Sparviero Posted June 1 Posted June 1 Fantastic, simply fantastic. Just a question: is there just one bomber to shoot down in the first 4 missions? I wait a bit but I don't receive any more call. Thanks, night fighting was my favourite playing in modded IL2 1946. I really waiting your FuG220 mode, even if it is a shame don't have schrage musik!
Sparviero Posted June 1 Posted June 1 I bit off topic (but not to much!): to check the Lorenz system, you should seat in the gunner/radioman position, but in VR you face the guns, not the instrument panel where the FA/R2 is positioned. How can I turn the view toward it? Don't say to me "just turn the head", because it is a 180° turn and I'm to old for that! Thanks.
AEthelraedUnraed Posted June 1 Author Posted June 1 4 hours ago, Sparviero said: Just a question: is there just one bomber to shoot down in the first 4 missions? I wait a bit but I don't receive any more call. The second mission has just a single bomber. In the other missions, new ones should spawn after some time (up to a few minutes, IIRC). It can take a while for the bomber to reach the Himmelbett area though. 34 minutes ago, Sparviero said: I bit off topic (but not to much!): to check the Lorenz system, you should seat in the gunner/radioman position, but in VR you face the guns, not the instrument panel where the FA/R2 is positioned. How can I turn the view toward it? Don't say to me "just turn the head", because it is a 180° turn and I'm to old for that! Thanks. The Lorenz system uses a widget, which appears in the bottom right of your screen (also in VR). It doesn't use any of the 3d dials in the aircraft (since I cannot address those - it would require some significant work by the Devs themselves, which I'm pretty certain they won't do 🙂). PS the Lorenz system was displayed using the AFN/2 dial, the same instrument that displays the heading to the nearest radio beacon. It's on the main panel, so the pilot was able to check it himself. Even if the 3d dials did work, there'd be no need to switch to the gunner position 🙂
Geleitzug Posted June 1 Posted June 1 6 hours ago, Sparviero said: Fantastic, simply fantastic. Just a question: is there just one bomber to shoot down in the first 4 missions? I wait a bit but I don't receive any more call. Thanks, night fighting was my favourite playing in modded IL2 1946. I really waiting your FuG220 mode, even if it is a shame don't have schrage musik! In the first mission several bombers spawn one after the other - unfortunately I had to return after downing the first enemy plane due to an engine damage so I couldn't engage the next bomber, but afterwards I checked the TacView records of my flight and could see the next spawning bomber when I was already RTB
Geleitzug Posted June 1 Posted June 1 On 5/15/2026 at 10:03 AM, AEthelraedUnraed said: Actually, yes 🙂 Not in this campaign though. The follow-up will have the FuG 202 and 220, combined with the DuNaJa, Wilde Sau and Zahme Sau methods. The latter requires some minor tweaking, but the others are working as intended already. It'll be a whole different beast compared to Himmelbett. It's much more intensive in that you don't know the precise location of the bombers, while working with quirky radar sets. In the current campaign you don't really need to do any difficult radio navigation; the airfield and the target area are always equipped with radio beacons (as was the case historically). You can just fly directly from one beacon to another and it's fine. With Zahme Sau, you'll perform long-range cross-country flights in the dark chasing elusive targets and disorientation becomes a real issue. You really need those tunable beacons then. Right now I'm fixing the issue of simulating a bomber stream of hundreds of aircraft, while you don't know where the player is. I have an idea that should work, but it requires hundreds of mission triggers so I'll first need to write some code to create those programmatically. Good to hear it works as intended 🙂 Now you know why it took me >4 years to create this campaign. If anyone's interested, it's done through widgets, which are programmable. They have some limitations, but even so they enable quite a lot of functionality: Reveal hidden contents Widgets are programmed in ActionScript 3, which is a lot like JavaScript. You can find them in the data/swf/extensions directory. The files are pre-compiled so you'll need a decompiler (I use JPEXS). This also means that except function and class names, it's not really human-readable. Everything's just called var1, var2 etc. There is no documentation available whatsoever. You can only detect aircraft (no ground vehicles or scenery). You can only read their details, not write them (i.e. you cannot change their position etc.) Their information gets updated at intervals of around 4 to 5 seconds. Other functionality like chat messages or audio is available through wrappers to the underlying C++ code. These are undocumented, but on request I can provide you with my own wrapper code, which should be easier to use. You can communicate from the widget to the mission by using the OnFlashDialogAction00 to 15 triggers. You cannot communicate data from the mission to the widget. A workaround exists in that you can spawn a plane containing data in its name, then despawn it when the widget has detected it. Widgets can communicate to other widgets though. This does mean that another workaround for mission->widget communication is to start a dedicated widget for the message you want to send. Since I recently discovered the mod that allows to add external fuel tanks (https://forum.il2-series.com/topic/1615-drop-tank-for-luftwaffe-aircraft/), I'm wondering if it wouldn't also be possible to add via such a mod the corresponding antennas to the nose of the Bf110 when the FuG202 or 220 is used. However, since I have no experience or skills in modding I'm not certain whether this would be possible at all, but if yes, it would be really fantastic!
CatteMoto Posted June 1 Posted June 1 Excited to try this out, looks like an incredible amount of dedication went into this campaign
kraut1 Posted June 1 Posted June 1 (edited) 3 hours ago, Geleitzug said: Since I recently discovered the mod that allows to add external fuel tanks (https://forum.il2-series.com/topic/1615-drop-tank-for-luftwaffe-aircraft/), I'm wondering if it wouldn't also be possible to add via such a mod the corresponding antennas to the nose of the Bf110 when the FuG202 or 220 is used. However, since I have no experience or skills in modding I'm not certain whether this would be possible at all, but if yes, it would be really fantastic! Hi, I have worked on this drop tank mod and the situation is: Drop tanks are existing since a long time as 3DModels, skins and some settings in the default IL-2 GB. But they were never published (activated), because the complex fuel mechanism did never worked. For the drop tank mod it was just required to replace in the bomb settings the bomb 3d model / skins by the existing drop tanks and to manipulate the fuse to avoid explosions when they hit the ground. Antennas are from my point of view not possible because they are not existing... Sorry Edited June 1 by kraut1 1
Geleitzug Posted June 11 Posted June 11 Tried to continue with the second mission but when being in the hangar and click on "start" the mission, the below depicted message window pops up and freezes the whole game (requires to shut off the application via task manager). Have I done something wrong during the installation of the mod?
AEthelraedUnraed Posted June 13 Author Posted June 13 On 6/11/2026 at 9:01 PM, Geleitzug said: Tried to continue with the second mission but when being in the hangar and click on "start" the mission, the below depicted message window pops up and freezes the whole game (requires to shut off the application via task manager). Have I done something wrong during the installation of the mod? Can you check if the file is at that location? The full path is: [whatever your IL2 installation directory is]\data\luascripts\worldobjects\mapemitters\rwylightwhite.txt. If it isn't there, copy it from the .zip file.
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