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Greif

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  1. Like
    Greif reacted to Moxy in DCS VR Performance Optimization Guide   
    Also the  latest January  Windows security update, is negative FPS'ing  gaming with micro stutters on Nvida 
    KB5074109
  2. Like
    Greif reacted to Flyboy in DCS VR Performance Optimization Guide   
    Was having a lot of issues lately with my performance so I did some checking using Claude AI and it came up with this, which I used and it seems to be working a lot better so far. I also attached the pdf version of this.
    DCS VR Performance Optimization Guide
     
    For High-End Systems with Pimax VR
     
    1. ParkControl Setup (Fix Core Parking)
    Download ParkControl from https://bitsum.com/parkcontrol/
    Install and open ParkControl
    Go to Settings → Experimental
    Enable "Always Show Bitsum Highest Performance"
    Return to main screen
    Select "Bitsum Highest Performance" from the power plan dropdown
    Verify it shows 32/32 cores (or your full core count) with Parking: Off 100%
    2. Process Lasso Setup (CPU Priority Management)
    Download Process Lasso from https://bitsum.com/processlasso/
    Install and open Process Lasso
    Set the following process priorities:
    Process
    CPU Priority
    I/O Priority
    DCS.exe
    High
    High
    PiService.exe
    Above Normal
    Normal
    pi_server.exe
    Above Normal
    Normal
    Moza (FFB software)
    Above Normal
    Normal
    PiPlayService.exe
    Normal
    Normal
    Right-click each process → Set Priority → Choose level
    Select "Always" to make it persistent
    3. NVIDIA Control Panel
    Open NVIDIA Control Panel
    Go to Manage 3D Settings → Program Settings
    Add DCS.exe if not listed
    Set these options:
    Power Management Mode: Prefer Maximum Performance
    Low Latency Mode: Ultra
    Threaded Optimization: On
    Optionally add Pimax runtime processes with same Power Management setting
    4. OpenXR Toolkit Settings
    Setting
    Value
    Upscaling
    Off (use DCS DLSS instead)
    Override Resolution
    Off
    Fixed Foveated Rendering
    Medium
    Turbo Mode
    On
    Motion Reprojection
    Auto
    Frame Rate Throttling
    Off
    FOV Override
    Off
    Note: Don't stack upscalers. Use either DCS DLSS or OpenXR NIS/FSR, not both.
    5. DCS Graphics Settings
    Setting
    Value
    Textures
    High
    Terrain Textures
    High
    Visibility Range
    Medium
    Heat Blur
    Off
    Shadows
    Default
    Secondary Shadows
    Off
    Water
    High
    MSAA
    Off
    DLSS
    Quality or Balanced
    Depth of Field
    Off
    Lens Effects
    Off
    Motion Blur
    Off
    SSAO
    Off
    SSLR
    Off
    Clutter/Grass
    1000
    Trees Visibility
    High
    Preload Radius
    150000+
    Chimney Smoke
    0
    Anisotropic Filtering
    16x
    VR Tab:
    Pixel Density: 1.0
    Bloom: Off
    6. Pimax Software
    Control FOV through Pimax Play/PiTool (Normal/Large), not OpenXR Toolkit
    Set refresh rate based on what your system can maintain (90Hz recommended)
    Let Pimax handle resolution natively
    Key Principles
    Core Parking - Intel hybrid CPUs (12th-14th gen) park E-cores by default, hurting DCS
    Single Upscaler - Use DLSS in DCS OR NIS in OpenXR Toolkit, never both
    DCS is CPU-bound - Many stutters are main thread, not GPU
    FFR is free performance - Pimax wide FOV makes peripheral quality loss invisible
    Restart after changes - Especially after ParkControl and Process Lasso setup
    Troubleshooting
    Still stuttering? Lower Visibility Range to Low, Shadows to Flat
    Blurry image? Increase DLSS to Quality, or switch to OpenXR NIS at 85%
    Terrain pop-in? Increase Preload Radius
    Low GPU usage? CPU bottleneck - normal for DCS, priority settings help
    OpenXR Toolkit Settings
    Category
    Setting
    Value
    Upscaling
    Mode
    Off (using DCS DLSS)
      Alternative
    NIS at 80%, Sharpness 75%
    Image Adjustments
    Override Resolution
    Off
      Resolution Per Eye
    Off
      FOV Override
    Off
    Performance
    Fixed Foveated Rendering
    Medium
      FFR Pattern
    Ring
      Turbo Mode
    On
    Motion
    Motion Reprojection
    Auto
      Frame Rate Throttling
    Off
    Misc
    World Scale
    100% (default)
      Post-Processing
    Off
    Pimax Play Settings
    Category
    Setting
    Value
    Display
    Refresh Rate
    90Hz
      Field of View
    Normal (or Large if stable)
      Resolution
    Native (don't downsample)
      Render Quality
    1.0
    Smoothing
    Smart Smoothing
    Off (let OpenXR handle it)
      Compulsive Smoothing
    Off
    Compatibility
    Compatible with Parallel Projection
    Off (unless needed for specific game)
      Hidden Area Mask
    On
    Backlight
    Backlight
    80-100% (preference)
    Runtime
    OpenXR Runtime
    Set Pimax as default OpenXR runtime
    Important Notes
    Refresh Rate:
    90Hz is the sweet spot for DCS - achievable on high-end hardware
    72Hz if struggling to maintain 90 (smoother than missing frames at 90)
    Don't use 120Hz for DCS - too demanding
    FOV Options:
    Normal - Best performance/quality balance
    Large - More immersion, ~10-15% performance hit
    Potato - Only if desperate for FPS
    Smart Smoothing vs OpenXR Motion Reprojection:
    Use one, not both
    OpenXR Toolkit's Motion Reprojection generally works better
    Turn off Pimax's Smart Smoothing when using OpenXR Toolkit
    Parallel Projection:
    Leave Off for DCS (not needed)
    Only enable for games with broken stereo rendering
    Hidden Area Mask:
    Keep On - gives free performance by not rendering pixels you can't see
    Quick Reference
    Pimax Play:
      90Hz / Normal FOV / Render 1.0 / Smart Smoothing Off / HAM On
     
    OpenXR Toolkit:
      Upscaling Off / FFR Medium / Turbo On / Motion Repro Auto
     
    Hardware tested: Intel i9-14900HX, RTX 40 series, 64GB RAM, Pimax VR
    DCS VR Performance Optimization Guide.pdf
  3. Like
    Greif reacted to Vonrd in Winner, winner, chicken dinner!   
    This was kinda lost in the 2025 and Beyond announcement... I WIN! and get a 1st runner-up to boot! 🤸‍♂️
    Winner: German Democratic Republic (GDR) Mi-24P, No. 361
    1st Runner up: German Democratic Republic (GDR) Post-Unification Mi-24P, No. 361
     
    Mi-24P Hind
    Livery competition

    Please join us in congratulating the winners of the Mi-24P Hind Livery Competition! While our original plan was to select just three winners, the outstanding quality of so many submissions has led us to include more. Check out the winners below:
    Top Three Winners
    German Democratic Republic (GDR) Mi-24P, No. 361 - 100,000 ED Miles + 1 Free Eagle Dynamics Module Soviet Bagram - 50,000 ED Miles CZ Livery - 25,000 ED Miles Runner-Ups (Each Awarded 15,000 ED Miles)
    German Democratic Republic (GDR) post-unification Mi-24P, No. 361 US Coast Guard (Fictional) Bagram Soviet Schmerle Mi-24P – Polish 49 PŚB (49th Assault Helicopter Regiment) Mi-24P – Polish 56 BLot (56th Aviation Base) Bulgarian Air Force Bort 129 Mi-24P Azerbaijan Army 1993 Egyptian Air Force A huge thank you to everyone who participated, your continued passion and support drives the development of your DCS. We look forward to bringing you all these new liveries for the Mi-24P Hind in an upcoming update!
     
  4. Like
    Greif reacted to Heinrich in FC New Skins Submission Thread   
    Hello Gabi,

    I've downloaded your zip file and noticed some things.

    Because you are working on the files, please add the folders where they belong, as mentioned in the IL2 game. That way, anyone who downloads the package, only has to drop it in e.g. E:\IL-2 Sturmovik Great Battles\data\graphics\Skins. All files will be copied to the correct folder. This will save anyone a lot of work and prevent mistakes.
    Another thing is that your skins are in 4K (4096x4096), while we use 2K (2048x2048) as size, as laid down in the Paint Policy (see our Dicta). This reduces each skin to 5.33 MB instead of 21.3 MB. This had to do with the total amount of data in the official package as not everyone has a huge drive in the game PC. 
    Lastly, have you added mipmaps to each file? A normal DDS file in 4K is 21.3 MB, your files are 16 MB. 

    No rush as you have until 5 March to complete them 
  5. Like
    Greif reacted to Gabi in Greetings and application for Gwen   
    Well, things like G-forces are difficult to model in a simulation.  But the three primary areas where I think the sim needs improvement relate to P-Factor, adverse yaw, and propensity for ground-loops.  In my DVIII I have to stomp on the rudder nearly all the way left before the takeoff roll to compensate for the P-factor of that big 7 foot long propeller producing gyroscopic precession.  And with ailerons that are not differential (the descending aileron travels less than the ascending one in a differential/modern system) there is a HUGE adverse yaw with my airplane.  It is absolutely necessary to kick in the rudder in the direction I want to roll prior to moving the stick left or right.  If I don't do that I end up in a stomach-churning skid and in very uncoordinated flight.  You have to fly with the rudder the entire time you are in the air or you will very quickly not be flying at all.  Basically WWI aircraft are not beginner airplanes.
    As for the ground-looping issue.  All tailwheel aircraft naturally want to swap ends when they are rolling on the ground.  This is because of the higher amount of friction between the main wheels and the ground than between the tailwheel or skid and the ground (though skids are better for this).  So during takeoff and landing the airplane is constantly behaving like a rickety shopping cart and trying to spin itself around backwards.  I have ground looped my plane once during landing and damaged the right wing badly in the process.  This was NOT a fun experience I can assure you.  The sim doesn't seem to model this behavior of tailwheel aircraft nearly to the extent that it is experienced in most tailwheel/skid aircraft.
    Oh, I forgot one more thing because it isn't something I have to deal with in my DVIII - and that is massively magnified gyroscopic precession caused by a big heavy rotary engine spinning on the front end of the airplane.  It isn't really possible to fly a rotary engine plane without constantly stepping on the rudder.  Basically all the rotary aircraft in the sim should turn much more quickly to the left than to the right because of this.
  6. Like
    Greif reacted to Gabi in Greetings and application for Gwen   
    What is your Timezone?- GMT-8 (Northern Washington) Do you have a joystick or HOTAS?- Pedals, Stick, Throttle Do you have TeamSpeak and Discord installed, as well as a working microphone?- Discord, will install TS, mic  Do you have VR, TrackIR, or a FreeTrack system for view control?- VR What sims are you currently flying? - IL-2 Sturmovik/Flying Circus, DCS F-16, X-Plane How did you hear about JG1?- online search for online squadrons Is there anything else that you'd like us to know?-  I am female, former USAF.   I have been a private pilot since 1979 and I built and fly my own replica Fokker DVIII which I completed in 2007.  I was the CO of an online F-16 squadron flying Falcon4 BMS back in the early 2000's. Here are a couple photos of my plane "Kleine 42".  The first is me with my plane at the USAF Museum in Dayton OH for the Dawn Patrol Rendezvous (with a Nieuport flying over behind me).  The last two are me coming in for landing.



     

  7. Haha
    Greif reacted to Vonrd in Fascinating / Terrifying   
    Nightmare on final...
     
    Spider.mp4
  8. Like
    Greif reacted to Etzel in Fascinating / Terrifying   
    As Requirements Engineer I like that approach... 😁
    Why invest any ressources of for 1st providing (engineers and materials) 2nd processing (pilots) an information that does not bring you any added info? For all that stuff on "MASTER ALERT" is enough, that tells the pilot "somthing is wrong, land asap" 😉
     
  9. Haha
    Greif reacted to Vonrd in Fascinating / Terrifying   
    "Knowing oil pressure is like knowing Stasi watching you. Nichts you can do about and only makes you nervös." 
  10. Like
    Greif reacted to Heinrich in Fascinating / Terrifying   
    Because of Remembrance Day, I would like to post this short video. I'm sorry, but I could not find a shorter, proper version of the fly-through. But maybe the reason behind it is even scarier.
     
  11. Like
    Greif reacted to Klaiber in Fascinating / Terrifying   
    Would be great to make this an ongoing thread of various fascinating/terrifying things.
    Here's my non-military "fascinating" contribution:
     
    How did you do @Erhardt, @Heinrich, @Etzel, @Greif, and others?
  12. Like
    Greif reacted to Klaiber in Flanders In Flames Ruleset (for Flying Circus)   
    The Campaign Scenario:

    The Flanders in Flames (FIF) Online War is an air combat competition.  It is a scenario-based campaign system that focuses on completing team objectives.  It is a test of skill for the team and the individual pilot.

    Team objectives, by themselves, are not complex to complete.  However, doing so while actively opposed by a determined opponent can make them very difficult.  Thus, it’s important not to view FIF as merely a string of targets or assignments.  Instead, those objectives create the authentic feeling of aerial combat that FIF is known for.
     Code of Conduct:
    FIF aims to encourage and develop a tight-knit community of mature, like-minded people who wish to enjoy a challenging, rewarding, and fun combat environment within IL-2: Great Battles.  FIF adheres to a code of conduct with several important guiding principles to accomplish this.  These include an atmosphere of sportsmanship, respect, and fair play.
    Individuals, squadrons, and teams should always strive for the following:
    Respect the FIF rules and tournament coordinators. Respect your opponents and teammates. A commitment towards participation, including welcoming and helping new players. Avoiding a poor attitude, such as “win-at-all-costs.” Suppose a tournament participant feels that someone has violated the FIF rules or acted in a manner that is contrary to the spirit of FIF.  In that case, they should contact their team commander after the session ends.  The team commander will then reach out to the FIF tournament coordinators.
    Open-chat accusations or counter-accusations are not tolerated, and offending parties will be asked to leave the server immediately.
    Minor rule infractions caused by a momentary error or accident will result in only a warning.  More severe rule infractions will result in more severe penalties:
    The first infraction by a player will result in a ban from the next session. The second infraction by a player will result in a ban from the rest of the Campaign. The third infraction by a player will result in a permanent ban from FIF. Paint schemes that show incorrect national markings are known as “capture skins” within the tournament context.  “Capture skins” violates sportsmanship, respect, and fair play.  Their use within FIF is prohibited and will incur penalties unless placed explicitly for a mission (e.g., the Steal Prototype mission).
    Killing an enemy pilot within their parachute (i.e., “chute killing”) is legal.  While many individuals and squadrons view chute killing as dishonorable, attempting to eliminate enemy pilots within a competition is valid.  It is up to individuals and participating squadrons to determine how they will choose to deal with this reality of virtual war.  Pilots who decide to bailout of a stricken aircraft may not end the mission until they reach the ground.
    Server Setup and Session Information:
    The FiF server will always have the most up-to-date version of the IL-2: Great Battles game applied.
    If server-side modifications are used, details will be posted to all players well before the session.  Players should ensure they are “patched up” before the server launch.
    The in-game “cockpit clock” is the primary time reference during each session.  When the server launches (approximately 15 minutes before the scheduled session starts), the in-game clock will be 15 minutes before the top of the hour.  Please note that this means that the FiF server will always launch approximately 15 minutes before the posted session start time.
    After the first 3 minutes, players are encouraged to spawn into their aircraft.  Players may taxi and move around their spawn area during this time.  However, they must stay on their ground base.  To take off or leave before the official start of a session violates FiF’s code of conduct rules, and this action will incur either a warning or a severe penalty.
    Players will be alerted to the impending start of a session approximately 5 minutes before the top of the hour.  Support vehicles at the airfields and ground bases will fire a red flare.
    Confirmation that a session has started is a green flare.  A message will also be displayed, announcing the session’s start.
    When 30 minutes remain in a session, a warning message will be displayed.  A similar message will show when 10 minutes remain.
    Tournament Overview:
    FIF is a passworded event.  All players must be registered and assigned to a team.
    The FIF tournament structure is as follows:
    Each session (or mission night) is approximately three hours in length.
    Objectives completed during these sessions are tallied on the in-game map for both teams, and mission scores will be posted before the next session is run.  These easy-to-use aids allow all participants to track the tournament and their team’s progress.
    Playing and Winning FIF:
    At the start of a campaign, the Blue Team and the Red Team are assigned to an in-game side (either the Central Powers or the Entente Powers).
    The teams will play two sessions (or mission nights) on that in-game side.
    Every even mission number, the two teams will flip sides.  The team flying as the Central Powers will now fly as the Entente Powers.  The team flying as the Entente Powers will now fly as the Central Powers.  This switch ensures that both teams are treated fairly within the event and that all pilots can fly all aircraft.
    The winner of a session is determined by the team with the higher Victory Point total, as shown on the in-game map, at the end of the session.  After four sessions, the Victory Point total is tallied to determine a winner for the Campaign.  If both teams have the same number of Victory Points after four play sessions, the Campaign ends in a stalemate.
    General Aircraft Rules:

    We are using a specific group of aircraft for FIF.  These aircraft are set for each phase of play and will not be changed.
    During each session, aircraft are limited in number.
    However, aircraft can be returned to service.  To do this, a pilot must land at an aerodrome that supports their type of aircraft - scouts to “scout aerodromes” and two-seaters to “two-seater aerodromes.”
    When a pilot does this, their aircraft are added to the complement at that specific aerodrome, and the plane is saved from being used up or lost.
    However, aircraft damaged during landing may be listed as lost.  It depends on how much damage the aircraft has sustained.  It is possible, however, to refuel, repair, and rearm your aircraft at the aerodrome without hitting the refly button.
    If a pilot enters the game at the wrong aerodrome, is in the wrong aircraft type, or has the wrong load-out, he may hit refly without fear of losing his aircraft.
    Basic Tournament Rules:

    Teamspeak / Discord Rules:

    There are no Teamspeak or Discord rules for FIF.

    Squadrons and Teams may use Teamspeak, Discord, and any other voice-over-internet software as they see fit.
    Dead-is-Dead:

    FIF operates as a single-elimination “dead-is-dead” tournament for all pilots.
    Because of this, each participating player is given one virtual life as a pilot per session (mission night).
    However, a player may have an unlimited number of gunner lives.
    Bailout Out:
    Pilots may bail out and use their parachute if the in-game year is on or after 27 June 1918.
    A bailed-out pilot may only “Finish Flight” in a parachute after reaching the ground.
    If the mission’s in-game year is before 27 June 1918, the pilot is considered dead the second they leave the aircraft.
    An accidental bailout while the aircraft is on the ground is considered a disconnect, and Disco rules should be followed.
    Refly Rules (after Pilot Death or Capture):

    If a player, acting as a pilot, dies or is captured during a mission night, that player will not be allowed to refly or re-enter the server as a pilot for the rest of the session.
    The aircraft the pilot died or was captured in will be considered lost and will be subtracted from their team’s available total.  The pilot is marked as killed-in-action (KIA) or captured (prisoner-of-war - POW).
    Players who have had their pilot killed or captured must either leave the server or switch to the role of a gunner.
    There is no death kick on the FIF server to allow players to act as gunners in two-seater aircraft. 
    Because there is no death kick on the FIF server, players are expected to respect their terminal events (death or capture), and not violate the tournament rules by reflying again illegally.
    If a player hits refly after their pilot has been killed or captured and then does not immediately correct their mistake and exit, the player will be violating the spirit of the game and will be subject to severe penalties.
    Refly Rules (Friendly Territory):
    Landing at an active aerodrome will typically return your plane to service at that base, provided that the aircraft type is available there and it was not severely damaged.
    If a pilot has landed at a friendly aerodrome and despawns, that player may refly at the discretion of the team commander (CO) after a 5-minute timeout.  This timeout starts when a player hits “Finish Flight” and goes to the map room.
    If a pilot rearms and refuels their aircraft without despawning, they may take off again as soon as the ground crew has readied their aircraft.  They do not need to take the 5-minute timeout.
    Suppose a pilot crashes in friendly territory and survives the event.  In that case, that pilot may switch to a new aircraft and take off again, provided that another aircraft is available at the discretion of the CO and after a 5-minute timeout.
    Refly Rules (when under attack):
    Pilots on the ground and under attack from strafing or bombing enemies may “Finish Flight” anytime.  The grounded pilot does not have to sit through the attack.  This allowance is not valid for a pilot who chooses to bailout a stricken aircraft.  A bailed-out pilot may only “Finish Flight” in a parachute after reaching the ground.
    Refly Rules (Spawn Camping):
    Spawn camping is not in the spirit of the Flanders In Flames tournament.
    Pilots who safely land their shot-down or disabled aircraft on top of a spawn point must “Finish Flight” and despawn as soon as possible.  Sitting on the ground at a spawn point to act as a forward controller for friendly aircraft or position your rear gunner to shoot at enemy aircraft is unacceptable.
    In any other situation, pilots may sit in their shot-down or disabled aircraft as long as they wish.
    Bombing and Specialized Aircraft Rules:
    Within the IL-2 Sturmovik: Flying Circus game, every aircraft that can carry a bomb and has it available in the mod list may use it on any target on the server.  In other words, if you can bring a bomb, you can use it.  This rule is not just limited to two-seaters; it includes scout aircraft.
    This bombing rule departs from past events, where only designated bombers could attack specific targets.
    Additionally, load-outs for all aircraft within the server will be locked.  Most aircraft will be stock front-line types with conventional weapons and equipment.
    Each team will have a small number of specialized aircraft, however.  Specialized aircraft will carry unconventional or unique weapons and equipment that will allow them to carry out specific missions.  For example, some two-seaters are set up as recons, while some scout aircraft are up-armed as “ace aircraft.”  These specialized aircraft will be limited in number and thus very valuable to their respective teams.  Teams must decide for themselves who gets the honor of piloting them.
    Sectors and Landmarks:
    There will be two sectors on the FIF map: one controlled by the Central Powers and one controlled by the Entente Powers.
    Each sector will contain two types of aerodromes: those for scout (fighter) aircraft and those for two-seat general-purpose aircraft.  An aerodrome’s exact number and composition are determined before the launch of the Campaign.
    Each sector may also contain the following:
    Supply Trains Supply Columns Factory Icon designated targets Prison Rescue Icon Spy Mission Icon Encampment Icon designated targets    Prototype Icon objective  
                    Artillery Position Icon designated targets  NA Spring 2025                 Active Recon targets   NA Spring 2025 This will be clarified before the Campaign begins.
    Server Crashes and Discos:
    If the FIF server crashes during a session, the affected session is scrubbed.  It will not be counted and will then be reflown at a later date.  This situation will be the only time a session is canceled.  Scheduled sessions should always be run, regardless of team numbers or the number of unintentional pilot disconnections (discos).
    Unintentional pilot disconnections (discos) due to technical issues are almost always out of the player’s control.
    Thus, no participating pilot will be penalized for game crashes/failures (like the 10019 error) or internet connectivity crashes/failures.
    If a pilot discos due to a technical issue, they should immediately check in with their team commander (CO) and ask for clarification on the rules.  If the CO clears the pilot, they may re-enter the server and refly as if nothing happened.  This rule holds even if the pilot is in enemy territory.
    However, while the pilot is now “okay,” the aircraft they were flying is lost and is deducted from their team’s existing totals.
    Additionally, all pilots returning from a disco still need to take their 5-minute timeout (as if they landed).
    Discos caused by technical issues are monitored through the honor system.  Any abuse of this rule, for either pilot or team gain, is a severe violation of the game’s spirit and FIF’s code of conduct.
    If a player intentionally discos to avoid death or capture and does not immediately correct their mistake by exiting the game, severe penalties will be leveled against them.
    Artillery Spotting: NA Spring 2025
    The arty spot mission requires two players, one to fly the spotter aircraft and another to operate the arty gun truck. 
    After the shooter selects the artillery vehicle, an 8x8 grid is displayed on the in-game map.  Each square on the grid is roughly 200 m, so the firing grid is approximately 1.5 x 1.5 km.  After choosing the artillery vehicle, the commander can raise the firing grid by pressing LWIN + 1.  Each square on the grid represents roughly 200 m.  The shooter selects the square to fire into by using the firing grid.  A red “X” indicates the chosen square.”  The artillery guns will now begin firing into that square.  The spotter aircraft will observe the shell’s impact and give the shooter his adjustment.  The process is the most straightforward when both the spotter and the artillery vehicle provide each other with cardinal directions and rough distances.
    Note: (Arty barrages are unlimited and fire for approximately 5 mins. A fire command (button press)
    re-sets the gun(s) aim to their last grid coordinate, and re-starts the fire cycle.)


    Recon: NA Spring 2025
    Recon flights should be done around 4500 m.  When the pilot reaches the area, they will receive a message.  The pilot selects the camera by hitting LWIN + 1.  Once over the target, the camera icon will appear in the lower right corner of the screen.  Each click of the icon will take one photo.  A text message will say when you are out of camera range.  You must then return to the target to take more photographs.  The pilot must take six photos, which will likely take multiple passes.
    You will receive a text message reporting that the mission is complete and to return the plates to their airfield.  To complete the recon, taxi to the hangars and stop the aircraft.  After a few moments, the pilot will receive confirmation of the recon completion.  If the photos were taken of the active target, a message would be displayed, and the target would become active.
    Note: The recon messages are displayed at the top of the screen – Recon 1 on the left, Recon 2 in the center, and Recon 3 on the right.

     
    Convoy:
    A convoy is made up of 8 cargo trucks and 2 AAA vehicles. Destroy 5 of the 8 cargo trucks for the points.
     
     
    Prison Rescue:
    To break the prisoner from the prison, you need to bomb the Headquarters building, the barracks and the gatehouse.

    When this is completed, the truck will drive out and head to a near-by airfield. You must land at this airfield, wait for the message that the prisoner has been picked up, then fly back to your home base. Upon landing at your home base, after a few moments you should get a message indicating the prisoner has been rescued.
     
    Spy Rescue:
    When you enter into the area, the Spy will fire off a series of green flares alerting you to his presence. He will then drive to a near-by airfield to wait extraction. The enemy has deployed 2 squads of 5 men to stop the spy. You must stop them from killing him, and also you. When you retrieve the spy, fly back to your home base. Upon landing at your home base, after a few moments you should get a message indicating the Spy has been retrieved.
  13. Thanks
    Greif got a reaction from Vonrd in FIF MMXXIV (Silver Anniversary) Registration   
    Please post the following information:
    Your In-Game Name: JG1_Greif FIF Discord Name: JG1_Greif [if applicable] Squadron affiliation: JG1 Your time zone: CEST Your certainty of attending:
    Week A1 (Saturday, 19 October 2024): Likely Yes Week A2 (Saturday, 26 October 2024): Very likely No Week A3 (Saturday, 2 November 2024): Very likely No Week A4 (Saturday, 9 November 2024): Very likely No
  14. Like
    Greif reacted to Klaiber in FIF MMXXIV (Silver Anniversary) Registration   
    Welcome to the Flanders In Flames Online War
    Your registration within this thread is essential, as it gives us an overall headcount and a clear idea as to whom to provide access.
    All pilots/tail gunners will need to register.
    Squadron commanders or representatives can mass-register their pilots!
    After registering within this thread, please be patient.  We will not post a complete list of team assignments until closer to the event start date.
     
    Please make sure to join FIF's Discord: https://discord.gg/HVmET2AmbZ
    Important!
    Please do not register for the campaign unless you are confident that you can attend most sessions.  Your commitment is essential, as it helps us arrange for team balance.
    Don't worry!  We can register you at any time up to 24 hours before the start of the session!
    . . .
    Please post the following information:
    Your In-Game Name: FIF Discord Name: [if applicable] Squadron affiliation: Your time zone: Your certainty of attending:
    Dry Run Test (Saturday, 12 October 2024): Yes / No / Uncertain Week A1 (Saturday, 19 October 2024): Yes / No / Uncertain Week A2 (Saturday, 26 October 2024): Yes / No / Uncertain Week A3 (Saturday, 2 November 2024): Yes / No / Uncertain Week A4 (Saturday, 9 November 2024): Yes / No / Uncertain
  15. Like
    The AC is a C-46 which was acquired from the Marines after sitting at Pensacola for years.   Pending restoration.   This particular aircraft actually flew supply missions over the "hump' to China in WWII.
    I never realized a ball gunner in a B17 did not have a down-the-barrel sighting mechanism
    Exhaust flame suppressor used on C-47s carrying paratroops and gliders to destinations in France in the wee hours of 6/6/44



  16. Like
    Greif reacted to Vonrd in RL Aviation Posts   
    Mad skills heli pilot!
     
  17. Like
    Greif reacted to Vonrd in RL Aviation Posts   
    Well done emer landing:
     
  18. Like
    Greif reacted to Vonrd in No. 10 WWI event   
    Looks interesting and fresh / different:
    https://forum.il2sturmovik.com/topic/87265-battle-of-the-channel-1918-special-fc-multiplayer-event/
  19. Like
    Greif got a reaction from Klaiber in No. 10 WWI event   
    I signed up as well, looking forward to have some good aold transatlantic JG1 action
  20. Like
    Greif got a reaction from Heinrich in No. 10 WWI event   
    I signed up as well, looking forward to have some good aold transatlantic JG1 action
  21. Like
    Greif got a reaction from Etzel in No. 10 WWI event   
    I signed up as well, looking forward to have some good aold transatlantic JG1 action
  22. Thanks
    Greif got a reaction from Stuka in IL2 update video, outlook for 2024   
    Gentlemen,
    I just saw this video I found quite interesting regarding what's upcoming for IL2.
    Some interesting things they mentioned:
    Karelia map to be added Odessa map to be added Ta-152 plane Yak-3 plane New graphics (I hope performance will keep up) New damage model ... and new trees (finally! 😄)  
     
  23. Like
    Greif got a reaction from Maushake in IL2 update video, outlook for 2024   
    Gentlemen,
    I just saw this video I found quite interesting regarding what's upcoming for IL2.
    Some interesting things they mentioned:
    Karelia map to be added Odessa map to be added Ta-152 plane Yak-3 plane New graphics (I hope performance will keep up) New damage model ... and new trees (finally! 😄)  
     
  24. Thanks
    Greif got a reaction from Klaiber in IL2 update video, outlook for 2024   
    Gentlemen,
    I just saw this video I found quite interesting regarding what's upcoming for IL2.
    Some interesting things they mentioned:
    Karelia map to be added Odessa map to be added Ta-152 plane Yak-3 plane New graphics (I hope performance will keep up) New damage model ... and new trees (finally! 😄)  
     
  25. Like
    Greif got a reaction from Etzel in IL2 update video, outlook for 2024   
    Gentlemen,
    I just saw this video I found quite interesting regarding what's upcoming for IL2.
    Some interesting things they mentioned:
    Karelia map to be added Odessa map to be added Ta-152 plane Yak-3 plane New graphics (I hope performance will keep up) New damage model ... and new trees (finally! 😄)  
     

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