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Alonzo
21 hours ago, Feathered_IV said:

I really like this server.  It has some very fresh ideas and clever ways of creating new gameplay options.

 

One thing I particularly enjoyed on the WW1 Flugpark server was the Recon option for selected aircraft.  Have the Combat Box team considered something similar for WW2 scenarios.  An unarmed Spitfire Ju-88 or P-38 for example? 

 

What does 'recon' do when selected? From a gameplay perspective?

 

On 4/27/2020 at 11:54 AM, EAF19_Charlie said:

I see that the Project R server has replaced the Combat Box Dogfight and Training server.

Is this a permanent move of will the Dogfight and Training server return at some point?

 

We're running the race server this week, and will have to see how everything goes post-Sturmovikfest. Someone had the bright idea of a racing + training + dogfight server, which actually ought to work, and allows us to avoid needing to run 3 servers. It would need a race tracks to be set up on which ever map we use, though.  I think seeing COMBAT BOX thrice in the server browser would be a bit excessive...

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Feathered_IV
13 hours ago, Alonzo said:

 

What does 'recon' do when selected? From a gameplay perspective?


Hi Alonzo,

The successful Recon Mission opens up target locations for other pilots.  Making them visible or counting towards victory. 
 

Each side has three Recon targets, designated Recon A, B and C.  Each of these targets has one dedicated recon aircraft available to it, designated A,B or C in the map screen for easy selection. 
 

The player chooses the required aircraft and makes their way to the recon area.  They must overfly the spot on an accurate and steady course in approximately 4-5 passes at a specified altitude.  Each time they make a pass, a message appears saying: Taking photos now, hold steady etc. etc.  When they complete their run they receive another notification and are instructed to make another pass.  This continues until enough photos are taken, then a final message informs the player that the mission is complete and they must head home with the films.  
 

The player needs to avoid combat wherever possible and return home safely. Any undue damage through enemy action or a poor landing results in the film being destroyed and the mission is a failure. 
 

It is an enjoyable and often hair raising type of mission to fly.  Especially at peak server times.  A WW2 version would be interesting and varied too.  Particularly if things like low-level oblique runs were an option as well as the higher altitude ones.  

Edited by Feathered_IV
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Alonzo
15 hours ago, Feathered_IV said:

The successful Recon Mission opens up target locations for other pilots.  Making them visible or counting towards victory. 
 

Each side has three Recon targets, designated Recon A, B and C.  Each of these targets has one dedicated recon aircraft available to it, designated A,B or C in the map screen for easy selection. 
 

The player chooses the required aircraft and makes their way to the recon area.  They must overfly the spot on an accurate and steady course in approximately 4-5 passes at a specified altitude.  Each time they make a pass, a message appears saying: Taking photos now, hold steady etc. etc.  When they complete their run they receive another notification and are instructed to make another pass.  This continues until enough photos are taken, then a final message informs the player that the mission is complete and they must head home with the films.  
 

The player needs to avoid combat wherever possible and return home safely. Any undue damage through enemy action or a poor landing results in the film being destroyed and the mission is a failure.

 

Hmm, super interesting. From a mechanics perspective, we could do the overflight thing, we could send messages to players (but it would go to all players on that side), and we could open up objectives based on the recon. We can't easily do the part about the recon plane getting damaged or destroyed. I guess we could do a thing where you need to return the recon plane to a specific airfield intact within X minutes, but we wouldn't be able to know if it was the actual plane that did the recon or just another spawn of the A, B, C plane. (Deathmatch multiplayer limits our options a bit, co-op makes it possible to track individual planes).

 

On another note, folks are having fun with racing! Check out Scharfi and Krup going at it in a nail-biting race all the way to the finish on the Agoy Short Course:

 

 

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QB.Creep
2 hours ago, Alonzo said:

 

Hmm, super interesting. From a mechanics perspective, we could do the overflight thing, we could send messages to players (but it would go to all players on that side), and we could open up objectives based on the recon. We can't easily do the part about the recon plane getting damaged or destroyed. I guess we could do a thing where you need to return the recon plane to a specific airfield intact within X minutes, but we wouldn't be able to know if it was the actual plane that did the recon or just another spawn of the A, B, C plane. (Deathmatch multiplayer limits our options a bit, co-op makes it possible to track individual planes).

 

On another note, folks are having fun with racing! Check out Scharfi and Krup going at it in a nail-biting race all the way to the finish on the Agoy Short Course:

 

 

what an incredible finish! :)

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RedKestrel
18 hours ago, Feathered_IV said:

 

It is an enjoyable and often hair raising type of mission to fly.  Especially at peak server times.  A WW2 version would be interesting and varied too.  Particularly if things like low-level oblique runs were an option as well as the higher altitude ones.  


I would probably have fun running one of these missions. I did a couple of nerve-wracking solo deep strike missions the last time I played, hitting a target behind an enemy spawn airfield and then running home, watching my six almost the entire way. It's a different kind of fun than white knuckle dogfighting.

I think I like the idea of the recon mission itself counting for points for a side, like a secondary objective, instead of opening up ground targets for attack. The issue with finding ground targets is that unless all targets require recon, most players will go for the known targets. With the way ground attack currently works  focusing and knocking out one or two targets is a clearer path to victory than trying to clear 3 or 4, so opening up additional targets might not be enough incentive to run recon. 

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JG4_dingsda

Hello @Alonzo,

 

first of all: Nice work with your server, I like it quite a bit even though I do not fly it too often. Recently I visited your statistics site for the first time and that is why I write:

 

I do not want a Swastika displayed next to my Username!

 

I have made that request to another server already a few years ago.

The solution then was to hide away my statistics, which I appreciated very much. It meant I could fly whatever I want without having to watch out too much.

 

Other possible solutions I proposed were

a) not using it in the first place (my favourite :ph34r:) and

b) delete my statistics and for me to fly only (or mostly) red, and/or not at all, thereafter.

 

Thx. :)

 

 

 

 

 

 

 

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=ABr=422nd_RedSkull
19 hours ago, Feathered_IV said:


Hi Alonzo,

The successful Recon Mission opens up target locations for other pilots.  Making them visible or counting towards victory. 
 

Each side has three Recon targets, designated Recon A, B and C.  Each of these targets has one dedicated recon aircraft available to it, designated A,B or C in the map screen for easy selection. 
 

The player chooses the required aircraft and makes their way to the recon area.  They must overfly the spot on an accurate and steady course in approximately 4-5 passes at a specified altitude.  Each time they make a pass, a message appears saying: Taking photos now, hold steady etc. etc.  When they complete their run they receive another notification and are instructed to make another pass.  This continues until enough photos are taken, then a final message informs the player that the mission is complete and they must head home with the films.  
 

The player needs to avoid combat wherever possible and return home safely. Any undue damage through enemy action or a poor landing results in the film being destroyed and the mission is a failure. 
 

It is an enjoyable and often hair raising type of mission to fly.  Especially at peak server times.  A WW2 version would be interesting and varied too.  Particularly if things like low-level oblique runs were an option as well as the higher altitude ones.  

 

The idea of Recon is really interesting. For the very old like me (lolol) you should remember in the IL46 1946 the Airforce War (AW) that it was a virtual campaign in the mod coop that went from 1941 to 1945 and that it was necessary to recon in the cities so that you could then bomb and reduce the force defense of the sector and only after that it can start a ground offensive. It was really cool.


@Alonzo,  wouldn't it also be interesting to study the deployment of air supply in spawn bases as it is done on the Finnish War server?

 

There the Pe-2, A-20 for the reds and Ju-52 and He-111with  for the blues have to take off airstart from a distant point with 100% fuel and land on the spawn bases. At each landing, 10 aircraft are replaced, up to the original total limit at the base. I think it would be a most interesting ingredient, along with recon.

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Alonzo
5 minutes ago, JG4_dingsda said:

Hello @Alonzo,

 

first of all: Nice work with your server, I like it quite a bit even though I do not fly it too often. Recently I visited your statistics site for the first time and that is why I write:

 

I do not want a Swastika displayed next to my Username!

 

Glad you're enjoying the server. As far as I am aware, there is no swastika in use on the website. There is the German airforce symbol, the square grey/black cross. Is that the one you mean? That's not a swastika. According to wikipedia, it's still in use today by Germany. I don't think it's a nazi symbol.

 

https://en.wikipedia.org/wiki/Balkenkreuz

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Alonzo
50 minutes ago, JG4_dingsda said:

Have a look here: https://combatbox.net/de/pilot/4886/JG4_dingsda/?tour=21 beneath my username, leftmost flag. Thx for looking into this. :)

 

The very talented admin team (i.e. everyone except for me) have updated the flag. Please refresh your browser for a non-swastika version. And thank you for letting us know.

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Feathered_IV
6 hours ago, Alonzo said:

Hmm, super interesting. From a mechanics perspective, we could do the overflight thing, we could send messages to players (but it would go to all players on that side), and we could open up objectives based on the recon. We can't easily do the part about the recon plane getting damaged or destroyed. I guess we could do a thing where you need to return the recon plane to a specific airfield intact within X minutes, but we wouldn't be able to know if it was the actual plane that did the recon or just another spawn of the A, B, C plane. (Deathmatch multiplayer limits our options a bit, co-op makes it possible to track individual planes).


Hi Alonzo, thanks for the reply!

The Flugpark Server has the messages visible to everybody on that side too.  This can be an advantage sometimes, and several times I have been flying a scout and having seen the messages , moved to support the recon aircraft on its way out.  
 

Im not sure how flugpark manages to implement the other features, but they seem to have worked out the aircraft damage and specific recon base issues.   I wonder if they share these sorts of information.  

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Capt_Stubing
On 4/23/2020 at 5:44 PM, CIA_Elanski said:

Shallot,

 

The 110 rear gunner hit my tempest as I crossed at 350mph from 3 oclock of 110 to 8 oclock in a diving turn...I took a crossing shot.  His .30 cal set me on fire.  It was Hipster diving on the AF target.  REALLY?  Ace gunners like that are not the norm.  Many 110s have gunners that wont hardly fire.  Other 110 gunners from SOME people set you on fire at really stupid speeds and angles.  Have we all not been flying for years and noticed this?  I see it in chat weekly, why is one 110 gunner an ACE and several others are just so so?  We know the answer to that question.  They have a cheat but it is a white elephant in this game.  It is worse to say there is a cheat than to be a cheat.  So the white elephant is staying put.  Don't think for a moment I believe it isnt.  Luth and I both came across tail of 110.  He shot I was just trying to distract the gunner.  He killed Luth and destroyed my plane engine.  AT THE SAME TIME.  It was our first pass and high speed.  We only got one pass and that .30cal did us in.  Do I think it is stock?  No but there are enough people using ACE rear gunners to make it a real no no to come in behind 110.  And those same 110s are so fast you cant get in front of them without having three grids to do it so they almost always get their bombs down.   The 110 could not survive un-escorted....historical fact.  Yet in here many brag often about killing 3 or 4 planes before being brought down.   Not so for allied.  

 

Say what you want, think and feel what you want.  The axis firepower is now over powering since patch, allied bombs suck and our ammo sucks.  So escorting to target sucks because you cant stop fighters from killing your bombers unless you happen to be one of the guys using (white elephant) assist and shoot 20percent when the 109 rolls in on the A20.  Then guys get tired of the constant PKs which is about as fun as getting shot in Wings in your spawn point.  So yup, there goes any interest in going 5 grids deep to a target placed way behind enemy lines.  Y29 every deep target is a death trap.  I took P47 to 20,000 ft.  I full speed dove on target, dropped at 10,000 feet.  Zoomed level, even slight dive.  Got caught by F'ing 109 within a grid, 10km.  Scissor, bang, plane dead.  So we have our thoughts Shallot and you have yours.


:)

Hey Ski,

 

While I agree getting hit with a random AI tail gunner shot is really annoying, that door swings both ways.  I can't tell you how many times I've been sniped by an AI gunner.  In terms of what is being suggested that the Allies have it harder in ground pounding I can assure you... The new DM effects both sides when it comes to strafing and bombing.  Sure our 20s in the 110 do better at strafing than the 50s we are just as hampered  by strafing by quite a bit.  You can't take out fuel or ammo by strafing at all.  You can't even strafe a tower.  So most of us use bombs.  The 50sc is crap and can't even take out tents unless you get a direct it.  The 1000kg can't even take out multiple targets.  I've been able to kill 1 dug out with it and that's it.  So bombing and strafing via this last patch effects both sides.  

 

 I've have seen the complaints about the 110 about it's resilience and speed.  The reality is your Allied fighters outclass it in almost every way payload and ground pounding ability.  Once we drop our bombs we are not some super fighter.  Big she hardly rolls and the 50s usually take out engines in a single pass.  The post about every time you guys ground pound and have multiple fighters on you goes exactly the same way with the 110.  Spits and Tempest usually kill me in a single burst if I don't see them soon enough.  51s usually take motors or PK in their passes.  The guys I have managed to take out in their allied fighters have always been careless when attacking me.  I have to resort to forcing an over shoot and I may get a shot off.  Also the AI gunners under load don't shoot at all.  So for those that are complaining about the 110 fly it and get back to me how often you make it home.  

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ACG_Talisman

Just a short note to say thank you very much for the racing server :) 

 

Happy landings,

 

56RAF_Talisman

Edited by 56RAF_Talisman
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Alonzo

More Sturmovikfest action coming up over the weekend! I hope everyone's been enjoying the festival. I had a great time doing the giant formation flying event on Sunday and last night, congrats to JimTM for organizing. There was also some pretty serious race action happening last night with over a dozen pilots taking to the Krasnodar River Run in their i16s, pulling all the way to the blackout round those corners.

 

TOMORROW: Friday Night Flights with @Sketch with new Euro timezone flyout, 8pm GMT / 4pm EDT, then US-timezone flyout 0100 GMT / 9pm EDT. For the US flyout, you must pre-register if you want to fly with Sketch, we'll be using restricted voice channels to organize here on the Discord. See #looking_for_wingman for more details.

 

SUNDAY: It's race day!!! More details coming soon but Sunday is our formal race day on the Project R racing server. Organized heats and fierce competition. Can anyone beat Krupinski's mad ball-centering and closed-radiator flying?

 

The air racing is super super fun and it's a nice change of pace from combat sorties. There have been some nailbiting finishes, take a look at this!

 

 

 

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Kampfpilot_JG3

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .

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=EXPEND=Tripwire
12 minutes ago, dog1 said:

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .

Oh here we go.. :coffee:

 

Yes.

Have you flown against him?

 

I'm more than certain it's possible especially when the server is highly populated.

 

Put the pitchfork away.

 

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ACG_Talisman

Re air racing on the MP server.  Is it possible to set an on-screen timer from the first gate to the last gate so that each pilots screen displays cumulative time around the circuit and the final gate completed race time (frozen) like in DCS?  If this was possible, folks could take a screen shot of their individual race completion times against the clock and post them.

 

Happy landings,

 

56RAF_Talisman 

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-SF-Disarray
1 hour ago, dog1 said:

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .

 

Sure it is! Run into a formation of planes, let's say 10 Stukas, that are unescorted. Kill them all with well placed bullets and avoid most or all of the inevitable return fire and go back to land and you've covered about of 100 minutes of killing in one 30 minute flight. Done. Is it easy? Probably not. Is it likely to happen all the time in your 44 hours of play? No, it probably won't. But it could happen often enough to make up for the times when few kills are to be had. You see that is where you got it wrong: You don't need to hold a pace of one plane every 10 minutes the whole time. You just have to intermix some spree killing along with the times where the grind is slow. It is one of those times where statistics tells you a lie, you see.

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2 hours ago, dog1 said:

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .

Don't have to include landing. You take off, then spend 10 min travelling to where  furball is, once you arrived you fight for 5 min, shot down 3 planes, got killed yourself. All in all 3 kills in 15 minutes.

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RedKestrel
2 hours ago, dog1 said:

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .

If you are patrolling a target area for 10 minutes on a hot target you may very well see upwards of a dozen planes, trickling in in pairs, solo, and bigger squads. With good SA and gunnery you just bounce, climb up, bounce, climb up, bounce, and you've killed three planes in under five minutes. If you want to get tangled in a dogfight you can get even more at higher risk.  There's a reason "Ace in a sortie" videos are a thing. 

You gotta free yourself from worrying so much about how other people are getting a leg up on you. Just enjoy the game and the server. 

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=EXPEND=13SchwarzeHand
13 hours ago, dog1 said:

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .


It is possible!

Explanation: it’s actually quite easy. Load the stats page and see if anyone has done it. Voila!

But in all honesty, accusations of cheating are kinda insulting to people who have taken years to develope skill in a game. Just because you cannot imagine doing something like that doesn’t mean it is impossible.

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Faucon
16 hours ago, dog1 said:

air kills

Does anyone believe a player can shoot down an average of more than one plane per 10 mn of flight which includes take off and landing , in this case its  294 kills in 44 hrs of playtime ?  if yes please explain .

 

:blush:

 

You want an explanation? 

Many years (like ~15) on IL2 can help a lot. 

Edited by JG300_Faucon
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RedKestrel
19 hours ago, RedKestrel said:

If you are patrolling a target area for 10 minutes on a hot target you may very well see upwards of a dozen planes, trickling in in pairs, solo, and bigger squads. With good SA and gunnery you just bounce, climb up, bounce, climb up, bounce, and you've killed three planes in under five minutes. If you want to get tangled in a dogfight you can get even more at higher risk.  There's a reason "Ace in a sortie" videos are a thing. 

You gotta free yourself from worrying so much about how other people are getting a leg up on you. Just enjoy the game and the server. 

As an example of this, when I was running ground attack strikes against a target on Combat Box last week, I'm pretty sure @=EXPEND=13SchwarzeHand shot me down twice in one sortie over the same target. Either that or he was over the target and one of his squadmates got me, but it still illustrates the point that a properly positioned player has plenty of possible targets over one sortie, and in many cases the attack profiles are extremely vulnerable to a good bounce.

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=ABr=422nd_RedSkull

@Alonzo about the new option of RRR in "Mitchels Men" map, I started one now and the the Tempest dont rearm but the message in game was "Rearm complete".

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69th_Bazzer
8 minutes ago, =ABr=422nd_RedSkull said:

@Alonzo about the new option of RRR in "Mitchels Men" map, I started one now and the the Tempest dont rearm but the message in game was "Rearm complete".

I had this issue before, but Sketch made a video posted somewhere earlier in this thread that shows how to do it.

 

Short version, after you restart your engine and all systems are on, hit the 'reload all guns' key that is found in Weapons Controls. This will cycle your guns.

 

I sometimes have to hit it a couple times, and I always squeeze off a tiny burst before flying again after multiple instances of coming in right behind someone and squeezing the trigger only to hear that dreadful 'click'....

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=ABr=422nd_RedSkull
1 hour ago, 69th_Bazzer said:

Eu já tinha esse problema antes, mas o Sketch fez um vídeo postado em algum lugar no início deste tópico, que mostra como fazê-lo.

 

Versão curta, depois de reiniciar o motor e todos os sistemas estarem ligados, pressione a tecla 'recarregar todas as armas' encontrada nos controles de armas. Isso irá alternar suas armas.

 

Às vezes eu tenho que apertar algumas vezes, e sempre aperto uma pequena rajada antes de voar novamente depois de várias instâncias de entrar logo atrás de alguém e apertar o gatilho apenas para ouvir aquele terrível 'clique' ....

Tks

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Sketch

That video can be found here:

 

 

BTW, it's yellow smokes now; not green.

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Alonzo
On 4/30/2020 at 11:30 AM, 56RAF_Talisman said:

Re air racing on the MP server.  Is it possible to set an on-screen timer from the first gate to the last gate so that each pilots screen displays cumulative time around the circuit and the final gate completed race time (frozen) like in DCS?  If this was possible, folks could take a screen shot of their individual race completion times against the clock and post them.

 

Unfortunately I don't believe it's possible, no. For our race day on Sunday, it's going to be "school sports day style" with referees and stopwatches and that kind of thing. I'd really like to automate all of it (starting flare, ensuring players all pass the gates, winner detection) but unless we switch to co-op mode that's impossible. Deathmatch mode is nicer to be able to leave the server running and have people come in and out, but unfortunately we have to give up individual plane tracking.

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ACG_Talisman
13 hours ago, Alonzo said:

 

Unfortunately I don't believe it's possible, no. For our race day on Sunday, it's going to be "school sports day style" with referees and stopwatches and that kind of thing. I'd really like to automate all of it (starting flare, ensuring players all pass the gates, winner detection) but unless we switch to co-op mode that's impossible. Deathmatch mode is nicer to be able to leave the server running and have people come in and out, but unfortunately we have to give up individual plane tracking.

 

Thanks for responding Alonzo and for a great MP server.

 

Happy landings,

 

56RAF_Talisman

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Mordrac

Project R will hold a race tournament tomorrow (Sunday!) at 1600 UTC! You can still register on the Discord server until 15:30 UTC. Required aircraft: P51D5, SpitMK9, FW190D9, I16, Tempest. The tournament is structured in such a way that everyone flies at least 2 races. Join in! Discord Server Here

Edited by Mordrac
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=ABr=422nd_RedSkull
20 hours ago, Sketch said:

That video can be found here:

Tks Sketch!

 

 

 

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CSW_606_Temp

hello Guys.
I have queistion about Tempest on this server. 
This plane missed in some maps and we have now P-40. It is mistake, or puprose?
Some map have only few Tempests (cca 5-10) and 30+ Doras. Tempest and Doras are +- equal in combat value, real production and real active service. This two types of planes were rivals over Holand. 
It is possible balanced Doras vs Tempests? Mayby on far airfield if u dont like this plane. 
Thanks for great job with this server, S!

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Sketch

FRIDAY NIGHT FLIGHTS ON COMBAT BOX!

 

  • Date:  May 8th, 2020
  • Time:  9pm EST - 11pm EST (1am GMT - 3am GMT)
  • Side: AXIS BLUE TEAM
  • Server: Combat Box Dogfight Server
  • Mission: Operation Paravane
  • Coms:   SRS Radio - srs.combatbox.net

 

SIGN UP LINK AND WEBSITE: 

https://campbell20.github.io/Friday-Night-Flights-Pilot-Roster/

 

HOW TO SETUP SRS RADIO:

https://youtu.be/Q6Opzrv93tY 

 

SRS RADIO INSTALLATION LINK:

https://github.com/ciribob/DCS-SimpleRadioStandalone/releases/tag/1.8.0.2

 

SKINS REPO FOR FnF:

https://drive.google.com/open?id=1T93bNAAZTJqFr9vfkgTd8X7nX2eL2Qe5

 

------
This week on Friday Night Flights, we introduce SRS Radio, a stand alone radio system that is normally used in DCS, but works with any game. SRS Radio allows users to connect to multiple radio channels, just as they do in real life. 

 

Each flight group will have their own radio channel; no more confusion from cross-flight-group communication. The flight group leaders will also have their own channel, just like in Teamspeak. Except, you no longer have to set up whispers to individual people - just tune to the flight leader channel and you’re good to go. 

 

Friday Night Flights will ONLY accept registered participants - but the Combat Box server is open to everyone - assuming you can get into during the event! To register, you only need to fill out the registration form on the link provided above, and the algorithm will place you into a squad based on your selections.

 

This week we fly for the AXIS team and we fly against the 332nd Fighter Group clan. It’s good to diversify right? As always, signing up gets you all the great things Friday Night Flights is known for. All registered participants will receive a mission briefing on Thursday explaining the mission, load-out, skin, radio channel, where to report to, and more.

 

As always, if you have any comments, suggestions, or questions; I'm always willing to listen. Just PM me, or ask in this channel. See you guys Friday at 9pm Eastern, and don't forget to sign up!

Edited by Sketch
33 not 32 - For Hank
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thatguy

FYI, Mitchell's Men crashed shortly after the first bomber wave dropped it's bombs.  This is the third day in a row I believe this has happened, at the same point in the mission

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-332FG-Hank_DG
8 hours ago, Sketch said:

This week we fly for the AXIS team and we fly against the 322nd Fighter Group clan.

 

Butchering our name.....

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Just now, -332FG-Hank_DG said:

 

Butchering our name.....

WHOOPS. I guess this means I'll get shot down more?

 

 Come At Me Bro GIF - Find & Share on GIPHY

 

 

Just kidding... I'll fix it.

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Talon_
On 5/3/2020 at 3:06 PM, 606_Tempik said:

hello Guys.
I have queistion about Tempest on this server. 
This plane missed in some maps and we have now P-40. It is mistake, or puprose?
Some map have only few Tempests (cca 5-10) and 30+ Doras. Tempest and Doras are +- equal in combat value, real production and real active service. This two types of planes were rivals over Holand. 
It is possible balanced Doras vs Tempests? Mayby on far airfield if u dont like this plane. 
Thanks for great job with this server, S!

 

The Tempest was deployed in more limited numbers than the Dora - only 5 active squadrons. For this reason we try to keep it relatively rare in the skies compared to Spitfires and Mustangs. No map should only have 5-10 - more like 5-10 per airbase and even thats' after a few have been lost ;) 

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CIA_Yankee_
1 hour ago, Talon_ said:

 

The Tempest was deployed in more limited numbers than the Dora - only 5 active squadrons. For this reason we try to keep it relatively rare in the skies compared to Spitfires and Mustangs. No map should only have 5-10 - more like 5-10 per airbase and even thats' after a few have been lost ;) 

 

There's a reason for that, though: the Tempests were deployed in limited numbers because this is what the allies needed. Tempests were dedicated to air superiority, something which the allies had limited need for in the tactical theatre. Given the complete air superiority the allies enjoyed, the need for dedicated air superiority units was minimal (most of those units were focused on the strategic campaign).

 

If the LW had air parity the way they do in the sim, I think we can reasonably assume that the allied air order of battle would have been massively different, with a far greater emphasis on air superiority than we saw historically. Tempests would be pushed forward a lot more, same as Spit XIVs. 150 octane would have been ubiquitous in the tactical air forces. The very nature of the tactical and strategic missions would be drastically altered as well.

 

And therein lies a major problem: we're using historical numbers to justify limitations being placed in a completely unhistorical context. In this instance we're limiting Tempests because few of them were deployed because there wasn't much of a need for their mission... while at the same time not enforcing the historical limitations that led to there being few tempests in the first place (or other air superiority units at the tactical level).

 

To be clear, I certainly am not advocating that we should enforce historical limitations on the LW. Flying against 10 to 1 odds would never be fun :). But we should definitely review those limitations placed on the allies in the name of historicity, when those limitations are removed from their historical context by virtue of not enforcing historical limitations on the LW side. Tempest and 150 octane restrictions are good examples of such limitations that should be reviewed, particularly now that the balance strongly favours blue.

 

Thank you.

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