Manual's Content
RegisterFighting Irish Barbarians Online War (FIBOW) registrations are independent of forum registrations. The forum uses a completely different database. FIBOW is an online campaign based on Bellum War and all matches will be launched via HyperLobby. So the very first thing to do is to install the Hyper Lobby client and register a pilot name. Click on HyperLobby button below to access the client: In order to register in the FIBOW as a pilot you have to fill out the "Registering New Pilot" form. You need to provide your name (your Hyper Lobby callsign) and a personal password. Additionally you can fill in your email and add an avatar image link. When this is done, you can edit your profile, join a squad, create a squad, etc. Notice that if you have already flown a FIBOW mission sometime in the past, you are automatically registered as a pilot. The password assigned to you is your HyperLobby name (case sensitive). In this case, you may skip pilot registration, and go straight to "Edit Pilot" so you can change your password and complete your email and avatar information as desired. Then you can join or create squadrons. Squadron Registration: if you are the CO of a squadron, go to "Squadrons -> Register" and fill out the form with your squadron’s information. Once the form is completed you will be automatically incorporated into the squadron, and your stats moved to the squadron’s stats. Then you can go to "Squadrons -> Edit" and add an XO to your squadron. Only the CO and XO of a squadron may accept pilot applications. Once the pilot is accepted, his stats will likewise be incorporated into the squadron’s stats.
Creating MissionsTo create a mission, each side must create an attack request, then the person who will host must "combine" the two attack requests. Here are the steps:
Video: FIBOW Request
As you can see, the host needs not make the request for either side, although he may do so for one side if desired. Mission requests may be done by any pilot. The plane distribution will be split between Defense and Attack.
Finally, the maximum per group is 8 planes. So, the only possible distribution for a 16x16 mission is 8 defend + 8 attack. With 12 fighters in a mission , possible defendattack combinations are: 8-4, 6-6, 4-8. With 8 fighters, options are: 8-0, 6-2, 4-4, 2-6,0-8.
Reporting Missions
Video: FIBOW Report Notes: In the case of a refly mission, you don't need to edit your eventlog file. The parser will seek out the last mission matching the mission number. It is important to wait for either an ERROR message or a success status from parser. If neither result occurs, the images may be broken or not updated, or the mission may have been incorrectly reported.
FIBOW: IntroductionDo You want to push back the enemy and take his territory? Do You want to destroy his air bases, encampments and troops? To cut his provisions, to isolate and capture formations? To rescue downed friendly pilots? Then FIBOW is the place for you! In FIBOW, the territory is divided into sectors. Each sector is a square measuring 10Km on each side. These sectors are depicted by the existing map gridlines, and each sector belongs to one side or the other at any given moment. Whoever controls a sector controls everything within the sector: cities, airfields, and encampments. Each side advances by capturing these sectors. The objective of FIBOW is to "win" the map by conquering the most territory. Each map begins with either side controlling half of the map. Each side then tries to advance and capture enemy territory, seizing cities and airfields along the way, while defending against enemy attacks at the same time. To achieve victory on any given map, one side must either capture all the enemy's towns and/or cities with supplies, or capture all the enemy's airfields. If one side (red or blue) loses all their airfields, they are defeated because they can no longer provideany air support to their ground forces. If a side loses all their towns or cities, they are defeated because they can no longer supply their ground forces. In either case the map currently in play is finished, and the next planned map will load, unless that was the last map in the campaign. In that case, the campaign itself is over. Each city has a strategic value: its capacity to support friendly troops within nearby zones. Each city has a supply radius, depicted by a ring on the Front Map. All friendly sectors within this operational supply range will have strong encampments, making these “supplied” sectors well defended against attack. As you can tell, the sectors, cities and encampments are interrelated: controlling a sector with a city means that city belongs to your side. The supply radius of the city allows you to maintain well-armed encampments, offering stronger defenses for those sectors around the city. This interaction creates the possibility of "strategic attacks" within FIBOW. That is to say, attacks on cities to reduce their operational supply range will eventually weaken the surrounding sectors, making them much easier to capture. Each side can also resupply its cities, with the dual outcome of both increasing the city’s ability to defend against attacks as well as increasing its operational supply range, thus strengthening more adjacent sectors. The air bases (aerodromes) play a very important role. The greater the distance between your bases and the zone of conflict, the harder it is to provide aerial support. So, within FIBOW it’s possible to sustain attacks on an airbase to the point where it is totaly inoperative. Even then, if the base isn’t captured, it’s still possible to resupply it and return it to operational status, or to reduce the damage level when the base is anything less than 100% operational. This introduction should provide a sufficient understanding of the general operation of the Bellum system used to run FIBOW. The next section includes detailed explanations of the attack types, the consequences, the amount of obtainable damage, and other data to be considered during strategic planning.
FIBOW: How It WorksIn every mission, both sides will be asked to choose an attack point on the current front map. There are two different ways to perform an attack: tactical and strategic. In FIBOW, an attempt to capture a map sector near the front line is termed a tactical attack, and in this case a group of tanks are sent to conquer the area. An aerial attack on a city, town or airfield, with a goal of decreasing the supply radius or the operational status, is termed a strategic attack in FIBOW. Conquering Enemy SectorsA tactical attack may only be performed against a sector on the front line. The only action necessary to initiate the attack is to specify a tactical attack on the intended sector. During a tactical attack, ground troops (tanks and vehicles) are sent to the targeted sector. The attacked zone may be within or outside of any enemy supply radius. If inside an enemy supply radius, friendly troops will engage enemy ground troops (enemy tanks and vehicles) during the assault, along with any enemy bombers trying to stop their advance. So obviously, it’s easier to attack sectors outside of the enemy’s supply umbrella whenever possible. Even with no enemy supply influence, assaults can fail due to enemy air action. This of course means it's important to always provide aerial support to assaulting ground troops. If the area under assault has no opposing ground forces, a strategic attack against the enemy’s nearby airfields may be in order, with the goal of disabling them to the extent that the enemy’s air support will be forced to originate from more distant airfields, possibly lessening their influence on the ground assault. Such actions are key to a successful ground assault. Supply MissionsTo create a supply mission, select the SUM-"city_name" target. A flight of 4 cargo planes will be planned. Supply missions may only be performed by human players (for now at least; later on we will have AI supply). To resupply a city, the transport planes must take off and fly to the waypoint (“WP” hereafter) at the city, designated by a smokestack with a white smoke plume. When within 5km of the WP, the human pilot must turn on wingtip smoke for a few seconds, then turn it off. You are allowed 3 smoke attempts, and at least one has to be within the 5km radius. Then you can go land at any friendly airfield you like, and that airfield will also be resupplied. *** In order to achieve a valid resupply, you must load default weapons and 100% fuel. The resupply must also be performed within the 30 minutes time limit shown in the briefing. *** Currently there are just the Blenheim MkIF on the allied and the Ju-52 on the axis side for this purpose available only. If you want to resupply an Airfield only, simply plan a supply mission to a city near the intended airfield. Then perform the normal supply mission to the city, landing at the intended airfield. Supply effectiveness is variable. Each allied plane successfully completing a supply mission improves a city’s supply level by 7%-14%, and adds 5% to an airfield’s operational status. For each axis plane the numbers are 7%-14% for cities and 5% for airfields. Capturing Towns/Cities/AirfieldsIf a sector is captured, any towns, cities or airfields within it retain their existing operational status. So, if we capture an enemy city with a 30Km supply radius, it becomes a friendly city with a 30Km supply radius. The same principle applies to captured airfields and their operational status. To capture a sector containing a city, the city’s damage level must be >50%. However, this does NOT apply to isolation captures (see multiple conquests, next section). If you are defending a sector, you have 40 minutes from mission start to destroy the attacking enemy tanks. After this time limit expires, the tanks are still counted as ground objectives, but destroying them has no effect on the outcome of the attack mission. The intent is to force bombers to attack before defending fighters run out of fuel. ExamplesIn the next image, blue side has the possibility of a multiple sector capture:
Red side has a bridge-head which can be encircled if the blue side attacks as depicted by the arrow in the next image below. In this case, blue captures that sector, also encircling the sector marked with the red “X,” thereby capturing both sectors with a single attack:
If these situations arise, the opposing side must anticipate the encircling attack and immediately work to create an alternate supply route with their own attack, as shown by the red attack in the next image below:
Rescue MissionsFirst of all, remember that only pilots considered as captured by IL-2 may be rescued. When the game displays the message "[pilot name] has been captured by enemy forces", the named pilot becomes a
candidate for rescue by any other pilot from the same side.
So, whenever you try to rescue a pilot, the parser will measure the distance from the capture location to two possible loading points: (1) the landing location, and (2) the closest point on the outer edge of the “possible takeoff rolls” circle. The lesser of these 2 distances is considered to be the distance to walk (or run). Let's take a look at an example:
The landing place is the big black X at the center of the 5 Km circle and the takeoff place is the red X. Now we’ve learned the possible loading locations for the downed pilot, and how the distance to walk/run is determined. Next we’ll look at how the captured pilot reaches the rescue plane. At this point, with both distance to walk and walk/run speed determined, the "time required for the captured pilot to reach the rescue plane" can be calculated. It’s impossible for you to know exactly what this time is while in game, but generally the closer you land to the captured pilot, the lower the time you’ll need to wait before taking off. If you have comms, you should ask the pilot whether he is wounded or not to get an idea of the required waiting time. (At the end of this section the author posted a table with values for distance/speed/wait time). To simulate rescue, we assume that the pilot starts running (or walking) toward what will be the eventual loading point one minute before the rescue plane lands. Heavily wounded pilots are the exception, since the rescuing pilot cannot start toward these pilots until stopping their plane at the loading point. The "walk time clock" is cut off 20 seconds before the rescue plane takes off (a 20 second takeoff time is assumed). The new rescue system allows you to land before the downed pilot reaches the ground. So, you can actually plan your rescue and land while the chute is still descending! Just be sure your landing location is close enough to where the chute will eventually land, wait long enough after it does so (as discussed above), take off, and complete the rescue normally. In this case, the "time to walk" clock will begin as soon the chute touches the ground. The only drawback to landing before the chute is that you can’t be certain that IL2 will status the downed pilot as “captured” until the chute finally lands. No matter how close the landing or takeoff points are to the captured pilot, a minimum of 50 meters walking distance is always assumed. So the rescuing pilot must always wait a minimum of 10 to 50 seconds for the downed pilot to be loaded, depending on his condition. But, remember that the downed pilot starts walking when he sees your plane on approach to landing (1 minute before you land), so the wait time can be little or nothing if the load point is very close. Once again though, heavily wounded pilots are an exception. You may think that the wait times are excessive, but they’re not because since the parser assumes a best fit take off direction, you essentially have a 1.5 kilometer “handicap.” In most cases you’ll land about 3km or less from the downed pilot, taxi close to him (lets say 1km or less), and later take off. In a worst case situation, you take off in the direction opposite of where captured player was. In this worst case, the distance to walk will be 500 meters or less, so waiting time is between 1.7 minutes and 8.3 minutes, depending on pilot health. If pilot is not heavy wounded, the time to wait is 1 minute less, because he’s walking in your direction before you land. Check the table below for other distances. In most cases, if you taxi close to the capture location before stopping, the distance to walk will be the 50 meter minimum, and because pilot started walking before you landed, wait state is negligible. Again, the only exception is the heavy wounded pilot, where you have to wait slightly longer. Below you can see how events are handled by the parser with an example taken from mission badc_54096 used for testing. Distances shown are in meters. Time in seconds is measured relative to day start (hour 00:00:00) 14:18:48 LeLv69_Masi captured at [ 91828.68 , 22845.912 ] The 3 first lines are the 3 recorded location coordinates (and times) involved in the rescue. Later the distances are measured, and the lower distance is selected. In this example, the takeoff point (-1500 meters for takeoff roll) is closest, at 313 meters distance. The walk time was 208 seconds (just over 3 minutes). LeLv69_Masi walk speed was set to 5 meters/sec because he is not founded, so he can cover a distance of 1040 meters in 208 seconds. Since the distance to load point is 313 meters - lower than 1040 meters – LeLv69_Masi is considered to have reached the plane. Later LeLv28_Lana returned to base, successfully accomplishing the rescue. The programmer tried to keep the new rescue system as compatible with the old one as possible. It is almost 100% compatible with the old method, so, doing a rescue the old way should work fine. The only difference that must be taken into account is wait times. The new system is more flexible, since allowing the landing point to be as far as 5 Kilometers away makes better landing locations available. That condition aside, there are no limits on how close you have to be. Distance can be anything up to 5 kilometers. The rescue will now depend on the time you wait for the pilot and the distance to his downed location. Time Of The DayThere is a day-system in this game. Each virtual day corresponds to a determined number of missions. For FIBOW, each virtual day will consist of 30 missions. Cities/towns and airfields perform a certain percentage of damage self-repair at the end of each virtual day in the game. Caring for your cities, towns and airfields - and defending against enemy attacks on them – are some of the most important tasks in FIBOW. Correspondingly, to decisively defeat the enemy, you must inflict maximum damage on his cities and/or airfields. AirfieldsAirfields remain operational until their damage is reaches 60% or higher. When damage is this high or more, the airfield becomes inoperative and no flights can originate from it. However, all friendly aircraft may still safely land there at the end of a mission. As airfield damage increases, fewer and fewer AAA guns, artillery and objects will be found there. Cities/TownsJust as with airfields, the greater the damage to cities and towns, the fewer AAA guns, artillery and objects will be found them. Each city/town has a maximum supply radius based on its importance and/or size. Any damage to a city reduces that radius by an amount proportional to the damage level. Cities and towns provide the ground forces with supplies: food, ammo, fuel etc. So, the circle described by the supply radius determines whether or the surrounding map sectors will be defended by ground forces. FlightsAll flights, whether attack or defense, will originate at least 40 km from the target area. Sometimes the target area is much further away from the origination point, and in these cases the designated landing airfield will be the closest possible one to the selected attack or defense zone. This is designed to allow the mission to be ended as soon as possible.No flights will start from two enemy airfields too close to each other nor finish in an airfield too close to the target area because that is considered a high risk situation. Attack Combinations & Plane OrganizationSince each side can choose various of attack and target combinations, there are several overall mission possibilities:
FIBOW: RulesEvery FIBOW pilot has certain rights, however just as in real life, there are also a few obligations. You’ll find a list of each below, followed by a list of several actions that are either allowed or forbidden while flying FIBOW missions, along with some consequences built into the software. Anything not listed as forbidden is allowable within FIBOW. After these lists come some procedures and recommendations for hosting FIBOW missions. Pilots Rights
Pilot Obligations
Allowed and Forbidden Actions, and Consequences
Host Procedure
Host Recommendations
FIBOW: Point SystemBefore we discuss points, an explanation of the indices that affect them is in order. After that, you may also check the task explanation page in order to understand why some tasks has no points for some ground or air kills. Experience IndexThe experience index is a way of expressing how good your actual virtual pilot is. When you start a new virtual pilot career (first mission, or first mission after kia/mia) your pilot experience is set to 1 (or 100%). Then, as long as you keep this pilot alive, his experience grows. It will never decrease. In the table below you can see what actions or events affect your pilot’s experience level. Once a pilot dies, experience reverts back to 1 (or 100%) on your next mission (as a “new” pilot).
This index in turn affects the points won in mission. For example, if your pilot experience after 8 sorties alive is 1.23 (123%), the mission points earned are increased by 23%. The bad news is that as your experience grows, so does the prize for your head! This is because with every air kill, the points won are affected by the downed pilot’s experience. Let’s say you fly a mission, where a base amount of10 points will be awarded for each fighter destroyed. If you down an AI_Veteran (experience 0.8 or 80%) you will only earn 8 points. But if you down an expert human, say a pilot with an experience level of 1.68 (or 168%), you will earn 17 points. . This index serves 2 purposes. One is motivation to keep your virtual pilot alive, so you win points at an ever-accelerating rate. The other is to establish the points earned with each specific air kill. We all know that defeating a bot isn’t the same as outflying a human. This dynamic scoring system recognizes and rewards that varying degree of difficulty. When you rescue a pilot, your experience grows by 0.1 (10%), to simulate learning something from the pilot you just saved. Fair Play IndexThe Fairplay index works similar to the experience index, with some differences. First, the maximum value of the Fairplay index is 100%. It’s meant to reflect how well pilots follow the guidelines explained in previous pages. In FIBOW it’s not against the rules to use smoke or kill pilots in their chutes, but since both are generally frowned upon, each such incident on your part will negatively affect your fairplay index. The table below shows the affect of each action on the fairplay index. The total points earned on the mission are affected by the index’s total percentage level at the end of the mission.
So, this index serves as “automatic punishment.” It can also be improved in 5% increments, with each mission flown without any “punishable” incidents. You must keep this index at 100% to avoid losing a percentage of points earned on your missions. This index also affects the awarding of any medals earned. If you reach the points required to earn a certain medal, but your fairplay is below 100%, award of the medal is delayed until your fairplay index recovers to 100%. Rescuing a pilot resets your fairplay index to 100% as a bonus for this courageous and challenging effort. Kill PointsThe next table shows the number of points for each kill, which varies according to your mission task.
Mission Points By TaskThis table shows the number of points earned for the outcome of your mission task. Each task has a different condition, so in FIBOW various pilots on the same side can have different resulting point totals for the same mission. If you are escorting a group of bombers, and they all survive, you are awarded the maximum points points possible. At the same time, the bombers must hit their target to maximize their own mission point totals.
Other PointsFinally, here are a few other events that earn points as listed:
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