Comstars WW2OL Blog
Thursday, October 23, 2008
 
1.29 Open Testing
1.29 Open Testing -= START HERE =- - Battleground Europe Forums

Comments by a squad mate on a quick list of changes:

- True wide screen support
- Redo the MAS recoil (French SMG)
- Flight model fix
- quite a few new buildings (are really important as this impacts upon the environment we fight in)
- Crew members who die while firing theior weapon will now release their triggers when they pass on to the after life
- added new keymapping option for alternate defaults
- Tutorials
- Fixed missing Lebel sound
- The knife is more deadly
- Added possibility to gain score for guarding capturables
- AB and AF fencing redone
- Chat shortcuts
- Making some pretty big changes under the hood in modernizing the code base for Unity II
- Player instancing

Other than the flying stuff none of that is truly game changing but there are some nice changes in there. far from the most boring patch ever. The MAS fix is a biggie for the french SMG and so is the wide screen support!
cheers
Cavaier


GOPHUR GOPHUR is offline
CORNERED RAT
Join Date: Sep 2001
Location: Republic of Texas
Posts: 6,837
Default 1.29 Open Testing -= START HERE =-

Welcome:
The latest version of Battleground Europe is now ready for pre-release testing. We appreciate your assistance in helping to review the final builds of our release candidate. This test is available to all of our premium subscribers and will run every day until release . Please be sure to check for the latest installations of the test client. Also please read the read me file, stickied in this thread, prior to testing and participate in any focus tests that are posted. Thank you again for participating in our test.

The purpose of this test is to expose the client and host processes to a large number of players to resolve any outstanding bugs that need to be addressed before going live. The server is set up for live game testing. This means that the server is a LIVE FIRE server. Players are free to engage the enemy at will any place on the map except for Area 51. Area 51 is designated for peer to peer testing. Players abusing this area should be reported using the .report command.

Also note that during Open Testing the Game Testing and Bug Reporting forum should only be used for reporting issues relevant to the current open test. Other issues may be posted but will not be responded to during open testing. Our focus is solely on preparing the current open test client and host for release to the live server.


Testing and Reporting:

Please use the following guide lines for participating in this test.
  • Install - Downloads will be made available from this thread at the bottom. Players are responsible for keeping the test version up to date. No support is offered from Playnet for any part of this beta including downloads.
  • Read Me - Below this post you will find the latest read me file and any previous read me files. Please use these resources in your testing. Report bugs that are based on the read me.
  • Focus Test - Each day before testing please review the forum for any sticky posts that indicate we are performing a focus test. The majority of our efforts will be in the focus test and your participation is greatly appreciated.
  • Reporting Issues - During a test our primary concern is with bugs in features as listed in the read me files. Bugs should not be posted from the live server during an open test. All bugs should be confirmed on the test client prior to posting. Bugs that are not related to features in the read me are low priority during open test as we are no longer committing resources to additional features and fixes outside of preparing the test client and host for release.
  • Schedule - Testing will generally be available either all day or for specific hours during the day depending on the impact to the live server and our testing needs. Focus Tests may also be posted for specific hours and your assistance at those times is especially appreciated. Please review the schedule often as changes frequently are made. Also be aware that you can test the client offline by launching from the 'Practice Offline' link in the start menu for Battleground Europe TEST or by launching the ww2.exe manually from within the test directory (default install directory is /Program File/CRS/Battleground Europe TEST). All times listed are U.S. Central or GMT -6.
  • DxDiag - Do not post a full DxDiag unless asked to by a dev.
    If you'd like to post your DxDiag, please post only your System Information, Display Devices and Sound Devices sections.
  • This is beta software - Please be aware that this software is beta and may include bugs and other issues that could be harmful to your machine. By installing this software, you assume all risks involved with testing. If you are uncomfortable with testing, please do not participate or download any software.
  • Please post all CTD in the sticky thread - CTD logs can be found in the install directory of Battleground Europe TEST. The log most useful is the ww2error.log. Please post this log with any information about the circumstances of the crash in the forum titled for the current version. Mac users should send console logs to gophur@playnet.com.
  • If you have a problem - Please reinstall from the full installer and re-patch with new downloads before posting.




Sunday, October 19, 2008
 
Armoured Attack on Waremme
CE organized one of his armoured assaults.

I had to brighten them up to see throw the darkness (sun was rising) and my wounds. Pic looks nice though.




Churchill III moments after being sapped. I got the EI, but too late.



The town fell about 20 minutes later after a german counter attack was beaten off. The dead sapper lies in front of me.


2 Churchill III's shoot into the Army Base.




 
Fighter aircraft tier and rank table - Battleground Europe Forums
Doc Posted this some time ago, but I wasn't blogging at the time.

This combined with the YAW fix should make air combat more interesting.



Fighter aircraft tier and rank table - Battleground Europe Forums

DOC DOC is offline
CORNERED RAT

Join Date: May 2001
Location: Fort Worth, TX
Posts: 21,363
Default Fighter aircraft tier and rank table

Includes rank shift by tier and basic combat attributes (rated) pulled from windtunnel test reults. ie: this is the order in which they perform even if some don't want to believe it.

Note: Where summary differances are very small (+/- 2% or less) between aircraft they share a rating, in descending order of that slight differance. Performance which varies at different altitudes (all aircraft) is averaged for rating purposes.

Tier 0

GERMAN
Rank 1 (n00b)
Bf109E-1
Rank 3 (vet)
Bf110C-4

FRENCH
Rank 1 (n00b)
H-75
Rank 3 (vet)
D.520

BRITISH
Rank 1 (n00b)
Hurricane.I
Rank 3 (vet)
Spitfire.Ia

SUMMARY: Tier 0 attributes
*Speed
1st. Bf109E-1/Spitfire.Ia
2nd. Bf110C-4/D.520/H-75
3rd. Hurricane.I
*Climb
1st. Bf109E-1
2nd. D.520/Spitfire.Ia
3rd. Bf110C-4/Hurricane.I
4th. H-75
*Stall-Turn
1st. H-75
2nd.Hurricane.I/Spitfire.Ia/Bf109E-1
3rd. D.520
4th. Bf110C-4
*Firepower
1st. Bf110C-4
2nd. D.520
3rd. Spitfire.Ia/Hurricane.I
4th. H-75
5th. Bf109E-1

German NOOB ride is best performer along with the British *VET* ride. This is the reverse of the general trend in game and offsets it's light armament to some degree, while reinforcing the NON RED vs BLUE nature of the game.

Tier 1

GERMAN
Rank 1 (n00b)
Bf109E-1
Rank 2 (transitioning n00b)
Bf110C-4
Rank 3 (vet)
Bf109E-4

FRENCH
Rank 1 (n00b)
H-75
Rank 2 (transitioning n00b)
D.520
Rank 3 (vet)
Curtiss H.81

BRITISH
Rank 1 (noob)
Hurricane.IIb
Rank 2 (transitioning n00b)
Spitfire.Ia
Rank 3 (vet)
Spitfire.Ib

SUMMARY: Tier 1 attributes
*Speed
1st. Bf109E-4
2nd. Spitfire.Ib
3rd. Curtiss H-81
*Climb
1st. Bf109E-4
2nd. Spitfire.Ib
3rd. Curtiss H-81
*Stall-Turn
1st. Spitfire.Ib
2nd. Bf109E-4/Curtiss H-81
*Firepower
1st. Spitfire.Ib/Bf109E-4/Curtiss H-81

Everybodies VET ride not greatly dissimilar in top speed. British RAF get their first 20mm cannon ability but Germans still hold the climb card against all comers in both 109s. Turning fights are a wash depending on pilots skill. German n00bs still have the performance edge but newly ranked (one level up) n00bs in all countries now get the previous Tier 0 VET rides with all the abilities they missed in the previous tier.

Tier 2

GERMAN
Rank 1 (n00b)
Bf109E-1
Rank 1 (n00b)
Bf110C-4
Rank 2 (transitioning noob)
Bf109E-4
Rank 3 (vet)
Bf110C-4B
Rank 5 (top vet)
Bf109F-4

FRENCH
Rank 1 (n00b)
H-75
Rank 1 (n00b)
D.520
Rank 2 (transitioning n00b)
Curtiss H.81
Rank 3 (vet)
Bell Mle.14a
Rank 5 (top vet)
Curtiss H.87

BRITISH
Rank 1 (n00b)
Hurricane.IIb
Rank 1 (n00b)
Spitfire.Ia
Rank 2 (transitioning n00b)
Spitfire.Ib
Rank 3 (vet)
Hurricane.IIc
Rank 5 (top vet)
Spitfire.Vb

SUMMARY: Tier 2 attributes
*Speed
1st. Bf109F-4
2nd. Spitfire.Vb/Curtiss H-87/Bell Mle.14a (below 4km alt. only)
3rd. Hurricane.IIc/Bf110C-4B
*Climb
1st. Bf109F-4
2nd. Spitfire.Vb
3rd. Curtiss H-87/Bf110C-4B/Hurricane.IIc
4th. Bell Mle.14a
*Stall-Turn
1st. Spitfire.Vb
2nd. Bf109F-4
3rd. Hurricane.IIc/Curtiss H-87
4th. Bell Mle.14a
5th. Bf110C-4B
*Firepower
1st. Curtiss H-87
2nd. Hurricane.IIc
3rd. Bell Mle.14a/Bf110C-4B
4th. /Spitfire.Vb/Bf109F-4
*Bombs
1st. Bf110C-4B
2nd. Bell Mle.14a
3rd. Hurricane.IIc

SUMMARY: Everybody now has 2 n00b rides and have a "newly ranked n00b" (transitional n00b) improved ride ... in addition to 2 x VET rides one of them being a CAS unit and the other a "top vet rank" ride. Performance differances are becoming more varied but the German rides always have the climb advantage and are generally faster in level flight (with one exception) in general the mixed capabilities of each country are broader but with the greater variety of available aircraft types in the later tiers the playing field is broadly even. With a fairly similar paint scheme employed in each countries service there is a reasonable chance a pilot may not by this stage of a campaign always be aware what type he is in combat with ... as aircraft leave and arrive within a contested region and where he may be otherwise occupied defending his life or taking someone elses.

Tier 3

GERMAN
Rank 1 (n00b)
Bf109E-1
Rank 1 (n00b)
Bf110C-4
Rank 2 (transitioning n00b)
Bf109E-4
Rank 3 (new vet)
Bf110C-4B
Rank 4 (vet)
Bf109F-4
Rank 5 (top vet)
Bf109G-6
Rank 5 (top vet)
Fw190A-4

FRENCH
Rank 1 (n00b)
H-75
Rank 1 (n00b)
D.520
Rank 2 (transitioning n00b)
Curtiss H.81
Rank 3 (new vet)
Bell Mle.14a
Rank 4 (vet)
Curtiss H.87
Rank 5 (top vet)
Lockheed P.322

BRITISH
Rank 1 (n00b)
Hurricane.IIb
Rank 1 (n00b)
Spitfire.Ia
Rank 2 (transitioning n00b)
Spitfire.Ib
Rank 3 (new vet)
Hurricane.IIc
Rank 4 (vet)
Spitfire.Vb
Rank 5 (top vet)
Spitfire.IX

SUMMARY: Tier 3 attributes
*Speed
1st. Fw190A-4
2nd. Lockheed-322
3rd. Spitfire.IX
4th. Bf109G-6U4
*Climb
1st. Spitfire.IX
2nd. Fw190A-4
3rd. Bf109G-6U4
4th. Lockheed-322
*Stall-Turn
1st. Spitfire.IX
2nd. Lockheed-322
3rd. Bf109G-6U4
4th. Fw190A-4
*Firepower
1st. Bf109G-6U4
2nd. Lockheed-322/Fw190A-4
3rd. Spitfire.IX

The Germans are the only country that get two aircraft introduced in the (currently) final equipment introduction tier. Both are fairly narrow focus where the two Allied countries get a single aircaft of generally broader combat capabilities, covering a wider performance envelope of both speed and turning ability. The Allied air forces also gain some ability in their previously inferior climbing performance. Since ALL aircraft types are now in game by this stage, this tends to be moot that the Germans get 2 types in introduction and the Allies only the one (each, which amounts to 2 functionally speaking) ... the abilities of the aircraft in question provide the parity that needs to be found given it isn't a red vs blue game and there needs to be acceptance of the differances to be dealt with as part of the war here. The previous similarity in colour schemes each countries aircraft are painted is continued as a manner in which to make fast action in combat less likely to have you totally sure of what you're facing at all times ... as the range of aircraft types in action is now at it's most varied. Bf109s are all similar to enemy pilots at longer ranges as are Spitfires/Hurricanes to their opponents, in general at least even though specific variations do exist.

The early tier 0 and tier 1 aircraft are generally being stripped out of supply by this stage of a campaign (particularly so with the low end tier 0 types) but there is still a very wide range of types to be found in combat at this latter stage of a campaign, making for a wide variety of encounters and the need by all pilots to work together and develop and exploit combat tactics to favour this range of differances in performance of all their different aircraft types, and those of their opponents.

As the campaign moves on to even later stages, and earlier types tend to be removed from the equipment inventory in favour of the new types of aircraft, some early types (tier 1 vet rides for the most part) will probably always be available in some numbers for the sake of both variety and for those that still favour the lighter more nimble types even in the latter stages of a live campaign. Rank access to the lower currently available aircraft types (which changes as the campaign continues on) will dynamically shift downwards to accomodate the need to have n00b equipment available for newer players who previously didn't have the rank to fly the better types when they were top tier aircraft in earlier tiers but are now no longer the top dogs of the equipment list. Thus n00bs in later stages of a campaign will be able to fly what were vet rides earlier on, like the D.520/Bf109E-4/Spitfire.Ib combo.

We now have an excellent use of rank from the highest combat orientated rank down to the lowest, and a transitioning equipment access (through rank) that much better reflects the pilots ability to progress in skill and experience and climb the ladder of success, while not being stuck entirely at the earliest equipment level from the beginning to the end of their campaign. This is probably as good as the air game has ever been (in terms of set-up) and in reality represents the best of both what is available and what one can experience in terms of roleplay given what equipment is available for us to leverage towards that end.




 
Instancing = low cost shoebox version of WW2OL? - Battleground Europe Forums
Instancing = low cost shoebox version of WW2OL? - Battleground Europe Forums

Well, so we're getting some instancing next year(?) that will allow small, tightly controlled and specific training areas that are online.

Am I the only one who thinks this could be used as a low cost, cheap introduction? Create a WW2OL version of your typical team-deathmatch maps, set them in Norway (where you actually had French, BEF and Axis forces fighting in small scale combat in historical battles) and offer it as a low cost entry version, say $5 a month. You only have access to Tier 0 units (another reason to set it in Norway 1940 pre-BoF) and the combat is only in a small area. It's both a training area, selling point and with the massive and known popularity of shoebox (team) deathmatch games a known qunaity to potentional players but who are littery scared off by the "MMOG" tag.

Add in built ladders and SQUAD ladders with all the stats you can generate that other...lesser games (CoD I'm looking at you) *don't* generate and you have a winner.

Sell it on Steam and you make millions!




 
1.29 Open Beta Next week
I think someone said 1.28 was January this year. This has been a long time coming.

The big part is the instancing I think. Sand box gameplay here we come. Now, it's not the true WW2OL we all know and love, but it WILL get the shoebox gamers of the world interested.

Perhaps CRS can ofer a low cost into game of the shoebox.


1.29 Open Test Coming

1.29 Open Test Coming
Written by GOPHUR
Saturday, 18 October 2008 00:00

GOPHUR

Some people love the smell of napalm in the morning. I do too but not as much as I love this time in a dev cycle where we begin to see that we are closing more bugs than we are creating, when we see that our features are almost complete and where we turn to our community to show them what we’ve got and ask them for their feedback on how to make it even better. It’s that time for 1.29 and next week we’ll be opening the doors to the test server and inviting you all to drop in for a look. This time however our focus has been a little different than it has in the past.

"It’s that time for 1.29 and next week we’ll be opening the doors
to the test server and inviting you all to drop in for a look."

Sure, we’ve got some new vehicles and new buildings and even some game play changes but our major focus has been on the future and on the past. We’ve got an opportunity in front of us. An opportunity we haven’t had in seven years- an opportunity to do something great for the future of our game.

CHINA PROJECT

As many of you are probably aware, next year will mark a huge milestone for Battleground Europe as the game launches into China. This is a project that we have been working on for several years and has finally come to fruition with development starting this year. China is a great market for Battleground Europe, offering an enormous player base that has a love of competitive and massively multiplayer games. Our game fits the bill for both of those very nicely.

We’ve partnered with a group founded by a long time player and friend of the company who has brought together several veterans of the China gaming development community to run a premiere service in China.

"As we worked together to prepare for a launch in China
we realized that this is a great opportunity to improve
and add to the gaming experience."

As we worked together to prepare for a launch in China we realized that this is a great opportunity to improve and add to the gaming experience. MMO’s have evolved quite a bit since we started and to be successful in China we need to not only provide the basics like translations but also enhance the new player experience and flatten out the learning curve. We also wanted to take care that every system and feature we develop for the China market has relevance to our players as well.

Training- One of the things that we’ve always been proud of is our core of dedicated trainers and as we looked to having our first major release of the game into a completely fresh market of players we knew that we needed to build on and extend that training experience for our new players. The first phase of that will be in 1.29 as “Basic Training”. This feature takes new players into the game through a series of guided tutorials that focus on everything from teaching basic infantry movement and firing to using the map and chat tools for communication and planning. New players will have to complete these basic training courses to unlock access to their personas. We’ve even built a new training ground with new ranges and a new tutorial scripting language to allow us to build and expand our training.

"Combat training will be next stage of training where players will get
to compete in small directed battles so that they are prepared
for WWIIOL-style combat before they even step foot into the game world."

For v1.30 we’ll continue to build on this training system with Combat Training. Combat training will be next stage of training where players will get to compete in small directed battles so that they are prepared for WWIIOL-style combat before they even step foot into the game world.

Training doesn’t stop there though. We plan to expand training into advanced sections as well. First will be “Advanced Combat Training”. Advanced training will allow players to go to the Training tab in the user interface (UI) and select instances to fight in. The fast action battles will allow players to train outside of the main campaign. In addition to combat we plan to continue to add training for most of the weapons systems in the game over time including everything from mortar practice ranges to pre flight instruction.

The tutorials will also cover every screen of the UI with a new “Quick Help” system. As new players go through the UI for the first time, help screens will point out all of the features of each page. New players should have a much improved experience finding a battle or joining a squad or chatting with others.

109e1Instancing- The instancing and scripting tools that we’ve built for training also give us some very unique opportunities for future development. One of the things that Project China will have is a competitive team fighting system. We plan to morph this technology for our players into things like training instances where trainers can give direct guidance to players and special event scenarios that run in instances on the main server.

Take the Special Events Team as an example. We see instancing as a gate way to building a toolset where a SET member can log in and from the UI create an event plan that recreates an historical battle. He can pick the place the fight will happen, decide on the force makeup and deployment of those forces and set the time for the scenario to run. We could literally have hundreds of these battles from which to pick and choose at any given time. This could make intermissions into a whole new play experience.

"This tool might be just what we need to do some
Eastern Front or Possibly an American landing on foreign soil."

These same tools also work for doing things like squad tournaments. We imagine fighter tournaments with last man standing, maybe even ladder rankings. In the long term we want to see if this can be the tool to create pocket battles. This tool might be just what we need to do some Eastern Front or Possibly an American landing on foreign soil.

This is an amazing core technology to have at our disposal and this is all made possible directly as a result of Project China. This is by far the biggest new tool that we have ever had in our toolbox and the possibilities are literally mind boggling.

Translations- Translating the game is nothing new to us; we’ve had the game supporting English, French, German, Italian and Spanish for some time. Or so we thought! Chinese is a completely new experience and translating the entire game has been a huge undertaking. Not only did we need to translate the UI and the manuals but we also found we needed to translate over 6000 town and facility and vehicle names, something we’ve never had to do before. We also realized that our western translators were really lacking the tools to keep their translations up to date. So we went out and built a new web based translation tool that contains the tens of thousands of translations the game needs. Anyone who plays in a language other than English should find their play experience vastly improved.

Spitfire1bAnti-Addiction- Apparently gamers all over the world are the same. They all like to play for hours on end, always wanting “just one more mission”. In China they take this quite seriously. If you are a minor and you’ve played more than a few hours the system starts to warn you that you need to go outside and play and to help you with that it will reduce your score and start buzzing at you! This is probably the one feature in 1.29 that I couldn’t find a way to make useful for our own players. [Anti-Addicition feature will not be available to players outside China -Ed] Though KFSONE has suggested there are a few of you out there we might just switch this on for so watch out!

The Air War- DOC and GRANIK have spent quite a bit of this dev cycle working on improvements for the air game. First up we have a couple new toys for you guys. The Spitfire Mk 1b will be taking a slot in Tier 1 while the Bf 109 E1 will make an appearance in Tier 0. These new planes should even out these early tiers. The other big news is the tail audit. For years we’ve been unhappy with the part of the flight model that produces such dramatic yaw flop when using the rudder. Time and again we’ve fiddled with the flight model or the drag points or the surface areas in an attempt to tame the beast. This work always seemed in vain until now. We realized finally that it wasn’t the flight model at all. It was the input that was causing such dramatic flight characteristics and lo and behold hidden in the thousands of lines of data that make up an airplane’s flight, control and weapons was a fix. And fix it did. The change is dramatic and probably the best change we’ve ever made to our air game. I think BmBm sums it up best when he says, “The yaw fix has made aerobatics and advanced combat maneuvers possible where they were formerly tricky at best and downright lethal at worst.” You can read more of his analysis here.

"The change is dramatic and probably the best change we’ve ever made to our air game. "

There are several other more minor changes that you’ll find in the ReadMe. Among them is a fix to some belt files that fell out of our Unity upgrade. It seems that some planes have been misfiring a few rounds in their belt. It’s not dramatic but for those of you who live and die by the seconds of trigger you have you’ll probably notice a bit more bite in your attack.

New UrbanTerrain (picture: exisiting urbans left, new urbans right)- Our biggest art project of the year has been preparing for the coming Unity upgrade by redoing a lot of our content. We’ve been focused on replacing old buildings and you’ll find several improvements with new urban buildings starting to roll out, a new munitions building, new docks, new AB walls for airfields, new farm ruins, and several older buildings from the Belgian, town and city sets redone or replaced with newer objects. While these all look better in the current game they will really begin to shine when we release the Unity upgrade. Oh and the capture table has made its last appearance. I’m not sure what you’ll call the new capture objects but we have a pool going at the office and if you call them “happy monkey heads” then I’ll win. I think capture radio will probably win out though.

Keymapper- Player, “Sgtspoon” has been a real boon to many of our players by providing alternate keymappers over the years. He’s been after us forever about getting his work into the game and we decided that with our new release now’s the time to finally jump the hurdles that were preventing us from just dropping it in. We’ve modified his work and added some of our own twists but we now have a functional keymapper default for those players who might come to the game without their trusty twisty stick (ahem, no jokes). The game will even auto detect if you have a joystick or not and set itself appropriately. Also now, if you have a joystick detection issue or you plug in a new game pad you can go directly to your “Settings” tab and redetect your input controllers. We’d like a lot of feedback on this during testing so that we can be sure we’ve really nailed this one and offer any future new players the best and most intuitive keymapper we can. Some of you old vets might even switch to the keyboard and mouse to drive your Tigers and Shermans across the Meuse. It could happen!

New DocksUser Interface- The user interface is going to go through some changes as we roll out for China. Most of these changes will probably take place after 1.29 but for this release we’ve added some new in game name tags with better resolution. The old ones were really getting tired looking and since we needed to support Chinese name tags this was a great upgrade for everyone. We also added the ability to zoom the map with the plus and minus keys. That’s something that always pops up in your emails and rat chats. One thing that we are also testing out is the showing the AI on the map. We’re a little divided on the usefulness verses clutter issue so we’ll be looking for some feedback in open test from you guys. As always we like our players to help steer the ship and participating in open test is about the best way to have your immediate feedback become a part of the game we all love.

Widescreen- Back in the day people would have thought you were crazy if you wanted a widescreen monitor. After all, reading is top to bottom not side to side. Besides, we were making a PvP game and to make it all fair we should lock the field of view so that all players see the same thing. Well, times change and widescreen monitors became all the rage. Still we resisted. That is until Matrox sent me the modern day equivalent of a fire breathing hydra in their new Triple Head Digital Edition. This bad boy let’s you hook up three monitors and treat them as one. Sure it is the best productivity tool since the invention of the window but more important it makes games AWESOMER! That’s right. 3840 x 1024 is the new king. We support it now in the game world though we still have some UI work to do. This is good news for all of you wide screen users as you will now benefit oh so slightly with a wider field of view. However, if you are as hardcore as me and have a Matrox and a Track IR Pro you’ll basically have eyes in the back of your head. Well, ok, I still get owned all the time but you’re probably really leet and this setup might work a whole lot better for those of you with actual skills.

MunitionsWindows Vista Support- Now that XP is on it’s last leg and with our pending release we’ve decided to nail the last of the Vista issues. Primarily this means that all of you settings and screenshots will be found in your user folder. This goes for XP. With the open test pending we’d really like to hear from any of you Vista users. If you are having any issues we ask you to test them out in open test and tell us what you can so we can lay those bugs to rest.

Other Goodies-

Chat now has some cool shortcuts you can type. Say you type “/1 I'm on $lead's mission in $unit attacking $targ but we haven't left $orig yet”. Everyone on channel 1 will hear that you are on Gophur’s mission in 3rd Infantry attacking Grobbendonk but we haven’t left Jodoinge yet. Well you know what I mean.

Scoring has also gotten a change we’ll be play testing. KFSONE added a guarding bonus which we may turn on if it is received well. Basically you can get score for the dreaded bunker duty. You can’t get enough that leaving you guy online all night in a deserted town will do much for you but it is a little boost for those who pull sentry while their mates are off chasing the local girls.

You knife wielders will be pleased to know that your walk toggle sneak attacks just got more deadly as the knife has been amped up. Tankers and infantry alike will be pleased to learn that dead men no longer clutch their trigger in their final throes so no more dead men firing their weapons. There is a host of other minor and major gameplay and unit tweaks that you’ll find in the read me once we go into open test.

Farmhouse

"The Unity upgrade is that improvement and it will be ready to go into live testing early next year."

Unity Upgrade- The coders are chomping at the bit to get this into test and as soon as we deliver the last of the China project and start working on our 2009 plan we’ll be letting this code loose. But first we need to explain a bit about what you can expect from this code and what the implications are for its release.

First some definition work is in order. Just what is the Unity upgrade? First and foremost it’s a refactoring or modernization of our entire code base. The Unity Game Engine is fundamentally eight years old. Sure we’ve changed a lot over the years but the basic interaction between code modules and the foundations have not undergone major overhaul. This has been a major undertaking over the last three years. Our game has very specific needs. In order to support infantry level combat in an environment where tanks need to be able to fire on targets at 3000m and planes need to cross vast distances at hundreds of miles an hour require some very specific requirements from an engine. When we started WWIIOL we realized that no engine out there could do what we needed so we built our own. Over the years we’ve realized that there still isn’t an engine out there that can meet our requirements (believe me, I’ve looked at them ALL) and so we need to improve what we have. The Unity upgrade is that improvement and it will be ready to go into live testing early next year.

So then, what exactly is in this upgrade? To start, the upgrade is a fundamental rework of the code to improve performance and productivity. We’re not just talking about better FPS we’re also talking about the ability of our dev team to integrate new features with out breaking things. We’re talking about taking disparate parts of code and making them one defined module. We’re talking about rebuilding code bases to get rid of errors. We’re talking about killing the corn flakes bug and we’re talking about rag doll physics. Sure we’re also talking about things looking better with new shader languages and modern rendering techniques but it honestly isn’t all about looks. This hot chick has beauty and more importantly, brains.

"We’re talking about killing the corn flakes bug and we’re talking about rag doll physics."

What’s this mean for the player? First it means better performance and better content (special effects, lighting, shading, trees). But it also means Shader 2.0 as a minimum and it also means SSE2 support as a minimum. Lots of you probably don’t know what that means exactly but or now let’s just say that it means you’ll need a modern computer. Video cards more than 4 generations old aren’t going to work. This is really only a problem if you are running on a 6 year old Radeon 9800 or an nVidia MX400 series. That’s not really asking so much now is it. As for CPUs it basically means you need a Pentium 4 or better. Once again 99% of you are covered and the other 1%, well I don’t think they can probably play too well any way. I bring these up just so you are aware that if you’ve got an older rig, this might be a great time to start thinking about an upgrade. As we get closer to the holidays I’ll probably do a build guide for a few budget levels. You’d be surprised what you can put together on Newegg.com for just a few hundred dollars.

The Future

I’m tempted to assail you with some of our plans for 1.30 and for 2009 but I think there’s enough goodness written above to hold you for a while. Yes, it's been a while since our last major game update and I know some of you may be wishing the features included some long-awaited toys, but the work we've done in 2008 is vitally important. A successful (re)launch into a new territory like China can put CRS into a stronger position and give us the resources we've needed for so long. It's been seven years since we've had an opportunity like this and with your help we will have a hugely successful launch and WWIIOL will have another seven years filled with the world’s greatest virtual war and we’ll get to do all those cool things that we’ve all always dreamed of. Maybe even parachuting dogs…





 
"Casual" MMO? Why WW2OL!
Random Goon asks: what's a game a casual player can play, that has no grind and is persistent.


"Casual" MMO? - The Something Awful Forums

World War 2 Online. Granted the infantry portion is a FPS, and to be able to kill tanks you'll need to..grind with a Rifle first, but it's nothing but PVP. There is no PVE beyond dumb and static AI defences. And any rifleman can capture a flag to gain points.

The game is persistent in that the maps to decide which side won go for between 2 weeks to 4 months. Not as persistent as EvE but more than Planetside or WAR.

Then you've got the Flight Sim aspect of Air to Ait Combat fighters and close air support of the poor slobs on the ground. Or light AA to shoot back.

Or you go to light tanks that will kill any infantryman you can see (though any real tank will brew you up in short order), but you can shoot back with Light AT guns that will be able to kill anything in their Tier with a rear or flank shot.

There's a small navy part as well, though it's off in it's own corner of the map and only a small group of players use them. Most players rank up by multicrewing a Destroyers 5 inch guns, rather than using the small (and really crappy vs 5 inch guns) patrol boat.

And all of this is available to a noob player who can get a kill on anything if they use the right weapon and tactics. However, until the next patch due next month the non-infantry gameplay really requires a joystick*. And it's *hard* because it's PvP and until you learn how to listen and spot the enemy first, you die a lot. Unlike other MMOGs (except Plantside**) you're competing directly against other players. And while you might kill the tank camping the depot that allows the infantry to take the bunker that creates the hole that gives the brigade to take the town that gives the High Command the ability to move division to attack the factory that wins the war...it also means that town you spent 5 hours defending fell 10 minutes after you logged off and now is 50 miles behind the front line because the enemy did it instead...which can be dissatisfying for some people.

Getting the rank to better equipment can take awhile and there are no in game tutorials* beyond the help channel.

If you really want to grind in WW2OL, you can always drive or ferry resupply tanks and planes from the rear to the front, hut very few people do that anymore (it's pretty much WW2OL's crafting, which like crafting in other games, isn't necessary unless you like doing it).


Otherwise, if it's a game with Elves and Swords, LOTRO. I had fun up to about level 22 or so, but then I hit the Lastlands and playing in a post-apologetic landscape*** wasn't much fun. But it was a good casual game up to that point. Then I found I had to grind to get the next 5 levels.

---
* - Both a restructured noob fighter progression and ability to fly and tank without a joystick is coming in the patch set to go open beta next week. Also Tutorials.
** - I don't count EvE as pure PVP because the only way to play is to grind like you have never grinded before (mining), making money via PvE, or using your Credit Card. And the PvP is *not* casual. If your side loses in WW2OL you can always respawn. EvE is only casual if you play PvE.
*** - Although Antwerp after 2 weeks of continues fighting can look like Hiroshima after the nuke, the grass is still greener.



Saturday, October 18, 2008
 
State of the Map #47





 
3 Kills in the Hawk81
Pilot to Bombardier, Pilot to Bombardier. Open the Bomb Bay doors, Hal.

I'm sorry Dave, I can't do that.

FINE. JETTISON ALL BOMBS.

You killed 1 SMG.


For some unknown reason the OPEN BOMB BAY DOORS key does not work for me. Dosn't matter if I remap it, it will not open.


So all I can do is drop 2000 pounds of bombs on the AB and hope I hit something. Got 3 kills doing it in 3 missons. 1 SMG, 1 LMG and a light AA gun.


This was the result.

But I got my revenge. Got a Hawk81 from Bertix. After 6 YEARS I still do not have rank enough to post pilot missions for French Airforce.

I love the Hawk. Infinite Ammo.

I don't think I've shot down a He111 in 3 *years* either.



He111 with 1 wing fallen off.


Bf110 on fire.


BF110 with both wings falling off.




 
Events around Shilde

Zundert Bunker. This town in no mans land was under heaving german infantry attack till we cleaned out the bunker.


I was sneaking into the Shilde-Osstmalle FB when I'm one sprint away from the FB. The bush I hide in already had a occupent...a dead French officer. WW2OL needs more dead bodies and tanks to stay around longer.


The Axis attack on Shilde was Shattered, and the Grobbendonk FB camped to hell.


French infantry took control while waiting for Sappers to arrive to blow the FB.


One of the Panzers stopped in its tracks just meters from the Shidle Army Base.




 
News on the YAW issue: 1.29 fixed it?
I shall have to start using the rudder on my X45.


v1.29 The Yaw Fix - Battleground Europe Forums

GOPHUR GOPHUR is offline
CORNERED RAT

Join Date: Sep 2001
Location: Republic of Texas
Posts: 6,816
Default v1.29 The Yaw Fix
As part of our v1.29 Open Beta Test announcement going up later today we talk a bit about the yaw fix. BmBm was nice enough to write up a little piece for us on it and I'll be linking to it here. his post follows in its entirety.

----

Combat implications of the Yaw Fix in WWIIOL:BE v1.29

The WWIIOL:BE flight model is largely viewed as one of the industry’s top offerings with a great deal of organic fidelity and honesty, while at the same time suffering from certain shortcomings borne out of a iterative design process. Its most glaring issue and one that has plagued the FM since day one is its yaw handling, or how it deals with rudder play. With the upcoming version 1.29 the developers have found time to address this issue and arrived at a partial solution that does away with most of the distressing factors.

IOW, DOC has fixed much of the long-standing yaw issues and reduced the ”Flop” to a much more benign state. The yaw fix benefits all fighter and fighter-bomber aircraft to various degrees. Here is the low down on the changes and what it means from a pilot perspective.

Rudder, what rudder?
Because the use of rudder has been associated with so much fear and loathing in WWIIOL:BE, many pilots have ceased to use it or never bothered to learn the utility of yaw in the first place. This is a crying shame, as control of yaw is a fundamental factor of flying and combat: a lack of yaw is comparable to a lack of elevator authority in terms of flight and fight physics.

What used to happen is that full rudder input would cause the aircraft to roll more than yaw, and often cause a violent departure. Furthermore, yaw was more or less uniform regardless of airspeed: full rudder at max level speed would yield almost as much yaw as it would at stall speed. All of this combined to make rudder play a sensitive business and because of the catastrophic results of hamfistedness and over-excitement, pilots shied away from using rudder at all.

Goodbye, Flop
The Flop, or a dramatic and violent departure from normal flight at any airspeed as a result of rudder application, has now been much reduced. The greatest sufferers of the Flop, the Bf 109 and Bf 110 series, the Bell Mle 14 (P39) and Blenheim Mk IF, are also the greatest benefactors of the yaw fix. While it is still possible to induce a bad Flop, normal use of rudder in typical combat situations is now possible. Aircraft such as the Spitfire and Hurricane series were all but immune to the Flop, whereas the French aircraft could and did suffer it to some degree.

The one thing you will want to avoid, is to give full rudder input in a turning, climbing contest at anything from stall to corner speed. This WILL cause you to depart violently – as it should!

Greetings, Strafer
Coming down to strafe a moving truck the intrepid close air support pilot would hitherto have to draw accurate lead and avoid using rudder at all, or presently find himself gouging pretty holes in the ground. With the yaw fix, ALL aircraft can correct a strafing approach and hold it with the application of rudder. This is a major improvement for the pilot, though perhaps not quite as welcome for the PBI. Note that you will have to counteract a rolling tendency with a spot of opposite aileron – this is normal and expected.

Yaw that shot
The head-on attack, despite its dismal odds and less than tactically brilliant approach to air combat, now rises to the fore as the pilot can actually fly offset from a pure collision course and use rudder to yaw his sight forward in the bandit’s path. IOW, instead of going directly head-on, you can now fly on a parallel track and use rudder to draw lead, thus avoiding the collision while still giving yourself a shot opportunity. This is a major improvement as a result of the yaw fix, and works like a charm when you are saddled up behind a target too. Use your rudder to fishtail, or hose your gunfire from wingtip to wingroot, without fear of falling from the sky.

Aerobatics, sho’nuff
The yaw fix has made aerobatics and advanced combat manoeuvres possible where they were formerly tricky at best and downright lethal at worst. You could do a Boat Turn – full rudder turn with opposite aileron to stay level - before, though not quite as easily as presently (it is not terribly useful in combat, but nice enough to know about). You could fly on the Knife Edge - wing down, full opposite rudder – momentarily: now you can do it almost as long as you like. You could do your Hammerhead – a steep zoom to stall speed with a deft wingover conversion to the dive – though not very well: now it is a joy to execute. Same thing with Loops and Cuban-Eights – go crazy with 1.29.

Lag roll attacks made possible
Coming in hot on a turning H-87, the FW 190 driver can now draw full use of his rudder in a lag roll attack. In the zoom and roll-away to the lag position, the FW, floating inverted, can stomp rudder and cut down to the dive with much greater authority and fine control than previously. Same thing applies for the H-87 booming in on a turning 109F of course, or any other match-up. Get used to your rudder!

Differences and similarities
All fighters and fighter-bombers have been subjected to scrutiny, and have had varying doses of yaw fixage applied. The aircraft that were most prone to yaw issues has been given the most medicine, whereas the aircraft that were largely stable have had less. All crates have improved considerably, which is most notable when strafing and when applying moderate amount of rudder in circling fights. DOC has endeavoured to retain specific aircraft ”flavour” while administering the yaw fix, therefore no single aircraft is exactly the same in terms of yaw performance. This is important to remember, and one of the reasons why WWIIOL:BE is such a convincing game to play – it is not Red vs Blue, but always a challenge.

Enjoy!
Johan ”bmbm” Kylander
Day One Addict and Beta Tester
Reply With Quote




Thursday, October 16, 2008
 
FARK.com: (3947082) Obama leaves McCain dumbstruck during the 3rd debate
FARK sums up the debate






 
State of US Politics



Obamarama Megathread XLVI: That One and The Legend of Joe Biden - The Something Awful Forums



Monday, October 13, 2008
 
Obama officially linked to Weather Underground
Obama officially linked to Weather Underground - Battleground Europe Forums

Link from Fark.

Obama officially linked to Weather Underground!

Well, that's proof enough for 30% of American's I guess.






 
From the Allied High Command - News From the Front


From the Allied High Command

Toomba and Svedala have added a Allied news report service.





Sunday, October 12, 2008
 
There's something you don't see every day
I'd never thought I'd see this day.

OJ himself, socurge of the Allies, attacking the Viadan FB. He didn't help much, but it was a shock to see him. Later on he was completely useless in attacking the Bitberg Airfield, but at least he tried.

Speaking of Bitberg, here's the AI AAA fire coming out of it.

I got so sick of it I went and persoannly blew up 4 of the guns.

Labels: , , , , ,





 
Activated comments
Apparently 11 times more people are reading this, up from 2 a day to 22 a day. Comments for anyone are turned on now, we shall see how many spambots notice me.



Saturday, October 11, 2008
 
Cornflakes over Viadan
While a German Brigade is destroyed in Viadan...

CornFlake Bug over Viadan. I was sitting in the South side depot for an hour and come out and see this floating down.


The rats ort to stop worring about fixing this bug, and instead change it to a full on Asteroid Strike, with a ID4 Alien ship crashing in the background.




Friday, October 10, 2008
 
Destroyed Panzer Platoon

A Pz38T is hit in the flank while all around it 5 more destoryed Panzers lie burning on the East side of Barrle-Hertog

Most of these panzers were destroyed by Allied ATG's deployed from the depot in the background.




Thursday, October 09, 2008
 
Still waiting for the Axis love ... - Battleground Europe Forums
Doc Pawns the Axis Whinemark again.

Azis player FrogDeath states
The Axis players are, by similar effect in reverse, more patient. First, they know that sandbagging works. Second, they're used to slower moving units. This means that, in the long run, their patience holds out longer. So once Tier 3 rolls around and we're moving past the second month of a campaign, the Axis are not only gaining equipment advantages but simple, psychological ones as well. The population numbers begin shifting their way and so does the whole campaign.


Or in other words, Axis players are just *better*.

Doc Fires back.


DOC DOC is offline
CORNERED RAT
Join Date: May 2001
Location: Fort Worth, TX
Posts: 21,245
Default Re: Still waiting for the Axis love ...
Obviously you make some observations that ring true with many players, not always for the right reasons but that's a matter of perception.

Really strong credibility however, comes from being accurate, and not exaggerating or misrepresenting the facts to strengthen your argument, which if bolstered by inaccuracies and exaggerations, begins to resemble opinion more than credible analysis. You need to be wary of this as it then puts you on the slippery slope of doubt, because one has to wonder if you are truly providing an objective analysis that should be acted upon, or are you trying to sway one side or the other to gain an advantage based on your opinion and which acted upon would only increase a bais that shouldn't be included in any objective design choice where unbiased balance was the goal.

Example:

Quote:
Allied planes are faster - heck, Allied bombers have been known to outrun Axis fighters. Anyone who's flown an He111 knows what a cow it is, and the Me110 is not much better.
In tier 0, the fastest aircraft is the Bf110C-4. The H-75 is the 2nd fastest and the Hurricane Mk.I is the slowest. Naturally the He-111 is a "cow" because that is the nature of the type of bomber it is and the payload it carries. The Bf110C-4 is big and heavy, but packs over twice the firepower of it's rivals in that tier, and carries a tailgunner. It cannot match either of it's rivals in a protracted turnfight but it can match them in instantaneous turn and beats them both in climbrate. In tier 1, the Bf109E-4 assumes master of the throne with the best top speed, the highest climbrate and a turning ability that means only a well flown Spitfire will get inside it in a turn. In tier 2, the Bf109F-4 continues this trend of the Axis having the fastest and best climbing aircraft. In tier 3, The Fw190 is the fastest of the aircraft but is outclimbed by the Spitfire IX, the first time the Axis airforce does not have the best climbing aircraft in a tier.

The point here is that while you make some good observations, you paint them as a whine. You diminish the quality of whatever you posted that could be viewed as reasonable, attracting others who want to yell "yeah! what he said!" and losing the interest of those who might be inclined to agree with you if you didn't dress up your point of view with "axis are hosed" exaggerations.

Another example:

Quote:
The Tiger, the Axis trademark ubertank, is only marginally faster than Char1bs and Matildas. Shermans, Stuarts, even Wolverines, all practically race across the battlefield when compared to the average Axis tank.
The 7 slowest tanks of all (out of 24 tanks) are ALL allied tanks.

There are 24 tanks modeled in the game. Here are the slowest in the game:

Hotchkiss H-39 | 177 sec. 1st gear | 18km/h in 3rd gear | 37km/h
Somua S-35 | 190 sec. 1st gear | 20km/h in 4th gear | 39km/h
Char.B1bis | 201 sec. 2nd gear | 16km/h in 4th gear | 28km/h
Churchill III | 204 sec. 1st gear | 16km/h in 3rd gear | 26km/h
Churchill VI | 208 sec. 1st gear | 14km/h in 3rd gear | 22km/h
Renault R-35 | 210 sec. 2nd gear | 14km/h in 3rd gear | 24km/h
Matilda Mk.II | 221 sec. 1st gear | 14km/h in 4th gear | 24km/h

First figure is standard hillclimb test, 2nd figure is best cross country speed, 3rd figure is best on level road speed.

Now here is the Tiger tank:

PzKw.VIE Tiger | 169 sec. 4th gear | 23km/h in 6th gear | 44km/h

Note that this is nothing like as slow as the Matilda and Char.B1.bis, and when you say "all practically race across the battlefield when compared to the average Axis tank" please note the following data:

Cruiser A13 | 96 sec. 1st gear | 29km/h in 3rd gear | 48km/h
PzKw.IIIF | 106 sec. 3rd gear | 26km/h in 8th gear | 42km/h
PzKw.IIC | 107 sec. 2nd gear | 26km/h in 4th gear | 42km/h
Crusader II | 114 sec. 1st gear | 26km/h in 3rd gear | 46km/h
Stuart M3A3 | 118 sec. 1st gear | 28km/h in 3rd gear | 57km/h
Vickers MK VI | 122 sec. 1st gear | 27km/h in 3rd gear | 50km/h
Crusader III | 128 sec. 1st gear | 26km/h in 3rd gear | 45km/h
PzKw.IVD | 136 sec. 1st gear | 23km/h in 4th gear | 41km/h
StuG.IIIB | 138 sec. 1st gear | 23km/h in 4th gear | 41km/h
PzKw.IIIH | 140 sec. 1st gear | 23km/h in 4th gear | 41km/h
Sherman M4A3 | 140 sec. 2nd gear | 27km/h in 4th gear | 42km/h
M10 Wolverine | 143 sec. 2nd gear | 26km/h in 4th gear | 46km/h
Sherman M4A2 | 144 sec. 2nd gear | 26km/h in 4th gear | 46km/h
Pz.38(t) | 148 sec. 1st gear | 22km/h in 3rd gear | 43km/h
StuG.IIIG | 157 sec. 1st gear | 23km/h in 4th gear | 40km/h
PzKw.IVG | 160 sec. 1st gear | 23km/h in 4th gear | 40km/h
PzKw.VIE Tiger | 169 sec. 4th gear | 23km/h in 6th gear | 44km/h
Hotchkiss H-39 | 177 sec. 1st gear | 18km/h in 3rd gear | 37km/h
Somua S-35 | 190 sec. 1st gear | 20km/h in 4th gear | 39km/h
Char.B1bis | 201 sec. 2nd gear | 16km/h in 4th gear | 28km/h
Churchill III | 204 sec. 1st gear | 16km/h in 3rd gear | 26km/h
Churchill VI | 208 sec. 1st gear | 14km/h in 3rd gear | 22km/h
Renault R-35 | 210 sec. 2nd gear | 14km/h in 3rd gear | 24km/h
Matilda Mk.II | 221 sec. 1st gear | 14km/h in 4th gear | 24km/h

We would really like to take you seriously. Before we do, you'll have to stop posting like you're biased to one side or the other, and that you appear to consider your side bias and how it slants your reporting; as being more important than posting the facts, no matter what they say. For example, like when they say that the Axis aren't gimped in every department you care to mention, and more than that, every department you claim they are that the facts clearly say they are not. Exaggeration and misrepresention of any of your points will draw into disrepute ANY of your points, even your accurate ones.

I'd like to say in closing, I believe you might have some good points. Until you can represent them as a little less "we're hosed and hosed by CRS choices!!" and more in line with a scientific, unbiased and unemotional perspective, so that I can trust it rather than look for the agenda that hides in there, I am going to treat the exaggerations with the disdain they deserve. If you were me you'd do the same, or you'd be very bad at what you needed to do. Oh and don't take it personally ... I believe there are many reading this who would like to produce a better analysis of the situation and be taken very seriously by their peers ... and I speak to them as much (probably more) than I do you.

If you think my advice or appraisal sucks (I am sure some will) well ... that's life ! You get out of bed, and you're going to have to deal with some stuff that isn't as ideal as you'd like.




 
why no dewilde ammo for french?
Doc makes a good point here....though last time I heard CRS considered bailing pretty meaningless.

I think it's obvious here he's talking about gunners for ATG and AA being able to man guns and then duck when the shells start flying, jump into a ditch, and then reman the gun afterwards.

Same with Tanks: A lot of the time IRL crews bailed out of perfectly working tanks that effectively knocked them out.

Also adds some...atmosphere. Seeing your enemy BAIL out of his plane adds some inbuilt "scoring" for the player, though it won't count for rank. It adds to the enjoyment.


why no dewilde ammo for french? - Page 2 - Battleground Europe Forums

DOC DOC is online now
CORNERED RAT
Join Date: May 2001
Location: Fort Worth, TX
Posts: 21,242
Default Re: why no dewilde ammo for french?

Actually, the coding work to make bailing out functional in the game would give us the ability to dozens of other really neat and, in the view of making them possible AT ALL to do, needed features. It's maybe perceived as just "bailing out of an aircraft" but in fact, it's a totally new range of abilities we can employ in a lot of very non-aricraft realated areas of the game, the ground vehicle/crewed gun game in particular.




Wednesday, October 08, 2008
 
Doc Pawns Axis Whinermarch
puma as a t1 upgrade? - Battleground Europe Forums
DOC DOC is online now
CORNERED RAT

Join Date: May 2001
Location: Fort Worth, TX
Posts: 21,237
Default Re: puma as a t1 upgrade?
.
.
.
Since ToE's

1. Allied won their first ever 3 in a row. FIRST EVER. In 7 years of trying. The Axis have how many of those ? FOUR TIMES already. The Axis also have 1 time with 4 in a row. FOUR IN A ROW. The Allies previous to that 3 in a row had only won 2 in a row TWICE in the history of the game. That's 2 times they had back to back wins, ever. The Axis have twice that number NOT counting 3 or 4 in a row as well.

2. Apart from that first time ever 3 in a row effort (which the Axis have already done 4 times remember) the campaigns have been good for 1 for 1 to both sides since ToEs, except for the Axis putting up another 2 in a row back to back effort. The Axis have already done this FOUR TIMES previous to ToE's, and not counting their FOUR times with THREE IN A ROW and their 1 time with FOUR IN A ROW.

Sorry for the emphasis but I don't think reality is sinking in yet. The game is not unfair to the Axis. Claiming it is means ignoring the games history, and those who ignore history are doomed to repeat it. Oh I get it now, you want to ignore history (the games history) so you can repeat it, having more wins than the other guys. It all makes sense now. <- that was a joke, but really, come on guys. Try to see the bigger picture. If we were "anti Axis" how could the record so far produced, have come to be ?

Well yes, it DOES prove that in it's first 5 years of existence, CRS had an axis bias. Both internal and external (and egged on by some axis players with a very exaggerated sense of Axis Superiority). It took about 2 years for it to wear off from around 2004 onwards. Now it's mostly gone, and mostly shows up in old choices that still haunt us all (Stuka's, 88's mostly).



Monday, October 06, 2008
 
Burning Tanks
Burning Tanks and Panzers from fighting in the Central Front South East of Ciney.



This A13 unwisely went up to the top of the Roechfort Bridge. As he drove over the crest something from the other side let lose. It kept burning for another 5 minutes.


While Rochfort seemed to be ending in failure I headed up to Havelange- we'd lost the AB, down to 1 depot and 4 Panzers camping it. Fortunately 2 of them got distracted by a friendly tank to the south and allowed me to get both of them in the flank. Behind this PZIVD is another one also getting shot.


After the depot was secured I pushed my 2 pounder north. I heard this panzer and he went through one side of the bush line as I went through the other. I turned around and he was right next to me! READY!

AIM!



FIRE!


Later on I got into the depot INSIDE the Rochfort AB and got 11 kills guarding it from the Entire German Division trying to get it back after I capped it twice. So many rifleman came in I had a parapet of bodies covering me.

Labels: , , , , , ,





 
FARK political news
The Original FARK thread that I think started it all

The first one was:



And then it just kept going.













Sums it up:





 
Redo Models of Gun crews in 1.30
Doc announces(?) a redo of the ATG/AA gun crews for 1.30. I can't see them doing the animation, as CRS is somewhat notorious (see Doc's comment below) about overloading their schedule. But just having the gun crews looking the 17 pounder is a good step forward. Granik really did a nice job on them.


Please, for 1.29, Redo Models - Battleground Europe Forums

DOC DOC is offline
CORNERED RAT

Join Date: May 2001
Location: Fort Worth, TX
Posts: 21,216
Default Re: Please, for 1.29, Redo Models

The plan is to redo the crewed gun (ATG and AAG) models. There are a couple of things to know about this however.

1. How we got the different ones we have now.

All the crewed gun models we have that were done in the first year of release are the ones that were made "unbeleivably low poly" and they were the first generation:

QF.2pdr ATG
SaMle.25mm ATG
SaMle.47mm ATG
PaK.36 ATG
FlaK.36 ATG
FlaK.30 AA
CaMle.25mm AA

Our original art director made a different type of crew for the next generation, in the second year of release, and these are the "segmented" crew type that were going to be our first stab at "active" crew:

PaK.38 ATG
QF.6pdr ATG
57mm.M1 ATG

In hindsight, we wouldn't have used these as they didn't offer us what we really wanted, but hindsight is 20/20 and we ended up stuck with them for a long time.

Then we asked our art guy Granik to do something better looking when we did the most recent ATG crew models.

PaK.40 ATG
QF.17pdr ATG
75mm.M5 ATG

He took our infantry avatar model and "froze" them in place as inactive crew and while they don't move in any fashion, they look much better. Up until now we have had so much work for our small crew of developers that fixing this admittedly ugly set-up (3 different models, all different, and only one set that look "right" appearance wise) ... fixing it has alays fallen to the bottom of a long list of the things we need to do.

2. Redoing them at last.

Yup, we are going to do this, we'd like it to have been for v1.29 but it may have to go into v1.30 as v1.29 is far behind schedule.

The best option, but which will probably have to be part 2 of a two part process, is to make them not just like the most recent examples, but animated too. So they can move when the gun moves, load and fire the weapon, and most important of all ... fall over and die when you shoot them.

Since we aniticpate that this might require a length of time that makes it difficult to get them all done together, and quickly ... we might do a part 1 pass at them which would be updating them all to the recent Granik example as inanimate crew first, and then animate them later. Remember we would like this to include the crew commander of tanks and other vehicles where crew are externally visible like the W15-TCC and SdKfz.251, M-10, etc.. so the list is perhaps bigger than you may at first consider.

Anyway, it's definately a priority to get done that is much higher now than at any time in the past. If we could skip the 2 part approach and do them as remodeled and animated in a single pass at them, we would prefer that but that's unknown at the moment, so I thought I'd list both options sin ce we don't know right now which one we will have to take when the time comes.

Labels: , , , , ,





Sunday, October 05, 2008
 
Lots of dead bodies in Grob
The last big attack tonight was on Grobbendonk.

Vickers Tank near the recently bombed Grobbendonk bridge. A Royal Navy Patrol Boat is behind.

The Germans were desperate to hold the south depot.

If CRS ever adds blood to the game I doubt any of us would want to play it anymore.

Though it's a pity they don't have the resoruces to do proper rag doll phyics.

Labels: ,





 
YouTube - WWIIOL Heroes
YouTube - WWIIOL Heroes

Not the best video ever, but a good air porn one, using music I want to use if I can ever afford a 500GB external hard drive.



I give it 7/10, with high marks for editing the explosions to go with the cymbols.

Labels: , , , ,





 
He111 Victory Parade as Diest falls
As is quite common, a He111 arrived right at the moment the town below it fell to the Allies.




What's that? Up in the sky? Is it a bird? Is it a plane? Is it 2 bombs inbound my position?


2 of the bombs have exploded, 2 are about to land to my left.


WWEee.....BOOOM BOOM BOOM BOOM..CRASH.


Smoke rises after the impacts.

Unfortunately for the He111 pilot, the GHC had already called fallback out of the town, and Diest fell minutes later. Diest is so small he probably got at least 1 kill from it, though the bombs landing near me didn't hit anything.

Note this allied attack by Jamm40 was a direct result of the defence of Aarshort listed in my last post.


Labels: , , ,





 
Stopping an attack singlehanded
So I noticed the AAroshot-Diest FB was axis, and there was a German Panzer Brigade setup in Hasselet ready to attack in support of the infantry unit in Diest.

As I head out of town in the dead of night, infantry EWS and an AO go up. Uh oh Shaggy.




I deploy my MSP after turning the engine off 1km back. It's behind a bushline covered by a small mound of dirt.


Near the FB I look for any defenders.

There are none. I blow the infantry spawn first, as it's the hardest to destroy if defenders are around.



After the inf spawn is down, I only need 4 charges for the vechile spawn, if you place them as seen here, on the middle pillers.


There goes the last charge.


Results: FB allied.

Now, why did I do this? Because I single-handedly stopped a German attack! The result of this was the EI in town didn't capture any depots for over an hour, and only made a play for it when 10+ German Paratroops dressed as nuns made an assault on the Army Base.


Dead German Paratroops in the Army Base Bunker. Approximately 5 troopers attempted to hold it while other paratroops took every other depot in town. They failed, and paid with their failure with their lives.

Outside the bunker several French infantryman had fallen attempting to clear the bunker.


Later on as I was driving a Laffly out of town I looked backwards and a He111 had just dropped a bomb load over the town not 10 seconds after I drove through it.


The Axis attack then started in earnest with a full Panzer Brigade and heavy Luftwaffe attacks. It was ultimately defeated with heavy German losses. Thanks to my one man mission to blow the Forward Base, it delayed their attack a full hour, and allowed Allied defences in Sedan and Verdan to hold.

WW2OL: Everyone fights, Everyone counts.




 
Further explanation of the GHC firing fiasco
Some more 3rd party explanation of WTF happened.

Complete change of Axis Command - Battleground Europe Forums

dover
Axis High Command
Join Date: Apr 2003
Location: New York, NY
Posts: 1,608
Default Re: Complete change of Axis Command

Originally Posted by tiger16 View Post
From what I gather the removal was related to promoting someone more than 8 ranks. The MAX rank skip allowed is 2. True or not true I have no idea but if true regardless of the benefit the promotion would have been it is not allowed. Think of the effects on the rank and file HC Officers who are working their way up the ladder to be jumped over by 8 ranks.
If I understand it right (and I think it's one of the few things I understand), it was not literally a promotion of 8 ranks, it was a promotion of 2 ranks, from one Armee to the other. The leadership thought it was within the rules, but to encourage people moving up within their own chain of command, the Rats apparently count lateral moves above a certain level as promotions, because you are essentially being promoted into a CoC you weren't previously in, over all the people who should have moved straight up into that position. I actually see the benefit of this policy, to a certain extent. I don't think it's any reason to dump the entire senior staff, and since we are not privy to anything that justifies the dismissal, most of us are mystified. But I hope that answers your promotion question.



Ugh, this makes it worse IMO. A simple personal change that's apparently against the rules, which just needs some clarification, results in the top 3 people being banned from the game.

WTF, over.

I don't know how CRS was trying to contact all 3....I wonder if they can't make phone calls outside the building.

If you want Justice to be done, it needs to be seen to be done. It's pretty stupid not coming out and saying what happened, considering the exact same problem will come up again at some point.

If you're at the point of banning for life the top 3 people in a HC, they aren't the ones who failed.

Labels: , , , ,





 
What we seem to have learnt from the GHC CinC firing
Axis Command and Recent Events - Battleground Europe Forums

CRS wants everyone to "move forward" after the firing of the GHC top command.

About all I've learnt is:
- The CoC still sucks, and I am completely correct in my original thoughts about it when it came in.
- There is no ability for a review to take place once CRS decides your guilty. Once that happens, you're banned. Forever. Yeikes.
- As a HC player you are playing the game FOR CRS as much as yourself. And enjoyment you get out of it is incidental to CRS's needs.
- If you break the CoC and CRS fails to commincate with you, its your fault they failed.
- Don't join the HC.

Now, while this is all about the 3 top guys in the GHC, and I will undoubtably never reach a level in the AHC to make the attention of CRS an issue, AND this is the first big firing in 2+ years of the CoC...

It still stinks, and if enough HC players chose that they wouln't stand for it, CRS would be up the creek.

I need to rembember this case next time I think of joining the AHC.

Labels: , ,





Saturday, October 04, 2008
 
Holiday Pics from the last few maps
Now I'm blogging again, time for some holiday snaps from the last few maps.



Allied armour outside a german Army Base.




232 who rolled down a hill. Unfortunately he recovered and drove off.


European City, Bombed out as the sun rises.


He111 crashing after AAA guns bring it down.


Cornflakes Bug!


Tiger Tiger burning bright. I don't think I killed it.



Paratroops dropping on some town.


Hasselt Bridge, south side. BEF troops attempt to cross the bridge.

and Fail.


Me defending some bunker vs the Axis Hordes. I think I died when I looked at my map for some stupid reason.


This Tiger I definatly killed.


If you look closely you can see the C47 I rode on crashing to the ground after taking ground fire.





Red sky bug


Panzer Hulk on fire.


Allied armour attack at rally point. There were about 50 tanks involved in attack on St Trudien. In failed, though the town ultimately fell.


Same attack, on the road from a town 2 towns off the front line.




50 Paratroops on one plane. Like nearly all Paratroop attacks, we all died.

Allied Armour camp in progress.


C47 squadron loaded with Paratroops. They didn't wait for me!


Bridge covered in smoke has just been repaired. I was swimming across at the time.



More Cornflakes.



Burning Stug after being hit by large calibure ATG fire. It kept rolling for another 20 meters.


Can you see the troops?


There they are.




 
Defence of Willimstead, attack on a Malmedy FB
Spent about 2 hours defending Willimestead. For the first 45 minutes I was defending our only spawnable because the 1 hour delay to get a Brigade up from Rossendale lasted forever.

Had a couple of green tags about, I kept telling them to leave the flag as I was defending it...I think they died out in the tall grass between the docks and the depot :(. I sent them to their deaths, and they probably hated it. Now I feel horrible about it.

Couple of lighter German Panzers tried coming in and all died before doing much. At least 1 German Para drop happened. Horrible drop, they all landed in the killing fields between the town and the docks. One got into the castle and held it for all of a minute. I got 3 Paratroop kills, and 3 other EI kills after someone took over the flag depot defence. Haven't had a 6 man kill mission for a long long time.

While all this was going on we had a heavy attack going on the Morjirk FB. A fellow Anzac reported 30 kills there before it went down.

Once it went down our armour could start clearing the killing fields, but an German DD at the docks put a stop to that.

Eventually I found I could walk over to the docks without 20 EI shooting me. Died a few times to EI defending the last depot. Once they got cleaned out it was an easy capture of the last depot.



After that Malmedy (Can't be Malmedy, that's not near the front line, and this town was further south) needed help. 3 German FB's and 4 Brigades inc a Panzer Brigade.

Headed out on foot as a sapper and marked some panzers for allied Air strikes, which I don't think did much. Ended up getting behind a PZIVD sitting on a ridge line and needing 3 charges to blow him up. Note to self: Put it on the left rear back to flame it.



Burning Panzer IVG after I sapped his left rear fuel tank.

Shortly there after a friendly ATG nailed a Panzer II I'd been marking on the map as he drove in circles before heading into town. He'd shot a 20mm clip at me shortly after I killed the PZIVG while I was looking at the map, and he was such a bad shot there were shell holes all around me and I was untouched. This particlaur Panzer II I'd spent 5 minutes chasing before giving up and going after the IVG instead (who wasn't moving).


Very confused Panzer II killed by friendly ATG shots to the rear, while he drove up a bush line.


I died to probably the same guy when his Panzer came over a hill near the FB right in front of me and the closest cover was a minutes run away. Should have thrown a smoke grendade

Seeing as how I'd gotten so close to the FB, the defending AA guns had despawned and it looked like we had a Char covering it I got a truck out to it, and passed another UMS set up. Deployed 420m away after gliding in with the engine off. I am certain they didn't find my UMS for 30 minutes because they never heard it.

For the next 30 minutes I was rushing from 2 bushlines to a point directly behind the armour spawn. Perfect way into it with good cover nearly all the way in. First time died to a EI as I placed my 2nd charge. 2nd time to a 40mm Bofers shell (which was missing me at a range of 10 feet till I stood up) and fiannly got the vehicle spawn down.

...And we couldn't get the inf spawn down. Only about 3-5 German defenders but it was enough to kill our sappers before they could get close enough. Went from 35 sappers to 5, and they fiannly killed the UMS. I got some kills as a sapper and later as a sniper.



 
Some explanation for the GHC sackings
From a playschool post

Dosn't explain that much, though it does say it was because they promoted too many people to too high a postion too fast.

Which seems...I don't know...the full story is missing in action still. Now if they were sacked for promoting friends and ignoring good players, nepotism is as good as reason as any. I just find it hard to believe it.



drakhl drakhl is online now
Join Date: Jul 2008
Posts: 128
Default Axis Command and Recent Events

The players deserve to know as much as we do in terms of what happened regarding the removal of the OKA staff. I will tell you as much as I know myself and hope you can find it a satisfactory answer. All of this is based on talking with other HC officers and what little I have picked up from talking to the former top three myself.

CRS has given us very little in terms of details unfortunetly, I am not sure even if gaspipe and the new Cinc were even contacted ahead of time about it.

The story as I know it is that the top three (Eyeshank, Katonka and Greatone) were removed due to a breach of the AOC. From what I have been told it was regarding the promotion of officers within the OKW at a pace that was forbidden by the AOC, meaning they were promoting a few people too many places at a time.

There is no word on who those officers were, why there was an issue about it or why it warrants such severe discipline. But there was a breach of the AOC (Articles of Conduct, basically the rules that govern HC in the game).

I know CRS did meet with the top three to discuss it in TS, but I was not privy to the details of the meeting.

I also know that it was a shock even to Katonka, who literally woke up this morning and found herself banned without a clue to what occured.

As to the timing of their removal it couldn't have been worse. I am assuming since it was a friday and the map had to be reset CRS had to do all of it fast before they left for the weekend.

I know the new OKA staff is working overtime to get into gear and fill all the holes in the CoC and things will be smoothed out soon.

For now we are making sure one of our best map movers is on at all times possible to keep things as smooth as possible in terms of strategy, as well as full briefings between incoming/outgoing BCs as well as working with the branch command for more generalized standing orders.

We spent a lot of time today at the beginning of the map discussing the strategic situation, we have accomplished several goals including taking Longwy and pushing back the 12e division. We also bounced the air in Etain and put our own LW in Metz.

Pablin in particular took much care shifting our divisions into positions where they could support each other, and our line is as strong as can be expected. Ciney is holding which is a major key, and losses have been slight other than two towns in the center. The majority of incoming RDP raids were pwned, and our factories are still at 90%.

The junior and middle-rank officers have all been briefed on the situation and the strategic status of the map, so we are starting this campaign very well in sync (ironically, but absolutely necessity creates motivation).

As for an exodus in HC, don't expect one. There has only been one resignation regarding the top three incident, and I expect that officer will reconsider once the drama dies down.

As you can imagine however we are in need of new OCS cadets to fill our ranks, especially during the australian and european time slots. If anyone is interested please sign up for OCS on the main axis command page (click on OCS pages). We will hopefully soon be offering new supplementary "War Academy" classes for the OCS recruits covering basic town attack/defense tactics and in the more advanced classes, map strategy.

I won't blow smoke in your face and say we are strong and perfect and sunshine John Denver on my shoulders... But we will manage, and we don't plan on going anywhere.

We will try and keep the players informed of events and subsequent news if at all possible. If you need more details please PM as I don't always read the thread every three seconds.




 
No road to paris!

From a random playschool thread



 
Battleground Blockbusters- WW2OL videos
Battleground Blockbusters from Svedala's News from the Front. A collection in an easy to see format of WW2OL videos

Probably the most useful one is KC23's quick start- on how to find battles in game.





 
Svedalah has a a blog. A HUGE one.

Svedala has a blog From the Front

Actually it's more a news page about WW2OL. It's everything I'd want to see. I mean everything! It's even got pinups!

I'm adding it to my list of blogs to check each day.



 
Fixed links, Tomba is blogging again
Toomba started blogging again now he's back in the AHC.

I submitted an application to rejoin it, but the amount of...paperwork and...effort involved scared me off. Seriously, it seemed way to much paperwork and time was required for someone like me who dosn't play the game every day now.

Also, Sres blog I see, like me he got involved in Eve, but unlike me, he's still playing it. I must say, my memories of Eve have 4 great times:

- Mining in a dead end 0.4 system of omber and running my own little fleet.
- Ratting in my Typhoon down in the -1.0 systems at the deep end of IAC and having my own small POS for all of 2 weeks before BOB arrived.
- Being in a few Goonfleet missons, though I never accoplished much.
- Being in Goonfleet Specical Ops for a few missons.

One day I might go back to Eve, but then I recall all the BORING parts of it. WW2OL is never boring: I can always leave the bunker and go get shot. Eve has...travel time. By yourself. LOTS of travel time. At least I know if I'm driving a truck to the front line it's only 5 minutes and I might do something for my home team.



 
So it happened. GHC command structure blown apart. Also, allies win!
Well, for once, my prediction of the future actually happened. No one is publicly saying WTF happened to cause CRS to decapitate the German High Command in a manor reminiscent of Stalin's purges.

First, the good news: BEGM: Battleground Europe Game Monitor - v1.2 release was announced.


Available from Sourceforge. This great program allows you to see whats happening from your desktop.

-------------------------------------


The importance of conduct rules
Written by DOC
Friday, 03 October 2008 12:09

DOCWe don't like to make a lot of rules for rules sake. Everything is more fun if there aren't a lot of rules cluttering up your choices and restricting what you, the player gets their fun out of. Unfortunately it is impossible to rely on people's good judgement to determine everything for the best, particularly as some people will have a pretty stange idea of what is right and what isn't. Eventually, we have to break down and construct basic guidelines to ensure that things run smoothly, and that they are as fair as we can manage to make them for everyone and not just the select few.

We here at CRS, through our work and that of our community managers and player corps volunteers are always monitoring these areas of the community and the game that creates this community in an ongoing effort to make sure that everyone has a fun time and doesn't have to suffer the perhaps poor choices of a small number of individuals. It's similar to greifer management in a lot of ways.

One of the less fun things about this aspect of managing the game is we sometimes have to make decisions against individuals who break the rules. While no one is questioning the need to have such rules, it's still not much fun having to enforce them, and we usually give people a chance to rectify the situation before we act on the rules themselves.

We have a set of guidelines and rules covering the operation of the High Command structure called the Articles of Conduct. They exist to ensure that everyone involved in this area of the game gets a fair and unbiased experience given that some see the HC as a bit of a "my power club" and we don't want that kind of HC to be what that part of the game becomes.

This week, the Axis CinC, his 2nd and 3rd in command were relieved of command for infractions breaking the Articles of Conduct. This was not done lightly. They were offered a course of action that would have allowed them to remain in command, but they chose not to take that course of action.

Effective immediately, the new Axis CinC role will be filled by Gaspipe. We are confident he will do an outstanding job in his new role. His 2iC (CoS) will be Toro15 and his DCoS will be Rodlee. We hope everyone takes a step back to contemplate why this decision was necessary and understands it as part of the work we and our Community Managers do to give you the best and fairest gameplay experience that we can.

Good luck to Gaspipe, Toro15 and Rodlee and all their crew in staging a fun and exciting Campaign 47.

Thank you for your support.



However, Doc did make another comment in the Axis public fourm


DOC DOC is online now
CORNERED RAT

Join Date: May 2001
Location: Fort Worth, TX
Posts: 21,208
Default Re: Complete change of Axis Command

We didn't do this lightly, nor did we even want to really. The people concerned declined to return our messages for 4 days prior while we attempted a resolution that would not have required that they be removed. They could have remained in command had they chosen to act accordingly. On the fifth day with no response, and continued infractions by them ... we had to act, and it just happened to co-incide with the reset. That wasn't our choice that the campaign run it's course on Thursday night while all this was going on. We did what we could, with what was available, and to the best of what the situation offered us.

If you have already decided our fault without knowing why, then nothing we say will likely convince you that you might have misjudged the situations circumstances ... and you will be forming your opinion based on your preferance, rather than the actual issues we faced.


There is of course, no way for the rest of us to know what the situations circumstances were, but it looks like the Rats *did* try to resolve it for a few days before taking...terminal action.




And in the lighter side of the news, Allies won in 8 days. This map will hence forth be called "Jamm's 8 day war". I only logged in a few times when the front was around Geel! 5 days later it's game over.




Powered by Blogger




FREE 14 DAY TRIAL OF BATTLEGROUND EUROPE