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Hamaha15

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About Hamaha15

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  1. Operation Stoesser (Sparrowhawk) - The Luftwaffe's last paratrooper mission Hello, please find attached a mission for those who love to fly the Ju-52. Based on the records of GenMaj. Fritz Morzik, the last Luftwaffe's Chief of Air Transport, this mission is an attempt to recreate the historic circumstances with the elements available in the Il-2 Sturmovik game. The mission comes in two versions: a short one, starting in the air half-way to the target and the full version starting at the home base. Time required for the short version is 45 minutes, for the full version 1 1/2 hour. Operation Stoesser was designed to support the German initial attack at the beginning of the Battle of the Bulge on December 16, 1944. Paratroopers were deployed to cut the Eupen-Malmédy highway in the Ardennes forest behind enemy lines to protect the right flank of the attacking tank forces. Preparations were carried out under strict secrecy to the extent that the collecting truck columns didn't find the paratroopers' hide-outs as scheduled. The whole operation was postponed by one day. From their hide-outs in the vicinity the transports flew to the airfields at Paderborn and Bad Lippspringe where they were serviced and prepared for the mission that finally started on December 17 at 0300 hours. About 70 Ju-52 took part in the event. From the departure points to the target the planes had to fly 230 km in complete darkness. The Luftwaffe's ground organisation placed checkpoints along the path using searchlights, flares and beacons to help the transports keep their course. Cruising speed was limited to 180 km/h due to the worn state of many of the planes. Many of the aircrew made their first mission in ernest so not everything went according to plan. Two planes dropped their paratroopers too early, one over the Bonn-Hangelar airfield and the second one shortly after crossing the front-line. Eight planes were lost to US anti-aircraft fire around Aachen and two more Ju-52 fell victim to allied intruders over German territory. While F. Morzik considers the operation as a success from the point of view of the flying units despite the losses of 14% the mission turned into a mess for the paratroopers. Sidewinds stronger than expected made jumping hazardous and more than one hundred seriously injured men were handed over to the Americans immediately for medical treatment. Many paratroopers landed far away from their target. Only about half of the planned strength of 870 troops arrived where they were supposed to. There was - fortunately - not much fighting, not least because of the whole Ardennes offensive stalling very soon. The paratroopers should block the road for ten hours until being relieved by ground forces who never showed. In fact after three days holding out in their positions the commanding officer, himself wounded and suffering from pneumonia, gave order to withdraw. In the game two flights of 16 Ju-52 altogether represent the transport force, a ratio greater than 1:5 which is common in wargaming. The biggest deviation from the prototype are the searchlight beams at the checkpoints. In reality the beams are described as standing upright like columns which is not possible in the game. Two swivelling searchlights, however, may be a reasonable approach unlike the dome produced by four searchlights near the Bonn airfield. In the mission the dome has been replaced by a 2D cross pattern on the ground produced by four landlights. Alternative searchlights and AttackArea commands are in place although not linked and activated so the mission file may be updated should the AttackArea become available to searchlights one day. In the folder you'll find a TXT-file which contains an additional effect, a torch, which is used in the mission. It must be saved at the following path: ...IL-2 Sturmovik Battle of Stalingrad\data\LuaScripts\worldobjects\mapemitters\test\002.txt This effect is borrowed from the Veteran-Missions. It appears to be no Mod because I have the Mod option switched off and the game runs well still the same. No waypoints are in place for the player. The key-"A"-autopilot won't take you to the target. Take off and landing require aviator's craftmanship. Once course and cruising altitude have been set the horizontal autopilot "LSht+A" will work. However, both settings as well as the cruising speed require constant monitoring and adjustment. Mission text is available in English, German and French. Enjoy flying the Auntie Ju in a role very close to what it had been designed for: a cruising plane. Source: F. Morzik, German Air Force Airlift Operations, University Press of the Pacific, Honolulu, 2002 Stoesser.zip
  2. =[TIA]=Stoopy is right. It works the way you described.
  3. Hello AlphaZulu, a way to remain undetected "until further notice" is to play with the country settings. Setting the enemy planes to neutral from the start will make them ignore you first. With a Behaviour Command, triggred e.g. by a Proximity Trigger or by a Damage Report from the the first enemy plane hit, set the country to your opponent side and the enemy flight will take up the fight. I found it tricky to use Proximity Triggers at close ranges because I've got the impression that their algorithmes are inaccurate under certain conditions. It is possible that it doesn't work if you fly with a wingman at your side. I understood that "Neutral" means neutral to the player only but opposite to all AI. Cheers
  4. Hi, maybe deleting the MSNBIN files is the remedy. They will be recreated to the latest level after each game run if I understood well, so they are not irreversibly lost. I faced the same issue in the past after each release and I remember that updating the MSNBIN files solved the problem then. Cheers
  5. Hello community, firstly I want to say thank you to the developpers for their great work to shape the BoBP map to what it is today. Creating a map of Central Europe for a flight simulator is an at least ambitious goal and there's a risk to choke on it. After the release of the map I updated the most famous stretch of the River Rhine Valley between Ruedesheim and Koblenz and now I know how much work goes into the even most confined space. During two weeks time I spent almost every free minute on the Rhine Valley, beginning with research about the appearance of the villages in the 1930/40's. You may download the result from this location: https://forum.il2sturmovik.com/topic/14803-the-groups-sharing-corner/page/8/?tab=comments#comment-834258 In my opinion we simply cannot expect the developpers to fill every corner of the Rhineland map with minute detail, not to mention the fact that too much "world" would affect the game performance. The missing white spots might be added by interested members of the community who want to provide more detail of their own backyard. Mission builders could then enhance their scenery with these updates in areas where more detail is required. I will continue along the banks of the River Rhine to Mainz/Wiesbaden and down to Nierstein/Oppenheim where Gen. Patton's 3rd US Army crossed the river on 23rd March '45. However, from my experience and from other comments in this thread emerges a wishlist of elements crucial to recreate a credible Central European backdrop, elements which the developpers may consider to provide. My personal priorities are: 1. Castles and castle ruins in different sizes and shapes. These exposed landmarks are so typical for Germany, Belgium and France. The current toolbox provides several types of windmills but these buildings are to be found mainly in the Low Countries and Belgium close to the sea. 2. River barges to animate the long courses of the Central European streams. River traffic is an important part of the European transportation system throughout all countries so it shouldn't be absent. It was a primary target of allied fighter bombers during the late stages of the war. 3. Double track railway lines. As far as the German railway system is concerned it must be noted that currently only the most important main lines are present on the map. At least these main lines already present must be double tracked in order to resemble the prototype. Single track lines aren't credible in these locations. I suppose that the same applies to the Dutch, Belgian and French railways. If time permits more railway lines could be added e.g. double tracked lines on the right bank of the River Rhine, of the River Moselle and secondary lines e.g. the one that calls Bastogne in Belgium. If more time is available the major railway stations should be extended following the example of the Velikie Luki station and marshalling yards should be added (e.g. Bingerbrueck marshalling yard). Note that in the 1930's the European railway system was at its peak and railway sidings were sometimes as large as the adjacent cities. Seen from the air the first indication of a settlement may have been the rusty ballasted surface of the railway sidings. 4. Correct appearance of the motorway network. The first German motorways were opened in the 1930's and those are actually pictured on the map but they currently look like dusty country roads. In reality these roads - by the way an Italian invention from the 1920's - were revolutionary in design due to their two double lanes made of concrete slabs separated by a grass strip along the center line, features which are clearly visible from the sky and which make a difference. In the final stages of WWII these motorways helped the allied armies to quickly advance through Germany so they may figure in various ground attack and interception missions. 5. Extend the highway network. The German road system was a primary target of allied fighter bombers. The tighter the road network is the more targets it offers. Cheers
  6. Hello all, FYI: the issue described above has reoccurred recently. The first three pictures show the defect, the forth picture shows the ortho-view after having fixed the issue. This time, however, deletion of the ctreecache and mtreecache files didn't help alone. I had to open the mission in the game. After that the map was OK... Cheers
  7. ...and with a working group. See pictures from my previous post above. Please note that the Stop-Timer needs some individual tweaking for each type of vehicle. 2 seconds work fine with an Opel Blitz, 1.5 seconds with a Willys Jeep and the GMC requires 1.4 seconds. If the Stop delay is too short the lights don't go on, if the delay is too long the truck makes notable movement. I added a Set Value Modifier to reset the counter to zero after each run of the functionality e.g. after the player took off. This way the lights can go on again repeatedly e.g. if the player returns back to the landing strip. In this case the Event-ON trigger needs to be target linked to a checkzone trigger. Enjoy Truck-lights_ON.zip
  8. Hello SYN_Vander and all others who may come up with the same question: Yes please. Go ahead.
  9. Won't you let me take you on a...river cruise? Hello, attached you'll find a group-file to populate the picturesque Rhinevalley between Ruedesheim in the South and Koblenz (Coblence) in the North. This stretch of the the river Rhine is today a tourist magnet for poeple from all around the world. Its most famous attractions are the city of Ruedesheim and the Lorelei rock. There's an oldtime saga of a blonde girl combing her hair sitting on top of the Lorelei. The boat poeple down in the valley looked up to her and dazzled by her beauty ran into the reefs then hidden under the river's turbulent waters and perished. I love to rove around with my planes with time spare at hand and I found the world quite empty in this interesting area. Needed some remedy... Based on old contemporary postcards of villages and objects along the river Rhine I modelled the settlements accordingly. Fortunately the BoBP map appears to be to scale. You can overlay it with Google Earth. Congratulations to the developpers. They've made a great job. I don't claim that my add-on is 100% accurate, it's an approach. Keep in mind that the villages and cities in 1945 were considerably smaller than they are today. Today's maps are not much of a help if you want to recreate the past situation. One - crucial - feature is missing: castles and ruined castles. I ommitted them for now since I didn't find a way to build them from available elements to a credible result. I hope that the developpers will soon provide a set of them for the FMB tool box as these structures are universally suitable for the entire NWE theatre, Germany, Belgium, France. For aviators they are of great interest as navigational aids and by nature they are plainly visible from the air due to their exposed sites on hilltops. For mission builders the Rhinevalley provides the scenery for ground and strafing attacks until March 1945. In general this area was fortunate to escape systematic bombing, however, the german transport system - railway lines and barges - were a primary target of allied fighter bombers. When the Germans retreated to the Eastern bank of the river around March, 18th they blew up all bridges. All traffic along the river is supposed to have come to a standstill. General Patton's 3rd army crossed the river Rhine farther to the South-East on March, 23rd. Only later US troops built at least two pontoon bridges across the river Rhine at Bacharach and at Boppard in the Rhinevalley. No hint found whether the German Luftwaffe ever attacked these bridges... Save the Group-file to your ...\data\template folder and import it into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Cheers Rhinevalley.zip
  10. Hi, none of the advanced settings of the Attack Area command worked to create a steady upright searchlight beam. If the command is object-linked to the searchlight its beam doesn't go on. Attached pictures show a Ju-52 flying too low to be caught by the searchlight battery, the lights being switched on and off by a pair of proximity triggers together with the Force Complete commands and the homing beacon of Mainz-Finthen airfield, a night fighter base just at the South-Eastern edge of the new Rhineland map, triggered by a flare signal from the player and the Force Complete commands. However, the beacon is constantly moving like a searchlight. Conclusion: the Attack Area controlled searchlight feature doesn't work, the previous condition has been succesfully restored which is very fine. Cheers
  11. The lights are back to business with the new release. Tomorrow I'll check the workability of the attack area commands to create beacons.... Cheers
  12. Hi Thad, thank you very much for your comment. I missed something indeed. When the new tanks were first released starting with the Tiger they couldn't be made AI-controllable - my first attempts failed, the tanks with the underscore didn't appear in the game. Now it works... Cheers
  13. M4A2 Sherman - Surprise Fire Single mission Hello all, the initial intention was to create a dynamic gunnery practise mission with moving targets and constantly adjusted range indications to use the Sherman's M55 telescopic gun sight to full advantage. I ended up with a full - and fully fictional - tank mission situated in the Belgorod area prior to operation Zitadelle. Due to the lack of AI controlled Shermans it has to be a "lone wolf" mission which may not be realistic but I think it works as a story. Next I will try to create similar missions around the more complex German TZF or the Soviet PT-47 gunsights. Does anybody know the sequence of commands to the gunner of a KV-1? The mission is time-boxed to 15 minutes. The few sound files used are from the standard BOS audio folder so I suppose they will work universally on everybody's computer. Mission text is available in English and German language, the mission description also in French. Hope you enjoy it. Gunnery_practise_Sherman.zip
  14. Hello all, a quick remark back to the searchlight issue: the force complete command "Low" still brings the searchlights to life indeed - the casings start rotating and pivoting up and down as if they were searching in vain for a target, however, without the light beam being switched on. You can clearly observe the "useless" movement of the searchlights along the runway in Sketch's Landing Lights Test mission as soon as a "Low" command is given. I see the disabled beams related to the attempt to make searchlights work with the Attack Area command as announced prior to the 3.101 release which doesn't work either appearently. I hope with Flashy that the issue will be fixed again. I liked to use light effects extensively for my missions. Cheers
  15. Sorry, I forgot to add that the AI plane shall take off after a short while again. The taxiway pickup point is visible above and to the left of the C/T. Cheers
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