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  • yup it will always be the Bf108/109/110 to me
     

  • Hello mate! Happy Easter. The rest of them scattered across the world must usually be asleep when we post!

    I'm flying some of the BoB and JG53 missions this morning, the new skins look so good. We have guests coming over for a barbie and Dawn, my wife, is hoovering around me! Oh well, tomorrow then!
     

  • Happy Easter!
    These works introduced here are looking really splendid!
    Looking forward to a milestone of A&A campaigns...

    ATB
    Armin
     

  • Can you tell me were to download the DAF_JGME addon please.
     

  • This is all looking most interesting. Pha3e - what colour is RLM 02 -the darker one or the lighter?

    Rock - get back behind those Osprey books! How dare you not know that little bit of trivia about JG53? What kind of grognard are you?!

    Monty - what the hell was all that stuff you mentioned?! Dynamic weather, Spawning Runners, - it smacks of witchery! Burn him!
     

  • Great skins and I like the story behind the skins even better!
     


  • This is all looking most interesting. Pha3e - what colour is RLM 02 -the darker one or the lighter?

    Rock - get back behind those Osprey books! How dare you not know that little bit of trivia about JG53? What kind of grognard are you?!

    Monty - what the hell was all that stuff you mentioned?! Dynamic weather, Spawning Runners, - it smacks of witchery! Burn him!

    FlatSpinMan
    Basically there are a lot of new functions introduced into DBW by 'CY6' some time ago. Most of them are special effect functions added through the Stationary Objects in FMB. When he recently expanded them with a second compilation called Command & Control (v 2.0) another friend at SAS, 78FG_WindWpn, created a JSGME addon pack so that we could bring the expanded CY6 stuff into DBW right away. The DAF and Flying Tiger Campaigns were the first to fully implement all of the new features from Command & Control (v 2.0) into scripted campaigns. After much study and practice they are all going into the new upgrades, you have already seen the GCI working over Malta.

    Here are some of the other features:

    RandomSkill
    Resets the skill of all AI "Average" fighter planes of the same color as the object. It will create a mix of Ace, Veteran, Rookie, and Average pilots. Aces and Rookies will be relatively rare, while Average and Veteran will be more common.

    Soldiers (SLD and SLD2)
    These objects spawn running soldiers (like the ones who run from trucks) when the player is within 10km of the object. The SLD object will spawn soldiers from the object itself. SLD2 will spawn soldiers from "prone infantry" units within 5000m of the object (designed to give infantry battles more life on the ground). Intended to create a sense of activity and panic during ground attacks, airfield strafing, etc.

    Box
    Simulates a box barrage. Enemy planes flying over this object will trigger a series of flak bursts at the height of the aircraft, filling a 1km x 1km x 500m space centered on the object. Multiple objects can be combined for a larger barrage.

    Airborne Forward Air Controller (AFAC)
    The AFAC object is designed to work in concert with the Stinson L-5 or AT6 FAC planes. It simulates a forward air controller in an aircraft, ubiquitous in the Korean and Vietnam wars.

    Ground Control Intercept (GCI(m) + GCI(ft))
    The GCI simulates a radar tracking center that will alert the player to enemy aicraft and guide them to interception.

    Ground Observer (OBS)
    The OBS is designed to simulate everything from a radio operator on the ground to trained observer teams like those used in the Battle of Britain.

    Vector
    The Vector object is a potentially powerful tool for mission designers. Essentially, it works like a GCI for AI fighters. When an enemy plane comes within range (default 100km) of the object, any friendly fighters within range will be sent to attack the enemy flight.

    Airborne Radars
    These objects simulate a Radar Operator in the backseat of your plane. During WWII, only a few planes were equipped with radar screens visible to the pilot. Most nightfighters had another crewman who would interpret and direct the pilot towards enemy aircraft.

    Navigator (NAV)
    The NAV object represents a navigator on board your aircraft, or a ground station feeding you information on your current position (like LORAN or GEE).

    Aimpoint
    The Aimpoint object has two functions. It can represent either:

    1) A level drop-point for fighter bombers.
    2) A "target marking" point for level bombers.

    Corkscrew
    The Corkscrew Manoeuvre was used by British night bombers to avoid German nightfighters by dodging out of their radar cone.

    RESCAP
    The RESCAP object simulates a downed pilot behind enemy lines. He will communicate with the player and await helicopter pickup.
    - How it works: The 'Survivor' will broadcast his map-grid coordinates to the player. Once in the area, he will call out when he has the player in sight, and which direction he is relative to the player's aircraft.

    SAR
    The waterborne version of RESCAP, the SAR object represents a downed pilot at sea, complete with lookouts. Intended for seaplane operations.

    DynamicWeather
    This object will shift the weather in linear increments during a mission. Weather will start at whatever the mission setting is, but then has a chance to either improve, worsen, or stay the same. Changing weather will affect clouds, but not wind.

    It makes for very playable missions that become totally engrossing with all the stuff going on. For the first time I have begun to experience some idea of a pilot workload in Il2, the AI are much smarter and the ground defences are deadly. All we need now are perfect Skin Sets for these campaigns - and that part of the project looks like its its in good hands!
     

  • RLM02 is the tanned colour smile

    110 BoB 1
     

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