Quote:
Originally Posted by ElAurens
What would go a long way is a concise user guide for the FMB, not just a post at SimHQ on how to modify one of the stock single player missions for offline use.
Honestly, I went into the FMB last night and all I could accomplish was to get an AI Spitfire to endlessly circle over base. No way to spawn on the ground in said Spitfire, no indication that the base was red or blue, and no way to launch the mission, even though it shows up in my single player mission list.
It's infuriating for someone who has made missions for years in IL2.
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It may seem more difficult to original IL-2 FMB users because it may be different in 5 - 10 ways. But different does not mean worse or more complicated. On the contrary I think it is more streamlined and consistent for new users. E.g. now you can place an MP Spawn Area in the same way as you place a tank or a building and edit its properties in the same way. Thus consistency among different objects was introduced. As far as I understand it was different in the original IL-2.
It makes life easier for new users like me. I opened original FMB 10 and 6 years ago but it looked too messed up for me then. The new one was self explanatory 95% except for rotation hot-keys, spawn-points placement, AAA placement on ships and triggers/action menu which I had to ask about in the FMB section. It may seem more difficult to original FMB users than new ones because change is difficult.
Regarding issues you mentioned:
- to spawn in a Spitfire as a player (not AI) just tick a "player" checkbox in its properties
- to spawn any plane in a Spawn Area (which is an MP spawn only) launch mission in MP (Lobby or Server room)
- to start on the ground set starting alt to zero in SpawnArea(MP) or Airgroup waypoint (SP) properties. Make sure ground start is not disabled in main game difficulty settings (!)
- to make an airfield or spawn area (whatever you call base) red or blue, select "red" or "blue" in its properties
- to get a Spitfire to fly to a destination place a new waypoint in that destination, edit its properties
- to launch a mission click "Load" and then press "Start Battle"
Sounds 100% logical and self-explanatory, doesn't it?
Again the same functionality of original FMB is available in the new one without scripting.
I am afraid many myths about complexity of new FMB are created by old FMB users who do not what to change 5 - 10 habits in spite of the fact that new FMB is more consistent and streamlined. As far as I can see no one who actually uses it (like ATAG guys) thinks it is more difficult than original one.
The best way to learn those little differences with original FMB is to open 5 existing SP, campaign and MP missions then right-click and carefully look through properties of all placed objects. Takes 40 - 60 minutes.
There are still many bugs in FMB that make creation and testing of missions very time consuming. They have to be fixed but it is a different subject.
Anyway I think the main issue for mission building is a general state of the game itself as it does not give enough motivation to make missions. It will change after 1) official patch or two, 2) BoM, 3) more people fly new Il-2 compared to original.