Full Missions Begin Aug 4th (Sunday/Tuesday 9:30pm ET)

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Gothkrieger
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Re: *****Full Missions Begin Aug 4th*****

Postby Gothkrieger » Fri Aug 07, 2015 7:29 pm

OK.

Perfesser and Gothkrieger can be assigned to the (same) side that needs the numbers. Just let us know your decision.

Hey Bard, hope things change to allow you to catch some flights.

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Re: *****Full Missions Begin Aug 4th*****

Postby AKA_BUCKY » Sun Aug 09, 2015 9:41 am

~S~! Stecher. This is really cool putting another "FS like" campaign together. Count me in!

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Re: *****Full Missions Begin Aug 4th*****

Postby JG1_Vonrd » Sun Aug 09, 2015 5:28 pm

Is there a mission tonight (Sun, Aug 9)?

I'll be checking TS.
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Re: *****Full Missions Begin Aug 4th*****

Postby 3./JG51_Stecher » Sun Aug 09, 2015 6:02 pm

Yes, unless we announce otherwise, Sunday/Tuesday 9:30pm ET will be the schedule from here on out.
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Re: *****Full Missions Begin Aug 4th***** (Sunday/Tuesday 9:30pm ET)

Postby AKA_MattE » Tue Aug 11, 2015 9:41 am

I am going to try an make it tonight though we have a Squadron meeting at 9:00 est and those can be a bit long.

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Re: *****Full Missions Begin Aug 4th***** (Sunday/Tuesday 9:30pm ET)

Postby 3./JG51_Stecher » Wed Aug 12, 2015 1:43 pm

It was good to see a bunch of AKA on last night. We had some good fights. Hope to see you guys Sunday.
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Re: *****Full Missions Begin Aug 4th***** (Sunday/Tuesday 9:30pm ET)

Postby 3./JG51_Stecher » Sun Sep 20, 2015 9:55 pm

We've been running a continuous set of missions for a few weeks now and while not at the player scale of a live campaign, we've learned a lot about some things that we need to improve for a campaign run.

The "Allied" light AA gun (Flak30) apparently does not fire at aircraft, so it and the German Flak38 (which works fine) have been removed, leaving the Bofors and its re-skinned German clone as the light AA guns.

We figured out the math behind the markets and exchange rate. We knew the general factors, but the exact numbers are now understood. A fuller explanation of the calculations will be part of the extensive campaign info section being worked on. In short, the majority of your rating is based on your current team campaign score vs the opposition, not surprisingly. But your overall and immediate trend modifiers are based on your own team mission score vs itself in previous missions. It has nothing to do with the opposing score. I've adjusted the scale of the exchange value so that after everything is calculated, if you are at or below a rating of 5 (lower=better), then you will have a 1:1 exchange rate of points for production. You will never be able to exchange points for more production than you trade in. If you are above 5, then you will have a progressively worse exchange rate.

In order to make the point/production exchange the primary way you buy everything, we're significantly reducing the amount of free production at the factories to 1/5 of what it was. We had been accumulating an abundance of production capacity. With player load, team requirements will go way up of course, but so will points earned in roughly the same proportion (in theory), so the free production will be a bit of a cushion rather than the main provider of war materiel.

The kill value and production cost of ships will be increased substantially, especially the escorts. I don't know if the skill setting is working for them, as there isn't an obvious change between extremes, and they are very accurate at the lowest setting, even for long range coastal shelling. It also appears that the units sunk aboard cargo ships and landing barges are not additionally scored. So we'll increase the value of cargo ships and barges on the assumption that they are carrying an average compliment of ground forces.

The movement range of most ground types will be adjusted to help reduce workload on commanders, allowing them to move more units with less commands simply by grouping them and moving all by sector. Supply columns and light armor were at 4, medium armor was at 3, and the Matilda heavy tank was at 2. We will simply have a 3 sector range for all of those, with flak and artillery maintaining their 1 sector range. Ships will be reduced from 7 to 5, which maintains a worthwhile advantage over ground movement, but also makes it harder to surprise a team with coastal bombardment (which is extremely effective).

Some order combinations are being sorted out. A few more need to be confirmed. For example, you cannot move a supply column into a base sector and offload those supplied in the same mission. However, when the supply column is already in the base sector, and it's ordered to offload at the base, you can combine that with an order to use those supplies simultaneously. For instance, you can use repair kits that are being offloaded to that base to repair an aircraft that requires those incoming repair kits in the same order stack. Similarly, fuel, ammo, or bombs being offloaded, are available in that mission to be used by aircraft.
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Re: *****Full Missions Begin Aug 4th***** (Sunday/Tuesday 9:30pm ET)

Postby 3./JG51_Stecher » Tue Sep 22, 2015 11:06 am

In addition to the above changes, the radius for ground forces capturing/holding bases and industrial sites has been slightly increased from 2.5km to 3km. This gives a little more room on the map interface for commanders to pile their forces in, but keeps it within the 40mm gun range. So a capture attempt shouldn't be going on without an obvious battle, assuming it's properly supported or defended on the ground.

The aircraft damage system has shown to be extremely sensitive. The game itself will notify you of system damage, and that counts of course. But beyond that, the campaign is picking up on very frequent minor damage particularly from flak. Even in cases where you don't hear, feel, or see any visual evidence of a hit, you are apparently getting minor dings and scrapes that the game is recording behind the scenes. The campaign picks up on these and records them as damages in its aircraft damage system. Many aircraft that went through a flak zone, and came out without any indication of a hit, are actually sustaining some minor damage that the campaign picks up on, thus putting that plane out of service for the rest of the mission, and until a repair is ordered. It's recommended commanders keep higher than logical aircraft stocks so more backup planes are ready for subsequent sorties. Also, the price of repair kits will be reduced as so many more than anticipated are being required.
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Re: *****Full Missions Begin Aug 4th***** (Sunday/Tuesday 9:30pm ET)

Postby 3./JG51_Stecher » Wed Oct 07, 2015 2:37 pm

The last couple weeks have been pretty important. We discovered and have fixed a very significant scoring error. One the issue of kill credit with ditched aircraft, I had said that while it didn't give ID credit to the pilots involved, it was at least counting the points for the aircraft, which was critical to the campaign running. It turns out, that was actually not happening either.

We had seen kill points awarded for friendly fire and for accidents, and it was my mistake in thinking that this meant the cause of the loss did not matter. In fact, as the code stood, it does need an identified killer. In the case of an accidental crash which was scoring, that wasn't a lack of a killer, it was tagging the killer as the terrain. But it still needed that killer ID to pick it up for scoring. In the case of a ditch, there was no killer being IDed by the game, and therefore no points being awarded to the other team, even while the aircraft was noted as lost and subtracted from the team's inventory. Since this absence of a kill message has been seen frequently on the ATAG server as well, I think it's an issue with the game.

Fortunately, Moxy (Schulte) and I were able to work out a solution for this, after much searching, translating, and trail and error. We've piecing together some code that uses a copy of the pilot capture scoring trigger, and substitutes the capture event for a look up of the plane type involved and its corresponding point value, then pasting that in the section for the ditch event. So now it actually works the way I thought it had been. Ditches will not have kill IDs, but they will trigger the proper scoring to the opposing team for the plane that's being lost. This is likely to be the most frequent way people are shot down, so not having them scored was going to cause a very sizeable gap in points that should have been earned. And these points are how each team runs their entire war effort by turning it into production of everything.

Beyond that we've got a much better handle on controlling the server information messages, and we'll be adjusting those.

On the bad news front, something odd happened in last night's test with the point tally. It appears to have scored the separate but similar PKs of Moxy and myself by flak as captures instead of deaths. We've seen deaths score properly numerous times before, so it may be related to the exact circumstances in which this occurred to us. There's no mention of a capture event or tally, but the points awarded match that amount. In the stats, it gave my squad and his squad 1 pilot death each, and the debrief events clearly record our deaths, blaming the Bofors gun as the killer. But the killed pilots tally for the team says 0. I'm betting that error is caused by the same problem.

Also, bombs on the Ju 88 and He 111 are not being counted properly. When spawning with most loads, it thinks there are a different amount of bombs, and in most cases even thinks none have been taken. As a result, it does not remove the correct bomb count from the airfield stores. Physically, they are loaded and work just fine. The error this causes in bomb supply for the Germans is much larger than I'd like to let go, but I'm not sure at this point what we can do with it. Looking at this process in the code, I don't see anything wrong or missing. It appears to be the game reporting a bad count.
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Re: *****Full Missions Begin Aug 4th***** (Sunday/Tuesday 9:30pm ET)

Postby 3./JG51_Stecher » Wed Oct 14, 2015 5:33 pm

I'm going to assume at this point that the capture vs kill scoring on the PKs was a counting error by me. I really couldn't find where, but that mission had a number of other types of scoring going on, and it seems most likely that I just miscounted something. Numerous scoring cycles since then of pilots being PKed by flak are scoring perfectly well as deaths, so I'm thinking we're fine on that.

However, during the repeated testing of this, I came across another circumstance that definitely was not working right. When I was shot down by flak I was kicked at the moment of impact and punished as though I had "abandoned" my plane, rather than having been killed in a crash due to flak damage. Besides the wrong event message, the real issue was that it scored nothing, since it wasn't recording the death, nor was it catching the plane crashing. In further testing, we narrowed it down to being specific to crashing after your pilot was injured by flak. Everything works when shot and wounded by another aircraft, and everything works when crashing from flak damage if you are not injured. It's only when flak injures your pilot and then you crash. So very similar to the ditch scoring fix, we went into the abandon event and wrote in a scoring event using the death amount. We've reworded the abandon situations to be missing and presumed dead. As this really is how it works now, and frankly makes more sense. You were already getting mission timeout, but now you will get pilot death scoring. So even when this event gets triggered in error, the scoring (and message) will at least be as close to accurate as possible. The plane will be lost, but probably not scored. In practice, most people should be bailing out in these situations to give their pilot some chance of survival, thus ensuring the plane is scored when it crashes. So this will rarely be a problem, and when it is, the scoring gap between error and correct has been significantly closed.

I should mention that one, and only one, of our handful of flak caused injury crashes was recorded perfectly accurate, as a crash and death, scoring the plane and pilot points. All the rest gave erroneous "abandoned in flight", now renamed "missing and presumed dead" results. I can't explain why one worked.

Also, when actually doing an "abandon" in mid flight, it sometimes records the points for the plane crashing and sometimes not. My theory at this point is that it's related to how long after you abandon the plane it takes to crash in, maybe needing it to be within just a few seconds. Very low altitude abandons have scored the plane, while doing it higher up has missed the plane scoring. Monitoring the console, I can see the plane is physically crashing on the server, even if it takes a while, so I don't know why it doesn't record and score all the time. So while not perfect, these incidents are the players' responsibility to never commit, or else the penalty will be a minimum of mission timeout, plane loss and death points.
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