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Kursk VVS Campaign Released!

Great news SW! Also grat to hear you'll be diving back in to "Desperate Battles". With all the great new stuff this past year, the ol' girl is ready for another makeover. The new Solomons scenery will also look great in this campaign.

Let me know if there's anything i can help with finalizing the Kusrk campaign, all your effort is eagerly anticipated.
 
If your going to use the new effects with your campaign release I can send you a more suitable flak effect the same thing but with out water splashes. `It's better if most flak is going to be land based and not much ship attacks. I can either do a universal one without no ground strikes or flak kicking up dust. My Euro Flak has the dust effect but it's based on the Blue Devil perimeters which means the flak is more bark then bite. The Blue Devil Flak is quite similar to the roll fix flak but at least with the roll fix flak if you did get hit you were hit. The flak I'm using now is based on Pen32wins perimeters he had in his bunkers mod or something like that. I just thought I would ask as water splashes on land might be a eyesore for some people and for others like me who wouldn't know hamburger from horse manure it might not matter. I just offer my services in case it matters to you.
 
Greg,

Just in case you missed it - I reconfigured Stuart277's Hummel as a vehicle & combined it with Fani's texture. It's in the Jap Barge thread started by RWills ('cos that's where you asked about it). Here's a link to the post:-

http://www.sim-outhouse.com/sohforu...panese-barge?p=1308123&viewfull=1#post1308123

UncleTgt
: Yes sir, I saw that, thank you. I have to do some swapping in a few missions but that's okay.
It's a beauty.

Scoobyman32: If I remember correctly there are only 2 or 3 missions where land bases are used in "Desperate Battles." Most are anti-ship. Thanks for the offer, but I think I can handle most everything in finishing this one.

Deathwind: Wouldn't it be better to upload the effects for all to use than for me to put the files in my download? Yes, I could really use a good flakdust effect and a good vehicular dust effect for advancing tank formation and road columns.

I have a bit of a deadline. I must publish this one by the end of the month, because I have cataract surgery scheduled for the first week in April. I am looking forward to being able to see CFS2 more clearly. :playful:

The screenshot is from my last (an additional) mission. It is a night bombing mission on the airfield at Poltava by a squadron of 18 Boston IIIs. Lo and behold, there is some lunar illumination on this one! Poltava has a lit runway, but the main facilities at the base are easily visible, even at night. I have also included some recon photos to give the Player some target positioning intel. :wiggle:

Cheers:

SW07
 

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Now that I fired up a few DB missions, you're right, not a lot of land seen at all in the campaign. But a ton of ships, aircraft and other goodies that will sure make the campaign look even better, another one to look forward to.
 
They are already uploaded I just misunderstood your intentions. I thought you were putting them with the campaign too but if you are that’s okay but not necessary. I’ll make a euroflack for it but I didn’t add one with the effects because you can’t have both in a game. I probably should stuck them in a separate folder with a read me for those who fly mainly inland. The Euro Flack mod I uploaded earlier migt be better for most people. Flak I’m using now is a opens can of whoop A/
- -.
 
Will look into the vehicle dust soon. I’m busy as a cat covering up manure at the moment. Easy way to fix my flak for land missions is to open each flak Fx file with notepad and delete from emitter 8 on down and that makes it universal. Want dust go to my Euro Flak open copy Emitter 8 the whole thing including the Particle and Particle attributes then go add it to your the new flak. If it were me I would copy the dust effects first then paste them over the 8 and 9 water effects.
 
here ye be Pilgrim. Ye wanted more more dust by gosh I'll give ye the dust bowl from the great depression era. My goodness this might be the first documented tornado cfs2 has had. Take a gander gander but put your weed eating goggles on first.

https://imgur.com/a/hoxkeei
 
https://ibb.co/gTmxr2v


https://ibb.co/20rZRvG

here ya go if you can handle that.


[Library Effect]
Lifetime=5
Version=1.00

[Emitter.0]
Lifetime=1200.00, 1200.00
Delay=2.00, 2.00
Bounce=0.00
Rate=10.00, 14.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=-10.00, 10.00
Y Particle Velocity=8.00, 10.00
Z Particle Velocity=-10.00, 10.00
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00

[Particle.0]
Lifetime=8.00, 9.00
Type=19
X Scale=2.50, 3.00
Y Scale=3.00, 3.50
Z Scale=0.00, 0.00
X Scale Rate=0.30, 0.35
Y Scale Rate=0.30, 0.35
Z Scale Rate=0.00, 0.00
Drag=-1.00, -0.98
Color Rate=0.10, 0.15
Fade In=0.00, 0.12
Fade Out=0.70, 0.85
Rotation=-20.00, 20.00
Shade=1
Face=1, 1, 1

[ParticleAttributes.0]
Blend Mode=1
Texture=fx_1.bmp
Bounce=0.00
Color Start=125, 104, 85, 90
Color End=125, 106, 79, 0
Jitter Distance=0.05
Jitter Time=1.00
TempK=121.00
TempRate=-0.01
uv1=0.00, 0.50
uv2=0.50, 1.00
X Scale Goal=12.00
Y Scale Goal=8.00
Z Scale Goal=0.00
Extrude Length=0.00
Extrude Pitch Max=0.00
Extrude Heading Max=0.00
 
Thank you Deathwind. I am finishing my last mission now. It is the escort/fighter version of the one described below:

"title_string"=A_Kursk-SC_BOS-Poltava Base Strike-23-1MT
"summary_string"=Comrades, we launch at dusk. Our mission: to conduct a low level strike on the Luftwaffe base at Poltava. Akula, you and Ezh will launch at 1945 hrs. Climb to 7,000 ft and proceed on a 210-degree vector for 80 miles to RP-SEREBRO, where you will pick up your escort element. Continue at 200 knots on the same heading and altitude for 53 miles to RP-STAL' - 13 miles due north of target at RP-UGOL'. With Ezh in the lead, attack in tight formation, 3,500-4,000 ft BALT on your initial run. Salvo your bombs on the hangars and parked aircraft in the Sector S-03 quadrant of the base. On your second pass, attack the warehouse/barracks area in the NW S-01 sector with cannon and gunfire. Withdraw from the target area to RP-BRONZA. Reassemble there and, with your escorts, retire back across the front to RP-OLOVO, from where you will continue on to base and your escort returns to theirs.
"objective_string"=The city of Kharkov is liberated. This phase of thr Soviet counteroffensive is winding down. In the course of 'Operation Zitadelle', the Red Army Air Force lost about 1,000 aircraft, while the Luftwaffe losses in the same period approached 400, while 270-289 more were severely damaged. When supporting the Soviet offensives, 'Operation Kutuzov' and 'Operation Commander Rumyantsev', some 1,550 more aircraft were lost and according to Luftwaffe sources, 1,463 aircraft of the 4th and 6th Air Fleets were written off with about 1,000 more damaged. This, one of the last missions of 'Commander Rumyantsev', is a strike, aimed at neutralizing the Axis airbase at Poltava. The Nazis hd evacuated their forward airbases in the face of Soviet advances and their rear bases, like Poltava, are packed with aircraft and equipment.
"intelligence_string"=The weather for tonight appears to be excellent - light clouds above 10,000 ft, gentle winds and 50% lunar illumination. Your opposition will come from Nazi FLAK units and roving flights of night fighters. Our own night interceptors will accompany you and hold off the enemy aviation, but the AA fire at your attack altitudes will be fairly intense from all calibers of AA guns. Study your target recon photos for target info and positions. There will be no pathfinder's flares on this one, but we will have a 'bomber's moon' at 50%.
"player_aircraft_name_string"=ALPHA Douglas Boston III Soviet 1
"airfield_string"=URSS_Kursk B


After I package this all up, is there anyone out there who would like to take this an turn it into an auto-installer?
 

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I made one the last time the program guides you on making the installer and it worked on my pc but K Driver said it wasn’t working for him so I sent a a regular zip file to be uploaded. I never got any feedback as to the few others who tried it if it worked or not. I’m not on my laptop now to give you a name if the installer maker but if all else fails I could make you one and send it directly to you to try before you upload it.
 
A Question for U All...

I've finished 82 missions. Out of those I created 4 campaigns - Kursk north and south, defense and counter-attack. I am finalizing the downloads and installation readme etc.

My question for you is: Should I make a pure fighter and a pure bomber campaign? Or, how about a duo of combined north and combined south campaigns?

Let me know what you think. I am going to release this package in the next couple of weeks, before my cataract surgery on 3 APR. I also going to try to set up an auto install version of the package.

Cheers:

Shadow Wolf 07
 

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I’ll play [COLOR=var(--ast-global-color-0)]Eeny, Meeny, Miny, Moe whatever you throw at us is the way to go. I’d probably put all 82 in one campaign but I have discussed a button that gives me more than nine lives in fact I’ve never been shot done for the final time. I’d still be under the water at wake in the stock campaign if it weren’t for that.[/COLOR]
 
doiin' it

Okay, I started a dynamic campaign for the fighters last night. It is kinda complicated with north and south sector missions and I decided to branch it off with north and south missions that merge and randomly split at the offensive-counteroffensive border. That is, at the start (50-50 chance) you may fly either on one sector or the other and then when the campaign reaches the mid point (July 12th, when the Sovs launch their counteroffensives) you may or may not "be transferred" (again, a 50-50 chance) to the other sector. :dizzy:

I also have to double check the start dates and times from the mission files. It would not do to fly a mission at 1300 hours and then the next one at 0830 on the same day. :banghead:

In addition, I want to recheck all the missions I previously completed 8-9 months ago back to the first ones for errors and add in some of the new features that have been added to our library since then. :wiggle: There are a few mission building tricks I have learned and remembered since I started.
 
I finished the all-fighter and the all-bomber campaigns yesterday and now I am creating the intro videos for each. Next I will take a look at the auto-installer software that Deathwind recommended and maybe create two campaign packages - 1 for manual and the second an auto-loader... maybe. :encouragement: I will probably upload the results by next weekend. :wiggle:
 
Salivating already pal. I've been stuck in the Med for too long. Your exhausting effort and research on this one is so appreciated.
 
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