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  1. Salute, Another grinder of a mission with the bridges again causing us problems, however the valiant efforts of both air and ground units, working together enabled us to again achieve our objective for this session. We are now knocking on the door of a major regional capital of Cambrai. Although we are behind on points, we hold the moral ground of gaining the most ground in the campaign so far and have pushed deep into Allied held territory with not a single town once held by us being lost to enemy action. Great work from everyone who took part FT, Crash, Ben, Mosquito, Sid, Funflack, Fenrir, Beagle, Perfesser and Delta. The next session will be the last one for Arras Campaign. It would be really "The Dogz Bollockz" (English slang for something of that has or presents outstanding attributes and the best in class) if we could put out a really good show with pilots to assist the hard working Fenrir and his regular air crews plus to present a strong showing on the ground. Come on lads - tell the partner you are going to busy for the next one (date will be announced soon) and book out a couple of hours to show those 352nd dudes what the DangerDogz can do!
    5 points
  2. Cat's out of the bag then. Now I can reveal the true intel I received. Top-secret killer SS robo-rabbits were stationed in that field and I wiped out the bloody lot of them. My wing bombs despatched any surface critters and the 500lb-ers appear to have tunneled right into the burrows eliminating their production line. I'll accept a DFC&bar minimum. Nothing for the nav naturally, he didn't even turn up.
    3 points
  3. Final BDA: Please note, no criticism or judgement meant here; this is just for your own information and evaluation going forward. After review of the combat film from all surviving aircraft and crew reports: 1. Fenrir - 3 of his 4 bombs landed short but the last landed within 2ft of the wall and was just close enough to drop it... skin of the teeth job though.... 2. Kronenberg - released a little high and possibly with a slight loft as he managed to spread the bombs and hit the two outbuildings on the north side of the compound. 3. BluBear - all 4 bombs just short, bad luck! 4. Zukker - too early release and in a dive, bombs well short. 5. Sheriff - forgot to open his bomb bay but manages to crack the wall with his wing bombs only (a). Then cheekily swings back round to re-attack from the SE, narrowly avoids getting a face-full of 2nd Wave's bombs detonating as he runs in but nonetheless delivers his remaining bombs with remarkable accuracy and breaches the wall again (b). Ten-out-of-ten for dedication and derring-do Ross, but there's a fine line between bravery and, well.... 😉 6. Bremspropellor - release too high and too late; bombs went long and landed in residential area West of prison. One of your bombs detonated instantaneously, causing the engine loss. 7. Wingflyr - a text book drop, absolutely spot on centre of target; couldn't have done it better if he had a CCIP pipper! Well done. 8. Dixon - fractionally late release, luckily the 1st and 2nd bomb on target, the others landing slightly beyond. 9. 464 Sqn Yellow 2 - release was too early and line-up was to the right. 10. 464 Sqn Yellow 3 - lineup was good but release too late; bombs detonated outside the prison wall to the south. You guys were travelling at 320-350ft per second; ergo, 1/10th of a second means the difference of ~35ft (10m). Add in the massive differences any variation that the height of release can bring, with pitch attitude at release compounding the problem, plus trying to keep some semblance of formation, well, you all did an amazing job.
    3 points
  4. Some shots courtesy of Dixon of 19 Squadron:
    3 points
  5. Thanks again for your patience this evening @DD_Fenrir, you are a gent. It's clear you've put a great deal of time and effort into this and I'm looking forward to being a part of it on Sunday. Getting across the channel is my aim, everything else will be a bonus!
    3 points
  6. VID-20220913-WA0000.mp4
    3 points
  7. Hi chaps, Please follow the link to d/l a Mustang skin that will be used for the mission: https://drive.google.com/file/d/1f7ML7rqmBYoZc8V4ALpCs7dQLV_LgKIS/view
    3 points
  8. 3 points
  9. Simple DF on Normandy Map is up now as well ... very limited plane set!
    3 points
  10. Update: 27/09 - added a couple of missing planes - typhoon and tempest to ground attack and fighter bases.
    2 points
  11. Hello Guys, I have been working on the North Africa Campaign and would like to present my scenario to see what you think of it as a working idea. Picture 1 - This shows the overall map and probable starting positions. Pictures 2 and 3 give a bit more detail. My idea for the Campaign is that Allied forces must reach the port town of Gabes, located on the South coast. The axis forces must stop this advance and push the Allies back over the sea. I have two ideas on how to start the campaign. 1. The Allies have landed at either the north or the south landing point (if this scenario was to be used I am favoring the South landing site as it should provide contact / engagement quicker.) 2. The Allies have the option of staging a landing raid at either the north or the south (the location would be unknown to the Axis forces, although I would produce an "Alarm - enemy sited..." message). The landing spawn will only get enabled if a percentage of the landing craft arrive at the coast, lets say 50% for now. The landing craft would start out from the target approximately the same amount of time as it will take the Axis aircraft to reach the area once notified. All towns once captured will trigger a supply convoy. Airfields on the main land can be captured by enemy ground units. I have not worked on aircraft attacking and disabling yet. I have also not added the bridges yet. What do you think of the scenario(s)?
    2 points
  12. 2 points
  13. Hi chaps, Update to Open Beta:
    2 points
  14. Last minute intel suggested a pack of deadly SS attack dogs were stationed in that outbuilding, trained to pounce on any fleeing prisoner. That's my story and I'm sticking to it. 😁
    2 points
  15. After my pilot frightened some squirrels I took this, then my pilot decided to frighten some rabbits. Shame that we didnt make it back
    2 points
  16. Have to say that was one of the most immersive experiences I've had in all the decades flying online hairy-planes. Damn good show @DD_Fenrir and thank you. And I made it back home!
    2 points
  17. Thanks so much Fen I personally had a blast. Thanks for all the work that went into this. Mission Brief Bozon Red 3 had one engine go out and had to turn for home. By the way Excellent lead work Brems. We made it all the way there, Brems and I hit our mark. Then I lost Brems after we got hit by AAA, headed out 294 for home plate also looking for Cannon red lead. As I her Red 1 call out bandits on him. I went in trying to get comm up for Zukker in as my Navigator. Bummer! ☹️
    2 points
  18. Assigning Push to talk worked, as in could see button animation - never got no answer from Crash though, as if he weren't there at all? Oh wait. Them darn medications again!
    2 points
  19. The pilot needs to assign two Push To Talk (PTT) buttons - one to talk to entities outside their aircraft with the radio, one to activate the mic when talking to the nav over the intercom. The nav cannot communicate outside the aeroplane; they will only require to assign a PTT button to activate the intercom.
    2 points
  20. +1 or rather Roger Wilco and 10-4 Trying to prevent the whats yer vector victor over roger - cos with that sort of comnsfusion we might end up in a big white building with lots of sick people in it... (Can't help myself, it's the medication officer, I swear it is!)
    2 points
  21. Thanks to FT and Sid I have managed to recover the missing file now.
    2 points
  22. Thanks for the like @wingflyr but you did not vote whilst you were here! It would help me to decide what to do next if people let me know what they would like. I know you guys are so nice you are probably all saying "we do not care what you do next Friar, you are such a skilled and cleaver mission builder we all are the wings above your wind we will still play it" but it would be nice to know.
    2 points
  23. Some screen shots of what the landscape looks like with this mod
    2 points
  24. Press "Mirage F1" for a good time 🥸
    2 points
  25. Should we make the Saturday show a Dogs uniform event - will have been a while since the old shirts have been worn in force? We might get recognised as we mill about the airfield? Looking forward to this now. Should we book a table at the Curry House? @BluBear aka Facilities Facilitator?
    2 points
  26. Easy fix -> run the Winter map ...
    1 point
  27. Not just yet. I am going to add some bits to it, like skins. That way we can be sure we are all using the same version. I am going to set a dropbox account and upload it when I am ready. I will be putting up the un modded map soon for people to test. It will look like normal Kuban but the missions will still be the same. If you want to have a read up on it this is the mod I will be using https://forum.il2sturmovik.com/topic/66068-kuban-autumn-nth-africa-desert-beta-upload-updated-version-to-7-11-06-2022/ I have removed the trees option. Which is why I want to make a file available so that I know what people are downloading and enabling. Friar
    1 point
  28. AC-130 version is not initially on the cards.... if it sells well enough though, the developers apparently say they'll consider adding it as a feature....
    1 point
  29. The Order of Battle has been updated (again!)
    1 point
  30. All flooring is back to normal today...
    1 point
  31. For getting started installing SRS the Grim reapers video covers it well:
    1 point
  32. I have just installed this, no idea what I'm doing. Perhaps we could have a run through tomorrow please mate?
    1 point
  33. pffft... aren't all skins green & grey? They are to me... like like all cats grey... Thanks!
    1 point
  34. Chonky update to Stable Release chaps & chapesses! This brings Stable & the Open Beta to same version so you can use whichever you like on either server.
    1 point
  35. Dear Friends, Today is a big day. IL-2 Sturmovik team is glad to report that after almost three years of development Battle of Normandy is out of Early Access and is officially released - 5.001 update is out! «You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hopes and prayers of liberty-loving people everywhere march with you.» Gen. Dwight D. Eisenhower. The official release also means that in addition to Battle of Normandy Premium Edition in our webstore there’s now Standard Edition without two Collector Planes - German jet bomber Arado Ar 234 and British fighter Spitfire Mk.XIV (they can be bought individually). On Steam the new module and its accompanying Collector Planes will appear in the coming weeks - please stay tuned while we work out the details. As usual, Battle of Normandy owners who have linked IL-2 and Steam accounts can access all the new content in the Steam version already. These years weren’t easy, but they were very interesting. During the development we have created many new technologies and approaches, did a lot of historical research, implemented new solutions. The last aircraft for Battle of Normandy were released in Early Access in August and today we add the last pieces - the map of the Northern France and Southern England, Pilot Career mode, Quick Mission Builder and Advanced Quick Mission Generator support for the new map. We have told about the Career mode and the new map in our recent Dev Blogs, but must point out again that they set the new record in terms of the work involved. New mission types, new airfield types, new airfields appearing on the map after D-Day - bringing their total amount to 100 airfields with historically accurate layouts! New objects created specially for the module - ships, ground vehicles, buildings, coastal defenses, V-1 buzzbombs and their launch positions, dozens of new aircraft paint schemes, etc. Battle of Normandy contains 10 player controllable aircraft (8 in the Standard Edition): - Hawker Typhoon Mk.Ib – British fighter/bomber, - North American P-51B-5 Mustang – American long range fighter, - Republic P-47D-22 Thunderbolt – American fighter/bomber, - Messerschmitt Bf 109 G-6 Late – late version of the German fighter, - Focke-Wulf Fw 190 A-6 Würger - German fighter, - De Havilland Mosquito F.B. Mk.VI ser.2 – British twin engine fighter-bomber, - Messerschmitt Me 410 A-1 Hornisse – German twin engine fighter-bomber, - Junkers Ju 88 C-6 – German twin engine heavy fighter, - Supermarine Spitfire Mk.XIV – British fighter (Collector Plane included in the Premium Edition), - Arado Ar 234 B-2 Blitz – German twin engine jet bomber and recon aircraft (Collector Plane included in the Premium Edition). Each aircraft includes a slew of historically correct modifications - unlike other games where each modification would be counted as a separate aircraft model, in Great Battles you can freely select and combine them. For instance, Me-410 A-1 mentioned above has modifications that, when selected, make it a whole model lineup: 1. Me-410 A-1/U2, 2. Me-410 A-1/U4, 3. Me-410 B, 4. Me-410 B-2, 5. Me-410 B-2/U1, 6. Me-410 B-2/U2, 7. Me-410 B-2/U4, 8. Me-410 B-2/U4 field mod with four MG 151 guns. In addition to the all above, update 5.001 contains the results of the big work on the damage model improvements which are of course are applicable to all the modules as usual - as you can see in the long list below, it required many changes in various parts of the sim. The testing and tuning of these changes by beta-testers from the community took a lot of time. We think this is the big step forward for Great Battles series and hope you’ll enjoy it. There are many other fixes and improvements - for instance, the mission loading time has been reduced dramatically, several times less on some PC configurations! The pilot and tank crew AI got better, etc.: Main Features 1. All Battle of Normandy owners have access to Northern France and Southern England map in two variations (before and after the D-Day). As usual, in multiplayer mode the map can be accessed by all Great Battles players. 2. All Battle of Normandy owners have access to the mid-1944 Career mode (3 countries, 5 phases, 17 frontline states, 225 historical squadrons, 103 of them joinable by the player, many new mission types). 3. All Battle of Normandy owners have access to QMB and AQMG game modes on the new map for a quick action, also with many new mission types. 4. Numerous new aircraft paint schemes added, including different invasion stripes for various time periods of 1944. 5. PzKpfw IV Ausf.H. tank added (AI controlled). 6. Flakpanzer IV «Möbelwagen» SPAA added (AI controlled). 7. Gleaves-class destroyer added (AI controlled). 8. The loading speed of all missions on all Great Battles maps has been improved significantly. Damage Model Improvements 9. Aircraft DM: RHA equivalent of the aircraft skin has been reduced nearly three times to the previous (wrong) values. 10. Aircraft DM: an issue that made aircraft skin damage too severe for larger bombers and some fighters has been fixed. 11. Aircraft DM: like the previously released change for larger caliber ammo, now all projectiles in the game loose integrity and stability after penetrating a significant armor thickness which affects their remaining ability to penetrate armor. 12. Aircraft DM: the relative speed of the target is correctly accounted for projectile penetrations calculations. 13. Aircraft DM: AP bullets and shells make slightly bigger holes in the airframe and aircraft skin. 14. Aircraft DM: powerful HE rounds explosions cause more damage to the airframe, aircraft skin and components. 15. Aircraft DM: small HE bullets cause less damage to aircraft skin. 16. Aircraft DM: it is now possible to damage radiators and fuel tanks when firing 7.62-7.92 rounds from more than 350 m distance. 17. Aircraft DM: bullets are less likely to ricochet from aircraft skin at low angles. 18. Aircraft DM: Bf 109 radiator collision model has been improved (previously its wrong shape could cause most smaller caliber bullets to ricochet when fired directly from behind). 19. Aircraft DM: the loss of the bullets energy hitting Bf 109 F-4 engine has been corrected. 20. Aircraft DM: an issue that caused bullets hitting Spitfire Mk.XIV MGs and guns to not lose energy has been fixed. 21. Aircraft DM: engine fire probability from bullet hits has been somewhat increased for WWI-era piston engines and jet engines. 22. Aircraft DM: engine fire probability from bullet hits has been reduced for WWII-era piston engines. 23. Aircraft DM: fuel tank fire probability from bullet hits has been reduced. 24. Aircraft DM: fuel tank fire and explosion probability from HE ammo hits has been reduced, now it depends on the HE power more. 25. Aircraft DM: it’s now harder to put out the fires by side-slip movement. 26. Aircraft DM: the several years old ‘crew health cheat’ (they required four point-blank 7.62 bullets in the torso or two in the head to be killed) has been removed. Now their ability to sustain damage is much more close to reality. 27. Crew DM: a random error that could cause a death from mild G-loads has been found and fixed, thus improving survivability rate during emergency landings. 28. Ballistics: ricochet tendency has been reduced somewhat. 29. Right wing MGs on P-51B can be correctly damaged. 30. P-51B and D fighters wings (middle-upper parts) can be correctly damaged. Me 410 Improvements 31. Me 410A-1: weapon panel placards corrected for WB 151 and MG 131 modifications. 32. Me 410A-1: missing rods from bomb doors to the forward window added. 33. Me 410 A-1: speed and timer gauges in the pilot’s cockpit corrected. 34. Me 410 A-1: altitude and speed gauges in the gunner’s cockpit corrected. 35. Me 410 A-1: bomb holders for 250 kg bombs and for SB 1000/410 look corrected. 36. Me 410 A-1: radiator fenders indicators light up when the cockpit light is turned on. 37. Me 410 A-1: the rear landing gear state affects air drag. 38. Me 410 A-1: technochat message warning about the gun overheating restored for the gunner. 39. Me 410 A-1: now the gunner can use the entire horizontal range of the guns for aiming. 40. Me-410 A-1: radiators can be correctly damaged by AP projectiles, resulting in coolant leaks. 41. Me 410A-1 intercept missions added to AQMG game mode. Tank Crew Improvements 42. M4A2, KV-1s, Pz.IV.G, Pz.V.D, Pz.VI.H1 hatches close when the turret blocks them. 43. The damage of the gun barrels base on Pz.III, Pz.IV and Pz.VI is calculated correctly when it is hit by fragments. 44. In multiplayer a guest gunner (who connected to someone else tank) won’t constantly hear the turret turning mechanism noise. 45. In multiplayer a tank owner won’t hear the gun or MG reloading sound when another player connected to his tank to the gunner or MG gunner station. 46. In multiplayer turning aircraft or tank turrets controlled by another player emit correct turning sounds. AI Improvements 47. AI controlled bombers keep formation a bit better during climb. 48. AI pilots will attempt to return to base in the event of an oil or coolant leak. 49. Me 410 pilots will correctly drop bombs in a deep dive. 50. Mosquito, Ju 88 C6 and Me 410 pilots will correctly drop underwing bombs. 51. Twin and 4x guns in AI controlled vehicles won’t judder during aiming. Other Improvements 52. Dropping an 1650 pounds bomb from Handley Page O/400 bomber won’t display an error. 53. A visual artifact in front of the right engine of Handley Page O/400 bomber has been removed. 54. An issue that caused guns and MGs to ‘float’ above certain breastwork has been fixed. 55. ‘No jamming’ difficulty option works correctly for aircraft turrets. 56. Me 410 is correctly counted in stats. 57. Visual bomb explosion effects has been corrected for cases when a bomb ricochets and goes off above the ground. 58. Proximity and CheckZone triggers in missions won’t erroneously count non-spawned and inactive objects. 59. External camera works correctly after flying beyond the map borders. 60. An issue that could lower the muzzle speed of an overheated MG before causing additional scattering of the fired bullets has been fixed. 61. Both P-47 have their idle engine RPM corrected (it was a bit too high potentially causing moving with brakes applied.
    1 point
  36. Yes, status is unchanged although everything will already be packed in the car so I'll switch off the works laptop at 5pm and leave. Once I'm on the road proper, I'll send an ETA. According to Sally, I should be at the hotel at about 6:45pm - we shall see... +1 for uniform too.
    1 point
  37. sorry, not paying any attention - will dive into da archives once more!
    1 point
  38. Hi @BluBear from Jabo Unfortunately, I will have to fight my way down to Cambridge through the rush hour traffic (I won't be able to leave before 5) so I may have to go direct to the curry house but that won't be a problem - Whoever's making that reservation, could we make it 7:30 - 8 rather than any earlier please?
    1 point
  39. I definitely like the idea of North Africa and the mod looks pretty convincing to me.
    1 point
  40. Hello TonyRS! Welcome here, and thanks so much for donating already! Recently some Internet Bots have tried to abuse our PM systems in order to lure us into all kinds of nasty and dark and scary stuff on the Internet. Hence why for new members the PM-system is switched off. Can't remember the details, so I cannot tell you 'do this and that' to get it fixed ... but hang on, someone will fix it soon. I hope.
    1 point
  41. 1 point
  42. Toad, My heart goes out to you. My Dad just had another "attack" and ended up in the hospital. Luckily they fixed him up and he is now back home. Dealing with family health issues are never fun and although with my Dad who is 87, health issues were not unexpected. My wife, on the other hand, has really changed my perspective and what I thought retirement would be. All the best Toad and I wish you much good will. Lui
    1 point
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