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 Betreff des Beitrags: Warbirds Mod
BeitragVerfasst: 29. Mai 2011, 13:33 
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Registriert: 22. Mai 2011, 13:29
Beiträge: 19
(Kopie aus unserem internationalen forum, deshalb englisch ;) )

the basic of the server is to capture airfields with paratroopers after bombing it to the grounds to force the frontline and win the war

server:
neue ip: 46.163.66.134:21001
hyperlobby: warbirds-FH
http://www.war-birds.com/
http://forum.war-birds.com/server-info-and-rules-b4.0/


Collection of Facts:
Registration needed, 2 minutes, just join with the name you registrated
Troopers needed to take a field: 12
Radar Zone: 100 to 5000 meters (influenced by mountains as well)
Death "Ban":120 seconds (no kick, just unabelity to fly, buggy)
Respawntime of ground objects: 2000 seconds
Cargo reduces respawntime
No chutekilling


part of the rules:
4.09m + UP2.01 + WarBirds Server 1.3

To enter the WarBirds server needs must to register your Pilot Name !!!

IL2 WarBirds Server Pilot Registration


Server's description:
Gameplay follows the ideas of the WarBirds FreeHost arena:

1) The main goal is complete capture of enemy's territories;
2) Territory can only be captured through 'closing' and subsequent 'capturing' of an airfield. Currently controlled territories are reflected by the frontline dividing both parties. Capturing of an airfield pushes the frontline towards the enemy.
3) When all airfields are captured and the enemy is left effectively without any ground - the map is considered won by the other side and automatically reset to the original state with each side controlling equal number of airfields.
4) To close an airfield at least 90% of its 'active objects' must be in any way destroyed. Exact list of the objects cannot be seen, however the total number of objects, number of those remaining intact, and number required to close a field can be seen through >field f<xx> console command. When an airfield is CLOSED you will get a message stating which field has been closed. Planes cannot take off from a CLOSED airfield.
3) A destroyed object on a field will be repaired and become active again (re-spawn, 'reup') in 2000 seconds after its destruction. When enough objects has been repaired to get the number of objects intact higher than 10% - the field OPENS back (you will again get a message) and you will be able to take-off from it again.
4) A closed airfield capture is performed by paratroopers dropped from a transport plane (Ju-52, C-47, Li-2). A capture is considered to be successful if at least 12 troopers have safely made it to the ground: at the moment troopers run 10-20 meters after landing and 'hide in the grass' (drop to the ground), only afterwards they are counted as 'landed safely'. Notice that it is not needed that all the troops are droped from one plane - the server keeps the count of the landed troopers, so troopers from another transport(s) can add up the total number to 12. This number is reset to 0 if the field re-OPENS.
5) After an airfield is captured it changes its color, list of available planes (according to its new side) and pushes the frontline towards the enemy. The field, however, will remain CLOSED while its number of active objects is below 10%. Notice that an just captured airfield that is still CLOSED cannot be re-captured back by dropping troopers. To be captured back the field needs to OPEN and be CLOSED again.
6) To increase of air battles intensity radars have been introduced into the game. Radars' range can be seen on the map as colored circles. Each airfield has its own radar. If a radar is destroyed its circle turns white. You will see enemy and friendly planes in air as coloured crosses when those planes are in range (inside the circle) of any friendly radar. If a plane is NOT shown by radars, then this plane is either: outside radars' radius, its altitude is lower than 100 metres or higher than 5000 meters, the plane is obscured from the particular radar's line-of-sight by terrain elevations (hills, mountains etc.) or the radar is destroyed. Radars are ONLY available in briefing, you will not see them in flight.
7) Fleet of flyable planes changes as the game time progresses (Rolling Plane Set) to reflect their historical availability. Current date can be seen using >tod command.
8 ) The game events is simulated to take place between Jan 1940 and Sep 1945. Each month of the battle lasts approximately 3 real-time days.
9) The passage of time in the game is acccelerated 6 times of the original, so the daytime from dawn to dusk lasts approximately 4 hours (depending on the server preferences). There is no night: the sun will instantly 'jump' to sunrise as soon as it sets and the new game-day begins.
10) There are additional commands available to the user:
>field shows the current status of fields
>tod shows the current in-game time and date

Update 1.3
1. New chat command field with mor info about killed objects on field.
Type in chat <field for help
Example:
<field f1 - info about f1
<field a1 - info about aqua site for f1
<field CV-1 - info about CV
On ground fields this command will show killed objects sorted
from minmal respawn time to maximum.
On ships this command shows level of damage of the ship.
2.CargoA is now repairs destroyed objects.
If you drops CargoA it will reduce respawn time of destroyed objects
in radius.
For server:
In mis file
[Main]
# CargoARepairTime - time in secs, on this time will
# be reduced respawn time of objects
# can be 0 - 100000 sec
CargoARepairTime=120
# In this radius will be repaired objects
# Default is 1500m
CargoARepairRadius=1500
3.add 2x new Plane
Bf109T up CV
C47c up aqua field
Authors:
Modding of server and client: barmal, TUS Samuel, Brix, Ilia

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 Betreff des Beitrags: Re: Warbirds Mod
BeitragVerfasst: 3. Jun 2011, 12:55 
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Registriert: 22. Mai 2011, 13:29
Beiträge: 19
hat sich das mal jemand angeschaut?

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 Betreff des Beitrags: Re: Warbirds Mod
BeitragVerfasst: 6. Jun 2011, 22:08 
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Registriert: 19. Mai 2011, 19:26
Beiträge: 136
Durchgekuckt hab ich es mal

Muss noch mit Hawk reden ob es in Ordnung geht das theoretisch fuer einen Abend raufzuspielen.
Falls ja können wir gerne mal damit zusammen fliegen...

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 Betreff des Beitrags: Re: Warbirds Mod
BeitragVerfasst: 8. Jun 2011, 16:51 
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Registriert: 22. Mai 2011, 13:29
Beiträge: 19
wie gesagt, das ist n ganzer mod, also im prinzip ein system wie ADW, dafür gibt es auch schon nen server.
es lohnt sich also nicht, den mod auf hawks server zu machen, da würden ja auch die leute fehlen.

der warbirds FH server ist relativ gut besucht, und da es kaum ein aufwand ist den mod zu aktivieren, würde ich einfach mal
einen abend auf diesem server vorschlagen


------------------------------------------------


ich würde in nächster zeit mal einen abend dort planen, könnt ihr mir feedback geben, ob und wie viele leute bei euch interesse an einem abend dort haben?



zusätzliche infos:
ihr müsst den mod auf der oben genannten page downloaden (ca 80mb) und per jsgme aktivieren

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