Knights of the Sea II - Dates Announced - June 4 & 11

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Knights of the Sea II - Dates Announced - June 4 & 11

Postby cubancoverunner » Thu May 18, 2017 1:03 am

Greetings gentlemen, preparations are nearing completion and the time is upon us!



We will go full live June 4th and June 11th. There will be no practice / dry run.



Mods

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





1. KOTS mod

2. ShipsPackage1_v2(SYN) mod

3. Tirpitz_Battery_Object_v1.0 mod



They are available for download here:


https://www.dropbox.com/sh/y03azydb8uo1ceg/AADy_1BnUBjoLij6lkvjxBKna?dl=0


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

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



Sign Up Sheet - Order of Battle



Please refer to the previous post for mission descriptions / objectives:

https://riseofflight.com/forum/topic/50723-knights-sea-ii-ultimate-channel-battle/





The google docs sign up sheet is very simple. Pick a side via the worksheet / tab at the bottom (Entente / Central) Write in your name in Pilots column then select a mission from the drop down menu in the next column over. Any notes or comments can go in the 3rd column. This is not a strictly organized event, if you wish to just take a fighter and hunt, there is a selection for that. If you do not wish to fly at night, select "Reserve (waiting for daylight) 90min after mission start" Teamspeak channel info will be released soon, however squadrons who wish to fly together on their own TS are more than welcome to do so. A centralized TS will only be required for the server password which will be issued 30min prior to mission start. Rather than side commanders, we will probably fly with someone commanding or semi-organizing each mission / flight or objective. This is a 6 hour campaign so plenty of time, no rigid structure. In game team chat is allowed. More to follow on the TS info. Death penalties will not be enforced on the practice/dry run mission. A decision about death penalties for the full real event will be made based on pilot numbers. If we decide to have them they will only be 30min. Please sign up using the link below:

https://docs.google.com/spreadsheets/d/1oFE823AiMQDTTM0aXKrqwkwYZNF3uzu7WwZ89S3G8iY/edit?usp=sharing





A Note on Night Flying - Time of Day




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



Offshore Navigation




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



Here are some quick conversions to keep handy:



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

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

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



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

152kmh / 60 = 2.5 kilometers per min.



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

See, nothing to it :)



Bear in mind however, there is a 5m/s wind FROM the West. 1m/s = 3.6kmh


5m/s west wind = 18kmh


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


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


Note: Using the above example of 95mph being 1 map sector every 4min, this wind speed will only carry you 1.2km east every 4 min, worth noting if you're doing a long run over water hunting U-boats or ships smile.png

There are plenty of land based targets and objectives for those who don't wish to test their navigational skills!





U-boat and Ship Hunting Notes



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

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

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



-HINT-

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



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



A photo of a "drifter ship" is attached





Gotha England Raid



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



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

gotha TO1.jpg

gotha TO1.jpg
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Last edited by cubancoverunner on Sat May 20, 2017 7:18 pm, edited 2 times in total.
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Re: Knights of the Sea II - Dates Announced - A Call to Acti

Postby cubancoverunner » Thu May 18, 2017 1:14 am

Mission start time for both dates: 1600GMT
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Re: Knights of the Sea II - Dates Announced - A Call to Acti

Postby cubancoverunner » Fri May 19, 2017 5:35 pm

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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby SYN_Bandy » Mon May 22, 2017 5:13 pm

Bumping this because many of you were unaware when I mentioned it on TS this weekend.
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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby Waxworks » Thu May 25, 2017 4:40 pm

I'm not sure which version you have, if you like I could upgrade the mission and post a new one? There are some details I would change, my last version has a reworked Zeebrugge and I would also alter the coast bombardment mission.

I have a 1918 Knights which extends the map even further, partly because the 1918 machines had better performance and partly because the drifter line had moved back to Dover, because the offshore line had failed.

However while the 1918 mission has the Hanriots it was also to take advantage of the excellent Bandy-Vander torpedo boat which was sadly never to reach a playable condition. The Germans reacted to the closure of the Dover Straits by making surface raids at night with torpedo boats.

If there is renewed interest I could revise this mission, though I would probably reduce the extent of the map to the 1917 size or smaller.
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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby SYN_Bandy » Tue May 30, 2017 3:51 pm

Perhaps best to post your message at the RoF forum
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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby cubancoverunner » Thu Jun 01, 2017 4:14 pm

S! Waxworks,

I was handed the version titled: Knights_of_the_Sea v1.495C Ships mod v1 2.0

I've tested it extensively and she seems stable as a rock and really looks beautiful. By all means, if you are up to the task of re-working the mission or changing some features, I'd be happy to host it as that's about as far as my technical expertise allows me to reach :)

As far as interest, I have no idea what to expect this Sunday and next. The posts have been read many times on different boards and have had some replys, even had a few folks use the sign up sheet. I'm optimistic there will be enough players to make it worth while. The average turn out on VM Sundays has been around 40 so if we can get that I'd be more than happy. I guess we shall see!

Thanks again to all of you for digging this mission up from the archives and letting the community experience it. Sadly, ROF is just not what it once was in numbers of pilots, but I think events like this one in particular are great because they give people a taste of something completely new, and that may pull some folks back into it. As it stands now, there is not one single Channel Map running on any of the multiplayer servers, except when we run it on the VM Sunday. It's always been one my favorite areas and have always thought it a pity it wasn't used more.
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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby Waxworks » Sat Jun 03, 2017 3:52 pm

It is two-three years since I last updated the Knights missions however I have 1.497, 1.51, 1.52, 1.53 and 1.54 versions of the original. These versions are possibly all configured to use the Tirpitz battery 1.1 as updated by Bandy-Vander, which is much tougher. However they have not been tested, unlike the original:
knights154c.zip


The 1918 Knights is larger, it has also never been tested:
knights1918.14c.zip


I was also playing around with the AI at the beginning of 2015. These two missions could be paired, in the first the Entente intercept German Gothas as they return home:
Turkencreuz 1.03.zip


The second has the Germans intercept formations of DH4s:
Thionville.zip

If there is sufficient interest in the Channel map I'll build one or more new missions for it, though I might be a little rusty! It should be easier to make missions with another two years of added PC power.
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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby Waxworks » Sat Jun 03, 2017 4:01 pm

And of course it only then occurred to me that you might need the Tirpitz 1.1 files:
TirpitzUpdate.zip
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Re: Knights of the Sea II - Dates Announced - June 4 & 11

Postby SYN_Bandy » Mon Jun 05, 2017 11:56 am

Just in case this happens again, as Mike77 was really trying hard to join us in KotS. This never occurred to me, that unzipping sometimes an extra folder is introduced in the path. JSGME wouldn't know any different and still show the mod as active...

...double check when you unzipped the mods packages that there are not "double directories" in the path you copy to the MODS folder where JSGME looks. For example, the Tirpitz gun mod in the MODS folder on your C: drive, the path should read:

C:\Program Files (x86)\1C-777\Rise of Flight\MODS\Tirpitz_Battery_Object_v1.0

Make sure at the end of that path there's not another "Tirpitz_Battery_Object_v1.0" folder inside the first. It's easy to do this by mistake depending on how you unzip the file, and the JSGME utility will not error out so you will think they are loaded correctly but actually they are not.
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