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Crete '41 Final Test (24.09. @21h30CET)
Posted: Sun Sep 23, 2012 12:44 pm
by 102nd-YU-devill
Hi all,
just as a reminder the final test of the new template and playability settings will be performed tomorrow Monday 24.09. beginning at 21h30 CET.
Everyone is welcome to join the test as we need to fill out every slot available.
Server:
161.53.204.25:21000
HL Id: 102nd_COOP_DED
HSFX 6.0.15
History mod +Expert mod enabled
TS3 102nd:
IP: 161.53.204.25
pass: vertikala
Posted: Mon Sep 24, 2012 4:52 am
by Classic EAF19
Is the server address not 161.53.204.25:21000 ?
Posted: Mon Sep 24, 2012 6:07 am
by 102nd-YU-devill
Yes.
Sorry I am a bit low on free time so I have to do things fast.
Posted: Mon Sep 24, 2012 1:05 pm
by 102nd-YU-devill
Hi all,
the mission for tonight is built and ready. I tested on my home pc and it runs nicely.
See you all in a couple of hours!
Posted: Tue Sep 25, 2012 2:03 am
by 102nd_HR_cmirko
excellent test yesterday, we've had 86 players online, server was on 54fps and with no overloads
cheers
Posted: Tue Sep 25, 2012 2:26 am
by Cipson
Congratulation Guys. Everything Very effective. Players satisfied.
Nice work!
May be we can arrive to the Legendary Target of
100 Pilots Big Circus
A Great Salute to All!
Cip
Posted: Tue Sep 25, 2012 3:36 am
by II/JG54_Emil
StG77 are back on dutyand are looking for adventures.
I explained them about this campaign.
They may register.
P.S.:
I hope we use runways that are longer in the campaign.
Last night I had some 30m meters to take off with a Do17 and still had 3 planes in front of me.
Looping around to the rearend was not an option.
Posted: Tue Sep 25, 2012 6:48 am
by 102nd-YU-devill
Why was it not an option Emil?
You could have just taxied off to one side, wait for people in the back to take of and then taxi back and take off in the opposite direction.
Alternatively you had another runway in the perpendicular bearing.
The problem in Assopos is that for some reason the planes start to spawn near the middle of the longer runway and so many of them will come almost to the end of that runway.
I am going to try to take care of this, but really I don't understand what is the problem with taxiing a bit?
Don't expect any restarts in the campaign due to collisions on take off!
Posted: Tue Sep 25, 2012 7:03 am
by II/JG54_Emil
102nd-YU-devill wrote:Why was it not an option Emil?
You could have just taxied off to one side, wait for people in the back to take of and then taxi back and take off in the opposite direction.
Alternatively you had another runway in the perpendicular bearing.
The problem in Assopos is that for some reason the planes start to spawn near the middle of the longer runway and so many of them will come almost to the end of that runway.
I am going to try to take care of this, but really I don't understand what is the problem with taxiing a bit?
Don't expect any restarts in the campaign due to collisions on take off!
I am aware that restarts ar eimpossible with 75+ players.
Maybe i have a logic error in my thining -which happens every now and then-, but I thought it wouldn´t change much if I taxi back and the AI doesn´t.
I thought I give the input.
If I was the only one not being able to keep the bird up then don´t worry.
Posted: Tue Sep 25, 2012 9:30 am
by 102nd-YU-devill
We do not plan to have AIs in this campaign. There are many Axis squadrons involved, and everyone is welcome to double up and fill empty slots even on the night which is not their squad's primary night.
I tried the mission last night before the test on my home PC and I saw the situation there, but the AI had no problems taking off. They just went straight ahead over the grass.
Anyway, it seems we are thinking in different terms, you are used to have AIs in the mission and I am not so this is why I didn't consider this important.
But, thanks for reminding me of this, it is a good thing to think about in case we do have AIs if the people dont like the campaign after a few missions and stop coming.
Posted: Tue Sep 25, 2012 11:16 am
by 22GCT_Gross
Vladimir,
if you send me the mis file, I can check this stuff, or creating a doubled seow airbase entry to use the other runway.
Posted: Tue Sep 25, 2012 1:54 pm
by 22GCT_Gross
Maybe it's enough to revert the T/O - Landing coordinates.
there are 2 runways on Assopos, one is longer and it's the one for landing. Reverting it as T/O we have a 1200 m runway.
Posted: Tue Sep 25, 2012 2:46 pm
by Classic EAF19
Can I make a suggestion....
I would like it if we could use the 4.11 option of external views of the players own aircraft whilst it is on the ground. This is very simple to enable and will not detract from the campaign at all. On the contrary I believe it will be a great benefit to the campaign. Summing up the pros and cons of enabling this setting looks like this
PROS
- Pilots can visually check they have ordnance before takeoff
- Pilots can determine their position on the airfield
- Pilots can determine if another runway is better orientated into wind
- Pilots can see just how much runway is in front of them for takeoff.
- It can reduce take-off accidents and collisions (whilst these may be historical they are not nice and we should aim to eliminate them to further everyones enjoyment of the missions)
CONS
- none!
Using the setting that prevents all external views apart from the players own aircraft whilst on the ground will add to everyones enjoyment of the campaign, I cannot think of any way that it will detract from the campaign. Remember this external view automatically turns off and back into the cockpit as soon as our aircraft take-off.
I would really like it if we enable this setting.
Posted: Tue Sep 25, 2012 3:20 pm
by II/JG77_Jack
I agree with Classic.
Those pilots lived close to those airbases and they probably spend lot of time on and around them so they could have much better view,or knowledge of someone just "spawned" inside a cockpit in an AF he probably never been into
Posted: Wed Sep 26, 2012 2:52 am
by 102nd_HR_cmirko
no problem at all to use external views while pilots are grounded...
cheers