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-   -   Setting up V-1s in dogfight servers (http://forum.fulqrumpublishing.com/showthread.php?t=38188)

IceFire 01-20-2013 11:28 PM

Setting up V-1s in dogfight servers
 
Anyone have any experience with this?

I've got a scenario laid out where there are 3 V-1 launchers set with a TimeOut of 0:1, Capacity of 999, and Period of 0:1. Yet when I get into the Dogfight server only 1 V-1 launcher has a V-1 on the rails and fires after 1 minute. After a minute, no new V-1s are launched from anywhere.

I've tried a couple of configurations but no joy. Anyone have any suggestions? I know this used to work as we had a setup years ago with multiple V-1 launchers in action at the same time.

CadMan 01-20-2013 11:48 PM

I think Period and Time out are conflicting, try lengthing, the V-1 will appear on ramp [or air start] at 50% off timeout, period [repeat time] needs to allow for the spawn in and simulated warm up/wait period before launching.

IceFire 01-21-2013 01:23 PM

Right... I see what you're saying. I'll try that out and see if it makes any difference.

Still not sure why only one V-1 gets populated and the others sit empty.

CadMan 01-21-2013 10:40 PM

I've dug out an old mis which had players doing intercepts with Tempests and MkIII i had running on a dedi back in 2008, are refornating to 4.11.1 to see if i see any issues.

from the FB 1.22 ReadMe !!!

Using the V-1 rocket

The V-1 rocket is a completely new object type with a new set of parameters. To use it, open Full Mission Builder, load a map, and in the object browser find a Rocket object set. From here you have a choice of a V-1 Ground and a V-1 Air object. These basically function the same, except the Ground object starts on a rail while the Air object starts in mid-air.

You can place an Air V-1 anywhere, while a ground V-1 should be placed on flat ground. Both should be places with no mountains, hills or buildings immediately in front of its path. Pressing Insert or ctrl-clicking the ground places the rocket under the mouse cursor. This is its starting waypoint, one of only two possible. The final waypoint is not created in the same way as plane or vehicle waypoints. Instead you must go to the Rocket tab of the Object window with the V-1 selected, press the Set button, and drag and click the target waypoint on the target area. You can drag and drop it later to fine-tune the aiming.

The rocket always flies to target at around 2625 +/-200 meters of altitude; thus for Ground V-1s your target should be far enough for it to climb to that altitude. Usually it’s not a good idea to place a V-1 target close to its launch point since it’s very likely to miss in this case.

There are more important parameters you must set in the Rocket tab of the object window, namely the Timeout, Count and Period.
The Timeout parameter sets the initial time between the start of the mission and the launch of the first V-1. The first box is hours, the second is minutes. It’s best to set this value to at least two minutes (0:2) to allow the first V-1 to launch correctly. Setting it to a lower value may cause the first rocket not to launch at all.
The Count parameter sets the total number of V-1s launched from the current point towards the current target. If you want several V-1s to launch from the same point but towards different targets, you must create multiple launch points with different targets, and set their Timeouts to different values.
Finally, the Period parameter sets the time interval between the launches of each subsequent rocket from this point.

The rocket itself appears on the rail at exactly half the Timeout or Period time; during the other half of the interval the rail appears empty. For example, if the Timeout is set to 10 minutes and Period is set to 20, then the rail will appear empty for the first 5 minutes of the mission (timeout / 2); the rocket will appear on it for the next 5 minutes and launch at 00:10 of game time; then the rail will appear empty for the next 10 minutes (Period / 2) and then the rocket will sit on it for the remaining 10 minutes of the Period; etc.

The last important point is that the V-1 is not an airplane but rather a special other type of object; therefore it will not have a plane-like camera attached to it. In order to watch the V-1s take-off and fly you must place ground cameras around its launch point or across its mission path.

But of course the best way to look at V-1s is from an airplane. Our V-1s are “tippable”. They pack a lot of explosives so it’s not always a good idea to shoot at one; it may take it with you when it explodes. A better historical way to destroy it is to fly alongside it matching your airspeeds, close formation and then gently touch its wingtip with yours. Since the V-1 has no ability to stabilize itself horizontally it will go into a diving turn and hit the ground below instead of exploding in your face. Good luck!

IceFire 01-21-2013 10:55 PM

Thanks! I was trying to find that but was having no luck.

So I re-adjusted some parameters, made sure the launchers were on flat areas.... still no luck. Just one of the V-1 launchers is active and the others refuse to spawn or launch a V-1.

CadMan 01-21-2013 11:16 PM

Hmm something has changed.

Got the same sort error, my 2008 mis had 8x launchers all set to fire sequentially about 30 secs apart to create a swarm of 8x all heading to same target, then to pause for 8 mins.
Offline hosted still seems to work, on dedi only 2 launchers appear from the 8x, and one blows itself up.

Need to have test further

IceFire 01-22-2013 01:22 PM

I'm wondering if something has changed and since V-1s are a bit more eclectic the change may have gone unnoticed for several patches. Possible bug here. I'm going to do another test tonight on one of those perfectly flat maps and see what happens.

CadMan 01-22-2013 07:06 PM

From my tests map last night.

4.11.1
online coral sea map [flat water]
Still wind, clouds at 1500m.
No AI AC or moving objects
11x launchers firing at one of the seaplane bases aprox 50km range.
using MDS and Radar spotting, outside friendly and neutral view only
floating runway for MkIII, Tempests, 25lb to scramble from.
Launchers set to spawn at 4 mins repeat at 10 mins, 999 rds.
Camera set up near Launchers to watch.
Player Multi Hosted all goes as expected, get a swarm launching 11x, appears on ramp 5 mins before. Can track on Radar got 20 sec update so eye scan still required.

Upload to Dedi with SC controlling.
Same map as player hosted version.
player chooses AC and base, spawns in.
check neutral camera, NO RAMPS and they never appear.
redo spawn in times to sequential 2 - 12 mins.
reload, ONLY spawn in times of greater than 8 mins does the launcher appear, still doesnt fire.
Reset spawn in times to all greater than 8 mins reduce repeat to 4 mins.
This time all lunchers appear, BUT no sign of any launch ever occuring.

Yup its broke.

KG26_Alpha 01-22-2013 07:44 PM

1 Attachment(s)
I don't see any problems at all. v4.11.1

I don't see any problems at all. HSFX v6

Working fine in CooP maps And DF maps

Known bugs (for me)
I cant select the V1 if i zoom into the map too much.
I have to switch off the landscape to see the V1 object.

I have V1's set to 2 min delay 9999 avaliable and 1 min between launches.

This then allows 2 mins from mission start before the first V1's are launched
Then 1.30 mins to next spawn and 1:30 to launch
this means that V1's launch every 3 mins even though its set to 1 min.

They are working fine though, make sure you have set each launcher with its own set of timing parameters, ie set mission then run it if only 1 launchers working re-check the others are still set ok.

Attached is a simple df map with 3 V1's all launching in salvo

Select a base and switch to the V1 camera

2 mins to first launch
1:30 to spawn in
1:30 to launch
> repeat
1:30 to spawn in
1:30 to launch

CadMan 01-22-2013 08:27 PM

Alpha,
tried your Mis, player hosting no issues, loading into dedi does same as ours, ramps appear don't launch

So answer is its being weird.......


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