Kursk VVS Campaign Released! - Page 7
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Thread: Kursk VVS Campaign Released!

  1. #151
    That one will be fun to fly the two match up great in quick combat!

    Love the mission briefs BTW. Excellent detail on headings, altitudes, destination and objectives, and the overviews are well written.

    Keep 'er up pal! I know how much work you have put in to this, should be an instant favorite. I loved flying Rami's Eastern Front campaigns, and always wished for more from this theater.

    Any thoughts on a few "flipped" missions from the German point of view? Not that you need more work 🤪!

  2. #152
    Thank you, scoobyman32. I hope it gains some popularity too. It is beginning to look like I will be completing my mission building within a week. I have 2, maybe 3 more missions to go. Then there are final checks and "packaging," then I'll publish it.

    Nope, no Luftwaffe based mission. Once this effort is finished, I'm jumping back into the PTO.

    Cheers:

    Shadow Wolf 07
    "De Oppresso Liber"

  3. #153
    Can't blame you there man, you've been on this for a while. Spending that same amount of time all over again on the same missions would be tedious to the extreme.

    What's your next Pacific project? (All good if you want to keep it a surprise, I'll be flying in the Kursk area for a good while &#128521

  4. #154

    Update:

    Scoobyman, my next project will probably be a redo of my "Desperate Battles" campaign (The Solomons, Santa Cruz, etc. 1942), using many of Stuart277's newer ships, and other recent uploads.

    Here is the mission summary of my latest mission, under testing:

    "title_string"=A_Kursk-SC_La-5-Kaharkov-Poltava-Hwy-21-1GT
    "summary_string"=Dobroe utro (Good morning), comrades. Our squadron's mission is to establish a fighter screen to cover our bombers in their attack on enemy convoys and defensive positions along the Kharkov-Poltava Highway near the town of Valki. Bogatyr, your take off is at 1130 hours. Climbing to 11,000 feet on a 247-degree heading proceed 62 miles at 200 kts to RP-URAL, over the town Akhtyrka. There you will link up with the combined strike group - SG-ZHELEZO at 1150 hours and continue on a 230-degree vector at 240 kts for another 22 miles to RP-ALTAI. From ALTAI, proceed ahead of the main force and along with Strela and Drakon, set up your fighter screen 8-10 miles south and west of the target zone. Engage and neutralize any enemy fighters, attempting to break through to attack our bombers. When the raid concludes, the bomber leader will give the signal, PLAMYA-555. Break contact and withdraw to RP-DARYA. Regroup there and return to base.
    "objective_string"=The Soviet Steppe Front carried out fierce and constant attacks on the approaches to Kharkov, trying to cut off and encircle the enemy. In the face of heavy losses in men and equipment the Nazis were forced to retreat on the ground and quickly reinforce their air forces in sector. The Kharkov-Poltava road, still in Axis hands, was heavily and continuously bombed by 5th Air Army. On 21 and 22 August alone more than 1300 sorties were flown, in which Soviet aviation destroyed 57 tanks, 291 trucks, up to 150 guns and over 1000 enemy troops. On the night of 23 August, the city of Kharkov was liberated.
    "intelligence_string"=This afternoon's weather is forecast to be good, with calm winds, partly cloudy from 12,000-16,000 feet and 15 miles visibility. Once you reach RP-URAL, enemy radar should sound the warning and interceptors will be scrambled to oppose you. Also, you will encounter moderate to intense AA fire as you approach the front lines and the target area at RP-KAVKAZ. Bogatyr, you, Strela and Drakon will be in the vanguard of our strike - the first of many today on the Kharkov-Poltava road. today and if necessary tonight and tomorrow. We are sending out our best on this one. Good luck and good hunting!
    "player_aircraft_name_string"=Lavochkin La-5F
    "airfield_string"=URSS_Novy Oskol-Solonets


    "De Oppresso Liber"

  5. #155
    Same mission but in a different aircraft:

    "title_string"=A_Kursk-SC_Il2-Kharkov-Poltava-Hwy-21-2CT
    "summary_string"=Dobroe utro (Good morning), comrades. We are launching a strike on enemy convoys and defensive positions on the Kharkov-Poltava Highway near the town of Valki. Kirov, your take off is at 1125 hours. Climbing to 8,000 feet fly south on a 182-degree heading for 83 miles to RP-URAL. There you will link up with the combined strike group, SG-ZHELEZO at 1150 hours and continue on a 230-degree vector for another 22 miles to RP ALTAI. from ALTAI, proceed another 12 miles, south to the target area. You are to attack and obliterate the Nazi blocking force, north of the highway itself. Enemy artillery, anti-tank/AA positions and infantry fortifications are your primary targets. After your first passes at RP-KAVKAZ, reassemble at RP-KARPATII and prepare for a second run - on targets of opportunity such as the targets
    missed on the first run and vehicles . Once you've expended your ordinance, regroup once more at RP-DARYA and return to base.
    "objective_string"=The Soviet Steppe Front carried out fierce, determined and constant attacks on the approaches to Kharkov, trying to cut off and encircle the enemy defenders. In the face of heavy losses in men and equipment the Nazis were forced to retreat on the ground while quickly reinforcing their air forces
    in sector. The Kharkov-Poltava road, still in Axis hands, was heavily and continuously bombed by 5th Air Army. On 21 and 22 August alone more than 1300 sorties were flown, in which Soviet aviation destroyed 57 tanks, 291 trucks, up to 150 guns and over 1000 enemy troops. On the night of 23 August, the city of
    Kharkov was liberated.
    "intelligence_string"=This afternoon's weather is forecast to be good, with calm winds, partly cloudy from 12,000-16,000 feet and 15 miles visibility. Once you reach RP-URAL, enemy radar should sound the warning and interceptors will be scrambled to oppose you. Preceding our attack aircraft to target, you will have a squadron strength fighter screen, patrolling at high altitude as well as 2 flights of P-39s in direct support. You will encounter moderate to intense AA fire as you approach the front lines and over the target area at RP-KAVKAZ. Kirov, you and the rest of SG-ZHELEZO are in the vanguard - the first of many such strikes today on the Kharkov-Poltava road today and if necessary, tonight and tomorrow. We are sending out our best pilots on this one comrades, so we expect good results. Good luck and good hunting!
    "player_aircraft_name_string"=Ilyushin_il2-HC-37
    "airfield_string"=URSS_Kursk-Ryshkovo
    Attached Thumbnails Attached Thumbnails cfs2 2023-02-23 23-47-49-34.jpg  
    "De Oppresso Liber"

  6. #156
    SOH-CM-2023 Deathwind's Avatar
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    Nice ground explosion effect

  7. #157
    Quote Originally Posted by Deathwind View Post
    Nice ground explosion effect
    Some new effects, just thought I'd try them out.
    "De Oppresso Liber"

  8. #158
    SOH-CM-2023 Deathwind's Avatar
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    Quote Originally Posted by Shadow Wolf 07 View Post
    Some new effects, just thought I'd try them out.
    Thanks appreciate that.

  9. #159
    No sir, thank YOU!
    "De Oppresso Liber"

  10. #160

    Update:

    All is well on the East Front. I have finished and tested my last mission - description above. I now have to write the .cmg file and make sure I have sufficient number of missions - I want at least 16 for this phase, and if I have to, I'll build 1 or 2 more.


    Effects? I love the ground explosions and the longer lasting smoke. Thanks guys!
    Attached Thumbnails Attached Thumbnails cfs2 2023-02-27 00-04-50-29.jpg   cfs2 2023-02-27 00-18-54-18.jpg  
    "De Oppresso Liber"

  11. #161
    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.

  12. #162
    SOH-CM-2023 Deathwind's Avatar
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    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.

  13. #163
    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/sohforum...=1#post1308123

  14. #164
    Quote Originally Posted by UncleTgt View Post
    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/sohforum...=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.

    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.

    Cheers:

    SW07
    Attached Thumbnails Attached Thumbnails Paltova Night Raid.jpg  
    "De Oppresso Liber"

  15. #165
    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.

  16. #166
    SOH-CM-2023 Deathwind's Avatar
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    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/
    - -.

  17. #167
    SOH-CM-2023 Deathwind's Avatar
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    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.

  18. #168
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    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

  19. #169
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    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

  20. #170
    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?
    Attached Thumbnails Attached Thumbnails cfs2 2023-03-05 23-15-37-47.jpg  
    "De Oppresso Liber"

  21. #171
    SOH-CM-2023 Deathwind's Avatar
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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.

  22. #172
    SOH-CM-2023 Deathwind's Avatar
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    This is what I used if you want to try it out.

    https://www.clickteam.com/install-creator-2

  23. #173
    Thank you, sir.
    "De Oppresso Liber"

  24. #174

    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
    Attached Thumbnails Attached Thumbnails Ugrim-2.jpg  
    "De Oppresso Liber"

  25. #175
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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]

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