

My most frequent deaths from Flak seem to come in the Blenheim, I have no idea why. I know it can be painfully frustrating to get a pk on a bombing run after all the effort of getting there. It may be placebo but I've found that varying height during the approach helps. I think some of the difficulty is trying to maintain a mission suitable for several different tastes whilst encouraging team-play. From the numbers focused duelists with half an hour to play, to the squadrons who enjoy a two hour fighter sweep in formation and everyone in between. The flak for instance, is much more manageable if you are able to hook up with a few others for the airfield/target attack. Realistic and immensely enjoyable when you are able but when not it's just too challenging and frustrating sometimes.

I understand there's also some FMB problems or limitations with Flak AI and positioning but I could be completely wrong.

Regarding the time of day, I really enjoy the dark maps. I can just fly around admiring the shadows and scenery or use the cover for a bombing raid or sneak attack from low.

Cheers,

Septic.

9./JG52 Hans Gruber
Apr-16-2012, 10:23
Septic,

You are correct about the names being on the map if zoomed in far enough. My mistake.

I am not saying to make the targets undefended by AAA just that it might be time to try a new approach with the arrangement and disposition of the flak guns. Granted if you hang over a target making slow speed passes you should probably get shot down. But when I make a high speed pass in a JU-88 or Blenheim and still take critical damage that is just too frustrating for me. From a fighter perspective it's quite frustrating also to spend a long amount of time on CAP over a target and then when a bomber finally approaches it gets blown away by the flak before I can even make a pass on him.

Also, not saying that early AM missions are bad just pointing out a flaw in the game engine that makes them unpopular.

ATAG_NakedSquirrel
Apr-16-2012, 13:09
3. Ramsgate Beaufighters as well as I12 Radar targets seems to be coded that you have to destroy 100% of it wich is quite annoying having to look around all the time. Could we at least have a message like Target4 is destroyed to XY% ?


If you can find a script that does this for Clod please send it our way, but for the moment, it's very difficult to define.

Wolf
Apr-16-2012, 23:26
If you can find a script that does this for Clod please send it our way, but for the moment, it's very difficult to define.

Hi NakedSquirril,

First things first... HIDE YOUR SHAME!!!... a naked squirrill is just to much for my eyes, first thing in the morning.

Since I wrote the RedvBlue scripted I suppose I can throwyou a bone here.

OK. % destroyed. Well I have a workaround and works great. If you have played my RedvBlue1.3 you can see it working.

Go and bomb the ships and it will say 1 of 7 destroyed. Then when you destroy all 7 it wil say "Objective 8 Complete"... points are awarded and bla bla bla. The triggers for destroying the ships are grouped rather than all individual.


You can do the same for the Blenhime static targets if you like. But for this you do 1 or the other.

1) Set two trigger circles of over the planes so they don't overlapp. Each at 50% destruction. In the .CS file you you have OnTrigger ... and you name the two triggers (trigger1, trigger2) and as each meets its 50% destroyed a message can display saying 50% destroyed of Objective. Then you have a 3rd trigger in the OnTrigegr section saying if(Trigger 1 && Trigger 2 = active) objective completed.

Code below will fix you up.



int TotalBlenheimDestroyed = 0; //Count the planes destroyed 1 of xx


if ("trigger1".Equals(shortName) && active)
{
TotalBlenheimDestroyed++;
GamePlay.gpLogServer(null, "Blenheim " + TotalBlenheimDestroyed.ToString() + " of 2 destroyed!!!", new object[] { });
ship16 = true;
}

if ("trigger2".Equals(shortName) && active)
{
TotalBlenheimDestroyed++;
GamePlay.gpLogServer(null, "Blenheim " + TotalBlenheimDestroyed.ToString() + " of 2 destroyed!!!", new object[] { });
trigger1 = true;
}



if (trigger1 && trigger2)
{
GamePlay.gpHUDLogCenter("English Blenheims at ... are destroyed!!!");
GamePlay.gpGetTrigger(shortName).Enable = false;
GamePlay.gpHUDLogCenter("Blue Objective 1 Completed!!!");
}

Wolf
Apr-16-2012, 23:31
A few comments on the server missions:

- The town names being used in the new mission such as "convoy is passing Stelling Minnis" and "bombers over Coulogne" are a problem because those cities are not on the in-game map. These names caused some great confusion in TS and I had to google these locations to see where they were. Please use grid references in the future.

- I know time of day has been discussed before and I have no issue if the mission starts in darkness. The problem is the current game engine is incapable of accurately reproducing the progression of a day. The relationship between the time of day, the position of the sun, and the amount of light on the map have no basis in reality. A map the starts in darkness seems to be forever shrouded in darkness. For example, there is a mission that I believe starts at 0400 in almost complete darkness. By 0900 the sun is almost at high noon but darkness continues to hang over the map.

- I have to say I am not a fan of the amount of flak over the targets. Maybe it's the way the flak guns are positioned in those blocks of 9 guns or there should be a larger ratio of the less accurate large caliber stuff but it seems quite unfair to those trying to fly bombers. Often times my squadmates and I will try to defend our targets when we see human bombers on the other team but if they get by us it is almost certain the flak will do the job for us. Not a very fitting reward for a bomber that gets through. I find myself avoiding bombers even though I love to fly them because there is almost no chance I will return to base and I wonder how many others are doing the same. Maybe as a test try spreading the guns out around the target area or changing the ratio of heavy/light flak and see what happens.



The mission RedvBlue1.3 is on the server 2 I think. It is in test phase I have not finished deciding on the qty of flack over targets. But if you try to fly near P3 Big German factory then yes you will get your ass shot down if you go on your own.

Its War, Its a big factory complex and it is not meant to be easy for you to destroy. The flak is in a circular position out from the factory making it hard to penetrate. I will reduce the amount of guns (biggers slower fack) cause it is pretty insane.. but so was the flak in WW2.

My advise is fly in groups, the flax is then split against many and less chance of you been targeted and shot down. But you should never expect to fly a bomber and make it back. I don't... i expect a 109 or flak will get me.. and they usually do.

9./JG52 Hans Gruber
Apr-17-2012, 10:53
The mission RedvBlue1.3 is on the server 2 I think. It is in test phase I have not finished deciding on the qty of flack over targets. But if you try to fly near P3 Big German factory then yes you will get your ass shot down if you go on your own.

Its War, Its a big factory complex and it is not meant to be easy for you to destroy. The flak is in a circular position out from the factory making it hard to penetrate. I will reduce the amount of guns (biggers slower fack) cause it is pretty insane.. but so was the flak in WW2.

My advise is fly in groups, the flax is then split against many and less chance of you been targeted and shot down. But you should never expect to fly a bomber and make it back. I don't... i expect a 109 or flak will get me.. and they usually do.

I'm not saying make it easy. Yes, there was lots of flak in WW2 but it wasn't accurate. CoD flak is very accuarate, especially the stuff with high rates of fire (2cm, 40mm). I'm asking to tinker with the types & amounts of guns to see if we can have something less obnoxious.

Interesting thread here (http://forum.1cpublishing.eu/showthread.php?t=24314) with some FMB templates at the end for UK & DE historical flak organizations. It would add some needed immersion to the missions.

Doc
Apr-17-2012, 10:58
Flak was more accurate than I thought especially at higher altitudes.


http://www.youtube.com/watch?v=PIYVwqHM488

I actually watched Keller closely last night. I escorted him last night so he was my lab rat for this to see if it was happening in CoD and it seems to be. He had a ton of white puffs around the 111 he was in between 2600-3000m and holding it steady and on course.

I./ZG26-Allons!
Apr-17-2012, 18:31
Hehe, as a dedicated Zerstцrer i love the Wild Weasel so you might add Flak as long as i get the destroyed ones accounted...:thumbsup:

Wolf
Apr-17-2012, 18:56
Hehe, as a dedicated Zerstцrer i love the Wild Weasel so you might add Flak as long as i get the destroyed ones accounted...:thumbsup:


Keep the constructive criticisms and experiences coming. It is really good for me to read it all as I can make little changes here and there to get the right balance.

I will look at the historical FLAK placements tonight and see if it fits in well and maybe move some objectives so they are given some protection.

I will adjust the Flak amounts also. Try a new mix

I have upgraded the menu screen options Tab-4

I am putting in some code today that will be a bit of an experiment with the community. Lets see how it goes: I will announce it tonight when I upload the mission after a little testing.


I had a thought also.
What do you think about the idea of each player has a set amount of aircraft. Not just the Map as a whole.. But say you log into the mission, You get 2 Spit 2s, 2 109s etc.. If you crash or exit out of them without landing then your limit is reduced till you can only fly Ye Old bad grade planes until your score increase or you spend an amount of time flying the spit 1s or early 109s ??

Dutch
Apr-18-2012, 06:51
What do you think about the idea of each player has a set amount of aircraft. Not just the Map as a whole.. But say you log into the mission, You get 2 Spit 2s, 2 109s etc.. If you crash or exit out of them without landing then your limit is reduced till you can only fly Ye Old bad grade planes until your score increase or you spend an amount of time flying the spit 1s or early 109s ??

If that's easy enough to accomplish, I'd say it's a fantastic idea. Makes survival more important than kills. Which is as it should be. :Grin:

It gets my vote.

ATAG_Septic
Apr-18-2012, 09:39
Keep the constructive criticisms and experiences coming. It is really good for me to read it all as I can make little changes here and there to get the right balance.

I will look at the historical FLAK placements tonight and see if it fits in well and maybe move some objectives so they are given some protection.

I will adjust the Flak amounts also. Try a new mix

I have upgraded the menu screen options Tab-4

I am putting in some code today that will be a bit of an experiment with the community. Lets see how it goes: I will announce it tonight when I upload the mission after a little testing.


I had a thought also.
What do you think about the idea of each player has a set amount of aircraft. Not just the Map as a whole.. But say you log into the mission, You get 2 Spit 2s, 2 109s etc.. If you crash or exit out of them without landing then your limit is reduced till you can only fly Ye Old bad grade planes until your score increase or you spend an amount of time flying the spit 1s or early 109s ??


Thanks again for all your effort Wolf. Your idea sounds inspired, it would certainly be an incentive. My only slight concern, and this may be negated post-patch in two weeks, is that people suffering a Launcher error or similar problem not of their own making, may become frustrated?

Cheers again old bean.

Septic.

Doc
Apr-18-2012, 11:07
Didn't think about that. If a CTD is counted as a loss a/c that would be disheartening.

ATAG_Deacon
Apr-18-2012, 11:27
If that's easy enough to accomplish, I'd say it's a fantastic idea. Makes survival more important than kills. Which is as it should be. :Grin:

It gets my vote.

+

ATAG_Doc
Re: Server missions - a few comments

Didn't think about that. If a CTD is counted as a loss a/c that would be disheartening.


+1 on both, although hopefully we get the patch in the next few days and the CTD becomes a moot point ;)

Wolf
Apr-18-2012, 18:32
Didn't think about that. If a CTD is counted as a loss a/c that would be disheartening.

No I have coded it so that only loss by getting killed by enemy or ejecting is a reduction in planes. CTD does not mean a loss in planes at the moment.

I am looking at abandon airoplane alos, but CTD may effect that. Hard to test but will see how I go. The mission is already on ATAG2 i put it up last night. But it may not be playing as it rotates with two others.

its called supply test v1 or something.

still more to do in it, coding registers the planes and just working on it today.

I may code it more so you may have to return to a friendly airfield .

Doc
Apr-18-2012, 19:29
Hmm this is getting very interesting!!

ATAG_Colander
Apr-18-2012, 19:32
That's the idea Doc :)