Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => Dark Blue World Discussion & Support => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => DBW Campaigns & Missions => Topic started by: SAS~Poltava on February 14, 2015, 05:52:11 PM

Title: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on February 14, 2015, 05:52:11 PM
One favourite among my own campaigns is "Fighter Boys - A Spitfire Squadron in August 1940". I think I've played it through some 5 or 6 times since it was first posted in September 2009 - it's an oldie :) Now I have updated it to modded 4.12 standards:

(http://i163.photobucket.com/albums/t286/Poltava/fb_v3_7_zpsj6pn7rxn.jpg) (http://s163.photobucket.com/user/Poltava/media/fb_v3_7_zpsj6pn7rxn.jpg.html)

It's a semi-historical, 15-mission static campaign, set in August 1940, portraying the fighting in the air that month during the Battle of Britain. The Spitfire Squadron in the campaign is a sort of composite of several 1940 RAF Squadrons. All missions (except the first one) are based on history in some way, and follows the action of the actual day. I have also tried to follow the actual weather. In many missions there will be 90+ aircraft in the air so you will see a lot of action. Updating it to modded 4.12 standards means a number of improvements, for instance a better AI plus of course the very impressive taxi to take-off- feature.

You can download it here: http://www.mission4today.com/index.php?name=Downloads3&file=details&id=326

Although not required, I strongly recommend that you get tbauchots excellent update for Cannons Channel Map: http://www.sas1946.com/main/index.php/topic,43135.0.html The campaign has been updated using HSFX 7 but it should work in TFM 412 as well. Eventullay I hope to update a number of my older campaigns to modded 4.12. There is more in the pipeline...

Thanks for looking - and remember to keep your head on a swivel!  :)
Title: Re: "Fighter Boys" updated to 4.12!
Post by: SAS~Gerax on February 14, 2015, 10:12:03 PM
Great! Many thanks mate.  ;)
Title: Re: "Fighter Boys" updated to 4.12!
Post by: cgagan on February 15, 2015, 12:36:51 AM
Great job Poltava, many thanks for sharing the update, it's a great campaign indeed...
Title: Re: "Fighter Boys" updated to 4.12!
Post by: marcost on February 15, 2015, 02:56:31 AM
Brilliant, thanks! One of my all-time favourites too

Regards,
M
Title: Re: "Fighter Boys" updated to 4.12!
Post by: zionid on February 15, 2015, 11:01:00 AM
Fantastic! Love the taxi feature and tweaks you have made (just played the original).

May I recommend using Taubchots new sky textures (Its listed here on the forum under 'textures' and the reworked Spitfire I model from Barnesy. (from the freeil2modding site).

The results are lovely!
(http://s9.postimg.cc/3mvpak167/2015_02_15_at_17_28_04.jpg) (http://postimage.org/)

(http://s23.postimg.cc/7xnbdnhu3/2015_02_15_at_17_18_10.jpg) (http://postimage.org/)

(http://s23.postimg.cc/b8bodj7rf/2015_02_15_at_14_09_15.jpg) (http://postimage.org/)
Title: Re: "Fighter Boys" updated to 4.12!
Post by: vegetarian on February 18, 2015, 06:35:07 AM
Oh dear! I got the dreaded aircraft damaged on the ground problem at start up of the first mission - the plane just collapsed on its undercarriage. Running HSFX 7.03. I know this is an old problem, but for the life of me can't remember the fix. Does anyone have any idea?

Cheers
Title: Re: "Fighter Boys" updated to 4.12!
Post by: vegetarian on February 19, 2015, 02:07:27 AM
Thanks for the suggestion Hamm, but take off and landing ticked on. I tried it in TFM_TNL (full install) and the briefings were missing! Maybe my original download was corrupted, so I'll download a new copy and see how it goes.
Title: Re: "Fighter Boys" updated to 4.12!
Post by: zionid on February 19, 2015, 03:59:29 AM
You need to find the files for the campaign and manually delete the "_ru" (russian) extension. That will bring back the briefings.
Title: Re: "Fighter Boys" updated to 4.12!
Post by: vegetarian on February 19, 2015, 04:10:43 AM
Thanks zionid - that did the trick! Now to enjoy Poltava's reworked masterpiece. I'll leave the HSFX issue for another day.
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: blackshark on July 06, 2015, 02:25:04 AM
i'm playing this campaign in CUP and, well, it's my first campaign and i like it very much.

i have questions:

i had big troubles landing in the two "dark" mission (mid campaign, mission 7&8 iirc), because i was not able to see the strip and the lights were not enough to show it; i asked ground control but no more lights ... how did you manage to land there ? after 3 crashes, i had to use autopilot to land

i see a "beacon/radio station" on the map, and when i pressed the "beacon" key, i see it is BBC radio station, but no music at all; is there another key/command to hear bbc ?

as you suggested, i selected the flying officer and so i played it as "number two" and cover my boss. But is it possibile to play it as "boss" with the option to use "commands" to give orders (rejoin, cover me, etc) to the other two pilots ?





Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on July 06, 2015, 05:45:48 AM
i'm playing this campaign in CUP and, well, it's my first campaign and i like it very much.

i have questions:

i had big troubles landing in the two "dark" mission (mid campaign, mission 7&8 iirc), because i was not able to see the strip and the lights were not enough to show it; i asked ground control but no more lights ... how did you manage to land there ? after 3 crashes, i had to use autopilot to land

i see a "beacon/radio station" on the map, and when i pressed the "beacon" key, i see it is BBC radio station, but no music at all; is there another key/command to hear bbc ?

as you suggested, i selected the flying officer and so i played it as "number two" and cover my boss. But is it possibile to play it as "boss" with the option to use "commands" to give orders (rejoin, cover me, etc) to the other two pilots ?

1. Yes, those landings ARE tricky. The autopilot is your ultimate friend...  ;)

2. No, that's probably because you must have sound files in the BBC folder first. Check your folder!

3. Then simply select a much higher rank. But that is only possible at the start of the campaign, I'm afraid.

Look out for the hun in the sun - and tally-ho!  :)
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: blackshark on July 08, 2015, 11:11:42 AM
thanx for your answer.

i checked under sample/music/radio/BBC and i do not have anything, the same for radio tokio etc, so where can i find those files ?
i think it helps much for immersion


Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on July 08, 2015, 03:47:30 PM
Hmm, I thought there was a "BBC" radio pack to be found at mission4today, but no. I have made my own collection of music and historical radio broadcasts etc that I use. (I shall check to see if it is fit to post.) Perhaps someone else knows where you can find a BBC pack to D/L?  :-\\
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: blackshark on July 10, 2015, 12:35:54 AM
thank you for your time, i would appreciate very much if you can post them
Title: Re: "Fighter Boys" updated to 4.12!
Post by: vegetarian on July 12, 2015, 09:13:39 AM
There was a BBC radio pack with Monty's TFM The Next Level. I don't think it is still linked here, but you can find it at http://www.derrierloisirs.fr/il2/bdd2012/ (http://www.derrierloisirs.fr/il2/bdd2012/). I think that might be what you are looking for.
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on July 12, 2015, 12:32:53 PM
Thanks for the tip, vegetarian. I don't have access to my regular rig right now, so this will help those who need a BBC Radio pack soon.
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: Cloyd on July 13, 2015, 02:40:19 PM
Here are Monty's radio files from TFM, if anybody needs them.

http://www.mediafire.com/download/z24u0nbck86sv2o/#TFM412-XX_Radio-01.rar (http://www.mediafire.com/download/z24u0nbck86sv2o/#TFM412-XX_Radio-01.rar)
http://www.mediafire.com/download/pd3do023igjphh0/#TFM412-XX_Radio-02.rar (http://www.mediafire.com/download/pd3do023igjphh0/#TFM412-XX_Radio-02.rar)

Cloyd
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: blackshark on July 27, 2015, 08:38:33 AM
i'm playing this campaign in CUP and, well, it's my first campaign and i like it very much.

i have questions:

i had big troubles landing in the two "dark" mission (mid campaign, mission 7&8 iirc), because i was not able to see the strip and the lights were not enough to show it; i asked ground control but no more lights ... how did you manage to land there ? after 3 crashes, i had to use autopilot to land

i see a "beacon/radio station" on the map, and when i pressed the "beacon" key, i see it is BBC radio station, but no music at all; is there another key/command to hear bbc ?

as you suggested, i selected the flying officer and so i played it as "number two" and cover my boss. But is it possibile to play it as "boss" with the option to use "commands" to give orders (rejoin, cover me, etc) to the other two pilots ?

1. Yes, those landings ARE tricky. The autopilot is your ultimate friend...  ;)

2. No, that's probably because you must have sound files in the BBC folder first. Check your folder!

3. Then simply select a much higher rank. But that is only possible at the start of the campaign, I'm afraid.

Look out for the hun in the sun - and tally-ho!  :)

i just finished the campaign and it was great.
i restarted it aa the highest rank, because i would like to use the commands (break/rejoin/cover/attack my targets, etc....) with other planes of my squadron.
so i started the first two missions:
- first mission, no other plane moved
- second mission, when i taxi for the takeoff, other planes move but it seems they come from the other side of the strip and do not obey my commands ... should they obey my orders ? if yes, how is the takeoff managed ? should they follow me the in the takeoff too or will the start obeying me after takeoff ?
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on November 04, 2015, 02:22:49 PM
That taxi-to-waypoint can be tricky. Sometimes you will have to "nudge" the aircraft before you in the line, to get it to move off. Sometimes it can help by delaying your own take-off. It's all about the sequence. (But it will not always be exactly the same problem if you refly the same mission  :-| so sometimes replaying the mission can help.)

But when I get some time I will take a serious look at these two missions, see if I can change it a bit. As I said: That taxi-to-waypoint can be tricky.  :o
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on November 06, 2015, 12:48:00 PM
i just finished the campaign and it was great.
i restarted it aa the highest rank, because i would like to use the commands (break/rejoin/cover/attack my targets, etc....) with other planes of my squadron.
so i started the first two missions:
- first mission, no other plane moved
- second mission, when i taxi for the takeoff, other planes move but it seems they come from the other side of the strip and do not obey my commands ... should they obey my orders ? if yes, how is the takeoff managed ? should they follow me the in the takeoff too or will the start obeying me after takeoff ?

I'm sorry blackshark, but I have been unable to duplicate this behaviour in either mission. Especially in mission one this sounds very, VERY strange, as there are only two aircraft taking off, belonging to the same flight, and then the taxi-to-takeoff should be NO problem at all.  :-|
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: KevinHoggard on November 06, 2015, 01:51:17 PM
Blackshark, just a question; Did you tell #2 to start their engines?
Title: Re: "Fighter Boys" updated to 4.12!
Post by: Taypay on November 06, 2015, 08:18:20 PM
I am currently flying this campaign, having a great time with it, Thank you for updating it.

Taypay
Title: Re: "Fighter Boys" updated to 4.12! [4.12]
Post by: SAS~Poltava on November 07, 2015, 01:30:55 AM
Thanks for the appreciation Taypay!

BTW: all feed-back is appreciated, not least spotted glitches, which I always will try to fix!