• Announcements

    • Dodger

      Seeking Squad Leaders!   04/09/2017


      We are seeking Squad Leaders to volunteer their squads to help us test the upcoming Squad Forums system. This system will integrate squads who wish to participate into a self-sustained "forum within a forum." You will be able to add members to your squad, assign permissions, and create forums/calendar events on your own. The idea behind this system is part of our commitment to support squads as a integral part of our community. This service will be offered free of charge to all squads of World War II Online upon launch. Our goal is to offer all of the services a squad off-site forum can offer but free of charge and tied in to our existing forum service. So what do you need tested? We need willing volunteers to test the whole system - make forums, post threads, assign permissions, etc. The idea is to have several squads giving it a test run to point out any flaws before we launch it publicly. What are the requirements? We are ideally looking for medium to large squads - Ideally ten people or so plus, but smaller squads feel free to apply - and a willingness to use our platform. It's important to note (as of now - these may be included at a later date) we are unable to convert posts from a private forum if your squad previously used one, and you (or your XO's and recruiters) will need to assign individual members permissions. It is entirely possible that in the future this system will be automatically linked to the game's squad roster, but as of now developer priorities are elsewhere (1.37 and steam, w00t!) How do I sign up? PM me ( @Dodger ) on the forums, or email me at dodger@playnet.com - Please indicate your squad name and how many members you have. I will get back to you with more instructions.


      Recruiting drive.   04/16/2017

      With the anticipated influx of new players on the heels of this summer's Steam release, there is a reasonable expectation that forum traffic will increase. I'm looking for volunteers, not just to moderate, but to help answer new players' questions or direct them toward the correct answers. The forums may be a player's first contact with the game and we want to ensure that it is a positive experience. A happy player is a player who sticks around and the more new players we can retain, the more resources we will have for development.
      With that in mind, we are looking for current players with a positive attitude and posting history. PM me if you are interested.


Registered Users
  • Content count

  • Joined

  • Last visited

  • Days Won


Tigger6 last won the day on March 10

Tigger6 had the most liked content!

Community Reputation

79 Vet

About Tigger6

  • Rank
    Big Fluff
  • Birthday

Profile Information

  • Location
    Confoederatio Helvetica
  • Preferred Side
  • Preferred Branch
  • Preferred Unit
  1. Let's see what our options are: 1) CRS added in special code that does impact calculation before the gun is fired rather than after and this code disables the gun firing if it calculates that an eventual fire would possibly lead to a hit on something. The sheer lunacy and complication of this out-of order processing is there to protect the game from too l33t axis pilots but none of the thousands of people that flew in this game were as l33t as mingus and so nobody has observed it before in millions of flight hours. 2) Mingus has a bad joystick and when he pulls too hard on the trigger while he is pulling the stick in some direction, one of the wires shorts out or looses contact. 3) WTC was brought down by US government nano-thermite because jet fuel can't melt steel.
  2. In that case he probably despawned and it showed as his crew bailing out, you should have been credited with the kill but that logic is pretty wonky.
  3. When dive-bombing, in principle your bomb will fall the closer to your crosshair the: 1) Closer to 90 degrees you go 2) Faster you go.
  4. I still think this might be related to the -0.2% creep, but that does not seem to be related to the lost airspeed.
  5. I think instead of making soldiers crawl into fetal position (which sounds like a great reason to say f this and unsub), you could simply increase the weapon sway. Many games already do this.
  6. Stolen, I'm sure. I'm notifying fish&game.
  7. How do you think they will make them? You cannot make capital letters out of thin air!
  8. Wait, it does mean that I could shoot down spitfires in my h81!!
  9. If the rate of player decrease that is commonly believed to be true was true, this game'd have about negative 10k daily players by now By the way, the reasons not to display player numbers are for instance the fear of a threshold phenomena, where people don't log in unless there are at least 50 people on, leading to nobody ever logging in. Such thing can be very damaging and self-reinforcing.
  10. It's a can of worms (can of Wormz'?) a mile wide.
  11. Could be both better or worse. I suppose you know but in case someone doesn't: simulation/motion sickness is caused by the disconnect between your sensory inputs. So you see yourself running around in a game, but your other senses and other part of your vision says you are sitting in a chair. Your brain decides you've probably eaten something really unhealthy that's causing it and tries to make you puke it out.
  12. I think vehicles are fine because the objects that move are further from you. If it isn't very strong, you can normally get used to it. Doing something like playing for only 30 minutes every day for a few weeks should alleviate the symptoms. Personally I did feel some simulation sickness when I was getting used to trackIR, but it went fully away. Likewise I feel seasickness when I go sailing into rough weather after a long time, but after a few days the problems go away.
  13. Isn't it because your new monitor is larger than the old one?
  14. Jeg liker nordland.
  15. So if I get shot down by you I know it's really your daughter! *runs*