Jump to content
NEW DISCORD SERVER DETAILS - SIGN UP NOW - Dogz Members Only Private Thread ×

Friar

1. DDz Quorum
  • Posts

    5,925
  • Joined

  • Last visited

  • Days Won

    399
  • Country

    United Kingdom

Everything posted by Friar

  1. Not yet, but found this.... https://forum.il2sturmovik.com/topic/60151-these-tanks-have-functioning-periscopes/
  2. Mind Blown..... https://forum.il2sturmovik.com/topic/55987-commander-periscope-in-t-3476/ Apparently, this operates separately from the turret At just after 4:18 he uses the periscope !
  3. Friar

    Grumpy Comment

    Will that be "Ponty" for short?
  4. Friar

    Grumpy Comment

    Welcome Sir, Shouting "break AOB" might be a bit troublesome for some of our crew. Perhaps "AO" for short Our antipodean is called "Sheriff". You might know him... We are certainly a laid back bunch, no command structure, no forced training, no forced attendance. Just get here when you can, fly what you want and have fun. We have plenty of people that can help you. Sounds like you are putting the time in to learn which is good. Asking how to start an engine would not be a good way to start flying with us (EDIT to all other Dogz: Yes I know you have to start your engine in order to get off the ground...)
  5. I think having the objects repair themselves is the answer. Its a simple thing to do, just lots of times. from each target on the map I do the following Issue "on killed" event message to a 5 minute timer the 5 minute timer sends a message to a repair command the repair command is linked back to the object. I can copy and paste the commands just need to do the linking.... or.... I delete all the objects and start again by adding say a T34. Set it up to repair and then duplicate it x times at different ranges. repeat for each type of object I want on the range. That would be just multiple copy and pastes, perhaps also give me a more ordered approach to the targets say 3 or 4 of each at each range.
  6. Is Sweepers gender under review? I suppose I could go through and make each object repair itself after a given time to give a never ending stream of targets as we have unlimited ammo.
  7. Friar

    New Toy Mmm

    Your mouse seems very "clicky" Crash, I would replace that if I was you...
  8. Bunkers should now repair after 5 mins so you can go again
  9. I have uploaded another version this morning (29/01). For the time being the 3 groups of moving tanks start once someone has spawned into the tank range. I have added bigger "booms" to the bunkers and reduced the point at which they explode. Salute
  10. Testing by Swepper reports moving tanks may not be being created correctly....
  11. Just updated the version on our server. Updates to Gun Range You now will spawn in just back from the revetments so you drive into them to take up position. Dont hang about doing this otherwise the targets start firing back! I have also added 3 sets of moving targets. When you have destroyed the first set another set will start further away. When they are destroyed a third set will start even further away. I have also added some bunkers which should go boom! when they are destroyed. Enjoy! Friar
  12. Glad you found your way to our pound sir!. Rule number one being a DangerDogz, is to have fun. Some nights like when we do our P38 Campaign we step up a bit, but other than that, "Don't just sit there....get one up!" We have no command structure, no must attend training sessions. If there is anything you are not sure about just ask but from the sound of it we may be able to pick some things up from you! We have a wide range of skills on show from people who can not remember from one week to the next what to do and how to do it to others that will tell you the rivet spacing on a Mk IX spit is not modelled correctly in the game. As well as GBS flying and DCS we are also getting into the Tank Crew module. You can try it out with the two free tanks T34 and Panzer III if you have not done it before. We have assigned Saturday 19:30/20:00ish start time (UK time). Its a lot of fun making stuff go "Boom!". We have also run some joint air and land special events as well which were a lot of fun. I look forward to finding you on my six soon.
  13. Salute, Here is mine... I have only just found out that there is another level of zoom (in the T34 anyway) when in gunsight view. It has come as a surprize to me after all this time and I know for a fact that two other Dogz were unaware as well so thought I would share it here. Below are two screen shots showing the maximum zoom I was achieving via the following key commands; Start the game, sitting in drivers seat, then Left Ctrl + C to take up next position, Left Shift + C to "Nestle To Gunsight" and then press "Pilot head Zoom In". (Pic Zoom 1). That was as far as I thought it went. My Eureka moment was a second pressing of the "Nestle to Gunsight" key that gets me the second image. Note: I have not included the "Take Control" (default T) in this sequence to unlock the gun.
  14. I thought I would start a thread for things you find out about the sim that you have only recently found out
  15. Thanks guys, useful input. On the subject of no route on the map, letting the players navigate to the location. It is considered best practice not to have lots and lost of AI units active on the map all at once. To get round this the units people came across were only "activated" when players came within a certain distance by someone entering a "zone". If players were allowed free roam over a map they may not enter these "zones", or the zones would have to be made quite large to cover all possible routes, which is doable, so worth considering. I now have the way to hide spawn points until a player gets to a "trigger". This way now re-spawn points set into the distance will not show and therefore give away the possible areas of conflict. A multi-arms scenario is possible. Players could decide themselves at spawn in who wanted to take what type of tank, although as Painless suggests, the speed differential will need to be considered, or some transport "gadget" (drive the Su152 to a given point, perhaps a railway station. This triggers the tank being "loaded" onto the train. It travels to another location (a new spawn point) where the player can pick it up again. Or a "truck" could carry it. If the truck was to be killed, you loose the tank. Could even have limited numbers of units available to make players protect their tank. I definitely could have done with more targets. As we get more proficient at gunnery we are taking the units out before they have had a chance to engage us. Appreciate the input, keep it coming (good and bad), will only make the next event better.
  16. Salute, Now we have finished our first attempt at a multiple mission campaign with the T34 Campaign, what can we take away for the next one? For me, the lessons I have learned are below. If you have any to add, please do so. When converting a single player event into a dog fight with AI tanks programmed to set off the triggers puts too much pressure on getting the mission off quickly and smoothly. Allowing a large group in the same TeamSpeak channel with no structure leads to chaos and confusion. A small group of players in an organised group can take out AI targets quite easily so need to be overwhelmed by numbers of targets. Players should have a defined brief at the start so the objectives and what they are supposed to be doing are clear. Without this it just leads to a "points whore" fest and people racing off to find targets. For missions which are planned to cover a large distance need regular points of conflict to keep the action going. If we are going to use separate TS channels, links and communication needs to be set up so that units can easily keep each other updated. Platoon leaders should also be designated. I do not see why tank events could not replicate the discipline showed in the P38 event organised by Fenrir. The consequences of being killed should have a higher impact, without detracting from a players enjoyment of the event. Explore the possibility of running short co-ops like a normal Tuesday / Sunday flying night. When you get killed you are dead until the next mission is put up. Killed players could have the option of multi-crewing another tank still in game. Details of what is planned for the night should be published in advance on the forums so players can prepare. This does require those taking part to update themselves via the forum rather than being "spoon" fed on the night. If you agree / disagree with any of these please let me know, or as I said, if you have any of your own, please let me know. I would also be very interested to hear from anyone who has ideas of scenarios we could try and replicate for other special events. Regards Friar
  17. A little screen shot from what goes on behind the scenes
  18. Reggie, I think this may be to do with the fact that Fen missed one of your kills on the de brief. He tried to update the system manually and that led to it being broken. To fix it he had delete his manual changes. So you may be 1 kill down in the system but you know you did it, we know you did it, its your shout at the bar.....
  19. thanks crash. seems to be one of the most popular for the skinners, i suppose because it is such a killer and everyone likes the biggest / best weapon in the shed. we need default skin updates for the tanks so that other people see then on line without the faff of making sure everyone has downloaded them.
  20. Here is Rox saying hello to myself and FT whilst we were on the Finish Dynamic Server last Friday.
      • 2
      • Like
  21. @Squawk You forgot to add Report from Pilot: left engine making a humming noise, Engineer: left engine taught the words
  22. Salute I found the below podcasts the other day when I was going out for a walk and found them very interesting, especially the first one about Clarence Smoyer https://www.historyonthenet.com/american-tank-gunner-successfully-dueled-panzers-world-war-two I also found this series as a podcast but they also have a YouTube Channel "Two Tankers and a Cat". The two links below are their episodes about the Sherman. Episode #12 and #13 #12 #13
  23. ok its fake doh!
  24. Gulp.....
  25. These are the details of the missions in the campaign. I doubt we will get to complete all 5 on a single Saturday session as you can see they are quite detailed. Mission Details Mission 1 October 9, 1941 16:30 hours 18th Tank Brigade Village of Budayevo 10 km southeast of Gzhatsk Order of the Day: The fascists are advancing eastward towards Mozhaisk, creeping slowly and brazenly in the direction of Moscow. In the nearby Vyazma pocket our surrounded comrades struggle to escape a torpid death, devoid of ammunition, supplies, and hope. Even more bad news plagues us - Gzhatsk has fallen to the German infantry SS-Regiment Deutschland. And they are not waiting for us to catch our breath. Further Waffen-SS troops have been sent to probe territory east of the city, towards our location. The 18th Tank Brigade is ordered with all haste to impede the continued German advance eastward by establishing a blocking position at Budayevo, southeast of Gzhatsk. Reports indicate that Hausser's SS-Regiment Der Führer comprised of infantry and light armor is heading in our direction on the road to Mozhaisk. Our ambush cannot fail. The farm houses in Budayevo will provide us cover and our unshakable union will provide us strength.Notes: Support from ”little forty-five” anti-tank guns .Mission success upon impeding enemy advance towards Mozhaisk. Mission 2 October 11, 1941 15:00 hours 18th Tank Brigade Mozhaisk Order of the Day: It seems the last mission have merely poked the lion, as now two regiments of the 2nd SS-Panzer-Division Das Reich and a detachment of the 10th Panzer Division are bearing down on our position. We should not fear this over-ambitious enemy. Instead, we should be courageous and assured, as Comrade General Zhukov has been transferred from Leningrad to assume command of our forces here in front of Moscow. He has already laid our path to victory by ordering a defensive line across which the fascists cannot and will not advance. Mozhaisk will be held by the 5th Army, Rokossovsky’s 16th Army will defend Volokolamsk, and the 43rd Army will guard Maloyaroslavec.Be strong comrades. Polkovnik Sergey Kalihovich’s 19th Tank Brigade has arrived by rail in Mozhaisk and is now moving toward our position as reinforcement. We must hold this point on the Mozhaisk Line with our very lives. Notes: Support from 19th Tank Brigade and anti-tank guns. Mission success upon stopping enemy advance towards Mozhaisk. Mission 3 October 17, 1941 08:00 hours Kalinin Tank Raid - part 1 21st Tank Brigade Group 2 Order of the Day: The fascists creep ever closer to Moscow, with giant pinchers forming to the north-west and south. You are to take part in an assault on German occupied territory along the front lines just outside of Moscow, centering on the city of Kalinin. Begin the assault in the staging area near Turginovo, infiltrating the occupied villages of Panigino, Pushkino, and Kvakshino as you move north along the Volokolamsk Highway. Cause as much destruction as possible to German vehicles and infrastructure en route to Kalinin. In order to confuse the enemy, the 21st Tank Brigade will advance upon Kalinin from three different points of origin in three groups. Group 1 will cross the front lines between Pushkino and Kvakshino and join your push north towards Kalinin. Group 3 will advance north along the road from Il’inskoe -Tsvetkovo, and later join you and Group 1 near the airfield directly south of Kalinin. All three groups will then push into Kalinin, escaping to friendly territory south of the river Volga along the highway towards Gorodnya and Zavidovo, if able. Notes: Follow the path of the red line. Expect anti-tank guns around villages. Rearm / refuel available near Pushkino. Join Group 1 after rearming. Mission success upon taking Kvakshino. The assault on Kalinin continues in the next mission. Mission 4 October 17, 1941 09:00 hours Kalinin Tank Raid - part 2 21st Tank Brigade Group 1 Order of the Day:The raid on Kalinin is well underway with Group 2 reaching Kvakshino, half the distance to Kalinin. You are to join with Group 2 in Kvakshino and advance north along the Volokolamsk Highway, taking the villages of Troyanovo and Naprudnoye along your route (in red). As you approach the airfield south of Kalinin and turn north-west towards the train depot, Senior Lieutenant Makovsky's Group 3 will advance on the airfield. Your primary task of this mission is to destroy the Kalinin train depot. Escape to friendly territory south of the river Volga along the highway towards Gorodnya and Zavidovo, if able. Notes: Follow the path of the red line. Expect anti-tank guns around villages.Mission success upon destruction of Kalinin train depot. Optional: participate alongside Group 3’s raid on airfield. Optional: escape Kalinin to friendly territory. Mission 5 December 6, 1941 08:15 hours 127th Tank Brigade 16th Army Order of the Day: The situation is grim. German Army Group Center is at the gates of Moscow. Panic has hit the streets, with people fearing we will soon meet our end, encircled by the enemy, like our starving comrades in the city of Leningrad. During the past few hours, however, our despair has suddenly given way to a unique form of courage that can only be born of desperation.Soviet 16th Army, commanded by Lieutenant-General Rokossovsky, is positioned west of Moscow with the task of defending the Volokolamsk Highway. Today you will help launch the Soviet counter-offensive to drive the fascists away from our capital city. You command a platoon of T-34's in the 127th Tank Brigade of the 16th Army, pushing west along the Volokolamsk Highway. You must punch a hole in the German front line, allowing our troops to liberate the villages of Nakhabino and Dedovsk. Notes: Punch through the enemy lines. Liberate Nakhabino and Dedovsk.Join Group 2 outside of Nakhabino. Mission success upon liberation of Dedovsk.
×
×
  • Create New...