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Ruspoli at the gates of Odesa - SP scripted campaign [MC.202 series VIII]


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Posted
3 minutes ago, AndreiTomescu said:

Yes indeed!!!! Never saw this before in another campaign I've played. But clearly it would be nice to to. I think this script was designed by @kraut1, right?

I have my own obsessions.... 🙂 : did you reached the "second duel" ? How did that go ?

Thank you for your appreciation. I think that:

- it was really necessary to honour the lives of those Italian pilots, and their colleagues, forgotten by time

- @Vendigo did a job that really reached a AAA title in terms both of storytelling and immersion

Hi Andrei,

The script itself is available by default in IL-2. But the problem is to use it for ME mission design.

I would say it in this way: I have extracted the mission components of the script from a Spitfire D-Day Pilot Career Mission.
This was not so easy because it there were hundrets of links to other objects and I always feared that I could destroy it.
And after I had isolated these mission components for the  script I added some MCUs, triggers, to make it simple to install just by importing the group.
And I have created different versions of RU, GE, UK, US batteries or destroyers for shore bombardement.
https://forum.il2sturmovik.com/topic/89940-artillery-spotting-simple-groups-ru-ger-uk-us-v01a/
Additionally I have created working experiments tu use the script as a Attack Squadron Commander where the pilot leads a squadron and is able to order his flights to grid areas where they attack independently enemy ground troups and another version for TC where the player leads a tank unit and can call either for artillery support or in another version can call for air support.
https://forum.il2sturmovik.com/topic/90017-attack-squadron-commander-va/
https://forum.il2sturmovik.com/topic/90142-artillery-strike-shore-bombardements-for-tc-single-player-v01/
https://forum.il2sturmovik.com/topic/90062-air-strike-for-tc-v01/

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Posted
9 minutes ago, sandmarken said:

If im right the script is actually made by the devs, iv seen it or very simular in career mode when flying artillery spotter squadrons. Kraut1 extracted it and might have improved on it? He helped me undertand it atleast. 

Yes, I have extracted it from a career mission and I modified it in a way that it is easy to install. Additionally I published ge, ru, uk, us versions. Please see my other reply.

  • Like 2
AndreiTomescu
Posted
6 hours ago, kraut1 said:

I have extracted the mission components of the script from a Spitfire D-Day Pilot Career Mission.
This was not so easy because it there were hundrets of links to other objects and I always feared that I could destroy it.
And after I had isolated these mission components for the  script I added some MCUs, triggers, to make it simple to install just by importing the group.

this is Martian language for me 🙂 but i'm grateful you did all those things you did: now it's usable for custom made scripted campaigns. And this helps improve the GB world. The devs promised us that dedicated spotter aircraft !! I'm thinking about a spotter script+Fw-189+Leningrad map , wow, how awesome that would be!

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NicksNacks
Posted

I'm really loving this campaign as the mc202 is one of my favorite planes!

I'm glad you guys are talking about the artillery spotting mechanic (LWIN+1). I believe the recon mission (3rd mission?) used this. I'm at work so I can't screen shot this so I'll try to explain. I opened the spotting map but all I got was a little nap on the lower right, like the HUD map. I even opened the HUD map which opened to m the same size right next to the Lwin+1 map. Problem being that I can't see any terrain features on the spotting map that correspond to the HUD map.

I'm sure I'm doing something wrong and I couldn't find a tutorial on how to use this feature. I did put the red X on the spotting map but it was just in a random position. Not sure of where the arty rounds landed because the AAA opened up on my with a vengeance! 

This campaign is very well done and I salute you for your work! 

Nick

Vendigo
Posted (edited)

@NicksNacks thank you and about the artillery spotting (the first mission to have it is No.6 "Bendery spotter") - you did everything right and here's a few tips: 

The spotter's map (the small one, shown by Lwin+1) doesn't have any terrain details that's why you also need the artillery grid on the regular HUD map:

Spoiler

image.jpeg.0215b30bf3a0ed84f8ba006b8c99ec0e.jpeg

image.jpeg.edf334391d079671a4216dc3aeb4f47d.jpeg

 

Actually, the grid shown on the HUD map is the same as the small spotter's map; you use the spotter's map only to pinpoint the artillery fire to a certain grid (say A-8) - look at the ground to see where the shells are landing and you can refer that location to the terrain details shown on the HUD map. Of course you must locate the enemy targets on the ground firstly; it takes just a little practice and then you get an idea of how to manage the artillery fire. For example, on the screenshot above the "A-8" pinpoints the barrage to the south-eastern tip of the airfield.   

And always look out for the enemy AAA, they will not be kind to you. 

 

Edited by Vendigo
  • Like 1
AndreiTomescu
Posted
1 hour ago, NicksNacks said:

couldn't find a tutorial on how to use this feature

How i do it:

I keep player plane visible on the large map. The one taking all the screen i mean, I think it's M on standard keyboard.

I zoom the map as to see mostly only the spotter grid on the hole screen

When I am above the target I want to pinpoint to the battery , I open this map and see where I am. The particular grid.

As I rush to maneuver to avoid flak, I open the little map with Lwin-1 and mark that place.

If the hits are off target, I try to compensate afterwards

  • Upvote 1
NicksNacks
Posted

Thanks guys! That makes it a little more clear. 

Is there a switch to turn on the grid on the full screen map or is that on by default in an artillery mission? I didn't see it while I was getting shot down by angry arty 😂

Vendigo
Posted
18 minutes ago, NicksNacks said:

Is there a switch to turn on the grid on the full screen map or is that on by default in an artillery mission? 

That grid on the HUD map is shown by default; it's advisable to study the target zone (as well as the entire flight path) on your map before the mission then you will see it.  

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AndreiTomescu
Posted
27 minutes ago, NicksNacks said:

a switch to turn on the grid on the full screen map

once you make contact with the battery and the script activates, it will be there by default

1 hour ago, Vendigo said:

enemy AAA, they will not be kind to you.

just like a wife: one wrong move, one moment of careless, and you're done for!!! 😆😆

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Vendigo
Posted
9 minutes ago, AndreiTomescu said:

once you make contact with the battery and the script activates, it will be there by default

 

Is it so? I thought the grid is always shown on the map, even before you arrive to the artillery location, will need to double check this. 

10 minutes ago, AndreiTomescu said:

just like a wife: one wrong move, one moment of careless, and you're done for!!! 😆😆

But unlike the wife, you can keep your distance from the enemy AAA!  

 

  • Haha 1
NicksNacks
Posted

Thanks for the info and again, for my new favorite campaign! 

Salute!

Nick

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AndreiTomescu
Posted
42 minutes ago, Vendigo said:

I thought the grid is always shown on the map, even before you arrive to the artillery location,

or so. sorry, i think i got a bit confused. or not. or yes. 😎 yes, it's always there, from the start

43 minutes ago, Vendigo said:

unlike the wife, you can keep your distance from the enemy AAA

the triple A from home might be the reason. just as you've said, speed doesn't help. but sometimes, maneuvering!!!! 🙂 

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  • 3 months later...
JollyJack
Posted
On 4/1/2026 at 4:57 PM, Vendigo said:

But unlike the wife, you can keep your distance from the enemy AAA!  

As for wife and measurements; triple A must equal C for size, and is probably more dangerous for any man, let alone a poor Eyetalian pilot.

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  • 2 weeks later...
JollyJack
Posted (edited)

Hi Vendigo ... just noticed in mission 6 after pressing Lwin+1 (spotters notepad) permanently disables the Pause key i set for Pause in my settings in the game. Time Scale does also not work it seems. A windows issue? 

Edited by JollyJack
Vendigo
Posted (edited)
57 minutes ago, JollyJack said:

Hi Vendigo ... just noticed in mission 6 after pressing Lwin+1 (spotters notepad) permanently disables the Pause key i set for Pause in my settings in the game. Time Scale does also not work it seems. A windows issue? 

It's an issue (or should I say a feature) of the artillery spotter script - as long as the script is active (10 minutes) the time dilation and pausing the game are not possible.  

 

Edited by Vendigo
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Posted
23 minutes ago, Vendigo said:

It's an issue (or should say a feature) of the artillery spotter script - as long as the script is active (10 minutes) the time dilation and pausing the game are not possible.  

 

Yes:

image.png.5bb09cdd1463cd9a4575630d3996d446.png

AndreiTomescu
Posted

This artillery spotting feature/missions, i've found hugely rewarding and soooo much fun! 

@JollyJack there is more of this in this fantastic campaign. 

Really hope this script will find its was in Korea.

  • Like 1
JollyJack
Posted

well, i must study this feature, seems a nice 'trick' ...  but my teacher for IL2 stuff has been this fella it seems: 

tommycooper_1.jpg.fcab05eee459510830e2a4523c626036.jpg

JollyJack
Posted (edited)

Is there a way to reduce the 10 min time of the script for say 2m; seems more than enough. Or better deactivate it immediately when no longer needed? 

Edited by JollyJack
Posted (edited)
1 hour ago, JollyJack said:

Is there a way to reduce the 10 min time of the script for say 2m; seems more than enough. Or better deactivate it immediately when no longer needed? 

It is possible to edit the mission file and to change the time as required.
10 minutes have been choosen by me for general purpose, artillery spotting with a more ore less fast plane means after you have overflown the battery you have at first to locate and to fly to the target (ca. 5...10km), you have to estimate the on which grid the target is. Mostly you need 2 to 4  attempts until the fire is on the target. This takes from my experience some time.

You can edit a mission file, search fo the battery, and there will be close a checkzone for activation and I think close to this there will be a timer I assume with 10 minutes for deactivation.

I have not the campaign mission but I have installed a typical group in a test and inside the battery group I found the correct timer I assume:

image.png.d38848ae51f8e18d5981ef18dc68c1e6.png

I think in my TC artillery group I have sacrificed 1 row of 8 switches to have some additional functions and one I used to pause the script for 5 minutes.

If you are interested please see my TC related arty spotting script topics in the old forum.

New changes are not possible for me now, I am busy with many other things as you know.

Edited by kraut1
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Posted (edited)
20 hours ago, JollyJack said:

Is there a way to reduce the 10 min time of the script for say 2m; seems more than enough. Or better deactivate it immediately when no longer needed? 

And another idea if you want to be creative (I have no time, sorry):

Try to:

place a MCU Complex trigger with the fired flare "option"

image.png.a78ed924dcb6616d3e4f7bbc483785d3.png

This has to be linked in someway with the players plane... (see the editor manual, I have done this only 1 time 3 years ago)

And select for the complex trigger as a target the MCU Media / option stop Media...

I suppose with this comparable simple function you could stop the script by firing a flare.

I have designed the arty spotting groups in another way to make them easy to install without additionasl links to mission objects.

 

Edited by kraut1
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JollyJack
Posted

Nicest would be if one could set a keybind to finish the script and force IL2 to Act Naturally again ..

 

Vendigo
Posted (edited)

AFAIK you can finish the script whenever you like by ckicking on "CLOSE" on the grid map but unfortunately that doesn't enable the time compression or the ability to pause the game. You must wait for 10 minutes for those features to become available again. 

Edited by Vendigo

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