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Hello. I have updated SF2, and there is no Campaign or Mission editor. How can I get that? 

Edited by Avrillav

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Mission Editor came with Expansion Pack 2 (Is also a DLC) ........which games do you have?

 

 

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    • By gterl


      View File Caporetto V2 (Terrain & Campaign)
      Caporetto Terrain WW1 V2.0
      *******************************
      INTRODUCTION
      The Italian Front during WW1 refers to a series of battles fought between 1915 and 1918 in northern Italy between the armies of Austria-Hungary and Germany against Italy.
      Italy hoped that by joining the countries of the Triple Entente against the Central Powers it would gain Cisalpine Tyrol (today's provinces of Trentino and South Tyrol), the Austrian Littoral, northern Dalmatia and some areas of western Carniola.
      Italy had hoped to begin the war with a surprise offensive intended to move quickly and capture several Austrian cities.
      Well, the war soon bogged down into trench warfare similar to the Western Front fought in France.
      The included terrain represents the situation around September/October 1917, just before the battle of Caporetto.
      The Battle of Caporetto (also known as the Twelfth Battle of the Isonzo, the Battle of Kobarid or the Battle of Karfreit) was the greatest defeat in Italian military history. The battle was fought between the Entente and the Central Powers and took place from 24 October to 19 November 1917, near the town of Kobarid (now in north-western Slovenia, then part of the Austrian Littoral). The battle was named after the Italian name of the town (also known as Karfreit in German).
      Austro-Hungarian forces, reinforced by German units, were able to break into the Italian front line and rout the Italian forces opposing them. The battle was a demonstration of the effectiveness of the use of stormtroopers and the infiltration tactics developed in part by Oskar von Hutier. The use of poison gas by the Germans also played a key role in the collapse of the Italian Second Army.
      INCLUDED
      - Italian terrain/front WW1, situaton around summer/late summer 1917
      - 544 unique tiles
      - 10798 targets and 589 target areas
      - Terrain represents the most important battlegrounds on the Italian front (Monfalcone, Mt. Hermada, Doberdo and Doberdo Lake, Mt. Fajiti Hrib, Gorizia, Mt. Sabotino, Bainsizza plateau, Caporetto, Mt. Krn, Mt. Tre Cime, Mt. Cristallo, Mt. Lagazuoi, Mt. Col di Lana, Mt. Marmolada, Mt. Ortigara, Mt. Pasubio...and many other historical places)   
      - Needed ground objects are also included
      - Important mountains where done via satellite images (the tiles), like Marmolada, Mount Krn, Monte Cristallo, etc. all unique
      - All historical fortifications are included (mountain bunkers, etc.) and locations/naming correct (as good as it gets)
      - Major railroad lines included
      - Port of Triest acts as port of Pola with all the major Austro-Hungarian Dreadnoughts stationed there
      - Flying boat stations included with stationary Lohners and Macchi aircrafts
      PREREQUISITES
      - FE Gold or FE2
      - Very strong PC and GPU
      INSTALLATION
      1. PRELIMINARY WORK
      1.1 Extract file into a temporary folder like 'c:\temp'
      1.2 You'll find a new folder called 'caporettoV20' within 'c:\temp'
      1.3 For the campaign to work properly you'll need the following aircraft (you'll find them at the usual places)
      --- AlbatrosC3
      --- AlbatrosD3OAW
      --- AviatikC2
      --- AviatikD1
      --- Ca3
      --- Dfwci
      --- Hanriot_HD1_CAM
      --- Hansa_BrandenburgDI
      --- LloydC2
      --- Nieuport12
      --- Nieuport17
      --- oefD3_ba53a
      --- oefD3_ba153a
      --- oefD3_ba253
      --- PhoenixD2a
      --- PomilioPE
      --- RumplerC1
      --- SAMLS2
      --- SP3
      --- SPAD7_150
      --- SPAD7_180
      --- SPAD13
      --- SVA5
      2. TERRAIN INSTALLATION
      2.1 FIRST EAGLES 2
      - This terrain uses the stock wwiCambrai.CAT file, You must have the "wwiCambrai" terrain from First Eagles for the wwiCaporetto terrain to work properly.
      - Look into your personal Windows folder like 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2', e.g. your MODS Folder - create the folder 'terrains' within if not already there
      - Move the 'wwiCaporetto' directory from your temporary folder (like 'c:\temp\caporettoV20\Terrain\wwiCaporetto') to 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\terrains\', e.g. your MODS Folder
      - Move the folders within 'GroundObject' directory from your temporary folder (like 'c:\temp\caporettoV20\Objects\GroundObject') to 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\Objects\GroundObjects', e.g. your MODS Folder
      2.2 FIRST EAGLES GOLD
      - This terrain uses the stock wwiCambrai.CAT file, You must have the "wwiCambrai" terrain from First Eagles for the wwiCaporetto terrain to work properly.
      - Move the 'wwiCaporetto' directory from your temporary folder (like 'c:\temp\caporettoV20\Terrain\wwiCaporetto') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Terrain')
      - Move the folders within 'GroundObject' from your temporary folder (like 'c:\temp\caporettoV20\Objects\GroundObject') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Objects\GroundObject')
      - If you've already my previous Italian WWI terrain, then you probably don't need these objects. In any case if asked to 'owerwrite', click NO.
      3. CAMPAIGN INSTALLATION
      3.1 FIRST EAGLES 2
      - Look into your personal Windows folder like 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2', e.g. your MODS folder - create the folder 'Campaigns' within if not already there
      - Move the 'wwiCaporetto01' directory from your temporary folder (like 'c:\temp\caporettoV20\Campaings') to C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\Campaigns\', e.g. your MODS Folder
      - Move the files (bmp's) from your your temporary folder (like 'c:\temp\caporettoV20\Menu') to your FirstEagles2 installation directory (like 'c:\Program Files\First Eagles2\Menu')
      Aircraft Skins
      - All needed aircraft skins are included. Look for them into your temporary folder (like 'c:\temp\caporettoV20\Objects\Aircraft') add them like any other FE2 aircraft skins. You'll already have the majority probably.
      3.2 FIRST EAGLES GOLD
      - Move the 'wwiCaporetto01' directory from your temporary folder (like 'c:\temp\caporettoV20\Campaings') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Campaigns')
      - Move the files (bmp's) from your your temporary folder (like 'c:\temp\caporettoV20\Menu') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Menu')
      Aircraft Skins
      - All needed aircraft skins are included. Look for them into your temporary folder (like 'c:\temp\caporettoV20\Objects\Aircraft') add them like any other FE aircraft skins. You'll already have the majority probably.
      4. EXTRAS
      - You'll find several ZIP files within the temporary 'Extras' folder (like 'c:\temp\caporettoV20\Extras')
      Description:
      Terrain_wwiCaporettoFolder_oldCarst.zip
      - I've repainted the carst region tiles to make them look more like limestone in this new version. If you like more the previous look, then just extract this file and overwrite the tiles within the wwiCaporetto folder.
      Terrain_wwiCaporettoFolder_oldIsonzo_trench_dry.zip
      - I've added wet fields and water filled shell holes in this new version. If you like more the previous look, then just extract this file and overwrite the tiles within the wwiCaporetto folder.
      MenuFolder_Music_MainScreen.zip
      - If you like a bit more exciting musing in the main menue. Just drop this file into your 'Menue' folder.
      PilotDataFolder_Additional_PilotImages.zip
      - These are all the portraits of all aces on the Italian front during 1915-1918. Quite a lot of work went into this. If you like a more historical approach then use these and drop them into your 'PilotData' folder.

      CREDITS
      As usually I want to say thank you to all guys who helped me to create the Italian terrain, to TK, Jan Tuma, Stephen1918, ojcar, Gepard, Heck, geo, quack74, Edward, and specially Geezer. Sorry guys, can't remember all the names. Please contact me if you want to be named here. Thanks for files, suggestions, bug fixing, etc.
      DISCLAIMER
      The Italian terrain is freeware.
      You are free to modify and share it, BUT Commercial use is prohibited.
      If you find bugs please post them in First Eagles section of Combatace.com forum.
      Submitter gterl Submitted 07/23/2019 Category First Eagles - WWI and Early Years - Terrain and Environmental Mods  
    • By gterl
      Caporetto Terrain WW1 V2.0
      *******************************
      INTRODUCTION
      The Italian Front during WW1 refers to a series of battles fought between 1915 and 1918 in northern Italy between the armies of Austria-Hungary and Germany against Italy.
      Italy hoped that by joining the countries of the Triple Entente against the Central Powers it would gain Cisalpine Tyrol (today's provinces of Trentino and South Tyrol), the Austrian Littoral, northern Dalmatia and some areas of western Carniola.
      Italy had hoped to begin the war with a surprise offensive intended to move quickly and capture several Austrian cities.
      Well, the war soon bogged down into trench warfare similar to the Western Front fought in France.
      The included terrain represents the situation around September/October 1917, just before the battle of Caporetto.
      The Battle of Caporetto (also known as the Twelfth Battle of the Isonzo, the Battle of Kobarid or the Battle of Karfreit) was the greatest defeat in Italian military history. The battle was fought between the Entente and the Central Powers and took place from 24 October to 19 November 1917, near the town of Kobarid (now in north-western Slovenia, then part of the Austrian Littoral). The battle was named after the Italian name of the town (also known as Karfreit in German).
      Austro-Hungarian forces, reinforced by German units, were able to break into the Italian front line and rout the Italian forces opposing them. The battle was a demonstration of the effectiveness of the use of stormtroopers and the infiltration tactics developed in part by Oskar von Hutier. The use of poison gas by the Germans also played a key role in the collapse of the Italian Second Army.
      INCLUDED
      - Italian terrain/front WW1, situaton around summer/late summer 1917
      - 544 unique tiles
      - 10798 targets and 589 target areas
      - Terrain represents the most important battlegrounds on the Italian front (Monfalcone, Mt. Hermada, Doberdo and Doberdo Lake, Mt. Fajiti Hrib, Gorizia, Mt. Sabotino, Bainsizza plateau, Caporetto, Mt. Krn, Mt. Tre Cime, Mt. Cristallo, Mt. Lagazuoi, Mt. Col di Lana, Mt. Marmolada, Mt. Ortigara, Mt. Pasubio...and many other historical places)   
      - Needed ground objects are also included
      - Important mountains where done via satellite images (the tiles), like Marmolada, Mount Krn, Monte Cristallo, etc. all unique
      - All historical fortifications are included (mountain bunkers, etc.) and locations/naming correct (as good as it gets)
      - Major railroad lines included
      - Port of Triest acts as port of Pola with all the major Austro-Hungarian Dreadnoughts stationed there
      - Flying boat stations included with stationary Lohners and Macchi aircrafts
      PREREQUISITES
      - FE Gold or FE2
      - Very strong PC and GPU
      INSTALLATION
      1. PRELIMINARY WORK
      1.1 Extract file into a temporary folder like 'c:\temp'
      1.2 You'll find a new folder called 'caporettoV20' within 'c:\temp'
      1.3 For the campaign to work properly you'll need the following aircraft (you'll find them at the usual places)
      --- AlbatrosC3
      --- AlbatrosD3OAW
      --- AviatikC2
      --- AviatikD1
      --- Ca3
      --- Dfwci
      --- Hanriot_HD1_CAM
      --- Hansa_BrandenburgDI
      --- LloydC2
      --- Nieuport12
      --- Nieuport17
      --- oefD3_ba53a
      --- oefD3_ba153a
      --- oefD3_ba253
      --- PhoenixD2a
      --- PomilioPE
      --- RumplerC1
      --- SAMLS2
      --- SP3
      --- SPAD7_150
      --- SPAD7_180
      --- SPAD13
      --- SVA5
      2. TERRAIN INSTALLATION
      2.1 FIRST EAGLES 2
      - This terrain uses the stock wwiCambrai.CAT file, You must have the "wwiCambrai" terrain from First Eagles for the wwiCaporetto terrain to work properly.
      - Look into your personal Windows folder like 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2', e.g. your MODS Folder - create the folder 'terrains' within if not already there
      - Move the 'wwiCaporetto' directory from your temporary folder (like 'c:\temp\caporettoV20\Terrain\wwiCaporetto') to 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\terrains\', e.g. your MODS Folder
      - Move the folders within 'GroundObject' directory from your temporary folder (like 'c:\temp\caporettoV20\Objects\GroundObject') to 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\Objects\GroundObjects', e.g. your MODS Folder
      2.2 FIRST EAGLES GOLD
      - This terrain uses the stock wwiCambrai.CAT file, You must have the "wwiCambrai" terrain from First Eagles for the wwiCaporetto terrain to work properly.
      - Move the 'wwiCaporetto' directory from your temporary folder (like 'c:\temp\caporettoV20\Terrain\wwiCaporetto') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Terrain')
      - Move the folders within 'GroundObject' from your temporary folder (like 'c:\temp\caporettoV20\Objects\GroundObject') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Objects\GroundObject')
      - If you've already my previous Italian WWI terrain, then you probably don't need these objects. In any case if asked to 'owerwrite', click NO.
      3. CAMPAIGN INSTALLATION
      3.1 FIRST EAGLES 2
      - Look into your personal Windows folder like 'C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2', e.g. your MODS folder - create the folder 'Campaigns' within if not already there
      - Move the 'wwiCaporetto01' directory from your temporary folder (like 'c:\temp\caporettoV20\Campaings') to C:\Users\<username>\Saved Games\ThirdWire\FirstEagles2\Campaigns\', e.g. your MODS Folder
      - Move the files (bmp's) from your your temporary folder (like 'c:\temp\caporettoV20\Menu') to your FirstEagles2 installation directory (like 'c:\Program Files\First Eagles2\Menu')
      Aircraft Skins
      - All needed aircraft skins are included. Look for them into your temporary folder (like 'c:\temp\caporettoV20\Objects\Aircraft') add them like any other FE2 aircraft skins. You'll already have the majority probably.
      3.2 FIRST EAGLES GOLD
      - Move the 'wwiCaporetto01' directory from your temporary folder (like 'c:\temp\caporettoV20\Campaings') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Campaigns')
      - Move the files (bmp's) from your your temporary folder (like 'c:\temp\caporettoV20\Menu') into your FirstEagles installation directory (like 'c:\Program Files\First Eagles\Menu')
      Aircraft Skins
      - All needed aircraft skins are included. Look for them into your temporary folder (like 'c:\temp\caporettoV20\Objects\Aircraft') add them like any other FE aircraft skins. You'll already have the majority probably.
      4. EXTRAS
      - You'll find several ZIP files within the temporary 'Extras' folder (like 'c:\temp\caporettoV20\Extras')
      Description:
      Terrain_wwiCaporettoFolder_oldCarst.zip
      - I've repainted the carst region tiles to make them look more like limestone in this new version. If you like more the previous look, then just extract this file and overwrite the tiles within the wwiCaporetto folder.
      Terrain_wwiCaporettoFolder_oldIsonzo_trench_dry.zip
      - I've added wet fields and water filled shell holes in this new version. If you like more the previous look, then just extract this file and overwrite the tiles within the wwiCaporetto folder.
      MenuFolder_Music_MainScreen.zip
      - If you like a bit more exciting musing in the main menue. Just drop this file into your 'Menue' folder.
      PilotDataFolder_Additional_PilotImages.zip
      - These are all the portraits of all aces on the Italian front during 1915-1918. Quite a lot of work went into this. If you like a more historical approach then use these and drop them into your 'PilotData' folder.

      CREDITS
      As usually I want to say thank you to all guys who helped me to create the Italian terrain, to TK, Jan Tuma, Stephen1918, ojcar, Gepard, Heck, geo, quack74, Edward, and specially Geezer. Sorry guys, can't remember all the names. Please contact me if you want to be named here. Thanks for files, suggestions, bug fixing, etc.
      DISCLAIMER
      The Italian terrain is freeware.
      You are free to modify and share it, BUT Commercial use is prohibited.
      If you find bugs please post them in First Eagles section of Combatace.com forum.
    • By JosefK
      The answers may be in this forum and I missed them but figure this group would know...
       
      a) Is there a How-To somewhere how to write a campaign?
      b) Is it possible to make single missions and port them over into a campaign?  If so, how?
       
      I'm asking because I intend to release by 3/2019 a BETA of a 10-mission campaign involving the SAAB Gripen vs. Dhrani Fulcrums, Frogfoots and more so will soon be starting a thread just on showing my progress on that.  Really like the Gripen, just wish it was perceived as the kid sister to the Typhoon due to lack of hardpoints.
    • By MigBuster

       
      Once upon a time in a galaxy far, far away……….it would appear that games developers started projects based on what they could achieve rather than what time and money constrained them to achieving!
      …..So brings our hero in this story a certain Mr Kevin Klemmick who on his first ever job found himself being given quite a challenge:
       Initially I was hired as an intern and asked to design and develop a dynamic campaign. For better or worse there wasn’t a lot of direction on what that would entail – the directive was mostly to make something that would be a persistent world and generate dynamic missions instead of the pre-scripted model which was the norm.
       
      In case you are wondering the Dynamic Campaign of Falcon 4.0 is still a gem of the modern flight sim world, so some brief quotes on what it involved to create such a thing are in order:
       
      I was given a pretty blank check in designing the Dynamic Campaign, so I approached it as I would a strategy game. The idea being that this game would be running in the background whether or not the player flew any missions. In fact, it could be played as a strategy game from the tool I wrote to monitor it. The AI was broken into three tiers, a strategic level, operational level and tactical level. Yet another level of AI would operate in the Simulation itself to drive the vehicles or aircraft.
      The missions were generated as a by-product of this AI, and in fact used real world planning techniques. For example, once a priority list of targets was determined, a package would be put together to time suppression of air defence, air superiority, refuelling, AWACS, etc. All these missions would be timed out and planned much like a real-world commander would, but were generated as a response to decisions made by the campaign’s AI.
      While my primary goal was to make something fun to play, we were very fortunate to get a lot of advice from military sources about how things work in the real world and I tried to match that as closely as possible while keeping the game play elements that I felt were important. However, all of this had to work within a very tiny slice of the CPU, which was a huge limitation given all the AI/planning work that was going on. That was probably the biggest challenge of this system.
       
      So, got that right.
       
      What was the difference between this dynamic thingy and a pre-scripted model?
      An example of pre-scripted from the Strike Fighters series would be someone creating missions with the Mission Editor or before the Mission Editor existed, Yankee Air Pirate creating missions for players.  There are some advantages to this such as recreating historical missions or providing a story or backdrop for the player beforehand. The main disadvantage is that once you have played the mission a few times it’s basically the same thing each time.
      Of course, Falcon 4.0 does also have a Mission Editor (Tactical Editor) and you can create missions or training scenarios. DCS also has a Mission Editor that includes some quite advanced features for mission designers.

      Nostalgia and story based missions from yesteryear (Novalogic)
       
       
      Campaign Mode
      Although it can appear to be just a set of single missions Strike Fighters does have a basic dynamic campaign. DCS campaigns on the other hand are currently a set of scripted missions, but that doesn’t mean you cannot have some very good campaigns in this sense!
      A Falcon campaign starts with a ticking clock on day one, and the whole thing runs on a massive scale putting the player either in a 2D map mode or joining the campaign by flying in the 3D world as part of it.
      Even in the 2D map mode the player can see most of the things happening (there is still a fog of war) and also gets news updates on major events. Of course, the missions you do fly will be different and often unpredictable, and that is the extra challenge!

      Here you can plan and influence things.........bet you didn't plan for that big purple blob.........looks like the space ship from Independence day is here!
       
      Yes, the player can run the campaign as default and just join auto fragged missions every now and then – or they have a lot of power to create packages, flights, to frag their own missions, change package loadouts, join other squadrons etc, etc. Anyway, I won’t go any further because the scale is rather large.
      Note, that if you do just run a campaign without changing the initial mission types and PAK's you will be given non-stop suicide missions and so will your AI buddies! (so, change them!)
       
      And yes BMS 4.33 comes with a full set of manuals created by other heroes telling you all you need in the Docs folder in your install (e.g. C:\BMS-433-U1\Docs\Falcon BMS Manuals)

       
       
      The default campaign is Korea in which you can club Kim Jong Un's Cold War museum collection with a multitude of modern weapons like AIM-9X and HMCS. For an extra challenge select Korea Strong and prepare to eat AMRAAMSKI from the Flanker Hoards.
       

      By 2014 the North Korean air force went through a massive modernization program which included (or perhaps involved entirely of) employment of beautiful young women (Yonhap News / Aviationist)
       
      Of course, as mentioned in part 1 there are many other campaigns and theatres to try from the modding community for BMS 4.33.

      Totally new Allied Force campaigns - joy!
       
      New additions & changes to BMS 4.33
       
      Default loadouts
      Thank the maker! Any past players may have noted that when 4 x Su-30s appeared on the horizon, your escorts armed to the teeth with 2 x AIM-9Ps and a CBU-52 would be nothing more than useful missile decoys! This may have prompted some like myself to spend ages before missions tweaking loadouts of other flights! But it seems someone has finally improved things here for the better!
       
      Ground war
      You can now control the ground units if you like, one benefit of this is to finish campaigns a lot quicker. And yes, this feature was in the 2005 Falcon 4.0 Allied Force.
       
      MANPADs
      Less welcoming from Allied Force is the addition of MANPADs that make going below the clouds a bit of a no no unless you like jumping out of airplanes! MANPADs were there before 4.33 but were somewhat lackluster in comparison. 
       
      Reduced weapon supply
      You may want to try to hold onto those drop tanks a bit longer because unlimited supply may no longer be the case……………you can of course just frag those super brave tanker boys to get you that juice.
       
      The little things
      Adding detail onto the campaign map to be saved to your data cartridge for use in flight is now made better just by the fact that it persists after each mission instead of having to redo it every time!

      Be a king of Situational Awareness with Bullseye positions, FLOT, Radar coverage, flight path SAM rings and data link tracks!
       
      Weather with you
      From manual:
      Weather management has been drastically improved, with a dynamic weather system which changes with time as it moves across the BMS terrain. Bad weather effects have also been improved, with better visibility management and new cumulus cloud layers.
      If you like a challenge you can get pretty good random weather in the campaigns that will require some thought on how you do things when neither you or a targeting pod can actually see the targets! Anyone who learnt their A-G radar mode skills back in the day will still find they still come in handy.
      A shout out to the rain effect in Falcon which is by far my favourite in any sim so far:
       

       
       
      Artificial Intelligence (AI)
      From manual:
      The AI is now much better at energy management, timing and fuel efficiency thanks to updated climb profiles, top of climb and top of descent management. Holding points and push points have been improved. AI now perform baseline intercepts much more effectively (be warned). This is important for BVR combat but also for tanker rendezvous. The ATO features new target selection logic and package constitution.
      AI ATC has been drastically improved, providing reliable management of the traffic queue. New options for autonomous approach have been created to allow human players to approach airbases without having to listen to ATC vectoring you through the pattern (useful when you are flying IFR for instance).
       
      Note on the last paragraph, which provides a happy medium between the full talk down and the emergency landing…………the full talk down is still fantastic in pea soup weather where there is no ILS at the air base.
       
       
       
      So, there you have it, still an addictive pleasure that will lead you into a false sense of security before kicking your A!
       
      Well, it’s just really hard to do. Looking back on it, I think the only reason we took on what we did is because we were too inexperienced to know better. Knowing what I do now, even given my experience on Falcon, the cost to develop such an engine would be substantial. Since flight sims don’t bring in that kind of revenue companies look at it from a cost to benefit standpoint and Dynamic Campaigns score pretty low in that regard. There is also the argument that scripted missions are more interesting which has some merit. I think if I were to do it over I would do a mix of scripted/generated missions, so that the player still feels like they’re involved in the world, but there is also some variety thrown in to keep things interesting.
      Kevin Klemmick 2012

       
      Disclaimer - this article may contain Star Wars quotes.
       
       
    • By 33LIMA
      'Superiority with the Snipe'
       

       
      The title of this mission report is from the chapter on the featured aircraft in 'Sopwith - the Man and his Aircraft' by Bruce Robertson, one of a famous series of comprehensive aviation histories by British publishers Harleyford, this one dating from 1970. Quoting from that chapter:
       
      'It is said that when No.4 (A.F.C.) Squadron after the Armistice took its Snipes to Cologne and showed their manoeuvring powers to some German airmen, they expressed first their astonishment and then their gratification that they personally had not met them in action...from performance figures and test reports the Martinsyde F.4 Buzzard it is often quoted as the best fighter of the 1914-1918 War period...however, the Martinsyde Buzzard did not enter squadron service and thereby few can dispute the statement that the Snipe was the finest fighter, from any country, to operate in the 1914-18 War.'
       
      Whether or not the Sopwith Snipe truly merited that accolade can be debated, of course. However, with a significantly more powerful engine conferring higher speed and better altitude performance, a better view for the pilot, greater fuel and ammo capacity and less tricky flying characteristics, the Snipe was certainly an improvement over the aircraft from which it was developed, the redoubtable Camel. So it is a worthy machine on which to finish this set of mission reports.
       
      That said, I can't help but feel that the Sopwith Dolphin would have been a better choice for inclusion in Wings over Flanders Fields. The Snipe saw combat only during the last six weeks of World War One. By war's end, just three squadrons had them - 4 (Australian), 43, and 208, compared to the Dolphin's four (19, 23, 79 and 87). Despite its engine troubles, the Dolphin was a fine fighter, said to have the agility of a Camel and the performance of an S.E.5. And it saw action for a much longer period, from February to November 1918. It also has the distinction of being the RFC and RAF's first multi-gun single seat fighter. Happily, I can fly the Dolphin in First Eagles 2 (thanks to moders at the A Team Skunkworks...who also provide a Snipe)...
       

       
      ...and of course in Rise of Flight - having just purchased the Strutter in the Halloween 2016 sale, I now have all the RoF Sopwiths, including the Dolphin, again seen here without the two extra Lewis guns it could carry...
       

       
      The Snipe was an effort to improve the Camel, while the Dolphin could be said to have been an effort to improve on the Camel. The Dolphin was a very different design, notably adopting an in-line engine, a 200 hp geared Hispano Suiza. The Snipe stuck with a rotary engine, the Bentley B.R.2, at 230 hp, significantly more powerful than the B.R.1s and Clergets of the Camel. The Snipe prototypes were almost identical to the Camel, except they replaced the latters's straight top wing with one whose dihedral matched the lower wing. Combined with a large open panel in the centre, this lowered wing significantly improved upward visibility from the cockpit. Later, longer-span wings were fitted, with four rather than two bays of interplane struts. And a round-section fuselage was adopted, producing an aircraft which seemed to owe little to its famous predecessor. Having put in a reasonable amount of stick time into WoFF's Camel, I'm keen to see how I get on in its Snipe.
       

       
      The campaign
       
      With such a short combat career, this was going to be a short campaign one way or another. And having chosen to fly with the Australians, it was going to be shorter still. For WoFF's No. 4 (Austrialian Flying Corps) Squadron gets its Snipes just in time for the Armistice - my new pilot, Robert Digger from Brisbane, kicks off his operational career on 1st November 1918. So I'll have to survive less than two weeks, to see the end of the War to End All Wars. A bigger worry is whether my modest PC will be able to handle a campaign in WoFF's CPU-intensive later war skies. There is, of couse, one way to find out...
       
      I find myself stationed at the airfield of Auchel, quite a way from the front. However, I won't have to worry about tedious trips to the lines, because my first 'mission' is actually a transit flight - the squadron is relocating to Avelin, to the east and much closer to the scene of the action. Historically, this reflects the fact that the German armies were at that point in hostilities finally near collapse, being driven back all along the front, with revolution in the air back home and the abdication of the Kaiser just days away.
       
      For the flight, I'm given just one companion, and after a while following on the heels of the others, I strike out direct for Avelin, noting that my machine is faster than any Camel I've flown, but like most of WoFF's aircraft, needs generous amounts of rudder in the turn.
       

       
      Despite the briefing warning us to be on the lookout for the enemy, the flight is uneventful, and I have plenty of time to admire the cockpit and the scenery, the weather being cloudy, but fine.
       

       

       
      About half-way there, we pass the town of Loos, the eastern side of which is much damaged by shellfire. Just beyond, we cross the former front lines, now abandoned but still churned up by the pounding it has taken from the guns of both sides over the many months of static trench warfare, now at last come to an end.
       

       
      Soon, we are back over unravaged countryside, and the shelled ground falls behind...
       

       
      ...and not long after that, I'm coming into land at out new home, presumably a former German airfield but now very much in our hands. Thiis is signified by a pair of S.E.5s sitting on the airfield and some Snipes parked in front of the sheds, whose undamaged state indicates that their erstwhile occupants have left in a hurry.
       

       
      Signs of enemy collapse and rumours of an Armistice notwithstanding, I have no reason to believe that the pace of operations will slacken off - the reverse if anything, given the need to keep the retreating enemy on the hop. I expect that this will be the last little cross country flight I'll be doing for a while, and that I'm about to find out just how good my new Snipe really is, where it matters most - in combat.
       
      ...to be continued!
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