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Posts posted by SYN_Vander

  1. On 10/25/2019 at 7:11 AM, AKA_Greywolf said:

    S! SYN_Vander, Fantastic add-on to the game. Quite a few guys in the AKA Wardog's squad enjoy flying co-ops again. Thank you for all the hard work you have put into this app's development.


    Couple of questions, not sure if anyone asked this before or not. If it was asked and answered before I apologize for bringing it up again.


    1. Is it possible to add more than 1 aircraft type to a single airfield, like mixing P-38's, P-47's or A-20's from the same field used for launching ground attacks. Same as mixing fighters such as P-51's and Spitfires from the escort airfield?


    2. Is it possible to expand the number of operational airfields in a dogfight mission from the current limit of 2 per side to more such as 4 or 5. And again provide for expanding the number and type of aircraft at each airfield?


    Ah, I see you already found the answer to 1). Not very intuitive, but it works.

    2) Maybe in future. Currently the design is to have two " flights". have to make this more generic first. But you can easily copy /paste spawns/airfields in the FMB.

  2. 22 minutes ago, Azdack said:


    Created a single mission Rhine as wingman in a BF104K  from parking but the IA Don't start engines...any help thnaks?


    It's a bug in this release. The 109K doesn't start and I think the 190D never taxies. The FW190A8 seems to be okay.

    To be on the safe side, just use the "start from runway" option.


    On 10/16/2019 at 10:13 AM, No457_Stonehouse said:

    Not really a bug but more of a tweak request if it is possible. Created a coop air-start mission yesterday and we found that when we arrived in cockpit that the human aircraft were so close that mid airs took place before we could do anything. Even on the second try while we avoided immediate fatalities at least half of the human aircraft were damaged in some way.


    Is there any way to spawn in with a bit more space between aircraft for an air start?


    It's not urgent as recreating it as a runway start worked around the issue but would be a nice to have.


    Definitely a fantastic utility and a must have for anyone flying IL2, thanks.


    Hi thanks for your feedback. Only tested this with AI and they seem to be okay. I have  increased the separation (from 60m to 100m) between the planes, should be okay in next release.

  3. 3 hours ago, BlitzPig_EL said:

    Is there a way to make shipping selectable as a target on the Kuban map?   It would make for some good co-op action.

    And thanks again for all your work.  You have gotten the BlitzPigs flying again.




    Ships are selectable on Kuban. Choose phase may 43- aug 43 or sep 43-nov 43

    1 hour ago, 15[Span.]/JG51Spartan said:


    Vander, could it be possible to have some flares fired before landing or after landing to locate that site?

    Some airports are huge, like the ones in the western front and it is not easy to find it.

    I hope it feasible :)



    Are they located on all the bases or only in the starting base in the mission?


    Located on starting base in Single/Coop (not even sure if it works there?) and on all active airfields in Dogfight MP.


    This is how it looks like:


  4. New version!


    Release Notes v21:
    -Option to choose a phase. This determines the front lines, airfield and objective locations. Either choose a phase or let date determine the period
    -Added new phase to Rhineland map
    -Bombing missions and Ground attack missions now have mostly same targets
    -Assigned more aircraft types to ground attack / bombing role
    -Repair/Re-arm and refuel sites have been added to airfields on Rheinland and Kuban. Look for the dugout with antenna.
    -Besides the main objective, 2 additional objectives will be generated for Dogfight MP mode
    -Added option for an AI bomber flight in Dogfight MP mode. These will repeatedly air-spawn and attack one of the three targets. Settings taken from Blue flight.

    Download link in first post. Also read known issues.

    • Like 4
    • Thanks 5
    • Upvote 1

  5. 2 hours ago, Bisch said:


    Thank you so much Vander!


    Two questions:


    1. Are the new planes (esp. FC)  already in the recent Mission Builder (couldnt find the Bristol Fighter, was keen on letting my friend shoot on another friends WW II plane. Both dont own FC).If not, is there a simple way to edit your generated file with the official MB?


    2. As long as airfield positioning is not in the easy MB - can I move the whole stuff of the generated mission closer to each other in the full MB? Is there an easy way? So similar question to above.


    1. Yes. They are available on the Arras map as default. To use them on other maps untick "historical plane set", but beware that AI will still use historical plane set for that map!


    2. What Beebop said. It depends on what sort of mission you want to edit (SP/Coop or Dogfight). For SP/Coop look for groups called "Blue_flight_ ... / Red_flight_..." . Set that as working group, then you can select and move the airfield stuff around.

  6. 35 minutes ago, Hamaha15 said:

    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 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 material 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 due to their exposed sites.


    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 accross 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.





    Rhinevalley.zip 23.41 kB · 1 download


    Nice work! Can I use it to enhance the Rhineland template for my mission generator?

    • Thanks 1

  7. Just now, SYN_Vander said:

    -the formation system appears completely broken.  Following the linking system instructions in the editor manual for wingmen to flight leaders results in them ignoring orders.


    I'm assuming you are not trying this with spawned planes? This has never worked as you no doubt already know...

  8. 2 minutes ago, J5_Matthias said:

    Well based on some of the absolutely dumbfounding ai combat I just watched yesterday putting ai on the arras map I kind of have to agree...


    -ai two seaters not manning rear gun positions when under fire

    -the formation system appears completely broken.  Following the linking system instructions in the editor manual for wingmen to flight leaders results in them ignoring orders.

    -ai planes chasing an enemy throttling back to slowly approach when chasing a target

    -dragging planes in a dogfight dragging so far they lose contact with their pursuer.

    -the ai landing system that requires an active airfield now to even work and then the ai gets itself stuck in a loop because of player/ai traffic in the pattern and then it can threaten to jam up the entire server.


    Strange, I had some fun encounters with AI yesterday on the MP mission I was testing. I was happy to see they did not immediately go into a rapidly descending circle and were trying to keep their altitude. Perhaps AI has only been optimized for WW2 as of now?

    • Upvote 1

  9. On 10/8/2019 at 5:47 PM, US103_Talbot said:

    Already been stated by SYN guys that it is the basic map and that they are currently working on making it more betterer.


    I only said that a mission maker can destroy objects (vilages, towns) and thus create a more realistic environment.


    42 minutes ago, haltux said:


    I hate to say it but I could not agree more.

    I have bought FC and I would do it again because I have a VR headset, but without VR, I really can't see the point. RoF had nice missions, better AI, more planes with similar graphic quality and honestly the landscape looked better to me. And that was 10 years ago. That's sad.


    We are close to the official release so I don't think there is really hope for major improvements.


    Better AI in RoF???? Please elaborate...

    • Like 1

  10. 8 hours ago, onlyforbrian said:

    Thanks for your help. I think I figured out what I was doing wrong. I thought you picked allies or axis, and I was only filling in the information for one side but as soon as I put in the information for both sides. It worked. Have a look, this one worked



    Ah, yes of course! I thought the game wouldn’t load/couldn’t find the missio!

    9 hours ago, sevenless said:


    Hi Vander, thanks for looking into it. Would it as a "workaround" be possible that you integrate 2 waves of bombers into your tool? You currently have set it to 1 flight bomber and 1 flight escort. What about 2 flights bombers and 1 flight escort?


    Sure, extending flights is possible. It has quite some impact as I have to add more parking places for the aircraft on all maps/templates. I’m currently working on adding bomber flights to Dogfight mode, perhaps it will be possible to re-use that logic so planes can spawn using the same slot.

  11. 10 hours ago, sevenless said:

    Hi Vander,


    Do you think you can integrate a 12 plane bomber flight (representing a combat box) into your tool like I roughly sketched in my post cited below? That would be great.




    I’m afraid not. There are only simple formation commands: echelon and V. Even then, the aircraft are not good at holding formation with the lead plane always flying ahead of the rest. Let’s hope this will be addressed. Perhaps if you let 4 bombers escort 4 other bombers it may look better, at least this used to work in RoF.


    19 minutes ago, onlyforbrian said:

    Yes..I see them in the missions folder but not in the game. Huh???  Now I'm using the PWCG Campaign/mission creator, works pretty good. http://www.pwcampaignmanager.com/pwcgbos/downloads/  And here's a video how to use it. The only confusing thing he forgot to tell you in his video, with later versions, you have to click on "next" in order to enter info like your name, squadron etc.  And you can't pick your planes, for instance you have to know the squadron. For instance the 36th fighter group is P47s, 352nd Fighter group is P51s etc.




    You sure you didn’t manually move files or something? The only reason I know that the game doesn’t “see” your mission is if you have a mission of the wrong type in the folder ie cooperative mission in single mission folder etc.

    You might want to try generating a mission again under default name.

  12. 22 hours ago, J5_Hellbender said:

    Thank you, I’ve just read up on it and I had no idea this existed. I guess you can add it to the list of reasons I’m holding off on VR for now.


    Oooooohh, don’t do that Bender! VR was made for WW1 flying! Bought a Rift S this summer and have not reverted back to monitor/TrackIR once!

  13. Just finished flying on our server with Arras map. Wow! Forgot how great it is to fly these biplanes. With the new map, updated effects and objects together with the VR goggles I bought this summer WW1 flying has got my full attention again! Let’s hope we get the rest of the WW1 objects/vehicles soon so we can create some great missions again.

    Btw, we decided to go for the “realistic” viewing system. This is definitely an improvement over the old system as aircraft won’t “pop” in. The enhanced view system is just not right for WW1 conditions. So very good decision to make this a server setting!

    • Like 1
    • Upvote 1

  14. 1 hour ago, 15[Span.]/JG51Spartan said:


    You really rock! :drink2:

    I wonder how you would make it to locate and find the Maintenace Areas (visual clues). I think some taxiing is necessary for game playability.


    Yes, right now I created this group with the NDB next to it, so you can find it by looking for the antenna. The Service area will be closer to the start of the runway/spawn point, because otherwise I expect players to land, refuel and then take-off in the opposite direction...creating chaos (what's new!  :) )


    3 hours ago, J3Hetzer said:

    Tried a workaround, opened the SP mission in the editor and then saved it into the MP folder, thinking it would give it the correct MP format but no joy, it doesn't work (boots it out back to the co-op/dogfight choice screen). :(


    Coop mode is there for a reason. You can't have AI planes in Dogfight mode that spawn next to you and follow you or something. They will never be part of your flight and vice versa.

    I tried to simulate this with RoF and what you CAN do is have AI flight spawn at the airfield after the first player spawns, but they will then do their own thing. Then the following player spawns 5 min later and also expects to have AI, but they have already gone... So the best you can do is have AI taking off and land regularly on the airfield at certain intervals, but it also means that in > 75% of the time there is no AI at the airfield.


    Anyway, for now I chose the easy way and simply did not include AI at the airfields, only the "Ambient" AI that you can run into. 


    The logic now selects the closest and medium distance airfields for "Red"  and "Blue" spawns. Indeed, selecting other airfields doesn;t change this. I may change this later. For now, Dogfight mode is very much WIP. 

    • Thanks 1
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