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#4449449 - 11/19/18 02:16 PM Deep Immersion DiD campaign -- Player Instructions (UPDATED 28 Nov 2018)  
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Deep Immersion DiD Campaign -- Player Instructions

(With thanks for the inspiration to Olham and CatKnight, creators of our previous DiD campaigns)

The coming of war seemed an invitation to adventure, glory, honours. Or perhaps it was an escape from the slum, from the farm, from unemployment, or simply from boredom. By late 1915, however, war had become an all-devouring beast that made cripples of men and widows of women. Casualty lists spilled over the pages of the daily newspapers. Bombs tore up parks and tenements. Chlorine and phosgene clouds spread their greenish tentacles over the land. Trenches were dug deeper. And always there was the hammer of the guns.

Still, there was another kind of war being fought high above the mud. It was a war where death seldom came from chance shell fired from miles away, where skill and courage made a difference. Up there, you could see your enemy. Better yet, at day's end there was a real bed and hot food. So for you, it is time to ignore the fellows who swear they’d never be caught in one of those damned flying machines. Forget your mates talking about falling in flames. Those things happen to others.



Introduction:

The Deep Immersion Campaign is a chance to follow your pilot day by day through the war and share his story with the rest of the WOFF community. It is a DiD (dead is dead) campaign, meaning that if your man is killed you will have to start again with another pilot. If you’re using Robert Wiggins’s splendid “User Files Backup Program, you may revive your pilot only if you lose him to an accident not related to flying in the sim (e.g. a home emergency pulls you from the sim without properly pausing, a power failure occurs when you are over enemy lines, the cat eats your joystick cable while you are flying, etc.).



The hand of fate

The campaign moderator (CM) will play the role of Fate and will, in accordance with historical plausibility:

• assign each player to an operational squadron;
• initiate transfers;
• award medals, which will be conferred by RAF_Louvert (AKA “The Gong Fairy”) in the campaign thread; and
• initiate long leaves, such as home leave, transfer to training units, etc.

The campaign moderator (CM) will do his best to be fair and balance any bad luck with good, so that you won’t always be flying an inferior aircraft. But, as would happen in real life, you might not always be flying your favourite machine and you're sure to have new experiences in WOFF. The Deep Immersion Campaign may see you fly in machines you’ve never spent much time in before, or in unfamiliar sectors of the front.


Enlistment date:

You may fly training missions starting on 1 December 2018 (which in the campaign will be 1 December 1915). Your training missions will use the Quick Combat “free flight” feature and must be flown in accordance with the instructions below.

The operational phase of the campaign will begin on or after 1 January 2019, which in game terms will be 1 January 1916. From that point on, your 2019 dates will equate to the same date in 1916, and so on until war’s end. If you fall behind due to real life pressures, you may fly additional missions to catch up, but please try not to get too far out of sync. If you need to take some time off, please send a message to the CM and we'll invent a story for your narrative to explain your absence



Enlistment name:

Each pilot is to be given a first, middle, and last name. To avoid repeating the same old names as our previous campaigns, your first pilot’s MIDDLE name should begin with A, your second pilot’s MIDDLE name with B, and so forth.

You may fly one pilot at a time, and when he’s dead he stays dead. You may begin a new career with a new pilot on the following day. As a option, you may wish your new pilot to be the same nationality as the pilot who shot you down.


Enlistment ranks:

Use manual enlistment and choose your pilot’s name, nationality, birth date, place of birth, and the assigned squadron for operational deployment.

If you wish to start as an NCO pilot (common for Germany and France, less common for the UK, start as

German Luftstreitkraefte: Feldwebel
German Kaiserliche Marine: Flugmeister
France: Sergeant
RFC: Sergeant
RNAS: N/A.

If you wish to start as an officer, choose the above NCO rank in-game, but in your accounts give yourself junior officer or senior warrant officer rank until promoted in-game, for example:

German Luftstreitkraefte: In game, start as a Feldwebel, but in your written accounts you will remain an Offizierstellvertreter until promoted Leutnant.
German Kaiserliche Marine: In game, start as a Flugmeister, but in your written accounts you will remain Oberflugmeister until promoted Leutnant zur See.
France: In game, start as a Sergeant, but in your written accounts you will remain Sous Lieutenant until promoted Lieutenant.
RFC: In game, start as a Sergeant, but in your written accounts you will remain a 2/Lieutenant until promoted Lieutenant.
RNAS: In both game and accounts, start as a Flight Sub-Lieutenant.


American enlistment:

Americans may enrol into the French Aviation Militaire (fresh from the Foreign Legion) or into the RFC or RNAS (enrolment in Canada – at risk of loss of citizenship due to taking a loyal oath to the Crown). Transfer to the USAS will be an option in early 1918.



Your first posting:

To start the campaign, send a PM to Raine, preferably on or before 24 November 2018, with the name and nationality of your new pilot and a brief biographical sketch. State whether you would like to fly training missions in December or begin your campaign with a posting to the front in January. Also indicate whether you will begin your career as an NCO or junior officer.

Your training missions in December will simulate the final stage of training, when you will begin to fly an operational type.

The CM will send you by return PM details of you first posting, including the aerodrome and aircraft on which you will complete your training missions, your first operational (i.e. non-training) squadron, and your starting rank.

The CM will assign your first pilot to fly two-seaters. Expect that your first assignment will last a while, as quick transfers to single-seat units are not historical.

Later pilots may find that their first squadron is a single-seat unit, especially later in the war, but that’s up to fate (in this case, the CM).


If you are flying training missions...

1. Set your enlistment date for your operational squadron as 1 December 1915.

2. In the Workshop, under “More Settings,” ensure that “Log” is set to “All” and that “Campaign Date Advance” is set to “Manual / Auto.”

3. Let your campaign load and you will see your squadron details for 1 December 1915, or on the first day of flyable weather after it (December 1915 was a very wet month). Go to the Briefing Room to get a campaign mission, but DO NOT FLY THIS MISSION, as it will be an operational mission at the front and you still need to earn your wings. Instead, exit the Campaign screen and go to Quick Combat.

4. In Quick Combat, set the parameters to “Free Flight,” and set the region to your assigned training region (e.g. England, Germany), and set the field to your assigned training aerodrome (e.g. Netheravon, if that is where the CM told you to train). Ensure your initial altitude is set to “Field” so you take off from the ground rather than start in the air. Be sure you choose the assigned type of aircraft for your training flight.

5. In Quick Combat, fly one mission per day if you have overcast conditions, two per day in sunny weather. After the last flight of the day, exit Quick Combat and return to the Campaign screen.

6. In the Campaign screen, find the button reading “T+” and advance the time to the next day. The Campaign will then advance to the next day. Go to briefing room and generate the next campaign mission. Unless flights are cancelled due to weather, it will generate a mission on the next flyable day. DO NOT FLY THIS OPERATIONAL MISSION. Instead, return to Quick Combat and set up your next training mission from your training field. Continue until you have completed all your training missions and have a minimum of 15 hours of flight time. At that time you may deploy to the front, but may not fly from your new squadron until 1 January 1916.



Training missions

(Credit to OldHat and RAF_Louvert for the inspiration here)

Your training will be complete when you have completed the following:

1. TWO missions involving takeoff, climb to 1000 ft / 300 m, and land on your airfield five times. Ensure you leave your engine on when landing. If you damage your machine, you may not fly until the following day.

2. One mission involving a circuit below 3300 ft / 1000 m for 15 minutes within sight of the aerodrome. Do not turn off your engine. Then take off again and fly a circuit for at least 1 to 2 hours a bit farther away but still within sight of the aerodrome and below 6600 ft. / 2000 m.

3. One mission in which you climb to 10000 ft / 3000 m and remain there for at least an hour. Stay within sight of your aerodrome.

4. One mission in which you fly for an hour before landing somewhere other than an aerodrome. Do not turn off your engine and fly back to your aerodrome. Taxi back to your hangar.

5. TWO missions in which you take off and climb to 6600 ft / 2000 m. Cut your engine and glide down to you aerodrome, landing within 50 ft of a selected location.

6. TWO missions in which you practice aerobatics: slips, loops, and spins.

7. One cross-country flight to another airfield about an hour away. Land, keeping the engine on. Then take off and fly home.

8. Same as (7) above, but at night.

9. TWO flights practising strafing and / or bombing a ground target. RAF_Louvert has included ground targets for training at Catterick and Thetford for RFC pilots, so this will include a cross-country flight. RNAS, German, and French pilots should practice on an isolated farm house near the home training airfield.

10. Deploy to the front after 25 December but not fly from your new squadron until 1 January 2019 / 1916.


NOTE: You may prefer to make custom missions using OldHat’s instructions here: [insert link to OldHat's custom mission building series]

Alternatively, you may wish to create these missions using JJJ’s mission builder.

Or Luddites like me can simply fly then in Quick Combat.



Deployment to the front

RFC pilots will deploy from their assigned training airfield in England to St-Omer. RNAS pilots will deploy from their assigned training airfield in England to St-Pol-sur-Mer. They will be deemed to transfer from St-Omer / St-Pol to their squadron by tender before 1 January.

French pilots will complete their training near Paris at La Réserve Générale de l’Aviation at Le Bourget and will deploy in their operational aircraft directly to their squadron on or after 1 January 1916.

German pilots may ferry an operational type to their squadron, or may simply “take the train” there on or after 1 January 1916.


In-game aids

While flying “full real” is preferred, you may use the following three aids if you must.

1. TAC. If used, TAC must be set for surface units only. May not be set for balloons or aircraft or all,

2. F5, and

3. Cntl Z.



Workshop Settings

Campaign date advance: Manual
Weather: Historical
Wind: On
Rain / Snow: On
Campaign Mission Frequency: Historical
Log: Campaign Only
AI Never Backs Down: Off
AI Enhanced Skill Levels: Off
AI Reduced Vision: On
AI Damage Affects Skill: On
Unlimited Fuel and Ammo: Off
Player Flight Position: By Rank
Player Flight Altitude: Historical
Encounters: Realistic
Mission Frequency: Historical
Transfer: Subject to Review
Flight Model: Realistic
Claims: Normal
Promotions: Normal
Outcomes: Normal
Main Guns: Less Accurate
Rear Guns: Less Accurate
Player Guns: Normal
Gun Jams: On
Ground Gun Accuracy: Normal
Invincible: Off
Random Craft Failure: On
Target Range: Historical



Dot Visibility

Fly with labels set to “dots only.” You may briefly go to “Information” labels to check the name of a witness when you down an enemy machine, but must return to dots only afterwards.
In Workshop, set the distance at which dots are visible as follows. This will simulate gradual gain of air vision:

• 3400 m until > 25 hours flown
• 4000 m until > 50 hours flown
• 5000 m for 50+ hours flown


Familiarisation flights

Once at your squadron let the WOFF Campaign Manager schedule you a mission but ignore the directions. Instead, complete two circuits around your home airfield and land. Set all other aircraft in the flight to 5% fuel so you will fly alone.

On your next mission less the WOFF Campaign Manager schedule you a mission, but ignore the directions. Fly to the front and back. Again, if hostile aircraft attempt to engage, disengage and RTB.

On your third and following flights from your home field, follow mission instructions.



Squadron transfers

After 35 hours (including transfer and familiarisation flights) you may, but are not required to, request a transfer to another squadron. Do this by sending a PM to the CM (Raine), detailing your total hours and specifying the desired squadron. The CM will either deny the request (in which case you must wait for 10 more hours of flight time), approve the request, or demand that you transfer to another squadron that you will be assigned.

Once your request is approved, you may request the transfer in-game. Because transfers are set to “Subject to Review” in the Workshop, the game may still refuse your request. Sorry, but higher command sucks...

Once in a new squadron, you may ask for additional transfers, but the longer you wait, the more likely the CM will be to approve the request.

There may come a time (especially if you're playing the French) when your squadron becomes unplayable due to lack of useable aircraft. If that happens, you have three options:

1. Emergency transfer: Your pilot sits for a week (7 days). After that, you may restart him in a new career with any squadron from his country. You'll need to manually track the pilot's combined record.

2. Wait: If this is a problem that will eventually correct itself (such as a squadron switching to a different plane), you can choose to wait it out. Your pilot will simply be inactive until he can play again.

3. Retire: You can retire the character and start a new one.


Long transfers

The CM may assign a pilot to a period away from the front for a period of time. You can also request a break like this if you're going through a busy time in the real world. As CM, I'll simply assign an explanatory story, which you can work into your written accounts. RFC pilots should expect a required period on Home Defence or instructor's duties every few months. I'll PM any special instructions when this happens. If you hate this idea, PM me and we'll work something out.



Flight reports

The essence of the Deep Immersion campaign will be the flight reports. Ideally, we’ll get to know your pilot and read the “ripping good yarns” you will write about him. Please try to breathe life into your character and give us an idea of who he really is. We’ll do our best to keep it historically accurate.



Campaign moderator and flight reports

From time to time, the CM may PM players with plot suggestions, interesting facts, or other ideas for your narratives. You are free to ignore these or use them as you choose. The intent is to add to the unpredictability of the campaign.

Because the game award system is not tremendously historic, the CM will PM players with announcements of awards at appropriate moments.

RAF_Louvert will play higher command. The CM will send him a message recommending a decoration, and he will have to approve before it’s final. At that point, RAF_Louvert will post his wonderful investiture photos and medal art and you may then mention the award in your written accounts.



Pilot stats and information

RAF_Louvert will periodically post a chart (such as the one shown on page 2 of this thread) showing the stats for our pilots.



UPDATE Additional rules (Thanks to Fullofit for the ideas)

Regional air activity - set to medium
Historical mission types - On
Gun sight view F6 is allowed.
Let WOFF assign the number of missions per day. There is no campaign limit.
There is no limit on the number of confirmed victories in a day. There were caps in the former campaigns, but recent versions of UE with historical claims settings are tough enough.
External view not allowed if you have a head tracking system.
The target balloon in a balloon busting mission is the only allowable balloon claim.

Good luck to all!

Raine

#4449465 - 11/19/18 04:38 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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2Lt Cecil Anthony Melchett is very excited to have received his orders. Time to get out of the mud and into the skies!

#4449485 - 11/19/18 06:24 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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To be clear what about mods, which are allowed?

#4449545 - 11/20/18 02:10 AM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Dutch,

I haven't made any rules about mods, but the idea of this campaign is to be as historically accurate as possible. So mods that focus on adding historic details or ground textures, like Lou and Robert Wiggins's airfields or Olham's rivers mod or Buckeye Bob's cloud mods would be fine. So would JJJ's realistic tracer effects mod be okay, as long as you don't introduce tracer too early (From late 1915 on RNAS Home Defence, April 1916 in general RFC use, and mid 1916 in French and German use, although I am open to correction on this). Mods that don't affect combat like the news mods or ArisFuser's historical aces mod are fine, too. I think the bombsight mods are okay, as would be Robert Wiggin's UI mod.

If your eyesight is going, we'll look the other way if you increase dot size.

I think we should avoid FM mods, though.

#4449554 - 11/20/18 03:04 AM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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I should have my computer working well by then so put me down For : Nigel Archibald Notting, Sgt , Rfc. A former shoe cobbler from Essex and Bicycle Tinker.

Last edited by carrick58; 11/20/18 03:10 AM.
#4449599 - 11/20/18 10:55 AM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Well the last DiD guy I did was German so sign me up for the RFC. I'll be 2Lt Percival "Drongo" Drummond. An Australian flying for the RFC who used to work in a bank. Let's say he loathed working in a bank so much that he took a revolver to work one day, shot the clock off the wall and announced to the stunned staff "Bugger this for a joke, I quit". He then spent his accumulated savings on passage to England and flying lessons. He's 23 years old, hot tempered and fond of a little tipple every now and then.

(Any WW2 scholars here might recognise part of his back story / character from an actual historical figure)


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst schwer wie stahl sein.
#4449611 - 11/20/18 12:18 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Do you want this thread stickied Raine?


Regards,

Polovski,
OBD Software, developers of immersive flight sims;
Wings Over Flanders Fields and Wings Over The Reich
http://www.overflandersfields.com
http://www.wingsoverthereich.com
#4449613 - 11/20/18 12:54 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Pol,

That would be appreciated. Thanks!

#4449693 - 11/20/18 08:35 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Nice one Raine! I've been away from WOFF for sometime and was just thinking about making a return... this will be perfect, thank you! PM to follow..

H

#4449701 - 11/20/18 09:34 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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I'm in! Pilot profile PM'd.

This will be a great way to spend hours on those cold winter days when I don't feel like venturing out of the house.

#4449708 - 11/20/18 10:50 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Very complex for an old Geezers of 81. I will do my best!


Origin made- silverstone case,ASUS Max VI Extreme , CPU intel Core i7 4770k, cooling asotex 570LC, NVIDA 3G GTX 780 Ti , Mem 16GB Kingston Hyper X DDR3 ,game drive 120GB INTEL X25 SS, OS drive 1TB, Win 7 home Prem.Logitech G105 key board,BenQ XL2430 Gaming Monitor.
All pilots owe me a beer. Retired USAF Rescue/Survival, Special Forces, and MI (after I got old and grey).
#4449710 - 11/20/18 10:52 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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I would not miss this for anything! Really looking forward to it. Pilot has been sent up the channels to see where he will live his short life.


Never approach a bull from the front, a horse from the rear or a fool from either end.
BOC Member since....I can't remember!
#4450262 - 11/23/18 11:42 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Looking forwards to it...will PM when I get the chance wink

Edit: May be the 25th when I get the news sent...been a bit busy in that silly thing called the 'real world' lately...

Last edited by Wulfe; 11/23/18 11:48 PM.
#4450315 - 11/24/18 02:46 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Wulfe]  
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Don't worry, Wulfe! I may get only one day at my WOFF computer between now and 17 December!

#4450412 - 11/25/18 02:40 PM Re: Deep Immersion DiD campaign -- Player Instructions [Re: Raine]  
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Thanks to all for stting this up. of course, I already missed on the directions, although minor: Raine, I forgot to note in the PM that Karl Arnt Loftus will definitely be doing training. He'll need it.

#4450938 - 11/29/18 03:15 AM Re: Deep Immersion DiD campaign -- Player Instructions (UPDATED 28 Nov 2018) [Re: Raine]  
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Well, guys, let's get this show on the road...

An Airman’s Odyssey – by James Arthur Collins

Part One: In which I am born, do very little of note, and learn to fly.

I suppose that when one writes a memoir one starts at the beginning. I was cjavascript: void(0)hristened James Arthur Collins, born in the summer of 1896 to Agnes and Frank Collins of Kingston, Ontario, Canada.

My parents were born in Stanmore, just outside London, where they were childhood sweethearts. Dad saw the army as the quickest way to earn enough to marry Mummy. He served with the 60th Rifles in Zululand and was promoted sergeant. He returned home in 1886, married my mother, left her with child, and headed for Canada to join the North-West Mounted Police. Soon he was writing home with thrilling stories of new communities springing up on the Canadian Prairies and occasional adventures controlling American whiskey traders. Mummy moved in with her parents in nearby Bushey and raised my sister Dorothy.

Father sent for my mother in 1889 and they set up home on a farm outside of Regina, Saskatchewan. Regina was then, and still is, a little bit of bugger all surrounded by a whole lot of bugger all.

I was born there in June 1896 but remember nothing of it. In early 1897, Dad quit the Mounted Police and left for the Yukon, where gold had been discovered. Mummy announced she was putting the farm up for sale and moving east to stay with a cousin in Ontario. If Dad wasn’t home by the end of 1898, she said, she would return to England and civilisation.

Arriving in the Klondike, Dad quickly realized that prospecting for gold was one of the least likely ways to make a fortune in the north. Fortune intervened when he met a Dominion land surveyor named Bill Ogilvie, who was verifying the miners’ staked claims. Ogilvie mentioned that when the claims were corrected, many small fractions were orphaned. Dad began buying up the fractional claims. Then he began buying up bench claims – land up the slopes from the stream beds. As new prospectors arrived in the area to find all the good sites already claimed, Dad sold them shares. The miners did the real work and split the proceeds with Frank Collins. Enough of them found gold to make Dad very comfortable. Meanwhile, Dad befriended a Scot named Angus McCready who had set up a small distilling operation. Father bought him out, and within a year Collins Yukon Gold Whiskey was a well-known name.

My father returned from the North just in time to prevent Mummy from leaving Canada. We settled back east in Kingston, Ontario, where we acquired a fine, stately home with a view of Lake Ontario, close by Queen’s College. Dad set up Collins distillery just outside town and hired Angus McCready to run it. My parents at last enjoyed a good life. Mother revelled in friendships with college professors and their wives while Father dabbled in Tory politics. I remember many elegant parties at the old house.

As a boy I took a great interest in things mechanical, building iceboats to race on the frozen lake in winter and tinkering with motorcycles in the summer. School was quite another thing. I took little interest in studies, which caused Mummy to fret that I would be of little use to anyone other than the army. That suited me fine.

We didn’t see many aircraft in Kingston, but after reading about McCurdy and Baldwin’s flights, I read anything I could get my hands on about aviation. In June 1910, Dad let me accompany him on a business trip to Montreal and we got to attend the Montreal Aviation Meet, where I saw the Wrights and Compte de Lessep put their machines through their paces. From that point on, I knew what I wanted to do.

[Linked Image]
Compte de Lessep at the Montreal Aviation Meet, 1910

In August of 1914 the world went mad. With Germany’s declaration of war, the entire Empire rushed to arms. As an eighteen-year-old, there was no question that I should go, too. I could see how it pained my mother, but my father’s only question was whether I should volunteer in Canada or head back to the “old country” to join the real army. The idea of joining the Flying Corps had been in my head for some time when I confided it to my father. His response was “Don’t tell your mother,” but he made inquiries and told me that it was possible to apply for the RFC without going to England, but it was first necessary to obtain one’s Aero Club of America licence. This could be through the Curtiss School in Hammondsport, New York. He gave me the four hundred American dollars I needed and promised to cover my room and board until I was taken on strength. And so the adventure began.

Or so I thought. On 14 November 1914, my father suffered a heart attack and died. Dorothy and I thought we would lose Mummy too. It was as if the world had ended for her. Until then I had never understood that these two people, my parents, lived very separate lives but were bound so very tightly together. My mother announced at Christmas that she would sell the big house in Kingston and move back to England. Father had left her very well off. In his will he stipulated that I should inherit the distillery and pay dividends into trusts for my mother and sister. He also set me up with enough to be quite comfortable.

So instead of heading to New York, I apprenticed at “my” distillery under Mr. McCready. It was a fascinating job, I discovered. Besides the craft of distilling, I engaged the comptroller, a Mr. Carson, to teach me the financial side of the business. I soon regretted my lack of interest in school work. The newspapers were full of talk of prohibition, and I worried that if I remained attached to the business I would lose my chance to fly for the Empire only to have the business shut down by the government. I directed Mr. McCready to work with Mr. Carson to prepare a plan to move the business to Quebec in the event of prohibition in Ontario. French Canada wisely looked down on temperance as a Calvinist (or worse, Methodist) plot.

In May 1915, Dorothy and Mummy headed to England, leaving me feeling very alone. I needed to get away from Kingston myself. Curtiss, I learned, had opened a new flying school in Toronto. I sent them a telegram and received an acceptance to the school by return wire. At the end of July, leaving the business in McCready’s capable hands, I boarded a train for Toronto…

[Linked Image]
Curtiss Flying School, Long Branch, Ontario

Attached Files Montreal aviation meet.jpgCurtiss Long Branch.jpg
Last edited by Raine; 11/29/18 03:18 AM.
#4450961 - 11/29/18 08:23 AM Re: Deep Immersion DiD campaign -- Player Instructions (UPDATED 28 Nov 2018) [Re: Raine]  
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You've set the bar pretty high Raine!


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst schwer wie stahl sein.
#4450963 - 11/29/18 09:37 AM Re: Deep Immersion DiD campaign -- Player Instructions (UPDATED 28 Nov 2018) [Re: Raine]  
Joined: Aug 2012
Posts: 622
Maeran Online content
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Maeran  Online Content
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Joined: Aug 2012
Posts: 622
UK
And so it begins. A characteristically good start Raine.

I'm still doing my homework as it were. But since it isn't December quite yet, I think I'm alright.

#4451034 - 11/29/18 06:46 PM Re: Deep Immersion DiD campaign -- Player Instructions (UPDATED 28 Nov 2018) [Re: Raine]  
Joined: Nov 2014
Posts: 1,821
Fullofit Online content
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Fullofit  Online Content
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Joined: Nov 2014
Posts: 1,821
Ajax, ON
Raine, great to see you start the ball rolling. James hasn’t done anything yet and it is already an exciting read. What is he distilling? Not gin, I hope?
I’m waiting for Dec. 1 - the official first day of school.


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4451047 - 11/29/18 08:07 PM Re: Deep Immersion DiD campaign -- Player Instructions (UPDATED 28 Nov 2018) [Re: Raine]  
Joined: May 2012
Posts: 789
77_Scout Offline
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77_Scout  Offline
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Joined: May 2012
Posts: 789
Vancouver Island, Canada
Great start Raine! James already seems quite 'real', thanks to your clever imagination and attention to detail.

I will jump in soon ...

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