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#4116235 - 05/05/15 08:23 AM DiD discussion for 1915  
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I did a bit of number crunching....

I don't know if things might change a bit after the introduction of new planes and squads, but so far this is what I have.


Note that Britain has 2 squads in England in 1915.

The graph that I made.





#4116238 - 05/05/15 09:00 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Very interesting and informative.
Out of curiousity did you get this info from the "Start Career" screen or was there an easier way?
It would be neat to see the bulk numbers (squadrons per theater per year) like your first screen for the entire war

#4116239 - 05/05/15 09:12 AM Re: DiD plausability for 1915 [Re: OldHat]  
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There might be an easier way, but I did it the hard way. It wasn't too bad for 1915 due to the low number of squads.

I'm hoping that there is someone who is knowledgeable about making rules and can use this information to help decide if and when to start a DiD in 1915.

#4116250 - 05/05/15 10:04 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Nord, France.
Right now, in 1915, some French career are "stopped" due to the lack of aircraft : Nieuport 10 C1 (which will arrive) & 10 A2, (these infos are from the career enlistment panel). The shortage approximatly arrives in September 1915.

#4116297 - 05/05/15 11:45 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Nicely done work! OldHat.

My 2 cents of input is that fighter planes or scouts are basically non existent in the first half or so of the year 1915. Two of the German two seaters also have no guns, Aviatik BI & Aviatik BII. The EI isn't used in a scout squad until Sept 1st when MFJ1 starts, before that they are issued to high ranking members of squads flying two seaters......so we might be flying two seaters for a long time.

#4116316 - 05/05/15 12:37 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Good job, OldHat.
If you want to create a "DiD 1915-1918" campaign, you could use the same rules, if you want.

The pilots' records collecting is a major problem, and making a chart of them.
I have enough to do with one chart, honestly.


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#4116430 - 05/05/15 04:11 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I don't have the talent to keep track of scores. And I'd love to use the same rules, but they're tailored to keep track of scores.

I'm thinking more along the lines of a mix between DiD, "reports from the front" and Rick's challenges threads. So, this would be something like a "Day-to-Day Fokker Scourge challenge".

Rules would go something like this:

1. No points (just because I don't know how to keep track of them).

2. Fly any way that feels comfortable (i.e. from full real to full aids)

3. Fly only the missions for that day... no flying before or after the equivalent real world date. So, a June 6, 1915 mission(s) would be played on June 6, 2015 only. And anytime the WOFF manager advances the day, then you'll need to wait until you can fly on the equivalent real world day.

4. Must post at least one combat report per week in the thread, but not necessary to post combat reports for every mission you fly. So, you could have flown 10 missions, but only posted one (interesting?) combat report for that week.

5. Not limited to one pilot, but can choose to play many pilots, but all must fly only the missions for that day (see #3 above). So, you can choose to be the "hunter" or the "hunted" or both - either way, success depends on survival until the end of the year and not victories or medals. Maybe, the challenge could be extended until the official end of the scourge in 1916...


These are my thoughts, but maybe someone has better ideas or suggestions?

#4116444 - 05/05/15 04:34 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Are we to name our pilots alphabetically like we do in the current DiD campaign?
May be transfer to other squads if we so desire to?
Required 2 seater time?
starting rank?

more questions... what about leading our own flights?

Last edited by MudWasp; 05/05/15 04:40 PM.
#4116451 - 05/05/15 04:43 PM Re: DiD plausability for 1915 [Re: MudWasp]  
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Originally Posted By: MudWasp
Are we to name our pilots alphabetically like we do in the current DiD campaign?
May be transfer to other squads if we so desire to?
Required 2 seater time?
starting rank?


I haven't thought about it in too much detail, just was kindda throwing ideas out really.... I guess the best way to answer those questions would be from folks who fly in the DiD and Challenges and come up with a mix of rules that everyone likes from either one....

I like the idea of transfers, but maybe not "automatically approved".

Oh yeah! one more thing is that I'd put a rule in there to not change workshop settings once you start a pilot, so you kindda have to live with what you choose.

#4116473 - 05/05/15 05:09 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Sounds alright to me, most of it.
Yeah, I'd suggest to use alphabetical name orders too - when the A-pilot falls, you start a B-name.


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#4116505 - 05/05/15 05:50 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Oldhat, I'd join and I like your idea of not having the transfers automatically approved. It would force us to put more thought into which squadron we want to fly for.

Last edited by Banjoman; 05/05/15 05:51 PM.

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#4116511 - 05/05/15 06:03 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Ok. good.

So, I'd start by having all pilots enlist with a mandatory training requirement. Then once training is completed, a pilot must log 4 QC flights in their favorite aircraft (similar to what Creaghorn had suggested)

1st QC (solo) - from training field to base in France or Germany.
2nd QC (solo) - One circuit or more around aerodrome.
3rd QC (solo) - Fly up to front but do not cross the line.
4th QC (one wingman) - Fly in formation up to the front and then RTB (not sure about this one)
Must accumulate at least 12 hours before starting a campaign. I've done this using some time compression in about 2 to 3 real hours.

Then go to campaign and fly a normal mission and continue with career as instructed by WOFF manager.

This would need to be repeated every time a pilot dies. I guess that would make a deterrent not to fly recklessly.

EDIT: These are not rules yet, but still tossing ideas around to see what sounds good.

Last edited by OldHat; 05/05/15 06:20 PM. Reason: added info
#4116520 - 05/05/15 06:10 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Hey OldHat, I can show you how to set up a Google Form that people can report to if you just want to have a chart like I use for the latest challenge. It's pretty easy if you just do data posts once a week...


The older I get, the more I realize I don't need to be Han, Luke or Leia. I'm just happy to be rebel scum...
#4116523 - 05/05/15 06:14 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Yeah, sure. That would be great Rick. I'll PM you my email.

#4116563 - 05/05/15 07:14 PM Re: DiD plausability for 1915 [Re: OldHat]  
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12 hours of time being QC added to flight training?
or 12 hours QC time?

I don't do the time compression flying.

Oh, never done flight training, approx how many hours of flight does it take to complete?

#4116569 - 05/05/15 07:24 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Flight training plus QC would equal 12 hours. Flight training takes anywhere from 4 to 8 hours with average being about 6, but it depends on how long the navigation portion of the training is. You can go in and out of the training screen until you get a navigation which is closer to base.

hmmm... I don't know how to work around avoiding that one without time compression. It would be too tough.

Well...I guess the 12 hours will have to be an option, but the training and 4 QC flights should really be included, or any ideas?

Last edited by OldHat; 05/05/15 07:29 PM.
#4116584 - 05/05/15 07:49 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I think it sounds fun. I do have one question, after training would we be able to move to whichever squadron we want or do we then have to fly first in a two seater?


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#4116589 - 05/05/15 07:56 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I don't know. Wouldn't just completing the training and QC be enough of a requirement?

When you enlist and select training, you will automatically go to your squadron after completing the training when you enter the campaign screen.

The training is in a two-seater and the QC would be in your plane of choice. So, after flying these "preliminary flights", I'm assuming that the real deal should begin. thoughts??

Last edited by OldHat; 05/05/15 07:57 PM.
#4116615 - 05/05/15 08:30 PM Re: DiD plausability for 1915 [Re: OldHat]  
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My thought is I don't need any"eFFing "training"....but if you insist, tell me how to do it and I will.

I'd rather pick my squad than have a random allocation.

#4116618 - 05/05/15 08:36 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Rules...Rules....I hate making rules.... my mouth is dry, so excuse me while I go get a beer......or two.

#4116625 - 05/05/15 08:51 PM Re: DiD plausability for 1915 [Re: OldHat]  
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For my money, if you want the whole experience, you should sign on for training and take whatever squadron assignment is given after that and hope for the best. Later on you could try to transfer out if you so desired. This would get us all a lot closer to what it was like for our RL counterparts.

Just my two cents, and unfortunately that won't buy even one beer. Thank god for open tabs. BARKEEP!

cheers

.


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#4116631 - 05/05/15 09:12 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Nice idea Lou....very nice.

But time is too short for me to waste it on mundane tasks like going through the training in WOFF... not fun. What I like most about Rick's challenges is that it's fun from start to finish...now that is time well spent.

How can I make your idea work without actually going through training??

I'll try to clear my head and think about it some more after I consult with Mr. Samuel Adams.

#4116636 - 05/05/15 09:19 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Sam is a wise one...listen good yep

The PBR in my cooler is calling on Walter Kowalski , channeling him in every sip. winkngrin

...........

...

#4116639 - 05/05/15 09:24 PM Re: DiD plausability for 1915 [Re: OldHat]  
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mmmmmmmmm - Sam Adams. I'll have an Irish Red if you'd be so kind.

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#4116642 - 05/05/15 09:33 PM Re: DiD plausability for 1915 [Re: OldHat]  
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aftter consulting with Walter......He said....

.......flight training should be restricted to pilots with the first name of C or above that have fallen with less than 20 hours of flight. Ya got 3 shots or swings.

#4116643 - 05/05/15 09:34 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Finishing off the last of Old Man Winter.... could be winter Ale..same in my mind.

Hard to beat Boston Lager

Last edited by MudWasp; 05/05/15 09:35 PM.
#4116724 - 05/06/15 04:17 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I don't think I'd want to go through training each time. I understand it's supposed to be an incentive to be careful, but sometimes bad things happen regardless. Especially, I think, in 1915-16 when your planes are so flimsy.

Nor do I think the 2-seater idea DiD uses is the best. It's not bad, but you ran into the problem early when the Sopwith Strutter qualified, and the Strutter is one heck of a fighter in 1916. Similarly, the BrisFit is a two-seater. In 1915 it sounds like almost everyone is a two-seater anyway.

MudWasp's idea is pretty good: Training for 'A', Repeat for B and C if you fell with less than 20 hours in.

I like having some sort of points or grading system: Something like what Rick uses for his challenges would be great. If you want to change how points are awarded, you can. Rick's offered to help with Googleforms, and if you need a reporter or someone to help with the Admin end I'd be happy to do so.

Similarly, I wouldn't be too caught up with flight levels. I feel safer now as a 'B' pilot in DiD than I did as a 'C' with labels.

I'd like to suggest everyone has two characters at a time - a primary and a standby. If primary gets hurt etc., then you can play the standby (or even switch back and forth if your main pilot is starting to bore you.) This gives us two advantages:

First, if your main pilot DOES fall, you already have a backup pilot with some experience/game points stored up.

Second, it allows us to use the leave system that Rick set up or something similar. Your primary pilot made ace? Let him celebrate for a week and use your other guy for awhile.

#4116738 - 05/06/15 06:28 AM Re: DiD plausability for 1915 [Re: OldHat]  
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12 hours of "intro time" can be very long, so why not at least spend them within the carreer, instead of QC?
That way, the 12 hours would be collected in the pilot's log book and add up with his flight time.
Just my 2 cents.


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#4116747 - 05/06/15 07:29 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Thanks for the suggestion, Olham. If you advance time in campaign after a QC flight, then it will record it in the pilot's log (if you have it set to "record all" in workshop)

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

This is the first draft of rules, so any and all feedback, comments, suggestions will help make 1915 a fun year to fly.

Starting a campaign in 1915

All ideas are gathered from the original DiD, Rick’s challenges, SIA rules and suggestions from forum members. So, credit goes to those whose rules or ideas were used in developing this DiD challenge.

Workshop Settings:
Your choice except:
•Transfer requests – subject to review

•Outcomes – normal

•Campaign date advance – Manual


Enlist your pilot:
1) Use alphabetical order to name your pilot. The first pilot’s name will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...

2) First Time Pilot: Enlist your pilot and select to go for training. Then fly the 3 QC missions below and finally start your campaign.

3) Replacing a Fallen Pilot: if your pilot has a first name of C or above and has fallen with less than 20 hours of flight, then you must select to start with a training mission again. Otherwise, if the pilot's first name is D or below you don’t need to start with a training mission. Start with the 3 QC missions instead.

4) Random Squad Assignment (optional): (a) Roll a 6 sided dice three times (b) add the three numbers (e.g. 1+4+3=8) (c) choose the squad that will be on that number (e.g. choose the 8th squad that appears).

5) Do not calculate any points in the training part, instead start from the QC missions.

First 3 Missions fly in QC:
1) In Workshop, choose to log all flights (not just campaign).

2) After each completed QC flight, you must advance time by one day in your campaign screen.

3) Use the “end of mission” list below to calculate your points at the beginning of each day.

3) Day #1, Mission #1: Fly your squadron’s plane solo from any(?) “training” airfield in England or Germany to your final base.

4) Day #2, Mission #2: Fly two circuits solo around your base. If near the front, then do not cross the line.

5) Day #3, Mission #3: Fly to the Front with or without a wingman and land back at your base.

6) If you fail to end the missions by landing at your airfield, or write off your aircraft in a bad landing (the 'your aircraft has been destroyed' message) you will score negative points. If your net score at the end of the third QC mission is below '0' you will be sent back to the Home Front for further flight training (follow procedures set out in “Enlist your pilot” section). Whenever you Transfer to a new unit, you will repeat Missions 2 & 3 again.


Start of your Campaign:
1) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

2) You will calculate your score of campaign points at the start of each new day.

3) If, at the start of any new day, your campaign points score is below '0' your time with this unit will be cut short - you will transfer immediately to another unit (See: Transfers, below).



Transfers:
If your campaign points score is below '0' at the start of any new day, you will be transferred to another unit - the need for trained pilots is too great to send you back to the Home Front, but you are clearly not fitting in with this unit: it will normally be a lower rated unit (i.e. if current unit is Average look for Poor), or if no lower rated unit is available then one with the same rating. For this to happen, you will need to temporarily set your workshop transfer requests to always approve and then back to the original setting once your request is approved.


End-Mission Effects:
1) 2 points per “confirmed” plane or target balloon shot down. Add an additional point if enemy Ace. Maximum of one time per mission.

2) 1 point for “confirmed” non-target balloon shot down. Maximum of one time per mission.

3) 2 points for any Military ground objects destroyed (visible smoke or fire). Maximum of one time per mission.

4) – 2 points for accidentally shooting same side pilot’s plane.

5) 2 points for ending the mission by landing at your own airfield. Add an additional point if you taxi to your hanger.

6) – 2 points for being wounded with Hospital Stay.

7) – 2 points for a bad landing: 'Your aircraft has been destroyed' message.

8) 2 points for a successful end of mission or ground strike announcement

9) – 2 points for an unsuccessful end of mission or ground strike announcement

10) – 2 points for ending the mission in any other way other than by landing at your own airfield

11) 2 points for becoming an ace. Maximum of only one time.

12) 2 points for each promotion.

13) 2 points for each medal.


EDIT:
CatKnight's suggestion is a good one:
I'd like to suggest everyone has two characters at a time - a primary and a standby. If primary gets hurt etc., then you can play the standby (or even switch back and forth if your main pilot is starting to bore you.) This gives us two advantages:

First, if your main pilot DOES fall, you already have a backup pilot with some experience/game points stored up.

Second, it allows us to use the leave system that Rick set up or something similar. Your primary pilot made ace? Let him celebrate for a week and use your other guy for awhile.

EDIT#2
ADDED RULES:
Fly only the missions for that day... no flying before or after the equivalent real world date. So, a June 6, 1915 mission(s) would be played on June 6, 2015 only. And anytime the WOFF manager advances the day, then you'll need to wait until you can fly on the equivalent real world day.

Must post at least one combat report per week in the thread, but not necessary to post combat reports for every mission you fly. So, you could have flown 10 missions, but only posted one (interesting?) combat report for that week.

You can choose any nation - same or different. Also, you can replace a fallen pilot with any nation.



Last edited by OldHat; 05/06/15 01:02 PM.
#4116789 - 05/06/15 10:51 AM Re: DiD plausability for 1915 [Re: OldHat]  
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1) Use alphabetical order to name your pilot. The first pilot’s name will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...



The way I fly, by the end of the year I'll be using names like "ZZZebadiah Zagaman" and when you say my pilot's name, it will sound like you are stuttering. winkngrin

Quick question: What will the rule be on flying for other nations? As a character dies off, can I start a new one flying for a different nation?


Last edited by Combs; 05/06/15 10:53 AM.

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#4116791 - 05/06/15 10:57 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I see no reason why not. Replacement pilots in the current DiD campaign are not restricted to one nationality. In fact the Belgians are available too, with a little imagination.

#4116802 - 05/06/15 11:33 AM Re: DiD plausability for 1915 [Re: OldHat]  
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When and if I ever get to a 'Z' pilot I will be calling him Zaphod Beeblebrox.

As to the rule set, it may be that I haven't had enough coffee yet, but I'm finding it all a tad confusing.

.


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#4116808 - 05/06/15 11:48 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I apologize that English is not my first language. I use a lot of cut and paste and modify what I need sometimes, so it seems a bit "messy".

I gladly welcome anyone who understands the gist of what I wrote (and has a bit of free time) to re-write the rules to be clearly understood by anyone.

Also, I missed the inclusion of some rules like making this a day-to-day challenge, reports get posted at least once a week and you can replace a fallen pilot with any nation.


EDIT: I attempted to clarify the rules a bit on the previous page, but I think it still needs some work to make it crystal clear.

Last edited by OldHat; 05/06/15 01:04 PM.
#4116821 - 05/06/15 12:19 PM Re: DiD plausability for 1915 [Re: OldHat]  
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As always, I am a little late to this party, but, sounds like a hoot to me.


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#4116900 - 05/06/15 02:23 PM Re: DiD plausability for 1915 [Re: OldHat]  
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It hasn't started yet MFair, so you aren't too late.
I'm not sure I'll be able to fly two DiD campaigns, although I have been able to get in more flight time than I felt I could commit to for the first one already. So I am tempted.


And hooray for a Hitchhikers' reference!

#4117234 - 05/07/15 03:41 AM Re: DiD plausability for 1915 [Re: OldHat]  
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My thoughts (in red):

4) Random Squad Assignment (optional): (a) Roll a 6 sided dice three times (b) add the three numbers (e.g. 1+4+3=8) (c) choose the squad that will be on that number (e.g. choose the 8th squad that appears).
Considering you want to make it more difficult to transfer, having this optional is a good idea. That said, anyone using this system will probably want to use an online site to roll say 1 20-sided die instead. 3 six-siders (3d6) produces a bell curve where it's much more likely to roll 9-12 than 3 or 18.

5) Do not calculate any points in the training part, instead start from the QC missions.

First 3 Missions fly in QC:
1) In Workshop, choose to log all flights (not just campaign).
Note you could fly the QC flights in campaign. Simply ignore the missions' orders. That seems to be the initial assumption when these flights first came up.


2) After each completed QC flight, you must advance time by one day in your campaign screen.

3) Use the “end of mission” list below to calculate your points at the beginning of each day.

3) Day #1, Mission #1: Fly your squadron’s plane solo from any(?) “training” airfield in England or Germany to your final base.

4) Day #2, Mission #2: Fly two circuits solo around your base. If near the front, then do not cross the line.

5) Day #3, Mission #3: Fly to the Front with or without a wingman and land back at your base.

6) If you fail to end the missions by landing at your airfield, or write off your aircraft in a bad landing (the 'your aircraft has been destroyed' message) you will score negative points. If your net score at the end of the third QC mission is below '0' you will be sent back to the Home Front for further flight training (follow procedures set out in “Enlist your pilot” section). Whenever you Transfer to a new unit, you will repeat Missions 2 & 3 again.

Not sure the forced transfer rule is going to work here, especially with transfers not being automatic.


Start of your Campaign:
1) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

2) You will calculate your score of campaign points at the start of each new day.

3) If, at the start of any new day, your campaign points score is below '0' your time with this unit will be cut short - you will transfer immediately to another unit (See: Transfers, below).



Transfers:
If your campaign points score is below '0' at the start of any new day, you will be transferred to another unit - the need for trained pilots is too great to send you back to the Home Front, but you are clearly not fitting in with this unit: it will normally be a lower rated unit (i.e. if current unit is Average look for Poor), or if no lower rated unit is available then one with the same rating. For this to happen, you will need to temporarily set your workshop transfer requests to always approve and then back to the original setting once your request is approved.

Again, not sure the transfer rule will work here. Since this is going to be a several month campaign we may not want someone to be compelled to do something.

End-Mission Effects:
Suggesting changes to some point values, again in red

1) 2 points per “confirmed” plane or target balloon shot down. Add an additional point if enemy Ace. Maximum of one time per mission.
1, no bonus for ace. DiD doesn't seem to be met to encourage this.

2) 1 point for “confirmed” non-target balloon shot down. Maximum of one time per mission.
Omit.. Balloons are too easy.

3) 2 points for any Military ground objects destroyed (visible smoke or fire). Maximum of one time per mission.
1 max for damaging ground targets

4) – 2 points for accidentally shooting same side pilot’s plane.
Omit.

5) 2 points for ending the mission by landing at your own airfield. Add an additional point if you taxi to your hanger.
1 for successful mission

6) – 2 points for being wounded with Hospital Stay.
Okay

7) – 2 points for a bad landing: 'Your aircraft has been destroyed' message.
8) 2 points for a successful end of mission or ground strike announcement
9) – 2 points for an unsuccessful end of mission or ground strike announcement
10) – 2 points for ending the mission in any other way other than by landing at your own airfield
Omit.

11) 2 points for becoming an ace. Maximum of only one time.
12) 2 points for each promotion.
Okay

13) 2 points for each medal.
Omit. WOFF's medal awards are a bit weird. For example, the German first one (Ehrenbacher) is almost impossible NOT to get.

#4117254 - 05/07/15 06:56 AM Re: DiD plausability for 1915 [Re: OldHat]  
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All good feedback CatKnight. Also, I've run into a bit of a snag which I'm not sure how to resolve.

First to address your comments:

QC flights can be recorded into the log book like this:

1. In Workshop under Campaign options, select to log all flights:


2. Fly the mission in QC. Then after the mission, check your pilot log book to see that it got recorded


3. Go to your campaign screen and advance time by one day to make the hours earned in QC "stick" in the log book permanently.


4. Rinse and repeat.

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

A "forced" transfer can be done through the workshop setting of "always approve" transfer requests. Then once the transfer has occured, the setting will need to go back to "subject to review". I thought it would make it more like RL if we did it this way as I've read a few reports where pilots were kicked out of elite squads if they didn't perform well. But this can be omitted if it's too tough.

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

Now, here's a confusing situation....

Originally Posted By: actionjoe
Right now, in 1915, some French career are "stopped" due to the lack of aircraft : Nieuport 10 C1 (which will arrive) & 10 A2, (these infos are from the career enlistment panel). The shortage approximatly arrives in September 1915.


A problem for those who want to start a French career.



Originally Posted By: MudWasp

My 2 cents of input is that fighter planes or scouts are basically non existent in the first half or so of the year 1915. Two of the German two seaters also have no guns, Aviatik BI & Aviatik BII. The EI isn't used in a scout squad until Sept 1st when MFJ1 starts, before that they are issued to high ranking members of squads flying two seaters......so we might be flying two seaters for a long time.


I've gone through the manual enlistment to find out when EIs & EIIs start to appear. They begin to show up as early as August and September (FFA 48 & FFA 34).

So, basically a 1915 career will be for two-seaters and sight-seeing until September when Fokker Eindeckers start appearing to threaten the two-seaters. Also, the french pilots will be out of the game from September 1915 until 1916 when they can get planes that are in the game.

Now, the question becomes "what the #$*! is the purpose of this DiD if there will be no scourge until near the end of the year and no French pilots after September 1915?"

#4117298 - 05/07/15 11:44 AM Re: DiD plausability for 1915 [Re: OldHat]  
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So, basically a 1915 career will be for two-seaters and sight-seeing until September when Fokker Eindeckers start appearing to threaten the two-seaters. Also, the french pilots will be out of the game from September 1915 until 1916 when they can get planes that are in the game.

Now, the question becomes "what the #$*! is the purpose of this DiD if there will be no scourge until near the end of the year and no French pilots after September 1915?"


Possibly we should then begin around August 10 or so. This would do a couple of thinks:
1) Give the developers a chance to get the early aircraft expansion done
2) Give pilots a chance to do their 2 seater time in a relatedly safe environment
3) Give newer pilots a chance to get experience flying without labels, nav aids, with paper maps, etc


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#4117341 - 05/07/15 12:56 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I'll chime in here again as early war careers have always been one of my favorite things to do even way back in the RB3D days.

Start a WOFF DID campaign in February 1915 and fly real time as we do in our current DID, and see just how long you can make it in the war as a pilot. Yes, the first six months or so are going to be uneventful in terms of air-to-air combat, which is as it pretty much should be from an historical perspective. This doesn't mean though that you can't get killed or captured as you will still have to contend with bad landings, mechanical failures, Archie/Flak, getting yourself lost, and the like. Also, equipment shortages were very much a part of the experience so not having planes from time-to-time would fit right in. As for that hole in the French plane line-up? Even if we started soon, (i.e., real world soon), I am betting the N10 will be along in time to address the issue, at least in part, as it allows over three months of flying in 1915 before it would even arrive, (mid-May 1915), assuming we start at the beginning of February 1915.

I for one would like to experience, as much as it is possible with a sim, exactly what it was like for our RL counterparts who were the first to fly in the Great War.

.


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#4117387 - 05/07/15 02:16 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I agree with Lou, I don't need any enemy fighters to die, I'm quite capable of doing that on my own. Seriously, If we want to really experience, as close as possible, what these guys went through, then I think we have to follow Lou's suggestions.


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#4117416 - 05/07/15 03:23 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I like Lou's suggestion. I think we can accept June (or July) = February 1915, and it would indeed give us plenty of time to settle in and practice with what settings we want to use before the war turns serious.

#4117528 - 05/07/15 07:32 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Second Draft of Rules.

Game Start Date: February 1915

Actual Start Date of "1915 DiD": Saturday, June 6, 2015


General Workshop Settings:

Your choice except:

•Transfer requests – subject to review

•Outcomes – normal

•Campaign date advance – Manual


Enlist your pilot:

1) Allowed to make more than one pilot at the same time. Suggest making two pilots - a primary and a standby. You can choose your pilots to be any nation - same or different. Also, you can replace a fallen pilot with any nation.

2) Choose Auto deployment (not Manual).

3) Select to go for training for First time pilots OR in cases of replacing a fallen pilot and they have a first name of C or above and with less than 20 hours of flight.

4) Use alphabetical order to name your pilot. The first pilot’s name will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...

5) Random Squad Assignment (optional): (a) Pick a number between 1 to 50, then (b) choose the squad that will be on that number. If the squadron starts before or after February, then keep advancing until you get one that starts in February.

6) Do not calculate any points until your training is complete and you are assigned to your squad.


First Mission: fly to your assigned aerodrome:

Fly your squadron’s plane solo from any “training” airfield in England or Germany to your final base. This is the only mission that must be done in QC in order to select a base in England or Germany far away from the front.

In order to get your time logged into your pilot’s log book, in Workshop, choose to log all flights (not just campaign) just for this mission. Then advance time by one day in your campaign screen. (see my post above for an example)


Start of your Campaign:

1) Fly two circuits around your base and practice flight leader commands: Attack (A), Rejoin (R), RTB (Ctrl + R), Land Here (Ctrl + L) and Split Formation (S). Also, make one mission to fly to the Front with or without a wingman and land back at your base. For these missions only, in workshop, choose to be the flight leader. Do not cross the Front or engage in combat. Break off and RTB.

2) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

3) You will calculate your score of campaign points at the start of each new day. If your score at the start of the day is below '0' you will be sent back to the Home Front for further flight training (follow procedures set out in “Enlist your pilot” section).


End-Mission Effects:

1) 1 points per “confirmed” plane or target balloon shot down. Maximum of one time per mission.

2) 1 points for any Military ground objects destroyed (visible smoke or fire). Maximum of one time per mission.

3) 1 points for a successful mission

4) – 2 points for being wounded with Hospital Stay.

5) 2 points for becoming an ace. Maximum of only one time.

6) 2 points for each promotion.


Additional Rules:

Fly only one day's worth of missions per real world date. No flying more than one day. Wait for the next real world date to advance time in the campaign.

If the WOFF manager advances days due to hospital stays, being captured, etc.. then you'll need to wait those amount of days before you can fly again.

Must post at least one combat report per week.

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

CatKnight, I sent you a PM.

Last edited by OldHat; 05/07/15 07:34 PM.
#4117547 - 05/07/15 08:13 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I've never flown the training when starting a new pilot.
Does the training advance through WOFF time in days?

Whatever day it is started, keep the same day number on the calendar....but what happens in say the real month of July or June which has more days than February in WOFF? Might be too confusing....for me anyway...unless some one explains it as we go.

#4117563 - 05/07/15 08:48 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Training has morning and afternoon or evening flights. Two flights per day for about one week.

So, any ideas on when to start with training?

Here's how I believe the calendar should look like (it will probably take me about an hour to make the whole year of 1915 like this):



#4117579 - 05/07/15 09:27 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat, you are missing an ideal opportunity here. Start your DID campaign on June 1 and for the first time ever the days of the week and the dates will actually coincide as they should. 1 February 1915 was a Monday.

.


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_________________________________________________________________________

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#4117580 - 05/07/15 09:29 PM Re: DiD plausability for 1915 [Re: OldHat]  
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We can certainly do it that way. I admit I hadn't thought of the days being off when I saw Lou's February suggestion.

Would it be easier to keep the months in sync, and just slice off any extra days? For example: June 29, 2015 = February 29, 1915. Since there wasn't a February 29 in 1915, we just don't fly that day. It's not that much different from the periods of bad weather in DiD today.

If we went that route, the calendar for the rest of 1915 would look like this:

Code:
1915 mo.     2015 mo.        Reconciling
February     June            No flights June 29-30
March        July
April        August          No flights August 31
May          September       Skip May 31, 1915
June         October         No flights October 31
July         November        Skip July 31, 1915
August       December
September    Jan. 16         No flights January 31, 2016
October      Feb. 16         Skip October 30-31, 1915
November     Mar. 16         No flights March 31, 2016
December     Apr. 16         Skip December 31, 1915



Last edited by CatKnight; 05/07/15 09:30 PM.
#4117585 - 05/07/15 09:43 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I'll admit that I ain't the brightest bulb on the block, so I'm glad to be among smart folks here. I see your point Lou and it sure does sound like a good plan CatKnight.

Well, does anyone see anything in the rules that need changing?

I suggest we wait for a week to get feedback, then set them in stone so that we can start registration of pilots.

#4117588 - 05/07/15 09:55 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Actually, IMHO, if you make any adjustments at all at the ends of the months it should be to keep the 1915 days of the week aligned with the 2015 days of the week. As example, you would not skip days at the end of June but rather allow Monday 29 June 2015 to serve as Monday 1 March 1915. It would be very handy when you are writing your combat reports and letters home and such to have the days jibe. I for one have always had to refer to a 'day of the week' calculator when doing my write-ups and I would no longer have to do this if we keep things aligned in such a fashion.

.


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_________________________________________________________________________

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#4117599 - 05/07/15 10:27 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Lou.... thumbsup

Think the moon phases will coincide?
Is WOFF that good? I've seen different phases , but never checked them out.

#4117629 - 05/07/15 11:54 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I try not to fly in conditions involving the moon!

#4117636 - 05/08/15 12:28 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I love to check it out on a morning mission.... and the stars too.

Seeing a moon on takeoff in late fall in the late afternoon is another story.

#4117664 - 05/08/15 02:32 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I don't think the training missions are going to work.

You can only train if you do the auto-enlistment (versus manual). Fine.

If you auto-enlist, 1) you can't control your beginning unit (other than enlisting over and over again), and 2) you can't control your start date more closely to within a three month period.

Last edited by CatKnight; 05/08/15 02:32 AM.
#4117685 - 05/08/15 03:48 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Good. Throw out training missions. Let's assume that you've earned your wings.

I vote that "1915 DiD" start with the flight from your field of choice in England or Germany to your final squadron's aerodrome. And it should be at least a 2 hour flight (as measured from Sutton's Farm to St. Omer) starting anywhere in England or Germany. Also, the starting squad should be a bomber unit. Transfer requests are unlikely to get approved at this time, so you'll need to make a good choice.

I've flown across the channel before with no aids and it's something I think should be tried at least once. There is nothing like the feeling of leaving land, navigating using the sun or shadows over water and eventually seeing land again (you could be flying in circles) and then searching for your final destination airfield. At early dawn in the rain, it's even more challenging.

However, I believe that in "1915 DiD" anyone can use any and all aids including time compression since the objective is to make it fun to play.

#4117743 - 05/08/15 10:30 AM Re: DiD plausability for 1915 [Re: OldHat]  
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For those of us considering a French career I suggest flying from Avord, France to our assigned camp. Avord and Pau were the two major schools at the time, IIRC, and much as I enjoy long distance cross-country navigation it would be unrealistic to have a WWI pilot fresh out of school attempt a six to eight hour trip from the SW corner of France to their assignment in one of the kites of the day. As it is Avord will be three-plus hours by air to any of the likely assignments for a French pilot in February 1915.

Also, might I suggest that the first two or three flights at your assigned camp serve as a 'Cook's Tour' of your area of operation (AO). I often do this when beginning a new career by just ignoring the assigned mission and simply flying up to front and back, making notes of landmarks and such, so I'm not completely lost when it comes time to actually do my job. This by the way was normally done by our RL counterparts back in the day for the very same reason. The CO would have the new recruit take a couple of flights to get familiar with the lay of the land.

.


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Three RFC Brass Hats were strolling down a street in London. Two walked into a bar, the third one ducked.
_________________________________________________________________________

Former Cold War Warrior, USAF Security Service 1974-1978, E-4, Morse Systems Intercept, England, Europe, and points above.
"pippy-pahpah-pippy pah-pip-pah"

#4117761 - 05/08/15 11:28 AM Re: DiD plausability for 1915 [Re: OldHat]  
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One other idea: Consider doing a 2 day/one RL day from February 1915 to September 1915, if the lack of hostile aircraft make the flying too boring


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#4117774 - 05/08/15 12:05 PM Re: DiD plausability for 1915 [Re: OldHat]  
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EDIT:

These are the closest match I could find in WOFF. So, they are the suggested locations to fly from in QC to your final squadron:

British Career:
Central Flying School, Upavon - Netheravon Airfield
Netheravon Flying School, Netheravon - Netheravon Airfield
Royal Naval Air Station, Hendon - Hounslow Airfield
Military School, Brooklands - Hounslow Airfield
Grahame-White School, Hendon - Hounslow Airfield
Royal Naval Flying School, Eastchurch - Eastchurch Airfield
Royal Flying Corps, Shoreham - Biggin Hill Airfield
Beatty School, Hendon - Hounslow Airfield
London and Provincial School, Hendon - Hounslow Airfield

French Career:
Avord - Etampes Airfield

German Career:
Fliegerschule - Koln Airfield

Any corrections and suggestions are welcome.

Last edited by OldHat; 05/08/15 05:47 PM. Reason: Added WOFF airfields
#4117837 - 05/08/15 01:37 PM Re: DiD plausability for 1915 [Re: Combs]  
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Originally Posted By: Combs
One other idea: Consider doing a 2 day/one RL day from February 1915 to September 1915, if the lack of hostile aircraft make the flying too boring


There will be hostile aircraft around, but I believe the main goal of this DiD is just to survive. I'd probably make 3 pilots at the same time: British, French and German and take turns flying each on a different day for variety to see which one survives the longest.

#4117904 - 05/08/15 04:24 PM Re: DiD plausability for 1915 [Re: OldHat]  
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This sounds exciting and the early air war also happens to interest me even more than the later period, but unfortunately I don't have enough free time to fly two DID campaigns simultaneously. frown


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#4117991 - 05/08/15 07:18 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Hasse: You could always take my suggestion regarding multiple pilots to the next level. Have one in Olham's campaign and one for OldHat's: When you're tired of being shot at, play in 1915 for awhile. When that gets old, go back to Olham's 1917. On the weekend, play both biggrin

#4118080 - 05/08/15 10:50 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Third Draft of Rules.

Game Start Date: February 1915

Actual Start Date of "1915 DiD": Monday, June 1, 2015.
Not a hard start date, it's just to let everyone know that the "1915 DiD thread" has started - it will never close to new enrollments. So, anyone is free to join after the start date anytime as well.

Mental note: I'll be in the early months of the First World War, so I won't expect to see too much action.

General Workshop Settings:

Your choice except:

•Transfer requests – subject to review

•Outcomes – normal

•Campaign date advance – Manual


Enlist your pilot:

1) Anyone is allowed to make more than one pilot at the same time. A suggestion of making two pilots - a primary and a standby. You can choose your pilots to be any nation - same or different. Also, you can replace a fallen pilot with any nation.

2) Choose Manual deployment and select a two-seater squad that starts on February 1, 1915.

3) Use alphabetical order to name your pilot. The first pilot’s name will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...


First Mission: fly to your assigned aerodrome:

Fly your squadron’s plane solo from any of the following suggested “training” airfields to your final squadron location:

British Career:
Central Flying School, Upavon - Netheravon Airfield
Netheravon Flying School, Netheravon - Netheravon Airfield
Royal Naval Air Station, Hendon - Hounslow Airfield
Military School, Brooklands - Hounslow Airfield
Grahame-White School, Hendon - Hounslow Airfield
Royal Naval Flying School, Eastchurch - Eastchurch Airfield
Royal Flying Corps, Shoreham - Biggin Hill Airfield
Beatty School, Hendon - Hounslow Airfield
London and Provincial School, Hendon - Hounslow Airfield

French Career:
Avord - Etampes Airfield

German Career:
Fliegerschule - Koln Airfield

This is the only mission that must be done in QC in order to select the aerodrome in England, France or Germany far away from the front.

In order to get your time logged into your pilot’s log book, in Workshop, choose to log all flights (not just campaign) just for this mission. Then advance time by one day in your campaign screen. (see my previous post for an example)


Start of your Campaign:

1) In the first two or three missions, ignore the mission briefing and fly them without crossing the front or engaging any enemies:

Some suggestions for these missions: (a) Get familiar with your area of operation by completing circuits around your base and flying up to the front and back. Make notes of landmarks to familiarize yourself with the area (b) Practice flight leader commands: Attack (A), Rejoin (R), RTB (Ctrl + R), Land Here (Ctrl + L) and Split Formation (S).

For these missions only, in workshop, choose to be the flight leader. Remember to ignore the mission briefing and do not cross the Front or engage in combat. Break off and RTB.

2) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

3) You will calculate your score of campaign points at the start of each new day.

If your score is below '0' or if you're replacing a fallen pilot who has a first name of C or above and with less than 20 hours of flight, you will be sent back for further flight training. So, you will need to start over in a two-seater flying from your training airbase to your final squad's airbase.


End-Mission Effects:

1) 1 points per “confirmed” plane or target balloon shot down. Maximum of one time per mission.

2) 1 points for any Military ground objects destroyed (visible smoke or fire). Maximum of one time per mission.

3) 1 points for a successful mission

4) – 2 points for being wounded with Hospital Stay.

5) 2 points for becoming an ace. Maximum of only one time.

6) 2 points for each promotion.


Additional Rules:

Fly only one day's worth of missions per real world date. No flying more than one day. Wait for the next real world date to advance time in the campaign.

If the WOFF manager advances days due to hospital stays, being captured, etc.. then you'll need to wait those amount of days before you can fly again.

Must post at least one combat report per week.



Last edited by OldHat; 05/08/15 11:16 PM.
#4118145 - 05/09/15 01:36 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Third Draft of Rules.

Cat's comments/opinions in red. What you say goes, OldHat. I wanted to pull a few things together so we could look at them all in one place.

Start Date
Game Start Date: February 1, 1915

Actual Start Date of "1915 DiD": Monday, June 1, 2015.

I defer to Lou here. Let's let the day of the week sync up. A weekly post (perhaps with the scores) reconciling the game date with the real one should prevent too much confusion.

Not a hard start date, it's just to let everyone know that the "1915 DiD thread" has started - it will never close to new enrollments. So, anyone is free to join after the start date anytime as well.


General Workshop Settings:

Your choice except:
•Transfer requests – subject to review
•Outcomes – normal
•Campaign date advance – Manual

Enlist your pilot: Some rearranging here.

1) Anyone is allowed to make more than one pilot at the same time. You can choose your pilots to be any nation - same or different. Also, you can replace a fallen pilot with any nation.

2) Choose Manual deployment and select a two-seater squad that starts on February 1, 1915.

I can see and understand the argument for starting a new pilot in two-seaters, but I do think this gives the Entente an advantage. The Strutter and BrisFit are terrific fighters for their time period. Couple this with the 'transfer subject to review' setting, and someone could theoretically be stuck on a crate they don't like for a very long time. I'd suggest dropping one or the other.

If you want to encourage two-seaters, here are two ideas - both require turning transfer requests back to auto-approved. First, give players a small point bonus (say 2 or 3 points) for every full game month spent in a two-seater as a reward for sticking it out. Second, have pilots start in two seaters, and don't let them transfer out until say 10 missions have gone by versus the 3 or so in Olham's campaign.


3) Use alphabetical order to name your pilot. The first pilot’s name will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...

4) Since we're treating these pilots as new trainees, they should start with the lowest rank available for their military branch. Alternative: 'Four ranks down' like in Olham's campaign.

First Mission: fly to your assigned aerodrome:

Fly your squadron’s plane solo from any of the following suggested “training” airfields to your final squadron location:

British Career: Netheravon, Hounslow, Eastchurch, Biggin Hill
French Career: Etampes
German Career: Koln

This is the only mission that must be done in QC in order to select the aerodrome in England, France or Germany.
In order to get your time logged into your pilot’s log book, in Workshop, choose to log all flights (not just campaign) just for this mission. Then advance time by one day in your campaign screen. (see my previous post for an example)

Once you've accumulated 25 missions (total) in the campaign, you may (but are not required to) ignore this step for future pilots.

Second Mission: Complete two or three circuits around your home airfield.
Some suggestions for these missions: (a) Get familiar with your area of operation by completing circuits around your base. Make notes of landmarks to familiarize yourself with the area (b) Practice flight leader commands: Attack (A), Rejoin (R), RTB (Ctrl + R), Land Here (Ctrl + L) and Split Formation (S). c) Practice maneuvers with your new aircraft. If hostile aircraft attempt to engage you, disengage and RTB.

Third Mission: Fly to the front and back. Otherwise same as Mission Two.

Though not required, you may choose to repeat missions two and three when moving to a new airfield, changing squads, or getting a new airplane.


For these missions only, in workshop, choose to be the flight leader. Remember to ignore the mission briefing and do not cross the Front or engage in combat. Break off and RTB.

2) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

3) You will calculate your score of campaign points at the start of each new day.


End-Mission Effects:

1) 1 points per “confirmed” plane or target balloon shot down. Maximum of one claim per mission.

2) 1 points for any Military ground objects destroyed (visible smoke or fire). Maximum of one time per mission.

3) 1 points for a successful mission

4) – 2 points for being wounded with Hospital Stay.

5) 2 points for becoming an ace. Maximum of only one time.

6) 2 points for each promotion.


Additional Rules:

Fly only one day's worth of missions per real world date. No flying more than one day. Wait for the next real world date to advance time in the campaign.

If the WOFF manager advances days due to hospital stays, being captured, etc.. then you'll need to wait those amount of days before you can fly again.

Must post at least one combat report per week.


Thoughts?

Last edited by CatKnight; 05/09/15 05:24 AM.
#4118160 - 05/09/15 03:14 AM Re: DiD plausability for 1915 [Re: OldHat]  
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This sounds great, but I want to make sure I understand the scoring. Will I be keeping my own score?


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#4118195 - 05/09/15 06:29 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Banjoman, that was my initial thought since it seems simple enough, but I'm not sure what others think.

CatKnight, from Feb to about Aug 1915, the only crafts that will be available in WOFF as choices to fly are Aviatik BI, Morane Parasol and the BE2. So, I'm still with keeping transfers under review because by the time you fly several months of successful missions, I don't see any reason why your transfer won't get approved. But if folks are against it, then I guess that part of the rule can be changed to "auto-transfer".

All the other changes look fine to me.

#4118317 - 05/09/15 03:50 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Lots of good thoughts and work by lots of you GREAT FOLKS. I await the final set of rules.

THANK YOU AGAIN !!

CW3SF


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#4118352 - 05/09/15 05:34 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I flew a test mission this morning. Had to figure out how to fly from a certain base but was easy enough. Taking off and heading southeast, it was the sight of sights leaving the cliffs of Dover behind and flying over miles of ocean. Made landfall a little off course but found my way to St. Omar with 4 wingmen in tow. Lots of fun.

This may have been answered but will this be real time or is time compression allowed? Don't know how I can do 2 campaigns full real without a divorce and the ponies going to crap.


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#4118355 - 05/09/15 06:07 PM Re: DiD plausability for 1915 [Re: OldHat]  
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just a question...are we gona wait till the next expantion release?


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#4118364 - 05/09/15 06:36 PM Re: DiD plausability for 1915 [Re: OldHat]  
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It will be hard to be flying for Germany until a plane with a gun arrives, Aviatik CI, but I'll give it a go.

#4118368 - 05/09/15 06:51 PM Re: DiD plausability for 1915 [Re: OldHat]  
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A thought on the date thing: the day number will get out of sync when Feb.28th goes to march 1, but real time it's june 29th? If we start both sim and real date of June 1st, that would still leave 2+ months of sightseeing as it were, which may be enough to experience the navigation, failures, etc.

#4118371 - 05/09/15 06:55 PM Re: DiD plausability for 1915 [Re: loftyc]  
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Yeah it will, but He posted a calendar a page or two back to help folks like me out.

#4118435 - 05/09/15 11:07 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Random thoughts:

A few days ago OldHat came to me about running out the scorecards and otherwise administering the project. I accepted, but really I'll be looking for plenty of feedback and help as we roll this out of the hangar.

That said, I can try to answer a few questions:

Banjo: Rick was kind enough to show OldHat and I how he created the form for his challenges. I'd ask everyone to fill out the 'survey' once per week. It looks easy enough for me to grab the information and update accordingly.

MFair: We can't let the ponies go to crap! Players can use whatever aids they feel necessary.

Lederhosen: I think that depends on the question below.

LoftyC: There are definite advantages with going with June 1915.


Everyone: The advantages I see with June 1915 are as follows: First, there are more squads available, and the airplane choice either has improved or is about to. Second, it syncs with the calendar nicely. Third, there's something that resonates (for me) with our campaign being exactly 100 years later to the day.

On the other hand, Lou brought up some great points. The earlier in the war we start, the more we can live through (even if the first few months are slow.) February 1915 happens to sync with June 2015 perfectly for days of the week. Also, leading back to Lederhosen's question, starting in February gives us more time before we have to worry about whether the Nieuport 10 will be ready when we need it.

What do you think? February or June? Also, is there anything else the rules need to cover that we haven't discussed?

#4118452 - 05/09/15 11:41 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I vote for June.


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#4118530 - 05/10/15 07:05 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I made a graph/table for squadrons that are available from February 1915 in WOFF.

Also, I've included when there is a change of aircraft for some squadrons. Hopefully, this can help a bit in deciding when to start.




Last edited by OldHat; 05/10/15 07:10 AM.
#4118549 - 05/10/15 08:29 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I did my own bit of research since I knew there were some squads missing from Old Hat's list. I have to admit, it's pretty bleak for all of 1915.

USA - Not until 1918, or 1916 as Esc LaF.

GBR
Britain is in the strongest position for a 1915 campaign. As of February 1 there are 3 active squadrons, increasing notably by June.

I focused my own research on the 'lowest rank' tier of planes, since that is where we would probably spend the most time. Based on that, there are a small handful of squads that will introduce you to the Morane, but for the most part you're looking at the BE2c. We have two outliers, with RFC24 introducing the Airco DH.2 in September 1915 (before the lower tier Germans have a sniff of the Fokker). RNAS1 is going to switch to the Nieuport 10 in November, so we'd need a solution by then.

FRA
Well, we need a solution by October at the latest. France has one squad available on February 1, increasing to a respectable number by June. For lack of better alternatives, everyone starts with the Morane Parasol.

EVERYONE goes to the Nieuport 10 in September-October, except for one squad going to the Caudron G4, which also isn't modelled. The neat effect is that, until the next expansion comes out, it is impossible for a French campaign to continue past October 1915.

GER
On the one hand, Germany has a fair amount of squads both in February and June. On the other hand, every. single. one. is unarmed. While there are isolated instances of the Fokker series or the Aviatik C.Is reaching 'high ranked' characters sooner, for most Germans they will have a long, long wait before they can press the trigger. The earliest crate with a gun is the Aviatik C.I, and the earliest that shows up for low-rank players is September. Most squads go the entire year without firing a shot. As for the Fokker, the E.I finally reaches low-ranked players in late December.

So...the Brits are going to have trouble finding anyone to fight, and when they do they're having their observers shoot through the rear. All the French campaigns end in October, and the Germans aren't shooting back in great numbers until September.

I'm still willing to help run this thing, but I think we have a bigger question on the table: Is there a point to a 1915 campaign?

Last edited by CatKnight; 05/10/15 08:30 AM.
#4118556 - 05/10/15 09:15 AM Re: DiD plausability for 1915 [Re: OldHat]  
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[Deleted my post]

EDIT: Seems obvious by now this DiD is not going anywhere.... shot dead before getting off the ground. frown

Last edited by OldHat; 05/11/15 09:51 AM.
#4118935 - 05/11/15 02:09 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Here's my suggestion-Start on June 1, 2015 corresponding with June 1, 1915. Use the 2 missions/week format, ie 8 missions a month. By the end of summer (1 September 2015) transition to the day to day mission format. This would accomplish several goals:
1) Folks who have Real Life summer plans won't have to fly every day. Also, folks in the current DiD campaign will more easily be able to participate with the lower initial mission requirements
2) Gives new people (such as myself) a chance to get good at no label, no in game map flying and generally improve flying skills in a low threat environment
3) Not too many missions (only about 24 or so) with no hostile aircraft encounters, as we will be transitioning to the Fokker Scourge era by the end of this summer.
4) People with lower end computers who can't fly the current DiD campaign because of the aircraft density in 1917/1918 can fly this campaign, while they wait for a rich uncle to die and leave them enough money for a new computer
5) Gives the developers a chance to finish the early war aircraft add-on
6) We can start tracking the WWI centenary.

Last edited by Combs; 05/11/15 02:10 PM. Reason: Additional Idea

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#4118937 - 05/11/15 02:13 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Originally Posted By: OldHat
Seems obvious by now this DiD is not going anywhere.... shot dead before getting off the ground.


Why do you say that OldHat? There appears to be interest and input from fellow WOFFers. These events take time to plan, just ask Olham.

.


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#4118995 - 05/11/15 04:13 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I agree with Lou.

#4119009 - 05/11/15 04:39 PM Re: DiD plausability for 1915 [Re: CatKnight]  
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Originally Posted By: CatKnight
I'm still willing to help run this thing, but I think we have a bigger question on the table: Is there a point to a 1915 campaign?


CatKnight, for me at least the point of the thing would be to experience the relative 'calmness' of the early air war in terms of far fewer air-to-air encounters and far more recce and gun ranging sorties as the norm. I would start as early as possible, (February 1915), for this very reason. But again, this is for me and likely will not be most folks' cup of tea. However, Olham is already running a DID for those who want more of the air-to-air combat, so ...

.


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#4119038 - 05/11/15 06:14 PM Re: DiD plausability for 1915 [Re: RAF_Louvert]  
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Originally Posted By: RAF_Louvert

CatKnight, for me at least the point of the thing would be to experience the relative 'calmness' of the early air war in terms of far fewer air-to-air encounters and far more recce and gun ranging sorties as the norm. I would start as early as possible, (February 1915), for this very reason. But again, this is for me and likely will not be most folks' cup of tea. However, Olham is already running a DID for those who want more of the air-to-air combat, so ...


I also like the early war period a lot. However, it would be even more exciting - and would probably attract more players - if WOFF actually had working recon cameras and some kind of a system for directing arty fire.


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#4119102 - 05/11/15 08:36 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Hasse, I agree with you and would like to add that if there were early war French planes like the Voison and Caudron that would also add interest.


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#4119106 - 05/11/15 08:45 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I like the layout in Combs' post. For all of the reasons presented. And if someone wanted to fly more than 2 of those a week, I expect there's nothing to prevent that

#4119111 - 05/11/15 09:14 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I for one am very interested and would hate to see this go to pot. Shoot, I'll fly months without any combat. It might be nice to concentrate on navigation and not getting my butt blown out of the sky!


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#4119148 - 05/11/15 11:18 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Okay, I'm very glad to see people are still interested in this. My point in laying out my concern wasn't to 'shoot it down' but make sure the challenges this campaign would face are out in the open where we can look at them.

I also like Combs' idea of 2 missions/week, though that could just be personal choice rather than a rule. That way, if someone wants to fly more than twice they may. If they don't, not a problem. One thing I like about the 1917 DiD campaign is I can fly on my schedule and there's no expectation I'll be up every day, every mission.

So, we're on and I'll spend this week trying to get Google Forms to cooperate. We're back to our other question: Start in February 1915 to line up days of the week and give the Nieuport 10 extra time to show up, or start in June 1915 to line up with the calendar and get the early scouts to show up sooner?

#4119153 - 05/11/15 11:39 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I would prefer to start in June, but there have been great arguments for starting in February so I will go with whatever the majority wants.


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#4119161 - 05/11/15 11:54 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Why not let one group start in February 1915 and one group start in June 1915. No reason we all need to start on the same in-sim date, is there?

.


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#4119175 - 05/12/15 01:21 AM Re: DiD plausability for 1915 [Re: RAF_Louvert]  
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Originally Posted By: RAF_Louvert
.

Why not let one group start in February 1915 and one group start in June 1915. No reason we all need to start on the same in-sim date, is there?

.

thumbsup


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#4119190 - 05/12/15 02:10 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Rules Version 4, still in need of a good formatting after we hash this out some more.
Changes in Red.


Start Date
Actual Start: Aiming for June 1, 2015

[color:=red]Game Start: There's no particular reason we can't run two groups, so...
Group 1: February 1, 1915
Group 2: June 1, 1915
* Both groups will advance one day at a time in sync with the actual date*[/color]

General Workshop Settings:

Your choice except:
Transfer Requests – Subject to Review
Outcomes – Normal
Campaign date advance – Manual
Weather: Historical
Campaign Mission Frequency: Historical
Historical Mission Types: On
Log: Campaign Only
Unlimited Weapons, Fuel: Off
Ground Gunnery: Hard (Let's be honest, it's not very good and we might as well have something to dodge.)
Flight Model: Realistic


Enlist your pilot

1) Anyone is allowed to make up to two pilots at the same time, one for each group. You can choose your pilots to be any nation. Also, you can replace a fallen pilot with any nation.

2) Choose Manual deployment and select a two-seater squad that starts on the group's current game date.

3) Use alphabetical order to name your pilot. The first pilot’s name will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...

4) Players should start four ranks below the top rank for their military branch.

First Mission: In QC, with your workshop set to log 'all' flights, begin with a transfer flight from one of the airbases mentioned below to your airfield.

British Career: Netheravon, Hounslow, Eastchurch, Biggin Hill
French Career: Etampes
German Career: Koln

Once you've accumulated 25 missions (total) in the campaign, you may (but are not required to) ignore this step for future pilots.

Second Mission: Complete two circuits around your home airfield. Some suggestions for these missions: (a) Get familiar with your area of operation. Make notes of landmarks to familiarize yourself with the area (b) Practice flight leader commands: Attack (A), Rejoin (R), RTB (Ctrl + R), Land Here (Ctrl + L) and Split Formation (S). c) Practice maneuvers with your new aircraft. If hostile aircraft attempt to engage you, disengage and RTB.

Third Mission: Fly to the front and back. Otherwise same as Mission Two.

Though not required, you may choose to repeat missions two and three when moving to a new airfield, changing squads, or getting a new airplane.

2) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

3) You will be asked to submit a survey weekly highlighting your accomplishments. I will use that to feed weekly reports on our progress.

Scoring:

Scoring is for those who want some sense of who's having more success than others. As a reminder, this is not a competition. You are not expected or required to fly every flight or every day. If we actually play the entire war out, this is going to be a very, very long campaign.


1) 1 points per “confirmed” plane or target balloon shot down. Maximum of one claim per mission please, so we don't make Herr von Richthofen look TOO bad.

2) 1 points for any Military ground objects destroyed. Maximum of once per mission.

3) 1 points for a successful mission. A bit subjective: Did your flight accomplish its mission, or was it chased off/you had to land/your escorts never showed?

4) –2 points for being wounded with Hospital Stay.

5) 2 points for becoming an ace. Maximum of only once per character.

6) 2 points for each promotion.

7) Random squad allocation amuses me, so I will give 3 points (one time bonus) to whoever wants to play this completely realistically, and have their first squad assigned for them among the available two-seat squads on that date. If you take this option, let me know by PM. I'll randomly roll for your squad, then you can create your character.

Fly only one day's worth of missions per real world date. No flying more than one day. Wait for the next real world date to advance time in the campaign. With the weekly 'scoreboard' I'll include a line resyncing the campaign dates with the real date to make sure we stay on the same page.

If the WOFF manager advances days due to hospital stays, being captured, etc.. then you'll need to wait those amount of days before you can fly again. As a reminder you might choose to have another pilot in the other group to take care of while you're convalescing.


*****

Other than editing, I think we're approaching final form here. If there's anything in here you disagree with, or something you think the rules need to cover that are missing, please bring them up.

#4119238 - 05/12/15 06:39 AM Re: DiD plausability for 1915 [Re: RAF_Louvert]  
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Originally Posted By: RAF_Louvert
.

Originally Posted By: OldHat
Seems obvious by now this DiD is not going anywhere.... shot dead before getting off the ground.


Why do you say that OldHat? There appears to be interest and input from fellow WOFFers. These events take time to plan, just ask Olham.

.



I made this statement in haste being a cranky old dog. Gotta take a "chill pill" as my grand daughter would say.

Now, back to business... While reading up on the aerial warfare in 1915, I came across some interesting points which I'd like to share.


Training

Royal Flying Corps (RFC) had existed in a honeymoon period of military aviation, where the seriousness of their endeavour had yet to be established. A small force, the RFC had only 153 aircraft in September 1915 the aircrew were stereotypically upper-class, with a public school or university background considered desirable. Coupled with a sense of elitism was a widespread lack of experience. The average British pilot of 1915 had a little over 20 hours flying time, a state that would be described in retrospect as ‘criminal negligence’ once the well-groomed pilots came up against serious opposition.

I know the Germans had better trained pilots at that time, but I couldn't find any information on the number of flight hours they had before deployment to the front.


Aerial Casualties

In the 19 October 1918 issue of “ Plane News, ” a weekly newspaper published at Issoudun, Wilmer wrote that “ in the first year of World War I ” (presumably August 1914 – July 1915), 90% of Allied losses were due to what we might today term ‘ human factors’, 8% from mechanical failure (which might include maintenance errors), and 2% from enemy action. Of the 90%, 60% were due to “ defects ” in the fliers themselves. (90-8-2 theory)

In six months of aggressive combat flying, Captain Albert Moris’s Farman biplane had been hit 253 times in air-to-air combat and as a result of ground fire, but he had survived unharmed.





Based on my reading, I'd suggest to change the ground gunnery to less accurate or leave on normal. It appears that 1915 aerial operations did not suffer from ground fire casualties too much, and if the workshop setting is left on hard, I fear that there will be many artificial hospitalizations or deaths which did not happen in 1915.

Also, I'd like to have the historical missions set to "user preference" as I use custom missions based on the aerial operations of the squadron I'm flying.


Sources:
(Thesis) Between Barons and Wolves, British and German Tactical Command in the First Air War, 1914-1918
-Morrow, J. & Rogers, E., A Yankee Ace in the RAF: The World War 1 Letters of Captain Bogart Rogers. Kansas: University Press of Kansas, 1996.
-Morley, R., “Earning Their Wings: British Pilot Training, 1912-1918.” Canada: University of Saskatchewan, 2006.
-Hobson C . Airmen died in the Great War, 1914 - 1918. The roll of honour of the British and Commonwealth Air Services of the First World War . Suffolk : J.B. Hayward & Son ; 1995
-Bennet, L., Gunning for the Red Baron. Texas: A&M University Press, 2006., p. 24.


EDIT:

Link to calendars have been updated per Lou's suggestion of 30 day month.


Group 1: Feb 1915

Group 2: Jun 1915




Last edited by OldHat; 05/13/15 05:35 AM. Reason: updated calendars
#4119380 - 05/12/15 01:32 PM Re: DiD plausability for 1915 [Re: OldHat]  
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.

CatKnight and OldHat, it's all looking very good.

I agree about the AA accuracy being dialed down for the early part of the war as there were very few deaths or crashes caused by AA hits, as noted by OldHat.

Also, on the calender, you will need to adjust for the fact that WOFF skips over the last day in months with 31 days in them.

.


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_________________________________________________________________________

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#4119398 - 05/12/15 01:52 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Thanks for that info on 31 day months, Lou. I noticed that WOFF jumped ahead a few times, but thought it was just me.

#4119894 - 05/13/15 01:52 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OK, let's rescind the rules regarding ground fire accuracy and historical missions. That's up to the individual.

Let's also rescind the score bonuses for random squad assignment and ace. I still think random assignment is a fun idea, but I'd like to keep the administration as straight forward as possible. As for ace, you're already getting credit for confirmed claims.

Lou: Would you do us the honor of handling awards for this campaign, or would that be too much?

Excellent catch on the 30 day months! I never noticed it either, but just verified it.

OldHat: The June 1915 group should be in sync with the real calendar (June 1, 1915 = June 1, 2015). Part of their point was to line up with the centennial anniversary. There isn't much need for a separate calendar for them. Thank you very much for the February calendar!


EDIT:
Also, here is a rough draft for the form we can use for reporting. It does need correcting - for example I spelled centenary wrong, and it could probably use a few more drop down menus.

Feel free to look around though, and please let us know what you think.

https://docs.google.com/forms/d/1VKtvQ6J_IIAeMa-FsZMyC5JnYPhPB1LAEZbQ20RS77k/viewform?usp=send_form

Last edited by CatKnight; 05/13/15 01:56 PM.
#4119926 - 05/13/15 03:00 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Looks good to me, just a question, are we using Olham's graduated kill scoring system where 1 to 3 equals 1 and so on or are we just saying you only get one kill per mission regardless of how many you actually got in the sim?


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#4119943 - 05/13/15 03:29 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Count me in. For some reason these DID campaigns are more fun to fly than my ordinary by myself campaigns.

Thank you OldHat for starting this endeavor and all who are contributing to it!


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#4120026 - 05/13/15 06:52 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I agree with Mfair. The DiD campaigns and Challenges are more Fun then the ordinary campaigns. salute

#4120034 - 05/13/15 07:11 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Yep, MFair.... this wouldn't be as good without others help and input.

CatKnight, form looks good, here are my comments:

-Your username change to WOFF Forum ID

-Rank change to latest rank

-Wounds change to Wounded. So, each occurrence will be counted as one irrespective of the number of days spent in the hospital.

Will the form automatically calculate the points?

Originally Posted By: CatKnight

OldHat: The June 1915 group should be in sync with the real calendar (June 1, 1915 = June 1, 2015). Part of their point was to line up with the centennial anniversary. There isn't much need for a separate calendar for them.


Ok. I won't correct the June calendar as it would be too confusing for me to line up the days and dates.


Originally Posted By: Banjoman
Looks good to me, just a question, are we using Olham's graduated kill scoring system where 1 to 3 equals 1 and so on or are we just saying you only get one kill per mission regardless of how many you actually got in the sim?


I'm assuming that any number of downed planes per mission will still be equal to one point, but that's just my opinion.


Last edited by OldHat; 05/13/15 08:27 PM.
#4120203 - 05/14/15 07:16 AM Re: DiD plausability for 1915 [Re: OldHat]  
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A few more things:

First, I attempted a major upgrade to our reporting form. Again, thanks Rick for giving OldHat I a crash course in these. Please let me know what you think.
https://docs.google.com/forms/d/1VKtvQ6J_IIAeMa-FsZMyC5JnYPhPB1LAEZbQ20RS77k/viewform?usp=send_form

Banjoman: Let's leave it at one (reported to us) kill per mission. That'll keep the numbers reasonable. We can always take another look at that in 1917 or so when the war heats up.

OldHat: I'd like to record total wounds over a pilot's career - so a single four day wound counts the same as a fourteen day wound. That'll help with point totals.

Also, the form won't auto-tally your total, but since it downloads to a spreadsheet it's easy enough for me to plug in the necessary formulas.

Revision: After much thought, I'd like to revoke the requirement that pilots use 'Transfer requires approval.' Players can still keep it on if they feel it would add realism to their campaign, but we're seeing in 1917 (and earlier) that some players are having trouble finding certain squadrons interesting or fun. Since we're trying to keep this rules light so people can enjoy the game their way, I'd rather not oblige someone to play a pilot that's not fun for them.

#4120245 - 05/14/15 10:41 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Ok. The Rules are looking good.

As a supplement to the official 1915 DiD rules, I will add my unofficial rules which are inspired by the original RSS over at combatace a few years ago...


Click to reveal..
Oldhat's Modified Realistic Survival Settings

WORKSHOP SETTINGS AND KEYBOARD RULES






FLYING MISSIONS

Missions are grouped into 3 categories:

Exception: Skip this mission as they have limited historical reality.

Reconnaissance: Which are missions that are flown as Scouting but may have some type of parameter attached whereby you may not attack, but just fly to the Front, patrol, and return via Waypoint.

Full Participation: As stated, but on occasions when there is an Offensive (or Push) in your Sector, some Scouting Missions now become Full Participation Missions.

**If an Exception Mission is loaded, simply Advance Time until a flyable (and weather acceptable) Mission is loaded.

**Ensure you read the Intel Room which will give you information as to the status of the War in your Sector. If there is no Offensive (or Push) on by Allies, or Axis in your Sector, then fly the Mission as a Scouting Mission.


German - Scouts:
German Scouts rarely went across the Front and were mostly found behind the Front.

Exception Missions: Scramble. (not sure if this exists in WOFF)

Reconnaissance Missions: These Missions are flown as Scouting to and along the Front, then after the appropriate time has elapsed pick up the reconnecting Waypoint to return to base. These include, Ground Forces Attack, Railyard Attack, Airfield Attack, Airfield Defence, Patrol Behind Enemy Lines, and Balloon Defence.

Full Participation Missions: Patrol Friendly Front Lines, Patrol Enemy Front Lines, and Transfer.

**When an Offensive (Push) is on in your Sector select these Missions as Full Participation Missions: Close Air Support, Ground Forces Support, and Artillery Spotting.


British/ French – Scouts:

Exception Missions: Scrambles and Transfers.

Reconnaissance Missions: These Missions are flown as Scouting to and along the Front then after the appropriate time has elapsed pick up the reconnecting Waypoint to return to base. They include:, Artillery Spotting, Patrol Behind Friendly Front Lines, and Balloon Defence.

Full Participation Missions: Patrol Friendly Front Lines, Patrol Behind Enemy Lines, Patrol Enemy Front lines, Lone Wolf.

**When an Offensive (Push) is on in your Sector select these Missions as Full Participation Missions: Reconnaissance and Close Air Support.

**Ground Forces Attack, Rail Yard Attack, and Airfield Attack; fly these to follow Waypoints but no actual attack.


Allied - Two-seaters:

Exception Missions: Scrambles and Transfers.

Reconnaissance Missions: These Missions are flown as Scouting to and along the Front and flown as full participation missions.

Full Participation Missions: Bombing Behind Enemy Front Lines, Reconnaissance, Artillery Spotting, and Railyard Attack.


German - Two-seaters
In reality the Two-seater in a bombing role was a nuisance bomber, and mostly operated in the Tactical Zone (0 - 6 miles over the Front), and rarely during the day, save reconnaissance.

Exception Missions: Scrambles

Reconnaissance Missions: These Missions are flown as Scouting to and along the Front ( Red Zone),then after the appropriate time has elapsed pick up the reconnecting Waypoint to return to base. They are limited to ~ 6 miles across the Lines - Tactical.

Full Participation Missions: Artillery Spotting, and Transfers.

**Bombing Behind Enemy Front Lines & Railyard Attack; only when a GERMAN Offensive ( Push) is on in your Sector.


NOTES:
Balloon Busting: There were scant Balloon Busting Missions in the early years of WWI. If you wish to participate voluntarily for more of these missions, then select every third mission, and then the closest mission to the Front

Outcomes: Recommended: Should your squad have 2 or more aircrafts in the reserve pool, then fly a QC mission to the closest airfield in Paris or England and fly back to your base. To simulate picking up a new aircraft.

Transfers: If your point score is below '0' at the start of any new day, you will be transferred to another unit with a lower morale rating (i.e. if current unit is Average look for Poor). If no lower rated unit is available then one with the same rating.


EDIT: I'm having difficulty in locating where the German squads flew to get replacement aircrafts. I might just choose any airfield that is 1.5 hours away from the pilot's base and call it a day.

Last edited by OldHat; 05/14/15 01:21 PM. Reason: added info
#4120311 - 05/14/15 01:43 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Form's looking good, CatKnight, the split form into different nationalities is a nice touch!


The older I get, the more I realize I don't need to be Han, Luke or Leia. I'm just happy to be rebel scum...
#4120328 - 05/14/15 02:31 PM Re: DiD plausability for 1915 [Re: OldHat]  
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This looks great! My DID pilot is resting because he has been wounded again so maybe I can alternate between pilots. When '17 pilot is wounded I fly the '15 pilot and vice versa. rofl


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#4120386 - 05/14/15 03:42 PM Re: DiD plausability for 1915 [Re: CatKnight]  
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Rules are getting into good shape, Cat!
Just one question about this point:

Originally Posted By: CatKnight

2) Choose Manual deployment and select a two-seater squad that starts on the group's current game date.


Must the 2-seat squad actually begin their "carreer" on that day, or can we choose one that begins earlier,
and just advance time until we hit the right date?


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#4120476 - 05/14/15 07:30 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Olham: Oh dear. Yes, I can see where I could have phrased that better.

Absolutely. What I meant was you start your career on the current campaign date, but the squadron could certainly have existed longer.

#4120535 - 05/14/15 09:56 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Help me out with rules;
I'm thinking of starting a British flyer on Feb 1st and a German flyer on June 1st.
Should one have a first name starting with "A" and the other with a "B" ?

#4120544 - 05/14/15 10:20 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Hm. Good question: Do we want each group to have its own 'alphabet', so....
(Group 1) A, (Group 2) A - Group 1 pilot dies, so I start B in group 1,

or do we want the 'alphabet' to be for the entire campaign, so...
(Group 1) A, (Group 2) B - Group 1 pilot dies, so I start C in group 1.

What do you all think?

#4120547 - 05/14/15 10:47 PM Re: DiD plausability for 1915 [Re: OldHat]  
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ummmmm...doesn't matter to me....
If forced to choose I'd pick the second option with an advancing alphabet for the entire campaign.

#4120607 - 05/15/15 03:08 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I think the first option would be easier, then when we look at the reports it won't matter which group everyone started on because everybody will have an 'A' pilot.


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#4120608 - 05/15/15 03:10 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I agree with Banjoman. Fast I.D.

#4120640 - 05/15/15 08:11 AM Re: DiD plausability for 1915 [Re: Banjoman]  
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Originally Posted By: Banjoman
I think the first option would be easier, then when we look at the reports it won't matter which group everyone started on because everybody will have an 'A' pilot.

I thought the same as Banjoman.


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#4120724 - 05/15/15 02:34 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Alright, let's do it that way then. Each group will have its own alphabet. (The first pilot for each group will be 'A', etc.)

#4120768 - 05/15/15 05:27 PM Re: DiD plausability for 1915 [Re: OldHat]  
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That will work fine.

#4120799 - 05/15/15 06:46 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Great, But what name ?

#4120812 - 05/15/15 07:37 PM Re: DiD plausability for 1915 [Re: OldHat]  
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French: Alphonse, Adrien, André
German: Alfred, Adrian, Andreas
British: Alan, Archibald, Andrew
American: Abraham, Adam, Abel

...for example...


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#4120834 - 05/15/15 08:19 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I'm glad I didn't delete my excel spreadsheet of Pilot Names that I had used for OFF.

Pilot Names for British, French, German and American (download link)


#4121190 - 05/17/15 03:14 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Rules Version 5
Changes in Red

The main changes I've added which we haven't discussed, is minimum time in your first (two-seater) squadron - I suggested ten, and what to do if your squad runs out of useable aircraft.



Start Date
Signups: May 24, 2015
Actual Start: June 1, 2015

Game Start: There are two groups. You may join one or both. They are:
Intrepid Fliers: February 1, 1915 - The game will advance in sync with the day of the week.
Warbirds Rising: June 1, 1915 - This game will advance with the real calendar.

* You will be provided updates weekly to keep in sync with the real calendar. OldHat's also prepared a calendar. Since WOFF only allows for 30 day months, there will be days when no one is flying.


General Workshop Settings:

Your choice except:
Outcomes – Normal
Campaign date advance – Manual
Weather: Historical
Campaign Mission Frequency: Historical
Log: Campaign Only (except for your transfer mission)
Unlimited Weapons, Fuel: Off
Flight Model: Realistic

Enlist your pilot

1) Anyone is allowed to make up to two pilots at the same time, one for each group. You can choose your pilots to be any nation. Also, you can replace a fallen pilot with any nation.

2) Choose Manual deployment and select a two-seater squad that starts on the group's current game date.

3) Use alphabetical order to name your pilot. The first pilot’s name within each group will begin with “A”, then if he should fall, the next pilot’s name will begin with “B”, etc...

4) Players should start at the following ranks:
Britain: Sergeant (Flight Sub-Lieutenant)
Germany: Offizerstellverter (Flugmeister)
France, Belgium: Sergent


[color:red}5. As a reminder, certain squads and possibly all of France will be unplayable after a certain point due to lack of available aircraft. If your pilot is stuck, then you can either:
A> ask for an 'emergency' transfer. Your pilot takes 7 days off, then make a new one in a squadron of your choice. All records are retained but you'd have to track them manually.
B> place the pilot in 'reserve' until his squad becomes flyable again. All records will be retained, but he's inactive and you can only have one pilot per group.
C> retire the pilot and start a new one.[/color]

First Mission: In QC, with your workshop set to log 'all' flights, begin with a transfer flight from one of the airbases mentioned below to your airfield.

British Career: Netheravon, Hounslow, Eastchurch, Biggin Hill
French Career: Etampes
German Career: Koln

Once you've accumulated 25 missions (total) in the campaign, you may (but are not required to) ignore this step for future pilots.

Second Mission: Complete two circuits around your home airfield. Some suggestions for these missions: (a) Get familiar with your area of operation. Make notes of landmarks to familiarize yourself with the area (b) Practice flight leader commands: Attack (A), Rejoin (R), RTB (Ctrl + R), Land Here (Ctrl + L) and Split Formation (S). c) Practice maneuvers with your new aircraft. If hostile aircraft attempt to engage you, disengage and RTB.

Third Mission: Fly to the front and back. Otherwise same as Mission Two.

Though not required, you may choose to repeat missions two and three when moving to a new airfield, changing squads, or getting a new airplane.

2) Generate missions and carry them out, as dictated by the WOFF manager’s campaign briefing screen.

3) You will be asked to submit a survey weekly highlighting your accomplishments. I will use that to feed weekly reports on our progress. [color=red]The survey is at https://docs.google.com/forms/d/1VKtvQ6J_IIAeMa-FsZMyC5JnYPhPB1LAEZbQ20RS77k/viewform?usp=send_form [/color]

4) After 10 missions (including the ones above) you may, but are not required to, request a transfer to another squadron. Once in a new squadron, you may not ask again until 10 more missions have passed.

Scoring:

Scoring is for those who want some sense of who's having more success than others. As a reminder, this is not a competition. You are not expected or required to fly every flight or every day. If we actually play the entire war out, this is going to be a very, very long campaign.


1) 1 points per “confirmed” plane or target balloon shot down. Maximum of one claim per mission please. We'll review this rule as the war heats up. I like it because it's simple.

2) 1 points for any Military ground objects destroyed. Maximum of once per mission.

3) 1 points for a successful mission. A bit subjective: Did your flight accomplish its mission, or was it chased off/you had to land/your escorts never showed?

4) –2 points for being wounded with Hospital Stay.

5) 2 points for becoming an ace. Maximum of only once per character.

6) 2 points for each promotion.

7) 2 points for each WOFF medal.

Fly only one day's worth of missions per real world date. No flying more than one day. Wait for the next real world date to advance time in the campaign. With the weekly 'scoreboard' I'll include a line resyncing the campaign dates with the real date to make sure we stay on the same page.

If the WOFF manager advances days due to hospital stays, being captured, etc.. then you'll need to wait those amount of days before you can fly again. As a reminder you might choose to have another pilot in the other group to take care of while you're convalescing.


I hope to begin signups on next Saturday or Sunday. It might be time to start rolling your B.E. 2s and Aviatiks out of the hangar to see what they can do.

Last edited by CatKnight; 05/17/15 08:55 AM.
#4121228 - 05/17/15 11:30 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Oldhat & Catknight, your project looks great. Two thoughts, Cat: at the top, describing the 2 groups, you say "the game...", whereas I'm sure you meant "life". and at the bottom, you sugggest rolling out a BE2 to see what it can do, whereas surely you meant what it can't do?!

(how many days till June? thanks in advance for the fun, guys!)

#4121232 - 05/17/15 11:55 AM Re: DiD plausability for 1915 [Re: CatKnight]  
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Originally Posted By: CatKnight

Intrepid Fliers: February 1, 1915 - The game will advance in sync with the day of the week.

Maybe this was mentioned before - a problem arises from the fact, that February has only 28 days.
The switching to the next month will so be too early.
Same goes for a start in March 1915 - March has 31 days, but real life June has only 30.


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#4121310 - 05/17/15 05:18 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I'd like to suggest a change to the scoring as it should reward or give a penalty to pilots for:

1. Surviving (or not) landings from engine or structural failures - as this will be common.

2. Successful (or not) missions - measuring the effectiveness of the squad.

3. Proper (or not) landings that don't damage the aircraft - as squads can't afford to have planes in repair every day. In fact, I would not let the pilot fly until it's out of the repair shop or even make them fly to St. Omer for repairs. Too many bad landings (or a destroyed aircraft) qualifies the pilot for a round trip across the channel to get a replacement aircraft.

So, basically positive points for successes and negative points for failures. Right now there is just one negative for wounds. And since dogfights will be rare, the challenge to survive is a different one.

Also, I thought someone mentioned that the medals award system was a bit wonky, so we're not counting that one.

For the calendar, I've adjusted it to where the days account for WOFF's 30-day months. So, no need to stop flying if the WOFF manager weather allows.

#4121340 - 05/17/15 08:05 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat:

Scoring
I think we want to be careful about making the scoring (and thus the reporting) too complicated. Here's what we currently have, renumbered. (I'd meant to drop the ace designation, and I'm willing to drop the medals.)

1) 1 points per confirmed plane/balloon (1 max)
2) 1 points per ground object (1 max)
3) 1 points for a successful mission. A bit subjective: Did your flight accomplish its mission, or was it chased off/you had to land/your escorts never showed?
4) –2 points per hospital stay
5) 2 points per promotion.

We can try to put a better definition on successful missions and define unsuccessful ones. Bear in mind that since this is not a zero-sum game, a steadily rising score is a good thing. What did you have in mind?



Calendar

I believe you're mistaken. Since the February calendar is keeping in sync with days of the week, while the June calendar with the real calendar, both will have days off. Consider the following two scenarios:

(June group - Syncing with real calendar: July 1915)
Code:
Actual Date              Game Date
Wed. July 29, 2015       Thu. July 29, 1915
Thu. July 30, 2015       Fri. July 30, 1915
Fri. July 31, 2015       ---- SKIP ----
Sat. August 1, 2015      Sun.  August 1, 1915


(February Group - syncing with days of the week: March 1915)
Code:
Actual Date              Game Date
Mon. June 29, 2015       Mon. March 1, 1915  (syncing)
Mon. July 27, 2015       Mon. March 29, 1915
Tue. July 28, 2015       Tue. March 30, 1915
Wed. July 29, 2015       ---- SKIP ----
Thu. July 30, 2015       Thu. April 1, 1915


I'd say consider it a 24 hour leave, or your CO simply doesn't need you today. Or orders you to babysit the newbie while he makes his circuits around the field.









Last edited by CatKnight; 05/17/15 08:05 PM.
#4121341 - 05/17/15 08:10 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Olham:

Since the February group's syncing with the day of the week rather than the calendar (per Lou's idea back on page 2 or 3), they'll be fine.

Code:
Actual Date             Real Date
Sat. June 27, 2015      Sat. February 27, 1915
Sun. June 28, 2015      Sun. February 28, 1915
Mon. June 29, 2015      Mon. March 1, 1915      <-- Both Mondays


As you noticed, when there are 31 days in the month there's going to need to be a little recalibrating as above. Since I've been in and out of your campaign for almost a year and didn't notice until Lou said something, I'm hoping it won't get in the way.

#4121399 - 05/18/15 02:38 AM Re: DiD plausability for 1915 [Re: OldHat]  
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CatKnight
Yes, the scoring system can be kept simple for easy calculations, but I gave it more thought and what I had in mind was a bit different. As it stands right now, starting a German career would be at a disadvantage in accumulating points over the course of several months due to the lack of guns in a BI compared to British or French careers. Technically, if a BE2 or Morane meet a BI in the right conditions, it would be like a turkey shoot. Also, there is nothing stopping the BE2 or Morane from completing a successful mission since no one will be shooting at them. On the contrary, a BI could be chased away. Eventually, a British or French career would have many successful missions accumulate enough points, become an ace and thus get promoted faster.

My suggestion would be to make it a bit more complicated in order to achieve two objectives:

1- trying to survive from day-to-day without any accidents.
2- keeping your score above zero.

It would use an unbalanced system of half points for successes and full points for failures. Since, in 1915 failures were more costly to fix or correct than any advantage a success would bring.

1) 0.5 point per confirmed plane/balloon (0.5 max)
2) 0.5 points per ground object (0.5 max)
3) 0.5 points for a successful mission.
4) –2 points per hospital stay
5) -1 point for message "light damage" at end of mission -- (optional) wait out the time it takes to repair to make it more meaningful to try not to get your plane damaged.
6) -2 points for message "aircraft destroyed" -- (optional) fly out to get a replacement.
7) -1 point for landing anywhere other than your own airbase at the end of a mission.
8) 1 points per promotion

Again, if you keep the current point system, that's fine by me also. I was just analyzing it a bit.

For the calendar, I get what you mean now and I will try to fix the Feb calendar to match your example.

#4121411 - 05/18/15 03:28 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Originally Posted By: OldHat


I like the idea of rewarding points to survive and complete missions. However, I'm not sure I would penalize the landing at a non-homefield airbase so heavily. That seemed to occur with a fair amount of regularity. How about -0.25 for landing undamaged at a non-homefield airfield, with no deduction in points if you are damaged. Likewise, I would reduce light damage to -0.5 points. Returning with light damage should not have twice the effects of shooting down an enemy aircraft/balloon. Maybe -0.1 points per day of damage?

CatKnight


My suggestion would be to make it a bit more complicated in order to achieve two objectives:

1- trying to survive from day-to-day without any accidents.
2- keeping your score above zero.

It would use an unbalanced system of half points for successes and full points for failures. Since, in 1915 failures were more costly to fix or correct than any advantage a success would bring.

1) 0.5 point per confirmed plane/balloon (0.5 max)
2) 0.5 points per ground object (0.5 max)
3) 0.5 points for a successful mission.
4) &#150;2 points per hospital stay
5) -1 point for message "light damage" at end of mission -- (optional) wait out the time it takes to repair to make it more meaningful to try not to get your plane damaged.
6) -2 points for message "aircraft destroyed" -- (optional) fly out to get a replacement.
7) -1 point for landing anywhere other than your own airbase at the end of a mission.
8) 1 points per promotion

Again, if you keep the current point system, that's fine by me also. I was just analyzing it a bit.

For the calendar, I get what you mean now and I will try to fix the Feb calendar to match your example.








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#4121423 - 05/18/15 04:58 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Ok. One more thing is that I'd let each player calculate their own score and report the total on the form.

So, something like this maybe:

1) 0.75 point per confirmed plane/balloon (0.75 max)
2) 0.75 point per ground object (0.75 max)
3) 0.5 points for a successful mission. However, if you got separated or did not participate in the mission's success then 0.25 point will be awarded.
4) -0.5 point for an unsuccessful mission of your flight. No penalties for not participating.
5) -2 points per hospital stay
6) -0.25 points for message "light damage" at end of mission -- (optional) wait out the time it takes to repair to make it more meaningful to try not to get your plane damaged.
7) -2 points for message "aircraft destroyed" -- (optional) fly out to get a replacement.
8) -0.25 point for landing anywhere other than your own airbase at the end of a mission.
9) 1 points per promotion

Example, During a mission you get lost from your flight, then you can't find your way back to base, you land at a friendly airfield but lightly damaged (2 days to repair) your plane trying to avoid a fence/tree, but the mission was an overall success for your flight. -0.25 (light damage) +0.25 (non participation successful mission) -0.25 (landing outside of airbase) = -0.25 total score and wait for 2 days to fly again.

May look complex, but will give an incentive to fly and particpate in successful missions while taking care not to damage your plane, get lost or injured.

Last edited by OldHat; 05/18/15 05:59 AM.
#4121451 - 05/18/15 08:53 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Mm....Meh. A few things off the top of my head. I'm curious what others think about the rest.

If we keep scoring:

Flying to get a replacement: Just no. That would be another QC flight - without any danger whatsoever other than landing badly.

Landing at another airbase: What happens if that's what your flight commander tells you to do? IE- you find your group, and they're all landing elsewhere.

It's true that the early going favors the Entente ... but that won't be true the entire war. Plus, this IS a sim, and wars are by their nature unbalanced.

Honestly, since there's zero competition, there's some argument for just dropping scoring altogether and letting people tell the war their way. Then if people feel it's important to go to St. Omer (or Paris for that matter), there's no issue. That eliminates the need for almost any rule really. We simply provide the thread and make an effort to keep everyone's calendars synced.

Last edited by CatKnight; 05/18/15 08:54 AM.
#4121455 - 05/18/15 09:17 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I see your point and either way I'll fly in 1915... whether people decide to keep score or not. I thought maybe a pilot struggling to get their score above zero would be an incentive.


EDIT:
Just to clarify the scoring....

Flying to get a replacement: Just no. That would be another QC flight - without any danger whatsoever other than landing badly.
Can also be a regular mission flight and lower the fuel of the rest to 5%.

Landing at another airbase: What happens if that's what your flight commander tells you to do? IE- you find your group, and they're all landing elsewhere.
Most likely if that was an unsucessful mission, the scoring would go like this: -0.5 (mission failure), -0.25 (not landing at base) = total score -0.75.

It's true that the early going favors the Entente ... but that won't be true the entire war. Plus, this IS a sim, and wars are by their nature unbalanced.
Yes, but I was referring to the score system and not in general.

Last edited by OldHat; 05/18/15 09:31 AM.
#4121492 - 05/18/15 01:03 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Heck, I think positive points should be given for making a successful emergency landing and not killing oneself. Even if one's plane is damaged winkngrin Ok, no positive points, but no negative points either.

I don't understand the flying to a far away airfield for a replacement plane. If I smashed my plane up, whose plane am I flying? This plane I'm flying must be in decent condition or WOFF wouldn't let me fly it. So I fly a perfectly good plane to a far away base to exchange it for another plane in good condition, then fly back to my homefield?

I can understand not flying until my aircraft is repaired or replaced.

WOFF sends many of these early two seaters on bombing runs. I seldom hit anything. Is that a successful mission? Often when we do hit the target, say an enemy airfield and do some damage, WOFF debriefing states no series damage was done.

#4121514 - 05/18/15 01:39 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Good points.

My basic understanding was that planes were flown from the aircraft park to the aerodrome which had ordered it. So, either you hitch a ride on someone's two seater from your base (you can simulate being the observer, but that would be boring) and fly your new plane back to your base or do a QC from the aircraft park to your base or don't fly for a couple of days until your new aircraft arrives. Or skip it altogether because it's an option.

I believe that the WOFF debriefing should be followed in stating the final outcome whether the mission was successful or a failure. However, if you feel cheated, then you're welcome to count it as a success if that will make it more enjoyable for you to play the game.

Not everyone will like to use scoring and that's understandable. So, "if in doubt, throw them out"...
I'll still enjoy WOFF either way and maybe just keep my own personal scoring system to give me the incentive I need to continue flying in 1915.

#4121520 - 05/18/15 01:57 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Flying from a distant airfield housing new craft in QC would work for me if my plane was heavily damaged or destroyed as far as storytelling in my mind. For example on a three day repair I could pretend I'm on a train and or truck ride to the distant airfield for two days and then fly a new plane home on the third day.

Sometimes the way WOFF words the mission outcome is a mixed bag of pros and cons.

If much of this is optional then I guess it is really no big deal. I'm undecided on keeping track of my points

#4121523 - 05/18/15 01:59 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Will this be up to speed by 1 June?

I would love to fly in this, but will not be able to fly for a few days at a time ( fishing trips, climbing 14,000 ft. peaks, and Elk hunting-- in Colorado ). So I guess I would just be helping out around the Squad.

I will keep reading and sign up as soon as I feel it will work for me.

Thanks for all of your work.


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#4121536 - 05/18/15 02:15 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Scoring seems to be getting more and more complicated the more you guys discus scoring. I think you guys should stop while you're ahead. biggrin


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#4121540 - 05/18/15 02:18 PM Re: DiD plausability for 1915 [Re: CW3SF]  
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Originally Posted By: CW3SF
Will this be up to speed by 1 June?

I would love to fly in this, but will not be able to fly for a few days at a time ( fishing trips, climbing 14,000 ft. peaks, and Elk hunting-- in Colorado ). So I guess I would just be helping out around the Squad.

I will keep reading and sign up as soon as I feel it will work for me.

Thanks for all of your work.


Seems like you could sign up after you come back. As time goes on more squads form up and you'd have a few more options.

#4121604 - 05/18/15 03:46 PM Re: DiD plausability for 1915 [Re: Banjoman]  
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Originally Posted By: Banjoman
Scoring seems to be getting more and more complicated the more you guys discus scoring. I think you guys should stop while you're ahead. biggrin


Ok. To keep it simple and if CatKnight doesn't mind and whoever wants to participate, I can make a scoring chart and update it every 2 to 3 weeks. I would just need some information after each mission to record the results. If that works, then let me know otherwise forever keep your silence.... biggrin

#4121618 - 05/18/15 04:13 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Haha, Oldhat I was just pulling your leg. I'm game with whatever you guys decide.


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#4121625 - 05/18/15 04:23 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I'll offer up info if you want to keep track of it. I'd suggest adding a neutral mission result.

From above post by OldHat;
Landing at another airbase: What happens if that's what your flight commander tells you to do? IE- you find your group, and they're all landing elsewhere.
Most likely if that was an unsucessful mission, the scoring would go like this: -0.5 (mission failure), -0.25 (not landing at base) = total score -0.75.

It might be that bombs were dropped and hit target, ground aa defence hit a plane or two and the flight leader took us to the nearest airbase to land his crippled craft and others too. Is that a successful mission, an unsuccessful mission, or a bit of both?

What if EA are shot down and then flight leader takes us to nearest friendly airfield, two of our four planes were damaged... successful or unsuccessful?

I think it would be enjoyable for me to fly a QC mission from a friendly airfield I set down at to make it back home if I set down a wounded bird or set down because the rest of my flight did so. Would that be allowed ?

#4121628 - 05/18/15 04:29 PM Re: DiD plausability for 1915 [Re: OldHat]  
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First off, we will definitely be up by June 1st. I think we have everything ironed out except scoring.

*EDIT* Edited out the rest. Banjo may have been pulling our leg, but I think he's right in that we're making this more complicated than it should be. Let me chew on it a little more while I'm at work. That said, if anyone else has any thoughts on scoring or lack thereof, let's hear it. smile

MudWasp: I like your idea of a QC to 'fly home' for role-playing purposes. Similarly, from a RP perspective I don't object to a St. Omer flight. Reconciling it with scoring is the question.

Last edited by CatKnight; 05/18/15 04:33 PM.
#4121633 - 05/18/15 04:38 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I've had confirmed ground targets destroyed and the mission brief says the target was not seriously damaged. Successful mission or unsuccessful mission?

Sometimes well placed bombs destroy more ground targets than the number of bombs dropped. Is that worth more than an enemy plane? I don't think so at this stage of the war.

#4121634 - 05/18/15 04:40 PM Re: DiD plausability for 1915 [Re: OldHat]  
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.

Looks like you Gents are getting things sorted out nicely for the upcoming campaign. If we are scoring I do agree with the system of positive and negative points for the various criteria. Also, I like going to get my replacement kite when needed and have in fact been emulating that activity in both WOFF and OFF campaigns for a long time.

Great work on this project so far. I think it's close to ready.

.


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#4121636 - 05/18/15 04:43 PM Re: DiD plausability for 1915 [Re: OldHat]  
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When can we fill out the form/survey thing and sign up a pilot?
No QC flight to home field from distant field until first of next month?
Then one QC flight per day until the three are completed?

#4121638 - 05/18/15 04:49 PM Re: DiD plausability for 1915 [Re: MudWasp]  
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Originally Posted By: MudWasp
I've had confirmed ground targets destroyed and the mission brief says the target was not seriously damaged. Successful mission or unsuccessful mission?

Sometimes well placed bombs destroy more ground targets than the number of bombs dropped. Is that worth more than an enemy plane? I don't think so at this stage of the war.


Truth be told, at this stage of the war the majority of the missions should be recce and gun ranging work. Very little in the way of bombing being done in comparison. In my early war careers I generally create my own mission objectives that are more historically correct and ignore the majority of the bombing missions assigned by WOFF. But then that's me.

.


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#4121652 - 05/18/15 05:09 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Good point, Lou.
Will we be allowed to select missions by avoiding some of the mix that WOFF throws our way?

Did they go balloon busting much at this stage of the war? That is a mission I dislike and often avoid.

#4121653 - 05/18/15 05:18 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I play board games and a bit of D&D, so I'm no stranger at keeping track of scores. IMHO, scores are one of the best ways to keep track of how your pilot is progressing or failing.

The WOFF manager uses some kind of reasoning (code logic) to determine if you've hit and damaged enough critical ground targets. Also, it's tough to please the WOFF manager and have it give you credit for the hit, so it acts like an impartial stubborn judge... I like that... playing hard to get. cool

Originally Posted By: MudWasp
It might be that bombs were dropped and hit target, ground aa defence hit a plane or two and the flight leader took us to the nearest airbase to land his crippled craft and others too. Is that a successful mission, an unsuccessful mission, or a bit of both?


I'd divide the occurrence into easy manageable chunks (all done in my mind...):

1) Target was hit..Destroyed or not?
Depends on what the outcome screen says. If it was successful hit, then you'll see something like "you managed to destroy most...." & a failure would read "you barely did any damage....". Either 0.5 or -0.5

Also, this will be reflected in the debriefing screen where it will show the amount of damage done in points. There are specific "success" and "failure" wordings which WOFF pulls from a file somewhere, but I can't locate it...yet.

2) Your plane got lightly(?) damaged (-0.25) and landed outside your base (-0.25)... then -0.5 (2x-0.25) points and wait until it's repaired then fly back to your base or hitch a ride.

So, the total points for that mission depends on the success, either "-1.0" or "0" points. You can interpret it by either you're having a really bad day or you've just barely made it by the "skin of you teeth".

Originally Posted By: MudWasp
What if EA are shot down and then flight leader takes us to nearest friendly airfield, two of our four planes were damaged... successful or unsuccessful?


Objective of the mission does not include expendable pilots...sorry, that's the reality of war. Get the mission done no matter how many die trying, unfortunately. So, again I'd ignore the loss of fellow pilots and score the mission based on the WOFF manager's outcome. With penalties added to landing outside of your base and then a QC flight back to your field.

Originally Posted By: MudWasp
I think it would be enjoyable for me to fly a QC mission from a friendly airfield I set down at to make it back home if I set down a wounded bird or set down because the rest of my flight did so. Would that be allowed ?


Yep.

Originally Posted By: MudWasp

Will we be allowed to select missions by avoiding some of the mix that WOFF throws our way?

Did they go balloon busting much at this stage of the war? That is a mission I dislike and often avoid.


If you're interested, I've used a modified version of the SIA rules some pages back. Take a look and let me know if that works.




Last edited by OldHat; 05/18/15 05:21 PM.
#4121657 - 05/18/15 05:33 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Think I'll just fly and have fun. Will try to keep track of points for you when you have it all sorted.

#4121661 - 05/18/15 05:40 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Ok, fair enough.

#4121767 - 05/18/15 08:23 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Maybe I'll just post a mixed outcome mission in the thread and let the point keeper figure it out. Most outcomes are obvious, but some are mixed in my mind or reason of thinking.

#4121969 - 05/19/15 03:24 AM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat: Speaking of D&D, a thought that ran through my head on the way to work today was to put everyone in the same squad/staffel. Even though we couldn't fly together, we could still commisserate, the squadron CO could tell us to go to St. Omer or whereever and so forth to pick up new planes. Might be getting late to reorganize along those lines, but something to keep in mind.


Scoring: OK, I put together a few questions to help order it so pilots can track their scoring (or report their 'mission report' to OldHat if you're willing to take that on.)


Question 1: Did WOFF assign this mission or are you in QC?
* WOFF (Continue to question 2)
* WOFF but I changed the mission (Ignore successful/unsuccessful mission results in Question 2)
* QC (0 points - end of mission)

Question 2: How successful was your mission?
* I confirm one or more airplanes or target balloons destroyed (1 point)
* I destroyed one or more ground targets (1 point)
* I...uhm....hit a friendly by mistake (-1 point)
* I SHOT DOWN a friendly by mistake (-3 points)
* The CO (WOFF manager) says we completed our mission (1 point)
* The CO says we didn't complete our mission (-1 point)

Question 3: OK. Where did you land?
* At my home field, thank you. (1 point)
* At a friendly aerodrome (0 points)
* In an open, but friendly, field (-1 point)
* In enemy territory (-2 points)

Question 4: How are you and the plane doing?
* I'm going to the field hospital (-1 point)
* My plane is moderately damaged (-1 point)
* My plane is destroyed (-2 points)


So, looking at the past few scenarios, I'd say...
"It might be that bombs were dropped and hit target, ground aa defence hit a plane or two and the flight leader took us to the nearest airbase to land his crippled craft and others too. Is that a successful mission, an unsuccessful mission, or a bit of both?"

Did you get credit for ground kills? If so, +1 point
Did the CO (WOFF) say you succeeded? If so, +1 point. Otherwise, -1 point.
Landed at a friendly aerodrome. +0 points.
How's your airplane? (0 points, or -1 point if moderately damaged)
Total: -2 to 2 points depending on specifics

"What if EA are shot down and then flight leader takes us to nearest friendly airfield, two of our four planes were damaged... successful or unsuccessful?"

Did you get confirms for any of those EA? If so, +1 point
Did the CO (WOFF) say you succeeded? If so, +1 point. Otherwise, -1 point.
Landed at a friendly aerodrome. +0 points
How's your airplane? (0 points, or -1 point if moderately damaged)
Total: -2 to 2 points depending on specifics

"I think it would be enjoyable for me to fly a QC mission from a friendly airfield I set down at to make it back home if I set down a wounded bird or set down because the rest of my flight did so."

I'd say yes. 0 points (no real danger except for pilot error)

"Will we be allowed to select missions by avoiding some of the mix that WOFF throws our way?"

I'd agree that's desirable, but then again the game's not going to be able to give you a good/bad mission result. I'd say ignore that part of the question.

Last edited by CatKnight; 05/19/15 03:37 AM.
#4122003 - 05/19/15 05:19 AM Re: DiD plausability for 1915 [Re: CatKnight]  
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Now I know why I like you CatKnight... always making things neat and tidy and simple to follow... So, I'll try to make my comments neat as well....

Originally Posted By: CatKnight
OldHat: Speaking of D&D, a thought that ran through my head on the way to work today was to put everyone in the same squad/staffel. Even though we couldn't fly together, we could still commisserate, the squadron CO could tell us to go to St. Omer or whereever and so forth to pick up new planes. Might be getting late to reorganize along those lines, but something to keep in mind.


This is an excellent idea but I'm kinda fuzzy on how it would be successfully implemented. So, for example, you (CatKnight) would be acting as the CO for all nations and at the begining of each week (or two) give orders of missions that need to be flown like:

GERMANY
Scouts:
General Rule: Do Not cross the Front and stay behind the Front.

In a quiet sector with no offensive (push), then pick from these missions only...
Ground Forces Attack, Railyard Attack, Airfield Attack, Airfield Defence, Balloon Defence, Patrol Friendly Front Lines, or Patrol Enemy Front Lines.

When an Offensive (Push) is on in your Sector, select these missions: Close Air Support, Patrol Enemy Front Lines, and Artillery Spotting.

Two-seaters
General Rule: operate only in the Tactical Zone (0 - 6 miles over the Front) and fly all missions to and along the Front,then after the appropriate time has elapsed pick up the reconnecting Waypoint to return to base.

When an Offensive (Push) is on in your Sector, select these missions: Artillery Spotting, Bombing Behind Enemy Front Lines and Railyard Attack.


BRITISH/FRENCH
Scouts:
In a quiet sector, select from these missions and AVOID combat if not threatened: Artillery Spotting, Patrol Behind Friendly Front Lines, Balloon Defence, Patrol Friendly Front Lines, Patrol Behind Enemy Lines, Patrol Enemy Front lines.

When an Offensive (Push) is on in your Sector you can engage the enemy in combat and select these Missions: Close Air Support, Ground Forces Attack, Rail Yard Attack, and Airfield Attack.

Two-seaters:
In a quiet sector, same as above.

When an offensive (Push) is in your sector: Bombing Behind Enemy Front Lines, Line Patrols, Artillery Spotting, and Railyard Attack.


All SIDES GENERAL NOTE:
Balloon Busting: There were scant Balloon Busting Missions in the early years of WWI. If you wish to participate voluntarily for more of these missions, then select every third mission, and then the closest mission to the Front


My comments in red.]
Scoring:

Question 1: Did WOFF assign this mission or are you in QC?
* WOFF (Continue to question 2)
* WOFF but I changed the mission (Ignore successful/unsuccessful mission results in Question 2)
* QC (0 points - end of mission) - Why exclude QC from points?

Question 2: How successful was your mission?
* I confirm one or more airplanes or target balloons destroyed (1 point)
* I destroyed one or more ground targets (1 point)
* I...uhm....hit a friendly by mistake (-1 point) - I think this one and the next are hard to determine when actually playing the mission, IMHO. Maybe not needed
* I SHOT DOWN a friendly by mistake (-3 points) - see comment above
* The CO (WOFF manager) says we completed our mission (1 point)
* The CO says we didn't complete our mission (-1 point)

Question 3: OK. Where did you land?
* At my home field, thank you. (1 point) - I think it should be expected to return, therefore I'd give this a zero.
* At a friendly aerodrome (0 points) - I'm assuming that this action was frowned upon, but I'm not sure about that. If that's the case, then a negative value would make sense here
* In an open, but friendly, field (-1 point)
* In enemy territory (-2 points)

Question 4: How are you and the plane doing?
* I'm going to the field hospital (-1 point) - I'd stick with -2 as before
* My plane is moderately damaged (-1 point)
* My plane is destroyed (-2 points)

#4122022 - 05/19/15 06:43 AM Re: DiD plausability for 1915 [Re: OldHat]  
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I think I can wrap my mind around those points scoring and guidelines for missions. Will take another look later.
If in doubt I'll ask...
The questionaire/survey tick boxes does make it easier.
I've never shot a friendly at this stage of the war...things develop slower in 1915.
Not sure what the big deal is with penalizing landing at a friendly airfield....any port in a storm...

I highly doubt many ea will be shot down in Feb thru June. maybe if one is flying a bristol scout, but is a high rank issued craft.

#4122271 - 05/19/15 07:28 PM Re: DiD plausability for 1915 [Re: OldHat]  
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reading


Looks like things are going well. a bit dizzy from all the rules regrading points. Just my 2 cents, but shouldn't we keep it simple. For example, If U make it back to your airfield U get a point, Another airfield 1/2 a point, Does it Really matter where the rest of the flight lands. soapbox

#4122332 - 05/19/15 10:53 PM Re: DiD plausability for 1915 [Re: OldHat]  
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The first of June is 5 days from now ( where ever now is ? ) and I am still not sure what is expected
of us who want to play.

My "very old" wrist must have "time compression" or it is a " No Go". The pain would take away the fun in a hurry. Hanging on to the stick, crabbing into the wind would would be way to much.


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#4122351 - 05/20/15 12:00 AM Re: DiD plausability for 1915 [Re: CW3SF]  
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Originally Posted By: CW3SF
The first of June is 5 days from now ( where ever now is ? ) and I am still not sure what is expected
of us who want to play.

My "very old" wrist must have "time compression" or it is a " No Go". The pain would take away the fun in a hurry. Hanging on to the stick, crabbing into the wind would would be way to much.



Yes Sir CW3SF, it has been stated that you can use it. I myself fly real time in DID and would not have the time for this otherwise.


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#4122361 - 05/20/15 01:22 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Actually 12 days, CW3SF. smile

And yes, that's long agreed upon: Players may use any and all aids they deem necessary. Signups should begin on Sunday.

carrick: I hope points (which is the last issue I see) will be much more clear once we finish plowing through this. (I hope.) smile
*******

I believe the only real point left on the table is points. Do points represent the squad's approval, as is implicit in Bletchey's PPP? If so, there simply aren't that many ways to gain points since much of what you do is expected.

Or, are points a way to gauge who's having the most success in the campaign? It's a subtle difference, because here we don't want too many 'penalties' to avoid scaring off the newer or less skilled players. There's a psychological difference between someone like Lou or Rick beating a pilot like me 20 points to 10, or 5 points to -5. In the latter case it's implied I'm struggling.

******

I'm hesistant to give points to QC because of the lack of interaction with the campaign world. The campaign manager can't decide whether you flew from home to your new base successfully. The enemy isn't going to try to impede you, which doesn't mean much in 1915 but could by late 1916. No risk therefore except perhaps for getting lost or a bad landing. Aids can prevent the former.

Therefore...
Question 1: Did WOFF assign this mission or are you in QC?
* QC (0 points - end of mission) - Why exclude QC from points?
* WOFF (Continue to question 2)
* WOFF but I changed the mission (Ignore successful/unsuccessful mission results in Question 2)

I agree being certain you hit a friendly is difficult. Not to mention rare. Removed.

Question 2: How successful was your mission?
* I confirm one or more airplanes or target balloons destroyed (1 point)
* I destroyed one or more ground targets (1 point)
* The CO (WOFF manager) says we completed our mission (1 point)
* The CO says we didn't complete our mission (-1 point)

Question 3: OK. Where did you land?
* At my home field, thank you. (1 point) - I think it should be expected to return, therefore I'd give this a zero.

I do see your point. The problem is that, until air warfare really opens up or people start bombing (which is very haphazard to me), there is no other way to gain points.

* At a friendly aerodrome (0 points) - I'm assuming that this action was frowned upon, but I'm not sure about that.

Again, I see your point...but this has to be a better alternative than landing on an open field. After all, fuel and mechanics are readily at hand to get you back in the air and you can at least call HQ so they can tell your CO where you wound up.

* In an open, but friendly, field (-1 point)
* In enemy territory (-2 points)

In theory I'd say letting the enemy capture my bus is alot more than -2 points, but I figure if I'm forced to land I'm probably already taking damage penalties anyway.

Question 4: How are you and the plane doing?
* I'm going to the field hospital (-1 point) - I'd stick with -2 as before

You said it yourself: Pilots are expendable and cheap. Plus, if I'm injured I'm also probably taking a damaged aircraft penalty. There's an additional inherent penalty in that my pilot is now out of the campaign for a period of time.

* My plane is damaged (-1 point)
* My plane is destroyed (-2 points)

Last edited by CatKnight; 05/20/15 01:33 AM.
#4122362 - 05/20/15 01:32 AM Re: DiD plausability for 1915 [Re: OldHat]  
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As a little further 'evidence' and an example of scoring, here's how my character from Olham's campaign would be doing right now. For those not following, I'm a former Strutter pilot turned SPAD - in the former I was badly outclassed and had no choice but to run at every turn. In the SPAD I'm better, but I turn like a tank. I'd expect to be near 0, with perhaps a little extra credit for having stayed alive this long.

Code:
Mission#       Succeed?        Where did I land?          Status?      Points    Total
1              Yes (1)         Home (1)                   OK (0)         2         2
2              No (-1)         Friendly AB (0)            OK (0)        -1         1
3              Yes (1)         Friendly AB (0)            OK (0)         1         2
4              No (-1)         Home (1)                   OK (0)         0         2
5              No (-1)         Friendly AB (0)            Damage (-1)   -2         0
6              Yes (1)         Friendly AB (0)            Damage (-1)    0         0
7              No (-1)         Home (1)                   OK (0)         0         0
8              QC (0)          * Gave myself a transfer flight *         0         0
9              No (-1)         Home (1)               Wound, Dmg (-2)   -2        -2  (Claim rejected)
10             Yes (1)         Home (1)                   OK (0)         2         0   
11             No (-1)         Home (1)                Destroyed (-2)   -2        -2 <Blew the landing badly>
12             No (-1)         Home (1)                Damaged (-1)     -1        -3


So I'd be at -3 points, having had a spot of trouble since transferring into my SPAD. This is a little lower than I expected when I began this exercise, but not unreasonable. I haven't successfully bombed, have no confirmed kills, and the Germans are chasing me up and down Verdun. I'd say leave the scoring as is.

Last edited by CatKnight; 05/20/15 01:35 AM.
#4122391 - 05/20/15 03:28 AM Re: DiD plausability for 1915 [Re: OldHat]  
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No objections here. I believe we're good to go unless there are any other folks who have comments.

CatKnight, if no one has any further comments, I suggest to end this discussion and you host a new thread with the official rules and so others can sign up.




Gentlemen, START YOUR ENGINES. The race will begin in 12 days!


I always wanted to say this (even though it's not a competition) because it sounds cool....


EDIT:

1915/2015 calendar....I think that I got it right this time.




Last edited by OldHat; 05/20/15 04:04 AM.
#4122392 - 05/20/15 04:03 AM Re: DiD plausability for 1915 [Re: OldHat]  
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If they start their engines now, won't they run out of fuel and oil by then?

#4122395 - 05/20/15 04:08 AM Re: DiD plausability for 1915 [Re: OldHat]  
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party pooper. smile

#4122414 - 05/20/15 06:50 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Calendar looks good. Excellent! We'll start the official thread/signups tomorrow!

#4122434 - 05/20/15 10:46 AM Re: DiD plausability for 1915 [Re: OldHat]  
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AND THEY ARE OFF!..........WAIT, CatKnight said 12 days hahaha


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#4122503 - 05/20/15 02:08 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Sounds great...must decide on a side and a squad and a date.

#4122512 - 05/20/15 02:24 PM Re: DiD plausability for 1915 [Re: OldHat]  
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This whole landing issue is contrary to my military experience. The most valuable "part" of the Squadron are the pilots. They are non- replaceable. When I helped rescue a downed pilot, that was a plus not a minus, and airplanes were just stuff made and delivered as a thing. Rarely did a pilot have to be rescued twice, he learned his lesson the hard way. One week we lost 6 planes, but rescued all of the crews. None of then went down during the rest of my
time there.

When "bingo fuel" our weather forced a landing at some other base, it was just a phone call and logged as a RON ( remain over night). Landing in a field was not good, but if the pilot was OK and the plane was repairable all was not lost. And there was always the "Bone Yard" for spare parts.

The Parachute was the big difference between WW1 and WW2 number of pilots being saved and comming back to fly.

If the pilot is safe, count that as a plus.

Just my two cents worth.


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#4122533 - 05/20/15 03:47 PM Re: DiD plausability for 1915 [Re: OldHat]  
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CW3SF: I think the parachute alone demonstrates how the attitude towards pilots have changed.

I've heard from multiple sources that parachute development was delayed because HQ was afraid pilots would lose their nerve and jump early costing the home team an aircraft. I'd be the first to say by modern standards it's reprehensible, but World War I was a reprehensible war, and one charge over open territory into machine gun fire should demonstrate what value a soldier's life had to HQ.

Parachutes don't show up (outside of balloon crews) until I think April of 1918 on the German side. By then Germany was running out of pilots and trying to conserve what they had left.

#4122546 - 05/20/15 04:23 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I started to write a comment earlier, but just deleted it. It was along the same lines as your reasoning. I'm guessing some of the practices in 1915 were different than modern warfare.

rammjaeger from theaerodrome.com writes:

"I remember JG1 lost 300% pilots during war times (no guarantee for this number)."

"Kranzhoff gives the following statement for 1918: "The monthly losses of material (aircraft-HT) were 50% on quieter sectors of the front and up to 100% on sectors with intensiv combat."
Bodenschatz wrote down for 13.August 1918: "Because of the high losses of the last days the Geschwader (JG1-HT) was united to one Staffel."


Another member writes:

"At the height of the Battle of the Somme (July 1916), No. 60 Squadron, RFC, had to be withdrawn from active service for a couple of weeks. It had lost its CO, two of three flight commanders, and several other pilots killed, in the space of a week or two. Training of replacements was difficult because 60 flew the Morane N, a very difficult machine to fly (rotary engine, high landing speed, poor lateral control because it had no ailerons). Eventually 60 was re-equipped with the Nieuport 17.

During "Bloody April" 1917, several army squadrons of the RFC had essentially 100% casualties over the month or so leading up to and encompassing the Arras offensive."


Also, consider the infantry during a major push where hundreds of thousands would die as part of a strategy to break through the line.


I may be wrong, but I think that HQ considered completing a mission objective was more important than saving a life.

#4122808 - 05/21/15 05:56 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Just something to whet your appetites as we start to get going.


I took a Morane up in England and pretended I was on my solo for my pilot certificate. (I know it would have been an Avro, but since we don't have one of those..) Turned off all my aides and just flew around.

It was nice. Peaceful. Very different from the horrors the poor sobs in the trenches are already facing.

#4122943 - 05/21/15 02:35 PM Re: DiD plausability for 1915 [Re: OldHat]  
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I've flown a few different craft, seems very cold and desolate in Feb 1915...was good to do whhen I came in the house all hot and sweaty from outside tasks...set up a small fan and got goosebumps briefly screwy and fun winkngrin

#4122990 - 05/21/15 05:24 PM Re: DiD plausability for 1915 [Re: OldHat]  
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a shack in da woods
I know the sign ups come in a few days, but will this pilot work?
Wasn't sure of starting rank, think I've it correct. If not some one let me know.


#4123004 - 05/21/15 05:47 PM Re: DiD plausability for 1915 [Re: OldHat]  
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Banjoman Offline
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Looks like it, is that 4 ranks down from them top for the Germans?


Member and provider of banjo music for the Illustrious BOC
#4123005 - 05/21/15 05:52 PM Re: DiD plausability for 1915 [Re: OldHat]  
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CatKnight Offline
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Arnold looks good. Welcome aboard!

#4123009 - 05/21/15 06:09 PM Re: DiD plausability for 1915 [Re: OldHat]  
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MudWasp Offline
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a shack in da woods
Good, looking forward to a long QC flight from Koln to Colmar when the times comes to do so on June 1st. Looks like I can follow the river south east for much of the journey.

#4123286 - 05/22/15 12:05 PM Re: DiD plausability for 1915 [Re: OldHat]  
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lederhosen Offline
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Germany
err..15 pages now.

are there gona be a complete set of laws posted??
and other stuff


make mistakes and learn from them

I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
#4123335 - 05/22/15 01:37 PM Re: DiD plausability for 1915 [Re: lederhosen]  
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MudWasp Offline
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a shack in da woods
Originally Posted By: lederhosen
err..15 pages now.

are there gona be a complete set of laws posted??
and other stuff


I hope so..and to see it in a new thread.

#4123429 - 05/22/15 04:49 PM Re: DiD plausability for 1915 [Re: OldHat]  
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CatKnight Offline
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Yes. Unfortunately work's a bit tiring. The new thread and finalized rules will be up when I get home this evening (figure within 10 hours).


Last edited by CatKnight; 05/22/15 04:49 PM.
#4123521 - 05/22/15 08:28 PM Re: DiD plausability for 1915 [Re: OldHat]  
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MudWasp Offline
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a shack in da woods
No rush... holiday weekend

#4123733 - 05/23/15 09:23 AM Re: DiD plausability for 1915 [Re: OldHat]  
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CatKnight Offline
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OK, the 'official' thread for signups is up.

As OldHat said: Gentlemen, start your engines!

#4123822 - 05/23/15 03:34 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat Offline
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I don't want to clutter up or confuse folks in the official thread, so I'll suggest one more thing here:

I was researching on where aircraft replacements (from Aircraft Depots) would fly or be delivered from throughout 1915 and this is the best I could come up with:

British/French -> Aircraft Depot at St. Omer aerodrome

Germany -> Brieftauben Abteilung Ostende (BAO) at Ghistelles aerodrome.

So, basically, if your aircraft is destroyed, or you're switching to a new one, then those aerodromes are what I suggest to fly from to your base in QC.

#4123830 - 05/23/15 04:00 PM Re: DiD plausability for 1915 [Re: OldHat]  
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carrick58 Offline
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Makes good sense

#4123874 - 05/23/15 05:57 PM Re: DiD plausability for 1915 [Re: OldHat]  
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MudWasp Offline
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a shack in da woods
Originally Posted By: OldHat
I don't want to clutter up or confuse folks in the official thread, so I'll suggest one more thing here:

I was researching on where aircraft replacements (from Aircraft Depots) would fly or be delivered from throughout 1915 and this is the best I could come up with:

British/French -> Aircraft Depot at St. Omer aerodrome

Germany -> Brieftauben Abteilung Ostende (BAO) at Ghistelles aerodrome.

So, basically, if your aircraft is destroyed, or you're switching to a new one, then those aerodromes are what I suggest to fly from to your base in QC.


Ok, but on the first mission for a German pilot Koln is still the starting point...???

#4123883 - 05/23/15 06:12 PM Re: DiD plausability for 1915 [Re: OldHat]  
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carrick58 Offline
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popcorn


image ru

Damn, It was that long WOFF flight from Koln that done him in !

#4123898 - 05/23/15 06:54 PM Re: DiD plausability for 1915 [Re: OldHat]  
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CatKnight Offline
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MudWasp: Yes

#4124146 - 05/24/15 11:27 AM Re: DiD plausability for 1915 [Re: OldHat]  
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Germany
just wondering if the next patch will allow the Av.B1 also to carry small arms....as the only course of action is to run at the moment. As it stands right now, the Morane "L" is a killing machine, I mean its got an MG fitted to it...most unfair, must be a Belgian idea or something.

Last edited by lederhosen; 05/24/15 11:29 AM.

make mistakes and learn from them

I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
#4124241 - 05/24/15 04:14 PM Re: DiD plausability for 1915 [Re: OldHat]  
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MudWasp Offline
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a shack in da woods
The Morane "L" definately is the top war bird for this time of WWI.

I've no clue about that lederhosen, would be nice if the forward observor was packing a pistol, or even a pocket full of rocks.

#4124245 - 05/24/15 04:21 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat Offline
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I think it kindda balances itself out with the current planes in WOFF. Germans are the underdog for the first half of the year, then the tables turn.

The ultimate WOFF award should go to the one who can have 2 pilots survive all of 1915... one German and one British/French.
winner

#4124278 - 05/24/15 06:12 PM Re: DiD plausability for 1915 [Re: OldHat]  
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CatKnight Offline
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The Morane's MG is rear mounted though. It would take a very stubborn pilot to maneuver in front of an Aviatik just so his observer can bang away at him.

#4124349 - 05/24/15 09:44 PM Re: DiD plausability for 1915 [Re: CatKnight]  
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MudWasp Offline
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a shack in da woods
Originally Posted By: CatKnight
The Morane's MG is rear mounted though. It would take a very stubborn pilot to maneuver in front of an Aviatik just so his observer can bang away at him.


I've done it a few times, it wasn't hard to down an Aviatik B series. Except for when I was manning the rear gun....I'm a poor excuse of rear gunner.

Downing a Morane while flying an Aviatik CI was a strange experience for me.

#4124559 - 05/25/15 11:44 AM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat Offline
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I'm slowly learning as I read more about pilot training. So, for those interested to role play, here's what I've found so far:

1st day is to fly from a military training school (see official rules post for locations) to the pilot pool:

British: Fly from training school location to St. Omer

French: Fly from training school location to Plessis-Belleville - choose any airfield around Paris

Germany: Fly from training school location to Giramont (see explanation below)

Germany was a bit tricky to understand due to scant information available on the internet. But according to a post by "Dan San Abbott" on theaerodrome.com:

"The Flugzeugmeisterei was two major rear depots, there were : Fliegerdepot Sud, Saarbrucken (Eva) and Fliegerdepot Nord, Maubeuge (Adam)"

http://www.theaerodrome.com/forum/showpost.php?p=356634&postcount=30

Both places are 200 km north and south of Luxembourg. So, I just picked one aerodrome which will represent both places.


2nd day would be to fly from the pilot pool to your assigned squad. Then continue the rest of the missions as instructed by the rules.


Also, replacement aircraft are the same locations as mentioned in the post above:

British/French -> Aircraft Depot at St. Omer aerodrome

Germany -> Brieftauben Abteilung Ostende (BAO) at Ghistelles aerodrome.


If anyone has different knowledge than what is posted, then please let me know. Otherwise, this is how I intend to play the first few missions.


#4128007 - 06/02/15 05:13 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat Offline
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Adding more challenge to survive 1915, I've "fixed" Bletchley's mission mod to only give lone wolf missions for both my German and British 1915 careers. Only problem is that total flight hours don't seem to get recorded.

I'm having a hard time finding information on the number of planes that were in German patrols (or even British) in 1915. So, I'm assuming that over 90% of missions were done by a single aircraft. If my assumptions are correct, then that tradeoff is acceptable to me just to get the "feel" of lone wolf flights.








#4128034 - 06/02/15 06:03 PM Re: DiD plausability for 1915 [Re: OldHat]  
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RAF_Louvert Offline
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L'Etoile du Nord
.

OldHat, I just set all other flight members planes at 5% fuel and I effectively end up flying alone, and it does not mess up any of the logging done by WOFF. The majority of missions early in the war were 'lone wolf' types, though that term implies they are out hunting, which they were not. As discussed before, should be mostly gun ranging work and recce flights.

.


[Linked Image]

Three RFC Brass Hats were strolling down a street in London. Two walked into a bar, the third one ducked.
_________________________________________________________________________

Former Cold War Warrior, USAF Security Service 1974-1978, E-4, Morse Systems Intercept, England, Europe, and points above.
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#4128043 - 06/02/15 06:25 PM Re: DiD plausability for 1915 [Re: OldHat]  
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OldHat Offline
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Yes, I thought about doing it that way, but then I can't control A Flight's fuel. So, I'd still not be flying alone on some missions.

I wanted to fly alone with no support and that's the only reason why I decided to do it the other way.

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