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Posted

Following discussions with the 352nd, there was an intertest in flying missions against them again so Deacon has set this up. As per the email below, some of the 352nd will fly with us to even up sides

Here is a copy of the email Deacon sent. We will fly German in this campaign, however there are tanks available if you wish , this is in the initial planning so if you have any questions please post here and I will forward to Deacon.

I will put this test mission  up on sunday for a practice.

 

Here is a sample mission for advance and secure for IL2.  This only gives you the starting spawn areas for both allies and axis forces.  Also flag defenses for all flags along with four bridges that can be destroyed and will repair after a certain amount of time.  The flag defenses are a number of AI tanks around the flag and AAA.  Each time you capture a flag you get another spawn point near the flag you just captured.
 
the actual mission from which we would fly/drive has these extras for each side:
 
If you lose a flag -   1) a mine field will be placed between the flag you just lost and the previous flag to stall the enemy advance
                                2) a friendly tank AI counterattack toward the flag you just lost
                                3) a retreat defense of tanks to protect your retreat or your human advance toward the flag you just lost.
                                4) a plane to drop paratroopers who set up the anti-tank guns between the flag you just lost and your previous flag
 
If you capture a flag -  1)three AI tanks advance toward you next flag
                                     2) a new spawn point for your human driven tanks
 
There are also two airfields, one for each side.  The axis airfield (located in 1236) has Bf109g14's and Ju88a4's.  The allied one has P51D's and A20b's.  also each airfield has many AAA guns manned by expert gunners.
 
I forgot to mention that a flag can be bomber by AI planes but I don't remember if its after you've lost or captured a flag.
 
Since we have been using the allied side during testing with 3 or 4 of my members using the axis side, I would suggest that you boys become the axis side while we stay as the allies.  The reason is that those 3 or 4 of my members would be willing to join your side during the campaign.  The axis side starts at the most Northern spawn point (in 1033) of their "home base very close to flag 1 and then travels South toward the flags.
 
These are the exact 11 flags that will be in the campaign and all the defenses for both side around each flag.  The flags will change when it is captured by being within the radius WITHOUT the opposing side having any vehicle within the radius also.
 
You need to capture all 11 flags to win.
 
Posted
On 5/27/2025 at 3:31 AM, delta7 said:
If you lose a flag -   1) a mine field will be placed between the flag you just lost and the previous flag to stall the enemy advance
                                2) a friendly tank AI counterattack toward the flag you just lost
                                3) a retreat defense of tanks to protect your retreat or your human advance toward the flag you just lost.
                                4) a plane to drop paratroopers who set up the anti-tank guns between the flag you just lost and your previous flag
 
If you capture a flag -  1)three AI tanks advance toward you next flag
                                     2) a new spawn point for your human driven tanks

Jaw drops in amazement.....

Posted

@crash 

Unless FT or Colin wish to join , I can only see the usual 4 or 5 on our side but the 352nd have agreed to make up our numbers.

 

I am planning to run a test mission on Sunday, that deacon has sent over, for comment

I am also planning to run a test dogfight mission on our server using a newer version of the generator and of course the new patch version of BoX. If this is successful then we can continue with the campaign missions that I generate, if we have issues again then I am at a loss on how to continue. I have posted on syn vanders thread on the main forums but have had no reply.

  • Like 2
Posted

@delta7 I can totally understand your frustration with the matter. Flight sim game devs seem to have forgotten how to write proper code without breaking the game. I am still completely convinced that this bug that's causing the crashes has something to do with one of the previous patches. I'm sure they introduced a bug into one of the events that mission makers can use to trigger an action.

The combat box admins also couldn't get their generated missions fixed despite rolling back to a version that was completely stable last year.

Unless the devs pull their 💩 together and investigate their code base with the whole team I don't see how IL-2 can survive long term. But maybe it's a devilish plan to ruin the old game so everyone has to buy their new games (Korea and somewhere in the future Pacific). Just kidding, I fear it's sheer incompetence on their end...

Once Combat Pilot runs stable and hopefully steadily receives updates, I'm the first to abandon ship and switch over. The current situation is a slap in the face of every WW2 aviation enthusiast to be honest.

War Thunder clearly shows that there's interest in WW2 aviation games, but people expect a bit of stability and quality of life features in their games, combined with affordable pricing (looking at you too, DCS). So everyone and their friends stick with that one 🥲

Sorry for the venting. Apparently I'm a bit too frustrated about the current situation, that we have to endure right now, which truly is the dark age of flight sims.. 

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