Flying Coffins (FC)

Version 3.6

Document history:

Version 3.5 (March 2009)

Written by J30_Reinamann for the Flying Coffins 2 tournament.

Version 3.6 (2011-03-28):

Revised by RAC_Swordfish for the Flying Coffins 3 tournament.

Modified sections are indicated with a vertical line in the margin.

A. Flying Coffins

Flying Coffins is a format for smaller combined team events.

The Flight Model will be NFM. No patches are currently in use.

The format is as follows:

Each registered team will act as an independent participant in the tournament.

During the tournament, teams will rotate to play as both Allied and German.

Theteam with the most points at the end of the Tournament wins.

RBSMon and RBST will be active during game play and the resulting logs will be included in the penalty and scoring procedure.

The use of hacks or other forms of cheating are prohibited. Pilots found hacking will be banned from future games and that pilot's assigned team will have their score for that game reduced to zero points.

All players are to use RB3D not RB2+superpatch. If you do not have an RB3D disk, contact the game moderator and one will be provided for you. If a pilot is discovered to be flying with an RB2patched game he will not be allowed to fly until he complies.

Do not to use FCJ or HASP type patches. They have been known to cause the miss identification of or status of landmark targets.

Some voodoo glide wrappers such as Glidos, and others have been known to accidentally place you in Observation Mode (which is illegal). Use patches or wrappers at your own risk.

01. A reference map can be found at the Flying Coffins web page; .

The “Flying Coffins” forumcan be found at

02. The server will start automatically. As soon as the server is up, players may enter and begin the game. At the conclusion of the match, the server will go offline and game logs will be sent.

-i. Each match will be 1 hour and 45 minutes in length.

-ii. Mass boots and nets are considered part of the game and such actions will not cause the game to be cancelled or replayed.

-iii. The non-recording or generating of the RBSM (red flag) logs in part or in their entirety will not cause a game to be replayed.

-iv. Only a server malfunction such as a complete shut down of the server or the non-recording of a complete 1hr 45 min set of server logs (rb2Server0.log) will cause a replay of a match.

-v. If a match is to be replayed, it will occur on the same day of the week and time as the original match. All participating squads involved will be allowed to field a full seven-man roster for a replay of that same scheduled game.

03. Tied position: Any teams who have a tied score at the end of the tournament will remain as tied.

04. The map used will be that of southern Flanders rows 3 thru 5 & sectors A thru E.

-i. Each side of the front contains 26 landmarks suitable for bombing.

(2 supply dumps)

(3 factories)

(2 rail yards)

(7 villages)

(5 bridges)

(4 rear ‘supply’ dromes)

(3 forward ‘repair’ dromes)

05. Points are scored by shooting down enemy aircraft and by successfully destroying enemy ground targets both red boxed and non-red boxed.

-i. All available aircraft used will be assigned kill point values equal to their status in a variety of different plane types.

-ii. All non-red-boxed targets suitable for destruction will range in value from 0 to 4 points.

-iii. Target Goal Bonus (TGB) points will be given for the destruction of all similar target types

-iv. The server, beginning at the start of the game will assign one red-boxed target randomly and alternate between the Allied and Central side every fifteen minutes.

-v. Only one of the four rear ‘supply’ dromes will be chosen as a red boxed target during any given 15-minute phase and becomes available for points only if destroyed while it is red boxed.

06. The standard scoring program will be used along with manual calculations for the TGB, red-boxed targets and related bombing penalties. The points scored for each match will be posted on the Flying Coffins forum web page located at:

B. General Rules

Team Communications –

07. Live voice communication systems are allowed.

08. Observation mode is forbidden. The penalty is (-15) points after the first 18 seconds and (-1) point for every second thereafter.

Open Chat

09. Only Team Commanders (max 2 for each Team Force) may use the open chat channel.

-i. For the purpose of communicating with other team members in the 'Gold Room' regarding drome or plane assignment or pilot rotation.

-ii. Open chat will be recorded in the logs. Team, Vis and Squad chat will not be recorded.

10. All regular pilots must use TM/SQ chat only, except in the following circumstances:

-i. To S! an opponent.

Team Forces / Squads -

11. Each match will consist of two Team Forces, an Allied Team Force and a German Team Force.

-i. Each Team may be made up of an unlimited number of pilots (mercenary or from recognized squadrons).

Squads -

12. n/a

Player Limit –

13. Each Team Force may only have a maximum of fourteen (14) pilots within the flying arena at a time.

-i. Pilots in the 'Gold Room' are not counted as 'in the flying arena'.

-ii The moment a pilot enters the game and he becomes the 15th pilot to enter the flying arena for his Team Force, he is in violation of Rule #13. The Team Force over-max pilot penalty is (–1) point per minute (or any fraction thereof) for every minute the pilot in question remains in the flying arena. There is no grace period. This penalty is assessed against the Team Force. This pilot shall leave the server at the first opportunity. Rule # 41 “Exiting in Flight” and Rule 16-i shall not apply here. All other applicable rules will still apply.

-iii. In addition to rule #13-ii, from that moment forward and during the length of his infraction all points obtained by the over-max pilot in question will be lost. This is to include all kills, bombed targets and TGB points. Any kill points and mech deaths attributed to the pilot in question will still be counted against his Team Force.

-iv. Also in addition, for every enemy bomber type aircraft downed by the over-max pilot a penalty of (-12) points will be assessed.

C. Planes, Dromes and Pilots

Aircraft Types –

There are seven (7) types of aircraft available for each team to use, (bombers and scouts).

14. Scout aircraft are classified as and restricted to the following eight (8) types of aircraft.

-i. (Allied – Scouts)

-- Spad VII

-- SE5a

-- Nieuport 28

-- Sopwith Camel

-ii. (Central – Scouts)

-- Pfalz DXII

-- Albatros DVa

-- Fokker DVII

-- Fokker Dr1

15. Bombers are classified as and restricted to the following six (6) types of aircraft.

-i. (Allied – Bombers)

-- Nieuport 24

-- Sopwith Pup

-- Nieuport 17

-ii. (Central – Bombers)

-- Albatros DIII

-- Albatros DII

-- Pfalz DIII

Aircraft Supply –

16. A maximum of two planes of each type may be used by each team. ALL 7 plane slots on each side must be used before repeating the plane choices.

-i. Any pilot whose entry into the game creates a violation of Rule #16 (having two planes of the same type) for his team has a 1-minute grace period to correct his error. After the 1-minute grace period has expired, the pilot’s team will be assessed a penalty of (–1) point per minute (or any fraction thereof) for every minute he remains in the unauthorized aircraft. This pilot shall change planes at the first opportunity. Rule # 41 “Exiting in Flight” shall not apply here. All other applicable rules will still apply.

-ii. An additional penalty for a team having more than two (2) aircraft of any type within the flying arena will be the loss of all points obtained by the unauthorized second plane type during each infraction. This is to include all kills, bombed targets and TGB points. Any kill points and mech deaths attributed to the pilot in question will still be counted against his Team Force.

-iii. In addition, for every enemy bomber type aircraft downed by the unauthorized plane, a penalty of (-12) points will be assessed.

17. Pilots may not change planes and will fly only one plane type for the duration of the match. The penalty for change of plane is (-8) points per infraction. (Exception: see Rule 18)

-i. In addition, all points obtained while flying the illegal aircraft during each infraction will be lost. This is to include all kills, bombed targets and TGB points. Any kill points and mech deaths attributed to the pilot in question will still be counted against the Team Force.

-ii. Also in addition, for every enemy bomber type aircraft downed by the unauthorized plane usage, a penalty of (-12) points will be assessed.

18. Change of Plane: Each Pilot who is not in violation of Rules #13 (over-max) & #16 (more than one plane type) will be given a ‘one time 5-minute grace period' for change of plane type. The 5-minute Pilot grace period begins at the moment the pilot enters the playing arena for the first time. After the 5-minute grace period has expired pilots may not change planes during the match. The playing arena is defined as any aerodrome. All other applicable rules will still apply. Do not exit in flight to change planes, re-land at your AHD.

( Note: Rule 18 is designed so that a team may have an opportunity to change planes in the event that one of their pilots are not able to enter the server, therebyallowing another pilot to change into the available plane if so desired.)

Repair Dromes –

19. The battle region contains three (3) forward Repair Dromes for each side.

( Allied Repair Drome ID numbers are 162, 133, 108)

( Central Repair Drome ID numbers are 154,127,103)

-i. Repair Dromes are identified by their type (8 small tent hangars) and their location (closest to the front mud line).

-ii. Repair Dromes may only be used for repair/rearm of all friendly aircraft types.

-iii. Repair Dromes are not eligible to be selected as Active Home Dromes. (AHD)

Entry upon a repair drome constitutes an illegal use of a repair drome as an AHD.

There is no grace period associated with entry upon of a repair drome.

-iv. The penalty for entering upon a Repair Dromes is (-4) points per infraction.

Rule 21-iii will not apply here.

-v. In addition to Rule 19-iv, while using a Repair Drome as an AHD all points obtained by the pilot will be lost. This is to include all kills, bombed targets and TGB points obtained during the length of the infraction. Any kill points and mech deaths attributed to the pilot in question will still be counted against the Team Force.

-vi. Also in addition, for every enemy bomber type aircraft downed by the unauthorized plane usage, a penalty of (-12) points will be assessed.

-vii . A further penalty will be assessed of (–1) point per minute (or any fraction thereof) for every minute he continues to use the Repair Drome as an AHD.

-viii. A player who enters and takes off from a repair drome shall exit immediately. Rule # 41 “Exiting in Flight” shall not apply here. Penalty rule #21.iii will not apply here because pilot was conforming to the rules concerning proper drome usage.

Supply Dromes – Active Home Dromes (AHD)

20. The battle region contains four (4) rear Supply Dromes for each Team Force to choose from as their AHD. (legal dromes)

( Allied Supply Drome ID numbers are 143, 121, 109, 96 )

( Central Supply Drome ID numbers are 94, 105, 118, 132 )

Pilots may repair at any non-destroyed friendly drome. (Supply Drome or Repair Drome)

-i. Supply Dromes are of the (5, 6, and 8) size class of drome and are located in the rear part of the map. (furthest away from the front mud line).

-ii. Entering upon an enemy supply or repair drome at any time during the game will be considered illegal. The penalty for entering upon any opponent’s drome is (–12) points per infraction.

-iii. n/a

-iv. Each Team may choose to occupy one or several of the available Supply Dromes as their AHD.

-v. The maximum number of pilots that may be stationed at any one AHD is seven (7).

-vi.n/a.

-vii. n/a

-viii. The moment a pilot enters the game upon an illegal drome he is in violation of Rule #20-vi. From that moment forward and during the length of his infraction all points obtained by the illegal pilot in question will be lost. This is to include all kills, bombed targets and TGB points. Any kill points and mech deaths attributed to the pilot in question will still be counted against his Team Force. This pilot shall leave the server at the first opportunity. Rule # 41 “Exiting in Flight” and Rule #21-iii shall not apply here. All other applicable rules will still apply

-ix. Also in addition, for every enemy bomber type aircraft downed by the illegal pilot, a penalty of (-12) points will be assessed.

21. Change of Drome: Each Pilot will be given a ‘one time 5-minute grace period’ for change of drome to select their Active Home Drome. The 5-minute Pilot grace period begins at the moment the pilot enters the playing arena for the first time. After the 5-minute grace period has expired, pilots may not change dromes during the match. The playing arena is defined as any legal drome. (repair dromes are not legal dromes) All other applicable rules will still apply.

-i. After the 5-minute grace period has elapsed, pilots will use the same AHD for the duration of the match. Exception: see Rule 20-viii (entering upon a friendly drome not in your assigned sector, that drome may not be used as an AHD, you must relocate into your assigned sector)

-ii. If your drome is destroyed do not relocate to another drome. There is no drome relocating allowed when an Active Drome is rendered destroyed, damaged as to not repair, or hardened.

-iii. Drome changing within your assigned sector is prohibited.

The penalty for drome changing is (-4) points per infraction.

This penalty is assessed only against the Squad, not the Team Force.

-iv. In addition to Rule 21-iii, all obtained points while operating out of the illegal drome during each infraction will be lost. This is to include all kills, bombed targets and TGB points. Any kill points and mech deaths attributed to the pilot in question will still be counted against his Team Force.

-v. In addition, for every enemy bomber type aircraft downed by the illegal pilot, a penalty of (-12) points will be assessed.

Replacement pilots –

22. Replacement pilots are defined as any pilot who had not previously entered the game and takes the position of a player exiting the game.

-i.n/a

23. Replacement pilots will use the same Active Home Drome as the pilot they are replacing. (penalty, see Rule 21-iii, -iv, -v)

-i. Replacement pilots will use the same aircraft type as the pilot they replaced.

(penalty, see Rule 17, -I, -ii)

-ii. n/a

D. Rules of Engagement

24. At any time during the match, all planes may shoot (using regular, tracer or incendiary gun ammo) at enemy aircraft anywhere, including planes sitting on the ground in open terrain, or on the runway, and while taking off.

-i. Flares are considered handgun ammo and thus available for use during combat by both scout and bomber type planes against all aircraft.

25. Bomber type aircraft may rocket, strafe and bomb ground targets.

-i. Bombers may use any type gun ammo on ground targets.

-ii. Bombers may use bombs against other planes at all times.

-iii. Bombers may use rockets against other planes at all times

26. Scout aircraft may strafe (with any gun ammo) any part of a ground installation type landmark.

-i. Scouts may never use rockets or bombs at any time for any reason.

(The penalty for use of rocket or bombs by a scout is –5 points per infraction.)

Death, Exiting, Landing or Crashing –

27. Pilots may not exit the game in flight or exit anywhere other than your AHD. (Penalty: see rule #41) Exception #1: see rules number 13-ii, #16-i, 19-viii. 20-viii.

Exception #2: when your plane is flaming.

Exception #3: if a pilot had just previously died and it is recorded in the logs as such. (Rule #44.03)

-i. Additional Exception: Disconnecting from the game when the server shuts down can be very disturbing to some pilot’s computers. Therefore after the “game over in one minute” warning appears on the screen, pilots may elect to exit in flight to avoid server related lock up of their computer. No exit in flight penalty will be assessed after the one-minute warning except as stated in rule #27-ii.

-ii. Do not exit the game after the one-minute warning if you are in flight, on the ground or not at your AHD if within “E key” range of an enemy pilot. If an enemy pilot wishes to claim your exit as a possible kill and it can be determined that he and you were in proximity of one another, (RBSMon will verify this) a kill award will be granted.