Introduction to the dedicated cooperative servers
(Updated:
2012-11-21. Yellow
highlights recent
changes.)
Short overview
Server type: automatic, dedicated cooperative
Controller call-sign: “Server” (in red color)
Server role: only automated communication, not flying
Chat window size: minimum 2 lines required
Time to join: when the mission status is BRIEFING
Briefing ends: when enough pilots pressed “Fly” button
Launch: when all players pressed “Fly” button
Forced launch: within 2 minutes after ending the brief
Forced method: kicks players that haven’t pressed “Fly” yet
Waiting is required: when a mission is already IN PROGRESS and locked
Re-fly opportunity: only when the ongoing mission ends (the status page alerts)
Friendly fire: 1st = warning, 2nd in 10 minutes = ban for 30 minutes
Admin role: identified with a secret password to the Server
Admin
rights:
total responsibility over mission start, lock, end, change
Chat line command overview:
DSC = Dedicated Server Controller
DSC HELP – summary of commands and web locations
DSC STATS – your current statistics
DSC STATUS – information about the mission status and remaining time
DSC GUNNER – you selected a rear gunner position and pressed “Fly” button
DSC LOCK – disable mission restart when a new player wants to fly
DSC UNLOCK – re-enable automatic mission restart when a new player wants to fly
DSC TERMINATE – abort an ongoing mission
DSC REPLAY – replay the current mission again after it ends
DSC MAPS – list the group folders on the server
DSC MISSIONS – list the missions in the current folder
DSC MAP name – select the first mission in the folder called ‘name’
DSC MISSION name
– select the mission with
‘name’ in current folder
DSC LAUNCH password – allow mission launch in special cases
DSC ADMIN password – identify yourself as player administrator
DSC ADMIN – either check who is the admin or release your own admin responsibilities
DSC KICK name
– remove a
player call-sign pattern
DSC BAN name
– ban a player
call-sign pattern
DSC UNBAN name– un-ban a player call-sign pattern
DSC CLOSE – completely prevent others from joining the server
DSC REOPEN
– re-allow others
to join the server
DSC MSG –
post a short
bulletin message for other players
DSC PERFORMANCE
– server
performance information
DSC BANDWIDTH
– server
bandwidth management
DSC SCHEDULE
– list and
modify scheduled events
DSC FAVORITE – specify a preferred map
DSC RED – enter password for red side
DSC BLUE –
enter password
for blue side
DSC PLAYERS
– list player
information
DSC EXTEND
– extend mission
time limit
DSC DIFFICULTY
– check
difficulty settings
DSC SKINDOWNLOAD
– set skin
download
DSC PASSWORD
– enter
password for call-sign
DSC
RECON – mission reconnaissance
Point
system:
Scores are taken at the end of the mission.
Individual points are shared evenly between team members.
In addition, the following rewards/penalties apply:
+25% reward for fulfilling the mission objective (winning the mission)
+50% reward for not having any player killed in a team with more than 2 humans
-25% penalty for failing the mission objective (losing the mission)
-50% penalty for getting any player killed in a team with more than 2 humans.
Take a flight leader position only if you are competent enough to lead the flight.
Otherwise, take a wingman position and follow your flight leader, even if it is an AI pilot.
Make sure you have a reference of AI commands at hand, especially for requesting help or the heading back to base.
102nd COOP dedicated
Operator: |
102nd-HR-cmirko |
Server name: |
Hyperlobby: 102nd_COOP_ded |
Version: |
Stock and
HSFX |
Difficulty: |
Full
switch minus speedbar for HSFX Full
switch minus easier situational awareness for Stock |
Missions: |
Static
historical mini-campaigns in rotation (20 maps, ~200
mission) designed or adapted by 242Sqn_Chap. Special training missions
outside of rotation (~5 missions) The entire
Filthy Few campaign by HH-Dubbo. Several
dynamic SEOW and DCG campaigns. |
Schedule: |
24/7, continuously running. |
Access: |
Public.
Web page at http://102nd.org/ . |
Voice: |
Own Teamspeak 3, address 161.53.204.25, password: vertikala |
Status: |
|
Statistics: |
|
Slots: |
31 with Stock game, 71 with HSFX |
22GCT
Operator: |
22GCT_Gross |
Server name: |
Hyperlobby: ITA-SEOW All Seeing Eye: 22GCTCOOP |
Version: |
HSFX |
Difficulty: |
Full real
minus speed-bar on. Externals
available for testing. |
Missions: |
See
statistical page. |
Schedule: |
24/7 |
Access: |
Intended
for the Italian squadrons and friends only. Do not try to fly the
missions without agreement with the campaign owners,
they are all private and therefore passworded. |
Voice: |
TS, enquire address on the forums. Before you fly, contact 22GCT on their forums,
http://www.22gct.it/ |
Status: |
|
Statistics: |
|
Slots: |
63 |
How to connect?
Hyperlobby (HL): www.hyperfighter.sk
Older servers:
registered as
public dogfight servers on the left side of the screen. Click the
name to
get the game info, click on “Join this game” and you
connect to it like a
normal dogfight server.
Newer servers:
registered as
co-op (private) games on the right side of the screen. Click the name,
click
“Join player game” and then click “Yes” in the
next information window given by
Hyperlobby.
If the server is already running an ordinary mission, you can still join it for checking out the status and chatting with the other players. Alternatively, you can also hang around in the co-op room in HL and chat there in meanwhile. When the ongoing mission ends, the server will come back to HL and places itself into a free co-op hosting slot. Click on a player slot and the server will bring you into the co-op game from HL after a short time.
The servers
always publish their
status on the web. If the server is up and running, copy the IP address
from
this web page, start IL2, click Multiplayer, Connect to server, paste
the IP
address into the Address field, and click connect.
If you
want to join the
server only at the right time (mission briefing) and fly without
waiting, leave
the status page open and minimize it. As soon as a new mission is ready
for
joining, the window will bring itself into the foreground with an
alert
message, telling
you to join the server now.
If you wish to receive a notification only when other players enter the server, click the toggle switch to the right side. In this case, you may start flying on a less preferred server, and join your preferred server later on, when players start to arrive there.
Possible connection problems
“Connection attempt to remote host rejected.”
“Connect disabled” is received normally when the mission is just launching and for about 1-2 minutes no new connections are accepted. In some special situations however, the same message can be received for a longer time, when an administrator disabled the arrival of new players for the ongoing mission, typically for online wars. Either try again after a short while, or open and keep the server status web page open in your browser, and join the next mission when notified.
“Reason: limit connections = nnn” is received when all server slots are already occupied on the server. Try again later at your convenience. If you really don’t have luck with this, check the server logs next day, you will be able to see when the server was fully loaded, and when there were free slots.
What to do after connecting successfully?
Make sure your chat window is at least 2-3 lines long and watch the messages from “Server” in Red color. Upon your entry, the server will tell you the current mission status.
If you can’t read some messages properly, activate the chat window by clicking on it, and then you will see the text with light blue background, and good contrast. If you missed the information about the server status, send the following text in the chat line (to ALL):
DSC STATUS
The server controller will repeat the mission status to you.
Basically 2 static stages of the mission are interesting: BRIEFING and IN PROGRESS, the others are temporary anyway.
In BRIEFING status, the mission is waiting for players to select an aircraft, read the brief and press the “Fly” button. This is a good time to join, starting the mission almost as soon as you want. Observe that the first airplane in the list of flyable ones is always reserved for the automated server. Do not take this position by yourself, it does not take part in any action. Usually this is an old aircraft (a P11.c for example), it is located on a far-away corner of the map on the ground.
While IN PROGRESS, the mission is already launched and still ongoing. It is not possible to fly immediately without interrupting the ongoing mission and the server inform you about the maximum time that may be remaining from the ongoing mission. In the meantime, you can
If you insist on
selecting
an airplane and pressing the “Fly” button however, the
sever controller will
try to restart the ongoing mission, so you can join in as well. Just
remember
that aborting an ongoing mission may ruin the fun for the players
already
flying, therefore they can lock their ongoing missions for the best
parts. In this case, you have to wait until the mission ends or
it is
unlocked by a player already flying in the mission from the beginning.
You may also check the current difficulty settings of the ongoing mission by sending the following text in the chat line (to ALL):
DSC DIFFICULTY
The server
controller will
respond with the short abbreviation of the difficulty profile, as well
as the
numeric value of the difficulty switchboard.
In order to obtain information from the other players, even during briefing status, send the following text in the chat line (to ALL):
DSC PLAYERS LIST
This will return
the most
probable status of all players finished with a small summary about how
many
players haven’t selected a side yet, how many players selected a
side, and out
of those, how many are ready to fly.
The information query can be narrowed down to specific players or statuses by sending the following text in the chat line (to ALL):
DSC PLAYERS filter
where ‘filter’ is a text filter for
a special call-sign
part (squadron ID) or status (loading, or briefing) or army side (Red
or Blue).
Rules of mission launch
The democratic way
This section
refers to the situation,
when there is no active player administrator on the server.
Normally, the
mission
briefings end when any time when a configurable ratio of players
pressed their
“Fly” button. The number of
players
required to start the mission is always announced by the server.
When the
briefing is ended,
a 2-minute countdown starts, announced
every 10 seconds. Within that, all remaining players should take an
aircraft
and press their “Fly” buttons as well. As soon as all
players are ready
to fly, the server launches the mission immediately. Otherwise, players
that
are not ready yet will have to be forcibly removed
(“kicked”)
by the server temporarily upon the expiry of the 2 minute timer,
and the
mission will launch after that.
The dictatorship way
This section refers to the situation, when there is one active player administrator on the server.
The mission
briefings end
only when the administrator pressed the “Fly” button. The
next steps are the
same as above.
The middle way
Server
administrators may
configure additional restrictions for important campaigns, such as a
certain
date and time (after which the mission can launch), a special campaign
password
(shared with the involved squadron commanders), or the minimum number
of players
to be present on the server. These
restrictions are in “AND” relation with each other, meaning
that more than one
restriction can apply to the same mission. The most important
restriction is
always announced by the server, so that players know what to expect and
what to
do. When one restriction is removed
(e.g., the planned mission time arrives), but another remains (e.g.,
minimum
required players), the server will infom
the players
regarding this change immediately.
If you are a squadron commander and know the secret launch password to the mission, send the following chat line to the Server only:
DSC LAUNCH password TO Server
The correct
password will
remove the launch restriction from this specific mission and if all
other
conditions are met, the briefing will end and the mission will launch
as usual.
The launch password has to be issued before each mission which is
configured
for launch password protection.
Important note regarding players participating as gunners
Selecting a gunner position may sound fun, but be aware of the limitations. The IL2 game will not allow you switching to a pilot position, and you will not be able to bail at your own will either, only when the pilot bails, too. Therefore being a rear gunner is only meaningful when the pilot is your friend, not a stranger or an AI pilot. In other cases, you make a better deal by selecting the pilot position, which also allows you to select all of the gunner positions manned by AI, while the plane is piloted by the autopilot or level stabilizer.
If you really insist on flying as a rear gunner, select your gunner position, press the “Fly” button first, after that send the following chat text (to ALL):
DSC GUNNER
Although you
will not be
able to end the briefing of pilots by yourself, the mission will start
faster
when the pilots are ready to go, and your chances of being removed by
mistake
will reduce greatly.
If you would
like to assist
someone else, who wishes to fly as a gunner but not familiar with the
co-op
server commands, you can assign that person to gunner by sending the
following chat text (to ALL):
DSC GUNNER callsign
The server controller will attempt to find the other player identified by the call-sign and flag him/her as a gunner. In case the call-sign pattern doesn’t match any of the player names on the server, the controller will perform a reverse scan again, the try to find a partial match, where the player name includes the specified ‘callsign’ text. In case of several players meet that criteria, only the player, which joined most recently, will be assigned as a gunner. In order to avoid kicking the wrong person, always specify the call-signs in this command as accurately possible. The partial matching should be used only when dealing with players that have unknown whitespaces in their names.
Obtaining
mission
reconnaissance
In order to obtain information about the initial position of moving armor, vehicles and ships, send the following text in the chat line (to ALL):
DSC RECON
The server
controller will
provide the available reconnaissance to the pilot only. Other pilots
will NOT
see the output from the server controller.
Depending on the
server
settings, reconnaissance may be limited. Firstly, reconnaissance may be
only
available before mission launch, between launch and minimum required
mission
time or after the elapse of the minimum required mission time. In
highly
competitive campaigns, this command may be completely ineffective.
Secondly,
the reconnaissance my be limited to
friendly ground
forces only, or the enemy and aircraft positions may be inaccurate. The
level
of inaccuracy of enemy positions depends on campaign settings.
In some case, the server may output a very long list of targets and friendlies. In order to focus on certain unit types, you can limit the output by sending the following text in the chat line (to ALL):
DSC RECON filter
The server
controller will
provide only those reconnaissance items, which match the given filter.
Typical
filters can be “enemy” or “friendly”, but
ground attack pilots may find the
filters “armor”, “vehicle” and
“ship” also useful.
Rules of
mission
termination
The missions
will end after
a pre-configured time limit (e.g., 30 minutes),
the
server announces the remaining time at regular intervals.
The mission may
also end
earlier, if all human pilots either land at a base, crash their
airplane or
disconnect.
The mission may
also end
immediately when sufficient number of new players arrive to the server,
press Fly
successfully, and the mission was not locked manually before.
Active pilots still in control of their aircraft can also request mission termination. Send the following text in the chat line (to ALL):
DSC TERMINATE
Depending on the
pre-set
voting ratios, sufficient number of requests will stop the ongoing
mission,
unless the mission is configured to run until a specific time period
(mostly
used in campaigns).
In rare cases, especially in campaigns, the pre-set time limit may be insufficient. Then an active player administrator can extend the mission time by sending the following text in the chat line (to ALL):
DSC EXTEND minutes
where “minutes” is the integer number of additional minutes that needs to be added to the time limit of the currently running mission. This value must fall between 5 and 60 minutes, however, the time can be extended multiple times.
The available mission types depend on the server operator. Some missions may be static, some other mission may be dynamically generated.
Autorotation and manual voting
The server
controller
automatically rotates the missions one after the other. However,
ordinary
players can also propose and active player administrator can also
manually
select the next mission to load, as desired.
Over a certain
number of
players, the mission proposal from one player needs to be agreed by
other
players before the selection can take effect. The agreement is
indicated by
submitting the same mission proposal by other players. The mission
proposals
(“votes”) will be cancelled by the server controller after
loading the next
mission.
The agreed mission proposals will be loaded immediately, if the current mission is in BRIEFING stage. An ongoing mission however, will not be interrupted, the mission will continue. The server controller loads the agreed mission only after the current one is finished (e.g., when every human pilot landed, bailed out or got killed).
Commands for mission control
Send the following text in the chat line (to ALL):
DSC MAPS
The server controller will respond with a list of mission folder names available on the server. The folder names give hints about the common attributes of the mission grouped in this folder, e.g., the map and the year of the missions.
Send the following text in the chat line (to ALL):
DSC MAP name
The server controller will select the first mission in that folder, where your free text in place of “name” matches part of the mission file name.
Send the following text in the chat line (to ALL):
DSC MISSIONS name
The server
controller will
respond with a list of mission file names in the current folder, where
your
free text in place of “name” matches part of the mission
file name.
If you want missions to be listed in another map, not the currently active one, send the following text in the chat line (to ALL):
DSC MISSIONS mapname missionname
The server controller will respond with a list of mission file names in the first map, where “mapname” matches part of the map folder name, and “missionname’ matches part of the mission file name.
If you want to propose a specific mission file in the current map for playing next, send the following text in the chat line (to ALL):
DSC
The server
controller will
take the first mission where your free text in place of
“name” matches part of
the mission file name, as your proposal.
If you want to propose a specific mission file in another map for playing next, send the following text in the chat line (to ALL):
DSC
The server
controller will
take the mission where “mapname” matches part of the map folder
name, and “missionname” matches
part of the mission file name, as your
proposal.
If you want to replay the currently loaded mission, send the following text in the chat line (to ALL):
DSC REPLAY
The controller
will omit
rotating the mission after the ending of the current mission, and
re-loads the same
mission again. Be prepared however, that dynamic campaigns often
disallow the
manual replay of their missions. If the mission
needs to be
re-played due to accidents at starting (e.g., collisions in air
starts), the
mission may be terminated before the minimal required mission time.
In
this case, the mission result will not be taken into account, and the
same
mission will be replayed again automatically.
If you want to replay the currently loaded mission more than once, send the following text in the chat line (to ALL):
DSC REPLAY n
The controller will omit rotating the mission after the ending of the current mission, and re-loads the same mission again as many times as specified by integer “n”. This should be between the range 2-10 times maximum. Repeated replay order is cleared automatically in case the server becomes empty. Be prepared however, that dynamic campaigns often disallow the manual replay of their missions.
If you regularly play the same map (e.g., a dynamic campaign), you can specify your preference by sending the following text in the chat line (to ALL):
DSC FAVORITE mapname
The controller
will
immediately switch to this map in case you are the first player on the
server,
therefore saving your time. However, if there are other players on the
server,
such change request will not take place, since you may decide to join
the
current missions with the other players.
In order to check your map preference setting, send the following text in the chat line (to ALL):
DSC FAVORITE
In order to delete your map preference setting, send the following text in the chat line (to ALL):
DSC FAVORITE CLEAR
Soft lock
If you want to play undisturbed by new players arriving to the server, send the following text in the chat line (to ALL) after the mission started:
DSC LOCK
The server controller will protect the currently ongoing mission from newly arriving players. This means that the server controller will allow the mission to continue and the new players have to wait until the mission is either completed, or unlocked again. The lock is removed automatically at every mission start.
If you want to re-enable the possibility of including new players with a mission restart, send the following text in the chat line (to ALL):
DSC UNLOCK
The server controller immediately re-start the ongoing mission, if a new player joins the game, selects and airplane and presses the “Fly!” button.
Hard closure
This possibility is only available for an active player administrator.
If you want to completely prohibit new players from joining the server during an ongoing mission, or already at the start of mission briefing, send the following text in the chat line (to ALL) after the mission started:
DSC CLOSE
The server controller will not allow any new players joining the server at all. Attempts to join the server will result in “connect disabled” error message to the new players. The closure is removed automatically at every new mission start.
If you want to re-enable the possibility of joining the server for new players during the ongoing mission, send the following text in the chat line (to ALL):
DSC REOPEN
The server controller will again allow new players to join the server. However, any new player may have to wait for the ending of the current mission, depending on the current lock status (see in section above).
Certain important campaigns may also be configured for automatic closure, so even without an active player administrator, the server will disable new player arrivals for the duration while the mission is running. In this case a special notice is posted on the server status page, and new players are allowed to join only after the mission ends and the next mission briefing starts. An active player administrator can also manually re-open an automatically closed missions.
Point system
The sever controllers takes input from the points as awarded by the IL2 game at the end of finished missions. If someone makes successful kills, but disconnects before the mission is finished, the IL2 game registers no points for that pilot, therefore sometimes it may make sense to remain in the mission after bailing out or crash-landing on the field.
The points displayed by IL2 are further processed by the server controller and then added to the individual statistics of the pilots. The processing will be as follows:
- all positive points gained by human pilots on the same side are shared evenly between them – this makes “kill stealing” by humans no longer an issue
- the scores are increased by 25% for the side that won the mission, and reduced by 25% for the side that lost the mission – this raises the importance of fulfilling mission objectives
- the scores are increased by 50% when at least 2 humans were starting the mission on the same side and all survived – this motivates a historic attitude towards appreciating my comrades’ lives more than mission objectives or victory counts
- the scores are decreased by 50% when at least 2 humans were starting the mission on the same side and at least one of them died - this also motivates a historic attitude towards appreciating my comrades’ lives more than mission objectives or victory counts.
At the end of the calculation, the server announces the points awarded finally in the statistical records. In case of no points earned, nothing is announced.
The overall statistics are tracked on the hard disk of the server, and can be queried online with the following chat line to the “Server” or “ALL”:
DSC STATS
The statistics
for everyone
is uploaded to the web at server at periodic intervals (e.g., every 2
hours),
but only in idle periods. The call-signs
are sorted in alphabetical order and team/squadron associations are
determined
from the patterns at the beginning of the call-signs. Direct hyperlinks
to
players, squad, mission and campaigns are available for bookmarking by
clicking
on the “On duty” lamps on the right side.
NB. The dynamic
campaigns
use their own built-in
award and point system in parallel with the above system. Information
regarding
the scores and awards from the dynamic campaigns can be obtained from
the
campaign organizers.
Negative scores (TK)
Innocent friendly fire and friendly collision incidents are unavoidable and checked at the end of each mission. If a pilot has negative score, it will not influence the score of other pilots. However, the pilot will not gain from the team score sharing either, and receives a chat warning from the Server when this happens for the first time. When obtaining a negative score again within 30 minutes of a previous negative score, the pilot’s individual score is reduced, and the server controller announces that the pilot is prohibited to fly for 10 minutes. If this pilot tries to fly again a mission within the penalty period, the server controller will kick him immediately after the mission is launched.
Player administrators
The player administrator role is similar to a powerful dictator.
Administrators can identify themselves to the server by a secret password, set by the server operator earlier. Only one administrator can be active at any given time. The active administrator is fully in control, and therefore fully responsible for game-play experience on the server during his/her rule.
The administrator rights are withdrawn when the currently active admin leaves the server. The exclusive rights and responsibilities can also be manually given up by the active administrator as well, returning him to a normal player status.
All administrator activities are announced to all players to ensure transparency of administrative actions.
If you want to become the mighty dictator on the server, send the following text in the chat line to the Server only:
DSC ADMIN password TO Server
If your password matches that manually set by the server owner at start, you will receive the exclusive administrator privileges to launch, lock, unlock, terminate, change missions, or even kick players and close the servers from new entrants.
If you want to kick someone from the server, send the following text in the chat line (to ALL):
DSC KICK callsign
The server controller will attempt to kick the player identified by the call-sign. In case the call-sign pattern doesn’t match any of the player names on the server, the controller will perform a reverse scan again, the try to find a partial match, where the player name includes the specified ‘callsign’ text. In case of several players meet that criteria, only the player, which joined most recently, will be kicked. In order to avoid kicking the wrong person, always specify the call-signs in this command as accurately possible. The partial matching should be used only when dealing with players that have unknown whitespaces in their names.
If you want to prevent someone coming back to he server, send the following text in the chat line (to ALL):
DSC BAN callsign
The server
controller will
request from IL-2 the banning on all call-signs with the given pattern.
If you want to prevent someone coming back to he server, send the following text in the chat line (to ALL):
DSC UNBAN callsign
The server
controller will
request from IL-2 the remove of the ban for the call-signs with the
given
pattern.
The active
player
administrator also carries the exclusive right to control mission
launch,
termination and change as well. During his or her rule, no other player
can
launch, terminate or change missions. The mission briefings also end
only when
the active player administrator wants to end the mission, regardless of
any
other players or pre-configured launch restrictions.
If you want to return to being an ordinary player with no extra responsibilities and tasks, send the following text in the chat line (to ALL):
DSC ADMIN
Sending the command without password will remove your exclusive administrator privileges and responsibilities.
Organizing
events
In order to promote team-play
and squadron
matches, the server controller provides a simple in-game bulletin board
system.
Posting a
message is
available to everyone with more than 1 hour of flight time. The message
has to
be short and straight to the point, only 1 line and maximum 60-70 characters. The player who posts
the message should specify the number of hours, for which his or her
message
should remain on the board.
The active
messages are
announced
The messages
always
indicated the call-sign of the poster in brackets, at the beginning of
the
message.
If you want to check the active messages on the bulletin board, send the following text in the chat line (to ALL):
DSC MSG
The server
controller will
respond with the list of active messages (if any).
If you want to leave a message, e.g., a match request for the other visitors of a server, send the following text in the chat line (to ALL):
DSC MSG hours your message
The
‘hours’ parameter
specified the expiry date of your message, minimum value is 1 hour,
maximum
value is 168 hours (1 week).
If you want to clear your previous message before its automatic expiry time, send the following text in the chat line (to ALL):
DSC MSG CLEAR
This will remove
your
earlier posted, and still active message
from the
in-game bulletin board.
In order to
avoid message
flooding, the server accepts only 1 message from 1 player. Maximum 5
messages
may be posted on the bulletin board at any time,
in
this case, new messages can be posted only when previous messages are
deleted. The messages are purged by
their expiry time regularly when the server is online.
Password
protected slots
in competitive missions
A few
competitive missions
may be intended for only a special group of players. In order to
prevent
unauthorized access to their briefings and their aircraft, it may be
necessary
to enter a secret password before selecting any slot. In this case will
be a
warning in the chat line about this prerequisite. Failure to enter the
correct
password before taking a slot will result in the immediate kicking of
the
player.
In order to identify to the server controller that you are eligible to take a slot on the Allied (red) side, send the following chat line to the Server only:
DSC RED redpassword
where ‘redpassword’
is an agreed
secret password known by the invited players for the Allied side. The
password
is case sensitive.
In order to identify to the server controller that you are eligible to take a slot on the Axis (blue) side, send the following chat line to the Server only:
DSC BLUE bluepassword
where ‘bluepassword’
is an
agreed secret password known by the invited players for the Allied
side. The
password is case sensitive.
If the current
mission is
not protected, the passwords will be stored by the controller and used
for
authentication later, when the protected mission will be loaded up.
If the current
mission is
protected, the result of password verification will be announced. Only
after
successful authentication should the player take a slot. In case of
unsuccessful authentication, the player should ask for the correct
password
from his commander in charge or the server administrator.
An active
administrator may
override the password protection and take any side. However, as soon as
his
administrator rights are removed, the password verification will take
place and
may be kicked as well, in case of incorrect or missing password.
The above
commands do not
survive disconnection from the server, and have to be entered every
time after
joining the server, before selecting a protected slot.
Password-protected
individual call-signs
In a competitive
environment, some players require protecting their call-sign from
unauthorized
use, i.e., replication by others.
If you would like to prevent other players joining and flying missions with your current call-sign (nick), define your call-sign by sending the following text in the chat line to the Server only:
DSC PASSWORD yourpassword TO Server
The server
controller will
confirm the setting of your new call-sign protection.
If you leave the server and re-join later, you will only be able to fly a mission after entering the same protection password which you defined before. Confirm your identity and enter your secret call-sign by sending the following text in the chat line to the Server only:
DSC PASSWORD yourpassword TO Server
The server
controller will
confirm that your password matches. If the comparisons fails (e.g.,
difference
in capitalization) you
receive a negative confirmation and you have to repeat the command with
the
correct password.
If you no longer
wish to
protect your call-sign, remove the protection by sending the following
text in the
chat line (to ALL):
DSC
PASSWORD CLEAR
The server
controller will
confirm the removal of the protection.
In case you forget your call-sign password, you must contact the server operator or a player, who can activate himself or herself as player administrator. After that the active player administrator can set or clear the call-sign password by sending one of the below text in the chat line to the Server only:
DSC PASSWORD callsign hispassword TO Server
Or
DSC PASSWORD callsign CLEAR TO Server
The server
controller will
confirm the success or failure of setting the call-sign password. The
changes
take effect immediately, regardless whether the requesting player is in
or not
in game.
Campaign type
specific
commands
If you want to kick someone from the server from your own campaign, send the following text in the chat line to the Server only:
DSC KICK callsign campaignpassword TO Server
The server controller will attempt to kick the player identified by the call-sign, even if you are not an active player admin. However, the campaignpassword should match the campaign administrator password for the currently loaded map.
Scorched
Earth Online War (SEOW)
The server
controller is
integrated with SEDCS application, so that missions can be built and
analyzed
automatically, without the need to access SEDCS manually.
In order to generate the next
mission, send the
following text in the chat line to the Server only:
DSC
SEOW BUILD campaingpassword TO Server
The ‘campaingpasswrd’
is a parameter normally available to campaign administrators only, so
as to
ensure that mission generation takes place only after the commanders
finished
their activities in the Mission Planner (MP). The building can only
start, if
the campaign is in Planning phase
(01_Planning). The
mission building in SEDCS starts immediately, however, it may take
between 5-25
minutes to finish. During this time, the server may be used to play other missions. When
the mission building is finished, players will be notified with a text
message
in chat line and the mission will become immediately playable in the
corresponding map folder.
In order to launch a mission
without any flyable aircraft
(e.g., only ground war was planned due to bad weather), send the
following text
in the chat line to the Server only:
DSC
SEOW
FORCELAUNCH campaingpassword TO Server
The ‘campaingpassword’
is a parameter normally available to campaign administrators only,
because the
controller will start the usual launch countdown and due to the
inability to
pick a plane and press “Fly” button, it will remove all
players from the server
in order to launch the mission.
If the same
command is used
in a schedule, it will start the launch count-down at the scheduled
time,
regardless of the number of players.
In order to
backup a local
SEOW database manually (e.g., after a successful analysis as well),
send the
following text in the chat line to the Server only:
DSC
SEOW BACKUP campaingpassword TO Server
The ‘campaingpassword’
is a parameter normally available to campaign administrators only. The
campaign
should have been pre-configured for automatic backup also, which takes
place
after every mission building.
In order to
restore a local
SEOW database manually (e.g., before building the next mission), send
the
following text in the chat line to the Server only:
DSC
SEOW RESTORE campaingpassword TO Server
The ‘campaingpassword’
is a parameter normally available to campaign administrators only. The
campaign
should have been pre-configured for automatic restoration also. Bear in
mind
that restoration may take time significant time, if it takes place from
a
remote machine via the Internet, therefore do not initiate other
activities
(e.g., building the next mission) within the maximum time the
restoration can
take.
With active
player
administrator rights, it is possible to automate the mission building
and
launching command sequences with the help of “builder” and
“launcher” scripts.
In order to
start the
mission building command sequence, send the following text in the chat
line (to
ALL):
DSC
SEOW BUILDER campaingfolder
The ‘campaingfolder’
parameter must be an exact match of an existing campaign folder. The
server
will
In order to
start the
mission launching command sequence, send the following text in the chat
line
(to ALL):
DSC
SEOW LAUNCHER campaingfolder [minbrief] [maxbrief]
The ‘campaingfolder’
parameter must be an exact match of an existing campaign folder. The
optional ‘minbrief’ parameter
can be an integer, which specifies in
minutes, how long is the guaranteed briefing time, while ordinary
players
cannot launch the mission nor change the map. The optional ‘maxbrief’
parameter can be another integer, which specifies in minutes, how long
the
server will wait after the end of the minimum briefing time, before
force-launching the mission. If the
minimum briefing time is 0, it means that the mission can be launched
immediately, if the other, normal launch conditions are fulfilled. If
the
maximum briefing time is 0, it means that as soon as the minimum
briefing time
elapsed, the forced launch of the mission will be requested immediately. During the launch sequence, the server will
Although the
scripts
performs its activities with administrator rights, an active human
administrator can and will override both of them. To avoid unwanted
interference between the human administrator and the script, it is
recommended
to release administrator rights after starting the building/launching
sequences.
If there is a
need to
override the scripts for a longer period of time, they can be manually
de-activated and put out of operation completely. In order to do this,
send the
following text in the chat lines (to ALL):
DSC
SEOW BUILDER
DEACTIVATE
DSC
SEOW LAUNCHER
DEACTIVATE
In this case,
they need to
be manually re-activated again before using them. In
order to do this, send the following text
in the chat lines (to ALL):
DSC
SEOW BUILDER
ACTIVATE
DSC
SEOW LAUNCHER
ACTIVATE
In rare cases,
the mission
generation may fail for some reason, which can be quickly corrected by
the
campaign administrators. However,
the protection for the SEDCS GUI must
be removed manually before the building command can be repeated again..
In
order to clear the interference protection on the SEDCS GUI, send the
following
text in the chat line to the Server only:
DSC
SEOW CLEAR campaingpassword TO Server
The ‘campaingpasswrd’
is a parameter normally available to campaign administrators only.
After the
confirmation the building command can be repeated once more.
Dynamic
Campaign Generator (DCG)
In order to launch a mission
without any players
(e.g., to move the clock advance), activate yourself as a player
administrator
and send the following text in the chat line to the Server only:
DSC
FORCELAUNCH TO
Server
The ‘campaingpassword’
is a parameter normally available to campaign administrators only,
because the
controller will start the usual launch countdown and due to the
inability to
pick a plane and press “Fly” button, it will remove all
players from the server
in order to launch the mission.
In order obtain
information
about territory control and ground troop strength,
send the following text in the chat line (to ALL):
The server will
respond with
the list of named locations, their control situation and own troop
strengths.
If permitted, the server will also give the enemy strength as well,
however
this information may be inaccurate. The optional ‘filter’
parameter can be used
to restrict the list, for example,
to the ‘Contested’ (frontline) areas
only.
In order obtain
information
about squadron strength, send the following
text in
the chat line (to ALL):
DSC DCG
SQUADRONS
[filter]
The server will
respond with
the list of squadron codes, their affiliation and own squadron details,
such as
number of planes, their type, activity status and home airfield. If
permitted,
the server will also give the enemy squadron details as well, however
that
information may be inaccurate. The optional ‘filter’
parameter can be used to
restrict the list, for example,
to certain plane types or home
bases.
In order to see
the
possibility to override the internal air and ground commander of the
campaign
generator, send the following text in the chat line (to ALL):
DSC DCG
COMMANDS
[filter]
The server will
respond with
the list of DCG command options enabled for use by the players on your
side for
that specific campaign, in the format required by the DCG timetable. Additional information on the options can be
provided
by the server operator or the campaign maintainer.
Options ending with a “*” indicate the
possibility to append arbitrary parameters, such as news briefs. The
optional
‘filter’ parameter can be used to restrict the list, for
example, to
certain option
type or squadron identity.
In order to
override the
internal air and ground commander of the campaign generator, send the
following
text in the chat line (to ALL):
DSC DCG
COMMAND
pattern [additional parameters]
The server will
select the
option using the mandatory, case insensitive ‘pattern’ and insert it
into the
time-table of DCG. If the option ends with a “*”
, the
additional text parameters will be appended to the timetable entry as
well. The
server controller will confirm the date, when the command will become
effective. However, be aware that
the command will not be effective on
the already generated and mission at all. In case the server confirmed
today’s
campaign date, but the next mission will be generated for tomorrow, the
command
will not be executed, so the player will have to repeat the command a the beginning of the next campaign day.
Voice communications
Pilots are recommended to use the server-specific voice communication channels, whenever provided. This will ensure that all pilots will be able to communicate with each other while playing on the server.
It is the responsibility of pilots taking flight-lead positions to ensure that voice communication to all pilots on their side is working. Balanced missions can only be won by the team with better cooperation, and cooperation via chat line is far too slow in case of ongoing combat.
Changes in
“conf.ini”
file
Change the line from DrawIfNotFocused=0 to DrawIfNotFocused=1. This will allow players to switch (Alt+Tab) to any other application, but keep the IL2 screen visible in the background always updated. This is quite handy while you wait for the next mission start, because you can keep an eye on the mission progress and simultaneously do others things on your PC instead of just waiting (e.g., reading P-51 Mustang encounter reports by real pilots.).
Change the line
from MaxLen=3000.0 to MaxLen=500000.
This will allow players to move the view far away from the location
where they
bailed or crashed, and follow the action elsewhere, even if the
external view
is not available on the server.
Finding a
disappeared
mouse pointer
In case the
yellow triangle
of the mouse pointer disappears from IL2, it may be caused by a
well-known bug
in IL2 itself. The simple solution is to
press the key for activating the chat window (default ~), this will
also make
the mouse pointer to re-appear again. Click on any part of the screen
to close
the chat window, and the mouse pointer will remain available.
In large
servers, map or
mission listings can be very lengthy, much larger than the chat window.
In
order to see the beginning of those lists, activate the chat window and
click
on the upper part of the messages frame. This is equivalent to a
“page up”
operation, allowing the players to see the beginning part of the long
lists as
well. At the end of viewing, click the
lower part of the messages frame in the active chat window
several times (“page down”), so as to go down
to the bottom of the messages and view the latest ones again.
Deactivating the
chat window and re-activating it again will not do this.
If you
forget to go down to the bottom of the message window manually, the
messages
may seem “delayed”.
Messages are
seriously
delayed in the chat window
Activate the
chat window and
click the lower part of the messages frame. This acts as a “page
down”
operation in the messages frame and ensures that your chat window is
showing
always the latest (most fresh) messages from the server.
Low
frame-rates, stutters
and warping
Make sure that
your network
settings a correctly adjusted in IL-2 and also in your Hyperlobby
client (if you connect via HL). Too low settings will result in jerky
movement
of other aircraft and ground targets, too high setting will risk
stutters and
warping, so it is very important to configure your PC to use the
maximum
bandwidth that is safely available to you and your CPU can safely
handle – not
more, not less. Test your bandwidth by starting up http://www.speedtest.net and
selecting a
test-server in the same country where your co-op server is located.
After the
test, take a note of the downlink bandwidth in kbit/s.
Then multiply this value by a factor of 0.8 (-20%) to allow a safety
margin,
multiply it by 1000 (to get bit/s) and divide by 8 (to get bytes/s).
Put the
result into your
a) IL-2 conf.ini file, section
[NET], speed=xxxxx
b) Hyperlobby hlpro.ini file, section [Forgotten
Battles], clientRate=xxxxx.
Useful tips
for squadrons
The suggested
procedure for scheduling
squad competitions through the in-game bulletin board is as follows:
Step 1. The squadron commander places the request
on the
bulletin board a few days in advance.
DSC
MSG 72 SquadA Axis 04.23 20:00 UTC+2 MAP 6
The
message is a short form for saying that squadron “A” would like to play the campaign (map) #6 on
the Axis side at 23rd April at 8 PM local time, in time zone
UTC +
2. For the correct understanding of the time zone abbreviations, use http://www.timeanddate.com/library/abbreviations/timezones/.
Step 2. Members of other squadrons joining the
server will
see the message
Server:
(commanderA)SquadA
Axis 04.23 20:00 UTC+2, MAP 6
They
can inform their own commander and if they want to compete, they can
leave the
following message in reply:
DSC
MSG 72 SquadB Allied 04.23 20:00 UTC+2,
MAP 6
The
message is also short form for saying that squadron “B” would also like to play the campaign (map) #6
on the Allied side at 23rd April at 8 PM local time, in time
zone
UTC + 2. As a result, the following 2 messages will appear to all
players and
on the status web page:
Server:
(commanderA)SquadA Axis 04.23 20:00
UTC+2, MAP 6
Server:
(commanderB)SquadB
Allied 04.23 20:00 UTC+2, MAP 6
The
complementary messages mean that the match is agreed and scheduled from
both
sides.
Step 3. When the
match time comes, everyone gathers on the server from both squadrons.
The
players vote for the agreed map and missions
DSC
MAP 06_
The missions are launched and played as usual. After the squadron match is over, the messages can be deleted manually by the squadron commanders, or they will be deleted automatically by the expiry times.
Server
performance
tracking
In order to help
mission
makers and server administrators to optimize the missions and server
settings,
the server tracks and reports the following parameters:
The server
controller will insert
the final results at the end of each mission into the general mission
log,
which is then uploaded to the web at regular pre-defined intervals
(e.g., once
every 24 hours).
In order to
obtain interim
results for an ongoing mission, you can send the following text in the
chat
line (to ALL):
DSC
PERFORMANCE
The server
controller will
respond with the values recorded from the mission start until the time
the
command was entered. Please be aware that certain measurements become
available
only after 1-2 minutes into the mission, not immediately from the start
of the
mission. The data is collected and tracked during ongoing missions, so
in case
you enter this command during a mission briefing, the reported data
reflects
the final results of the latest mission.
Active
bandwidth
management
Due to the
larger number of
moving objects, the co-operative missions are more demanding for a
stable and
speedy internet access to/from the clients.
Active bandwidth
management allows
the optimization of the bandwidth usage of each player by 2 ways.
a) Warning them repeatedly, when their
connection does
not meet the pre-defined minimum bandwidth requirement for the mission.
b) Capping their maximum bandwidth, when
their
connection is too fast and would overwhelm the server.
As the actual
bandwidth
demand is proportional with the number of moving objects (aircraft,
ground
vehicles and tanks), typically higher minimum-maximum range can be
specified
for with dense population of moving AI objects, and lower
minimum-maximum
settings can be configured for missions
with fewer AI objects.
In order to
check the
current minimum and maximum bandwidth requirements, you can send the
following
text in the chat line (to ALL):
DSC
BANDWIDTH
The server
controller will
respond with the values currently in effect.
In order to
change the
minimum bandwidth requirement for the current mission, an active player
administrator can send the following text in the chat line (to ALL):
DSC
BANDWIDTH MIN minimumkilobitpersec
where ‘minimumkbitpersec’
is an
integer value, specifying the minimum required bandwidth for the
player’s
individual connections, in kilobit/second (kbit/s).
Note: tt can take up to 1 minute to issue
all
warnings to players not meeting the new minimum bandwidth requirement.
In order to
change the
minimum bandwidth requirement for the current mission, an active player
administrator can send the following text in the chat line (to ALL):
DSC
BANDWIDTH MAX maximumkilobitpersec
where ‘mqximumkilobitpersec’
is
an integer value, specifying the maximum permitted bandwidth for the
player’s
individual connections, in kilobit/second (kbit/s).
The controller will issue a warning, in case the maximum permitted
player limit
could potentially lead to a server link overload (player bandwidth cap
*
maximum number of players > total server bandwidth specified in its
conf.ini
file), but the setting takes place anyway. Note: It can take up to 1
minute to
throttle up or down the bandwidth of all players to the new maximum cap.
NB. The manually
adjusted
values are valid from briefing until mission termination and the
pre-configured
values will take effect again after terminating, replaying or changing
the
current mission.
Skin download
settings
The server
controller allows
changing the skin download status during an ongoing mission. In order
to do so,
an active player administrator can send the following text in the chat
line (to
ALL):
DSC
SKINDOWNLOAD
setting
where ‘setting’ is either OFF or
ON, depending whether
skin download should be disabled or enabled on the server side.
Scheduling
The server
controller is
capable to run DSC commands on a pre-defined schedule. This can be
useful to
trigger map changes or initiate specific activities.
In order to list
the
currently scheduled events on the server, send the following text in
the chat
line (to ALL):
DSC
SCHEDULE
The server
controller will
list the scheduled DSC commands – not necessarily in ascending
order, and also
displays the current time, allowing to determine
the
remaining time for the events to take place.
In order to
enter a new DSC
command to be executed at a pre-defined time in the future, an active
player
administrator must send the following text in the chat line (to ALL):
DSC
SCHEDULE yyyy-mm-dd hh.mm
command
parameters
where ‘yyyy-mm-dd’
is the date,
‘hh.mm’ is the hour and minute
separated by a period
‘.’, not a colon, ‘command’ is the DSC
command (without the DSC
prefix), and ‘parameters’ are the arbitrary parameters for
the command.
The server
controller makes
no syntax check on the scheduled command, therefore the spelling must
be very
accurate, otherwise a misspelled command will fail to execute at the
scheduled
time. The scheduled commands are saved on the hard disk,
therefore they will be automatically restored after server restart or
shutdown
as well.
In order to
change an
already scheduled DSC command, an active player administrator must send
the
following text in the chat line (to ALL):
DSC
SCHEDULE yyyy-mm-dd hh.mm
newcommand parameters
where ‘yyyy-mm-dd’
is the
already pre-set date, ‘hh.mm’
is the already pre-set
hour and minute separated by a period, not a colon, ‘newcommand’
is the new DSC command (without the DSC prefix), and
‘parameters’ are the
arbitrary parameters for the command.
In order to
delete an
already scheduled DSC command, an active player administrator must send
the
following text in the chat line (to ALL):
DSC
SCHEDULE yyyy-mm-dd hh.mm
where ‘yyyy-mm-dd’
is the date,
‘hh.mm’ is the hour and minute
separated by a period,
not a colon, for the already scheduled command.
In order to
deactivate the
scheduling function to prevent the scheduled events interfering with
manual
activities, an active player administrator must send the following text
in the
chat line (to ALL):
DSC
SCHEDULE
DEACTIVATE
The deactivation
is valid
until the next server restart, or until manual re-activation. During
this time,
the schedule table can be modified freely, but no events will be
executed.
In order to re-eactivate the scheduling function again, an
active player
administrator must send the following text in the chat line (to ALL):
DSC
SCHEDULE
ACTIVATE
The activation
will also
execute all scheduled commands, which were supposed to be executed
during the
deactivated period. If this is undesirable, these outdated commands
should be deleted
from the schedule manually first, leaving only future events in the
calendar.
Schedule
example
The following
example shows
how to pre-schedule a SEOW event on Wednesday, 23rd January,
2008,
where players are expected to gather on the server at 21:00 (according
to the
server’s time zone), and the mission should be launched at 21:15
latest. It is
assumed that the mission will be generated in maximum 10-15 minutes,
and the
corresponding map folder is named 43_SEOW_Murmansk.
Step 1. The mission generation sequence needs to
be
scheduled with sufficient time ahead of the players gathering on the
server.
DSC
SCHEDULE
2008-01-23 20.35 SEOW BUILDER 43_SEOW_Murmansk
Starting the
generation 25
minutes before the players arrive ensures that the mission will be
generated by
the time the players start gathering on the server.
Step 2. The mission launch sequence is started
just prior to
the gathering time, so as to ensure that the server is switched to the
correct
map again before the players arrive.
DSC
SCHEDULE
2008-01-23 20.55 SEOW LAUNCHER 43_SEOW_Murmansk 15 5
The minimum
briefing time
will last 15 minutes, from 20:55 till 21:15. During this time, no
ordinary
player can launch the mission.
After 21:10, the
mission can
be launched by fulfilling the normal launch conditions, e.g., enough
people
pressed “Fly” and the campaign password is entered by one
of the commanders.
However, the briefing can remain ongoing for a maximum of 5 additional
minutes.
After 21:15, the
mission
will be force-launched and if not all players are ready, the usual 2
minutes
count-down will starts. Players not ready at the end of the countdown
will be
removed from the server as usual, in order to allow the mission launch.
If
commanders need more time to brief their pilots, they can do so while
the
mission is already running, by staying on the runways for the remainder
of the
briefing. Pilots, who miss the event because of not joining on the
agreed time will have to learn that
“the war doesn’t wait for
anyone”.
Player titles
The server
controller can
highlight special players in the statistics, both when displayed in
game or on
the web page. This can be useful for
bringing other player’s attention to those, who bear special
relation to the
server operator, e.g., donors, contributors, commanding officers.
Setting,
altering and erasing such titles can be done by active player
administrators
only.
In order to
assign a special
title to a player, an active administrator must send the following text
in the
chat line (to ALL):
DSC
TITLE callsign title
The test
‘title’ will appear
in brackets after the call-sign of the player in brackets, both in the
in-game
statistics (DSC STATS) and on the
statistical web page. Useful titles
can be “admin”, “supporter”, “contributor”, “CO”,
“XO”
etc.
In order to
check the
special title of a player, an active player administrator must send the
following text in the chat line (to ALL):
DSC
TITLE callsign
In order to
delete the
special title of a player, an active player administrator must send the
following text in the chat line (to ALL):
DSC
TITLE callsign CLEAR
Legal notes
The server
controller is a
custom-made non-profit 3rd party application for the IL2
software. All rights reserved.
The dedicated
co-op server
controller is designed for a completely standard, untouched version of
IL-2
game. There has been a lot of time invested into understanding the
exact
behavior of the IL-2 GUI and the console in various situations, but
there was
neither need nor intent nor capability to access the internal details
of IL-2
for this project. The server controller is a completely separate
external
add-on utility to the commercially available, unmodified IL-2 software. In case of any further questions in this
matter, please contact the relevant server operator or the maintainer
of the
controller application. Do not, under any circumstances, associate the
co-op
servers with cracking, cheating, hacking or manipulating the flight and
damage
models in any way, because it is not the case.
Personal notes
Thanks to
Daniel and
Emma, my children, who allowed me to make this happen.
Thanks
to Sun Microsystems for Java, Oleg and 1C for IL2 Sturmovik and Pacific
Fighters.
Thanks to the server operators, mission makers, campaign designers and of course, the dedicated co-op players for suggestions and ceaseless motivation.
Appendix
Why a dedicated co-op server can be better than the normal manual co-op hosting?
Why coop missions can be better than scripted dogfight missions?
Why a dedicated online war server can be better than the normal mission downloading, manual hosting and report uploading?
What should be
considered by
interested server operators?
General
features for
server operators:
Configurable
options
available for server operators and mission makers:
Hosted
mission
requirements
Miscellaneous
requirements