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IL-2 Sturmovik The famous combat flight simulator.

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  #61  
Old 01-19-2008, 08:59 PM
Ccrashh Ccrashh is offline
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Posts: 4
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Salute Raven,

Water under the bridge M8.
No hard feelings here at all.

Thank you, I too apologize.

Your post did cause me to re-look at a few issues.

I would be a fool to not listen to suggestions.


GOOD HUNTING!!!

Ccrashh
1st Horseman

Last edited by Ccrashh; 01-21-2008 at 12:25 PM.
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  #62  
Old 01-19-2008, 10:05 PM
JG6_Express JG6_Express is offline
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~S~ Rave!

Looking forward to flying with or against you soon. Must say I did enjoy that biplane coop mission the other day, was fun and nice skins.
~S~
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  #63  
Old 01-20-2008, 12:52 AM
4H_Poker 4H_Poker is offline
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Eeeerrr... do we sing Kum bay ya now ????



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  #64  
Old 01-21-2008, 01:40 PM
Thunderbolt56 Thunderbolt56 is offline
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Join Date: Oct 2007
Location: Daytona Beach, FL
Posts: 398
Talking

I like RaVen and cCrashh...do I have to choose?

lmao.

Really, both of these guys are top-notch. RaVen is one of the best 109 drivers ever and probably one of the best wingmen I've had the pleasure of flying with competitively ( I have the ntrk and screenies to prove it)

...and I still like flying on Warbirds servers.

Last edited by Thunderbolt56; 01-21-2008 at 01:44 PM.
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  #65  
Old 01-22-2008, 06:11 AM
greypeace greypeace is offline
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TO All,

Thank you for your HELP

It really encourages me to stay away from the petty fights.

greypeace
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  #66  
Old 09-13-2010, 12:57 PM
zeybek zeybek is offline
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Join Date: Aug 2010
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Default War-Birds Server

Hi guys. I want to promote a new server. WarBirds IL2 Server

http://www.war-birds.com


Server's description:

Gameplay follows the ideas of the WarBirds FreeHost arena:

1) The main goal is complete capture of enemy's territories;

2) Territory can only be captured through 'closing' and subsequent 'capturing' of an airfield. Currently controlled territories are reflected by the frontline dividing both parties. Capturing of an airfield pushes the frontline towards the enemy.

3) When all airfields are captured and the enemy is left effectively without any ground - the map is considered won by the other side and automatically reset to the original state with each side controlling equal number of airfields.

4) To close an airfield at least 90% of its 'active objects' must be in any way destroyed. Exact list of the objects cannot be seen, however the total number of objects, number of those remaining intact, and number required to close a field can be seen through >field f<xx> console command. When an airfield is CLOSED you will get a message stating which field has been closed. Planes cannot take off from a CLOSED airfield.

3) A destroyed object on a field will be repaired and become active again (re-spawn, 'reup') in 2000 seconds after its destruction. When enough objects has been repaired to get the number of objects intact higher than 10% - the field OPENS back (you will again get a message) and you will be able to take-off from it again.

4) A closed airfield capture is performed by paratroopers dropped from a transport plane (Ju-52, C-47, Li-2). A capture is considered to be successful if at least 12 troopers have safely made it to the ground: at the moment troopers run 10-20 meters after landing and 'hide in the grass' (drop to the ground), only afterwards they are counted as 'landed safely'. Notice that it is not needed that all the troops are droped from one plane - the server keeps the count of the landed troopers, so troopers from another transport(s) can add up the total number to 12. This number is reset to 0 if the field re-OPENS.

5) After an airfield is captured it changes its color, list of available planes (according to its new side) and pushes the frontline towards the enemy. The field, however, will remain CLOSED while its number of active objects is below 10%. Notice that an just captured airfield that is still CLOSED cannot be re-captured back by dropping troopers. To be captured back the field needs to OPEN and be CLOSED again.

6) To increase of air battles intensity radars have been introduced into the game. Radars' range can be seen on the map as colored circles. Each airfield has its own radar. If a radar is destroyed its circle turns white. You will see enemy and friendly planes in air as coloured crosses when those planes are in range (inside the circle) of any friendly radar. If a plane is NOT shown by radars, then this plane is either: outside radars' radius, its altitude is lower than 100 metres or higher than 5000 meters, the plane is obscured from the particular radar's line-of-sight by terrain elevations (hills, mountains etc.) or the radar is destroyed. Radars are ONLY available in briefing, you will not see them in flight.

7) Fleet of flyable planes changes as the game time progresses (Rolling Plane Set) to reflect their historical availability. Current date can be seen using >tod command.

The game events is simulated to take place between September 1939 and January 1946. Each month of the battle lasts approximately 3 real-time days.

9) The passage of time in the game is acccelerated 6 times of the original, so the daytime from dawn to dusk lasts approximately 4 hours (depending on the server preferences). There is no night: the sun will instantly 'jump' to sunrise as soon as it sets and the new game-day begins.

10) There are additional commands available to the user:
>field shows the current status of fields
>tod shows the current in-game time and date
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  #67  
Old 09-13-2010, 01:13 PM
Feuerfalke Feuerfalke is offline
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Location: Germany
Posts: 1,350
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Best server? At least I can recommend my favorite: WarClouds

Best blend between realistic settings and user-friendly gameplay.
Well balance missions, rather limited planeset, but all my favorites.

I can also recommend the active and always friendly admins as well as their own stats-server.
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  #68  
Old 09-13-2010, 02:05 PM
ATAG_Bliss ATAG_Bliss is offline
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Posts: 1,156
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Quote:
Originally Posted by zeybek View Post
Hi guys. I want to promote a new server. WarBirds IL2 Server

http://www.war-birds.com


Server's description:

Gameplay follows the ideas of the WarBirds FreeHost arena:

1) The main goal is complete capture of enemy's territories;

2) Territory can only be captured through 'closing' and subsequent 'capturing' of an airfield. Currently controlled territories are reflected by the frontline dividing both parties. Capturing of an airfield pushes the frontline towards the enemy.

3) When all airfields are captured and the enemy is left effectively without any ground - the map is considered won by the other side and automatically reset to the original state with each side controlling equal number of airfields.

4) To close an airfield at least 90% of its 'active objects' must be in any way destroyed. Exact list of the objects cannot be seen, however the total number of objects, number of those remaining intact, and number required to close a field can be seen through >field f<xx> console command. When an airfield is CLOSED you will get a message stating which field has been closed. Planes cannot take off from a CLOSED airfield.

3) A destroyed object on a field will be repaired and become active again (re-spawn, 'reup') in 2000 seconds after its destruction. When enough objects has been repaired to get the number of objects intact higher than 10% - the field OPENS back (you will again get a message) and you will be able to take-off from it again.

4) A closed airfield capture is performed by paratroopers dropped from a transport plane (Ju-52, C-47, Li-2). A capture is considered to be successful if at least 12 troopers have safely made it to the ground: at the moment troopers run 10-20 meters after landing and 'hide in the grass' (drop to the ground), only afterwards they are counted as 'landed safely'. Notice that it is not needed that all the troops are droped from one plane - the server keeps the count of the landed troopers, so troopers from another transport(s) can add up the total number to 12. This number is reset to 0 if the field re-OPENS.

5) After an airfield is captured it changes its color, list of available planes (according to its new side) and pushes the frontline towards the enemy. The field, however, will remain CLOSED while its number of active objects is below 10%. Notice that an just captured airfield that is still CLOSED cannot be re-captured back by dropping troopers. To be captured back the field needs to OPEN and be CLOSED again.

6) To increase of air battles intensity radars have been introduced into the game. Radars' range can be seen on the map as colored circles. Each airfield has its own radar. If a radar is destroyed its circle turns white. You will see enemy and friendly planes in air as coloured crosses when those planes are in range (inside the circle) of any friendly radar. If a plane is NOT shown by radars, then this plane is either: outside radars' radius, its altitude is lower than 100 metres or higher than 5000 meters, the plane is obscured from the particular radar's line-of-sight by terrain elevations (hills, mountains etc.) or the radar is destroyed. Radars are ONLY available in briefing, you will not see them in flight.

7) Fleet of flyable planes changes as the game time progresses (Rolling Plane Set) to reflect their historical availability. Current date can be seen using >tod command.

The game events is simulated to take place between September 1939 and January 1946. Each month of the battle lasts approximately 3 real-time days.

9) The passage of time in the game is acccelerated 6 times of the original, so the daytime from dawn to dusk lasts approximately 4 hours (depending on the server preferences). There is no night: the sun will instantly 'jump' to sunrise as soon as it sets and the new game-day begins.

10) There are additional commands available to the user:
>field shows the current status of fields
>tod shows the current in-game time and date
This sounds like a really great idea and I'm sure my squad mates would like to participate in something like this. But we only fly in full switch/realism servers. Is there anyway you would reconsider your server settings? IMO, you're trying to recreate an online campaign that follows a nice strict set of guidelines for objectives and for winning the map. Many squads, like us at Syndicate, like this type of scenario because of the immersion. Like I said, if you have a full switch server we'll be there in an instant.

I really like the idea and how the battle progresses as the hours go on.. (Really good stuff for realism people!) Now why not make your server settings full real to match the rest of what you are trying to do? I think a server like this could take of if you did. I know we'll definitely be giving it a go if you reconsider..

Just my .02c
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  #69  
Old 09-13-2010, 07:00 PM
Thunderbolt56 Thunderbolt56 is offline
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Holy thread resurrection batman!
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  #70  
Old 09-13-2010, 10:08 PM
Igo kyu's Avatar
Igo kyu Igo kyu is offline
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Quote:
Originally Posted by Thunderbolt56 View Post
Holy thread resurrection batman!
surely this "gentleman":

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