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No.401_Wolverine
Jan-13-2012, 12:15
CALLING ALL NORTH AMERICAN TIME ZONE PLAYERS!

http://401squadron.canadaboard.net/users/1816/25/87/52/album/48220410.jpg (http://401squadron.canadaboard.net)

Virtual No.401 Squadron is looking for more pilots!

The "Cliffs of Dover" dedicated Virtual No.401 Squadron has been operating since the release of the game. We're a relatively small group of people (we get about 6 to 10 players out on our 'Flight Night') but we've established ourselves as a group dedicated to improving both our own skills and expanding the possibilities of server hosted missions for Cliffs of Dover.

I suppose the best way to describe our group is a bit of a history lesson. Here follows the activities of our group in as accurate a chronological order as I can muster:


Participated with the original Storm of War campaign missions as a Squadron and originated the concept of an active Ground Controller directing other squadrons via Radar and Teamspeak.

Ran a 32 mission Battle of Britain co-op campaign that followed historical missions based on actual war diary information from the real No.1(Canadian) Squadron.

Ran a campaign based on 1941 style "Circus" attacks on targets in France using a dynamically reactive custom mission hosted on a dedicated server that allowed Red players to launch AI bomber attacks against targets they selected in real time using custom menus and incorporated the first FREYA system available to Luftwaffe players as well as RDF options for the RAF. Other enhancements incorporated from scripting made available to the public included dynamic weather, complex targets, and more.

Hosted (and still hosting) the first 24/7 online persistent war available to the public (password available at our forum in the public section). "Warfront" allows players to capture territory and airfields, moving the front line across the map in real time, in addition to other enhancements brought over from the previous campaigns.

We are now preparing our latest Cliffs of Dover mission which is a 24/7 Battle of Britain persistent campaign map that will follow 70 days of the battle and offer historical targets for the Luftwaffe to attack as well as resource management for the RAF side as they attempt to outlast the enemy.



We fly as a group mostly on Saturdays at 9:00pm Eastern Standard Time (Toronto, Canada) and predominantly fly as the RAF. If you'd like to join our group, or if you'd simply like to participate in our campaigns, pop by on Saturdays to our Teamspeak and say hello.
Teamspeak: T331.DARKSTARLLC.COM:10336
Website: http://401squadron.canadaboard.net

=Jamz=
Jan-13-2012, 14:31
^^ Which ones you?

ATAG_Snapper
Jan-13-2012, 16:27
Congratulations on the creation of the virtual No.401 Squadron RCAF!

We look forward to seeing No. 401 on the ATAG server and hopefully, down the road, joining us in some inter-squad Axis vs Allies operations.

A fellow Canuck,

Snapper :salute:

Doc
Jan-13-2012, 17:18
This is outstanding! Congrats to you guys!

LG1.Farber
Jan-13-2012, 20:30
Good effort Wolverine!

Good luck!

http://i1020.photobucket.com/albums/af321/farber82/signitures%20current/farber1.jpg (https://sites.google.com/site/5jagdgeschwader27/)

No.401_Wolverine
Feb-01-2014, 20:11
Information updated!

ATAG_DRock
Apr-26-2015, 10:18
Just a bump for another great group of guys.

I've been a part of Saturday night battles with these guys in 401's server, and I've had a blast.

Good server ping, lots of targets, cool skins, immersive, and really friendly pilots.



Thanks for all the hard work, Wolverine.


Cheers

Catseye
Apr-26-2015, 11:09
Just a bump for another great group of guys.

I've been a part of Saturday night battles with these guys in 401's server, and I've had a blast.

Good server ping, lots of targets, cool skins, immersive, and really friendly pilots.



Thanks for all the hard work, Wolverine.


Cheers


I Second that!

Sat. and Pacific time plus SWMBO make it difficult for me. Perhaps someday.

ATAG_Dice
Apr-26-2015, 14:28
For those of us who have flown Blue on the 401 server for the last year or more, we cannot thank the Canadian No.401 guys and their Australian |450| counterparts enough for their hospitality. A great bunch of dedicated simmers who`s easy going nature is something to look forward to after missions end when we all go into the same channel to re-live the nights encounters.

If you fly Red and are looking for a squadron or a place to call home, No.401 may be the place for you.

S! No.401/|450|

XE9O
Apr-26-2015, 18:32
~S~ No.401_Wolverine

Good post sir,:salute:

CO 71st_AH_XE90







CALLING ALL NORTH AMERICAN TIME ZONE PLAYERS!

http://401squadron.canadaboard.net/users/1816/25/87/52/album/48220410.jpg (http://401squadron.canadaboard.net/gallery/Historical-Photographs/Pilots-of-No401-Squadron-pic_32.htm)

Virtual No.401 Squadron is looking for more pilots!

The "Cliffs of Dover" dedicated Virtual No.401 Squadron has been operating since the release of the game. We're a relatively small group of people (we get about 6 to 10 players out on our 'Flight Night') but we've established ourselves as a group dedicated to improving both our own skills and expanding the possibilities of server hosted missions for Cliffs of Dover.

I suppose the best way to describe our group is a bit of a history lesson. Here follows the activities of our group in as accurate a chronological order as I can muster:


Participated with the original Storm of War campaign missions as a Squadron and originated the concept of an active Ground Controller directing other squadrons via Radar and Teamspeak.

Ran a 32 mission Battle of Britain co-op campaign that followed historical missions based on actual war diary information from the real No.1(Canadian) Squadron.

Ran a campaign based on 1941 style "Circus" attacks on targets in France using a dynamically reactive custom mission hosted on a dedicated server that allowed Red players to launch AI bomber attacks against targets they selected in real time using custom menus and incorporated the first FREYA system available to Luftwaffe players as well as RDF options for the RAF. Other enhancements incorporated from scripting made available to the public included dynamic weather, complex targets, and more.

Hosted (and still hosting) the first 24/7 online persistent war available to the public (password available at our forum in the public section). "Warfront" allows players to capture territory and airfields, moving the front line across the map in real time, in addition to other enhancements brought over from the previous campaigns.

We are now preparing our latest Cliffs of Dover mission which is a 24/7 Battle of Britain persistent campaign map that will follow 70 days of the battle and offer historical targets for the Luftwaffe to attack as well as resource management for the RAF side as they attempt to outlast the enemy.



We fly as a group mostly on Saturdays at 9:00pm Eastern Standard Time (Toronto, Canada) and predominantly fly as the RAF. If you'd like to join our group, or if you'd simply like to participate in our campaigns, pop by on Saturdays to our Teamspeak and say hello.
Teamspeak: T331.DARKSTARLLC.COM:10336
Website: http://401squadron.canadaboard.net

No.401_Wolverine
Apr-27-2015, 02:40
Been hard at work on our future server persistent mission based on the full Battle of Britain and it's shaping up well. Please come by and see us if you're interested in participating!

New things added (and working) so far:


Date tracking for the Battle of Britain from July 10th to September 17th (every 8 hours = 1 day of the battle)
Persistent damage to targets that is repairable by players assigning limited repair crew resources to assets they need/want repaired


And more upgrades to come!

No.401_Wolverine
Apr-27-2015, 15:39
Oh, I forgot to add. We also give out free fencing lessons (I'm a fencing coach):

http://401squadron.canadaboard.net/users/1816/25/87/52/album/_5246010.jpg (http://401squadron.canadaboard.net)

ATAG_Dice
Apr-27-2015, 20:25
Date tracking for the Battle of Britain from July 10th to September 17th (every 8 hours = 1 day of the battle)
Persistent damage to targets that is repairable by players assigning limited repair crew resources to assets they need/want repaired

Saw a good portion of this on the weekend, it will most certainly add additional strategic/tactical elements to the map...also managed to wobble into the air in a Spitty, that`s two firsts for me.

Your persistent damage test worked like a charm, thank you for the early access Wolverine!


(Blue will be most intrigued by what I have learned:devilish:...if I could only remember it all.:D)

No.401_Wolverine
Apr-30-2015, 22:41
Convoy code complete!

We've now got randomized convoys loading into the map on mission reset. The convoys will only appear during the initial phase of the battle and stop appearing sometime in late August as per history (this follows the persistent date tracking so that once the mission hits late August, the chance of a convoy is removed). All this is automatic.

Convoys ships, as they are destroyed, are tracked and at the end of the 8 hour mission run, the remaining ships are totaled up and counted as reaching port. The code is in place to then assign the value of those ships to one of the resources in the game and save that value to carry over.

RAF players will be notified of convoys via mission menu request and will also have warning of attacks in progress on the convoys.

The 'kanalkampf' stage of the battle is now in place in the map and leads directly into the next stage of the battle!

No.401_Wolverine
May-01-2015, 22:47
This evening's work sees the following addition to the working code:

We now have the ability to assign at the campaign start historical aircraft levels for RAF aircraft. Every airfield can be assigned values for:

Combat ready Spitfires
Combat ready Hurricanes
Unserviceable Spitfires
Unserviceable Hurricanes

Taking off from an airfield will take an aircraft out of the pool of combat ready aircraft at that airfield. Landing safely at that airfield will return a combat ready aircraft to that airfield.

As of now, the map has been set up with historical July 1st serviceable and unserviceable aircraft levels as per data found in The Hawker Hurricane by Francis K. Mason (pg. 64)

If an airfield has no combat ready aircraft of one type available, the ability to spawn in that aircraft is removed (it no longer shows up in the list of aircraft you can choose). If an airfield has no combat ready aircraft of any type available, the ability to spawn at that airfield is removed and notification of the airfield's operational status is changed to reflect the fact that there are no combat ready aircraft there.

ATAG_Freya
May-02-2015, 00:03
Kee-rye-kee Wolverine! I hope you make backups of that script. (on it's own hard drive) Maybe print it out to be safe...here's some paper to get you started...

http://www.pacblueprinting.com/blog/wp-content/uploads/2011/10/vancouver-print-blog-paper-options-pacblue-printing-www.pacblueprinting.com.jpg


Amazing work! Can't wait to try this out!

:salute:

No.401_Wolverine
May-02-2015, 01:10
It's pretty slick actually. Getting a damage report for a sector's airfields will report which airfields are operational, how many aircraft at that airfield are combat ready and how many are unserviceable. The spawn points adjust accordingly to the numbers. Also, an airfield won't automatically become operational again if it goes down to 0 and back up to 1. 'One aircraft does not an operational base make' as it were, so for a base to re-open, it needs to have a minimum number of aircraft brought to it which I'll tweak as we play. It'll all depend on how many players we get and how many our server can support. I doubt we'll get too many, so the minimum will probably only be 2 or 3.

This opens up the value of ferry flights from bases that have lots of aircraft to those that dont, but you're still working with a finite supply (which will have resupply based on factories, convoys, etc.).

EDIT: Yup! Just tested a few ferry flights to move Spitfires and Hurricanes to different fields. Works pretty smoothly!

ATAG_Naz
May-02-2015, 23:22
Had a great time on your server gents...some of the work you are doing with the scripts and campaign are amazing...looking forward to many more sorties with and against you!

Anyone not tagged up yet and looking for a good squad, give the 401st a look in fellas, great bunch.

:salute::thumbsup::salute:

No.401_Wolverine
May-03-2015, 00:48
Thanks for coming out Naz! It was a great evening. Some great battles between Abbeville and Dieppe as well as over Rouen.

ATAG_Freya
May-03-2015, 00:57
+1 over Rouen. Well...more like -3... but a damn good time! Great fighting, 401 and 450!

:salute:

No.401_Wolverine
May-03-2015, 12:42
Kee-rye-kee Wolverine! I hope you make backups of that script. (on it's own hard drive) Maybe print it out to be safe...here's some paper to get you started...

http://www.pacblueprinting.com/blog/wp-content/uploads/2011/10/vancouver-print-blog-paper-options-pacblue-printing-www.pacblueprinting.com.jpg


Amazing work! Can't wait to try this out!

:salute:

I just realized what you're saying here. Actually the script so far for the new mission is shorter than the one for the current Warfront server mission. What really makes the scripts balloon out are the repeated things like triggers for all the targets, or such. These things can be tightened up here and there by boiling functions down and making them common with variables but currently the script is still under 10,000 lines.

ATAG_Dice
May-05-2015, 21:36
Very impressed how smooth the server ran last week, your personal connection not so much :D ...but your phone is absolutely amazing! :thumbsup:

Keeping up with your Dev Log Wolverine, well done...now get some sleep. :D

No.401_Wolverine
May-06-2015, 02:16
Very impressed how smooth the server ran last week, your personal connection not so much :D ...but your phone is absolutely amazing! :thumbsup:

Keeping up with your Dev Log Wolverine, well done...now get some sleep. :D

Sleep, yes. I should probably get that.

Production batch airfield assignment for RAF aircraft is in the mission now and is persistent. Players can select where the next production batch of Spitfires and Hurricanes will be supplied to amongst the 23 historical Battle of Britain airfields available.

Quick rundown of the systems in play with the new mission:

Convoys: Convoys will bring a random type of resource to a random port. The more convoy ships that survive the more resources that can be gained

Ports: Fully active ports increase the amount of resources that can be gained from convoys. If a port is damaged or destroyed, the resource gain from convoys will be reduced or nil if the port is heavily damaged has no serviceable facilities.

Factories: Factories will generate Spitfire Parts and Hurricane Parts at various locations on the map. These parts are generated at the end of each mission if a factory is active. Parts will be cumulative across server resets and at the end of the 7th server reset, the parts are examined and a ratio of aircraft to parts are delivered to airfields that have been designated to receive the next production batch.

Fuel: (RED ONLY) Fuel will be consumed for every sortie that takes place. Fuel can be delivered via convoy and also produced by some facilities on the map. A reserve will be in place at the start of the battle. If fuel is ever depleted to 0, the Battle of Britain will end in Blue victory.

Morale: Morale of the British populace is adjusted by various events. If convoys safely reach dock, the morale increases - more so if the convoy is delivering food and other consumables to the population. If a convoy is destroyed or is unable to dock due to port damage, morale is lowered. Civilian targets will be available for the Luftwaffe to bomb and further reduce morale. If morale is reduced to 0 then the public will revolt against the government and the Battle of Britain will end in Blue victory.

Aircraft: (RED ONLY) Aircraft numbers remain persistent over time and start at a historical level consistent with 11 group aircraft levels and dispersal on July 1st, 1940. Aircraft can be transferred by players flying them from one airfield to another.

Raids: (BLUE ONLY) Limited AI raids will be available for Blue players to launch at targets in England. These raids will attack valid targets but may or may not do enough damage to knock it out. Randomized weather and wind means that sometimes a bomb drop will drive off course. These raids will be best used when weather conditions are favourable.

No.401_Wolverine
May-07-2015, 20:29
Had a good idea this afternoon and tonight made it work:

Successfully crash landing your aircraft in friendly territory will return that aircraft to the airfield you took off from as unserviceable.

Tested:

RAF Rochford (Southend) aircraft levels at 12 Combat Ready Spitfires, 3 Unserviceable Spitfires

Took off from RAF Rochford (Southend) in a Spitfire

RAF Rochford (Southend) aircraft levels changed to 11 Combat Ready Spitfires, 3 Unserviceable Spitfires

Crash landed near North Weald

RAF Rochford (Southend) aircraft levels changed to 11 Combat Ready Spitfires, 4 Unserviceable Spitfires

-
Last piece of this puzzle is to work out how best to arrange repairs to unserviceables. I'm thinking have factories produce parts that first will repair unserviceable aircraft, then parts remaining will go into the pool that new aircraft are produced from. Unserviceable aircraft will cost less to return to Combat Ready status than new aircraft. Therefore, save your airframe!

ATAG_Colander
May-07-2015, 20:44
Just an idea...
How about spawn a truck to take the parts to the airfield. If that truck is destroyed on it's way, then no parts are there to fix the airplanes until another one is sent.

No.401_Wolverine
May-07-2015, 23:06
It's a nice idea, but the ground vehicle movement, path finding, and AI is not in a state where it's a feasible option. To make it work, they'd have to be placed so close to the airfield to start that it would be a rather pointless exercise.

If Team Fusion can make progress with the vehicle movement (so that they all don't run into the backside of the vehicle in front and stop for 10 seconds) and the roads and bridges, then this is something I'd very much like to do. With trains too! I think this sort of thing should be very high in priority because it would affect all of the current content and possible content. It's a huge sector of the game that is underutilized.

In an ideal scenario, all supplies (aircraft parts, fuel, goods for civilians) would be movable by random method of train or truck. It would look like a little ant colony with trucks and trains from factories and fuel depots heading to airfields, trucks and trains from ports heading to factories, depots, and towns, etc.

I experimented a lot with the vehicle AI a while back with Warfront's initial stages. I wanted the attacks on the various towns to be actual ground battles that could be supported from the air. It just wasn't possible without huge concessions and bizarre setups.

Repair crews stationed at targets could be made vulnerable, however. I'll put it on the list for the next iteration once I've got the mission functioning with real gameplay (right now it's just the systems - lots of targets to be made and placed yet).

No.401_Wolverine
May-08-2015, 09:39
Repair of unserviceable aircraft has been sorted.

Sector stations receive repairs from available parts first, followed by satellite stations and then auxiliary stations. The repair costs are roughly 1/3 of the cost of a new aircraft. Repairs are carried out first, and then at the end of 7 days, if a surplus of parts has accumulated, new aircraft will be produced and distributed to the requested airfield. The repair schedule is every two days.

"But what about Blue!?"

Most of the systems I've discussed are specific to the Red side. It should be noted that Blue will have some toys as well.

As per previous 401 missions, Blue will have access to a limited Freya network. It is not as broad as RDF on the Red side, but it is more accurate. Several towers across the French coast will allow connection and detection of Red aircraft up to a point roughly mid-channel at the widest points (Normandy, etc.) and just inland at the narrowest (Hell's Corner, etc.).

Blue will have access to a system that will allow them to trigger AI flights every two hours (a timer starts when one flight is launched and resets after two hours). These AI flights will attack a target requested by Blue. Therefore, a couple of players who would like to make a raid on a target, but don't have anyone to fly bombers can still make a decent attack and fly as escort. These AI raids will vary in their effectiveness based on target selected and weather conditions.

Blue will also have performance quotas to maintain. Number of targets damaged and percentage of pilots returned home from combat will play a part in determining if the German high command wish to continue pursuing the Battle of Britain. At various stages during the battle, high command will assess the Luftwaffe's performance and if they deem it poor they will recall the airforce in preparation for the invasion of Russia.

No.401_Wolverine
May-08-2015, 14:09
Luftwaffe bomber command menus have been added in. Blue now has a menu similar to the one used by the Red in order to select bomber missions for any target on the map. The current possible missions available is maximum 315. I don't think we'll have that many raids available, but we could. They don't take up any room in the mission as only one is running at any one time.

For Blue, to use the system:

1. Connect to a control tower in France. If you are out of contact range, you will not be able to authorize a bomber mission.

2. Select the Authorize Bomber Mission menu option.

3. Select the sector you wish to attack, defined by the RAF sector control stations (Northolt, North Weald, Hornchuch, Biggin Hill, Kenley, Tangmere, or Middle Wallop)

4. Select the type of target you wish to attack (Airfield, Ports and Docks, Manufacturing, Fuel Depots, Civilian)

5. Select the specific target you wish to attack.

6. At this point, you will receive audio confirmation of the attack launch from the commander, plus you will get a text brief of the bomber group's projected ingress to and egress from target. The bombers will now be in the air and heading to target. You will not be able to select another bomber mission for two hours.

7. The Tab 4-1 menu now reflects the launched mission by changing the menu option to one that allows you to review the bomber mission briefing if you need a refresher or if you've joined the map and a mission is already en-route.

EDIT: Small other thing added. Fuel is now a consumable resource for Red. Every flight will use fuel. If fuel drops to a certain point, RAF players will get a warning and if no further fuel is produced that day, the Battle will end with Blue victory.

EDIT of the EDIT: Further tweaked the fuel. Now, when fuel runs out, no more sorties can be flown and operations cease. Potentially, if the LW has completely obliterated the RAF's fuel production means, this might mean the server will restart and the RAF is grounded until they can somehow get fuel (via convoy, repairs to production, etc.). In this time, the LW can deal the death blow.

No.401_Wolverine
May-11-2015, 12:18
Fuel system in place has had an upgrade: There is a top capacity fuel reserve for the RAF based on fuel depot storage targets. If a depot is damaged, then a qty of fuel will be lost to the RAF plus the top storage capacity for fuel will be diminished.

IE: If a fuel depot is hit, the RAF will lose 1000 gallons of fuel, plus the overall cap will be reduced by 1000 gallons. If the depot is hit for more damage, a further 1000 gallons of fuel and cap are lost.

If a fuel refinery is hit, the production qty of fuel will be halted until repairs to the refinery are made. Heavier damage will keep a refinery out of action longer.

If, when the server is restarting, the production qty of fuel exceeds the fuel cap, the excess fuel is lost. IE If the cap is 5000 gallons and production + reserves = 6000 gallons, the fuel reserve will hold at 5000 gallons when the server starts up again.

Catseye
May-12-2015, 21:21
This is fantastic!!!

I want to help BETA test this! :-)

Cats . . .

No.401_Wolverine
May-12-2015, 22:32
This is fantastic!!!

I want to help BETA test this! :-)

Cats . . .

We're into testing on it now. Most times, the server is running the map now. Just log in (password is dday) and you can check it out.

No.401_Wolverine
Jun-01-2015, 13:15
Couple of small fixes since the test run on May 30th:

1. Headshake realism setting has been found to have been off for all this time. It is now enabled. Thanks Kalinka for the heads up on this one.
2. A small code error with the Sittingbourne and Thameshaven targets was not carrying their damage over the restarts. Fixed!
3. The time required for an AI raid before another AI raid can be launched has been adjusted to 2 hours down from 2.5 hours.
4. Notification that the timer has reset the AI missions to available will now be broadcast to both Blue and Red teams (in case the Red team wants to launch another random raid in Blue's absence).

Things being worked on:

a) An easier way to get damage reports on JUST the damaged targets for Red. Currently, they have to comb through the entire sector list which is 35 different reports.
b) Tweaking the resource levels to try and find the right balance of difficulty for both teams
c) More targets!

Catseye
Jun-01-2015, 19:02
Couple of small fixes since the test run on May 30th:

1. Headshake realism setting has been found to have been off for all this time. It is now enabled. Thanks Kalinka for the heads up on this one.
2. A small code error with the Sittingbourne and Thameshaven targets was not carrying their damage over the restarts. Fixed!
3. The time required for an AI raid before another AI raid can be launched has been adjusted to 2 hours down from 2.5 hours.
4. Notification that the timer has reset the AI missions to available will now be broadcast to both Blue and Red teams (in case the Red team wants to launch another random raid in Blue's absence).

Things being worked on:

a) An easier way to get damage reports on JUST the damaged targets for Red. Currently, they have to comb through the entire sector list which is 35 different reports.
b) Tweaking the resource levels to try and find the right balance of difficulty for both teams
c) More targets!

Well done Wolverine!!