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Topics - Pand

#41
March 13, 2015
- Tweaked/rewrote objective notification logic
#42
March 12, 2015
- Worked on objective logic and built framework for dynamic MP campaign use
#43
March 11, 2015
- Fixed issue with XIV Panzerkorps tanks being invulnerable
- Confirmed tanks are able to be destroyed
- With 1.41b, entire northern convoy was destroyed and mission continued as expected.
#44
March 11, 2015
– Worked on fixing objective notifications (AGAIN!)
– Increased AI bomber flight spawn time to prevent overlapping instances of bomber flights
#45
March 10, 2015
– Added missing spotting value to German armor advancing to Beketovka
– Cleaned up objective notification loop
#46
March 10, 2015
– Fixed mission objective logic (hopefully)
– Rewrote recon mission. Recon aircraft now directly report the position of spotted German armor for the team on the map for a short duration upon close flyby. This feature is triggered by recon aircraft only. Recon aircraft no longer have a requirement to return to base to complete recon mission.
#47
March 09, 2015
– Changed German armor AI level to "high" to hopefully fix trigger issues with recon mission (untested)
– Added map flair (arrows, labels, clutter cleanup)
– Added time allotted for recon mission completion before the intel "expires" to on-screen notifications
– Changed recon aircraft to LaGG-3
– Offset AI bomber flight waypoints to avoid flights colliding (Waypoints were directly on top of each other causing AI flight pathing issues)
– Fixed holes in the mission objective logic loop that were causing hung missions with no resolution/win/loss.
– Added Pe-2 crash scene on taxiway at Verk. Akhtuba to assist players knowing which way to taxi to the runway with the shortest route
#48
March 07, 2015
– Removed spawning from frontline Russian airfields (Rynok, Shkolniy, Beketovka, Grishin) to mitigate effects of the forced magical radar on spawnable airfields. Mission objectives are still to defend/attack the frontline airfields
– Added Raygorod to Russian spawns
– Randomized spawn locations of German armor advancing to Stalingrad and Beketovka (town). The main armor attack and its distant flanking groups now have a chance to begin from multiple different places
– Changed German tanks to travel on roads (WIP)
– Added Russian "Recon missions" which will notify players of locations of advancing German armor. Using the "437 IAP – Recon" aircraft players can spawn at Verkhnyaya Akhtuba airfield to start a player run mission to seek out and report the positions of advancing German armor. Once the aircraft finds the armor and gets close enough (imagine a camera sound or your pilot jotting down coordinates) players will receive notification that the recon aircraft needs to return to Verk. Akhtuba before the intel expires. It's a race against time, and the enemy...because the XIV Panzerkorps is reporting to the Luftwaffe that they saw you as well. If the recon aircraft makes it back to the airfield in time, the German armor will be visible on the map for a limited duration. This feature has not been tested yet. Please test and provide feedback.
– Updated on screen status updates for objectives to a new "primary objective status" type showing the real time status of capturable/defensible objectives (WIP)
– Re-drew the briefing map to show flight headings and look absolutely FABULOUS!! (very much WIP)
#49
March 03, 2015
– Changed formation of He-111 flights to better resemble something less blob-like
– Added XIV Panzerkorps reinforcement convoy to the northwest of Rynok to test vehicle road traveling
– Changed AI He-111 flight paths to prevent dragging themselves through multiple airfield AAA ranges on egress/RTB
#50
March 02, 2015
– Fixed He-111 bombers continuing to bomb airfields that have been captured by Germany
– Changed German XIV Panzerkorps' advance logic to fix instances of not moving to waypoints (untested)
– Fixed instances of Russian AAA and combat units not despawning after airfield capture
– Lowered skill level of airfield AAA
– Changed Rynok's MG34 and Maksim emplacement units to their vehicle variants for testing short range AAA
– Changed start time to 0600 (0445 was too dark)
– Changed server name to "The Eagle's Nest Hideout"
– Enabled "forced fuel loads" server variable to test its functionality (This should probably be done on anything but the live server, but provisions do not allow)
– Changed precipitation back to its default value of "10" from "0"
#51
March 26, 2015
– Corrected AI bomber start position to prevent collision during flight (untested)
– Changed supply depot critical hit/chain explosion to be more durable (was triggering MASSIVE explosion on damaging bunker with single machine gun round, now requires bombs/rockets or enough machine gun to completely destroy an ammo bunker/fuel tank/building)
– Added more objective notifications/reminders
– Added train function logic. Trains will reach their destinations and "unload supplies" for 15 minutes. Each team gets notifications that this is happening to give incentive for supply line disruption/gameplay.
– Added train damaged/killed notification "radio calls" for teams
#52
March 02, 2015
– Changed AI bomber logic to respawn/cycle through all flights endlessly instead of stopping at 6th respawn
– Fixed missing objective based reminder subtitles
– Changed mission objective logic and notification/counter to promote user understanding.
– Changed mission win/loss logic: Russian team will win if >3 German armor attacks are defended/destroyed before airfield capture–German team will win if 4 airfields are captured. Wins will result in mission completing/restarting.
– Rewrote supply depot logic to (hopefully) fix bugged fire effects showing when not destroyed
– Increased airfield AAA respawn timers to 60 minutes (up from 5 minutes)
#53
March 01, 2015
– Fixed many issues with bombers not taking off/not dropping ordnance.
– Bombers are now airstarting 2:30 minutes after mission start, @2 minutes west of Kalach with a low flyby over airfield
– Added all forward Russian bases as bomber targets.
– Fixed multiple typos and incorrect airfields on airfield/enemy proximity notification subtitles
– Fixed overlapping subtitles on German armor advance notifications
– Customized subtitles for TWB
– Fixed AAA not activating for players. "Check zones" are no longer triggering for player aircraft as of BoS 1.009, AAA now using "complex trigger".
– Increased cloud density
– Increased German armor advance order start time to troubleshoot instances of not moving
– Removed multiple random fire effects from supply depots that weren't destroyed (hopefully...bugged)
#54
February 26, 2015
[TWB] The Eagle's Nest – FRONTLINE ASSAULT V1.06 NORTH AMERICAN SERVER IS LIVE! The Wet Bandits have teamed up with AbortedMan to bring you the best North American IL-2 Gaming Experience!
AI Bombers are active! Come check out how they affect the ongoing battle!
#55
February 24, 2015
Had a great opening day for our North American based server! Thanks to all who joined to help kick off this memorable event!
#56
The O'Club / The Faces of [TWB]
April 09, 2015, 09:57:45 AM
Get to know The Wet Bandits! This topic is for all the members of [TWB] to introduce themselves and help visitors get to know them.
#57
Pand » Wed Apr 01, 2015 12:10 am
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So who's in?    :O
#58
March 16, 2015
Hey hey!

We've had a pretty steady stream of chat requests on the server from players who are perhaps unfamiliar with expert settings; taxi to take-off, and figuring out how to get around on the map.

Once you get out of the radar ring of a friendly field, it's all you (Don't worry, it's still WAY, WAY easier than actual WW2 pilots had it!)

First off, a good map if you want to plan your route out with compassing headings:

https://1a46437e3326b7d250210e9e2c158ef9b0a5893e.googledrive.com/host/0BwbLWsLToYhddlhidkxNcWZ6RG8/newmap.html

Use the waypoints in the upper right.

I've thrown together a stream where I run through the basics.  This is absolute beginner level stuff here, crude but effective, if you're good at taxiing, skip to ~5:00 to get straight to dead reckoning to find your way around.

http://www.twitch.tv/x80hd/c/6336149

Regards,

80hd
#59
March 14, 2015
fter destroying the tank columns, we got jumped by several german aircraft.  I ran a pair of 190s out of cannon ammo, downed one, and still was able to get back to friendly territory--- granted I did have Rambo clear me with his Lagg--- This IL-2 is one tough bird!
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#60
Attached is a PDF document for referencing all the airfields across the Stalingrad area.  This is highly useful if you get lost, or aren't sure where to taxi to get to an active runway.

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