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Posted

Thanks BigGinger.  :)  Yes, seems like your idea of turning down the volume on the 2nd radio via the overlay might do the trick.  I don't normally use the overlay as I use a VR headset, but I will see what I can manage.  I would rather not have 2 different radios bashing my ears at the same time, lol. 

 

Thanks again.  :salute:

 

Happy landings,

 

Talisman

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Posted
5 hours ago, 56RAF_Talisman said:

Thanks BigGinger.  :)  Yes, seems like your idea of turning down the volume on the 2nd radio via the overlay might do the trick.  I don't normally use the overlay as I use a VR headset, but I will see what I can manage.  I would rather not have 2 different radios bashing my ears at the same time, lol. 

 

Thanks again.  :salute:

 

Happy landings,

 

Talisman

This is what I do as well, works a treat... it can be damn confusing when you've got 2 radios, plus players trying to communicate all at once.

  • Upvote 1
Posted (edited)
19 hours ago, R33GZ said:

This is what I do as well, works a treat... it can be damn confusing when you've got 2 radios, plus players trying to communicate all at once.

 

:salute: Thanks for your post R33GZ.  :)  I was beginning to think it was just me!  :wacko:

 

I also have TS3 on the go at the same time with squad mates so two SRS channels is overkill, lol.  

 

Happy landings,  

 

Talisman

Edited by 56RAF_Talisman
354thFG_Leifr
Posted

Like I said before, just match left/right earcups for the same channel - easier than having to open the interface every time. ?

69th_Mobile_BBQ
Posted

I hate to admit this, but, last night I chat raged at a hacker that was able to shoot me from over 500m while I was in the middle of a very dark cloud.  It would have been impossible for a player to track me even if I was trailing exhaust smoke.  After the mission, I checked the sortie log and as it turns out....  it was an AI !!!  ? (how embarrassing...)

 

My question is this:  if a mission has AI, is there a player number threshold where AI no longer spawns?  I was under the impression that there was no AI in the mission as there were a pretty fair amount of real players at the time.

 

Sorry to any players that might have thought I was talking to them when I raged.  I'll stay quiet and just log off if something like this happens again.

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Posted (edited)

On some of the curated missions, there's ai for a particular side if that side has 10 or fewer players. So as an example, Axis could have 15 players, and Allied could have six players. Axis would get no ai for their side, but the Allies would get ai.

 

Additionally, once the ai is spawned and actively doing something, we never tell the ai to despawn. But no more ai will spawn while the threshold for players is met. For example, Allied started with six players, but 30 minutes into the match it's now 15 Allied players. The currently spawned in ai continue to perform their tasks, but no more ai will spawn in to assist the Allied team, as they have kenough players now.

 

This spawning of ai is done through an external perl script. Player counting is not based on the scoreboard but on actual players performing tasks. So, you may see 12 Allied players on the scoreboard, but maybe three of them are not spawned in yet. Therefore, because it's only nine active Allied players, ai would continue to spawn in and assist the Allies. We don't have this ai on all of our curated missions, because we have to implement the ai and tell them where to go, what to defend, and so on. 

 


EDIT: When you raged in chat, there were five players on Axis and two players on Allied. That means both sides had ai. (And there was about 10 minutes left in the mission.)

 

Edited by Sketch
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354thFG_Leifr
Posted
4 hours ago, Mobile_BBQ said:

I hate to admit this, but, last night I chat raged at a hacker that was able to shoot me from over 500m while I was in the middle of a very dark cloud.  It would have been impossible for a player to track me even if I was trailing exhaust smoke.  After the mission, I checked the sortie log and as it turns out....  it was an AI !!!  ? (how embarrassing...)

 

AI can track and shoot through dense clouds in BoX, don't believe any one who says otherwise. ?

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69th_Mobile_BBQ
Posted

Thanks.  This at least gives me an idea of what kind of range in which I can expect there to be AI in the server helping to keep the action going.  

 

8 hours ago, 86th_Leifr said:

 

AI can track and shoot through dense clouds in BoX, don't believe any one who says otherwise. ?

 

Has anybody addressed this to the devs?   Since the AI on the server is the same AI in single player, I imagine it might spoil single player campaigns as well. 

Can't call them "Mustang clouds" if the AI 109s and 190s are like "what clouds?".

Posted

All ai in every game can see players all the time. The trick is fooling players into believing that they can't see you all the time.

 

I imagine it's hard for the devs to say "The player is in X thick cloud, so now the ai can't see him any more." As a matter of fact, I doubt the devs have any kind of logic like that... And so here we are, our suspension of disbelief is broken.

 

I don't have a solution... Just helping explain what's going on with the ai.

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69th_Mobile_BBQ
Posted
57 minutes ago, Sketch said:

All ai in every game can see players all the time. The trick is fooling players into believing that they can't see you all the time.

 

I imagine it's hard for the devs to say "The player is in X thick cloud, so now the ai can't see him any more." As a matter of fact, I doubt the devs have any kind of logic like that... And so here we are, our suspension of disbelief is broken.

 

I don't have a solution... Just helping explain what's going on with the ai.

 

Perhaps the Alien: Isolation game has something to offer?   ?   Somehow, it's a dual-AI system that makes the AI both "aware" and "unaware" of the player at the same time - in appropriate context for each situation, of course.  There's YouTube videos that explain it much better than I can.

 

Regardless, I'll be sure to adjust my tactics accordingly when the player amount range looks like it's going to spawn AI in the server.  :)     

Posted

Apollo_9_Newspaper.png


Apollo Campaign 9 - The Front Line Push

 

Apollo Campaign 9 - The Front Line Push!
Date/Time: https://everytimezone.com/s/f2750e53 till one side is victorious.
Server: Combat Box Main Server
Comms: IL2 SRS srs.combatbox.net:6002

 

 

Ladies and gentlemen, aviation enthusiasts, and history aficionados, buckle up for a thrilling journey back in time, as we unveil a momentous announcement soaring from the virtual skies. Brace yourselves for the upcoming blockbuster: Apollo 9 - The Front Line Push! This electrifying campaign will kick off this Thursday and won't rest until one side emerges triumphant.


Combat Box, a name synonymous with historically inspired, hand-crafted late-war missions, stands as a beacon within the IL-2 Great Battles server community. Their mission? Nothing short of ambitious: to construct a server that pilots like themselves would find irresistible. The result is the Apollo Campaign, a groundbreaking venture bridging the gap between mission-based gameplay and a persistent war simulation. It's not just another mission; it's an all-encompassing, dynamic campaign where each pilot's actions reverberate through the annals of virtual warfare.


At the heart of this new Combat Box campaign lies the union of high-quality, hand-crafted objectives and a relentless war simulation. It's an immersive experience that places players squarely in the throes of combat, where every decision and maneuver carries the weight of history.


For added immersion and teamwork, the campaign integrates seamlessly with CB Radio, their SRS voice bot. Imagine coordinating your actions with fellow pilots using authentic radio communication. But there's more to this tale; Combat Box has thoughtfully introduced RCI Officers into the mix, ready to guide players into the heart of the action or provide an escape route for those preferring quieter skies.


The brilliance of this campaign, however, resides in its dynamic nature. Unlike conventional missions that reset with each session, Apollo 9 boasts a warfront that ebbs and flows with every player's action. Your choices dictate the tempo of the conflict, the fluidity of the frontlines, and even the availability of aircraft at airfields.


Driving this dynamic simulation is the Alonzo engine, a marvel of programming that meticulously tracks every facet of war. Airfields, aircraft, objectives, convoys, supply levels, and even civilian buildings fall under Alonzo’s watchful eye. It's so intricate that it can account for damage down to individual 'sub-blocks' in an entity for the campaign. As the war unfolds, towns, airfields, and objectives bear the scars of battle, becoming increasingly battered. Players' actions genuinely influence the war's outcome.


Now, let's delve into the thrilling features Apollo 9 brings to the table:

 

  • The mechanics have undergone a substantial overhaul. What that means is every move you make carries more weight than a headline in wartime. Supply points, including objectives and airfields, now extend their influence intelligently and strategically, pushing the front line towards nearby enemy objectives. This means your actions have even more profound consequences.
  • When things get tough and objectives take a beating, don't count 'em out just yet. They're merely taking a breather for three campaign days. If no side lays claim to that objective by then, then they miraculously patch themselves up to 33% supply, eager to rejoin the fray.
  • But there's more to this story, my friends. The gameplay now follows a more focused path, centering itself on the 'most damaged' objective from the previous day when generating a new mission day. This tactical shift ensures every move you make feels like a decisive piece on the war chessboard.
  • Now, for the fans of bomber aircraft, here's a tidbit to savor. Bomber air spawns are now start up at 4,000 meters; quite the ascent from their previous 1,500 meters.
  • When the skies grow quiet, don't fret. Quick-response AI fighters are on standby, defending objectives and airfields if any pesky attackers overstay their welcome. It keeps things lively, even when the theater isn't bustling.
  • Last but not least, CB Radio has received a nifty upgrade for bomber pilots. Automatic 'flight following' by radar, guiding you en-route to your targets. We've got RCI Officers in the mix, handled by players or the SRS bot, ready to guide players straight into the heart of the action, or steer 'em clear if they wish. So, when you're up there amidst the virtual clouds, always remember - you're never flying solo.
  • But hold onto your helmets, dear listeners; it's not a solitary endeavor out there. No, sir! Combat Box is a bustling community where you can find camaraderie, join squadrons, and seek out fellow wingmen to share your virtual wartime escapades. So, if you're flying solo and want some company, take a gander at the ⁠squad-recruitment, ⁠squad-events, or the ⁠looking_for_wingman channels found in the Combat Box Discord. There's a place for everyone in this immersive campaign.

 

You can learn more by reading the updated Apollo Campaign manual.

 

So, mark those calendars, set those alarms for this Thursday, and get ready for an adventure that seamlessly blends history, strategy, and camaraderie like never before. Apollo 9 - The Front Line Push

 

 

Enjoy what we do? Please consider supporting us on Patreon.
 

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--[---MAILMAN----
Posted

SRS Radio issue

 

SRS Radio was working perfectly for more than a year, not a single issue.   In the last month SRS Radio shuts itself down/crashes randomly with no warning.

 

Windows 10 PRO (OEM) 64 Bit.  I have an iCore 7 8700K and 32 GB DDR RAM.

 

No computer crashes.  One power outage, but that was 6-7 months ago.

 

I have the SRS  UI, Overlay and player list open on a second monitor.  Suddenly while in flight on Combat Box Red Flight I see all three disappear and the icon is gone from the System Tray.  I have to launch the program again and it works fine.  Only once did this happen twice during a session, but this was a longer than usual session where I played several maps in a row.

 

Any idea why this is happening all of a sudden?  Is there some timer that got changed that causes the program to close if you have not interacted with SRS for a specified time.  I have long periods of time just listening, speaking only when necessary.  I only use SRS with IL-2 Great Battles.

 

I did go to the Discord SRS support site for help, but it requires you to set up an account (obviously) to post a question there.  I had Discord once on my old computer build, but due to what I considered over reaching privacy concerns with Discord I closed my account.  It has never been installed on this computer.

 

Any help would be appreciated, thanks.

  • 1CGS
Posted
On 8/22/2023 at 3:31 PM, Mobile_BBQ said:

Has anybody addressed this to the devs?   Since the AI on the server is the same AI in single player, I imagine it might spoil single player campaigns as well. 

Can't call them "Mustang clouds" if the AI 109s and 190s are like "what clouds?".

 

Yes, I have told them about this, and the response is that things - in general - are working as they should according to their tests. That said, they also concede there may be instances where clouds are not blocking sight lines properly, so track files would be very helpful here to determine when/where/why they are still able to see and shoot through cloud cover.

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Posted
1 hour ago, --[---MAILMAN---- said:

SRS Radio issue

 

SRS Radio was working perfectly for more than a year, not a single issue.   In the last month SRS Radio shuts itself down/crashes randomly with no warning.

 

Windows 10 PRO (OEM) 64 Bit.  I have an iCore 7 8700K and 32 GB DDR RAM.

 

No computer crashes.  One power outage, but that was 6-7 months ago.

 

I have the SRS  UI, Overlay and player list open on a second monitor.  Suddenly while in flight on Combat Box Red Flight I see all three disappear and the icon is gone from the System Tray.  I have to launch the program again and it works fine.  Only once did this happen twice during a session, but this was a longer than usual session where I played several maps in a row.

 

Any idea why this is happening all of a sudden?  Is there some timer that got changed that causes the program to close if you have not interacted with SRS for a specified time.  I have long periods of time just listening, speaking only when necessary.  I only use SRS with IL-2 Great Battles.

 

I did go to the Discord SRS support site for help, but it requires you to set up an account (obviously) to post a question there.  I had Discord once on my old computer build, but due to what I considered over reaching privacy concerns with Discord I closed my account.  It has never been installed on this computer.

 

Any help would be appreciated, thanks.

Try reinstalling SRS. That fixes most problems. If it's still persistent, you'll have to get support from the SRS team, and they use Discord as their support service.

 

Good luck!

JG4_Moltke1871
Posted

Please open the SC1000 for the Arado?

Posted (edited)

Three of us tried an A20 run yesterday and all three of us got shot.  Two went down and one of us damaged got away due to other fighters in the area.  In looking at the results the 109 G6AS was able to shoot all three of us on multiple passes and was never hit by an A20 gunner.  Pathetic rear gunners are not your design but could be factored in when creating plane loadouts which is within your ability.

 

I'm sure in your round table discussion you limited the allied P38 to just two bombs.  The P47 has multiple bombs but can't get out of it's own way.  So that leaves the A20 for multiple bomb loads (more than two).  It sure ain't an Arado.   I am not looking for an explanation but the way I see it there is no allied plane with a good rear gunner.  It is very rare to attack 110, 410, 111 or 88 without getting hit.   Checking my sorties I often get hit from their gunners firing long before I am in range with .50 cals. and hit them.  I hope you reconsider the bomb load out.  

 

https://combatbox.net/en/sortie/2259530/?tour=67

 

So I dive on an Arado while recording, set him on fire which he puts out immediately, stuff flying off him, he out paces me while I'm still shooting him and I put 168 rounds in him and I see he is flying with an engine on fire, this time the right engine.  I am out of ammo and rtb.  So no, the A20 does not get to target at nearly the speeds, is not durable as they made the Arado, the A20  is more vulnerable to enemy planes and enemy AAA than the Arado and It takes longer to RTB.  

Edited by CIA_Elanski
more info
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Posted (edited)
On 8/30/2023 at 4:44 PM, CIA_Elanski said:

 > I hope you reconsider the [A-20] bomb load out. 


On Combat Box you can choose the following bomb load outs on the A-20:

a) 16 x FAB-100M
a) 20 x FAB-100M
b) 4 x FAB-250tsk
c) 4 x FAB-250tsk + 8 x FAB-100M

That's the same bomb load outs that's available in a quick mission as well.
Perhaps I'm misunderstanding your request?

Edited by haluter
BMA_FlyingShark
Posted

When hovering the mouse cursor over the targets on the map, they all indicate "sea level" for target altitude.

 

Have a nice day.

 

:salute:

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Posted

From today we are introducing the Me-262 jet on Apollo, our dynamic campaign, with the following rules:

  • Me262 is available after October 12th, 1944.
  • Airfields require 100 supply and a 1200m shortest runway.
  • Two 262s are available, but only when at least 20 opposing pilots are flying (flying, not sitting on the score screen)

Me262_1.jpg.a9ba334f2bb879bcb1fb75b1423c7805.jpg

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69th_Mobile_BBQ
Posted
54 minutes ago, haluter said:

From today we are introducing the Me-262 jet on Apollo, our dynamic campaign, with the following rules:

  • Me262 is available after October 12th, 1944.
  • Airfields require 100 supply and a 1200m shortest runway.
  • Two 262s are available, but only when at least 20 opposing pilots are flying (flying, not sitting on the score screen)

 

 

 

Awesome!  That really balances out the Ar-234 being available from day 1 without even any 150oct for the P-51 and P-38 being locked out of almost every ground attack option!

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Posted
1 hour ago, Mobile_BBQ said:

 

 

Awesome!  That really balances out the Ar-234 being available from day 1 without even any 150oct for the P-51 and P-38 being locked out of almost every ground attack option!

 

And also no historical Allied 4 engine heavy bombers either, don't forget that.  :)

 

Happy landings,

 

Talisman

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Posted
On 9/2/2023 at 12:20 PM, FlyingShark said:

When hovering the mouse cursor over the targets on the map, they all indicate "sea level" for target altitude.

 

Have a nice day.

 

:salute:

I'm not sure if you're just making a statement for the community or if this is a question for us. If I remember correctly, the targets will tell their altitude at the nearest 100m. The Rhineland is pretty flat and is mostly at sea level. That's why you don't see many mountains, hills, or deviations in the land versus a map like Kuban. (Which has many mountains in the South.)

So.... If this is a question for us, the targets indicating "sea level" are correct. However, if you think a target is incorrect; please provide us with a screenshot and some evidence-based facts to help us identify the issue with that particular target.

BMA_FlyingShark
Posted
7 hours ago, Sketch said:

I'm not sure if you're just making a statement for the community or if this is a question for us.

It's just something I've noticed and thought i'd mention, didn't know about the terrain not being elevated enough to make a difference.

 

Have a nice day.

 

:salute:

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Posted (edited)

The 4 x 1000s or 6 x 500s for the p38.  It takes 2 minutes and 30 seconds to start the p38.  It should at least be able to carry the 4 or 6 bomb load out.

Edited by CIA_Elanski
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Posted

22 axis, 5 allied, no bases closed...great...says it might but doesn't

 

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Posted
1 hour ago, CIA_Elanski said:

22 axis, 5 allied, no bases closed...great...says it might but doesn't

 

Misunderstandings like these can be easily resolved by simply asking questions in our Discord community instead of indirectly spreading misinformation. You can join our Discord community by following this link: https://discord.combatbox.net/
 

While it's true that the Axis had more players than the Allies (at the time of this message, it was 15 Axis versus 8 Allies), it's important to note that there were only two open airfields available on that particular mission day. We always strive to ensure that the game remains enjoyable and balanced for both sides. Closing all but one airfield can lead to an unpleasant experience for the side with only a single airfield, so we made the decision not to close any airfields when the teams were unevenly matched. Interestingly enough, during your complaint, the Allies had four airfields open - allowing you many different options that the Axis side did not have.
 

In the future, we strongly recommend seeking assistance or clarifications in our Discord community for a smoother and more accurate gaming experience. Good luck and happy flying.

 

 

 

image.thumb.gif.5f1f08c7a2aa6cd7d2392e7a1417c351.gif

Here we can see the numbers in the middle of day 207. It was roughly 15 versus 8, and the Axis only had two open airfields.

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Posted

Hello.   I am physically unable to talk.  I do like the idea of using SRS.  Is there any way to incorporate chat commands in the server to respond to SRS?  

If so, would you be willing to program it?  If not, that's ok too. I can still listen and try to help my team. :)

  • Upvote 1
Posted

Thank you for reaching out and sharing your thoughts with us. We appreciate your interest in using SRS and your dedication to helping your team despite your inability to speak.
 

Regarding chat commands to respond to SRS, we currently don't have plans to implement them on Combat Box. Our primary goal is to maintain a sense of community and encourage interaction among players. We believe that real-time voice communication fosters a more immersive and cooperative gaming experience, where players actively engage with each other.
 

However, we understand your situation, and we're grateful for your willingness to support your team in any way you can. While we don't have plans to program chat commands for SRS at this time, you're still welcome to listen in and contribute through text chat to coordinate with your team. We appreciate your understanding, and if you have any more questions or suggestions, please feel free to share them with us on our Discord by following this link: https://discord.combatbox.net/
 

Thank you for being a part of Combat Box, and we look forward to seeing you in the game!

Posted
1 hour ago, Sketch said:

Thank you for reaching out and sharing your thoughts with us. We appreciate your interest in using SRS and your dedication to helping your team despite your inability to speak.
 

Regarding chat commands to respond to SRS, we currently don't have plans to implement them on Combat Box. Our primary goal is to maintain a sense of community and encourage interaction among players. We believe that real-time voice communication fosters a more immersive and cooperative gaming experience, where players actively engage with each other.
 

However, we understand your situation, and we're grateful for your willingness to support your team in any way you can. While we don't have plans to program chat commands for SRS at this time, you're still welcome to listen in and contribute through text chat to coordinate with your team. We appreciate your understanding, and if you have any more questions or suggestions, please feel free to share them with us on our Discord by following this link: https://discord.combatbox.net/
 

Thank you for being a part of Combat Box, and we look forward to seeing you in the game!

 

Thanks for the reply.  Wow though.  I was expecting a simple yes/no/maybe(but no guarantees) kind of answer, not such a formal reply.  I only have a damaged larynx, not a lawsuit-based ideology.  ? 

  • Upvote 1
Posted

Thanks Sketch, 

I went and posted my pictures on discord.  Not disinformation by the way.  Check the time stamp on the picture.  It was 40 minutes in.

 

Salute

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56RAF_phoenix56
Posted

Are recon photos available for Apollo 9? I have an older set, but can't remember where I got them from.

CB goes from strength to strength. The best level of realism since the old Storm of War in CloD. We're enjoying the human controllers and are grateful for all the effort put in.

The only advantage of the latter I can think of is fields allocated to squads (but singletons allowed too)  - I know we've had that debate before and I don't want to stir it up again!

 

56RAF_phoenix

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Posted (edited)

Why no RAF Airfields?

So, no RAF planes at all?

Why, at times, no Tempests at all?

 

 

Edited by Black-Witch
JG4_Moltke1871
Posted
On 9/4/2023 at 7:40 AM, Sketch said:

I'm not sure if you're just making a statement for the community or if this is a question for us. If I remember correctly, the targets will tell their altitude at the nearest 100m. The Rhineland is pretty flat and is mostly at sea level. That's why you don't see many mountains, hills, or deviations in the land versus a map like Kuban. (Which has many mountains in the South.)

So.... If this is a question for us, the targets indicating "sea level" are correct. However, if you think a target is incorrect; please provide us with a screenshot and some evidence-based facts to help us identify the issue with that particular target.

Hmmm, when the goal is the nearest 100 meters it seems correct but useless if your goal is high precision. Example: Maastricht harbour is on 50meters, the map says Sea level. This information is too imprecise for an attack from high alt with a single 500kg bomb or a dive attack with the Arado on a single ship. The Finnish server for example offers correct altitude. 

Posted
34 minutes ago, Black-Witch said:

Why no RAF Airfields?

So, no RAF planes at all?

Why, at times, no Tempests at all?

 

 

They have tried as best they can to ensure that there's both a usaaf and an raf presence on the allied side when a map is generated. 

 

Because there's only a finite amount of airfields, and that there a consequences to the enemy reducing the supply of your side, it can happen that you miss out on some planes. 

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Posted
23 hours ago, Barnacles said:

They have tried as best they can to ensure that there's both a usaaf and an raf presence on the allied side when a map is generated. 

 

Because there's only a finite amount of airfields, and that there a consequences to the enemy reducing the supply of your side, it can happen that you miss out on some planes. 

OK, Thanks Barnacles :)

 

 

Posted

This campaign has definitely picked my interest in multipleplayer flying again - in addition to the FM adjustments.

Would it be possible in implement Refuel/Rearm/Repair on active airfields only and designate them with green smoke so they are easy to find on the airfield.

 

Great work!

  • Upvote 1
69th_Mobile_BBQ
Posted

 

 

Sorry for not being up-to-date with all of the CB thread.   

I have a question:  Who can access this and from where can it be obtained if it's open to all?

Posted (edited)
9 hours ago, Mobile_BBQ said:

Who can access this and from where can it be obtained if it's open to all?

Access to RCI is restricted to individuals who have been whitelisted as RCI officers. This means that it's not open to all users by default. To become a whitelisted RCI officer, you'll need to follow a specific application process on our Discord server, which can be found at https://combatbox.net/en/


Once your application is reviewed and approved, you'll gain access to RCI and its associated privileges. If you have any further questions feel free to reach us on Discord.

Edited by Sketch
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Posted (edited)

 

Apollo 9 Campaign Conclusion: Friday, September 22, 2023, at https://everytimezone.com/s/56c5093f

Apollo Red vs Blue Event Start: Friday, September 22, 2023, at https://everytimezone.com/s/5a0e9c0d
Apollo Red vs Blue Event End: Monday, September 25, 2023, at https://everytimezone.com/s/fc18278e



Attention all Combat Box Regulars!
 

The Apollo 9 campaign will conclude this Friday, September 22, 2023, and whichever side holds the most territory and supplies will claim victory. The skies have witnessed intense clashes, and your continued participation this week could make all the difference. Get your planes ready, your skills honed, and prepare for an unforgettable battle in the skies. It's time for you to show your prowess and determination one last time in Apollo 9!

 

But the excitement doesn't stop there! As we've stated before, immediately following the Apollo 9 campaign, we're launching the Apollo Red vs Blue event. Get ready for an adrenaline-fueled experience as two rival teams clash for supremacy. But this time, both the Red and Blue teams are Allied- complete with P51s, Spitfire, and P47s. Oh my!

image.pngimage.png

The P51b, as a set of Red vs Blue skins for the Apollo Red vs Blue campaign event this Friday, September 22nd! 

 

 

image.pngimage.png

Both sides will be able to fly all available Allied planes in the Apollo Red vs Blue campaign event this Friday, September 22nd!
 

An example video from @JorgeHFJ, of what the Red vs Blue campaign event will be like. Join in the fun this Friday, September 22nd!

 

 

To participate in the Apollo Red vs Blue event, you must ensure you have the proper skins and the correct password. We will announce the password closer to the start of the event. Don't have the required skins yet? No worries! You can acquire them from HSD, right now. https://skins.combatbox.net/HSD.zip  If you're unsure how to do this, we've got you covered with a helpful guide. Check out this video tutorial.
 

Stay tuned for further updates, and let's make the Apollo 9 campaign conclusion (and the Apollo Red vs Blue event) a roaring success.
 

See you in the skies, pilots! 

Edited by Sketch
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Posted

grifforik_Image_of_Allies_winning_the_war_in_ww2_flat_2d_no_sha_7939d4b0-5cd7-4edb-b08d-6ec4f7852ed8.png

 

 

ALLIES WIN THE APOLLO 9 CAMPAIGN!!

 

In another historic turn of events, the Allied forces have emerged victorious in the grueling Apollo Campaign, marking it as the longest-running conflict in our annals of warfare, spanning an astonishing 350+ days. Additionally, this triumph has pushed the frontline farther East than any Apollo campaign before it.

 

Objective Conquest!
In the end, the Allies pulled a decisive victory showcasing their logistical prowess by boasting an impressive 10,954 supply units, eclipsing the Axis powers with their 6,510. After moving all that logistics across the Rhineland, the Allies also control over 66% of the map! Furthermore, in a display of strategic brilliance, the Allied forces secured a total of 37 vital objectives, establishing their unyielding dominance over the battleground. Meanwhile, the Axis could only maintain control over 23. Let's give it up to the Allies for these great achievements.

 

Aerial Aces!
The skies witnessed remarkable feats as the P51D Mustang emerged as the star of our aerial arsenal.  With over 106 flight days amongst all pilots, the flight time for the Mustang is double any other plane in the campaign. Because of the amazing flight hours obtained, the Mustang was able to secure well over 3,000 aerial victories against their enemies. A staggering 7,900 sorties were flown in the P51D, but Mustang pilots lost nearly half of all their engagements with 3,854 planes lost (48% losses). No other airframe came close to the flight hours, sorties, kills, and deaths as the P51D Mustang. Truly, it's a favorite on Combat Box. On the opposing front, the Bf109K4 valiantly contested the skies destroying 2,100 enemy aircraft and flew over 4,100 sorties. Their loss rate was 46% with 1,908 airframes lost to the war.

 

Ground Dominance!
But the P51D Mustang's supremacy extended beyond the clouds; it clinched the title of top-scoring "mud mover" with a jaw-dropping 7,500 ground kills. The P38 Lightning followed closely with 5,500 ground kills, while the Bf110G2 showcased its prowess with 5,100 ground kills. It should be noted that the A20b had the second highest kill to death ratio for attacking ground targets with a whopping 8.11 KDR! The Arado, naturally, had the highest at 10.13 KDR.

 

RCI Officers: Guiding the Skies!
Behind the scenes, the unsung heroes of the Apollo Campaign, the RCI Officers, played a pivotal role in bringing the action to the air. Their unerring guidance directed their teams to the heart of the action, coordinating with precision and ensuring that our brave aviators struck with deadly accuracy. To counter this, gallant pilots embarked on daring missions, risking their lives to strike at heavily defended radar installations. These valiant aviators took their lives into their own hands to attack these critical targets, disrupting the enemy's RCI communication and coordination with unparalleled courage.

 

 

As we celebrate this momentous victory in the Apollo Campaign, let us not forget the unwavering dedication and sacrifice of the admin team, especially @Alonzo, and @haluter, for all of their hard work. None of this would have come to pass if it wasn't for them enjoying this hobby and making this happen for us all. If you like what we do at Combat Box, consider supporting us by donating to our Patreon. It helps buy these guys, and the rest of the admin team, a bottle of whiskey for Christmas, so they can keep doing what they do.

 

So, raise your voices in jubilation and join the chorus of triumph for the Allied forces in the Apollo 9 Campaign! This historic moment will forever be etched in the annals of the Combat Box history books. Don't forget to get the Apollo Red vs Blue skins on HSD for this weekend's campaign event.

 

See you in the skies! 
 

 
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