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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.

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  #51  
Old 07-06-2011, 08:06 PM
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mazex mazex is offline
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Quote:
Originally Posted by Ze-Jamz View Post
I reckon a 200hp invalid chair would pi$$ all over the Porsche up untill about 70-80mph
He he, I have quite a lot of first hand experience with the Carrera GT (only 640hp though with straight pipes) and many cars beat it to 70. Not that many beat it on a track though - especially not a wheelchair A superpowered wheelchair would be like a Veyron. Fast straight ahead but what does that really matter as race tracks and reality is not made up of straights?
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  #52  
Old 07-07-2011, 05:05 AM
csThor csThor is offline
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Originally Posted by Seeker View Post
Only now that I've played with ROF's misson editor do I understand what 1C are trying to do with the FMB, because ROF's editor is designed for gamers to do something complex, and the FMB is for programmers to do something (they think) simple.
I've read the total opposite ... from someone who's very fit in the Il-2 FMB. Yes, the CloD FMB lacks a lot of documentation and has a bunch of issues but according to the guys from Desastersoft the RoF editor is giving the phrase "hell of a mess" a totally new meaning. Tom said they gave up on the idea of making missions for RoF a day after they purchased it. I think the original comment was "not worth a nervous breakdown".
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  #53  
Old 07-07-2011, 05:47 AM
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ZaltysZ ZaltysZ is offline
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RoF editor allows creation of scripted mission while working with high level components visually. Mission creation requires creation of mission graph: placing various elements (objects, triggers, etc.) and interconnecting them with links, whose are used for signaling and control flow. It is like those business flow charts.

Good side: it is easy to learn such scripting for people, who don't know much about programming. Bad side: it is very hard to read such "scripts" when mission gets big - you get a mess of overlapping lines and symbols.

If someone is into creating very complex missions (i.e. with thousands of elements) for RoF, it is good idea to write a wrapper in preferred programming language and generate RoF missions by code. Visual design is good thing, but only when you can see what you want.
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  #54  
Old 07-07-2011, 06:28 AM
Phazon Phazon is offline
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Originally Posted by 150GCT_Veltro View Post
Here what's going on.
Thanks for posting that Veltro. Glad he is still there for 777 for new aircraft sounds at least. I am happy he is with the Cliffs of Dover team now though, it will feel like a completely different sim when the new sound system and sound samples are implemented.

Last edited by Phazon; 07-07-2011 at 06:35 AM.
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  #55  
Old 07-07-2011, 08:29 AM
159th_Jester 159th_Jester is offline
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The ROF editor is one of the most initially intimidating pieces of software I've ever seen!

It's very flexible once you've mastered the basics, but as mentioned , it can become very confusing in a complex mission (especially where a lot of action takes place in a small area). I've made a couple of missions with it and find that the easiest (and sometimes only) way to do it without causing yourself to have the already mentioned nervous breakdown, is to create each element of the mission seperately then copy and paste the individual elements into the complete mission file.

Even so, the final stages of linking all those seperate elements together can be time consuming and frustrating if something goes wrong. Rolling saves are a definite must!
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