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 Post subject: Problems from last night
PostPosted: Mon Feb 29, 2016 6:04 pm 
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Joined: Wed Nov 13, 2013 1:14 am
Posts: 1047
Here were the problems that we encountered and these need to be address once and for all if we are going to us the CA setting.

1. It was silly to make the bombers take 75% fuel load. This made us way to heavy for a short run and made the B25C even more difficult to strafe with.
2. Either fix that damn AIs so they don't ground themselves or do away with the CA.

We could have done more if they had worked and I am ready to ground all my bombers and turn us into a fighter squadron. Waggaa and myself were the only two bombers on our side and if the AIs had worked, we could have done more.

I spent over 30 minutes trying to get my AI off the ground and ended up ripping off the gear. With my numbers getting lower, it's important to fix this if the Knights are going to continue to fly the S3's

Fix or remove it. We will not continue to waste our time on something that isn't working.


Capt Hawk
CO - The Knights Who Say Ni!


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PostPosted: Mon Feb 29, 2016 10:57 pm 
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Joined: Sat Nov 09, 2013 7:15 am
Posts: 917
SOSDD Dept.

Much to the credit of all of our S3 Squads, COs, Ops Officers, and Flight Planners actually prepare their pilots for S3 Events. Many have learned the "secret code" to get into the S3 Arena when it is not shown on the drop-down menu when initially entering WarBirds in order to offer a complete overview to their pilots.

So, everyone enters as a "Purple".

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Note that the "Purple Entry Screen" defaults to the Spawn Point view.

All players must select their "side's" color for the series in order to move to their assigned field.

Image
Note that the screen for the "side's" color continues in the Spawn Point view.

In the example shown, the field happens to be a TAC field, with multiple spawn points. This view is NOT ZOOMABLE to investigate the properties of the spawn points to select an appropriate landing site. In my experience, this happenstance is unique to FG2. When pilots have a badly damaged aircraft and NEED an alternate field recommendation, it is almost impossible for a squadmate who happens to be in the tower to investigate possible emergency landing locations in order to offer advice to an "alternate field". The main reason being that the Spawn Point view is FROZEN at all fields. It is not zoomable to investigate the real conditions at the "alternate" field. Generally speaking, this is unacceptable. Aircraft being forced to exit, prior to completing a "normal" rollout, is also not something desirable. Fields not closed by some kind of AI GV don't seem to know that they are "closed". For S3 play, this situation MUST be addressed. In Frame 1, each of the sides was only able to close one of the other guy's fields.

IF we were playing in a Beta Testers Arena, and only those who wished to be a Beta Tester were participating, everyone would know that what was transpiring on their screens was "experimental". As is, not quite ready for prime time, IMHO.


Happy trails...
Wolf
XO 352nd Fighter Group (virtual)

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PostPosted: Mon Feb 29, 2016 11:28 pm 
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Joined: Sat Nov 09, 2013 3:46 pm
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This is my personal observation only and not the opinion of the 352nd FG.
This game concept is not ready for prime time.

Deja vu, I am reminded of the wing problems we had with the La 5 in the S3 CTK.
Somehow, I doubt an air frame with the robust construction like the Hurricane
would have such a problem with wing failure. No historical data that I can find
supports this result. The Me 109 was more prone to wing failure then the
Hurricane or the Spitfire. One of the most talented and respected LW pilots
pulled the wing off of his Me 109 while test flying it. That's one of the reasons
that LW pilots couldn't out turn Hurricanes and Spitfires. Not only the design, but
also LW pilots were trained not to stress the wings. Too late for this S3, but I
hope the FM team looks into this and corrects it.

Fencer


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PostPosted: Mon Feb 29, 2016 11:51 pm 
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Joined: Thu Nov 14, 2013 7:09 pm
Posts: 620
I'd strongly suggest to have a minimum 30-60 minute timeout before a truck/ai convoy will respawn after killed. The 4th was farming what we soon felt was an unfair amount of points which just kept piling up as the M3 trucks kept respawning all around us. It would be better to have a minimum 30-60 min respawn time with more trucks/tanks in each convoy instead, as there would then be a reason to seek out the enemy players or do a bomber/escort mission after destroying a convoy instead of an arcade like truck farming/defending gameplay.

My few cents :-)
/Robert


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PostPosted: Tue Mar 01, 2016 12:01 am 
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Joined: Sat Nov 09, 2013 3:45 am
Posts: 131
fencer7 wrote:
This is my personal observation only and not the opinion of the 352nd FG.
This game concept is not ready for prime time.

Deja vu, I am reminded of the wing problems we had with the La 5 in the S3 CTK.
Somehow, I doubt an air frame with the robust construction like the Hurricane
would have such a problem with wing failure. No historical data that I can find
supports this result. The Me 109 was more prone to wing failure then the
Hurricane or the Spitfire. One of the most talented and respected LW pilots
pulled the wing off of his Me 109 while test flying it. That's one of the reasons
that LW pilots couldn't out turn Hurricanes and Spitfires. Not only the design, but
also LW pilots were trained not to stress the wings. Too late for this S3, but I
hope the FM team looks into this and corrects it.

Fencer

I pulled my Hurri wing off at between 11 and 12g...the problem is the blackout warning comes slower than the wing break so you don't realize that you are actually pulling that many G's

Working with IEN on this.


352nd Fighter Group (V) - "The Blue Nosed Bastards of Bodney"
328th Fighter Squadron C.O. (V) - PE - Red and Green

dulce bellum inexpertis

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PostPosted: Tue Mar 01, 2016 12:57 am 
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Joined: Fri Nov 08, 2013 12:38 am
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As has been repeated before and in the rules. Bomber pilots do not have to use the bomber login. They can use the regular login and select 3 wingmen or not. Once you are shotdown you are done for the night. Now if you use the bomber login and select 3 wingmen you must make sure you are above 300ft AGL when you switch between them or you risk getting stuck on the water or earth. DO NOT under any circumstances attack below 300ft AGL. GVs have tails though the green ones are really hard to see and there is no need to go so low even when gunning. Bomber\strike pilots now have a nice option, those that like the bomber login and jumping between AI can use that and those that dont can do it like the old days and fly in one aircraft with or without AI wingmen.

Allies got many more GVs than the Axis last night primarily because their fighters were on the deck searching for most of the night. Axis got many more structures because they kept their bombers high for the most part and attacked locations. Pretty even though each side attacked differently.

FEBA worked very well at 39-50. CM designed AI routines at 43-51 after 60 mins got all stuck down in the river valley or kept respawning without tank support. All in all a very good match down in the weeds with plenty of action and the dreaded HT AAA proved not to be much of a problem at 50.

FEBA works, its just hard to predict where it will attack thus the use of a set routine at 43-51 for planning purposes. For the next frames we will just have to locate the FEBA, attack in support and adjust on the fly much like CAS in the early days of WW2.

So much action between the trees hardly a peep about the FMs all night :)


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PostPosted: Tue Mar 01, 2016 3:00 am 
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Joined: Wed Nov 13, 2013 1:14 am
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jabo wrote:
As has been repeated before and in the rules. Bomber pilots do not have to use the bomber login. They can use the regular login and select 3 wingmen or not. Once you are shotdown you are done for the night. Now if you use the bomber login and select 3 wingmen you must make sure you are above 300ft AGL when you switch between them or you risk getting stuck on the water or earth. DO NOT under any circumstances attack below 300ft AGL. GVs have tails though the green ones are really hard to see and there is no need to go so low even when gunning. Bomber\strike pilots now have a nice option, those that like the bomber login and jumping between AI can use that and those that dont can do it like the old days and fly in one aircraft with or without AI wingmen.


Jabo, we were about 300 AGL. One AI was at 11k and the other was on the ground. If we can't use the CA login then were done because we just don't have enough bombers to do much of anything.

Fix it or remove it and we will become a fighter squadron only. Unfortunately that is our only choice.


Capt Hawk
CO - The Knights Who Say Ni!


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PostPosted: Tue Mar 01, 2016 12:33 pm 
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Joined: Tue Nov 12, 2013 3:04 am
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jabo wrote:
As has been repeated before and in the rules. Bomber pilots do not have to use the bomber login. They can use the regular login and select 3 wingmen or not. Once you are shotdown you are done for the night. Now if you use the bomber login and select 3 wingmen you must make sure you are above 300ft AGL when you switch between them or you risk getting stuck on the water or earth. DO NOT under any circumstances attack below 300ft AGL. GVs have tails though the green ones are really hard to see and there is no need to go so low even when gunning. Bomber\strike pilots now have a nice option, those that like the bomber login and jumping between AI can use that and those that dont can do it like the old days and fly in one aircraft with or without AI wingmen.

Allies got many more GVs than the Axis last night primarily because their fighters were on the deck searching for most of the night. Axis got many more structures because they kept their bombers high for the most part and attacked locations. Pretty even though each side attacked differently.



surprisingly, had no problems with the ai bombers, unlike the last series.... there is an issue with the ai in the main arena, however... can't get the ai to cooperate 90% of the time... they get stuck on a hill at the field and when you try to get him to land at a field or form up, they explode instantly.... anyone care to fix that?


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PostPosted: Tue Mar 01, 2016 5:26 pm 
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Darryl

MA fixes should be posted on the TotalSims forum not here.


Capt Hawk
CO - The Knights Who Say Ni!


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PostPosted: Tue Mar 01, 2016 8:01 pm 
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Joined: Wed Nov 13, 2013 2:53 am
Posts: 362
It may or may not be global change...but I think there is some new formation work that has occurred, and it may or may not effect ai behavior here.
I believe that formations are somewhat vertically stacked now, along with horizontally....
If they are flying a route that is approx. 100 ft below yours, ( best guess) then they may have trouble smacking the ground, if your low.
DEaling with it in themain, and Spindz got the ai cv based critters fixed.....but its still and issue in the main......and could be here.


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