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  #961  
Old 11-07-2011, 01:24 PM
Asheshouse Asheshouse is offline
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Quote:
Originally Posted by Lagarto View Post
Asheshouse, since you are the inventor of that trick (hats off to you) and you know inside out how it works, maybe you could upload some map templates with river traffic?
I'm not the inventor, just the message bearer. I learnt it from someone else when I was struggling to plot ship routes in the Norwegian Fiords.

Ashe
  #962  
Old 11-07-2011, 02:53 PM
Asheshouse Asheshouse is offline
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Here is another function which the game engine can handle but the FMB does not. Switching trains across sidings. Again you can do this by manually editing the *.mis file. Train scheduling is fun . Try and avoid collisions. Maybe this could be enabled in the FMB?



The scene is in the central dock area of the NW Europe map. Here is some text to paste into a mis file to enable the scene. You also need to set up a static camera. Three trains are running on the same track, but each train is switched to a siding to enable them all to enter the unloading area. Similar system could be used to allow trains to pass each other where there is a passing loop at an intermediate train station.

Code:
[Chiefs]
  0_Chief Ships.MO4 1 0 2 1.0
  1_Chief Ships.MO4 1 0 2 1.0
  2_Chief Trains.USSR_CargoTrain/AA 1
  3_Chief Trains.USSR_CargoTrain 1
  4_Chief Trains.USSR_CargoTrain 1
[0_Chief_Road]
  15716.96 38834.82 360.00 0 2 8.333333969116211
  16157.25 38508.16 360.00 0 2 8.333333969116211
  16973.91 37924.54 360.00 0 2 8.333333969116211
  17456.81 37350.63 360.00 0 2 8.333333969116211
  17549.12 37180.20 360.00 0 2 8.333333969116211
  17546.43 36823.04 360.00 0 2 8.333333969116211
  17642.13 36729.56 360.00 0 2 8.333333969116211
  17860.25 36722.88 360.00 0 2 8.333333969116211
  19785.79 36720.41 360.00 0 2 8.333333969116211
  28848.74 36718.71 360.00 0 2 8.333333969116211
  29288.04 36873.40 360.00 0 2 8.333333969116211
  29313.46 36957.68 360.00 0 2 8.333333969116211
  29306.77 37417.53 360.00
[1_Chief_Road]
  15616.96 38934.82 360.00 0 2 8.333333969116211
  16057.25 38608.16 360.00 0 2 8.333333969116211
  16923.91 37954.54 360.00 0 2 8.333333969116211
  17456.81 37350.63 360.00 0 2 8.333333969116211
  17549.12 37180.20 360.00 0 2 8.333333969116211
  17546.43 36823.04 360.00 0 2 8.333333969116211
  17642.13 36729.56 360.00 0 2 8.333333969116211
  17860.25 36722.88 360.00 0 2 8.333333969116211
  19785.79 36720.41 360.00 0 2 8.333333969116211
  28848.74 36718.71 360.00 0 2 8.333333969116211
  29288.04 36873.40 360.00 0 2 8.333333969116211
  29313.46 36957.68 360.00 0 2 8.333333969116211
  29306.77 37317.53 360.00
[2_Chief_Road]
  30700.00 39900.00 20.00 0 3 5.555555820465088
  29100.00 38300.00 20.00
  29100.00 37735.00 20.00
  29095.00 37720.00 20.00
  29095.00 37100.00 20.00
[3_Chief_Road]
  31300.00 40500.00 20.00 0 3 5.555555820465088
  29100.00 38300.00 20.00
  29100.00 37100.00 20.00
[4_Chief_Road]
  31700.00 40900.00 20.00 0 3 5.555555820465088
  29100.00 38300.00 20.00
  29100.00 37365.00 20.00
  29105.00 37350.00 20.00
  29105.00 37338.00 20.00
  29110.00 37323.00 20.00
  29110.00 37210.00 20.00
The rail network is roughly on a 5m grid so you can zoom in on the FMB map and make a note of the coords for each corner.

Unlike ship waypoints, if you load this back into FMB the manual edits will be lost. FMB will just read the first two waypoints ignore the rest, so keep a backup of the train text.

Ashe

Last edited by Asheshouse; 11-07-2011 at 03:57 PM.
  #963  
Old 11-07-2011, 06:31 PM
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Hey Ashe, in the ,,Big E'' campaign available at M4T, creator makes some flights of planes which don't take off or do it with delay, something like triggers, but it's just a trick, not game feature. Do you know how to do this? It'd be very useful to make some missions with i.e. realistic airfield strafing.
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  #964  
Old 11-08-2011, 08:26 AM
Asheshouse Asheshouse is offline
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v4.10 already has Stationary Aircraft as an option in FMB.
  #965  
Old 11-08-2011, 03:05 PM
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You misunderstood me I mean he created planes which don't take off or do it with delay, but aren't static planes and can be placed on a carrier as well. I know about static plane objects lol.
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  #966  
Old 11-08-2011, 05:53 PM
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Aviar Aviar is offline
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If I may interject. It's easy to set a delay time for a flight. Just change the Start time of the first waypoint.

As far as planes spawning but not taking off, this can be done with a little 'trickery'. Veteran mission builders know all these tricks. I've also been able to make AI planes spawn on the runway, start their engines, sit there for a designated time and then take off. This is done with a lot of imagination and sometimes many hours of testing.

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  #967  
Old 11-08-2011, 06:00 PM
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So how to do this?
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  #968  
Old 11-09-2011, 03:20 PM
ECV56_Guevara ECV56_Guevara is offline
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Quote:
Originally Posted by Luno13 View Post
a toggle for bomb salvo release on planes with automatic bomb-sights - ie short, medium, long (large cluster vs. spread out).

- Similarly to the above, a feature which limits how far cooling flaps could be opened based on airspeed (maybe a jam, tearing off, or snapping shut?).


- Some love for reconnaissance aircraft! Namely, game-play elements for such unarmed aircraft: Bomb-drop button activates camera. An invisible object is placed in the target area. If the player aircraft takes a picture over the object at a certain altitude(based on camera focal length), he gets points. Taking the photo at the wrong altitude or when jerking the plane leads to blurriness and taking the photo with the wrong exposure could lead to a washed-out or too dark image. The AI can also complete objectives in this manner, or the player gets points for successfully escorting AI reconnaissance aircraft. On the next mission offline, the player can click a button which shows the photo that was taken on the last one. Online, the player or AI lands and the photo appears in the briefing screen and helps bombers know what to aim for.

- Some love for bombers!
- Area bombing "target" which allows for city and industrial targets and point values for specific objects such as oil tanks.
- Bomber pilots could use more incentives online: currently, any aircraft destroyed on the ground is only 20 or 30 points.
- Point sharing for torpedo-bombers: currently in coops everyone wants to be the last one to drop a torpedo in order to get the points for sinking a big ship, or the main target is abandoned in favor of one-hit targets like merchants.
- Small formations: currently a lot of online players fly bombers alone and are massacred by fighters. It would be great if one, two, or three AI aircraft could spawn with the player, making an element or flight, and follow him to the target. The player could chose his position in the formation so that other players don't always know which bomber to shoot first (ie, always killing the player's lead plane to break up the formation). Also, incentives could be placed for escorts to take time to ensure their bombers make it back!
- Troop concentrations and livestock objects: A lot of troops moved on foot during the war and the Germans and Russians in particular used lots of horses to move supplies around. Troop camps or marshaling areas could be placed to give a target for fragmentary AB bombs, for instance (gore isn't a necessary feature).




- Simple exhaust flame graphic for night operations. It doesn't need to be tied to CEM like in Clod.

- Fuel grade load-out option for mission builders. Low octane results in reduced power output and maybe a "dirty" exhaust smoke effect.

- More advanced reliability set by mission builders: some aircraft were more prone to engine or structural failures than others, especially new types. Aircraft can lose wings or tail, get oil spills, or even total seizures. Guns also could jam, and some jammed if fired at high G.

.
Excelent suggestions. Especially the recon. Form day one, that the recon funvtion needs to be improved.
Caspar it´s doable any of these, I mean technically?
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  #969  
Old 11-09-2011, 05:28 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Lagarto View Post
Asheshouse, since you are the inventor of that trick (hats off to you) and you know inside out how it works, maybe you could upload some map templates with river traffic?
I believe that it's also possible to use this trick to get barges to navigate canals.

Something that would be useful for a future patch would be "templates" which allow mission builders using the FMB to do the various cool things described by Asheshouse and others. For example:

Ships and boats navigating fjords, harbors, canals and rivers.
Conveys zig-zagging in a realistic way.
Trains switching tracks in train yards.
Planes taxiing on runways.
Tank companies advancing or retreating in historically correct fashion (i.e., in "line abreast" or by "bounds" with one tank in each pair providing an overwatch for the other).

Of course, if the templates get too complex, it might be simpler to just fix the FMB.
  #970  
Old 11-09-2011, 07:33 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Xilon_x View Post
Italian flottiglia X-MAS
Torpedo boats for all nations that used them would be welcome additions to the game, since they were common targets/antagonists of strike aircraft and fighter bombers. In addition to the X-Mas and other Italian motor torpedo boats which saw extensive service in the Mediterranean, it would also be wonderful to see various forms of German E-boats/schnellboots, British MTB and RAF rescue launches, U.S. PT boats and Japanese Shinyo suicide boats.

But that's a mighty long wish list.
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