TWC Practice Server Stats

Last Update: Fri, 08 Sep 2017 23:52:27 GMT

Go to: Mission Server Stats - Training Server Stats - Practice Server Stats - Older Stats Archive

Name & Rank
Flights & Kills Summary
Details about Sorties and Damage to Player
Details about Player Damage to Enemy
Ace Level
Full/ Shared/ Assist Victories
Total Kills (any partic.)
Kill Point Total
Ave. Kill Points Per Flight
Air/ AA/ Naval/ Ground Kill Point Totals
Time (min.)
Land- ings at/ away from Air- port
Para- chute Suc- cess/ Fail
Times Player Health Damaged/ Aircraft Damaged/ Parts Cut Off
# sorties ended due to self- damage/ Times self- damaged
Raw Dam- age Points
Total Dam- age Hits (adj.)
Fuel / Systems / Guns / Controls-Flaps-Wheels / Cockpit / Engine Damage
Damage to Ship or Tank
Wing/ Other Parts Cut
Highest Rank (all time)
Total Kills (any partic, all time)
Con- nected/ Dis- con- nected
TWC_Flug Pilot Officer Half-Century Ace 0 72/0/0 72 72.00 0.00 13.00/14.00/4.00/41.00 35 296.0 0/5 0/1 57/458/345 1/803 455300 1315 59/9/7/6/33/19 19 0 Pilot Officer 72 9/9

Go to: Mission Server Stats - Training Server Stats - Practice Server Stats - Older Stats Archive

Visit for more information about TWC and the TWC Training Server.

TWC Practice Server Overview

These missions are designed as campaign, training, and career servers where you can advance your career to gain access to more aircraft

In-game, use chat command <rank to check your current rank and stats.

We'll be looking for our first 20 - 50 - 100 - 150 flight (and even higher!) careers. Additional ranks and aircraft unlock all the way up!

Notes and Details about Rank & Ace Levels

Ace Level

Your Ace Level is based purely on the number of kills you have participated in. Full Victory counts 1, Shared Victory counts 0.5, and Assist counts 0.25. 5 kills=Ace, 10 kills=Double Ace, etc.


Your rank is based on a combination of number of flights, hours of flight time, combat effectiveness (ie, kills per flight), and total damage done. You can be promoted or demoted in rank--particularly for damaging your own aircraft or having a greatly lower combat effectiveness than previously. You get demerits against your rank when you damage your own aircraft or die. In short, the more and better you fly, the more productive your flights, and the longer you live, the higher your rank.

RAF vs Luftwaffe Ranks

RAF ranks in order from lowest to highest are:

Corresponding Luftwaffe ranks are:

You can switch sides (from Blue to Red or Red to Blue) and retain your corresponding rank and privileges when you fly for the other team. Note that the listed ranks are just the beginning--there are several higher ranks you can discover with really diligent and consistent flying!

Notes and Details about Statistics

In this server, stats are compiled continuously over many flights/lives. Many deaths, as well as self-harm, will adversely affect your progress through the ranks, but your career will continue through death.

Sortie vs Flight; How to Continue A Flight; Self Damage

A "sortie" is one take-off/one landing. A "Flight," as reported in the statistics, can be several connected sorties, if each time you land safely (alive) and then take off again from the same airport where you landed. Since average Kill Points per Flight is a very important statistic (affecting, among other things, your rate of promotion through the ranks), it is to your advantage to string together as many sorties as possible into one continuous mission, by always landing at an active airport and then taking off again from that same airport.

Note that sorties aborted due to self-damage (ie, blown rads or botched landing for no reason) make that "Flight" end upon landing, with no possibility of continuation.

Tracking Kills

Kills and damage are tracked several different ways:

Both NetStats and TWC Kill Points weight the lethality of your damage in assessing points. A small hole in the end of the wing carries a very low weight. Hits that damage the engine or cooling system count for more. Cutting off a wing or tail part counts even more. This is in contrast to the damage reports (see below) which--for the most part--simply report the number of hits in various locations without making a determination of their lethality.

Four Type of Victories

We track statistics in four areas, depending on the target. 1) Air kills are other aircraft. 2) AA kills are antiaircraft, artillery, and tanks. 3) Naval kills are ships (not counting amphibious). 4) Ground kills are any other type of ground or naval object.

CloD NetStats vs TWC Stats

TWC Kill Points uses the same damage weighting system that CloD NetStats uses--using the history of damage to an object the CloD provides along with the weights for different types of damage to the object over time--all tracked and provided by CloD. In general, TWC Kill Points and NetStat points awarded for a particular engagement will be the same or very similar.

However, many times after a mission you might compare the two stats and notice that the CloD NetStats credits you with Kill Points that are not reflected in on the TWC stats page. This is because in-game NetStats credit damage when the opposing aircraft's flight ends, whether by crashing or simply flying home and landing. TWC Kill Stats (all four types listed above) count only those objects that were actually killed or crash landed, and not those that returned safely to base. However, the various damage counts on the stats page DO total all damage done by you, whether that ended in the ultimate destruction of the aircraft or not.

And on the flip side, you will receive TWC stats points for many things that are not captured in online NetStats--such as bombing a ship or killing a ground target. This is the same system that NetStats carries out for Aerial Victories, but we also include AA, Naval, and Ground Victories in our totals.

Damage Reports and Types

Most types of damage recorded here are simple counts of how many times damage was done without necessarily factoring in the amount or severity of damage. For example, if you hit an enemy on the right wing, the tail, and fuselage, that will register as doing damage '3 times'. If you hit them pretty hard, you may register damage 6 or 8 times hitting those three parts. But in general, the damage totals simply count up how many times you have damaged the various parts and systems of the enemy aircraft. It has little relation to how much damage your hit has done. For example, a bomb destroying a factory is one hit; so is a machine gun bullet passing through the fabric of a wing and leaving a small hole. Think of the damage counts as indicating how many times you have hit enemy aircraft or vehicles in the locations indicated without trying to give any indication about how significant that damage is.

This is in contrast to the "Kill Point" system mentioned above, which does weight various types of damage according to their lethality.

Raw Damage Points

'Raw Damage Points' (RDPs) are the one exception to that general rule--Raw Damage Points are scaled according to an assessment of the damage each hit caused. For that reason, RDPs are a very good assessment of how hard you are hitting the enemy. RDPs work this way: For every hit you make on an enemy object, which eventually leads to a kill, CloD assesses a damage value which is larger or smaller depending in the strength or potential damage of the hit. The Kill Point system works by adding up all of these individual RDP values for one particular kill and then setting that Kill Total to 1. So if it took 50,000 RDPs to down an enemy and you contributed 25,000 of them, you are award 0.5 Kill Points.

Raw Damage Points simply total all of these Raw Damage Points without further refining or proportioning them. Raw Damage Points for a single damage hit might range from 1 to several thousand.

Total Damage Hits

'Total Damage Hits (adj.)' is literally a count of each and every time you have damaged an enemy. Each hit counts as 1, regardless of how hard or how soft a hit it was. It includes an adjustment/bonus for AA, Naval, & Ground kills because those are otherwise undercounted in our damage totals. The adjustment helps to bring bomber pilots to parity with fighter pilots in accumulating points and rank.

Parts Cut Off

'Parts Cut Off' are when aircraft wings, tails, nose, etc are cut, smashed, broken, or shot off. This could be, for example, just the wing tip, half the wing, or a whole wing, whole tail, whole nose, etc. Generally speaking, these are very major hits--just one of them can down an aircraft.

Landings, Parachute

Landings at Airport

'Landings at Airport' are registered when you see a message from the server 'XX has returned to base', 'XX has landed safely', 'XX is safe on the ground', or similar. Generally to receive this message & register your landing, you must be on the ground at an airport with your aircraft stopped. Note that you receive this message whether it was a great landing or you aircraft disintegrated. As long as you are alive, on the ground, and stopped at an airport, the landing will register. Note, however, that landings involving self-damage will register in the 'self-damage' stats and will also prevent you from continuing your continuous Flight (for stats purposes).

Landings at Airport

'Landings Away From Airport' are the landings where the server gives you a message like 'XX has crash landed'. For unknown reasons, CloD does not always register these crash landings--though it usually does if they are water landings/ditches. Note again that our stats will register landings away from an airport via the self-damage stats (if applicable) and by not allowing you to continue your continuous 'Mission' if you are unable to take off again from the location you landed.

Landings in Water

'Landings in Water' are very dangerous. Only 30-35% of pilots who ditched at sea survived in the WWII period. Survival chances are about the same in our missions.

Note that you will have a noticeably higher chance of being rescued if you land in friendly waters vs unfriendly. Opt to land on dry land if at all possible. Note that streams and lakes are equally dangerous as the ocean. If you land in water--ANY water--you stand a high chance of drowning.

Parachute Landings

'Parachute Landings' in water are, again, dicey with the same high chance of drowning as if you ditch in the water. Again friendly territory affords a distinctly higher chance of rescue than parachuting into enemy waters. Try to parachute onto dry land if possible, and onto friendly territory.


If you land or parachute, on land or water, in enemy territory, you stand a very high chance of 'capture'. Capture has the same consequences for your career and statistics as death--though you will probably enjoy your captivity a lot more!

Note that stats are for fun and for information only. These stats will differ from in-game Netstats for a variety of reasons. These statistics depend on the information passed by CLoD to the server, which is not always complete or reliable. In addition, the statistics code may have bugs or be incomplete. In short, take these statistics as some potentially fun and useful information about your flying, but not necessarily complete or completely accurate.

Go to: Mission Server Stats - Training Server Stats - Practice Server Stats - Older Stats Archive

Visit for more information about TWC and the TWC Training Server.