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-   -   4.13 development update discussion and feedback (http://forum.fulqrumpublishing.com/showthread.php?t=40958)

Ventura 03-09-2014 12:46 AM

Great stuff!

If possible in FMB, make Test Runway4 same length as Test Runway3/2 (under 'Stationary Ships) so that a base/airfield can be made with plates that AI will fly to and land on. Currently, Test Runway 3/2 (textured with Marston Matting) does not allow players to taxi off of them without damage. Aircraft 'bounce' and usually loose landing gear.

Most terrain, especially on Pacific Maps is overgrown and prohibitive to any long runways.

SuperEtendard 03-09-2014 03:51 AM

May be i am wrong, but can you just merge 2 runways to make a single larger one? I saw some videos of FMB in which people merged objects in order to make personalized things... Can that be applied to create the larger runways you need?

yak9utpro 03-09-2014 03:42 PM

i'm sorry to be irrelevant with the previous posts but the "no updates is good news" is making me a little nervous.What is going on no updates for so long?

IceFire 03-09-2014 04:29 PM

Quote:

Originally Posted by yak9utpro (Post 515530)
i'm sorry to be irrelevant with the previous posts but the "no updates is good news" is making me a little nervous.What is going on no updates for so long?

Boring behind the scenes work.

IceFire 03-09-2014 04:30 PM

Quote:

Originally Posted by Ventura (Post 515506)
Great stuff!

If possible in FMB, make Test Runway4 same length as Test Runway3/2 (under 'Stationary Ships) so that a base/airfield can be made with plates that AI will fly to and land on. Currently, Test Runway 3/2 (textured with Marston Matting) does not allow players to taxi off of them without damage. Aircraft 'bounce' and usually loose landing gear.

Most terrain, especially on Pacific Maps is overgrown and prohibitive to any long runways.

If you can find a flat spot then you can create your own runways and taxi ways with the airfield objects added to the very end of the objects list in the last patch. I've been having a blast creating custom airfields for use online.

TexasJG 03-10-2014 10:07 PM

Quote:

Originally Posted by IceFire (Post 515531)
Boring behind the scenes work.

I'm very much hoping for patch 4.13 to be a reality also.

Multiple engine heavy's have always been my personal favorites to fly. As such I have been looking forward to this patch even more so!!
The new bombsight functions, along with the new co-pilot positions are absolutely ground breaking (pun intended) for us heavy iron users.

And then there's the new B-24.

It would be really nice to see some of the proposed Luftwaffe heavy's which never made it into production, make it into the simulation someday,
such as the Me-264B, Ta400, He 274/277.

IceFire 03-11-2014 01:12 AM

Quote:

Originally Posted by TexasJG (Post 515562)
I'm very much hoping for patch 4.13 to be a reality also.

Since the 4.09 release it's always been the same story... TD posts a bunch of updates, then its quiet as things are prepared, and then the worries begin. I'm not sure why. The patch always comes along. Remember... it's a team of volunteers. They have day jobs and families.

Quote:

Multiple engine heavy's have always been my personal favorites to fly. As such I have been looking forward to this patch even more so!!
The new bombsight functions, along with the new co-pilot positions are absolutely ground breaking (pun intended) for us heavy iron users.

And then there's the new B-24.

It would be really nice to see some of the proposed Luftwaffe heavy's which never made it into production, make it into the simulation someday,
such as the Me-264B, Ta400, He 274/277.
Having some flyable heavy, four engined bombers is a blast. I agree completely! Having the Pe-8 has been so much fun. I've flown many a eastern front bombing mission in it with all of the stations modeled... its really quite a blast. The B-24 will also be, I suspect, similarly if not more of a great thing seeing as its so iconic in the west.

Our Dedicated Bomber Squad group will be enjoying this and all of the bomb option enhancements for sure.

Those are some pretty obscure choices. I had to look them up. While they weren't entirely unknown to me... still very obscure. Fascinating from a aviation history perspective. I don't know if we'll ever see them... I am excited by the prospects of the He177 project. It's a AI type for now... but I believe its intended to be made flyable if time and resources are available. As far as optional Luftwaffe "heavy" bombers go... this is the one with a range of use including at Stalingrad. Technically it is four engines although only two propellers.

Ventura 03-11-2014 01:14 AM

Quote:

Originally Posted by SuperEtendard (Post 515511)
May be i am wrong, but can you just merge 2 runways to make a single larger one? I saw some videos of FMB in which people merged objects in order to make personalized things... Can that be applied to create the larger runways you need?

Oh yes, easy to merge two runways. I've even seen someone do two carriers joined at the deck! :)

I actually meant making *shorter* runways as runway 3/2 are shorter than runway 4. And most open flat areas in the Solomons Map are short.

Ventura 03-11-2014 01:23 AM

Quote:

Originally Posted by IceFire (Post 515532)
If you can find a flat spot then you can create your own runways and taxi ways with the airfield objects added to the very end of the objects list in the last patch. I've been having a blast creating custom airfields for use online.

Thanks Icefire! I've been doing the same! :)

But the issue is that the transparent (red) runways that you can build a strip(s) on are a bit too long and it's very difficult to find an ideal flat and clear spot in the Solomons map in the historical battle spots.

What I'm trying to do is create airfields a little closer instead of having to fly from the historical airstrips for playability. Much easier to make testrunway 3/4 shorter than to defoliate the Solomons. (Agent Orange is nasty stuff)

So yes, I too have been creating some really nice main and secondary customized airstrips!

Pursuivant 03-11-2014 01:25 AM

Quote:

Originally Posted by Ventura (Post 515567)
I actually meant making *shorter* runways as runway 3/2 are shorter than runway 4. And most open flat areas in the Solomons Map are short.

It would almost be more convenient for mission and map designers if runways could be created "by the yard/meter". You just designate the portions of the map where you want runway, choose your type (concrete, crushed coral, dirt, grass, PSP, sand or snow), choose the direction, and then enter dimensions for length and width. Overlapping runway textures, as well as textures for taxiways and revetments, could be merged to create one object.

That way, rather than having to create custom airfield templates map builders could lay out historically accurate runways and taxiways "on the fly."


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