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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
View Poll Results: How do you use FMB | |||
I use it all the time |
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40 | 27.21% |
I use it occasionally |
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57 | 38.78% |
I tried it a few times and didn't like |
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16 | 10.88% |
I've never tried it |
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34 | 23.13% |
Voters: 147. You may not vote on this poll |
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#21
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Use it all the time, but only in a very minor way, i.e. for setting up particular scenarios, usually to make a video clip or summat, and then only using what I know from old IL2.
Also firmly in the 'need a manual' camp. |
#22
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i really like the FMB....i used it in 1946 and i use it in COD.
but i have to say,...that the old FMB was easier to understand.although the main functions are the same, and also the layout remained.but with the new possibility of scripting, im totally lost.i dont understand a word, if i look at scripts, and never could create one by myself.all i could do is to copy and paste.but i would like to understand how it works, to use the full potential of this feature. one thing that bugs me most, is that im not even able to start different flights at different times anymore.it was sooo easy in 1946 and now one have to write a script for it.... detailed documentation is really required, but not only for the fmb but also for the planes... |
#23
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I have tried it but it realy needs a detailed manual to utilise all its features .I have not tried it since the early game paches and it seemed pretty buggy then.
Last edited by 6BL Bird-Dog; 09-22-2011 at 10:10 AM. |
#24
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Using the FMB most of the time.
Waiting on some more sensible maps to come forth or the map sdk ![]() The scripting side of things is out for me, learning C# or C++ isn't on my list of "things to do" at the moment. I asked for a more "intelligent" and up to date version of the FMB interface and was told by Oleg it wasn't happening as the "old FMB" worked fine and wouldn't be made to look and function any different. Personally after making thousands of missions and campaigns including using Lowengrins DCG for IL2, the new FMB is a mess without a manual, and the scripting just too much for the average mission builder from IL2's click and fly ability. I don't expect there will be one for CoD as there never was a comprehensive manual for the IL2 series. Anyways ................... NO please noooooooo He has single handedly ruined Coop code in IL2 1946 UP3 RC4 Just because he doesn't like CooP's ........... and is not prepared to fix what he's broken it would seem. http://www.sas1946.com/main/index.ph...,16639.12.html Last edited by KG26_Alpha; 09-22-2011 at 02:02 PM. |
#25
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Please C1 staff give us a hint how triggers and scripts work etc .
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#26
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i use it, but have not much knowledge about it, unfortunately. |
#27
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In all honesty, i don't think we can expect everyone to be up and running with c# in no time at all, it's a full-fledged programming language after all that many people use to earn their living, not a point and click interface.
I think it's great we can use c#, i just don't think it's meant for everyone. So why is it useful? Well, because people with the required knowledge can pool resources and make their work available to the rest. We might not have extensive pre-made trigger lists just yet, but we will certainly have a few community-made libraries in a few months so that we can simply copy-paste what we need into our mission. The ability to insert interface items into the game might also mean we'll end up with a graphics front-end to use those scripts: you choose a function and what it applies to, the front-end then assigns the variables you specified to a pre-made script and that's it. I expect that this will take a leap forward with the release of the SDKs. In short, just because c# scripting is available doesn't mean it's mandatory to use for everything (for some things yes, eg conditions and environment management in dedicated servers, but certainly not for making a simple mission to enjoy with a couple of friends). I think it's more of a case of "here's a tool you can use for more complex missions if you want to, while we finish working on the SDKs that will help you do it in an easier way", rather than a case of "FMB is unusable for non-programmers". As such i don't consider it a drawback, just an optional bonus feature. |
#28
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Its the only part of the game i enjoy,it WIL(eventually be fantastic).
"In all honesty, i don't think we can expect everyone to be up and running with c# in no time at all, it's a full-fledged programming language after all that many people use to earn their living, not a point and click interface" Why we paid for it!!! That wasnt a pop at all.It will get there and i cant wait for the day the Squadron(Wing)i belong to can use it. Cheese |
#29
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Quite frankly I do suck badly at coding. The best I could manage was writing HTML. I simply lack the necessary understanding for the gibberish of a programming language. I don't "see" where the lines of code go to. So if I were to make missions I'd need a partner fluid in C# ... The possibilities are great, yes and no doubt about it, but unless we get some kind of WYSIWYG Click&Point interface I fear these possibilities are beyond my skills of comprehension.
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#30
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One part of CoD's feature list was the advanced mission builder with triggers, aircraft systems damage etc etc but these are useless to the 99.9% of us that dabble with FMB. Unless they get a user interface that's as friendly as IL2 1946, its going to be a sorry Dogfight server based sim and die on its arse pretty quick, its struggling to hold interest as it is now due to over complicated GUI and "feature or bug" components. The first thing after the current fixes are done 1C need to tidy up the FMB and GUI, get people hosting Coops and actually having some fun. IL2 originally allowed the transfer of missions into the cache so you could re-use them again (host) and learn from others how stuff works with CooP's I wonder if this is possible with CoD? . Last edited by KG26_Alpha; 09-22-2011 at 06:55 PM. |
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