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  #11  
Old 02-04-2017, 05:31 PM
Tolwyn Tolwyn is offline
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Posts: 250
Exclamation Chocks on Lerche still not functioning

So if you create a mission with a TestRunway* and a Lerch targeting the runway you can not unchock your plane. It is stuck there.

*also, applies to ships. Don't judge if a mission builder wants to make a Lerche mission taking off from a boat, please, that's beside the point. Let's focus on the chock issue not the mission.

Last edited by Tolwyn; 02-04-2017 at 05:46 PM.
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  #12  
Old 02-04-2017, 06:30 PM
stugumby stugumby is offline
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well, just for kicks i put the u2vs with skies on a frozen lake bed attached to stationary runway 4, spawned with a high nose up skis hanging in the air, hit chocks and bammo it fell into the other plane tucked in behind it. got rid of the stationary runway and it works fine except as always wingman isnt behind you as there is no runway.

i also tried an improvised field using just the runway grass sections in the objects menu, for a single player it will work great, for a pair or more not going to work as planes spawn away from each other, use stationary runway 4 and acts as aircraft carrier so landing planes will de spawn. was wanting to create rough partisan built strip etc, problem is ai wont land on them as no white runway marker to link them to it. single player one plane no problem. not a bug but a fmb tweak, perhaps a short version of stationary runway 4 cut in half would work fine.
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  #13  
Old 02-04-2017, 07:13 PM
Tolwyn Tolwyn is offline
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For your mission, I think you want to use the Static Aircraft spawn, with taxi-to-takeoff icons (even if just one or two). Give me a second to post an example mission you can use.

You can use the static aircraft spawn points to place the aircraft in any configuration. I'll post a couple different varieties.

Try this one first (no testrunway needed)
Code:
[MAIN]
  MAP Net2Winter/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player r0100
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
[r0100]
  Planes 3
  Skill 1
  Class air.U_2VS
  Fuel 65
  weapons default
  spawn0 1_Static
  spawn1 2_Static
  spawn2 0_Static
[r0100_Way]
  TAKEOFF_005 24615.66 15875.12 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 24614.47 15907.22 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 24546.78 16399.13 0 0 &0
  NORMFLY 24469.57 21675.51 500.00 120.00 &0
  NORMFLY 22785.32 19361.80 500.00 120.00 &0
  NORMFLY 24673.72 17898.72 200.00 110.00 &0
  LANDING_104 24739.97 16810.40 0 0 &0
[NStationary]
  0_Static vehicles.planes.Plane$U_2VS 1 24563.22 15817.90 300.00 0.0 null 1 1.0 null 1
  1_Static vehicles.planes.Plane$U_2VS 1 24621.53 15799.54 270.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$U_2VS 1 24666.71 15825.38 255.00 0.0 null 1 1.0 null 1
[Buildings]
[Bridge]
[House]
Quote:
Originally Posted by stugumby View Post
well, just for kicks i put the u2vs with skies on a frozen lake bed attached to stationary runway 4, spawned with a high nose up skis hanging in the air, hit chocks and bammo it fell into the other plane tucked in behind it. got rid of the stationary runway and it works fine except as always wingman isnt behind you as there is no runway.

i also tried an improvised field using just the runway grass sections in the objects menu, for a single player it will work great, for a pair or more not going to work as planes spawn away from each other, use stationary runway 4 and acts as aircraft carrier so landing planes will de spawn. was wanting to create rough partisan built strip etc, problem is ai wont land on them as no white runway marker to link them to it. single player one plane no problem. not a bug but a fmb tweak, perhaps a short version of stationary runway 4 cut in half would work fine.

Last edited by Tolwyn; 02-04-2017 at 07:24 PM.
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  #14  
Old 02-04-2017, 07:34 PM
Tolwyn Tolwyn is offline
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Join Date: Apr 2010
Posts: 250
Default

The second example utilizes the testrunway.
I've found you need the testrunway to landing properly and despawn of AI craft (you certainly don't need this for all HUMAN flights):

(the testrunway is one of the AREA-based runways, not one that has a raised cement or whatever). They show up as a red-colored area).

Code:
[MAIN]
  MAP Net2Winter/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player r0100
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  r0100
[r0100]
  Planes 3
  Skill 1
  Class air.U_2VS
  Fuel 65
  weapons default
  spawn0 1_Static
  spawn1 2_Static
  spawn2 0_Static
[r0100_Way]
  TAKEOFF_005 21028.16 19406.25 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 19944.79 19398.64 0 0 &0
  NORMFLY 17603.50 19387.74 500.00 120.00 &0
  NORMFLY 19490.34 23023.14 500.00 120.00 &0
  NORMFLY 23811.19 19389.30 500.00 110.00 &0
  LANDING_104 21370.38 19407.00 0 0 3_Static 0 &0
[NStationary]
  0_Static vehicles.planes.Plane$U_2VS 1 21126.08 19406.10 180.00 0.0 null 1 1.0 null 1
  1_Static vehicles.planes.Plane$U_2VS 1 21072.81 19407.09 180.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$U_2VS 1 21098.46 19406.79 180.00 0.0 null 1 1.0 null 1
  3_Static ships.Ship$RwyTranspWide 1 20503.96 19401.40 540.00 0.0 0 2 1.0
[Buildings]
[Bridge]
[House]

Last edited by Tolwyn; 02-04-2017 at 08:30 PM.
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  #15  
Old 02-04-2017, 08:24 PM
Tolwyn Tolwyn is offline
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Join Date: Apr 2010
Posts: 250
Default One More

Here's an object-built runway in the middle of a bunch of real runways on a map.

You must use the testrunway object.
(the testrunway is one of the AREA-based runways, not one that has a raised cement or whatever). They show up as a red-colored area).


AND REMEMBER:

When you intially place a testrunway object, the landing pattern is runway 9 (EAST) so you must rotate the testrunway in order to allow landing on runway 18, 27, and 36 (and all runways in between).

Code:
[MAIN]
  MAP Empty4b/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player g0100
  army 2
  playerNum 1
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  g0100
[g0100]
  Planes 3
  Skill 1
  Class air.BF_110F2
  Fuel 50
  weapons default
  spawn0 1_Static
  spawn1 2_Static
  spawn2 3_Static
[g0100_Way]
  TAKEOFF_005 27802.35 31659.10 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27714.01 31703.02 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27712.27 31789.91 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27646.23 31860.82 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27612.86 31866.73 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_005 27612.67 31825.37 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF 27617.12 29958.74 0 0 &0
  NORMFLY 27528.04 21808.78 500.00 250.00 &0
  NORMFLY 16370.03 26649.38 700.00 300.00 &0
  NORMFLY 18544.20 40083.01 700.00 300.00 &0
  NORMFLY 27569.06 39959.94 500.00 300.00 &0
  LANDING 27567.48 35001.00 0 0 0_Static 0 &0
[NStationary]
  0_Static ships.Ship$RwyTranspSqr 2 27610.78 31338.26 450.00 0.0 0 2 1.0
  1_Static vehicles.planes.Plane$BF_110F2 2 27811.51 31586.18 255.00 0.0 null 1 1.0 null 1
  2_Static vehicles.planes.Plane$BF_110F2 2 27845.48 31561.49 255.00 0.0 null 1 1.0 null 1
  3_Static vehicles.planes.Plane$BF_110F2 2 27776.74 31561.53 270.00 0.0 null 1 1.0 null 1
[Buildings]
  0_bld Plate$NGNBGroundRunwayLong 1 27632.00 30592.00 360.00
  1_bld Plate$NGNBGroundRunwayLong 1 27632.00 30784.00 360.00
  2_bld Plate$NGNBGroundRunwayLong 1 27632.00 30976.00 360.00
  3_bld Plate$NGNBGroundRunwayLong 1 27632.00 31168.00 360.00
  4_bld Plate$NGNBGroundRunwayLong 1 27632.00 31360.00 360.00
  5_bld Plate$NGNBGroundRunwayLong 1 27632.00 31552.00 360.00
  6_bld Plate$NGNBGroundRunwayLong 1 27632.00 31744.00 360.00
  7_bld Plate$NGNBGroundRunwayLong 1 27632.00 31936.00 360.00
  8_bld Plate$NGNBGroundRunwayEnd 1 27591.66 32156.18 630.00
  9_bld Plate$NGNBGroundRunwayEnd 1 27632.51 30572.16 450.00
  10_bld Plate$NGNBGroundTurn 1 27629.22 31856.35 540.00
  11_bld Plate$NGNBGroundParkingLarge 1 27703.01 31741.26 540.00
  12_bld Plate$NGNBGroundParking 1 27408.00 31904.00 540.00
  13_bld Plate$NGNBGroundParking 1 27408.00 31872.00 540.00
  14_bld Plate$NGNBGroundParking 1 27408.00 31840.00 540.00
  15_bld Plate$NGNBGroundParking 1 27408.00 31808.00 540.00
  16_bld Plate$NGNBGroundParking 1 27440.00 31904.00 540.00
  17_bld Plate$NGNBGroundParking 1 27440.00 31872.00 540.00
  18_bld Plate$NGNBGroundParking 1 27440.00 31840.00 540.00
  19_bld Plate$NGNBGroundParking 1 27440.00 31808.00 540.00
  20_bld Plate$NGNBGroundTaxi 1 27568.00 31856.00 540.00
  21_bld Plate$NGNBGroundTaxi 1 27536.00 31856.00 540.00
  22_bld Plate$NGNBGroundTaxi 1 27504.00 31856.00 540.00
  23_bld Plate$NGNBGroundTaxi 1 27472.00 31856.00 540.00
  24_bld Plate$NGNBGroundTaxi 1 27643.21 31850.45 585.00
  25_bld Plate$NGNBGroundTaxi 1 27671.02 31821.95 585.00
  26_bld Plate$NGNBGroundTurn 1 27698.47 31793.44 585.00
  27_bld Plate$NGNBGroundTaxi 1 27724.15 31741.01 450.00
  28_bld Plate$NGNBGroundTurn 1 27643.41 30968.73 675.00
  29_bld Plate$NGNBGroundTurn 1 27649.76 30982.27 630.00
  30_bld Plate$NGNBGroundTaxiLong 1 27670.52 30981.93 360.00
  31_bld Plate$NGNBGroundTaxiLong 1 27671.05 31182.18 360.00
  32_bld Plate$NGNBGroundTaxiLong 1 27670.42 31381.78 360.00
  33_bld Plate$NGNBGroundTaxi 1 27669.18 31659.10 360.00
  34_bld Plate$NGNBGroundTaxi 1 27708.98 31659.10 360.00
  35_bld Plate$NGNBGroundTurn 1 27670.24 31581.47 450.00
  36_bld Plate$NGNBGroundTurn 1 27675.94 31595.24 495.00
  37_bld Plate$NGNBGroundTaxi 1 27730.07 31620.40 360.00
[Bridge]
[House]

Last edited by Tolwyn; 02-04-2017 at 08:34 PM.
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  #16  
Old 02-05-2017, 08:29 AM
Jure_502 Jure_502 is offline
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Join Date: Mar 2009
Posts: 43
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Hi! I have an issue with U-2, engine sound is very weak at start and after ~60% power it disappears completely. In external view you can hear it very weakly but in cockpit complete silence.
Are there any sound files I can check, download and replace? I'm using Javier's sounds, can this be a problem? New 110's sounds are working, but flying U-2 in complete silence is frustrating.
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  #17  
Old 02-05-2017, 08:38 AM
Sita Sita is offline
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Posts: 943
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in no mod version with U2 sounds everything ok ...
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  #18  
Old 02-05-2017, 12:55 PM
Jure_502 Jure_502 is offline
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Quote:
Originally Posted by Sita View Post
in no mod version with U2 sounds everything ok ...
Problem solved, I deleted my files in my_presets and my_samples and now I can hear the engines clearly.
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  #19  
Old 02-06-2017, 11:41 PM
TomVolume4 TomVolume4 is offline
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Join Date: Jun 2010
Posts: 9
Default

Hi guys.

After patch installation all I get is the splash screen and then the game crashes to desktop.
Help please.
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  #20  
Old 02-07-2017, 10:01 PM
Tolwyn Tolwyn is offline
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Join Date: Apr 2010
Posts: 250
Default FMB Patrol Waypoints BUG

If you look towards the bottom of the first post in this thread:
http://forum.1cpublishing.eu/showpos...41&postcount=1

I have a discussion on the Patrol waypoint introduced in 4.11m.

Icons on the minimap, in COOP mode, will magically appear for the wrong army when the enemy hits their patrol waypoint.
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