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Posts posted by SYN_Vander

  1. New version is out:


    Version 19 release notes:

    -Reworked UI structure, small layout changes
    -Changed runway spacing between planes so Ju-52 will fit when starting from runway
    -Changed stationary objects at targets from "Neutral" (or incorrect faction) to correct faction
    -Plane start and AAA gunner level can now be different per side
    -Radio beacon added to airfield
    -Added vehicle columns as objectives for Ground Attack missions
    -Added variety in artillery targets
    -Minor bug fixes


    Download link in first post!

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    • Upvote 2

  2. 1 hour ago, Feathered_IV said:


    Hi Vander, do you mean this many? And this is just one of scores of airfields you may encounter in a single mission.  If you think it will be entirely up to the very small minority of users who know the FMB to finish off the map, then I very much doubt you will ever see a realistic depiction of the true landscape in Career or QMB flights. 


    Hopefully some effort will be made to put "some craters" into the no-man's land for FC, otherwise you are going to be a very busy boy!  :happy:




    Let's be realistic. I don't expect to see anything like this in the game. You'd also want to use this airfield in mission scenarios before and after battles in this area. Still, you can place a lot of small craters on this airfield to give this impression. About WW1 front lines: That is a different challenge!

    • Upvote 1

  3. 4 hours ago, Feathered_IV said:

    The P-38 looks fantastic inside and out.  If I were to buy Bodenplatte I think that would be the one I fly the most.

    What is happening with the airfields?  Will they eventually get the historical bomb damage that was present on and around them or will they remain in pristine condition as in the screenshots?


    That is up to the mission creator! The screenshots show all buildings in undamaged condition, but it is very easy to set them as ‘damaged’ (some objects have various levels). It is also very easy to put some craters here and there on the airfield.

    • Confused 1
    • Upvote 2

  4. 1 hour ago, BlackHellHound1 said:

    So, I have done a little bit of research into the matter of Den Haag/'s-Gravenhage and Den Bosch/'s-Hetrogenbosch.


    Lets start with Den Haag/'s-Gravenhage. Both are correct! The name Den Haag (originally Die Haghe) is the oldest and original name of the city and has been used by the Dutch people as well as the municipality ever since. However, the name 's-Gravenhage also has been used by the municipality for over 200 years due to its more chique appearance and is also still used today but only on official documents (From 1990 onward the municipality uses Den Haag). 


    As for Den Bosch/'s-Hetrogenbosch it is a different story. "Den Bosch" is not officially recognised as the name for the city.  The name Den Bosch is a modern name only used by the Dutch people. Only 's-Hetrogenbosch is correct. 


    If you want the map to be correct, you are free to use Den Haag or 's-Gravenhage. BUT you can only use 's-Hertogenbosch.


    Not 's-Hertrogenbosch, but 's-Hertogenbosch

  5. 1 hour ago, Dawg35 said:


    First of all great tool you've made, I use it all the time to create multiplayer missions for my flying buddy and I.


    One thing I would like to ask, could you add trains as a target for attack missions? Trains are now only considered a bombing mission target and you can only task bombers to go after them, I want to have Jabo 190's / 109's etc. to attack trains in missions. Thanks!



    Ah yes, indeed. It's on my todo list to have moving vehicles/trains as "interdiction"  targets.

    • Thanks 1

  6. I wouldn't worry too much about checkzones vs proximity triggers performance wise. The latter is useful in SP missions if you want to trigger a specific plane (usually the player).

    I  used a gazillion checkzones in my RoF missions years ago and they never gave me problems. The complex trigger however is another matter. I have seen issues when you use too many of those enabled right from the start.

  7. 1 hour ago, 8ELT_Grzesiek said:


    Well, the first mission was successfully generated and I went through it, it encouraged me to generate the next one, but after clicking the generator icon, the program simply does not display on the monitor and can not be seen in the applications, but is only shown by the manager as an active process and I don't know what happened.


    Mmmm, I would like to know how to reproduce it so I can investigate.

  8. 1 hour ago, 8ELT_Grzesiek said:

    I just used the generator and a very interesting mission came out but when I tried to regenerate the next mission, the program does not quite start. Windows Task Manager shows it as running in processes but does not show in applications!?


    There is a popup window after the mission has been generated. Did you click on okay? It can be hidden if you click on another window...

  9. 46 minutes ago, Jason_Williams said:

    I still need a list of leading British Aces for our time frame. Sept. 44- April 45 for the Career. If anyone can provide that I would appreciate it. We need it for the periodic newspaper. I have the American ace list.




    Jason, I sent you a PM with information from that book.

  10. 5 minutes ago, Jaegermeister said:


    I’m planning on doing a 378th FG lightning campaign from Florennnes A-78 if you want to brainstorm with me on that. 😁


    There were at least 2 P-38 squadrons and a black widow night fighter squadron there from around mid ‘44 until early ‘45. I won’t be covering that entire time period, or at least not in one go around.


    Nice idea! So night fighter missions?


    I'm thinking hard about doing a Tempest campaign....

    • Like 1

  11. Version 18 has been released! This adds support for "Dogfight"  mode as well. I will now focus on Tank Crew support.

    Download link as usual in the first post.


    Version 18 release notes:

    -Added MP "Dogfight" option. Players can respawn. There will be no flight plans. AI is optional, but will not respawn so keep max mission duration around 1 hour

    -Added option "Additional AI flights". On by default (has been so far), but can be switched off to have MP without AI or to lower number of total AI planes in SP/Coop
    -A secondary target is now also chosen. In Dogfight mode this will be shown on the map as well

    -Changed AAA spawn groups so they work both for SP/Coop and Dogfight mode

    -Front markers on map will show before you choose a side (In Dogfight mode)
    -Added option 'Any' under plane selection list. In 'Single Player'/'Cooperative' this will randomly select a type. In 'Dogfight' mode this will add all types to the spawn airfield
    -Added "Any" also as option for targets. A random primary target for the scenario will be chosen.
    -The briefing will now mention which planes have been chosen
    -Added ship targets to all maps. If operations area is not close to the sea, river boats will be chosen.
    -Fixed bug where Axis attack flight would not continue to target when airstart
    -Fuel quantity when airstart is now 60% of default start value
    -Minor bug fixes

    • Thanks 9

  12. 18 minutes ago, FlyingNutcase said:

    As far as I'm aware there are currently no pilot external view movements tied to actual head movement but here we see the P-51 pilot lean forward a couple of times (around the 7:17 mark) and the P-47 pilot lean to the right (7:07 mark).


    I'm surprised no one else has mentioned it. To me this would be as exciting as anything else coming as it brings the planes to life .


    Any comments on this? Jason??? 





    That was me -flying with Rift S- trying to figure out what city was below us lol. Head movement has been in the game a long time. I didn't realize leaning was also modeled this well though.

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  13. 20 minutes ago, 4./JG26_Onebad said:


    So they do when you strafe an AT gun, or any other object that has crew.

    What I'm asking for, is infantry units (single or in let's say, squad sized units) to be available in STEditor as blocks/entities.


    Also, it is totally possible to see men on the ground as you fly over them during strafing runs. Plenty of footage on YT where you can see dudes on the pointy end of an aircraft.


    Well I mean from a flight sim perspective. I used the RoF existing infantry models and added them to the game as static groups and moving groups (see video above). But when I was flying in my SE5a above enemy trenches trying to find where I had put them in the mission... it was pretty hard to spot them! But sure, it is definitely nice to have as objects in the ME.

  14. 38 minutes ago, InProgress said:


    Should be possible i guess.


    The zombie army! 😆


    Mind you, it is VERY hard to spot infantry in a flight sim, at least from the cockpit. When they are dug in, you’ll see nothing.


    Anyway infantry is already modelled. Strafe a train with passenger cars and you should be able to see a lot of soldiers running away.

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