Jump to content

The Missions Sharing Corner


Recommended Posts

Posted

Hmmmm, interesting, using WWI Maltese Crosses for "historical" markings.  Kinda cool looking.?

  • 5 months later...
  • Moderators CLOD
Soto_Cinematics
Posted
On 4/15/2020 at 10:17 PM, Hamaha15 said:

Operation Oyster - the RAF’s daring foray deep into occupied Europe

 

Hello all, I hope that you and your families are all doing well in those days of disease and isolation and that we all around the globe will come back to a relatively normal life again soon with the current danger reduced to a risk our health systems can cope with.

 

Please find attached another historic mission recreated with the means available in the Il-2 Sturmovik game. Time required for playing the mission is 45 minutes. I spent a couple of home office hours more to write the script.

 

With Operation Order No 82 which became known as Operation Oyster the RAF started preparing a raid on the Philips Electronics Works at Eindhoven in the Netherlands, close to the Belgian border, some 230 miles away from the home bases in England. At that time the Philips works at Eindhoven were the largest factories of their kind in Europe with 15.000 employees in the Netherlands alone. After the occupation Philips worked under German management to supply their war machine with radio and wireless sets and electronic components such as radio valves which were of growing importance because of the rise of electronic warfare. The Philips works at Eindhoven were split into two sites, the smaller valve and lamp factory, the Emmasingel plant in the city center and the larger main factory and workshop complex, the Strijp plant a little farther to the northwest at the city border. The smaller Emmasingel plant was considered the most vital part of the works.

On Sunday, Dec 6, 1942, a total of 95 planes took part in the raid although not all of them reached their target. They arrived in three waves over the target beginning at 12:30 h. First came the Bostons, 24 of them attacked the Emmasingel plant, 12 the Strijp plant, followed two minutes later by 12 Mosquitoes on Strijp, and last arrived the Venturas, 12 dropped their incendiaries on the Emmasingel and 35 on the Strijp plants. The entire raid lasted only six minutes.

The attack was considered a success as it is estimated that both the Philips plants lost an equivalent of six months production time, a critical setback in this period. The cost for this success was high, 14 of the attacking planes didn’t return with 62 crew KIA and 3 POW. The Germans listed 8 casualties and lost a Fw 190. The dearest price, however, was paid by the Dutch. 135 civilians lost their lives and several hundreds were wounded.

 

In the mission, only the Bostons are considered. Nos 107 and 226 Sqns count 8 planes each instead of 12, No 88 Sqn including the player’s flight has ten planes. Such a scaling is common in wargaming and was required to avoid too much reduction in game performance. An update of the mission as well as the mirror mission, seen from the German side, may follow when the Mosquito becomes available with the BoN release. Hopefully the developers will offer the unarmed bomber version as an option at least as AI.

 

Assigned to No 88 Sqn, the player’s primary target is the smaller Emmasingel plant surrounded by residential areas and a hospital next to it. The game can also be won if the Strijp plant is hit. More important than what you hit, however, is what you do NOT hit: the residential blocks in the target area report their damage and if this value exceeds a limit, the game is lost. The occupied Netherlands are friendly territory, so keep collateral damage to a minimum. A hint: attack the plants in a shallow dive like the lead elements of each Squadron. This tactic will assure the required accuracy. The more ambitious ones may try to bomb from an altitude of 1000 ft (300 m) using their bomb sight as in the prototype.

 

In the 'Oyster-Media' download folder you'll find two additional effects, dummy bomb explosions, which must be saved at the following path:

...IL-2 Sturmovik Battle of Stalingrad\data\LuaScripts\worldobjects\mapemitters\test\...

These effects are no Mods because I have the Mod option switched off and the game runs well still the same.

Furthermore, you’ll find two JPG files to be saved here:

…IL-2 Sturmovik Battle of Stalingrad\data\graphics\...

The Tipperary-Song, performed by John Brownlee, can be freely downloaded from:

https://archive.org/details/78_its-a-long-long-way-to-tipperary_john-brownlee-the-songsmiths-harry-sosnik-jack-j_gbia0012021b

Use the version that has no ‘78_’ prefix and save it here:

…IL-2 Sturmovik Battle of Stalingrad\data\Audio\...

 

No waypoints are in place for the player. The A-key won't take you to the target. Once course, speed 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

 

Reference: K. Rijken, P. Schepers, A. Thorning, Operation Oyster – WW II’s Forgotten Raid, Pen & Sword Books LTD, Barnsley, 2014

 

Oyster_image.JPG.1fc0219d51864454590ce7d7fed69eec.JPG

 

The initially posted downloadable mission files have been corrupted by the latest 4.501 patch release. Please find attached farther down in this thread the fix and an update including historical skins created by Taurus for the player's plane and his flight mates:

 

https://forum.il2sturmovik.com/topic/14893-the-missions-sharing-corner/page/13/?tab=comments#comment-1003366

 

20200415003744_1.thumb.jpg.d3b092563ecd517f47ef3023ee9e5aa6.jpgEindhovenRecce.thumb.JPG.7de988b33f914275cfc52d33a59366d2.JPG20200414215101_1.thumb.jpg.6299766ae876c9cfa57891c1732fc1d4.jpg

20200406091313_1.thumb.jpg.0c77b9eee000f47a590edad6c0792692.jpg

 

 

Eagerly awaiting the addition of the Mosquitos!

Posted

Under way...

  • Like 1
  • Thanks 2
Posted

Unfortunately a clear nose early Mossie is not possible at this time due to one sided textures?

 

Capture01.png.1e98afc4e3f409cc09c0e97f48fdce4c.png

  • Like 1
  • 7 months later...
  • 2 weeks later...
Billsponge1972
Posted (edited)

So, I had this brilliant ? idea for a two mission campaign using the collector plane 190D9 Dora. It's a variation of a mission from the original Microsoft combat flight simulator (1998)? Escape an enemy airfield in an enemy plane and land safely at a friendly airfield. 

 The idea was to have the player take off in one plane, land at an airfield, and the second mission he's the pilot getting in another plane at the same airfield at roughly the same moment in time.

Totally non-historical of course although I do remember reading about some US pilot that did it.

  I'm almost finished and I'll upload it sometime over the weekend for any of the one who wants to try some craziness. ?

Edited by Billsponge1972
Added content
  • 1 month later...
  • 4 weeks later...
Cybermat47
Posted
6 hours ago, ThunderBat said:

you get to assassinate a Nazi U-boat command Admrial

 

Is it Doenitz?

ThunderBat
Posted
7 hours ago, Cybermat47 said:

 

Is it Doenitz?

Sure, I may update it with a real commander. But the scenario is fictional, I don't know if the nazis actually used le havre town hall as a HQ, or who would have been there. The building location is accurate though, so if you actually know the town of Le Havre, you'll be able to locate it instantly

Billsponge1972
Posted

Nice mission ThunderBat!

I noticed the download had some extra .au files. Not sure what those are for. I think the sound media files won't work unless you go into the editor and reassign them. (I'm not really versed in the editor but I've learned some things). Or maybe you could make the file structure of the download install these in the missions/audio folder and then resave the mission in the editor.

 

ThunderBat
Posted (edited)
8 hours ago, Billsponge1972 said:

Nice mission ThunderBat!

I noticed the download had some extra .au files. Not sure what those are for. I think the sound media files won't work unless you go into the editor and reassign them. (I'm not really versed in the editor but I've learned some things). Or maybe you could make the file structure of the download install these in the missions/audio folder and then resave the mission in the editor.

 

The .au files are audacity projects. While working i saved everything into the same folder for ease of use, and forgot to delete the working files once i moved everything to a backup

 

Heres the updated version:https://www.dropbox.com/sh/u4k0p8munqvi84j/AAAdDzgUmoSdH1jdAPQ3Dpvna?dl=0

 

Does this file structure work? What's the best structure to use for custom files within a mission?

 

Edited by ThunderBat
  • Like 1
Billsponge1972
Posted

My non-steam install is: 1C game studios/IL-2 Sturmovik Great Battles/data/missions/audio-

 

I believe that audio folder is a stock game folder for mission/campaign media files.

 

Your updated sounds folder still has all the .au files in it (not that that would interfere with anything.)

ThunderBat
Posted
1 hour ago, Billsponge1972 said:

My non-steam install is: 1C game studios/IL-2 Sturmovik Great Battles/data/missions/audio-

 

I believe that audio folder is a stock game folder for mission/campaign media files.

 

Your updated sounds folder still has all the .au files in it (not that that would interfere with anything.)

Does my current structure work though, or do I have to put it in the data/missions/audio folder. does the steam install filepath ruin anything?

Billsponge1972
Posted (edited)

  Oh man, I'm sorry ThunderBat, I don't know exactly how steam works for installations. I always Open my zip files to the desktop and copy and paste missions etc. into the game.

  So I manually put the .mp3 files into the audio folder and the mission files into the missions folder. (see above)

  And then I opened up the mission in the editor and asigned a new path to the .mp3 media files and saved the mission. 

  I hope this is making sense. I'm much the apprentice at the mission editor so my skills are lacking.

   

Edited by Billsponge1972
Damn autocorrect.
ThunderBat
Posted
8 hours ago, Billsponge1972 said:

  Oh man, I'm sorry ThunderBat, I don't know exactly how steam works for installations. I always Open my zip files to the desktop and copy and paste missions etc. into the game.

  So I manually put the .mp3 files into the audio folder and the mission files into the missions folder. (see above)

  And then I opened up the mission in the editor and asigned a new path to the .mp3 media files and saved the mission. 

  I hope this is making sense. I'm much the apprentice at the mission editor so my skills are lacking.

   

Steam just installs the game files to a different location, the game still handles files the same from there. What I'd like to know is whether or not that separate file path causes incompatibility with custom audio. If I install IL-2 to a custom directory, does it break radio calls for downloaded missions?

Billsponge1972
Posted

I believe it will break the radio calls. If you open up the .list file, which is one of the mission files, it will give the file path for the specific .mp3 that the mission looks for. I believe that audio folder in inside the mission folder of the game is the stock place to put these custom audio and media files. So if your file path leads there, everyone has them in the same place. You can't edit the .list file. You have to then go into the mission Editor and redesignate the file path for the audio files.

 

ThunderBat
Posted (edited)
10 hours ago, Billsponge1972 said:

I believe it will break the radio calls. If you open up the .list file, which is one of the mission files, it will give the file path for the specific .mp3 that the mission looks for. I believe that audio folder in inside the mission folder of the game is the stock place to put these custom audio and media files. So if your file path leads there, everyone has them in the same place. You can't edit the .list file. You have to then go into the mission Editor and redesignate the file path for the audio files.

 

There's an audio folder in the game data folder, if that's what you mean. Can you show me what a working file path for custom calls looks like?

The custom campaigns seem to just put a media folder right next to the mission file. When I do that and set the media translator file paths accordingly, it works on my system but nobody elses

Edited by ThunderBat
Billsponge1972
Posted

  Yes, there is more than one way to do it. Campaigns come in their own exclusive folder whereas missions are usually grouped together which is why they have a separate audio/media folder for custom sounds and pics. 

  The first way (The way I believe the developers designed it) is mission folder having its own audio/media folder as a kind of community repository for custom sounds and pics for all the single missions.

  The second way is to place an audio/media folder within the folder with  the mission files like this.

 

2023_5_6__3_50_0.thumb.jpeg.1809b44942d0be7db4bfe4332b3d27f1.jpeg

 

The missions folder recognizes all folders so technically you can put a folder within a folder within a folder etc.mosquitomission.thumb.jpg.bfe17267f040fe391addc21c4e9e76bd.jpg

 

 

 

 

 

 

Billsponge1972
Posted (edited)

Great mission!

  Extracted it to my missions folder and it worked fine. 

  I did peek at the .list file and found a handful of incorrect .mp3 files paths. You had them linked to the mission editor so maybe take a look at that? But it didn't seem like there were any sounds missing.

  You have 10 times the mission building skills that I have!

I can't wait for the campaign! The sounds files are totally immersive!

 

 

Edited by Billsponge1972
Added content
ThunderBat
Posted
14 hours ago, Billsponge1972 said:

Great mission!

  Extracted it to my missions folder and it worked fine. 

  I did peek at the .list file and found a handful of incorrect .mp3 files paths. You had them linked to the mission editor so maybe take a look at that? But it didn't seem like there were any sounds missing.

  You have 10 times the mission building skills that I have!

I can't wait for the campaign! The sounds files are totally immersive!

 

 

Is it possible for me to edit the .list file to change the incorrect paths to the proper ones, or do I have to edit the MCU properties and do it from within the Mission editor?

Am I also correct that you are not using steam as your launcher? If that's the case, then the game handles that problem for me

ThunderBat
Posted (edited)

I have a set of three missions for the BristolFighter F.III, playing as a french resistance pilot just days after the France to Germany in June, 1940. The operation is a Doolittle style bombing mission to disrupt a victory parade in Rouen.

 

In part 1, your job is to transfer the aircraft under cover of darkness to the safehouse at Pierre's farm. Every minute Pierre will flash a searchlight at the side of his white barn, to help guide you. Locate the farm, turn off your engine above 3000 meters, and silently make your descent and landing on Pierre's farm. Your goal is to taxi into the courtyard without using your engine.

 

Here's the first mission: https://www.dropbox.com/sh/nm1c6uyxxuye1zl/AABMJdbvj30yr-4WahDjzCIGa?dl=0

Edited by ThunderBat
  • Thanks 1
Billsponge1972
Posted
9 hours ago, ThunderBat said:

Is it possible for me to edit the .list file to change the incorrect paths to the proper ones, or do I have to edit the MCU properties and do it from within the Mission editor?

Am I also correct that you are not using steam as your launcher? If that's the case, then the game handles that problem for me

I don't think editing the .list file works. 

 

You are correct, I am not using steam.

 

I believe the only way to correct it is to go into the mission editor.

  • Upvote 1
Posted
20 hours ago, Billsponge1972 said:

I believe the only way to correct it is to go into the mission editor.

This is the way. You can only fix the list file by resaving it, through the mission editor, on the machine that's hosting the mission.

  • 5 months later...
Posted (edited)
On 5/3/2023 at 8:22 AM, ThunderBat said:

Here's a mission for the Mosquito Mk. VI, you get to assassinate a Nazi U-boat command Admrial in a daring night time strike on Le Havre, Normandy. The French resistance has a spotlight and will light up the building for your bomb run: ...

 

On 5/6/2023 at 11:21 PM, ThunderBat said:

Here's a demo mission for the Scripted historical campaign I'm writing: ... It follows the 309th FS of the 31st Fighter group ... 

 

ThunderBat, big thx for these 2 missions! After I figured out how to get the sound files working, I was just amazed what my eyes see and my ears hear! And I'm right in the middle of it - highly immersive!!! 

Edited by Ulricus
  • Like 1
  • 1 month later...
Posted

Glad to hear it. I'd like to get back into making more single missions, but the only mission editor i've been doing recently is just experimentation and working on ideas for my dieppe campaign. I'm considering doing a short 3 mission campaign to play with some ideas, but i need to hire a video editor and smooth out production for two youtube channels so that I can upload and create missions at the same time

  • Upvote 2
  • 2 months later...
Posted (edited)
On 5/9/2023 at 1:43 PM, Sketch said:

This is the way. You can only fix the list file by resaving it, through the mission editor, on the machine that's hosting the mission.

 

 

On 5/8/2023 at 5:31 PM, Billsponge1972 said:

I don't think editing the .list file works. 

 

You are correct, I am not using steam.

 

I believe the only way to correct it is to go into the mission editor.

 

On 10/22/2023 at 6:43 PM, Ulricus said:

ThunderBat, big thx for these 2 missions! After I figured out how to get the sound files working, I was just amazed what my eyes see and my ears hear! And I'm right in the middle of it - highly immersive!!! ???

 

Do you mean updating the link in each media file and resaving the entire mission or there is a faster way?

 

Please forgive my ignorance.

 

In the meantime I have just respected the same file structure as per the file path in each of the media file properties.

 

But the mission editor does not seem to like the mission and report an error when using the tool resave all missions in folder.

Edited by Youtch
Posted

If you have a machine that you're building a mission on, and a completely different machine that you're hosting that mission on, then you need to do the following on the hosting machine:

 

(As an example, I do my mission building on my personal computer, but I host the mission on our dedicated machines.)

  • Move the mission and all associated files to the host machine
  • Open the mission editor on the host machine
  • Open the moved mission in the mission editor on the host machine
  • Resave the mission through the mission editor on the host machine.
    • When you do this, it will fix all the redirectors in the .list file on the host machine so that the mission can run properly on the host machine.
  • When you use DServer or within the game, on the host machine, make sure you open the newly resaved mission file (preferably the .msbin file as it loads much faster)
  • ????
  • PROFIT!
Posted
3 hours ago, Sketch said:

Resave the mission through the mission editor on the host machine.

  • When you do this, it will fix all the redirectors in the .list file on the host machine so that the mission can run properly on the host machine.

 

Thanks for your answer.

 

In the specific case of the Mosquito assasination mission, with the mission opened in the editor,w hile resaving the mission, it did not seem to update the .list with the correct URLs. But for some reason the Editor is also reporting an error when trying to save all missions in folder (I don t if it is related or not).

 

As a workaround I have replicated the exact same structure and the audio works. 

  • 3 months later...
  • 1 month later...
GenMarkof007
Posted

S! All,

 

Not sure if I'm at a good place for my question... but here it is.

I'm looking for a random script/group that would give me (3) places to randomly spawn my game flag for a PVP Tank event.
By this, I mean that I could select in the IL2 Editor (3) different places where the flag could spawn when the MP server starts.

Why this? Well, that way, even the mission creator (that would be me) would not know where in the town, the flag spawns.

 

Since I'm having the event soon, any reply on this would be great!

Cheers, GenMarkof ;)

  • 2 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...