WWGeezer
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WWGeezer got a reaction from Etzel in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersEtzel, will share this with the mission builder... occassionally we have had a spawning trigger get stuck in a loop and multiple bad guys spawn.
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WWGeezer got a reaction from Britchot in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
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WWGeezer got a reaction from Lipfert in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Flyboy in Wingwalker's 30-year Anniversary and Public WW1 and WW2 Serversyupyup....for how these missions are built, we should pick a mission and all fly together on the German side. At this point do you guys prefer Teamspeak or are you using SRS?
On a side note, I visited the Charles Schultz Museum in Santa Rosa, Ca in April. Along with a lot of Peanuts stuff they have some hand inked original vintage comic strips. I took a random picture on my cell phone one that got my attention, and it looks almost like the next frame in your signature line.
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WWGeezer got a reaction from Heinrich in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersHere it tis....the mouse appears to be able to throw bricks with both his left and right hand....very impressive.
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WWGeezer got a reaction from Heinrich in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from J5_Hotlead in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersHere it tis....the mouse appears to be able to throw bricks with both his left and right hand....very impressive.
-
WWGeezer got a reaction from Klaiber in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersHere it tis....the mouse appears to be able to throw bricks with both his left and right hand....very impressive.
-
WWGeezer got a reaction from WWSandMan in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersHere it tis....the mouse appears to be able to throw bricks with both his left and right hand....very impressive.
-
WWGeezer got a reaction from WWSandMan in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Butzzell in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Snaggle in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersHere it tis....the mouse appears to be able to throw bricks with both his left and right hand....very impressive.
-
WWGeezer got a reaction from Klaiber in Wingwalker's 30-year Anniversary and Public WW1 and WW2 Serversyupyup....for how these missions are built, we should pick a mission and all fly together on the German side. At this point do you guys prefer Teamspeak or are you using SRS?
On a side note, I visited the Charles Schultz Museum in Santa Rosa, Ca in April. Along with a lot of Peanuts stuff they have some hand inked original vintage comic strips. I took a random picture on my cell phone one that got my attention, and it looks almost like the next frame in your signature line.
-
WWGeezer got a reaction from Greif in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Klaiber in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Vonrd in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Etzel in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from J5_Hotlead in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from Snaggle in Wingwalker's 30-year Anniversary and Public WW1 and WW2 ServersWe posted this on the Il2 forum but wanted to post here as well. JG1 has been a great partner over the years and we wanted to make sure you took the opportunity to try out these missions on our servers.
The Wing Walkers are celebrating our 30-year anniversary.
This flight sim squadron was formed in 1992, using the original Sierra/Dynamic "Red Baron" World War 1 based flight sim. The sim used Sierra's own "The Sierra Network" as the portal for flying on a TSN. Networks were all dial-up and beset with all manner of issues. Noisy phone lines often caused serious connectivity issues and the term "warping" came into existence. Technology improved and so did the sims we flew, with Red Baron giving over to Il Sturmovik Forgotten Battles, Il Sturmovik 1946, Rise of Flight and now IL Sturmovik Great Battles.
We were one of many new units to form, and battled members of JG1, RAF74, Arabian Knights, Knights of the Northern Star, and many, many other virtual squadrons. New friendships were made in the process, strengthened through shared simulated combat and competition. Over time our passing interest in early aviation combat turned players into avid historians with expert knowledge of WW1 and WW2 history, accomplished graphic artists who created skins for the aircraft and self-taught programmers who built complex missions within a historical context.
We look back fondly at those 30 years, the bonds that formed and the friendships we made.
The original members discovered that "lone wolf" flying was ineffective at best. Team flying in flights or wingman pairs guaranteed better survivability and overall fun. WW membership stressed honor and fun as a squad over rank and glory as an individual flyer. As part of our 30-year anniversary we wanted to give something back to the flight sim community, so with that in mind we introduce the Wing Walker’s WW1 and WW2 dedicated public servers. The servers are typically open to the public unless we have a special squad event and the missions in rotation are specifically designed to support team flying.
Over 25 missions in rotation, these dogfight missions designed by WWCephas and WWBiker are a sandbox style with some unique features that support squads or individuals flying in a cooperative environment.
Here is a brief summary of some of the mission features.
1. The missions dynamically adjust according to the number of players from as low as 1 to as many as 24 (current server limit) in the number of AI planes generated, mission difficulty, and enemy capabilities/experience. A subtitle in the lower right-hand corner indicates the current AI strength level on a scale of 1-6.
2. Missions are either “sandbox” style, with multiple possible objectives to freely choose from, or a or set piece battle style with either dynamic scoring or a series of objectives to complete. Based on the historical plane sets, you decide if you are flying bomber, fighter or jabo missions.
3. Missions are designed around live pilots flying in one nationality, fighting against AI, but an enemy base is provided for limited human OPFOR if desired on some maps.
4. SRS auto join enabled for visitors to coordinate on comm’s.
5. The Mission Map is used extensively to update the current active objectives and give status updates on whether they are damaged or not. Based on the mission you may see an indication of movement of troops or patrols. As targets are destroyed you may see % of destruction indicating the condition of the target. Icons come off the map for destroyed targets.
6. Dynamic AI patrols. AI CAP patrols fly no regular patterns, each CAP flight has dozens of possible waypoints which are randomly generated in time, altitude, and direction, so the missions fly differently every time you fly them.
7. Enemy airfields that are "ACTIVE" will actively launch fighters to protect their area of control. If an Active Airfield is attacked and loses too many planes it becomes "SUPPRESSED" and no longer can launch aircraft but can still call for reinforcements from nearby patrol aircraft. If enough damage is done to an airfield it will become "DESTROYED" and will no longer defend itself at all. The damage required to Suppress and Destroy enemy airfields is also dynamically adjusted by the current map difficulty level.
8. AI performance: The AI behavior has been modified to be much more realistic manner as a wingman making them much more lethal when flying together. No longer will AI pilots fly in perfect formation (all the time) with the lead and then in combat fight independently. AI wingmen will actively protect their Lead and often fly in very loose formation to where you may not notice their wingman until you have been dragged and bagged.
9. Anti-Vulching routines built into mission logic, if you hang out over the primary base trying to vulch live players as they take off, you will be warned to retreat ASAP or be taken out by massive AAA volleys.
Our mission builders continue to add and modify missions, but if you want to read more about the current mission set, follow the links below and visit our website.
https://www.wingwalkers.org/topic/9054-ww1-sandbox-missions/
https://www.wingwalkers.org/topic/9045-ww2-sandbox-missions/
We have really enjoyed building, fine tuning and flying these missions, so we are excited for others who like flying as a team to try them out.
Thanks so much to the flight sim community that has provided so much entertainment and enjoyment to our squad over the last 30 years
Salute
WWGeezer
Wing Walkers
“Once and Always”
Communications Officer
-
WWGeezer got a reaction from WWSandMan in WWNatops Memorial Flight AnnouncementI am going to second Sandy's sentiment. You guys have always been there. It was great that you were able to do your own flyby at the end of the ceremony. This type of comradery is why we keep doing this. Thanks again.
Salute
WWGeezer
-
WWGeezer got a reaction from Snaggle in WWNatops Memorial Flight AnnouncementI am going to second Sandy's sentiment. You guys have always been there. It was great that you were able to do your own flyby at the end of the ceremony. This type of comradery is why we keep doing this. Thanks again.
Salute
WWGeezer
-
WWGeezer got a reaction from Klaiber in WWNatops Memorial Flight AnnouncementI am going to second Sandy's sentiment. You guys have always been there. It was great that you were able to do your own flyby at the end of the ceremony. This type of comradery is why we keep doing this. Thanks again.
Salute
WWGeezer
-
WWGeezer got a reaction from GenMarkof in WWNatops Memorial Flight AnnouncementI am going to second Sandy's sentiment. You guys have always been there. It was great that you were able to do your own flyby at the end of the ceremony. This type of comradery is why we keep doing this. Thanks again.
Salute
WWGeezer
-
WWGeezer got a reaction from Lipfert in WWNatops Memorial Flight AnnouncementI am going to second Sandy's sentiment. You guys have always been there. It was great that you were able to do your own flyby at the end of the ceremony. This type of comradery is why we keep doing this. Thanks again.
Salute
WWGeezer
-
WWGeezer got a reaction from Stuka in Memorial Flight Honoring Tim Owens "WWIcy"The WingWalkers are a twenty plus year old squadron with a long history in the flight sim community.
We lost one of our flight leads last month after a short flight with cancer. Icy was our Flight Lead for Gold Flight, our bombing group. Icy flew with a positive spirit and a reckless abandon that made flying a lot of fun. We will miss him greatly.
We will be flying the "Missing Man" formation in his honor on Tuesday night. We might blow some things up too, Icy would have been disappointed if we didn't. If you are interested in joining us send me a PM and I will share the server password with you.
Salute
WWGeezer
CO WingWalkers