Riksen is working on Simulated Air Combat Group skins with the new 4000 resolutions. A system of kill markings and personalized markings will be available for exceptional pilots and commanders. An example of his work is listed below.
Recently I have been thinking about the future of our unit and how our group will best evolve with the current WWII flight simulations that are available and in anticipation of some new releases and upcoming additions as well.
The reality is that IL-2 Battle of Stalingrad/Moscow/Kuban has some online combat server limitations for us as a Luftwaffe unit. First, the disparity in numbers between the Axis and the Allied sides, especially with the North American time zones does not provide us with the neccessary combat environments that this organization was designed to populate. In addition, the amount of aircraft and combat participants are somewhat limited within this simulation as well.
DCS is ramping up their online WWII environment with the new Normandy Map fixed to be released soon, but it remains to be seen how smooth the game will play and once again the numbers of participants within the online combat arena is limited. We shall see....
Now this brings me to one of our best future fighting environments within the Team Fusion Cliffs of Dover game engine and design. First, the arena's set up the perfect "Dead is Dead" battlefield for our unit having the capability for a large amount of aircraft within the arena in addition to AI as well. The online coding for this game is perfect for bringing a squad like ours together from around the world and playing within a combat scenario. All this can be pre-planned and fought within extended periods of time instead of the limited combat arena time limits of arenas like TAW and Random Expert.
Mix this with the upcoming Battle of Tobruk, by Team Fusion and you've got the perfect recipe for some historical combat in one of the most exciting theaters of WWII, the Afrika Campaign.
In addition, we could be flying within a Pacific Campaign soon and limiting our personas to stricktly Luftwaffe would also be limiting our members flexibility to explore some other combat flying as Americans, British, Japanese, or Russian. Having a game tag like 4./JG52_Neun taking off the deck of an American Carrier and flying a WildCat is just not going to cut it. But.....SACG_Neun could get away with it, no problem.
The persona information for a unit like this would be kept here on our website. This is where we would note the historical Carrier based squadron that we would be representing within the simulation.
So we have redesignated our main organizational tags to Simulated Air Combat Group, SACG and will be flying some of these future arenas under that tag. Our current game tags within IL-2 Battle of Stalingrad, Moscow and Kuban will remain the same....
Luftwaffe buffs, no need to be alarmed, we will always have our main priority and organziational structure within the Luftwaffe design.....and 4./JG52, 2./JG51, in addtion to 5./ZG1 will keep their niche within BOS.
We have just activated a new FW-190 unit for combat on the Eastern Front. 2./JG51 will be based here with our other two units and will be tasked with perfecting the best combat tactics with the FW-190 A3 and soon to be released A5 models.
We feel like this plane needs to be included within our umbrella command and control system respresented here at Luftwaffe Simulated Air Combat. We have the base to build a solid new unit with training programs, mission result incentives, and plenty of camaraderie here within our well established site.
Anyone interested in joining this unit, please check out our "Enlistment" page.
Recently our ranks have been graced with the addition of some very experienced cyber Pilots who are not only historically dedicated to the tactics and procedures utilized by the Luftwaffe but who bring with them a plethora of tactical expertise and training focus that should bring our entire unit up to a higher standard of online historical game play.
The strength of our unit is built upon a foundation of listening and evaluating our members expertise and tapping into that skill set in such a way as to harness everyone's unique contribution to the Staffels.
With the cross over of many Cliff's of Dover players to BOS our unit has been privy to a superior style of game play and one that leans more towards the historical makeup of the unit and a little less towards the "game the game" mindset.
Let's face it there are units out there that function extremely well and can out perform our unit, but I don't believe there are many who have our historical organizational oversight and desire to stay fixed within the context of the Luftwaffe's perspective in all this.
Our focus is learning the most effective combat procedures utilizing our aircraft's superior strengths and compensating for their weaknesses. Our interest in the enemies aircraft's strengths and weaknesses is from purely an adversarial study and not one that puts us in the cockpit of a VVS aircraft one day and ours the next.
Like any large unit we have a wide spectrum of player base and balancing our attrition rate with our units overall mission goals continues to be a never ending process. The positive side of all of this is that by moving forward and increasing our combat prowess and efficiency we become a more respected and coveted unit.
This all translates into some really grade A cyber recruits who just keep complementing our units effectiveness.
World War II, Simulated Air Combat is fostering mutual relationships with existing and new and upcoming Luftwaffe Squadrons as a base of operations from which to coordinate game play, train and recruit new members. Squadrons which are listed as "Partners" and who garner a good reputation within the combat flight simulation community are given access to our site, communications and dedicated server.
Existing units who wish to enter into this partnership and who maintain their own sites/forums are also welcomed to sign on with us. These units would have their home site or forum linked to SAC and listed within the Partnership. In addition, Luftwaffe Simulated Air Combat could actively recruit for partnership units who are open for more membership. It's just another tool in the box to help our Luftwaffe units grow in number and strength.
We feel that this will bring about more coordination and cooperation between the organizations, especially with scheduling events and training using this websites event scheduling system.
Coordination as to meeting times in servers such as TAW, EU Expert, INWar and other events as well will help us strike at specific targets with a more focused tactical mindset of winning the event, instead of piecemeal uncoordinated missions, which although downing aircraft and ground targets, have no tactical foresight for actually winning the campaign.
The VVS is doing a better job at this and their numbers are on the rise. With the upcoming Kuban Campaign scheduled to come out and the upgraded Yak model up in the air in addition to the Spitfire, more and more players are going to be switching to the VVS. We have pilots on our own staffel that will be switching as well....Let's not wait to organize, let's do it NOW!
Squadrons who do not have access to a site can also request the creation of a base website page which will help in the recruitment and organizational phases of maintaining their units. This concept is not about recruiting more pilots for our Staffels, but about bringing on more units for any Luftwaffe Unit that wants to sign on to this concept. We will help you recruit as well.
Squadrons whose websites are embedded within Simulated Air Combat are asked to conform to the general theme of the site which is firmly rooted in the historical background of the original air combat units they choose to represent.
Individualized squadron headers, emblems and photographs can be submitted to help personalize the units website. Historical role playing with a "Dead is Dead" scoring system is encouraged but not mandatory.
All units who wish to enter into the partnership will not have any oversight from Simulated Air Combat other then the guidelines stipulated here, and will therefore be in full control of the internal workings of their commands. However, any individual member of a partnership unit who has been banned from this site, including our Teamspeak Channel, is also banned from our Dedicated Server and will not be allowed to participate in any joint activity hosted on our site.
In addition, the primary vision for Simulated Air Combat is that all members play the simulation with the ever present mindset that this simulation represents the real life sacrifice of millions of soldiers and civilians and should be played as much as is practicable in keeping with that sacrifice.
It's all in the name, simulated air combat, not gamers air combat...We do not, nor will we ever, support a gamers mindset that does not keep these principles in mind.
For most of us that have been flying online combat flight simulations the concept of "Dead is Dead" is not new. In fact, this immersion technique has been around for over twenty years. As the online combat flight simulation numbers have dropped throughout the years it's important to maintain a "quality" cadre of cyber pilots in the face of a "quantity" reduction in the number of players.
I would argue that historical role playing has helped to bring out the very best in getting the most out of a combat flight simulation and in honoring the real life sacrifice and dedication that thousands of WWII combat pilots faced everyday, from all sides of the conflict.
Much has been written about the difference between gaming and simulating.. but for many of us crossing the wide chasm between the real life events and experiences of our fathers and grandfathers has been shortened somewhat through the ever evolving world of computer simulation. Of course everyone's an expert when it comes to this and that flight model, damage modeling, munitions and the list goes on and on.
The fact remains however that the above average quality combat flight simulations do bring us a step closer to the real thing. Of course it's marketed at it's base level as a game, but a game with a purpose for those of us that strive to reach out and experience some of what it must have been like. That's what a simulation is all about.
No, there's no smell of petrol in the cockpit, as the blood rushes out of our brains in a 4 g turn, while our aircraft is getting slammed with 50 caliber rounds....and the shouts of comrades in peril reverberates in our headset. But with the exception of the smells..we do get some simulation in these areas, albeit a far cry from the real thing. Still it is something, isn't it?
Through it all the final touch in any combat flight simulation is trying to recreate the human basic desire to survive, to live to fight another day, to return home after the war, to actually continue to exist. This is what "Dead is Dead" is all about. Because the greatest kill to death ratio scoring system is still "fatally" flawed....(pardon the pun).
Just one death regardless of how many kills you've amassed...is still, well a dead guy, right? This at best is simulating a kind of numbers game with the premise being if we keep losing this many men compared to their losses, we are ultimately winning. This attitude would run counter to the personal survival instincts of an individual pilot who after all is looking at this conflict as his personal battle, the space that encompasses his aircraft, or at best his Staffel and friends.
"Dead is Dead" is a simple concept..... If, and when, your persona pilot dies, then everything he amassed, his rank, his awards, everything, is wiped cleaned and you start all over again. It's the only real motivational factor we can bring into the equation to simulate being alive one minute and being gone the next. Because, getting killed and just climbing into another cyber plane with a gaming mindset of playing the odds, is just a gaming environment and not conducive to our CFS online virtual world.
I've seen this exhibited many times within some of the online servers, usually in the kamikaze attacks on bases where a player can take out maybe 2 to 3 planes before getting whacked out of the sky either by flak or an enemy plane. They do the math....I got 3 kills and only died once. Really?
What was it all about anyway? Studies tell us that a lot of a soldiers driving force was his determination not to let his squad mates down. All this... and trying to stay alive at the same time from a pilot's perspective of using his personal skill set to try and accomplish the mission and make it back home alive. I've interviewed WWII pilots, and believe me, they all wanted to make it back home, and sticking their necks out taking unnecessary and dangerous risks was not the norm.
When it does become the norm in how we experience our little slice of history....well then it really is, just a GAME.