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Knights of the Sea II - Latest Update - June 4th & 11th!


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#1 No.42_Cuban

No.42_Cuban
  • Posts: 239

Posted 18 May 2017 - 00:22

KOTS banner.jpg

 

 

As of this post the plan is to run the event full on June 4th and if there is interest, again on June 11th.  This will be only one month past the 100th anniversary of the date the historical campaign is set which is in May of 1917. There will be no practice / dry run.  Plans are to run the full real event with no map icons, so break out your stop watch and scratch paper! :)

 

For full mission descriptions and more info, please see:

https://riseofflight...channel-battle/

 

Mods

 

The campaign requires "mods on" mode, and each player must download and activate 3 simple mods.

 

1. KOTS mod

2. ShipsPackage1_v2(SYN) mod

3. Tirpitz_Battery_Object_v1.0 mod

 

They are available for download here:

 

https://www.dropbox....6lkvjxBKna?dl=0

 

Simply click the link, download the mod to your pc.  Unzip the mod by right-clicking the downloaded folder and selecting "Unzip Here".

Next, copy the unzipped folder to your Rise of Flight directory MODS folder and activate them using the JSGME utility.  Please deactivate any other mods first before enabling these 3.  The test server is currently running so you can start up ROF with mods on and try to connect. PLEASE TEST CONNECT TO THE SERVER PRIOR TO MISSION START DATE.  For those who run into any trouble, I'd be more than willing to help out, just PM me.  If you get a normal "mission loading" then are placed into the map, then all is working as it should.  Feel free to jump into any plane and test.

 

Sign Up Sheet - Order of Battle

 

 

The google docs sign up sheet is very simple.  Pick a side via the worksheet / tab at the bottom (Entente / Central) Write in your name in Pilots column then select a mission from the drop down menu in the next column over.  Any notes or comments can go in the 3rd column.  This is not a strictly organized event, if you wish to just take a fighter and hunt, there is a selection for that.  If you don't know what you want to do, just leave the mission field blank.  If you do not wish to fly at night, select "Reserve (waiting for daylight) 90min after mission start".  This is a 6 hour campaign so plenty of time, no rigid structure.  In game team chat is allowed.   Death penalties will not be enforced on the practice/dry run mission.  A decision about death penalties for the full real event will be made based on pilot numbers.  If we decide to have them they will only be 30min.  Please sign up using the link below:

 

https://docs.google....dit?usp=sharing

 

I strongly encourage everyone to use the sign up sheet, but at a bare minimum please post on the pilot check-in post.  Thx!

https://riseofflight...ii-pilot-check/

 

 

 

 

A Note on Night Flying - Time of Day

 

The campaign is 6 hours long and runs from 0300 - 0900 in game time.  The weather is mostly clear with a bright full moon.  In order to improve your visibility, simply go (in game) to Options, Video, and set Gamma Correction to 100%.  This is not "cheating" or defeating the purpose of the night time start by any means, despite what you may have heard to the contrary.  The mission is set to fly under a full moon and a full moon is pretty bright to dark adjusted eyes.  It will be light enough to see with no correction at all at 0430 in game time, so those who do not wish to fly at night can simply delay their start by 90min.  Official sunrise / dawn is around  0530-0545.

 

Offshore Navigation

 

The practice run will be with map icon on, for ease of use and to allow people to practice navigation.  The full run will be map icons off just like in Wargrounds.  Navigating by stopwatch is not as daunting as it may sound.  Firstly, the map in Rise of Flight is divided into 10km sectors.  That is to say sector 4,5,6 or A,B,C or however it is marked on the map is 10km north to south and 10km east to west. 

 

Here are some quick conversions to keep handy:

 

Miles per Hour (MPH) to Kilometers per Hour (KPH) is:   MPH x 1.6 = KPH

Simply multiply your miles per hour by 1.6 to get your kilometers per hour speed

Once you have your KPH speed, divide by 60 and you kilometers per minute.

 

Example:  Speed indicated 95mph.  95 x 1.6 = 152kmh.

                 152kmh / 60 =  2.5 kilometers per min.

 

So, if one full map sector is 10km x 10km.  It will take you 4min flying in a straight line to cross an entire sector. (2.5kpm x 4min = 10km)

See, nothing to it :)

 

Bear in mind however, there is a 5m/s wind FROM the West.

 

Conversion for m/s to kmh:   1m/s = 3.6kmh


5m/s west wind = 18kmh


Therefore, if you are traveling east, going WITH the wind, add 18kmh to your ground speed. If traveling West, subtract 18kmh from your ground speed.


If heading N or S, allow for 18km drift TO the east for each hour of flying.


Note: Using the above example of 95mph being 1 map sector every 4min, this wind speed will only carry you 1.2km east every 4 min, worth noting if you're doing a long run over water hunting U-boats or ships smile.pngThere are plenty of land based targets and objectives for those who don't wish to test their navigational skills!

 

 

U-boat and Ship Hunting Notes

 

The ships tending the anti sub barrage net are ENGLISH "drifter ships" very small ships which look like small commercial fishing boats.

The minesweepers close to shore near Zeebrugge and Ostende are GERMAN drifter ships

The minesweeper offshore is a German "Cruiser" or "Battleship" - large warship with smoke stacks

 

-HINT-

***If in doubt as to the identity of a vessel, simply set your rear gunner to attack ground targets and set them to fire at long range, if they are enemy, the gunner will open fire.  Or, if the vessel is firing on your aircraft, you can safely assume it is enemy, however keep in mind it may be firing at a nearby enemy aircraft! ;) ***

 

The English drifters have two-toned stacks, tan and white with black tops, and the German stacks only white with black tops

 

German drifter ship:

Attached File  gerdrifter_aaa.jpg   6.24KB   0 downloads

 

 

English drifter ship:

Attached File  hmsdrifter_aaa.jpg   7.07KB   0 downloads

 

There are no English submarines operating in the area, however there are a few light cruisers in the area of operations so be careful!

 

 

 

 

Gotha England Raid

 

This 3hr mission (90min in / 90min out) will begin in darkness and being that we will be carrying full fuel and bomb load, I'd encourage the more experienced gotha pilots to attempt it.  The spawn point at Coolkerke aerodrome places you with a tall row of trees just at the end of the field.  The best way I've found to safely take off is as follows:

 

Taxi ahead past the signal fire toward the AAA battery and look to the SW for a gap in the trees toward the town.  Attached are a few pics to help out.  Remember, taxiing the gotha on the ground and on the takeoff run is accomplished by the ailerons, not so much the rudder, just remember the controls are reversed!  To turn left, move the stick right, to turn right move stick left.  Good luck!

 

Attached File  gotha TO1.jpg   211.47KB   1 downloads

Attached File  gotha TO2.jpg   221.59KB   0 downloads


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#2 No.42_Cuban

No.42_Cuban
  • Posts: 239

Posted 18 May 2017 - 01:13

Mission start time for both dates:  1600GMT


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#3 108=REDMAN

108=REDMAN
  • Posts: 170

Posted 18 May 2017 - 10:50

Hey Cuban, I sent you a pm.
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Salute! REDMAN

#4 SYN_Bandy

SYN_Bandy
  • Posts: 2598
  • LocationWishing I was in the La Cloche

Posted 18 May 2017 - 16:15

Hello,

 

Please correct me if wrong, but I think the Drifters in the "ship package" were actually incorporated into RoF a few years ago in one of the last patches.  I do not know of any other working 3rd party ships but have been out of touch with RoF for a while. 

 

The English drifters have two-toned stacks, tan and white with black tops, and the German stacks only white with black tops if memory serves.  Relying on whether they shoot at you is unreliable, not all of them have AAA anyways.  BEWARE the British and German cruisers do not fly flags, and from certain angles (like directly above) look very much like each other, and if the ship is firing AAA at an unspotted enemy nearby you can't tell the difference (I will never live my mistake down among my squad mates :icon_e_wink: ).

 

Off shore navigation was a challenge.  SYN_der Hess and I spent hours flying a 'spiderweb' pattern modeled on the real thing (compass and clock only) while we tried to spot the U-boats, unsuccessfully in the end. 

 

Part of the excitement of the first KOTS was how new and complex the mission was; we were basically flying it for the first time other than a few open beta tests to see if the server could handle it and mission logic worked.  Having a full-on "warm up" to actually practice the missions may be anathema to the experience.  Just IMHO.


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#5 108=REDMAN

108=REDMAN
  • Posts: 170

Posted 18 May 2017 - 16:33

"Anathema" interesting choice
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Salute! REDMAN

#6 No.42_Cuban

No.42_Cuban
  • Posts: 239

Posted 18 May 2017 - 17:02

Hello,

 

Please correct me if wrong, but I think the Drifters in the "ship package" were actually incorporated into RoF a few years ago in one of the last patches.  I do not know of any other working 3rd party ships but have been out of touch with RoF for a while. 

 

The English drifters have two-toned stacks, tan and white with black tops, and the German stacks only white with black tops if memory serves.  Relying on whether they shoot at you is unreliable, not all of them have AAA anyways.  BEWARE the British and German cruisers do not fly flags, and from certain angles (like directly above) look very much like each other, and if the ship is firing AAA at an unspotted enemy nearby you can't tell the difference (I will never live my mistake down among my squad mates :icon_e_wink: ).

 

Off shore navigation was a challenge.  SYN_der Hess and I spent hours flying a 'spiderweb' pattern modeled on the real thing (compass and clock only) while we tried to spot the U-boats, unsuccessfully in the end. 

 

Part of the excitement of the first KOTS was how new and complex the mission was; we were basically flying it for the first time other than a few open beta tests to see if the server could handle it and mission logic worked.  Having a full-on "warm up" to actually practice the missions may be anathema to the experience.  Just IMHO.

S! SYN_Bandy,

 

I suppose that is true about having a practice / dry run session.  If people want to practice offshore nav, or how the missions work, they can get on the server anytime now that it is running.  Perhaps we'll just go full live on June 4th and / or June 11th if numbers and interest support it.    I didn't test without the drifter mod, however the texture files were not there on my pc until I added the mod.  I'll double check tonight.  Thanks for the idea and the info!  I hope you and others from Syndicate Squadron can make it.

 

I remember reading about the little friendly fire mishap on the forum when you guys ran it the first time, if we get some numbers signed up I'm sure you won't be the only one ;)


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#7 No.42_Cuban

No.42_Cuban
  • Posts: 239

Posted 19 May 2017 - 16:49

Teamspeak info:

 

We have a TS channel setup on the ROF Unofficial Teamspeak:

 

ts3.riseofflight.net:7777

 

password: 1917

 

Channel:  Cuban-Syndicate Vintage Missions

 

(Down toward the bottom of the list)

 

The server password will be given out on this channel prior to mission start.  This TS channel is not required to participate in the event. After mission start, any pilots or squadrons who wish to use their own TS are welcome to do so.


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#8 J2_Bidu

J2_Bidu
  • Posts: 568

Posted 11 June 2017 - 16:33

... and happening right now! Don't forget.


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#9 108=REDMAN

108=REDMAN
  • Posts: 170

Posted 12 June 2017 - 10:01

That was five and half hours of fun yesterday, especially starting in the dark. Thanks Cuban, Salute!
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Salute! REDMAN

#10 J2_SteveF

J2_SteveF
  • Posts: 910
  • LocationLondon, UK

Posted 12 June 2017 - 12:01

Was a good night. Really enjoyed it. 


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#11 No.42_Cuban

No.42_Cuban
  • Posts: 239

Posted 12 June 2017 - 15:37

Big thanks and salute to all who came out for the event!  It was a great time indeed with some good fights, great missions and some fierce but friendly competition :)  The first mission, June 4th saw the completion of the Gotha England bomber raid and the complete destruction of Harwich Harbor's fuel storage facilities and ships.  Wrongway Feldman navigated the flight in complete darkness for 90min over the English Channel / North Sea with a 5m/s crosswind and we emerged directly lined up on the bombing target, quite the feat of navigation.  A second wave of Gothas destroyed the ships in Harwich Harbor.  Entente fought back hard but Central powers carried the day on mission 1. 

 

Mission 2 on June 11th also saw some intense action in the skies above the Channel.  The German navy paid a heavy price in minesweepers and u-boats, but managed to defend their land targets very well with intense fighter cover.  Entente forces were able to chalk up a victory for mission 2, with 5 objectives completed to the Central powers' 3, but it was hard going the whole way.

 

There definitely seems to be enough interest to keep this campaign in the rotation, so stay tuned for Knights of the Sea III perhaps sometime late 2017.  Big thanks again as well to SYN_Waxworks and all the SYN crew for making this campaign available again to the community.  

 

For all who couldn't make it, we hope to see you in the skies for the next one, as well as the regular Sunday Vintage Mission which will be returning this Sunday as usual. Happy hunting all, S! 


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#12 actionjoe

actionjoe
  • Posts: 926
  • LocationNord, France.

Posted 13 June 2017 - 17:01

I missed the 4th June mission but enjoyed last Sunday's one. Thanks!

I have put some screens in the screenshot thread.

 

S!


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515024ActionjoeScreen.jpg


#13 SYN_Bandy

SYN_Bandy
  • Posts: 2598
  • LocationWishing I was in the La Cloche

Posted 14 June 2017 - 16:10

Thanks Joe for flying Central and shooting one of my squad mates down. :icon_mad: 

 

:icon_e_salute:


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