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WAR-BIRDS: IL2-1946 4.12.2 with HSFX 7.01 MDS server invitation.


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Posted
Hello all pilots
 
Let me invite you to our server:
 

logo.jpg

 

This is the most unique IL-2 server available. The entire gameplay is based on an old WarBirds flight sim made by iEN.

The game of WarBirds lives on, but we decided that the current releases do not give it justice. That is why we created this server using the IL-2 1946 platform. If you feel that there is something missing in all the dogfight servers available, if you're looking for teamplay and cooperation, strategy, the element of surprise, then this might just be the server for you! 
Join us in tactical battles for air superiority and territory domination.
You will find all needed information through the links in the menu on the left. If you have any questions, problems, suggestions do not hesitate to contact us either by using the forum http://forum.war-birds.com/

 

 

Description

 

For new users - short description of its features, which you will not find on other servers: (special thanks to TURK_Berkay for creating it  )

 
1) The main goal is complete capture of enemy's territories;
 
2) Territory can only be captured through 'closing' and subsequent 'capturing' of an airfield. Currently controlled territories are reflected by the frontline dividing both parties. Capturing of an airfield pushes the frontline towards the enemy.
 
3) When all airfields are captured and the enemy is left effectively without any ground - the map is considered won by the other side and automatically reset to the original state with each side controlling equal number of airfields.
 
4) To close an airfield at least 90% of its 'active objects' must be in any way destroyed. Exact list of the objects cannot be seen, however the total number of objects, number of those remaining intact, and number required to close a field can be seen through >field f<xx> console command. When an airfield is CLOSED you will get a message stating which field has been closed. Planes cannot take off from a CLOSED airfield.
 
3) A destroyed object on a field will be repaired and become active again (re-spawn, 'reup') in 2000 seconds after its destruction. When enough objects has been repaired to get the number of objects intact higher than 10% - the field OPENS back (you will again get a message) and you will be able to take-off from it again.
 
4) A closed airfield capture is performed by paratroopers dropped from a transport plane (Ju-52, C-47, Li-2). A capture is considered to be successful if at least 12 troopers have safely made it to the ground: at the moment troopers run 10-20 meters after landing and 'hide in the grass' (drop to the ground), only afterwards they are counted as 'landed safely'. Notice that it is not needed that all the troops are dropped from one plane - the server keeps the count of the landed troopers, so troopers from another transport(s) can add up the total number to 12. This number is reset to 0 if the field re-OPENS.
 
5) After an airfield is captured it changes its color, list of available planes (according to its new side) and pushes the frontline towards the enemy. The field, however, will remain CLOSED while its number of active objects is below 10%. Notice that an just captured airfield that is still CLOSED cannot be re-captured back by dropping troopers. To be captured back the field needs to OPEN and be CLOSED again.
 
6) To increase of air battles intensity radars have been introduced into the game. Radars' range can be seen on the map as colored circles. Each airfield has its own radar. If a radar is destroyed its circle turns white. You will see enemy and friendly planes in air as coloured crosses when those planes are in range (inside the circle) of any friendly radar. If a plane is NOT shown by radars, then this plane is either: outside radars' radius, its altitude is lower than 100 metres or higher than 4000 meters, the plane is obscured from the particular radar's line-of-sight by terrain elevations (hills, mountains etc.) or the radar is destroyed. Radars are ONLY available in briefing, you will not see them in flight.
 
7) Fleet of flyable planes changes as the game time progresses (Rolling Plane Set) to reflect their historical availability. Current date can be seen using >tod command.
 
The game events is simulated to take place between Jan 1940 and Sep 1945. Each month of the battle lasts approximately 3 real-time days.
 
9) The passage of time in the game is accelerated 6 times of the original, so the daytime from dawn to dusk lasts approximately 4 hours (depending on the server preferences)."

 

 

Also we have stats page (runnning with modded FBDJ by -=302sq=--al--):

 

Hyperlobby:

Warbirds HSFX7

 

 

Pass: warbirds

 

 

JSGME Mods: 

- HSFX history mod (without Expert mode)

- current release of our MOD (download for main site www.war-birds.com)

 

 

So feel free and join to our server  :salute: .

 

  • 4 weeks later...
Posted (edited)

I tried you MOD but now it wont let me choose my plane or a skin?

Edited by Erg./JG54_SPEKTRE
Posted

Strange problem..... :(  First of all try to disable mod and enable again. If this does not solve your problem i'll talk to other developers and we will try to solve your problem. :)

 

:salute:

Posted

Sounds like a great idea! I'll jump in tommorrow after some Halo 4... this sounds like a really good server!

Posted

Thanks kanarlooch!

 

In the mean time  HORRIDO!

 

 

post-12904-0-94816700-1387623767_thumb.png

Posted

Nice Server. I play there some times.

 

It's on my recommendation list =)

Posted

Nice to hear this :) or read... nevermind... :)

 

Currently we working with squad menagement in our server. After this, we add new map.This is promo video:

 

https://www.youtube.com/watch?v=rtyfT-c466s

 

With squad menagement we can add new squadron, remove players, join to squad etc. This is few commands about this:

 
<squad create newSquadronName - create a new squadron
<squad info squadronName - display information about a squadron
<squad invite playerNick - invite player to join the squadron
<squad remove playerNick - remove player from the squadron
<squad join - join the squadron
 
:salute:
  • 2 weeks later...
Posted

Hello dear friends/pilots

 

Christmas ended very quickly, santa didn't come...  :happy: But not for us  :)  As you know, we currently switch to 3.31 version few days ago. We decide to release new version, because new map was too good for us  :) . Also we made few changes to avoid collisions on fields and mid-air collisions with bombers. For more information please visit our site:

 

http://forum.war-birds.com/new-mod-warbirdsfh-version-331-t1117.0.html

 

And one more thing- in last post i wrote info about command "squad". Simply- we didn't release it because we have few things more important than this :) .

 

Cheers  :salute:

Posted (edited)

Hello

 

Next year with this beautiful sim  :biggrin: so:

 

happy.jpg

 

Thx for all IL-2 Sturmovik fans.  :)

 

Happy new year.  :)

 

:salute:  

Edited by -=302sq=-karnalooch
  • 2 weeks later...
Posted (edited)

3.30-1.png

 

Other Links War-Birds Download Center

 
 

Hello!

 
With this update we bring to you the long awaited Jeep. Now some might like it, some might not, but it's a kind of WarBirds FreeHost tradition, so here it is  :)
If at any point it should turn out that it needs tweeking then tweeking it shall get.
 
The Jeep has 4 different types of ammo: 20mm, 25mm, 40mm and 88mm. Try out each one and you'll feel the differences. Be careful with the 88mm, it packs a punch and can kill you if you shoot too close to yourself.
The gunner can shoot by itself and it can be manned like any gunner in a bomber. He can also get killed separately from the driver (works like in any multistation plane).
 
And as far as killing the Jeep goes, have a look at this screenshot:
 
 

JeepDamage.jpg

 
It presents the 4 stages of damage that a Jeep can have, from left to right it gets worse, obviously  :) Once you get to the last stage - the fire, there is no hope for you, you will blow up.
The actual time it takes to blow up is random, it can blow up instantly after catching fire, but it can also take up to a minute. If you value your life it might be a good idea to hit ReFly once you get to stage 3, i.e. before you start burning. You can also bail out.
 
Dying in the Jeep will not reset your streaks. Also any kills you make in the jeep will not add to your streaks, and the streaks you have will not influence the points you receive for any kills with Jeep. 'Sorties' in the Jeep will be counted as Fighter sorties in the scorepages.
 
The Jeep is fairly fragile, driver and gunner are out in the open and it doesn't take that much to set it on fire. You'll have to see in-game to get a feel for it. It can be destroyed even with 7mm airplane guns and of course bombs and rockets.
 
Bombs and rockets are a bit week on the splash damage side, we will work on that for the next release, so it might feel like the Jeep is not affected by big bombs being dropped next to it. Well in such cases it's the bomb's fault, we know about it.
 
Oh and the best for last: the Jeep can be hooked up to a TB3 bomber and transported around the map. It can also fire while attached, contrary to what you might see in this video: (Swanca just forgot to turn off gunner autopilot  :P)
 
 

http://www.youtube.com/watch?feature=player_embedded&v=NRK43-HNpnQ

 
Any questions and propositions for changes welcome. If you find any bugs please report. It took some guesswork to port this Jeep from IL-2 4.09m version to 4.12m version, and some of those guesses might not be correct  ;)
 
We've also made some changes to time synchronisation between server and client. You should not see anything directly in game. If you notice any problems with time of day, fog at wrong hours, night at wrong hours etc. please report as well.

 

Edited by -=302sq=-karnalooch

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