Jump to content

Search the Community

Showing results for tags 'great battles'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Public Discussion
    • Technical Support
    • Squadron News
    • JG1 Recruitment
  • Flanders In Flames Online War (FIF)
    • FIF General Discussion
    • FIF Session Results
    • FIF Registration
  • Tanks In Flames Online War (TIF)
    • TIF General Discussion
    • TIF Session Results
    • TIF Registration
  • Lowengrin's Dynamic Campaign Generators (DCG) for IL-2 & CFS2
    • DCG Announcements
    • DCG Public Discussion
    • DCG Bug Reports
    • DCG Feature Requests

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 4 results

  1. The Campaign Scenario: The Tanks in Flames (TIF) is a combined arms combat competition. It is a territory-based campaign system that focuses on completing team objectives to capture an enemy territory (tank base). For the team and the individual, it is a test of skill and coordination. Team objectives, by themselves, are not hard to complete. However, doing so while being actively opposed by a determined opponent can make them very difficult. This is what makes TIF both dynamic and engaging. Team Composition: TIF is composed of two opposing teams: the Blue Team and the Red Team. Neither of these teams have a set in-game affiliation. As a result, all participating virtual squadrons, as well as all non-squaded individual pilots, should be prepared to fly either Allied or Axis aircraft. Team affiliation as either Allied or Axis will be determined before the first session. Both the Blue Team and the Red Team have their own Command Staff. These Command Staffs are made up of elected members from participating virtual squadrons. It is these elected leaders who determine what their team's strategy and tactics are, as well as what the mission orders will be for their side. For the individual pilot, remaining alive within TIF is very important. As a "dead-is-dead" style event, pilot death severely limits a team's ability to complete objectives. Thus, covering and supporting your wingmen will aid your team. For the individual tanker, TIF is not "dead-is-dead." However, your ability to push and hold tactical objectives will determine whether or not your team is victorious. Your tank will be assaulted from the ground and the air, and you'll need to coordinate with others to be successful. Code of Conduct: The goal of TIF is to encourage and develop a tight-knit community of mature, like-minded people who wish to enjoy a challenging, rewarding, and fun combined arms combat environment. In order to accomplish this, TIF adheres to a Code of Conduct with several important guiding principles. These include an atmosphere of sportsmanship, respect, and fair play. Individuals, squadrons, and teams should at all times strive for the following: Respect for the TIF rules and event coordinators Respect for your opponents and teammates A commitment towards participation, including welcoming and helping new pilots Avoiding a poor attitude, such as “win-at-all-costs.” If any tournament participant feels that someone has violated one of the TIF rules, or has acted in a manner that is not in the spirit of TIF, they should wait until the session is over and report the incident to their team commander. Open-chat accusations or counter-accusations will not be tolerated, and the offending parties may 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: A first infraction by a player will result in a ban from the next session. A second infraction by a player will result in a ban from the rest of the campaign. A third infraction by a player will result in his squadron being banned from any further event play. Paint schemes that show incorrect national markings are known as “capture skins” within the context of the event. “Capture skins” are a violation of sportsmanship, respect, and fair play. Their use within the TIF event is prohibited and will incur penalties. Killing an enemy pilot within their parachute (i.e. “chute killing”) is legal. While many individuals and squadrons view chute killing as a dishonorable act, attempting to eliminate enemy pilots within a dead-is-dead competition is a valid tactic. It is up to individuals and participating squadrons to determine how they will choose to deal with this reality of virtual war. Event Overview: This is a passworded event. All players must be registered and assigned a team. The TIF event structure is as follows: Season (Year) > Campaign > Phase > Session (Mission Night) A TIF season is the portion of one year that is regulated to event play. Seasons are named for the calendar year in which they take place. For example FIF2021 is the FIF season for the 2021 calendar year. During a TIF season, three official campaigns are run. These will be posted on the calendar and are: The Winter Campaign The Spring Campaign The Fall Campaign There is no official TIF run during the mid-to-late summer (July through August). Campaigns will be scheduled around this downtime as best as possible. Each TIF campaign is in turn subdivided into at least two phases of play. These phases are given hexavigesimal names. That’s a fancy way of saying that they’re numbered using letters. For example, Phase A and Phase B. Over a TIF season, the event will look like this: Winter Campaign: Phase A Phase B Spring Campaign Phase A Phase B Fall Campaign Phase A Phase B Each phase of play is further subdivided into four sessions (or mission nights). These mission nights are numbered as follows: Phase A Session A1 Session A2 Session A3 Session A4 Phase B Session B1 Session B2 Session B3 Session B4 Each session (or mission night) is approximately three hours in length. The current TIF calendar, outlining when sessions are flown, can be found within the TIF Tournament Information section of the TIF forum. Objectives completed during these sessions are tallied up for both teams, and mission scores will be posted before the next session is run. This allows all participants to track the tournament, as well as their team’s progress. Playing and Winning TIF: At the start of Phase A, the Blue Team and the Red Team are assigned to an in-game side (either the Allied Powers or the Axis Powers). The teams will play that whole phase, comprised of four sessions (or mission nights), on that in-game side. After Phase A is complete , the two teams will flip sides for Phase B. The team that was flying as the Allied Powers will now fly as the Axis Powers. The team that was flying as the Axis Powers will now fly as the Allied Powers. This ensures that both teams are treated fairly within the event and that all pilots are able to fly all aircraft available. When the two teams flip sides for Phase B, all territorial gains and losses on the map are reset to their original starting locations. This again ensures fairness. To win points during a session, a team must capture enemy territories (tank bases). For each territory captured, a team will receive 1 "Objective Point." Territories captured in a session are normally kept for the next session, and become a new forward base. The only time this will not happen is if there is an upcoming side flip, as that will reset the map. The winner of a phase of play is determined by finding the team with the higher objective total after four sessions. When a team wins a phase of play, they will receive 1 “Phase Point.” Ties, known as stalemates, are completely possible within a phase. This is not a mistake. If a phase of play ends in stalemate, both teams receive “0 Phase Points.” The winner of a campaign is determined by finding the team with the most Phase Points after two phases of play (i.e. Phase A’s points plus Phase B’s points). If both teams have the same number of “Phase Points” after two phases of play, the campaign ends in a stalemate. The winner of a full season (or year) is determined by finding the team with the most campaign wins. While statistically improbable, stalemates are possible here too. Server Setup and Session Start: The official TIF server will always have the most up-to-date version of the IL-2 Sturmovik game applied. If server-side modifications are used, details will be posted to all pilots well in advance of the mission night. Pilots should ensure they are "patched up" prior to the server launch. As previously stated, each TIF session (or mission night) will run for approximately three hours. For ease of use, the in-game cockpit clock is used as the main time reference during each session. When the server launches (approximately 15 minutes prior to the scheduled Mission Start), the in-game clock will usually be set to "10:45 AM". Please note that this means the TIF server will always launch approximately 15 minutes prior to the posted session start time. The extra 15 minutes is to allow for the server to settle, as well as to give all participants the chance to test their game and settings. While the session does not start until the top of the hour, players are encouraged to spawn at their assigned positions and get their aircraft or vehicle ready and warmed-up. No aircraft may take off until the session officially starts! Planes may and should line up on the runway. No tank or vehicle may leave its spawn location until the session official starts! However, tanks may move off of the actual spawn points to allow others to spawn in behind them. Here are the official start times: https://forum.jg1.org/topic/8641-tanks-in-flames-calendar/ To take-off or moving offensively prior to the official start of the session is a violation of our code of conduct rules, and this action can incur either a warning or a severe penalty. Players will be alerted to the start of a session approximately 1 minute prior to the top of the hour. Everyone spawned-in should hear a siren. Confirmation that a session has started is a green flare, launched from a vehicle placed at all active positions. This is the signal that all planes and tanks may now legally take-off and blitz forward. The session has officially started. If you miss the green flare or are unsure if it has already launched, use the in-game clock to determine a session start. The in-game cockpit clock will read one minute past the top of the hour (e.g. "11:01 AM"). In-Game Subtitles and End of Session results: In-game subtitles can be used during a session, and these subtitles will always be team specific. This means that the opposing team will not be able to see your team’s subtitles. Mostly, these subtitles are used for specific objectives that require the server to give pilots and tankers a prompt. End of session result are determined by the final position of all territories on the in-game map. These territorial gains and losses will be the starting points for the next session. Pilot deaths are displayed in the usual in-game tally sheet. General Aircraft Rules: We are using a specific group of aircraft for TIF. These aircraft are set for each phase of play, and will not be changed. During each session, it is possible that aircraft will be limited in number. This will be outlined in any pre-event postings. Air bases will be at the rear-ends of the map, requiring aircraft to fly forward in order to engage the enemy. It is possible, however, to rearm, refuel and repair your aircraft at Forward Landing Fields located near the front-line. If rearming, refueling or repairing here, you do not need to hit refly. If a pilot enters the game at the wrong air base, is in the wrong aircraft type, or has the wrong load-out, he may hit re-fly without fear of losing his aircraft. General Tank Rules: We are using a specific group of tanks for TIF. These tanks are set for each phase of play, and will not be changed. Tanks will never be limited in number. However, it is possible that certain tanks may be temporarily remove from play by the actions of the enemy. Since tankers are not restricted by dead-is-dead, they may respawn at anytime and take a new tank without fear of hampering their team due to attrition. Note that no tanker should exit combat to prevent death. This is a clear violation of tournament rules regarding fair play. Basic Tournament Rules: Teamspeak / Discord Rules: There are no Teamspeak or Discord rules for TIF. Squadrons and Teams may use Teamspeak, Discord, and any other voice-over-internet software as they see fit. Dead-is-Dead: TIF 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). A player may have an unlimited number of aircraft gunner and tanker lives, however. 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 reenter the server as a pilot for the rest of the session. Players who have had their pilot killed or captured must either leave the server or switch to the role of an aircraft gunner or tanker. In order to allow players to act as aircraft gunners and tankers, there is no death kick on the TIF server. Because there is no death kick on the TIF server, players are expected to respect their terminal events (death or capture for their pilot), 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 and Enemy Territory) Landing at an active air base will normally 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 air base, 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 their aircraft has been readied by the ground crew. They do not need to take the 5-minute timeout. If a pilot crashes or bails out in friendly territory and survives the event, 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. If a pilot crashes in (or bails out over) enemy territory and survives the event, he must check in the map room to see if he was captured. If the pilot was not captured according to the game, 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. Re-fly Rules (when under attack) Pilots who are on the ground and under attack from strafing or bombing enemies may "Finish Flight" at any time. The grounded pilot does not have to sit through the attack. Bombing Aircraft Rules: Within IL-2 Great Battles, every aircraft that can carry a bomb may use it on any target found on the server. Server Crashes and Discos: If the TIF server crashes during a session, the affected session is completely scrubbed. It will not be counted, and will then be re-done at a later date. This should be the only time when a session is canceled. Scheduled sessions should always be run, regardless of team numbers, or the amount of unintentional player 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 a rules clarification. If the CO clears the pilot, they may re-enter the server and re-fly, as if nothing happened. This is true even if the pilot was in enemy territory. Additionally, all pilots returning from a disco still need to take their 5-minute timeout (as if they landed normally). Discos due to 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 spirit of the game, as well as TIF's code of conduct. If a player intentionally discos to avoid death or capture and then does not immediately correct their mistake by exiting the game, severe penalties will be leveled against them.
  2. This thread is for submitting WWII skins only. For discussions regarding paint schemes, post here.
  3. S! All, Don't know if you know this - Easy Mission Generator by Syndicate... But pretty easy to use and make yourself some COOP missions for all Great Battles & Flying Circus, Enjoy! Please find full details and downloads on this page: IL2 Great Battles Easy Mission Generator And for instructions: https://sites.google.com/view/il2-great-battles-emg/tips-tricks?authuser=0 ----------------- What is it? A utility that will let you generate single, cooperative and even dogfight missions for the wonderful IL2 combat flight sim. For cooperative missions it provides coops slots for one side only (PvE) or both sides (PvP). Besides the configuration options there will be both enemy and friendly bomber & patrol flights, vehicle columns, ships, AAA, cloud patterns etc, which will all be randomly chosen. What is it not? A dynamic (single player/MP) campaign generator. These have already been developed by others. The underlying generator will not track planes/pilots/resources etc over time, although it possible to create multiple missions and run them in chronological order, with airfields and lines changing over time. ----------------- Have fun! Cheers, GenMarkof
  4. This is for discussion of newly submitted WWII skins.
  • Create New...