IL2DSC - “In Memoriam WW2” Server Guide


ATTENTION: This server is no longer in operation since the summer of 2006. The controller has been upgraded to the world's first fully automatic, dedicated COOP server controller. More information about the available features and servers in operation can be found here: http://web.t-online.hu/rnzoli/IL2DSC/intro-coop.html
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Last updated: 2005-08-11 10:25 CEST

1. Introduction

The “In Memoriam WW2” Server is a dedicated computer host running a dogfight map with full difficulty (so called “realistic”) game settings. On one hand, this is a sign of my deep respect towards the real World War II aviators on all fronts and all sides. On the other hand, the server is only intended for those few dedicated and committed virtual pilots, who are interested and enjoy flight simulation, communication, and various combat tactics in teams.

To assist this subset of the virtual pilot community, the servers is controlled by a special “scripted” application called IL2DSC, which provides add-on features.  These features bear a  slight resemblance to coop missions and campaigns, where success requires flying with a respectful attitude in the first place. 

The highest difficulty settings however, also mean that certain hardware items may become quite useful, such as microphones, TrackIR (freelook) and rudder pedals.

2. Time schedule

The server usually comes on-line during weekends and certain evenings. The server is announced on the UBI.com game server at every start-up, however, frequent restarts of the UBI lobby may remove the server from the list of hosted rooms, even though the server itself is running and accessible. Therefore the server status can be checked at http://web.axelero.hu/rnzoli/IL2DSC/status.html.

TO DO: Preliminary time schedules will be announced on the web page http://web.axelero.hu/rnzoli/IL2DSC/schedule.html. The server controller will allow users to subscribe to receiving e-mail when the server comes on-line.

3. Network setup

The server host is assigned dynamic IP addresses from time-to-time. The status page provides the direct IP address when the server is up and running.

The server is connected to the Internet over an ADSL connection that has 128 kbit/s uplink bandwidth, and as such,  limits the number of pilots. However, less pilots on each side allow for closer interaction between them and better situational awareness.

To prevent server uplink overload by clients with high-speed internet access, the server controller automatically throttles back the network speed of every client 28.8 kbit/s after joining the game. (According to Hyperlobby, this is twice the minimum bandwidth required for smooth, lag-free plane transitions).

4. Maps

4.1 Rotation

Maps are not rotated. They can stay the same for weeks, so pilots can get familiar with the theater, and navigate over the familiar terrain with more confidence. 
The current mission map is available for download at  http://web.axelero.hu/rnzoli/IL2DSC/mission.mis. Load it into the Full Mission Builder to find ground targets, making navigation and communication much easier.

The weather (clouds) however, may change more frequently, and occasionally, the summer map may turn into winter, and vice versa.

4.2 Time of day

The current time on the maps is not constant, it is running. The maps are usually started in the early morning time, and the server may be up until sunset, or even into the darkness of the night.

This gives a variety of light conditions for the pilots who fly on the server at different times. Usually the server stays up for about 1 day, from dawn to dusk, so pilots have to adapt to different lighting conditions.

5. Statistics

The standard point system is the basis for accounting individual pilots achievements. These achievements are collected over the time, and remain preserved for 3 months after joining the server. The result page can be found at http://web.axelero.hu/rnzoli/IL2DSC/stats.html. The statistical page is updated only when the server is shut down.

In order to promote teamwork however, the pilots on each side can announce to the server controller their intention to fly as a team, e.g., as a pair, or a squadron. In this case, points collected by the individual members of the team are divided evenly between all team members in the post-flight statistics, regardless who scored them.

Pilots can request up-to-date statistics for themselves with the following chat command:

DSC STATS

If the pilot is part of a team, the team statistics are printed first, followed by the pilot's own individual statistics. 

6. Collaborative features

6.1 Teaming

Teams are created by pilots, using a chat command to the server controller. Each team must be created with a password for protecting team results. In order to hide the password from other pilots, send the chat message to the server only (call-sign: Server). The first pilot creating the team automatically becomes a member of it.

DSC CREATE team_name password

Team associations to an already existing team are initiated by a  chat command to the server controller with the name of the team, and the mandatory password. In order to hide the password from other pilots, send the chat message to the server only (call-sign: Server).

DSC JOIN team_name password

Pilots can step out from teams with a chat command as well. 

DSC LEAVE

The team association is automatically removed when the pilot leaves the server, or  when the pilot selects to fly for a different army from other team members. In case the entire team wishes to change army, all pilots should change army and then re-join the team (except for the last pilot remaining in the team).

Team achievements are stored for 3 months after being active. Existing teams can be seen on the statistical page. A temporary team is available for testing and ad-hoc cooperation, with the name "test_team"' and password "1234".

6.2 Bulletin board

TO DO:The server bulletin board allows pilots to leave one messages for newly joining pilots. Such messages may inform of times when the pilot will be back in the room, or may relate to tactical combat information, such as the successful destruction or limitation of AAA at a certain airport.

The messages may be addressed to everyone, to an army, or to a specific pilot.

Bulletin board messages are requested with the following chat command:

DSC MSG recipient message_text

Own messages can be manually cleared with an empty message

DSC MSG

If not cleared manually, the messages stay on the server for 4 hours, even when the pilot enters and leaves during this time.

6.3 Join Alert

TO DO:

A pilot may request the server controller to alert him/her when someone joins the server, even when the pilot has left the room for the time being.

The notification means that a small Java application will give a brief sound and text warning on the PC of the pilot.

The pilot needs specify, if the alert request concern only the joining of just a specific other pilot.

DSC ALERT <ALL> | <other_pilot_callsign>

The alert request can also be cleared with an empty request command:

DSC ALERT

The alert request is valid for maximum 4 hours.

7. Penalties

7.1 The soft kick

The server controller is programmed to punish the pilots for too frequent friendly fire incidents, deaths, and captures by opposing forces. The punishment is a “soft-kick”, which means a temporary suspension from flying, but no actual kick from the server.

The no-fly order means that the pilot is instructed to return and stay at the mission briefing page, and not allowed the to fly until the end of the penalty time. This situation allows the pilot to keep his slot on the server, keep his army selection, and keep on communicating with other pilots. He may also start flying as soon as the penalty time expires and the server notifies the pilot about it.

If the pilot chooses to fly against the order, the pilot is really kicked from the server automatically after about 30-60 seconds. The penalty times are monitored until expiry, and not reset leaving and re-joining the server.

TO DO: Pilots kicked for repeated violations will be banned for 24 hours both by IP address and nick name.

7.2 Time limits and durations

Undesired Event Occurs Within The Last Results In Grounding For
Capture >1 time 10 minutes 1.5 minutes
Death >1 time 20 minutes 2 minutes
Friendly fire >1 time 30 minutes 10 minutes

Although the server controller is able to track "vulching" incidents, there is no penalty applied for this behavior, because the airports are heavily defended by Anti-Aircraft Artillery (AAA) guns, and alternative airports further away from the front-lines are available for safe take-off and altitude gain before entering the combat zone. 

8. Flying tips

8.1 Navigation

Study the map for a while and memorize the highly visible landmarks (hills, lakes). Estimate their distance (in flight time) and direction to own base and enemy targets.

Check your cockpit clock and use the Sun's position for knowing your approximate heading. For example, flying towards the Sun at 12:00 (noon) means heading to South.

If you get lost, gain altitude to 3000 meters and look for landmarks and characteristic river patterns. Then study the map and try to locate the similar landmark and river pattern on the map.

To avoid getting lost, you may follow a flight leader from your Army, who is more familiar with the terrain than you.

8.2 Combat

Beware of heavy AAA defenses over enemy territory. Don't fly in straight line at low altitudes, above cities, close to airports of the enemy.

Make sure that your aircraft is painted with the correct national markings (Axis for the blue side, Allied for the red side). Occasionally, press the 'S' key to receive intelligence report about what type of aircrafts are in the air. Report your position regularly, and request similar reports from your army. To know the location of friendlies is essential for quickly engaging unknown (=enemy) aircraft, because otherwise everyone will have to make an time-consuming observation pass before shooting.

Look for ground-based AAA activity and locate their target. An aircraft under AAA fire over enemy territory is a friendly. An aircraft under AAA fire over own territory is an enemy.

Look for tracers and check their colors. Tracers point both ways.

Fly in formation, or at least in pairs. Sharing the task of attack and defense gives a better chance of survival and victory. For example, if 1 enemy aircraft is spotted by 2 friendlies, the friendlies will compete for the best (tightest) turning paths and disturb each other (or even collide). Flying in pairs will allow taking different roles (one trying to turn behind the enemy, the other trying to carry out slash attacks from above). Similarly, during ground attack, one aircraft may do a high-speed overpass to draw the AAA fire, while the other aircraft may attack the flak guns during this time with a lower speed and higher angle.

8.3 Communications

Preferably use the built-in radio (even if only as a listener), as it can record the voice communication together with tracks.

Extract from airwarfare.com: Question: "How do I use the voice communication integrated in the game?" Answer: "First, you have to go into the Setup item in the Il-2 program group. Make sure that audio input and full-duplex is enabled. Once in the game, go to Hardware setup, Network, and make sure Voice Comm is toggled on. When you get into the multiplayer game, bring up the chat window (click in the upper left corner). With the chat line ready for you to type, press the period (.) key as the first thing you enter, this brings up a radio menu The default is None so nothing works until you get into this menu. Choose Common or Army to talk."