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Everything posted by Friar
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Not open Sundays so 9th or 23rd ?
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Weekday or Weekend (saturday) ? in June or July?
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Salute Sir and welcome to the pound. May I ask where you hail from, so we can give you an idea of time zones etc. Most of the times we publish are UK times but we do have a North American / Canadian group that try and join the UK / Europe guys when they can but also fly in their own time zone. Look forward to speaking soon, someone will send you our Teamspeak details via PM. Cheers Friar
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Salute Now that we have the Mossie, how about a meet up at the De Haviland Museum? https://www.dehavillandmuseum.co.uk/ Where is it? https://www.dehavillandmuseum.co.uk/visit-us/how-to-find-us/ I would be in... Friar
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Smoke and Mirrors...Smoke and Mirrors....
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Salute Gentlemen, With the event just a few days away now, I would like to know who is available for the first event on Saturday and subsequent sessions (dates and times to be confirmed). This event should run for a number of weeks (hopefully) and I will also push for a Sunday evening or two as well. So far signed up (thank you) Friar (obviously) Sid FT Crash Delta7 (when possible)
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Salute Racal and thank you for responding to my email. One of the major ethos of the Dogz is that we realize that life v1.0 very often gets in the way of our hobby. We fly Great Battles now and DCS. We fly with mods enabled but the only one we "request" you use is one we have for icons, but we can explain more. Our flying schedule is as follows (UK times) Sunday and Tuesdays IL2 GBS from about 19:45 onwards. We start with a dog fight map kill or be killed, then move to co-ops around 20:30 Monday and Thursday DCS from about 20:00 Saturday we have Tank Crew nights. There are lots of people that will be willing to help on any number of subjects. We use TeamSpeak for our comms. If you are still interested we can ping you the details. Cheers and thanks for stopping by again. DD_Friar
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I have created a short video that explains the features of the Arras Campaign mission
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With a little over 2 weeks to go we need to start planning. This map allows for tactics to influence the battle and we need to have an idea of what we want to do if we are to have any success. I will start a thread in the Private section just in case... Salute Friar
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What is pretty much the final map is now available on the Tank Special Dog Fight server (usual co-op password) - Please check it out- The campaign will hopefully run for a number of weeks Hopefully you will be able to participate on a few of the sessions, if not a Saturday I may try and do a Sunday as well. Cheers Friar
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Skin pack now available
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Version 1.0.0
16 downloads
Salute, Please find in this zip file some skins you may want to download for the upcoming Arras Campaign. It contains two files for the German flack truck, put them both in. It also has 2 fantastic skins for the U2-v "spotter plane" done by Sid - top work sir! It also has a white star versions for the T34 and Su152 for Allied use. Any problems let me know. Friar -
I am working on doing a mail shot to all Dogz / members who have been on the forum over a recent period (not sure exactly yet) to drum up support.
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Battle For Arras Campaign Mission Brief
Friar posted a topic in IL-2 Sturmovik: Great Battles Series
Updated 18/05/2022 - FINAL BRIEFING BATTLE FOR ARRAS CAMPAIGN A Dogfight map series of missions featuring air and ground war to be played out by DangerDogz and 352nd. It is hoped that this event will last over a number of sessions with the progress (or retreats) being carried forward from one session to the next, taking place on either a Saturday or Sunday (or perhaps even a mixture of the two to enable us to get as many people as possible involved from each group). Each session will last a maximum of 2 hours (unless we can arrange a “mega day” where players can drop in and out over the course of a much longer session.) BACK STORY Allied and Axis forces have started a campaign to take control of the Eastern side of the Arras region of France. Axis forces will be moving down from the North around Lille. Allied forces will be moving up from the South around Peronne. Towns and villages will become points of conflict with Commanders making critical decisions to halt the enemy advance at all costs or engage to gain ground. VICTORY CONDITIONS The winners will be decided by an accumulation of points scored by players and the territorial advances made over the course of the campaign. WHAT YOU MUST KNOW Equipment – Allied Tanks M4a2 (Sherman) *Allied skins should already be in your cache from the last event. Please request them if you do not have them. T34-43 * Allied Skin Available for Players to Download. T34-42 (free version) – No skins available. KV1-s * Allied Skin Available for Players to Download. SU152 * Allied Skin Available for Players to Download. Sdfkz-10-5 (German Flack vehicle) * Allied Skin Must Be Downloaded by All Players. All tanks will start from ALL spawn points with fixed 10% fuel. Upon first refuelling 100% fuel (achieved by visiting a supply convoy location or supply store) will be taken on board. SU152 and Sdfkz-10-5 will start with 50% Planes The missions will use the Arras map which is intended to be a World War I map, and as such the airfields have had to be modified to accommodate WWII aircraft. Extreme caution must be exercised when taking off and landing due to the bumps you may encounter. P38 P51b Typhoon 1b A20 U-2vs – * Allied Skin Must Be Downloaded by All Players. Planes will be limited to carry individual bombs of a maximum size of 500lb in whatever multiple configurations are allowed by the plane type. All planes will start with fixed 60% fuel (except spotter which will have 100%). Repair and refuelling will be available at each airfield. The RRR areas are designated by a green or blue flag. Equipment – Axis Tanks Panzer IV - * Skins should be available from the last event. Please request them if you do not have them. Panzer III-L (free version) No skins available. Panzer III-M - * Skins should be available from the last event. Please request them if you do not have them. Panzer VI (Tiger) - * Skins should be available from the last event. Please request them if you do not have them. Sdfkz-168 (Ferdinand) Sdfkz-10-5 (German Flack vehicle) All tanks will start from ALL spawn points with fixed 10% fuel. Upon first refuelling 100% fuel (achieved by visiting a supply convoy location or supply store) will be taken on board. Sdfkz-168 and Sdfkz-10-5 will start with 50% Planes The missions will use the Arras map which is intended to be a World War I map, and as such the airfields have had to be modified to accommodate WWII aircraft. Extreme caution must be exercised when taking off and landing due to the bumps you may encounter. BF019-G6 Late BF109-G14 Late BF110-G2 JU88-C6 U-2vs - * Axis Skin Must be Downloaded by All Players All planes will start with fixed 60% fuel (except spotter which will have 100%). Repair and refuelling will be available at each airfield. The RRR areas are designated by a blue flag. Planes will be limited to carry individual bombs of a maximum size of 250kg in whatever multiple configurations are allowed by the plane type. Server Settings Missions will be played with no external views enabled. All players MUST use the icon mod that gives air to air triangles but NO ground objects. The honesty to comply with this request is being entrusted to the wish of both sides to have a fair battle. Navigation icon on the map will be enabled. WHAT YOU SHOULD KNOW Infrastructure Capture Points The map has multiple capture points located in the towns and villages across the map. The point is indicated in the town or village by a simple war memorial style monument. Inside the monument is a flag. Once captured the flag will be raised either Green for Allied and Blue for German. Players must get within 20m of the monument to trigger the capture. The location of the capture points are designated by Yellow and White dots on the map. Yellow dots indicate that when the point is captured you get a spawn point plus a supply convoy consisting of a lead defensive AAA truck, ambulance, maintenance truck, ammo truck and fuel truck which will make their way to the capture point from approximately 2km away. They will stop on the main road close to the capture point location. These may then be used to repair, rearm and refuel. The convoy will NOT automatically be removed should a capture point change hands. Each capture point has the ability to receive three supply convoys (you capture a point-supply convoy arrives, loose it, take it back-supply convoy arrives, loose it, take it back-supply convoy arrives). After this you will just get the spawn point at that location should you lose it and have to take it back for a fourth and subsequent times. Fewer numbers of tanks are available at these spawn points compared to the white dot capture points due to the option to repair, rearm and refuel being available. White Dots indicate a capture point that gives you a spawn point and a fuel truck. The fuel truck will be refreshed each time a capture point is re-taken and also at mission start for the side holding the point. If a point is lost the fuel truck will be removed and replaced by one for the capturing side. There are a number of airfields, which when captured will just give a spawn point with spotter planes. Spawn points when activated are located in the general location of the capture point but not always right by it. Fuel trucks will be located by the spawn point where applicable. There is no limit to the number of times a capture point can be taken, lost and claimed back. Tank availability numbers at all points will be re-set each time the point is lost and won back. All capture points taken during a session will be retained at the end of the session and assigned for the start of the next session. For capture points that would have triggered a supply convoy, the convoy will be generated when the mission begins as having parked up in and around the capture point location to represent that they arrived and then moved off the main road. Airfields The 4 key Airfields (2 for Allies and 2 for Axis) can be attacked. They are protected by multiple flack units however. Should you take out the 4 key facilities (2 x fuel deposits, large maintenance hangar and medical facility) the airfield will be disabled for 15 minutes. Bridges All road bridges are legitimate targets. All rail bridges will start destroyed so cannot be crossed and are not repairable. All road bridges can be destroyed by planes and tanks if required. When a bridge is killed a yellow cross will appear over it on the map. Bridges can be repaired by a player moving their vehicle into a zone located either side of the bridge as you approach it. When the bridge is being repaired the cross will have a yellow square around it. Repair time for road bridges is 15 minutes. Rail bridges cannot be repaired Players do not have to stay in the zone whilst the repair is underway. All bridges either destroyed or under repair at the end of a session will be fully repaired for the start of the next session. Factories There are a few small factory complex dotted about the map. These, if attacked can earn points. Supply Stores Each side has two supply stores hidden in tactical locations. If located these can be attached to both score points and deny the enemy a re-supply point. Tank Movement At the end of a session players will be required to notify their position to their mission administrator. You will then be allowed to spawn in from the closest owned capture point that is not in advance of your position at the start of the next session. Players nearing but having not reached an already owned capture point will be allowed to re-start from that position. The definition of “nearing” will be judged on a case-by-case basis with screen shot evidence but will rely on player honesty. An adjustment will be made to the tanks available at that spawn point to accommodate for the extra units starting from that location. Commanders may be allowed to make “movements” (taking tank stock from one spawn point and allocating to another) between missions. This movement must be within a 10km radius. Summary My vision for this event is that it will hopefully bring a bit more tactical awareness into play with the missions not always being all kill and be killed. I hope that you will all be able to take part in some capacity on the dates we run this event and that I have thought of some sort of element that will get you wanting to sign up. I hope that I have thought of everything you either must or should know to get the maximum enjoyment out of this event, but if I think of anything else I will of course update this post. Event Date The first running date for this event is SATURDAY 21ST MAY AT 9PM UK TIME (like the last event we did, 16:00 352nd common time zone) Salute DD_Friar -
Suggested date SATURDAY 21ST MAY 9PM UK TIME
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BATTLE FOR ARRAS CAMPAIGN A Dogfight map series of missions featuring air and ground war to be played out by DangerDogz and 352nd. It is hoped that this event will last over a number of sessions with the progress (or retreats) being carried forward from one session to the next, taking place on either a Saturday or Sunday (or perhaps even a mixture of the two to enable us to get as many people as possible involved from each group). Each session to last a maximum of 2 hours (unless we can arrange a “mega day” where players can drop in and out over the course of a much longer session.) BACK STORY Allied and Axis forces have started a campaign to take control of the Eastern side of the Arras region of France. Axis forces moving down from the North around Lille and Allied forces up from the South around Peronne. Towns and villages will become points of conflict with Commanders making critical decisions to halt the enemy advance at all costs. VICTORY CONDITIONS The winners will be decided by an accumulation of points scored by players and the territorial advances made over the course of the campaign. WHAT YOU MUST KNOW Equipment – Allied Tanks M4a2 (Sherman) *Allied skins should already be in your cache from the last event. Please request them if you do not have them. T34-43 * Allied Skin Available for Players to Download. T34-42 (free version) – No skins available. KV1-s * Allied Skin Available for Players to Download. SU152 * Allied Skin Available for Players to Download. Sdfkz-10-5 (German Flack vehicle) * Allied Skin Must Be Downloaded by All Players. All tanks will start from ALL spawn points with fixed 10% fuel. Upon first refuelling 100% fuel (achieved by visiting a supply convoy location or supply store) will be taken on board. SU152 and Sdfkz-10-5 will start with 50% Planes The missions will use the Arras map which is intended to be a World War I map, and as such the airfields have had to be modified to accommodate WWII aircraft. Extreme caution must be exercised when taking off and landing due to the bumps you may encounter. P38 P51b Typhoon 1b A20 U-2vs (unarmed spotter) – * Allied Skin Must Be Downloaded by All Players. Planes will be limited to carry individual bombs of a maximum size of 500lb in whatever multiple configurations are allowed by the plane type. All planes will start with fixed 60% fuel (except spotter which will have 100%). Repair and refuelling will be available at each airfield. The RRR areas are designated by a blue flag. Equipment – Axis Tanks Panzer IV - * Skins should be available from the last event. Please request them if you do not have them. Panzer III-L (free version) No skins available. Panzer III-M - * Skins should be available from the last event. Please request them if you do not have them. Panzer VI (Tiger) - * Skins should be available from the last event. Please request them if you do not have them. Sdfkz-168 (Ferdinand) Sdfkz-10-5 (German Flack vehicle) All tanks will start from ALL spawn points with fixed 10% fuel. Upon first refuelling 100% fuel (achieved by visiting a supply convoy location or supply store) will be taken on board. Sdfkz-168 and Sdfkz-10-5 will start with 50% Planes The missions will use the Arras map which is intended to be a World War I map, and as such the airfields have had to be modified to accommodate WWII aircraft. Extreme caution must be exercised when taking off and landing due to the bumps you may encounter. BF019-G6 Late BF109-G14 Late BF110-G2 JU88-C6 U-2vs (unarmed spotter) - * Axis Skin Must be Downloaded by All Players All planes will start with fixed 60% fuel (except spotter which will have 100%). Repair and refuelling will be available at each airfield. The RRR areas are designated by a blue flag. Planes will be limited to carry individual bombs of a maximum size of 250kg in whatever multiple configurations are allowed by the plane type. Server Settings Missions will be played with no external views enabled. All players MUST use the icon mod that gives air to air triangles but NO ground objects. The honesty to comply with this request is being entrusted to the wish of both sides to have a fair battle. Navigation icon on the map will be enabled. WHAT YOU SHOULD KNOW Infrastructure. All infrastructure (airfields, bridges, factories, fuel stores) are legitimate targets. Airfields may be attacked. Should you take out 4 key facilities (2 x fuel deposits, large maintenance hangar and medical facility) the airfield will be disabled for 15 minutes. All bridges (road and rail) can be destroyed by planes and tanks if required. When a bridge is killed a yellow cross will appear over it on the map. Bridges can be repaired by a player moving their vehicle into a zone located to the left of the bridge as you approach it. When the bridge is being repaired the cross will have a yellow square around it. Repair time for road bridges is 10 minutes. Repair time is rail bridges is 15 minutes. Players do not have to stay in the zone whilst the repair is underway. All bridges either destroyed or under repair at the end of a session will be fully repaired for the start of the next session. Capture Points The map has multiple capture points located in the towns and villages across the map. The point is indicated in the town or village by a simple war memorial style monument. Players must get within 20m of the monument to trigger the capture. The location of the capture points are designated by yellow and white dots on the map. Yellow dots indicate that when the point is captured you get a spawn point plus a supply convoy consisting of a lead defensive AAA truck, ambulance, maintenance truck, ammo truck and fuel truck which will make their way to the capture point from approximately 2km away. They will stop on the main road close to the capture point location. These may then be used to repair, rearm and refuel. The convoy will not automatically be removed should a capture point change hands. Each capture point has the ability to receive three supply convoys (you capture a point-supply convoy arrives, loose it, take it back-supply convoy arrives, loose it, take it back-supply convoy arrives). After this you will just get the spawn point at that location should you lose it and have to take it back for a fourth and subsequent times. Fewer numbers of tanks are available at these spawn points compared to the white dot capture points due to the option to repair, rearm and refuel being available. White dots indicate a capture point that just gives you a spawn point. Spawn points when activated are located in the general location of the capture point but not always right by it. There is no limit to the number of times a capture point can be taken, lost and claimed back. Tank availability numbers at all points will be re-set each time the point is lost and won back. All capture points taken during a session will be retained at the end of the session and automatically assigned for the start of the next session. For capture points that would have triggered a supply convoy, the convoy will be generated when the mission begins as having parked up in and around the capture point location to represent that they arrived and then moved off the main road. Tank Movement At the end of a session players will be required to notify their position to their mission administrator. You will then be allowed to spawn in from the closest owned capture point that is not in advance of your position at the start of the next session. Players nearing but having not reached an already owned capture point will be allowed to re-start from that position. The definition of “nearing” will be judged on a case-by-case basis with screen shot evidence but will rely on player honesty. An adjustment will be made to the tanks available at that spawn point to accommodate for the extra units starting from that location. Summary My vision for this event is that it will hopefully bring a bit more tactical awareness into play with the missions not always being all kill and be killed. I hope that you will all be able to take part in some capacity on the dates we run this event and that I have thought of some sort of element that will get you wanting to sign up. I hope that I have thought of everything you either must or should know to get the maximum enjoyment out of this event, but if I think of anything else I will of course update this post. Event Date The first running date for this event has been pencilled in for SATURDAY 21ST MAY AT 9PM UK TIME (like the last event we did) Salute DD_Friar
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https://forum.il2sturmovik.com/topic/78427-while-waiting-for-the-mosquito-you-might-try-to-watch-“the-bombardment”/#comment-1183921
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Salute, With many of the technical map issues now being overcome, it is time to start thinking about populating the map with tank and plane units. The planes are not so difficult, it is the distribution of the tanks that is getting the grey matter steaming... Please see below a table I have started compiling for the distribution of the units. My idea is that the further away a side gets from their starting point the fewer resources they should have. Should I proceed with this or just go for a set number at every spawn point? Your thoughts / suggestions would be welcome Cheers Friar
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Watch it guys, Arthur is offering you sweets to get into his MSFS van, come back to GBS...you are much safer there.....