Kap-the-head Posted January 10 Posted January 10 The new campaign has started on our server. We welcome everyone to join. https://il2-fl.ru/en A few key features of Front Line: General - A 24-hour server covering the Eastern Front during time period of June 1941 to November 1944. With approximately one "game month" being equal to a 24 hour period in real life. - A server is heavily influenced by logistical support of your side. Therefore, airfield supplies, columns, train stations, bridges, factories all affect the troop support at the front lines. - Ability to influence logistics by providing air transportation of fuel, ammo, or provisions to airfields and settlements to support friendly attacks. - Variety of ground targets. Each map, lasting between 60 and 160 minutes, will have two attacks and two defenses composed of hundreds of destructible items. In addition, targets include the above mentioned logistical support, such as columns, convoys, etc. - Use strategic and operation thinking in order to establish attacks in various positions along the front lines, by weakening nearby enemy settlements, supplying friendly settlements, and disrupting logistical chain. - Dedicated Front Line TeamSpeak server Personal - A very detailed statistical report for every player, map, and campaign. - Rank related access to equipment, i.e. a player must earn a certain rank to fly a higher quality aircraft - Great opportunity for tankers and air defense personnel. - Ability to share your rewards with teammates, allowing quicker career progression among friends. - Great rewards for air transport missions. As a side note, this server is not an arcade server. - There is no techno-chat, therefore, a pilot should familiarize himself with the aircraft they are willing to fly. - Completing tasks require careful thinking, analysis, and TEAM COORDINATION. - Each high value target, such as defense / attack, airfield, or factory is heavily defended with AAA; attacking it alone often results in a death of a pilot. If any of this has sparked your interest we welcome you and are willing to answer any questions you may have. We do have a somewhat unique registration process, but once you are passed that you should have no problems flying on the Front Line ever. 2 1 Quote
Kap-the-head Posted January 11 Author Posted January 11 (edited) Allow me the liberty to go into a bit of detail in order to clarify several details that may get a player kicked from the server due certain factors. First of all, the Map. The map plays a crucial role not only in planning your objectives but as simple as to see if you are allowed to take off from a specific airfield. As you can see, our interactive map is filled with red and blue icons. Each icon (defense, offense, airfield, settlement, convoy, etc.) will inform you of its strength after clicking on it. The airfields and factories, however, have three vertical lines: black - fuel, red - ammo, blue - provisions. For factories it's showing how much a factory produces of these supplies. The more the factory is damaged, the lesser the supply columns will be dispatched to its destinations. For airfields, the same tri-color bar shows the remaining supplies at a specific airfield. Every time a player takes off, he depletes the amount of resources from the airfield equal to the weight of the items that he took. For instance, if a pilot took off on A-20 with 1000 liters of fuel and 20x100 kg bombs, then the amount of fuel and ammo will be reduced accordingly, 1000 kg of fuel, 2000+ kg of ammo (to include machine gun ammo weight). Provisions are equipment in tonnage. A bomber will be roughly 7000-8000 kg of provisions, an attacker such as an Il-2 usually takes 4000-4500 kg, and a fighter 2000-3000 kg. Every time an aircraft returns to the same field, it will return all the unused resources back to the field inventory. However, a lost aircraft in flight will not reimburse the airfield, and those resources will be gone forever. Too many times, a new pilot will get kicked, because he would try to take off from the field that does not have enough resources in either one of the three categories, fuel, ammo, or provisions. In case you forgot to check the interactive map, a game chat message will inform you of the resources you have taken once you appear on the field, and it will either allow you to take off or not. If you are NOT allowed to take off, but do it anyway the server will kick you with no penalty. Edited January 11 by Kap-the-head 3 Quote
Kap-the-head Posted January 11 Author Posted January 11 In this post I will explain what moves the front lines. The only way to advance territorially is to defeat enemy defenses. On the map defenses are identified as the shields and are always appear opposite of an attack, identified as crossed swords In order to defeat the enemy defense a team has to cause 31% of damages compared to it's relative attack's health. For instance, if a blue attack is at 100% health, in order for it to advance by the end of the map timer, the health of a defense has to be 69% or below. Once again, you could check the interactive map to see the status of each attack / defense. On this image we can see that the red defense in 0214 is at 88% of its maximum strength. Now let's take a look at the blue attack in 0313 to see it's status. As you can see, the blue attack is at 93%, with 3 out of 46 vehicles destroyed. That means that if attack was to penetrate the defense at 0214, the defense has to be 31% weaker then the current status of the attack. In this case, if attack's health remains the same the defense has to be 93 - 31 = 62 % How far does the attack advance in case of penetrated defense? Each marked up settlement (village, town, etc.) has its own strength as well. If you click on any settlement on the map, you will see its logistical connections with nearby villages. In case of the attack penetrating through a defense, the captured territory will be equal to half the distance between connected settlements, as seen on the image below, capturing everything within, be it airfields or factories. I hope this explains how to move the font lines. There are some addition details, but I don't want to overwhelm you too much 🙂 1 1 Quote
Kap-the-head Posted January 11 Author Posted January 11 (edited) Pilot's career. Another reason why a pilot may not be allowed to take off is due to his insufficient rank. The rank does not only affect the aircraft itself, but a payload as well. For example, a private on Pe-2 can only take 2x250, although the game itself allows a more versatile ammo load. All in game loads are available on our server, but you have to work for it. On this screenshot you can see that in order to fly a Ju-88 even in a basic configuration requires a rank of Lieutenant with at least 2300 points. The following menu can be looked at through the GAMESET tab at the top. You get rewarded points for destroying air and ground targets or by completing transport missions as seen on the screen below under SCORE. Profit (to the right) is in monetary value, and does not have much affect. It is useful when you try to buy additional ammo load for your aircraft if it is an option under your current rank. Killed in action. This one is painful. You lose 30% of your ranking points upon death. Also, if you fail to return the aircraft before mission's end, you will also lose points, however, not as bad as due to a death. Pilot's death is usually accommodated by an eight-minute penalty. Upon being KIA / MIA / Captured, you should also verify your rank and what aircraft is available to you. Edited January 11 by Kap-the-head 4 Quote
I/JG53_Kurtz Posted January 13 Posted January 13 Thank you for the clarifications! Much needed for new pilots! In the past I was a little frustrated by this mechanisms, it took some time to understand. I would suggest to collect these infos in a short manual downloadable from the site. 1 Quote
I/JG53_Kurtz Posted January 13 Posted January 13 It would be useful also to have some clarification of the air supply logics. How to select the starting airfield and the most in need sector? Thank you 1 Quote
Kap-the-head Posted January 13 Author Posted January 13 1 hour ago, I/JG53_Kurtz said: It would be useful also to have some clarification of the air supply logics. How to select the starting airfield and the most in need sector? Thank you That was my next planned post. I will try to get it done later today. Quote
Kap-the-head Posted January 13 Author Posted January 13 3 hours ago, I/JG53_Kurtz said: Thank you for the clarifications! Much needed for new pilots! In the past I was a little frustrated by this mechanisms, it took some time to understand. I would suggest to collect these infos in a short manual downloadable from the site. There is information on the main website, by the way. I just present a more simplified version of the same info. https://enforum.il2-fl.ru/server-info/airfield-supply-a-life-for-aviation-r5/ 1 Quote
-DED-Zlodey Posted January 13 Posted January 13 Information and explanatory materials are located here: https://enforum.il2-fl.ru/server-info/ Quote
Kap-the-head Posted January 14 Author Posted January 14 (edited) Air transport (1). Probably the most rewarding and safest way to go up in rank. The two areas that are affected by air supplies are airfields and settlements. As mentioned before, airfields can be supplied with fuel, ammunition and provisions (equipment). In order to make the most use of an air transport, you need to look on the interactive map and see which airfield is in short supply of any of the three elements. Remember, any shortage of fuel, ammo, or provisions will not allow you to take off from that airfield. Let's take Ryabinki as an example. The biggest shortage is ammo with 8951 kg; it is not critical, but will run short after three fully loaded Ju-88, which take about 2600 kg of ammo each. In order to supply Ryabinki with ammo, all you have to do is pick an airfield with enough supplies, pick a specified transport aircraft - Ju-52 Fuel, Ju-52 Ammo, or Ju-52 Provisions, and in the aircraft menu, pick an internal cargo load, which will equal roughly 2,500 kg of the element you decided to take, in our case it would be ammo. Once you appear on an airfield, a game chat will inform you of your load, and will notify if you are allowed to take off. When you land at your destination, in this case Ryabinki, DO NOT exit the mission right away, if you want to get "paid". Upon landing and stopping, a message should appear within 30 seconds. The message will state: "Unloading has begun. Do not move or take off until unloading is complete." You DON'T need to do anything else, like opening doors/windows or shut down engines. Once the above message appears, it should take approximately 60-80 seconds for the process to take place. You will know when its finished with the following message in the game chat: "Unloading is complete. You are free to take off". After you receive this message you can finish the mission. Within seconds you should see the airfield inventory increase. If you decide not to return an aircraft back to the airfield you departed from, everything you brought with you, including the remaining fuel onboard and the aircraft (provision) itself will also be added to the airfield inventory, but you will only receive the credit for the cargo that you chose. Technically, you can supply any airfield using any aircraft, by just ferrying them from one airfield to another, however, you will not receive any credit for it; instead will only lose cash for wasting fuel. Therefore, using transport aircraft instead is very rewarding for a pilot. The amount of points you receive is based on the critical needs of an airfield, its proximity to the front line, and the distance you have to travel. The longer your supply route the more points you will receive. I believe, one kilometer of air transportation equals to 10 points, so if you fly a distance of 200 km to the front line airfield, you may get as many as 2,000 points in one flight. Here is an example of one my airfield transport missions. As you can see, I got rewarded almost 1,500 points in one flight. If you really want to help your team out by supplying a damaged airfield, you can take a full fuel load (up to 2,000) and ammo load as cargo. By leaving your airplane on the airfield, you have delivered 2000 kg of fuel, 2500 kg of ammo, and 8000 kg of provisions. But remember, you only get credit for the selected internal cargo after it has been unloaded! Edited January 14 by Kap-the-head 1 1 Quote
Kap-the-head Posted January 14 Author Posted January 14 (edited) Air transport (2). If you thought ferrying cargo to the airfield was generous enough, you really make out like a bandit by delivering cargo to settlements. Let's talk about why would you want to do it in the first place. As mentioned before, each marked settlement on the map has its own "health". The weaker the settlement the more likely it will be attacked from the opposite side, especially if the opposite settlements are healthy. In order to prevent an enemy attack appearing in a specific area, you can increase settlement's health by delivering provisions (only provisions) to such settlement. You have to select air transport with provisions as cargo, select internal cargo in the aircraft menu and fly to you designated village or town. You MUST land within 2 km from the town. Most of the time you would have to land in the field, frozen river, or nearby road, pretty much whatever keeps your aircraft from damaging during touchdown. Sometimes you are lucky, and there is a an unused airfield within 2 km. Once you come to a stop, a similar message of an unloading process will pop up, as mentioned in the previous post. Once you have unloaded in a village, you have to take off and land at an active airfield in order to for you not to lose an aircraft and be able to collect your reward. If successful, you will receive almost twice the amount of rewards for delivering the cargo to the settlement. For reward amount the same principles applies - distance from the airfield of origin, health (the weaker the better), proximity to the front lines. Our town of Dor, has a health of 72 out 262, that is how many buildings are still intact. In order for it to sustain the frontline, it has to be over 50% strong, or have 132 building intact. One delivery of provisions via air transport will repair 20 buildings, increasing the town's health by 20. So, in order for you to bring this settlement's health to above 50%, under current conditions you need to make three trips - 72 + 20 + 20 + 20 = 132 or 50.3% Obviously, supplying cities with the health in thousands, like Kalinin (5703), will not help the front line in the meaningful way, but can still propel your career. If you damage your airplane during landing within the village, the provisions will still be unloaded, but due to your inability to take off you will lose an airplane and points. Also, you must remember that every time you deliver provisions to a village, you take provisions from your own airfield, depleting airfield's supplies. Therefore, by planning such missions you have to be smart about how you manage your team's resources. A few side notes. Do not try to land outside of the 2 km radius and taxi to your destination. The server records the initial touchdown near the settlement and that will determine whether the unloading process will begin or not. Also, while each attack and defense is affiliated with a nearby settlement, by supplying the settlement it WILL NOT increase the health of either attack or defense, if either one of them has sustained damage. P.S. As of now, air drops for supplying are not available on our server. Edited January 14 by Kap-the-head 1 1 Quote
SE.VH_DARK-BR Posted 13 hours ago Posted 13 hours ago Hey, good evening or good afternoon. I wanted to know if there's a list of available aircraft planesets on the server, which is displayed in a specific date on the server? Because I'd like to know what aircraft are on the server and what rank or points are needed to acquire them. Quote
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