il2 nos moldes do Warbirds
il2 nos moldes do Warbirds
S!
Criaram um MOD para o il-2 que permite que o sim seja jogado de forma muito semelhante ao antigo Warbirds .
Isso já foi noticia , em outro post por aqui, mas este link é novo :
http://warbirds.eagleturk.com/index.php
Ao que parece , iniciaram uma série de testes abertos.
A instalação do mod é feito em cima da última versão do UP.
abraços
Criaram um MOD para o il-2 que permite que o sim seja jogado de forma muito semelhante ao antigo Warbirds .
Isso já foi noticia , em outro post por aqui, mas este link é novo :
http://warbirds.eagleturk.com/index.php
Ao que parece , iniciaram uma série de testes abertos.
A instalação do mod é feito em cima da última versão do UP.
abraços
Re: il2 nos moldes do Warbirds
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 September 1939 and January 1946. 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
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 September 1939 and January 1946. 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
Last edited by Ernst on 10 Dec 2010 20:34, edited 1 time in total.
Re: il2 nos moldes do Warbirds
Nossa passei madrugadas e madrugadasno freehost com o pessoal do grifo, bons tempos...
Re: il2 nos moldes do Warbirds
Caras, isso aí animal hein!
Agora eu sei porque se fala tanto da nostalgia do Warbirds.
santo.
Agora eu sei porque se fala tanto da nostalgia do Warbirds.

santo.
Senta a Pua!
Porque há um só Deus, e um só Mediador entre Deus e os homens, Jesus Cristo homem. 1 Timóteo 2:5
Porque há um só Deus, e um só Mediador entre Deus e os homens, Jesus Cristo homem. 1 Timóteo 2:5
Re: il2 nos moldes do Warbirds
S!
Baixei o mod . Instalação fácil . Achei ...ÓTIMO !!!
Impressionante : conseguiram unir a excelente engine do il-2 com a jogabilidade do warbirds .
o Mapa que está sendo usado foi desenhado no mesmo estilo do Warbirds . E não é pequeno . Só parece . Os fields estão cheio de alvos e são um paraiso pra bombar e strafar .
Neste link detalhes do mapa e alvos :
http://warbirds.eagleturk.com/index.php ... etail.html
umas fotos :



Usam-se pequenos icones red ou blue .
O radar e representado por um "X" . Só funciona acima de 100 metros e abaixo de 5000 metros .
SP!
Baixei o mod . Instalação fácil . Achei ...ÓTIMO !!!

Impressionante : conseguiram unir a excelente engine do il-2 com a jogabilidade do warbirds .
o Mapa que está sendo usado foi desenhado no mesmo estilo do Warbirds . E não é pequeno . Só parece . Os fields estão cheio de alvos e são um paraiso pra bombar e strafar .

Neste link detalhes do mapa e alvos :
http://warbirds.eagleturk.com/index.php ... etail.html
umas fotos :



Usam-se pequenos icones red ou blue .
O radar e representado por um "X" . Só funciona acima de 100 metros e abaixo de 5000 metros .
SP!
Re: il2 nos moldes do Warbirds
O que vai ter de kamicase...minimum 100 kg or banzaii![]()

Como funciona a captura de campos? No WB é por meio de paraquedistas suicidas - se explodem
junto com torre de controle.
Sokol1
Re: il2 nos moldes do Warbirds
S!
Parece interessante, o phoda é ter que voltar a por MOdes de novo
Dá pra instalar pelo menos pelo gerenciador de MOdes?
SP!
Parece interessante, o phoda é ter que voltar a por MOdes de novo

Dá pra instalar pelo menos pelo gerenciador de MOdes?

SP!
[b]Eu confio no povo brasileiro. Voto facultativo já no Brasil![/b]
Re: il2 nos moldes do Warbirds
S!
A captura de fields é similar ao WB original . Após detonar 90 % do campo , o Li-3 ou Ju lança ou pousa para que os 12 condenados, digo PQDs tomem o campo .
Interessante ouvir depois de uns anos WTG !!
A ordem de instalação é esta : 4.09 + UP 2.01 ( o úrtimo) + o mod do Warbirds ( cerca de 86 mb) . Todos gerenciáveis pelo JSGME
.
O mod do wb basta extrair, recortar e colar dentro da pasta do JSGME .
Há ! Estou reencontrando velhos nick de 06 caracteres
.... I see dead people
SP!
A captura de fields é similar ao WB original . Após detonar 90 % do campo , o Li-3 ou Ju lança ou pousa para que os 12 condenados, digo PQDs tomem o campo .
Interessante ouvir depois de uns anos WTG !!
A ordem de instalação é esta : 4.09 + UP 2.01 ( o úrtimo) + o mod do Warbirds ( cerca de 86 mb) . Todos gerenciáveis pelo JSGME

O mod do wb basta extrair, recortar e colar dentro da pasta do JSGME .
Há ! Estou reencontrando velhos nick de 06 caracteres

SP!
Re: il2 nos moldes do Warbirds
O bom é que agora que o UP estabilizou, não há mais atualizações freqüentes.
Aliás já faz alguns meses que não se têm atualizações no UP e ele se tornou um padrão no HL.
santo.
Aliás já faz alguns meses que não se têm atualizações no UP e ele se tornou um padrão no HL.
santo.
Senta a Pua!
Porque há um só Deus, e um só Mediador entre Deus e os homens, Jesus Cristo homem. 1 Timóteo 2:5
Porque há um só Deus, e um só Mediador entre Deus e os homens, Jesus Cristo homem. 1 Timóteo 2:5
Re: il2 nos moldes do Warbirds
Vou ver se baixo este UP de novo (ooooo priguissa... :p) jogar com objetivo (que não o tradicional "destrua 99 caminhãozinhos do IL-2") da outra dinâmica - havera até tiro aos
paraquedistas.
Sokol1
paraquedistas.

Sokol1
- 07_Phantom
- Veterano
- Posts: 6803
- Joined: 07 Apr 2003 21:00
- Contact:
Re: il2 nos moldes do Warbirds
Pois é, chamou a atenção mesmo.
Tempo atrás cheguei e pegar o WB orientado pelo JR dos Jambocks pois, apesar de ter gráficos inferiores, tem melhor jogabilidade, no tocante à objetivos.
O problema é a "mardita" preguiça dos mods, alguém poderia colocar um passo a passo
Tempo atrás cheguei e pegar o WB orientado pelo JR dos Jambocks pois, apesar de ter gráficos inferiores, tem melhor jogabilidade, no tocante à objetivos.
O problema é a "mardita" preguiça dos mods, alguém poderia colocar um passo a passo

SP!
Phantom
Phantom
Re: il2 nos moldes do Warbirds
Depois de baixar o mod do Warbirds, acredito que bastaria ativar pelo JSGME apenas o Warbirds.Furias wrote:A ordem de instalação é esta : 4.09 + UP 2.01 ( o úrtimo) + o mod do Warbirds ( cerca de 86 mb) . Todos gerenciáveis pelo JSGME .
http://warbirds.eagleturk.com/index.php/topic,15.0.htmlTURK_Berkay wrote:installation guide ;
1) After downloading this mod pack, you must extract the rar file into a temporary location (etc. DESKTOP)
2) You must use JSGME mod installer to use safely, copy the extracted " warbirds 1.1 mod " into " jsgmemods " folder which located in your root İL2 game folder ...
3) Then Run JSGME and activate the Warbirds1.1 over the activated mods, no problem what effect using but dont change the mod engine...
Good luck to all...

santo.
Senta a Pua!
Porque há um só Deus, e um só Mediador entre Deus e os homens, Jesus Cristo homem. 1 Timóteo 2:5
Porque há um só Deus, e um só Mediador entre Deus e os homens, Jesus Cristo homem. 1 Timóteo 2:5
Re: il2 nos moldes do Warbirds
S!
Exato Santo , o mod é ativado pelo JSGME .
Em tempo :
http://ultrapack.il2war.com/index.php/t ... cseen.html testei este link mas deu erro . Um amigo dos tempos de Warbirds me pediu o link , pois se interessou pelo MOD . Se alguém tiver um link operacional por favor poste aqui . Obrigado .
PS : tratem de tirar o pó dos nicks de 06 caracteres
Abriram o parquinho de diversões !!
SP!
Exato Santo , o mod é ativado pelo JSGME .
Em tempo :
http://ultrapack.il2war.com/index.php/t ... cseen.html testei este link mas deu erro . Um amigo dos tempos de Warbirds me pediu o link , pois se interessou pelo MOD . Se alguém tiver um link operacional por favor poste aqui . Obrigado .
PS : tratem de tirar o pó dos nicks de 06 caracteres

SP!
Re: il2 nos moldes do Warbirds
S!
SP!
Lembrando que se sair o patch 4.10 o UP não será jogável uma vez atualizado o IL2 vanilla pra ele (ou tô errado Santo?)07_Phantom wrote: O problema é a "mardita" preguiça dos mods, alguém poderia colocar um passo a passo

SP!
[b]Eu confio no povo brasileiro. Voto facultativo já no Brasil![/b]
Re: il2 nos moldes do Warbirds
S!
SP!
ÔPA, não precisa do UP?44_Santo wrote: Depois de baixar o mod do Warbirds, acredito que bastaria ativar pelo JSGME apenas o Warbirds.
http://warbirds.eagleturk.com/index.php/topic,15.0.html
![]()
santo.

SP!
[b]Eu confio no povo brasileiro. Voto facultativo já no Brasil![/b]