Registration
Airforce War registration is independent from forum registration. Forum has a complete different database.
Airforce war is an online campaign, and games are started from game lobby: HyperLobby. So the very first thing to do, is to get the hyperlobby client and register a pilot name. Click on Hyperlobby button to get client:

Pilot registration:
To register in Airforce War as pilot you have to fill the "Pilot register" form. You need to provide you name (HyperLobby callsign) and provoide a personal password. Aditionaly you can fill your email and a avatar image link. When this is done, you can edit you profile, join a squad, create a squad, etc.
Notice that if you have already flown a Airforce War mission you are automatcally registerded as pilot. The password assigned to you is you hyperloby name (exact case). If this is your case, you have to skip pilot registration, and go straight to "edit pilot" so you can change you password and complete you mail, avatar information. Then you can join or create squadrons.
Squadron registration:
If you are the CO of a squadron, go to "Squadrons -> Register" and fill the form with the squadron information. Once the form is completed you will automaticaly be incorporated to the squadron, and your stats moved to the squadron Stats. Then you can go to "Squadrons -> Edit" and add a XO to your squadron. The CO and XO can accept pilot aplications to the squadrons. Once the pilot is accepted, the new pilot stats will be incorporated to the squadron stats.
Create missions
To create a mission, each side has to make an attack request, then the one is going to host need to "combine" both parts. This are the steps:
- Load Generation page.
- Host of the mission stay in our slot, whereupon request slot is activated. Host selected maximal number of fighter in the mission. In slots AW1 and AW4 generation missions with minimum number 8x8 pilots at others - 6x6. Hosts of the sides could hold not more than four slots. Host could not hold the slot over a period of 30 minutes, after having generated a previous mission.
- Click VVS Request to create Red Request, or Click LW Request for Blue
- A new page will load, showing the current states of airfiels, city damages and radius suply, recon level, attack and defend for sectors, a front map. Decide your atack and select the target from the pulldown menu. Then, select the distribution of the airplanes (defend, attack). Finaly fill the name and passwords fields.
- Once your request sent, you will get a confirmation message, with your name.
- When the host has the two requests messages, the host loads the link downloads, create the mission, suplying name and password.
Notes:
As you can see, the host no nessesary needs to make a request. It can be done by any other pilot. The host only needs to combine request.
The plane distribution will be splited in: Defense and Attack.
- The attack planes are the ones will be assigned to our attack: They are the escorts of the attack planes in case we are attacking a city or an airfield, or they are the escort of suply transports, or they can be the fighters providing air cover to our tanks (in case we attack tactic), or they can be the fighters providing air cover to our cargo columns and sea convoy.
- The defense planesare the ones will be assigned to the defense, depending of the enemy attack can be: patrol in case enemy is attacking a city or an airfield, intercept in case enemy is doing a suply mission or escorts of our bomeber group sheduled to attack enemy tanks (in case enemy attack tactic, ground or sea suply).
Finaly, each group has a max amount of planes of 8. For this reason, if you make a mission 16x16 the only distribution possible is 8 defend + 8 attack. In case you have 12 fighters mission set defend-attack combinations: 8-4, 6-6, 4-8. In case you have 8 figters options are: 8-0, 6-2, 4-4, 2-6, 0-8.
Report missions
- Load Report page.
- Find your eventlog file and fill the mission number you are reporting (ex: badc_30278)
- Enter your name and password.
- press send, and wait for the report result. This can take several seconds, up to a minute, depending on the mission result and server load. This step can take some time because new front lines need to be ploted.
Notes:
In case a refly mission you dont need to edit your eventlog file. The parser will seek for the last mission matching the mission number.
Is important to wait an ERROR message or a success status from parser. If not, the images can be broken, not updated or maybe the mission incorrect reported.
Airforce war: introduction
In Airforce war territory is divided in sectors. Sectors are square areas of 10Km of side. These sectors that conform the map at any moment belong to some of sides. Who dominates a sector, dominates everything what it is in this sector: Cities, airfields, field champs.Sectors, are united in defensive districts (DD) the center of which are cities. Advance (frontline movement) is achieved by the capture of sectors or defensive districts wholly.
The task of Airforce is a conquest of territory (maps of ZS). Every map initially starts from the balanced position of both sides. Once begun the map each side tries to advance on the territory that the enemy control, and in the advance is seized the cities,DD and the airfields. To win, each side is given a certain number of virtual days, after which the campaign stops.
You must occupy all the enemy towns or cities with supplies or all the enemy airfields to be successful. If one side (red or blue) lose all their airfields that will mean they are defeated because they cannot give any air support to their ground forces. At the same time if one side lose all their towns or cities they will be defeated because they wont be able to supply their ground forces. Victory can be achieved by destroying all the enemy fighters fighting on this map. In case if none of the sides can achieve a decisive victory in the time allotted for this campaign, a victory can be given according to the number of captured cities from start of the map. For each campaign, the number of cities that the side need to to win, displays on the war maps.
In all cases, the campaign is complete and followed another one planned for the new game, unless the campaign is not the last map in the war.
Cities have a strategic and tactical value: the capacity to maintain friendly troops in zones near the city. Each city has a suply radius. All the friendly sectors within this operational range will have strongly armed field champs, creating in this way a harder work to the enemy to attack those suplyed sectors.The loss of city results in the loss of all sectors of this defensive district.
As it is seen, the sectors, cities and campings are related between itsef: The dominion of the sector that contains a city allows that that city belong to us. The suply radius of the city allows to maintain armed field champs that fortify the defense of the sectors arround city.
Considering this interaction we introduce in the Airforce War the possibility of "strategic attacks", that is to say, the attack to the cities to reduce its operational range and soon to be able to advance on low armored enemy sectors. Also we introduce the possibility of being able to suply our cities, to increase the operational range and to provide extensive zones but or as a defense of the attacks of the enemy.
The air bases (aerodromes) play a very important role. In the measurement that our bases are remote of the zones of conflict, it is more difficult to be able to give aerial support. For that reason we introduce the possibility of attacking the bases the point to leave them inoperatives. The possibility exists of suply the bases, to return them operative status or to reduce the damages caused by the enemy.
This introduction is sufficient to understand general operation of the AIRFORCE WAR. Next section explains in more detail the attack types, the consequences, the amount of damages that can be obtained, and other data necessary to consider when planning a strategy.
Airforce war: How does it work
In every mission, both sides will be asked to choose an attack point out of the war map. There are two different ways to perform an attack:
Tactical attack and Strategic attack.
If you're trying to capture a map sector near the front line, that is called tactical attack, in that case a grup of tanks are sent to conquest the area
Otherwise, if you are attacking a city, a town or an airfield directly, in order to decrease their supply radius or their operational status, that is called strategic attack.
Attack of cities or air field (strategic attack)
Group of bombers are escorting by group of fighters of attack, in an amount set in mission request, but not more than 8. The defensive fighters of opponent, patrolling space above the target of attack,are providing interception of an attacking group.
In mission of strategic attack of the city small groups of guns and cars is used. In each group - 24 units, center of group, for better bomb guidance, marked by structure. Maximum number of groups for attack in the city could be - five groups. Their number is depend of the recon level of city. The number of targets in each mission is written in the briefing, where targets are marked on the map. Attention! AI bombers can attack a maximum of two goals for the destruction of the other goals the human bombers is needed.
Targets for airfield bombing missions are planes located on the parking lots.
Damages inflicted the city or air field as a result of bombardment, depend on an amount the destroyed aims before 51 min from the moment of start of a mission. The destruction of anti-aircraft guns did not count in the results of the mission, but they will add only in the personal statistics of the player that destroyed that targets.
For the city every attack decreases the level of defense of sector, in which this city is placed, but only in case if anti-destruction weapons, howitzers, artillery tractors and radio stations included in the groups of targets.
At the request of strategic attack the group of bombers is formed, directly, attacking on the chosen target. The amount of airplanes in striking group is set in the mission request and can be no more than 6. Don't set the maximal number of airplanes, in a hope to inflict as it is possible greater damage. Airplanes, which escorting group is not able to cover, and which will be shot down, will increase the damage of your air field, decreasing his operational capabilities both will be charged from a total number of aircraft given for the campaign.
Capturing enemy map sectors (tactical attack)
When one side tries to conquer the sector of opponent, the attacked sector must be on the frontline of map or , if the question is about the center of defensive district,deep in the defense and, unique, that must be done by this side is a tactical attack of sector.
At the request of tactical attack in the attacked sector a generator sets defensive position, consisting anti-tank guns, howitzers, AA automats and AA mg, attacking tanks, supporting by an attack mobile AA. The group of bombers of opponent is formed, in an amount 4 planes, for attack on your tanks. Striking force is covered by the fighters of defense. For supporting of the attack of the defensive positions of enemy 2 bombers are used. Attack fighters cover their bombers and attack enemy bombers who try to destroy the attacking tanks.
The attacked area can be, or can be not in the radius of supply of cities of opponent. The defense level of sector depends on it. If this sector is included in coverage the radius of supply, the level of defense rises every mission, if does not included the level of defense goes down. The level of defense de bene esse (in mind) is divided by five gradations. Highest level I, the lowest V. During the advance on the sector with the high level of defense our troops will engage with defense forces of opponent (tanks and guns), while hostile bombers will make an effort to stop their advancement. The sector attacked in same queue can be in the radius of supply of the city. In this case the level of attack rises on this sector. Higher level of attack,means the stronger attacking ground forces. (About force and quantitative composition of attacking and defending side, depending on the level of attack and defense of sector see below.)
A ground tactical attack is made by tanks and mobile AA. Certain amount must survive till 41 minute, from the moment of start of a mission, for the following confirmation of success and conquest of sector. Amount of tanks that must survive and necessary for the capture of sector depends on the level of defense of this sector (see table below).
| Level of defense |
Group in defense |
Quanitity of tanks for a capture |
Level of attack |
Group in attack |
| I |
8 anti-tank guns, 2 howitzers, 4 AA, 4 heavy MG and 2 MG |
6 |
I |
8 heavy or middle tanks, 6 middle or light tanks, 1 mobile AA |
| II |
6 anti-tank guns, 2 howitzers, 4 AA, 4 heavy MG and 2 MG |
5 |
II |
6 heavy or middle tanks, 6 middle or light tanks, 1 mobile AA |
| III |
6 anti-tank guns, 2 howitzers, 2 AA, 4 heavy MG and 2 MG |
4 |
III |
5 heavy or middle tank, 6 middle or light tanks, 1 mobile AA |
| IV |
4 anti-tank guns, 2 howitzers, 2 AA, 4 heavy MG and 2 MG |
3 |
IV |
4 heavy or middle tank, 6 middle or light tanks, 1 mobile AA |
| V |
4 anti-tank guns, 2 howitzers, 4 heavy MG and 4 MG |
2 |
V |
3 heavy or middle tank, 6 middle or light tanks, 1 mobile AA |
In defend sector, in which city is placed, consist additional 2 anti-tank guns and 2 AA, placed on front of degend postion in around 350 m.
The level of attack and defense decreases, during every attack of sector depending on the losses of both attack and defense sides.
Supply missions
AIR SUPPLY
To make a suply mission you have to select the SUM-"city_name" target. A flight of transport planes will be arranged. Supply mission can be done by human players or by AI. The transport planes has to take off and fly to the WP on the city to suply. When You are close to the point, less than 5km, you turn on your smoke for a few seconds, then turn off. You have 3 smoke taps and at least one has to be inside the radius. Then you go land at any friendly airfield you like, and that airfield will be suplyied too.
In order to get a valid suply you have to load default weapons and 100% fuel. The suply has to be done inside the time limits showed in the briefings.
If you are interested on suply an Airfield only, select a suply mission to a city close to the airfield you like to suply. Then do the normal suply mission to the city, finaly land in the interested airfield.
GROUND SUPPLY
In order to create the mission of ground supply you must choose the purpose of SUG-"city_name" or SUG-"airfield-XX” . In the target city or air field will be arranged 4 (city) or 3 (air field) transport supply auto-columns.
Auto-Columns are covered by your fighters of attack. For an opponent, on destroying the columns of supply, the group of 4 bombers , which is accompanied by the fighters of defense, is formed. The initial point of route of group of protection of autocolumns coincides with a point, from where the last begin motion. As a place of attack for bombing group the eventual point of motion of autocolumns is specified. If autos did not reach this point, their search must be performed by the player. Autocolumns move only by roads, and only for an entrance to the air fields. Motion is possible on the field ot a road to the eventual point of route.
Autos which are survived after 40 minutes from beginning of mission, considered delivering a supply.
SEA SUPPLY
In order to create the mission of sea supply you must choose the purpose of SUS-"city_name" . In the indicated city an escort will be directed from 2th transport courts , under a protection of 3th war ships.
Convoy is covered by your fighters of attack. For an opponent, on destroying the ships of supply, the group of 4 bombers/mine-bombers , which is accompanied by the fighters of defense, is formed. The initial point of route of group of protection of escort coincides with a point, from where last begin the motion. As a place of attack of bombing group the eventual point of motion of ships is specified. If a convoy did not attain this point, their search must be performed by the player.
Transport courts wich are survived after 40 minutes from beginning of mission, considered delivering a supply.
For the city all missions of supply increase the level of defense of sector, where this city is placed.
Recon missions
In Airforce War to increase damage inflicted by strategic attack on city or airfield You can order Recon mission. Once a Recon mission is ordered the route to target will be plotted for recon plane. Recon plane is covered with attack fighters. Enemy defend fighters is intercepting recon plane. HQ located in sector with city or airfield, you recon, is the target of Recon Mission.
Recon Missions can be accomplished by both human and AI planes.
AI Recon Missions: mission considered to be successful if AI recon plane stay alive (in the air or landed) till the end of mission. AI recon missions adds 10% to sector recon level.
Human Recon Missions: there are 2 types of human recon missions in Airforce War - fighter recon and bomber recon mission.
Fighter recon mission: to accomplish fighter recon mission successfully You should turn on smoke within 500 meters range from target. For better results You can try 3 times (parser will choose the best one), but not more, and before 51 min. After that recon data are considered to be transmitted to Your side HQ by radio and 5% adds to recon level of target city/airfield.
To bring more recon data to side high command recon plane should be landed after completion of it's task. In this case 15% will be added to recon level of target city/airfield.
Bomber recon mission: to accomplish fighter recon mission successfully You should turn on smoke within 500 meters range from target. For better results You can try 3 times (parser will choose the best one), but not more, and before 51 min. After that recon plane should land. In Airforce War bombers flying recon missions are considered to have camera onboard. So as closer to target shots were made the better and more recon data will be brought to side high command. That's why results of bomber recon mission may vary from 25% (shot made 500 m from target) to 55% (shot made 0 m from target) added to target city/airfield recon level.
Recon planes can take on bombs on board (except for companies, which the fixed weapon is set on) and to use them by wish. At bombing of target of recon, the destroyed objects not influence on a general strategy and counts only in statistics of pilot.
Recon level influence the quantity of tartgets in strategic attack missions
| Recon level |
Quantity of tartgets |
| 0 % |
1 |
| 1 - 25 % |
2 |
| 26 - 50 % |
3 |
| 51 - 75 % |
4 |
| 76 - 100 % |
5 |
With every new day the level of recon decreases on 5%. With every mission the level of recon decreases on 1%.
Missions of a landing party
To create mission of a marine landing party you should choose purpose SL-"city_name". The marine landing party will be directed to the specified city from 2 combat ships (destroyers), 3 landing boats slid to a shore. The landing party can be landed only in a seaport, which level of damages more than 60 %. Each of the parties can set only one landing operation on 30 generated missions (digit while conditional).
The landing party is covered with your fighters of attack which will start in air, near to the ships of a landing party. At the opponent, on destruction of combat ships of diving bombers (4 pieces) which is escorted with fighters of defense. The Index point of a route of group of a cover of an escort coincides with a point, whence last begin the movement. As a place of attack of bomber group the finishing point of movement of the ships is underlined. If the ships of a landing party have not reached this point, their search is necessary for conducting self-supporting.
The missions which have escaped after 40 minutes the ships, are considered landed a landing party. The ships which have landed a landing party moderate an absolute value of a level of defense: a landing boat on 2, a combat ship on 6. If the size of a level of defense as a result of landing mission has reached 0 the city is captured.
Additional aircraft (AI planes)
In any mission, where the number of aircraft 6x6 or more, additional aircraft can appear : hunters, reconners, ground attack planes and bombers.
Reconner - single aircraft flown by AI, in most cases, fighter, performing exploration of one of cities. His appearance is described in the briefing. Results are the same as AI recon.
GA planes / bombers, a pair of aircraft flown by AI and performing attack of the random enemy airfield. Their appearance is described in the briefing.
The arbitrary attack of the enemy air fields
ny airfield on map can be attacked, inspite of any special mission was requested. The only targets on airfields that counts are destroyed airplanes. Every destroyed plane on field increases the damage of the air field on 1%.
Capturing towns/cities or airfields
For capture of sector, where city is located, city must have a level of damage more than 50% at an attack on the frontline, or damages more than 80% at an attack in the deep of defense (through the 1 sector). This matter does not touch a capture of a city in at the complete isolation (see a section below: Simultaneous capture).
At the defense of sector, there is temporal limitation: You have 40 minutes from the moment of start of mission till destroying the tanks of opponent, which attack this sector. After expiration of this time, tanks are counted as a destroyed ground objects in your statistics, but already not taken into account in the results of mission. It was made in order to prevent a situation, when bombers fly away on great distance and return then, when a fuel ends for fighters in defense.
If there is the air field in the sector wich was captured, he will be captured too, including information of operative status. If there was the air field in this sector, but he was put out of action, then we get him according to unfunctionings.
During the capture of city (center of defensive district) all sectors included in this defensive district will be captured too. Thus, if you capture a city which had a radius of providing with a Х km at this juncture successfully, you will get him with the same radius of supply and percent of damages.
As it was already stated, city is a center of defensive district, can be captured, as well as on the border of fronline , so at in the deep of defense. In last case, the damages of this city must be more 80%, and in a next mission, an opponent can organize a counterattack, capturing a defensive district back.
Multiple conquests: In the next image, blue side could get a multiple sector capture:

Red side has a bridge-head which can be encircled if the blue side attacks as the arrow shows in the next map image. In case blue side captures that sector, also they'll be successful encircling marked with a red cross so they will capture both sectors after only one move:

If there are chances for the blue side to do that, red side should foresee that encircling movement and open an alternate supply route immediately, as is shown in the next image:

Rescues Before start, remmeber that pilots that can be rescued are only the ones that IL2 stats as captured. That is when you see a meesage in chat box "--- XXX has been captured by enemy forces". If that happens, and XXX pilot is from your own army, you can rescue him.
To rescue a captured pilot you only have to land close to him, wait him reach the plane, takeoff and return to base.
That simulates the process of loading a pilot into your plane and take him to a friend airbase. The next lines explains in more datail how the parser handles the rescue. You don't need to read them or understand them. But if later your rescue didn't work, come back and give a read.
Wen you rescue a pilot, there are many things you do in mission that are not loged (IL2 do not write down all info about your actions), so, the program that later try to understand what you have done (the parser) is limmited. What IL2 logs related to a rescue are 3 pair of coordinates: The captured place, the landing place and the takeoff place.
The landing coordinate is the place you are in ground and aircraft speed is reduced to 0 Km/H. So the landing coordinates say nothing about from where you aproach, or how much you taxi arround till you finally stoped. Sometimes, when you taxi to some place IL2 alrready log the landing place, because while you taxi arround your speed went to 0km/h, before the final place you reach.
The landing place is one point where the pilot to be rescued can be loaded into aircraft. Is a condition that the distance between landing place and captured place be less than 5000 meters (5 KM or 3.125 Miles). If distance is bigger than that, is asumed that the pilot to be rescued can't see the plane landing. And rescue can't be done.
The other information we have is the place where a plane takes off, that is the place were plane is not more touching ground, several meters above ground and with flying speed. But there is no information about the place where the plane start rolling. Because that, the plane can start rolling from any direction in a circle arround takeoff point. (asuming a 1500 metters roll distance)
In next image, the blue dot represents a place where a plane takes off (in air). The orange circle is a 1500 meters radius, and circle limits are places were a plane can start roll to take off. For example, points A,B and C are 3 places where a plane can start to move, so later is "in air" at the blue dot. Any of this places in circle limit can be the place where a the pilot to be rescued can be loaded. The parser will asumme best fit direction, so the start roll point will be always 1500 meters from take off point in direction of rescued pilot.

When you are trying to rescue a pilot, the distance from where a pilot is captured to this loading points is measured.
The loading points are the landing place and the best aproach to takeoff circle limit. The lower distance is considered as the distance to walk (or run).
Lets see some examples in image:

The landing place is the big blue X and the takeoff place is the red X.
Pilot 3 is outside 5Km range, so is not possible to rescue him.
Pilot 1 has to walk/run 700 meters to the landing point.
Pilot 2 is close to the takeoff circle, about 1200 meters to point "A". So parser will assume you landed at blue X, and then you taxi to the point marked as A, where you later start rolling to takeoff.
Now, we know where are the places a pilot can be loaded into plane, and the distance to walk, lets see how the captured pilot reach the plane.
The pilot stated as captured can be healty, wounded or heavily wounded. This will decide how fast can the pilot walk or run towards the rescuer plane. A healty pilot can run at a speed of 5 meters per second (18km/h), a wounded can only walk at a speed of 2m/s (7.2 km/h as fast walk) and a heavily wounded can not move. In this last case, the pilot just landed goes runining where pilot heavily wounded is, and carry him back slow walking to the plane. The total speed of going running and comming back carring the pilot is considered in average a normal walk, but the distance is double, so final average speed assumed is 1m/s (3.6 km/h).
So, we have the distance to walk and the walk/run speed, so there is a "time to captured pilot reach plane". You can't know exactly this time, but closer you land, lower the time you need to wait. If you are in coms, you can ask if pilot is wounded or not to get a clue about waiting time. (At end i post a table with values distance/speed/wait time).
To simulate rescue, we asume that pilot start running (or walking) one minute before rescue plane lands towards landing direction. The only exeption if captured pilot is heavily wounded, and the start walk time starts when plane lands. This is because the just landed pilot has to walk to pickup wounded pilot, and that can only happen after he lands. The "walk time" stops 20 seconds before plane take off (asuming 20 seconds takeoff time).
The new rescue system allows you to land before pilot reach the ground. For example, you can land when you see the chute going down. Land, close to the place where the chute will land, wait for him touch down, wait him to walk to plane and finally take off. In this cases, the "start time to walk" will happen as soon the chute touchs ground. The only problem by landing before, is you cant now if IL2 will stat that pilot as captured or not.
No mater how close the landing point or takeoff points are to the rescue pilot, it always asumed a minium of 50 meters to walk. So always you have to wait between 10 seconds up to 50 seconds to pilot reach plane. But remember that pilot start walking when see your plane in aproach to land (1 minute before you land) so wait time is little or none. Execption if pilot to rescue is heavy wounded.
You can think that wait times are too long, but they are not, because parser asumes best fit take off direction , you have a handicap of 1.5 kilometers. In most cases you will land about 3km or less from pilot, taxi close to him, lets say 1km or less, and later take off. In worst case you take off in oposite direction where captured player was. In this worst case, distance to walk will be 500 meters or less, so waiting time is between 1.7 minutes up to 8.3 minutes, depending on pilot health. If pilot is not heavy wounded, the time to wait is 1 minute less, because we walking to your direction before you land. Check table for other distances.

Most often cases, if you taxy to close point where pilot is, the distance to wal will be the minium (50 meters) and because pilots start walking before you land, wait state is depreciable. Only exeption is the heavy wounded pilots, where you has to wait more time.
Below you can see how events are handled by parser with an example taken from mission badc_54096 used for testing.
Distance are in meters.
Seconds are time in seconds relative to day start (hour 00:00:00)
14:18:48 LeLv69_Masi captured at [ 91828.68 , 22845.912 ]
14:20:18 LeLv28_Lana landed at [ 90949.62 , 22897.652 ] inside 5km limit
14:23:06 LeLv28_Lana take off at [ 90016.07 , 22906.1 ]
- distance to land place: 880 meters
- distance to toff place: 313 meters
- distance used: 313 meters
- captured_secs:51528
- land_secs:51618
- toff_secs:51786
- start_walk_secs:51558 (land secs - 60)
- stop_walk_secs=51766 (toff secs - 20)
- walk_time=208 ( stop_walk_secs - start_walk_secs )
- wounded=0 walk_speed=5 walk_distance=1040 meters
- Looking for LeLv28_Lana return to base: Found!
*** LeLv69_Masi rescued by LeLv28_Lana
The 3 first lines are the 3 points coordinates (and times) involved in rescue. Later distances are measured, and the lower is taking into acount. In this eample, the takeoof point (-1500 meters) was at 313 meters. The walk time was 208 seconds (little more than 3 minutes). LeLv69_Masi walk speed was set to 5 meters/sec because he is not wounded, and that is enought to cover a distance of 1040 meters. Since distance to load point is 313 meters ans it is lower than 1040 meters, is considered that LeLv69_Masi reach the plane. Later LeLv28_Lana returned to base the rescued is acomplished.
I try to keep new rescue system comatible to old system as much i can. New rescue system is almost 100% compatible with old method, so, doing rescue as before shuld be ok. The only differences is wait times that have to take into acount.
The new system is more flexible, allowing he landing point to be as far as 5 Kilometers, making aviable better places to land. Besides that condition, there is not a limit on how close you have to be. Distance can be any up to 5 kilometers. The rescue will now depend on the time you wait for pilot and the distance where he is.
Day Game time:
There is a day-system in this game. Every single virtual day corresponds to a determined amount of missions. Now, the virtual day consist 35 missions.
Cities/towns and airfields recover a percentage of damage by themselves every day passes in the game. Recon level dec on 45% every day. Taking care of your own cities/towns or airfields, and stopping the enemy attacks to them is one of the most important tasks in the game. In the other hand, if you want to defeat the enemy definitely, you will have to do the opposite with their cities or airfields.
Airfields: Airfields will be operational if their damage is LESS than 80% damage. Once this amount of damage is reached, that airfield will be non operational and no flights will have their departure point from that airfield but any friendly flight will be able to land there after the mission. The more damaged is the airfield, you will find less amount of AAA guns, artillery and objects.
Cities/towns: Cities and towns work in the same way as the airfields. The more damaged they are, the less AAA guns, artillery or objectives you will find there.
Each city/town has a maximum supply radius which depends of how important or big is that city or town. Any damaged to the cities will modify that radius in a percentage. Cities/towns are the ones in charge of supplying of food, ammo, petrol etc.. to the ground troops, so the supply radius determines if one sector of the map is covered or defended by ground troops or not.
Planes: The number of aircrafts is final for every campaign. When the campaign starts, both sides have a number of different aircraft types. Every virtual day a new automatic replenishment fleet of planes is arrived. The number of arriving reinforcements are the same for both sides. But the number of each type of aircraft may change, simulating the work war industries to produce new types of aircraft. In contrast, each destroyed aircraft in the air or on land, as well as aircraft of a pilot, who was recorded disco in mission will be subtracted from the total number of planes.
First, it affects the possibility of appearance of every aircraft type for their mission. The possibility of generation of direct aircraft for a particular type of tasks depends on the amount and type of planes is adapted from the aircraft management to carry out this type of task. If more planes of certain type and the better they are able to carry out the mission, then more likely they become available. Large losses could significantly change the picture, so to the strategic attack of the city GA planes or fighters can be used, if the number of bombers is small.
Flights: Start mission is on airfield (except for the sea landing missions, with the airstart - see briefing), including with the test landing strips. The last case requires off from the pilot "removeКАК колодки не знаю) pad (the correct keys to be appointed) before taking off. It is strictly frobidden to release the bomb being on ground in all cases . After take-off, pilots can act on their own. It is strictly prohibited to use any methods increasing traffic pressure such as “prtscrn” keys or switching tasks and etc . If your aircraft has a critical damage it is forbidden to leave the game before his crashing into the ground. In the case of a emergency landing, including on friendly territory, a pilot need to jump out of a airplane, except landing not more than 2 km from the friendly airfield. Active airfields are only those who have a transport plane on the field. Landing on an inactive field results emergency landing or the possibility of capturing by the opposing force.
Rules: (initial release)
This is a very first rule list, recomendations and host procedure. As pilot you have rights and obligations. Anything not listed there is ok. Anyway, there are some recomandations, and some automatic punishments for unliked actions.
Pilots Rights:
- When you join a mission from HL slot you have the right to be part of mission.
- You have at least one hour to do your task.
- You have the right to follow or not to follow briefings.
- You have the right to get all your missions reported.
Pilot Obligations:
- You can not leave the mission once started. (Filtering, disco on propouse.)
- You can not complain against been strafed or been chutekilled.
- You can not complain against other people using lights or smoke.
- You can not complain against other people not following briefings.
- You can not read oposite briefings.
- You can not use any in-game or 3rd party exploids to get uneven advantage. (To be expanded)
- In general you can complain only if your rights was not respected; and shuld be using private mesages.
Recomendations:
- You can land, takeoff any amount of times.
- You can use navigation lights at any time and any amount of times.
- Strafing is allowed, at any time, at any place.
- Landing lights are allowed in first 5 minutes from mission start (for take off), and before 5 minutes a landing event. On usage out of this allowed intervals you get automatic negative points.
- Smoke usage is not allowed. Only Exeption is you are in Suply Task. On usage out of this task exeption you get automatic negative points.
- Chutekills are not forbiden, but since most dislike this, an automatic negative points will be aplied.
- Teamkills will be automatically handled by parser, no matter what was the reason.
Host Procedure
- As host, you are also a pilot, so all pilot right, obligations, and recomndations aply.
- When you start a mission, all pilots in HL slots has to be admited. Backdoor joiners can stay in game only by host wish.
- The mission needs to run for at least 20 minutes, no matter if all humans where killed/landed/disco before that time. Mission has to run to the point all humans left game. If one hour game time is reached, is host right to stop mission or to continue, no matter other pilot status. Host must wait all human recon and SUM aircraft until they land. Mission, in which a host side ordered a tactical attack, should not be less than 35 minutes, otherwise, the parser will calculate the results of tactical attacks on the rules different from described in the manual.
- The game setings shuld be FR (Full real) plus speedbad.
- Dotrange setings shuld be default (14km). Change is forbiden.
- Is forbiden changes in downloaded mission (time, weather, or anything else).
- The amount of human players need to be at least ______.
- The logs cannot be edited or changed in any way.
- All missions have to be reported. When it is impossible to report mission because of a problem with parser, a host must put immidiately log file of this mission to the special thread at the forum of project. When the host for any other reason can not report mission, it can be done by the administration according to a log, provided by one of the pilots who participated in the mission.
- Host can not kick players during game.
- Hosts have to set up correctly the eventlogs in order to report missions. To do this, edit FB config file "conf.ini" in your FB folder. Then check this lines and values are present in the "[game]" section:
[game]
.
.(several lines)
.
eventlog=coop.txt
eventlogkeep=1
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Time to time you have to manualy delete the file "coop.txt", because it sizes get very big. The parser will not accept files bigger than 200Kb.
Host Setings recomendations
- Try to host with a max amount of players you know your connection can handle. 10kbits upload per player is recomended. You can check your upload speed in this page: http://www.pcpitstop.com/internet/default.asp
- Restarts are not recomended if there are less than 3 plane loss. On 3 or more planes lost, you can ask in chat for a restart. Host decides. If there are many planes destroyed, and your side (okl/vvs) is not affected, is recomended to offer a restart as a good actitude example.
- Is recomended to host, no matter what connection have, to set host network speed to 14.4 kbit/s. You can automaticaly force FB to 14.4 kbit/s editing your Hyperlobby configuration file "hlpro.ini" and adding the line "serverRate=1500":
[Forgotten Battles]
joinDelay=20
clientRate=1500
serverRate=1500
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Or if you prefer a default speed of 28.8 kbit/s:
[Forgotten Battles]
joinDelay=20
clientRate=3000
serverRate=3000
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- Recomended MaxLag settings. To do this, edit FB config file "conf.ini" in your FB folder. Then check this lines and values are present.
[MaxLag]
farMaxLagTime=2
nearMaxLagTime=1
cheaterWarningDelay=1
cheaterWarningNum=1
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- Recomended speed check settings. To do this, edit FB config file "conf.ini" in your FB folder. Then check this lines and values are present inside the "[NET]" section.
[NET]
.
.(several lines)
.
checkServerTimeSpeed=1
checkClientTimeSpeed=1
checkTimeSpeedDifferense=0.05
checkTimeSpeedInterval=5
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- Seting Skin Download Off always helps to reduce network trafic.
Airforce War Point System
Before start speaking about points, an explanation about indexes affecting points should be done. After that, you may also check the task explanation page in order to understand why some tasks has no points for some ground or air kills.
Experience Index
Experience index is a way to show how good is your actual virtual pilot. When you start a new virtual pilot carreer (first mission, or first mission after kia/mia) you pilot experience is set to 1 (or 100%). Then, while you keep this pilot alive, experience grows. It will never decrease. In table below you can see what actions or events makes changes on your pilot experience. Once pilot dies, experience turns back to 1 (or 100%).

This index will affect the points won in mission. For example, if your pilot experience after 8 sorties alive is 1.23 (123%), the mission points are increased by 23%. The bad news are that at same time your experience grows, the prize for your head increase too. This is because on every airkill, the points won are affected by the killed pilot expereince.
Lets say you fly a mission, and you will get 10 points for each fighter. If you kill an AI_Veteran (experience 0.8 or 80%) you will get only 8 points. And if you kill an expert human, suppose a pilot with experience valued 1.68 (or 168%), you will get 17 points.
This index makes 2 things. One is to foment you keep alive your virtual pilot, this way you win more points. Other things is to set the amount points for an airkill. We all know is not the same to kill a bot or a human. So, we have dynamic scores per kill, based on pilot experience.
When you rescue a pilot, you experience grow by 0.1 (10%), because you learn from the pilot you just saved.
FairPlay Index
Fairplay index works like the experience one, but with some differences. One is that Fairplay index max value is 100%. This represents how much you follow recommendations. In Airforce War is not against rules to use smoke or kill chutes. But, as most people dislike this things, every time an action "not recommended" is detected, the fairplay will decrease.
Below table shows how much some actions decrease the fairplay index. The total points of mission is affected by this index.

So, this index is like an automatic punishment. It recovers in steps of 5% if you fly without breaking recommendations. If you want to get all points from missions, you better keep this index at 100%. This is also required to get medals. If you reach the point to get a medal and your fairplay is not 100%, medal is delayed till you get 100% fairplay.
When you rescue a pilot, you fairplay is set to 100%, as a bonus.
Kill points
Next table show the amount of points for each kill depending your mission task.

Mission points by task
Next table show the amount of points based on your task. Each task has a different condition, so in Airforce War can have in same side different results. If you are escorting a group of bombers, and all them come back alive, you get max points because that. At same time, bombers need to hit the target to get more mission points.

Other points
Finaly, this are some other pointed events:

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