Still futzing around with the long range mission I posted about a few days ago. I am not an active participant in most of these missions but I keep seeing screen shot worthy action every time I fly it. I am trying to find the right balance between fun and difficult.
An AI Wildcat doing its thang on a group of Betty bombers.
Lone Japanese destroyer limping home after its battle.
I let the mission run over 8 hours in Coop mode so I could watch the naval battle happen in real time and I still missed it because it happened while I was on my daily walk.
Made me really feel that I want some Pacific WWII action in a modern sim…
A very good friend is quitting PC gaming entirely. His “quitting” is not like my recent whining. He genuinely is done. IL2:1946 was the beginning of “peak sim” for us both. A period that culminated with RoF. I see in Wheel’s AARs a bit of that old thrill which is so ethereal now—at least to some of us.
A few more.
In Coop mode trapped in the rear gunner position trying to read the Clock in the Bombardier position.
V413 separated the Bombardier position from the Pilot position making it possible to jump between the Rear Gunner and Bombardier if you did not choose the Pilot position.
Getting ready to pounce.
Two on one and he lost the fight. Should have just went home.
Shot up and heading home.
His flight lead, plane number 5, had already been sent to Davy Jones’s locker.
One big Battle Wagon heading off to join the fleet.
Anyone who remembers IL-2 ship wakes should know that nice round wake was not achieved with just one waypoint.
Flying over the Battle Wagon from earlier.
Funny how I had never noticed that you can tell by the upper icon in the right if the screenshot was taken live or during a track playback. One is the blue dot icon and the other is a green film strip icon.
These screenshots should give an idea of what it takes to make smooth ship wakes as opposed to the angular wakes that normally happen.
These first two screenshots are for the same ship.
There are waypoints for 4 ships plotted in this screenshot.
Something almost always goes wrong when going for that last easy
kill. This would have been victory number five.
Would you have made the same mistake Discobot?
Taran may count but after nearly thirty minutes of flight time making that goof was just a little bit on the frustrating side. Even worse was that when I watched the track again earlier today both the AI pilot and gunner were already dead. I had wondered about just that possibility when all the friendly AI planes broke off their attack.
Had to look the term taran up. I take it you meant the Russian aireal ramming meaning?
Now the real question is “Did his chute open”???
seems like pilot of that Zeke had better chances
found IL2 1946 installed on my notebook so decided to do some quick mission. good sim even after those years.
I am still amazed at what people have done using the IL-2 Full Mission Builder over the years. I just started making some Quick Mission Templates for the QMB using the old Burma map and thought I would give M4T’s download area a check to see what others have done with it.
One of my first tests of the QMB Scramble mission. Seems I have attracted a little bit of the enemy AI’s attention!
btw do you use the stock 1946 or also the unofficial Daidalos Team patches? or any other mods?
Daidalos Team discussions - Official 1C Company forum (1cpublishing.eu)
That change in early 2020 from a Yellow forum banner, which led to them being unofficially known as the Banana forums for several years, to a blood Red forum banner on their site is still jarring as heck to me.
I use the HSFX mod patched to v7.03 and I also use the Daidalos Team patches.
I even have some content that I created included in these DT patches.
- v4.11m - Hawaii QMB missions
- v4.12m - Midway QMB missions and created a Single mission pack for the B5N Kate
- v4.13m - I updated the Coral Sea QMB missions
I used a copy of Pacific Fighters when I created the B5N Single missions so that anyone opening the missions would think they were created in that time frame even though the B5N did not have a cockpit when PF was released. I used the D3A for the PF mission and then I altered the .mis file manually to use the B5N.
Testing the Burma QMB Scramble mission template tonight and after scoring 4 victories while lining up to score my fifth victory in less than 15 minutes the trigger happy friendly AAA over my home airfield shot me down. After I was hit not even an was going to save my virtual pilot.
Taken from the eventlog
[Mar 1, 2022 2:46:52 AM] Mission: Quick/Burma/BurmaRedScramble00.mis is Playing
07:30:00 Mission BEGIN
07:30:00 usa01000(0) seat occupied by Player at 49069.945 27749.307
07:30:00 usa01000 loaded weapons 'default' fuel 100%
07:31:05 usa01000 in flight at 49079.082 29158.498
07:34:32 ja01020(0) was killed by usa01000 at 54105.88 28975.742
07:34:41 ja01020 shot down by usa01000 at 54952.23 29128.898
07:35:36 ja01023(0) was killed at 54880.64 30787.168
07:35:36 ja01023 shot down by usa01000 at 54880.64 30787.168
07:36:55 ja01001(0) was killed by usa01000 at 44317.06 26445.596
07:37:04 ja01001 shot down by usa01000 at 44618.785 26014.396
07:38:39 ja01000(0) was killed by usa01000 at 47289.445 25619.16
07:39:02 ja01000 shot down by usa01000 at 48293.47 24852.418
07:42:46 usa01000(0) was heavily wounded at 47209.91 27300.443
07:43:06 usa01000(0) was killed at 48705.453 26723.492
07:43:06 usa01000 shot down by 8_Static at 48705.453 26723.492
[Mar 1, 2022 3:00:01 AM] Mission: FAILED
07:44:13 Mission END
8_ static is a 25mm AAA gun.
9_ static is a 25mm AAA gun.
10_ static is a 25mm AAA gun.
11_ static is a 37mm AAA gun.
8_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 48182.37 28155.44 523.59 0.0 0 1 1
9_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 49465.35 27765.51 523.59 0.0 0 1 1
10_Static vehicles.artillery.Artillery$Zenit25mm_1940 1 48303.03 29061.26 523.59 0.0 0 1 1
11_Static vehicles.artillery.Artillery$Zenit61K 1 48476.96 27461.52 523.59 0.0 0 1 1
8_Static shot down 2 enemy aircraft and 1 friendly aircraft, ME. Of the other 3 AAA guns that scored hits one of them was another friendly fire incident.
07:33:45 ja01022 damaged by 8_Static at 48204.75 28653.42
07:33:55 ja01022 shot down by 8_Static at 48345.95 27749.773
07:42:34 ja01012 shot down by 8_Static at 39779.984 33299.438
07:43:06 usa01000 shot down by 8_Static at 48705.453 26723.492
07:37:16 ja01011 shot down by 9_Static at 44907.957 25810.012
07:39:04 ja01013 shot down by 10_Static at 47630.676 28288.178
07:33:50 usa01023 damaged by 11_Static at 49832.684 29590.957
IF this ratio were to hold you have about a 33% chance of being tagged by your own AAA whenever you and an enemy are within its firing range.
Anyone who has ever played IL-2 for any length of time will know how rare it is for every one of the spawn/stay points to be occupied by an AI aircraft. Normally something is messed up with the taxiways. There are 17 stay points at this airbase and the AI aircraft landed and taxied to all 17 of them. What was even more surprising to me was that they landed and taxied to all 17 stay points whether they landed on runway 17 or 35 !!
A little afterburner action.
And the second airbase I work with proves the rule…
The map builder used the exact same layout for the airbase. However, They did shift it 15 degrees so now you have a runway 33 and a runway 15.
Those runways work fine but the spawn/stay points have problems now. Of the 17 available spawn/stay points only 9 of them work now. The problem was caused by the map builder adding blast pens too close to the spawn/stay points. 8 of the 9 blast pens he added cause conflict with the AI aircraft. The only one that did not cause a conflict is the one that I circled. This causes the AI aircraft to think that the spot is already occupied so they move to the next spawn/stay pont that is available.
As you can see in this screenshot there are only 9 aircraft parked now.