https://tacticalairwar.com/
Les IRRE jouent côté Alliés
Pour vous enregistrer sur le serveur et intégrer le squadron IRRE :
http://taw.stg2.de/login.php?page=register
Je vous ajouterai dans le Squadron moi même.
Change log 10/01/2021
- 3 Rheinland maps
- duration of the mission extended to 2:45 +/-5min (only for west campaign)
- AA on the airfields repairs much faster (before it was 1-3 AA per mission, now it's about 7 AA per mission)
- destroyed AA on the airfields respawns after some random time during the same mission. If AA is destroyed (even once) it's counted as destroyed and will not be generated in the next mission. AA on the airfields will be improved in the future where number of respawns will be limited depending on the AF supply level.
- new planeset
Change log 01/08/2020
- United States country on Rheinland map (it took a lot of time to redesign the script, database and website because USSR country was hard-coded in many places)
- +0.2 Live for every Combat Mission (max 3 Lives on a map)
- Defense position around the enemy city as additional target. (before only attacked city by a tank convoy had visible defense on the map, now not attacked city can have visible defense)
- Destroyed depot is partially rebuild after 32 missions (before it was 15). So now its destruction has much longer impact.
- Hidden troops stops reporting about enemy aircraft when one particular AA is destroyed.
- Drop Zones and paratroopers missions are available now (the same rules as on east front: 2 airfields and can be captured on the map)
- A pilot can fly only on one side during the current mission (to prevent from situations when someone gets info about plans of one side from the chat and then change sides and fly as enemy)
- techChatMessages and techChatAdvices are off. Injectors are locked.
- Improved captured function. Now the probability gets lower if pilot is closer the front-line and further away from the enemy units.
- Repairing the airfield takes twice more supplies then before. (to repair airfield by 10% there must be at least 20% of supplies on it)
- Me262 - is available 10min after mission start
- Me262 - is available on concrete runways on Dortmund and Enchade (backup airfields, if main are captured, are Furstenau and Padreborn respectively)
- Me262 - is available for rank Hauptmann or higher
- Me262 - must land on the same airfield it took off from. (in other case it will be ditched)
- P-47 version D22 and D28 is counted as one P-47 aircraft.
Change log 01/04/2020
- Tanks convoys closes any enemy airfields if they are close enough to it. Before only attacking airfield was closed by the tanks.
- No bombers and transport aircraft on the frontline airfields. This rule doesn’t apply to border airfields.
- The warehouse on the Stalingrad map has been fixed (moved to the east).
- Plane set:
- Lagg-3 on map #3 has available 23mm (limited number of aircraft on the airfields)
- La-5 on map #5 has available engine M82F
- Yak-7b on map#6 available as 1/1 and Yak-1 as 1/1 +1. Before it was only Yak-1 2/2 +1.
- Mc202 no gunpods
- Gunpods for BF F4, G2, G4, G6 limited in number on the airfields.
Change log 16/11/2019
- Tanks from the convoy may create attack formation when are near the enemy city (about 15km). In that case they aren’t in a line on the road but spread out on the grass field. Trucks from that convoy are still on the road (there are two icons on the map: one for the tanks and one for the trucks)
- Support for the big squadrons. In case there is too much difference in number of pilots between sides (over-limit message on the map) members of those squadrons can still spawn and fly together. For quick test purpose “big squadrons” are squadrons with at least 6 active members with squadron tag in their names registered in the last TAW campaign. How does it work: a member can bypass over-limit message if there is already someone spawned on the server from his squadron. He can do it only once during the mission. As long as he lands on the airfield, ha can take off again. In general it’s to help squadrons fly together.
- In case of too much difference in number of pilots between sides for a longer time during the mission, some front-line airfields from the bigger side are attacked after that mission. It’s like simulating missing pilots from the smaller side to make the game play more balanced.
- The queuing system has been fixed. In some rare cases it was possible to fly on unavailable aircraft or with Time Penalty. Players also got conflicting messages that are ready to take off and can’t fly at the same time.
- After disconnection when neither pilot nor his aircraft was damaged (no DISCO result) this aircraft is out of service (ditched) for the current and next mission. It’s because some players fly over target, drops bombs and deliberately disconnect to fly quickly again without returning to the airfield.
- Different type of trucks is now in the convoys because of the visibility bug. Some static trucks are still visible from far away and some are not visible just from 400m.
- During the overcast weather AA has much lower AI level (but not on the airfield).
- The new Pz.Kpfw.VI tank added to the convoy from map #5
- Missing bridges and city smokes were added. They are now on all maps.
- Planeset – work in progress
Change log 27/07/2019
- 20 hours time penalty when counter "Lives on Map" drop below 0. It was 24h before. (info: when this counter drops below 0 then it's automatically increased by 1)
- The enemy airfield is closed if attacking tank convoy is about 25km from it. It's still 15km for border airfields.
Change log 10/05/2019
- Improved AA in the depots and airfields. After many tests we have impression that devs have changed AA some time ago and now it’s not as effective as before. I’m going to report bug about AA because spawned AA (used in TAW) behaves different that normal AA.
- New durability for buildings and vehicles provided by developers. But after tests we think there are bugs because you can still destroy hangar with 50kg bomb. I’m going to report this as well.
- To reduce number of “suicidal” sorties there are 3 lives for each map (there are 8 maps in total during the campaign). If pilot dies, captured or disco his live counter is reduced by:
- 1 when he is in bigger team
- X when he is in smaller team where X = #smaller_team/#bigger_team. Example: Axis players: 28, Allied players: 20 so X for Allied is 20/28 = 0.71.
- Improved “balancer” algorithm. Number of pilots on one side depends on number of pilots on the other side. In general the ratio shouldn’t be bigger than 40%. Example: one team has 20 players so the other may have 20*140% = 28. For small number of players (below 10) the limit for other side is about 10. Max number of players for each side is 45 as before.
- Queue system: after spawning on the airfield pilot is moved to:
- Active list if there are free slots for that side (no over limit message). Pilot is clear to take off.
- Waiting queue if there aren’t any free slots (over limit message). Pilot is not clear to take off and have to wait. He gets his position in the queue on the chat and must return to the briefing. As soon as there is free slot on that side pilot is automatically moved to the Active list and he is clear to take off (message on the chat). You can check your actual position in the queue by spawning on the airfield again.
Note: number of players on the web site includes all players on the server also spectators and waiting pilots.
There is also additional queue for donators who have donated TAW server. This queue has bigger priority over Waiting queue so donator will wait much shorter to be clear to take off is team is full. Thank you for all donates! Without them there would be no TAW at all.
There is also additional queue for admins with highest priority. - Axis may capture max 2 cities by paratroopers per map.
- If your aircraft is damaged more than 30% then after landing it’s not available in the current and next mission.
- If server is full and there is big difference between players spectators or waiting pilots on the last position is kicked to enable joining pilot from the smaller team.
- New front-line algorithm with about 2km error. The previous one in some cases could have even 20km error.
- Bailing out or crashing near enemy depot or airfield equals captured sortie. On the other hand the further you bailout/crash from the enemy positions the lower is probability of being captured.
- Spanish translation thanks to E69_Qpassa . Remember to register on taw-server.de/spa to see briefing and messages in Spanish during the game.
- Improved clouds. Lower base level during overcast, slightly more two layers clouds (work in progress)
Change log 16/02/2019
- Limitation to 45 players for each side. How it works: there are two lists with 45 slots for each side in the script that are cleared after each mission. Every time when a player spawns on an airfield the script checks if the player is on the list:
- if the player is on the list then he can take off.
- if the player is not on the list and there are still free slots he is added to the list and can take off.
- if the player is not on the list and there aren't any free slots a player can't take off and must end his sortie (he will get a warning on the chat)
- When number of spawned players on one side is bigger than 10 then players from that side get time penalty (can't spawn for some period of time) when their sortie is ended as:
death - 15 min
captured\bail out\ditch\crash\disco - 10 min
no time penalty for ditching on the friendly airfield (emergency landing)
You can check your remaining time penalty in pilot details (hangar) under the experience. - If player lands on the enemy airfield then his sortie is automatically ended as captured and kicked from the server.
- If an aircraft is shot down but there is no direct info about the attacker in the log files then AK is counted to a pilot who is still alive and have the same sortie and did most damage to this aircraft.
- If tank's caterpillar is destroyed then after a few minutes the whole tank is destroyed.
- If all required paratroops lands inside the drop zone then this drop zone is no longer visible and Allied side gets message about that.
- U-2VS added to the Allied hangar. It's listed under transport but you can use it as a fighter, bomber or transport (empty payload - no bombs, no rockets, no ShKAS wings). It's replenished like the Ju-52: after 3CM with other aircraft.
- U-2VS is able to detect Axis drop zone. You have to take off U-2VS from non-front-line airfield and fly near the hidden drop zone to reveal it to the Allied side.
- More AA added in the depots.
- Axis gun pods limitation on the airfields depends on the Axis depot destruction level.
- No CM after sortie with friendly kill (-300 experience as penalty)
- Bug when airfield's destruction level drops below 75% but it's sill closed for several missions with 'in repair' status was fixed.
