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About TP_Silk

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    North Tyneside, UK

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  1. Quite frankly that we be the death knell I think. The lack of built in VR (something I'm pretty sure they would have done by now if they could have) will be the kicker for many people. I find IL2:GB a much, much superior product with much more realistic looking models (just an opinion) and without all of the baggage that this has. This poor old lady should be allowed to pass away peacefully in her sleep in my opinion.
  2. Really sad that this dead horse is preventing this theatre from being developed in Il-2:Great Battles.
  3. These are all way too shiny now that the new graphics are in place. No promises, as I'm very busy at the moment, but if I find a chance to update them I will. Probably with the new 4k template that was released just after I finished this project.
  4. I'm a little lost. You say this is for 'Full Real'? Surely a real network of manned airbases would radio around if they were under attack? That's all that those daggers represent. Removing them would result in less reality, not more.
  5. Was similar for me when I first joined. I was trying to transition from 'Easy Mode' to Complex Engine Management and that involved finding buttons for all sorts of new things, which just took time for me until I could remember where it all was. I just stuck with it and now I'm like that annoying kid at school that they can't get rid of.
  6. I have a group that can be set to do two things. In this scenario the flight of 4 aircraft is split into two pairs for direction purposes. a) send the flight to an attack area and patrol for x minutes b) if either aircraft in either pair is damaged beyond y percent (typically down to 85% integrity) then both aircraft from that pair attempt to break off, dive for the deck then zoom home. The group is not perfect as it doesn't work all the time. For instance if someone hits a plane just after it receives the command to bug out it may turn turn back to defend itself. It's also a bit clunky as it involves two sets of routing logic - one for normal and one for damaged. I'll zip it up if it is of any use https://1drv.ms/u/s!AumCbU9W2zRejwFRgx___4tki-El?e=xyljR3
  7. OTU serves several purposes. It confirms that you can keep the spinning bit pointing forward most of the time while allowing both you and us to decide whether you fit in.
  8. Not sure that's correct. I made a tank range mission recently and tried to stop the nearest targets from shooting at me by making them neutral - they still did.
  9. There is (or at least was) a known issue with Check Zone MCUs sometimes not functioning correctly within a player-hosted Dogfight game. They work just fine in Single Player, DServer hosted Dogfight and Player/DServer hosted Cooperative. I haven't kept an eye on this issue lately, so I'm making an assumption that it hasn't been fixed yet. If it has, then just ignore this post. I'm also not sure why you are Object Linking the Check Zones directly to anything. You would generally only need one CZ for each group (two if you wish to detect objects in and out), not one for each object within the group. Give me a nudge if you wish, though I don't get to browse the forums as often as I used to.
  10. Thanks guys, will try working that lot in when I get a chance. Hanu, whenever I've had problems getting planes to land it is usually because I forgot to set the command Land on the ground. Might that be it?
  11. Has anyone managed to find a reliable way to send all aircraft from an AI flight home after an attack area command? I currently have a group that spawns 32 Bf109s in 8 groups of 4 with each Schwarm consisting of a linked pair that has 'On damaged'reports that sens both aircraft in the pair home if one is damaged. So far so good. What is currently not working is that the remaining aircraft that are not damaged either do what they are told and go home or more frequently are so interested in chasing player aircraft that they stay much, much longer than they should. Basic logic for each 4-ship Schwarm is... The two pairs get activated and fly to their first WP. Once there each pair has its own 'Attack area' command less than a minute away set to (for example) 4 minutes. 5 minutes after reaching the first WP each pair has a timer and high priority WP to return to an airfield then land UNLESS If one aircraft of a pair is damaged more than 10% both aircraft in that pair will break off, dive for the ground then bug out for the home airfield. Changing AI level does not seem to affect this in any way, I just get a random number of aircraft that will do their own thing rather than follow the commands. Any help on making this more reliable will be appreciated. The group itself is rather complicated due to the way that the aircraft should follow one logic (bug out) or another (go home at end of attack area timer).
  12. The map certainly lends itself to playing out the Dieppe raid in 1942 with Spitfire Vs and the first few IXs. There's also the possibility of the Amiens raid (Operation Jericho, Feb 44) in Mossies and Tiffies.
  13. Yes, I get that it's only the German ones and only the Hakenkreuz. I thought your post meant that you had included all German aircraft from all expansions in the update and that's why it was so large. Obviously not. Thanks anyway.
  14. @VBF-12_Stick-95 The new skin pack seems to only contain the five BoBP aircraft. I have the other pack installed and if want the new pack activated at the same time it throws up an error message as follows: Folder "data\swf\il2\worldobjects" has already been added by the "Historically Correct German Official Skins for BoM-BoS-BoK" mod. Folder "data\swf\il2\worldobjects\planes" has already been added by the "Historically Correct German Official Skins for BoM-BoS-BoK" mod. Enabling this mod "may" have adverse effects on your game. Are you sure you wish to enable this mod? EDIT: Never mind. I have manually combined the two and that works fine. I'm pretty sure that the link only gives the five aircraft though.
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