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 JG1 vs No.42 Sqn Tournament

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No.42_Hawg

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed May 15, 2013 6:53 pm

I am going to have to work tonight fellas Ill catch ya on Friday.


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Shnoze_Shmon

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed May 15, 2013 7:02 pm

Thanks for the heads up!

The entire eastern seaboard is gunna be disappointed the lyinch pin holding them back from sliding into the sea was missing due to connection problems. But oh well, that's life.
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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 16, 2013 2:41 pm

S!

Very good time on test.

Entente did 7 missions- very good!!

Central did 4 missions-

3 killed by groundfire / flak about normal.


We had 1 colision- about normal.


No lag noticed. very good


German pilots were asked if the map was to big. They responded, no, it was about right and that we did not have a full set of players.

Entente thoughts on map size?

Only snag was 32 player limit. - if that was the only snag, then it looks like we are good to go !!

Suggestion, just change number of players to 50 and we should be good for whoever shows up for whichever team.


Gentlemen, start your engines ! Mad
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Shnoze_Shmon

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 16, 2013 2:51 pm

No problems with the map size as far as I know.

NavyJake has changed the pilot limit to 60 so were good on that.
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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 16, 2013 4:54 pm

Map was good- ready to rock!


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
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No.42_Duff4r
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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 16, 2013 6:25 pm

Everything was good. I was between 32 & 50 FPS which is just great for my rig and it ran smooth!

Saaaweeet!


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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Sun May 19, 2013 8:32 pm

S!

I spent most of Saturday rechecking. Found nothing out of place and nothing to change.

Posted download for session one. Again, this is the 6 files for the server. You can just unzip into the dogfight folder and are good to go. Will post each future mission by sunday night or earlier as long as everything goes ok.

Salute
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NavyJake

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Mon May 20, 2013 5:44 pm

Downloaded and uploaded to our server ready to go for Wednesday.

FiF XVI Session 1 is the name.

Salute
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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 10:50 am

S! All


Not sure what was up with 777 master server. I checked their boards and there were no postings.

No problems on Central side. Were there problems with Entente getting on the field? Just a reminder. There is a RoF limit to the number of planes that can be on the field at one time. Can not remember if it is 8 or 10. If planes on the field take off, more can come in.



Results of last night are posted. Entente did 5 missions. Central did 6.

Session 1 details

No parser.

No pilot list.

No worries.

Even when it is broken , it still works.


Should we continue to use the JG1 server?

Ran smooth, no lag, less filling. Looks like we should be ok.

New pw for server is ***************. Ooops , censored.

Would like to say hello to Orville Wright , I mean the new No.42_Mick. Welcome on board!!!
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No.42_Hawg

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 11:04 am

S! Butz.


I found this on the RoF forums in regards to the current issues with the Master server.

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It looks like there are a few folks having this issue. I have noticed the same things reported.

Last night I DC'ed about 1:20 into the mission. This to seems to be a common problem with the master server issue.

I had a rash of Disco's the other day when I was flying on Syn and New wings

I don't think the problem was with the spawn limit since Rooster was the first to spawn in when he encountered the problem.


EDIT....


This was posted by Jason on the 19th

"I've alerted the team.

Jason"
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No.42_Hawg

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 11:09 am

Is this something that would make us consider postponing the event until it gets sorted out?

Stats aren't critical but they are kinda nice to have.


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No.42_Zed

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 11:26 am

JG1_Butzzell wrote:
S! Al



Results of last night are posted. Entente did 5 missions. Central did 6.

Session 1 details


Would like to say hello to Orville Wright , I mean the new No.42_Mick. Welcome on board!!!

Isn't the spy mission worth two? So Central is 7?
Big Grin


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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 11:37 am

1 for dropping off, and 1 for picking up.
Damn shame if he dies between the two.


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
--Sun Tzu
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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 12:03 pm

S!

Ok central 7

Need to talk about it. Personally, I do not like modifiers. In the rules we put a limit on trench map and the spy. The spy was a limited to 2 part. To balance, the Trench map was then limited to only being allowed to be done twice. Somehow each single completion ended up counting for 2. If both teams totally successful they add up the same. It becomes simpler just to count each as 1. It also matches up with missions completed on the screen shot. Looks easier to understand. Possible rule change for our next tourney?
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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 12:35 pm

7? How so? You can't pick up your spy until in missions 3 or 4.


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
--Sun Tzu
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Shnoze_Shmon

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 23, 2013 2:37 pm

No.42_Zed wrote:

Isn't the spy mission worth two? So Central is 7?

No, one point for dropping him off.

Quote :
Ok central 7

Central did not get the convoy, so with a maximum of 7 points to get that means Central got 6.



Willing to make a deal as I'm not heartless. We'll bundle your convoy with our trench mapping, in exchange for our arty spot. That will make everybody happy and give a satisfying score to all of Entente 8, Central 5.

Glad we could do business, come again. Smile
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JG1_Klaiber



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 11:51 am

No.42_Space wrote:
1 for dropping off, and 1 for picking up.

{DELETED BY KLAIBER - see below}


Last edited by JG1_Klaiber on Fri May 24, 2013 12:01 pm; edited 1 time in total
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JG1_Klaiber



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 11:59 am

CORRECTION (ignore my previous post).

After re-reading the rules, I've noticed that the Trench Mapping counts as the "equivalent to destroying 2 Central supply units."

And the Entente may do them in any 2 sessions that they desire.

By this, I assume it means "successfully carrying the mission out" - so failed attempts at Trench mapping don't count towards the limit.

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If this is the case, then Butzzell is right.

For balance, you have the following:

Successful Trench Mapping #1 = 2 points for Entente
Successful Trench Mapping #2 = 2 points for Entente

Spy Drop Off = 2 points for Central
Spy Pick Up = 2 points for Central


This means that for Mission 1, the totals are:

CENTRAL = 7
ENTENTE = 5
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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 12:14 pm

S!

Yes, the reason it was written that way was for ballance. I think it is confusing. It is easier to just count missions off the screen shot, than to have to modify the score. 2=2 is a balance but so is 1=1.


The rules as is are 2=2. Trench map counts as 2, spy drop or pickup counts as 2. Much easier to have 1=1. Easier to understand. Easier to display.
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No.42_Flatspin

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 12:37 pm

I like 1:1


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Shnoze_Shmon

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 1:05 pm

1=1 is what I understood.

We both have the chance to complete the missions and get the same points, but a difference in point value changes the emphasis on getting that specific mission accomplished and thus on planning.
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JG1_Klaiber



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 1:17 pm

I also prefer 1 = 1.

So, we're back to 6 / 5, correct?
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No.42_Awde

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 2:58 pm

I am easily confused as to why anyone should get points for dropping off a spy?
up to the moment the spy gets returned any information that spy may have is not available,
the same for a photo reccon if it crashes on landing and the plates get destroyed

if that spy was smart he or she would claim asylum anyway having been freed from the dark side.
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NavyJake

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 3:16 pm

thumbs up
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Shnoze_Shmon

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri May 24, 2013 3:33 pm

No.42_Awde wrote:
I am easily confused as to why anyone should get points for dropping off a spy?
up to the moment the spy gets returned any information that spy may have is not available,
the same for a photo reccon if it crashes on landing and the plates get destroyed

if that spy was smart he or she would claim asylum anyway having been freed from the dark side.

From the rules
Quote :
This mission is performed by the 2 seater marked sab .This is really 2 missions, a drop off and a pick up. The drop off is accomplished by flying to the rear of enemy teritory and landing successfully. Conditions are the same as a recon landing. This can be done in either session 1 or session 2. The sabatour destroys 2 supply stations. In session 3 or 4 the sabatour is retrieved. The 2 seater pilot must land again in the rear area. Conditions same as recon landing. Engine off, stationary and alive. The 2 seater pilot must then yake off and land back in friendly teritory. Same landing conditions, stationary and alive. The Sabatour brings information with him that will pinpoint 2 supply areas for Central bombers. If there is no successfull drop off in session 1 or 2 then there is no retrieval mission. For this specific FiF only the Central powers will be doing Sabotour missions Saboteur planes cary no bombs and are not allowed to bomb targets.

It's only reasonable as far as keeping the game even. We get to count each trench mission as long as the plane lands safely 1 time. They have to land safely twice on each mission. Ours can be back to back, theirs cannot.

I'm assuming the spy has to be dropped off in a remote area away from any airfield, facility, or town to remain undetected. Also I'm assuming we will be apprised of the required landing locations after the fourth game.
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