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Thread: A Better Description of No.401's Server Mission

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    A Better Description of No.401's Server Mission

    I think there's a bit of confusion about what the No.401 Public Server mission is all about so I'll try and clear things up here.

    1. The server is full switch with NO EXTERNALS
    We had it for a while with externals turned on for those people who wanted an alternative to get screen shots of their missions, or record tracks that they could use with external views, etc. However, popular opinion seems to feel that this option does not equal a full real simulation, even though it does nothing to impact flight model or engine management settings. Externals are now OFF.

    2. The server has real wind conditions to deal with.
    Our server will randomly edit the wind settings each time the map resets (thanks Salmo). The random wind is restricted to 'flying conditions' such that you will not see gale force winds, but a range from calm to moderate winds. What this means is that novice pilots who attempt to simply take-off in whatever heading they spawn in at are going to crash unless they are lucky enough to have spawned in at the appropriate heading. or the wind conditions happen to be calm. Take-off and landing into the wind is a part of flying an aircraft, and as a server dedicated to realism that is part of our map.

    To assist with this, our server includes the ability to request the current wind conditions from a tower controller who will give you the speed of the wind and the appropriate heading to take-off into (the direction the wind is coming from). When requesting the wind conditions, you will receive a message like this: "Attention: Wind conditions are gentle (4.1m/s) coming from 140 degrees." This means, taxi to the best runway that allows a heading close to 140 degrees and you will have the easiest take-off roll.

    3. Our server has complex AI flights.
    This is probably the biggest aspect to our server that players are unfamiliar with and wary of. Due to the number of players who play during the later hours of the North American time zone, many servers become fairly empty on maps that have been designed for the much more active European time zones. Many of these players would still rather attempt to play something historical rather than go to a pure dogfight server, however. Our mission design is an attempt at providing these players with a place to go to find dynamic and interesting combat sorties even if there are few players about.

    One problem that I have had over the last few years with AI servers is that the AI becomes incredibly predictable. The map builder has created several flights of AI bombers that appear at regular intervals almost as if they have been asked to appear so that they can be shot down without any other reason for being there. Not only that, they appear in the same place every time and take the same route every time such that some pilots started taking off and loitering near the location where these AI flights spawned in in order to get first crack at them. I wanted something different.

    Our server impliments AI in a manner that is better described as a Dynamic Battlefield. When the server resets and the mission launches, the first thing that happens it that 3 of many many sub-missions is selected as 'missions in progress'. This means that as soon as you connect to the server when it has reset, there is already something happening. It could be a large bomber raid (25+). It could be a squadron fighter sweep. It could be a troop transport Condor with light escort. It could be Command Staff relocating in a bf108. More often than not it is a combination of several of those things. These targets are ready to be found and engaged right off the get go. Also, over time, AI Spitfire and/or Hurricane flights will patrol the coastline of England and/or France looking for trouble.

    Additionally to this, because our mission is based on a post Battle of Britain situation (early 1941), RED pilots who head towards France are going to start triggering AI response to their incursion in two stages. For the first stage, approaching the coastline will generate another AI flight randomly selected from several options in the area you are operating. This could be one of several types of flight as in the above 'missions in progress'. The second stage occurs once you get to France. Approaching certain areas of the map will cause enemy 109/110 squadrons to scramble from their airfields to patrol the areas you are entering, defending their airspace and their aerodromes. These scrambles are also randomized. The defending squadrons may take-off from any number of airfields in the area.

    The cumulative effect of all the above randomization and triggering points is that for any one sortie, you can never assume where the enemy AI will be. There is no 'loitering near their spawn point'. If you go back to where you encountered enemy AI scrambling the last time you went to France, you're just as likely to be bounced from 20,000 ft by a flight of 109s that weren't there the last time. Each time the mission runs is a new day in the battle with new events and new results.

    One more thing. All of these flights are fully capable of interacting independantly of the players if they cross paths with each other. On one flight I was flying towards France and came across 12 Spitfires diving onto a formation of bombers while being attacked by their 109 escort. At 25,000 ft. This was not a scripted event. This battle was the result of the randomly created flights happening to come into contact with each other. It was a sight to see with the contrails. I got involved in the fight, saved a Spitfire being attacked, took bullets in my wing, and eventually had to retreat with gun failures.

    4. Our server is open for multiplayer RED vs BLUE!
    I think a lot of people are assuming that our mission is not PvP due to all the AI, or is only for RED pilots due to the majority of the AI being on the BLUE side and the lack of BLUE targets in England for bombers. This is not true!

    Both sides have multiple airfields spread out across the map, allowing for the use of nearly all variants of the aircraft available. The aircraft selection (including the E4/N and Spitfire IIa) reflects an attempt to allow for not having 1941 aircraft available in the game (109F, Spitfire Vb, FW 190A). With the performance gap that the 109F and FW 190 introduced over the SpitVb, the E4/N fills the roll adequately.

    While it is true that the BLUE side does not receive targets assigned to destroy in England, bomber aircraft are available for those who wish to attack airfields or other industrial areas. We are looking to, in the near future, add damage reports for BLUE pilots who take on attacking targets like these. Also, bear in mind that the RDF radar system is attackable. Locating RDF towers along the coastline and destroying them can put sections of the system out of action. This has a direct impact on the RED players ability to locate and position themselves to attack enemy bomber groups and fighter sweeps.

    Something that has always hurt PvP play during late hours is finding your enemy and finding your friends. We have something that will help you with both: RDF and FREYA. Using Kodiak's excellent RDF system as a base, we have upgraded it to include FREYA radar for the BLUE side as well as offering a 'locate friendly contacts' option.

    RDF and FREYA will allow players to find enemies over the channel and over their home territory quickly and efficiently. FREYA is more accurate to a certain degree (more precise with altitude) but RDF sector controllers cover a larger area due to their experience from the Battle of Britain and their brilliant filter rooms.

    Friendly contact reports will give you accurate aircraft counts in the air, showing you where your friendlies are, what altitude they are at, and in what direction they are heading (similar to the enemy contact report, except the enemy contact reports are more vague about numbers). You should no longer have to constantly ask where your teammates are. Check the contact report, locate them on the map, and plot your intercept. Or tell them where to go. Other players aren't on teamspeak? Doesn't matter. Find them and join them.

    The point is that BLUE players are welcome. There is nothing on the server to prevent RED vs BLUE dogfighting over the Dover channel straight just like on any number of other servers out there. The idea is that with all the other stuf available to pilots on our server, the variety of encounters might increase.

    This means that our server is not for people wanting 'fast action'. It takes patience and a dedication to realistic sorties and guiding yourself. Our server will not hold your hand and point you at a 109/Spitfire to shoot at. All the tools are there for you to find action every flight you make. It's just up to you to use them.

    5. Our server offers realistic bombing targets like no other (CURRENTLY FOR RED ONLY).
    Bomber crews over Europe did not drop their bombs and then look to the top of their canopy waiting for a big yellow line of text to tell them if they destroyed their target or not. Airfields did not broadcast to the enemy what percentage of their field was out of action. Altitude bombing was not precise and often not effective. Bomber command did not call up the Luftwaffe to let them know which targets they had been assigned for the day.

    The targets available to RED are different each time the map runs. The targets do not give an instant 'DESTROYED!' notification if they are hit. The targets are also not known to the BLUE side. How can BLUE defend targets it doesn't know of? By using FREYA to locate enemy raids and intercepting them the way they actually did it.

    And what of the damage? How does RED know that they've hit a target unless they can see it? There are two answers to this. One, you can fly over the target again and have a look to see what you hit, if you hit it. Two, you can return to home airspace and get a damage report from the Recon and Damage report.

    What does the damage report look like? When you request a Recon and Damage Report, the sector tower you are connected to will give you a list of the 'Targets for Today' and following that will indicate if they have observed any damage done to the target. This damage report could be "4 merchant cargo ships have been sunk at Le Havre Harbour". Or, in the case of an area target designed to be hit from altitude, "The Beauvais railyard has suffered light damage". Is the target split into a train and several vehicles off-loading from it? Those elements might give you separate damage reports. Destroy the train and the damage report will reflect it. Destroy the support vehicles and that will be added to the report. The report should be specific to the target. In the case of an aerodrome to be attacked, destroying the dispersed aircraft at the field is an important reason for attacking the aerodrome and as such, completing that task will be part of the damage report. Levelling the entire field is also pretty exciting to do, so if you can do that kind of damage, it will ALSO be included in the report.

    Pick your targets carefully, though. If you're a lone Blenheim bomber then maybe trying to destroy the Dunkirk port facilities will be a little out of your ability. Remember that little port in Holland that the Allies tried to bomb out of action? But, the Gestapo headquarters in Caen...that's maybe a little more doable.

    More targets are being added every week. We are currently at 19 highly detailed targets possible, each complete with the high detail damage report info. At current, I do not know of a limit to the number of targets I can add to the mission. They're not all available at one time, but they all appear over the course of the map's rotation.

    SUMMARY
    In summary, I want to reiterate that our server is open for business. Please come and check it out. It will not be for everyone. It will be for the people who want to go on a complete mission from engine start to slow-running cut out. It will be for the pilot who wants to see combat with bombers at realistic altitudes but doesn't want to have memorized the AI flights within a week. It will be for the pilots who enjoy the thrill of hunting someone down across the map and then returning home victorious or by the skin of their teeth. It will be for the bomber pilots who want to experience probably the most realistic bomber experience available in Cliffs of Dover's online community right now.

    It will not be for players who have 10 minutes and want to take-off, shoot at something/get shot at, and then leave. It will not be for players who want to look at leaderboards to see where they rank against all the other online dogfighters. It will not be for players who need/want instant notification of whether or not they've damaged a target.

    I hope that clears up some ideas about what our server is and who it is for. Our mission requires time, but I'm a big proponent of quality over quantity. If you feel the same, give it a shot. Try Biggin Hill, it's pretty this time of year.
    Last edited by No.401_Wolverine; Apr-22-2014 at 13:07.

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    Re: A Better Description of No.401's Server Mission

    Sounds great!!! May I suggest not using too many AI fighters as the currently offer no challenge and honestly cant hit a barn door. I would personally concentrate on more bombers to compensate.
    On top of that AI fighters spend all the ammo in a few secs(seldom hitting) and then set course home no matter of they are being shot at or not.

    For the rest it sounds great!!!
    Looking forward to trying it out!

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    Re: A Better Description of No.401's Server Mission

    Quote Originally Posted by Kling View Post
    Sounds great!!! May I suggest not using too many AI fighters as the currently offer no challenge and honestly cant hit a barn door. I would personally concentrate on more bombers to compensate.
    On top of that AI fighters spend all the ammo in a few secs(seldom hitting) and then set course home no matter of they are being shot at or not.

    For the rest it sounds great!!!
    Looking forward to trying it out!
    Oh, I don't know about that. Might I suggest you go on a Rhubarb over to St. Omer on our server and see if you can get home alive.

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    Re: A Better Description of No.401's Server Mission

    hehe sounds good! will try!

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    Re: A Better Description of No.401's Server Mission

    And after you've tried that, try going to Dieppe or Le Havre since at that range you'll lose contact to the control tower. It can be a little scary when you can no longer get RDF report updates.

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    Re: A Better Description of No.401's Server Mission

    is the server open 24/7?

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    Re: A Better Description of No.401's Server Mission

    And may I ask why the decision to make it a 1941 scenario? If I understand correctly, there wont be german bomber formations attacking in England but british bomber formations attcking in France?
    Just curious for the reason as we have a perfect 1940s planetset but not an ideal 1941 planeset

    Yet...

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    Re: A Better Description of No.401's Server Mission

    Oh dear, I just realised that it sounds like im ungrateful! Not my intention at all! The server sounds like great fun! Im very happy to see this thread, just have so many questions still!

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    Re: A Better Description of No.401's Server Mission

    Quote Originally Posted by Kling View Post
    Oh dear, I just realised that it sounds like im ungrateful! Not my intention at all! The server sounds like great fun! Im very happy to see this thread, just have so many questions still!
    It's okay Kling. I'm aware that my mission requires people to step outside of their comfort zone. I expected questions like these.

    1. Is the server open 24/7?

    Yes! The server is generally online 24/7 unless there is an outtage of Steam or the CloD Commander (thank you Bliss/Colander) somehow fails to restart the server when the map is over.

    2. Why bombers heading to England?

    I'm aware that there weren't daylight raids on England during this period of the war. These bomber flights are basically a concession to the idea that some players do like that part of the game - attacking large formations. Over the 6 hour period that the map runs, there are only a couple of possible bomber raids that will attack England. They are generally the exception to the rule. They are there, though, in case people want to go after them.

    They are also a left over of when I was designing the mission from a RED Co-op mission perspective. I think after the point you've raised, though, that it makes complete sense for me to swap these raids for RAF bomber raids on France. I will make this change and let everyone know when it's done. These raids will have a possibility of attacking real targets.

    3. Why 1941 and not 1940?

    Two reasons for this. One is that No.401 has completed its large Battle of Britain co-op campaign and the mission was intended to kickstart the next phase of our campaign. Since the map works for this stage (or at least part of it) it seemed like a natural progression of our campaign series.

    The second reason is simply that we've been doing the same thing for nearly two years now. Over and over and over. I felt it was time for something different. I think I've scrambled from Manston to shoot down enemy bombers feet wet off of Dover about a zillion times by now, and I'm sure others feel the same. Hopefully we are offering something different enough that it can give you that exciting feel again.

    I hope that answers your questions!
    Last edited by No.401_Wolverine; Apr-22-2014 at 14:18.

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    Re: A Better Description of No.401's Server Mission

    Top notch server Wolverine! I know several other servers are looking to emulate many of your features!

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    Re: A Better Description of No.401's Server Mission

    Hehe a fair 50/50 % red and blue bomber formations should keep both sides happy!

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    Re: A Better Description of No.401's Server Mission

    Quote Originally Posted by Jarhead2b View Post
    Top notch server Wolverine! I know several other servers are looking to emulate many of your features!
    No need to emulate! Plenty of room on the server right now! I guarantee you'll never come up against not being able to join our server due to player numbers

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    Re: A Better Description of No.401's Server Mission

    Quote Originally Posted by Kling View Post
    Hehe a fair 50/50 % red and blue bomber formations should keep both sides happy!
    It might, but the oversight was mine really in terms of not shifting the bombers from BLUE to RED with the date. 1941 bomber missions offer the chance to be more historical in terms of numbers than any BoB style map. The first Circus raid on a fuel depot south of Calais involved just 6 Blenheims total with 36 escort aircraft (24 spits, 12 hurris).

    In fact, making the bomber flights RED will allow me to implement something else very interesting, the more that I think about it.

    Hint: Any Blenheim pilots ever wanted to be PART of a 20+ raid?

    I'll let everyone know once I've done it.

    Last edited by No.401_Wolverine; Apr-22-2014 at 14:46.

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    Re: A Better Description of No.401's Server Mission

    sounds awesome!

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    Re: A Better Description of No.401's Server Mission

    Looks like your beginning to build the post BoB Cliffs, God Speed Wolverine, we support you.

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    Re: A Better Description of No.401's Server Mission

    Thanks Wolverine for taking the time to outline what your server offers in such clear detail Ill certainly be giving it a try soon. Im still pretty new to Clod and for new comers its not always clear what the various servers offer that come up in the list in game

    Dave

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    Re: A Better Description of No.401's Server Mission

    My biggest suggestion to those of you who are interested in trying out the server is to bring a few friends.

    This isn't a self-serving type of suggestion. While you can join on your own and play and have a meaningful sortie, going out as a group of 4 aircraft into the unknown where anything can happen is quite exciting. You protect each other. You see something your wingman doesn't. It becomes something...more. If you start crossing the Channel in our map, never assume you're safe. Keep checking RDF as long as you can and plot possible routes of any sweeps you see on it. Once you're out of range of the tower, you can be jumped at any time.

    Even just a pair is worth it and even historical! Later on in '41, 'rhubarbs' would be carried out by as few as 2 aircraft flying together into France to beat up ground targets of opportunity.

    Just don't forget to check the RDF!

    If you're a BLUE player, then maybe try and grab a few RED's to go with you. Then play the cat and mouse detection game across the map as they try to invade France. It's quite rewarding to find them and dispatch them using the FREYA system.

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    Re: A Better Description of No.401's Server Mission

    Just worked out a little bug with the wind report. Should be dead on now, give or take 10 degrees.

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    Re: A Better Description of No.401's Server Mission

    Great stuff Wolverine. You have obviously put a lot of careful thought and effort into this. I think I can guarantee that 56 Sqn 'Firebirds' will be keen to frequent this 1941 server mission.

    Good luck and happy landings.

    Talisman

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    Re: A Better Description of No.401's Server Mission

    Quote Originally Posted by Talisman View Post
    Great stuff Wolverine. You have obviously put a lot of careful thought and effort into this. I think I can guarantee that 56 Sqn 'Firebirds' will be keen to frequent this 1941 server mission.

    Good luck and happy landings.

    Talisman
    Sounds good Talisman. Please let me know if you experience any lag or weird AI warping during play. The mission works well for the number of players No.401 Squadron and |450| put up, but as we open it to larger groups (or rather as larger groups decide to try it out) there's the possibility the numbers will need tweaking.

    StiC, Squiz, Jarhead and I tried to take a Blenheim from Ford airfield out to help the French Resistance last night, but were turned away mid channel by a flight of 109s that bounced us from 26,000ft. We fought off the 109s as they were attacking Squiz in his Blenheim, but he was too badly wounded to make it to target. We turned back and escorted him back to Wilmington. He had to fly up the river to get to it because his Blenheim didn't have enough left to get him higher than the cliff face. All aircrew returned safely and us Spitfires got two confirmed kills before the remainder of the 109s broke off and fled home. Quite exciting stuff.

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    Re: A Better Description of No.401's Server Mission

    I've been curious as to whether or not it would be possible to have a player be able to lead bomber formations. like, a player picks up a blenheim at a certain airfield and he ends up leading a small flight of blennies who drop their bombs at the exact moment you do. wouldn't work well for small airfield raids like you see on ATAG (since 1 dude could K.O. an airfield by himself)(he also couldn't control the other bombers by telling them not to waste bombs on a nearly destroyed target that only needs two more eggs), but for a map with big objectives this could be neat.

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    Re: A Better Description of No.401's Server Mission

    I log yesterday on this server around 22:00 GMT -3. Are two other people on server.

    Since I intend fly a bomber mission and test the Virtual Cockpit, good.

    Blenheim at Cantebury, takeoff and the left engine died... Never see this happen before... ???

    After "landing", takeoff again an take HDG 180 - at lack of a better idea...

    Ask for RDF for the "Target for today", and get order to attack a Luftwaffe command post in Yerville, which is almost on... HDG 180.

    Some difficult to identify references for the place at ~17.000 feet:

    qzhon4.jpg

    And just when I find the village, disconnected...

    ~1/2 hour hour before had turned on "blessed" CLoD track record ...

    Sokol1

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    Re: A Better Description of No.401's Server Mission

    @Incog:

    I'm working on a function that will allow players to call bomber raids on targets on the map with the bomber groups ranging in size from 12 to 24 aircraft. These raids will only be callable once per 2 hour period, at which point the system will reset and allow another raid.

    Information on how to rendezvous with the group will be supplied to any pilots wishing to fly as part of the group. Blenheim pilots will be able to join up with them and bomb from altitude on large targets. Fighters will be able to escort them past the fighter sweeps and scrambles, all of which will be randomly vectored and therefore unpredictable depending on when the raid is called and when the sweeps pass by.

    @1lokos:

    I'm sorry you weren't able to complete your attack! Was it because the track recorder kicked you or was there a server problem?

    Your example also highlights something important to note about the targets. The type of target will dictate the best method of attacking it. Something like a single building or small group of objects lends itself far more to low level attack. Something like a dockyard or fuel depot is a much more appealing target for high altitude attack.

    Many of the targets are designed to blend into the scenery so that they look more organic and not like 'THIS IS TARGET YOU MUST HIT' static objects dumped in a field. Try finding the Gestapo HQ in Caen! It's tricky. Even with the dots that pop up as you near the targets. Good recon and map reading is a MUST here. Photorecon from various levels of altitude will help the heavies find the targets even if the objects do not 'draw'. Recruit some good recon pilots!

    It's too bad you disconnected! I'd have loved to see the results of your attack.
    Last edited by No.401_Wolverine; Apr-23-2014 at 16:26.

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    Re: A Better Description of No.401's Server Mission

    56 have just flown this map 20:00 BST to 22:00 BST

    Two small issues

    1. You have the same bug as the other servers with your wind. GC was telling us the wind was 330 when it was actually blowing from the SE. Smoke and windsock agreed it was from SE. Strangely, when I later asked GC for wind conditions while I was in the air, it told me it was 160 which was about right.

    2. Much more importantly, we could not pick the 56 skin even though it told us we could!

    Love the detail on Hawkinge (we did not fly from other fields) Fire trucks, barracks buildings, mess building, the works!

    We could not work out how to find what target to take our Blenheims to.

    56sqn US@R - Diary of a hopeless Pilot Officer http://roblex56raf.livejournal.com/


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    Re: A Better Description of No.401's Server Mission

    Hi Roblex,

    Thanks for playing!

    There was (and possibly according to your report still is) an issue with the wind reporting. I was working on it until late last night and I thought I had the bug squished. I'll check it out again tonight. All my tests last night gave the right wind based on the sock (with magnetic variance of 10degrees). It's a very annoying thing! I'm pretty sure I can get it worked out tonight or tomorrow though. Also, bear in mind gusts can make the socks shift. I've seen two socks at different ends of an airfield read completely different directions one minute and then the same direction a few minutes later. But the wind report shouldn't be changing mid mission. I'll get right on it.

    Skins are disabled, but selecting squadron codes should work. Skins just don't function well enough right now. Maybe there will be a miracle cure with TF 5.0.

    In order to find the targets, you need to:

    a) Connect to a CH RDF tower via the TAB-4 menu. You'll need to go through the system until you can select a tower. I believe the exact key presses are TAB,4,1,1,1. Once you've done that, you'll be contacted audibly by a tower controller.

    b) Next, if you've left the tab menu up, it should show you all the options now available (otherwise, just open the TAB-4 menu again and navigate back through). Use the '5' option "Recon and Damage Report" and it will give you the currently available target for your sector. Connect to a different sector across the map and get a different target.

    Good luck!
    Last edited by No.401_Wolverine; Apr-23-2014 at 17:50.

  26. #26
    Ace 1lokos's Avatar
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    Re: A Better Description of No.401's Server Mission

    Was it because the track recorder kicked you or was there a server problem?
    I think the track record are the culprit. Back on rooster I refresh then some times and the No.401 server
    and number of players are show.

    About targets, "talking" with RDF I get this answer:

    5pijuw.jpg

    Sokol1

  27. #27
    Supporting Member darkside3/4's Avatar
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    Re: A Better Description of No.401's Server Mission

    Had 5 people on the server, was stoked, until the mission rotated after getting 5 people together. We were just going feet dry starting to track scrambling blues. Always check the <tl b4 you go big. I'll try again to get it going tonight.

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    Re: A Better Description of No.401's Server Mission

    The mission does not have the < commands that ATAG has. So <tl wouldn't have worked.

    What you should be able to do is check the recon report and it will tell you if missions have been cancelled for the day. That's an indicator that there is between 30min and 0 min left on the server.

    It would be nice to have the <tl stuff though.. I'll see if I can do something about it.

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    Supporting Member Catseye's Avatar
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    Re: A Better Description of No.401's Server Mission

    Can't wait to fly this!!

    I think that a large niche in simming is being addressed and that adjustments that are continually being put into place will certainly lead to a suspension of disbelief in a big way indeed.

    Well done Wolverine!!!

    Cats . . .
    Last edited by Catseye; Apr-24-2014 at 10:31.
    "A life is like a garden. Perfect moments can be had,
    but not preserved, except in memory. LLAP"
    - Leonard Nimoy


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    Re: A Better Description of No.401's Server Mission

    MISSION DEVELOPMENT UPDATE!

    This afternoon I've been coding in the Bomber Command aspect of the mission setting and it all appears to be working. Later tonight I will be uploading a new version of the mission with the following adjustments:

    Fixes
    .All squadron codes selectable at various airfields
    .The '0' "Back" option in the mission menus which was previously bugged should hopefully be resolved. In testing, I couldn't break it so...fingers crossed.

    Upgrades
    .Bomber Command - The mission menu now has another option: 6. Authorise Bomber Mission In This Sector

    Any player may request a bomber mission on a first come first served basis. These missions will then load in along with a description of the bomber mission taking place. The bomber missions will range from small raids to large high altitude affairs of many aircraft. They will not include escort and will require player flown escort to protect them. The mission will be launched at the currently available ground target for the Sector Controller to which you are speaking to, which has been randomly selected when the mission loads.

    If a bomber mission is in progress, the menu option will change to: 6. (Bomber Mission Active In Sector: ?" where '?' will be replaced by the currently active mission sector; Luton, Pinetree, or Angel. Selecting this option will still give you the current mission description but will not launch another raid until the time limit has cleared.

    The time limit upon launching a raid is 2 hours. After that period of time has elapsed, the menu option will revert to Authorise Bomber Mission In This Sector and another mission can be launched. The same mission can be launched a second time if you feel that you have not yet completely destroyed a target, or a different one.

    Should be ready for upload by tonight.

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