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#171
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on fmb
I remember being a little surprised and underwhelmed by the starkness of the il2 fmb gui when I first used it - in comparison to the slickness of the rest of the product. But as I started to use it and learned how it worked my opinion changed. It really did what it had to do pretty well. 'Functional' is maybe the right word. I think the fmb is a bit like the engine and transmission of a car: in comparison to the shiny bodywork and plush upholstered interior it's not particularly pretty, but it's tucked away out of sight of the casual driver / user so it doesn't have to be. I think the new SOW fmb will still feel a bit like 'diving under the bonnet' ('hood' for U.S. readers ![]() It could no doubt be made to look slightly more 'contemporary' (Windows 7 rather than Win 95 style text boxes, etc) fairly easily, but i'm pleased to recognise the overall feel that I'm used to in il2. Some comments on the new features: weathering on the slider is good - presumably we can then choose to keep it off if desired (thought that some of the skinners might prefer to have complete control of this aspect of their skins? - though will that work in the campaign ??) filtering on the objects / aircraft is welcome #passes on the Waypoint tab I suspect will be useful having radio silence as an option suggests that the game will do a very realistic job of simulating limited defensive awareness and allowing the possibility of surprise attacks? I suppose that if radar is being accurately modelled then this needs to be done too. Raises the possibility of some interesting bombing missions - low level, under the radar, strict RT silence! the ability to set initial formation in the fmb is much needed. As others have asked, I'd be interested in knowing what features are available for controlling large squadron-level and bigger formations as one group? Look forward to hearing more about the weather and scripting options ![]() Last edited by kendo65; 12-05-2010 at 02:35 PM. |
#172
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The ability to arrange and group objects and store them as one collective file would be a great time saver. For example a complete airfield, target area or a large bomber formation with waypoints. Timing is also a major issue in IL-2 mission building - trying to co-ordinate everything to arrive at the same point of time. It also looks like this problem has been addressed in the new FMB. Independent navigation without following waypoints would be another excellent option with voice command 'trigger points'. The 'scramble', 'idle', 'Script Spawn C' tick boxes in the 'Group properties' tab most likely answers 'FlatSpinMan's' question on taxi and take-off from dispersed positions. Anyway the main thing is that very thankfully Oleg has kept the FMB format basically the same, with some very exciting additions. Hopefully he will be able to give us all some more detail without giving too much away? DFLion |
#173
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beautiful update Mr Maddox.
with these few shots you demonstrate rather clearly the quantum leap forward you have achieved over the Il2 FMB. mission builders should be extremely giddy about these few 'maps' haha as to the the few who do not yet realize the importance of the features and capabilities of this new tool - just relax - the people who do understand it will be providing you with hours of incredibly imersive action with it, soon after SoW is released! be sure... I can see already how some of these features will benefit future SoW releases (Pacific Theater nudge nudge) so as to provide a far more seamless progression through all phases of WWII in the air.
__________________
"I'm afraid I'm not at liberty to discuss this" ![]() the Sandman... |
#174
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One word: "triggers"
Hurray! |
#175
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First of all, thanks for the weekly update. I'm not a mission builder, but i'm a mission flyer and the better the editor is, the more enjoyable the missions we get from our talented community members are going to be. So, thanks for improving the FMB for all of us.
With that being said, let me go on to a couple of specific points... Quote:
For example, a flight of fighters might be able of a 350mph airspeed but only for brief periods of time (like war emergency power settings), with their sustainable airspeed being much lower. Or, they might be unable to reach higher speeds until burning some fuel and getting lighter. Throwing the indicated-to-true airspeed conversions and ground speed calculations into the mix could get interesting, as they depend heavily on weather conditions (which are adjustable and also possible to dynamically change). So, in order to ensure a flight overflying a waypoint at a specified time the mission editor would have to: 1) Calculate the needed ground speed (GS). 2) Reference the GS value with the weather conditions set for the mission and extrapolate the corresponding IAS value the aircraft would need to fly. 3) Check the needed IAS value for the specified leg of the flightplan against the aircraft specifications and operating limits. I'm not a mission builder but this is very interesting, especially if you consider the possibility of some randomness in the way the weather evolves. For example if you have built a mission that relies on some closely orchestrated attacks and/or depends highly on keeping to the schedule, an occurence as simple as a change in wind direction and strength could make the mission goal very easy to achieve (ie, the flight reaches their target area with time to spare), dangerous or even totally unattainable. For instance think about this scenarion in a future add-on, due to strong head winds the train carrying the enemy generals has departed when the mosquitos reach the target area and now they have to split up and look for it by following the railway lines. Certainly not a welcome event when a quick "one pass and away" mission turns into having to prolong the amount of time you will be flying low inside enemy airspace. Quote:
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#176
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![]() Cheers and thanks again ![]() Fafnir_6 |
#177
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The FMB should be more "available" to new players or players with less time to study it thoroughly.
IL-2 FMB had many many limitations that were bypass by experienced builders only or even with external tools. BoB shouldn't have this. BoB should have an explosion of new missions created by as many players as possible. And this is not possible with a FMB that looks like the insides of a nuclear bomb. Let me make a comparison, First 3ds max versions were pretty capable in pro's hands... but a lot of creativity was held off by it's hard interface. Once the interface had became more intuitive a lot of new creations had appear from the hands of people that normally would do nothing in the first versions. FMB should have more appealing interface... those old WIN95 style windows can be changed in few minutes by an artist so they look more 2010 and not like a "oops... this looks dangerous, let's close it". FMB should have a lot of buttons visible for quick access and not the necessity to click 2-3 menus and tick cryptic options. Contextual pop up menus, buttons, etc. Take a look at modern game sandbox editors... many are a pleasure to work with and inspire creativity... sure a craw bar can beat nails in the head like a modern colorful rubberized handle hammer... but the kid that would help you normally is just not attracted by the job. A good starting point would be a merge between DCS "FMB" and IL-2 FMB. Last edited by zaelu; 12-05-2010 at 08:50 AM. |
#178
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Roger that Lancelot, thanks for the confirmation. Awesome news.
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#179
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![]() Flying Nutcase Last edited by Flying_Nutcase; 12-05-2010 at 09:02 AM. |
#180
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Thanks for another nice update - very interesting and a welcome change from "yet another burning plane"
![]() I'm also curious about the scripting possibilities, i.e. how much the behaviour of objects can be influenced and what triggers there are. Would be great to have fine control over the AI through the mission files through scripts. But I guess we'll all find out soon. As for the interface, there is a certain complexity in mission making you cannot design away, but for sure the Il2 editor did have some drawbacks (no copy and paste, no filtering of lists etc.). It looks like at least some of those issues have been taken care of, and as long as that is the case I couldn't care less about how slick the interface looks. |
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