Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > FMB, Mission & Campaign builder Discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 05-10-2011, 10:55 PM
Pluto Pluto is offline
Approved Member
 
Join Date: Oct 2010
Posts: 268
Smile

... thanks for your help.


There is another thing - I put in some searchligts (flak) and turned the time to 22:00 hours. You have a beautiful night but the searchlights dont go on when enemy planes are arround. Nowhere is written how to set those so that they flash up at night. As the editor is quite extensive (once everything in it works) there should be a more detailed kind of read-me or explanation of any kind on how to use everything, for those who take a bit longer to find out, no ?

Last edited by Pluto; 05-10-2011 at 10:58 PM.
Reply With Quote
  #2  
Old 05-11-2011, 12:08 AM
Sokol1's Avatar
Sokol1 Sokol1 is offline
Approved Member
 
Join Date: Oct 2007
Posts: 727
Default

Pluto,

To Searchlight work they need power, so put one Generator near - Searchlight need stay into generator circle. If Generator is "killed" Searchlight is turn off.

If you look in quick mission "German Attack Bridges" you see a train whit a Bofors (stand alone version) over a open wagon.

If you open this mission in FMB and look in 3D mode you dont see the Bofors over wagon, but when play the mission, they are.

Probable some trick do manually editing files.

In .mis file you see "train name" /tow stationary...

So you can put Bofors over Tanker Ship - I just don know how

Sokol1
Reply With Quote
  #3  
Old 05-11-2011, 01:34 AM
KDN KDN is offline
Approved Member
 
Join Date: Sep 2010
Posts: 114
Default

You can put any AAA on the Stationary ships (or any object for that matter) by typing in their property Z axis box the proper height. You need to play a little to get it just right and use the 3D mode to move them to exact position. For the bow position the height is around 9.0 m and the for the stern on around 8.5 m. Depending on the type of the gun you need to play a few 10th of a meter.

Also they the guns will show up on single mission setups but on multiplayer the height is not read yet, so the AA will be in the hull of those ships.

The moving ships have a different property parameter to set AA on deck
Reply With Quote
  #4  
Old 05-11-2011, 08:29 AM
Pluto Pluto is offline
Approved Member
 
Join Date: Oct 2010
Posts: 268
Smile

AHA !!! - so I need a genarator besides the searchlights to make them work !

Did you find that out by "try and error method" ? Because I could not find anything where it is written to do it that way.
Good hint also for the AA guns on trains.

Anyway, great Info that helps a lot in this case !
So I will be able to make some nightmissions.

Thanks a lot for your support folks !


PS: did you see the buildings at night, you can see lights through the windows. With a snowy landscape it must feel like christmas, although according to black-out orders you would have the police comming for a visit if you light your house so brightly at night during the war, hehe,...
Reply With Quote
  #5  
Old 05-11-2011, 11:48 AM
ATAG_Bliss ATAG_Bliss is offline
Approved Member
 
Join Date: Mar 2010
Posts: 1,156
Default

Quote:
Originally Posted by Pluto View Post
AHA !!! - so I need a genarator besides the searchlights to make them work !

Did you find that out by "try and error method" ? Because I could not find anything where it is written to do it that way.
Good hint also for the AA guns on trains.

Anyway, great Info that helps a lot in this case !
So I will be able to make some nightmissions.

Thanks a lot for your support folks !


PS: did you see the buildings at night, you can see lights through the windows. With a snowy landscape it must feel like christmas, although according to black-out orders you would have the police comming for a visit if you light your house so brightly at night during the war, hehe,...
Hi Pluto,

I don't know exactly how it works yet, but this is where it was discussed back in 2008: http://forum.1cpublishing.eu/showpos...0&postcount=11


Quote:
Oleg Maddox wrote:

Hi,


You may see again some very interesting details.
Modeling of AAA in our new simulator means following (for example):
Say, if the electricity generator of search light will be destroyed, then the search light wouldn’t work… then the effectiveness of anti aircraft guns also wouldn't be good.
We are developing the simulation of ground AAA support in all areas, including radars, High Command, etc. It will work as a system: damage of one will have result in other.
Also would remind that British and German radar systems will have different purpose as it was in reality.

















PS. The ground surface is viewer’s surface and has nothing common with the ground surface of sim
Edit: to show pictures (might help with object placement)
__________________

ATAG Forums + Stats

Last edited by ATAG_Bliss; 05-11-2011 at 11:57 AM.
Reply With Quote
  #6  
Old 05-11-2011, 03:14 PM
Ali Fish
Guest
 
Posts: n/a
Default

there is a function to add objects together in the FMB menu,s Does this play a part in directly attaching a generator to a search light system ? or is it the radius association u can make that dictates the positiong of objects that work together. ? and....what else can it do ?

Last edited by Ali Fish; 05-11-2011 at 03:18 PM.
Reply With Quote
  #7  
Old 05-11-2011, 10:27 PM
Pluto Pluto is offline
Approved Member
 
Join Date: Oct 2010
Posts: 268
Default

...thanks Bliss for those nice pictures.
I have tried and put different generators near the searchlights, the small ones and the big ones.
But none of them seems to activate the searchlights when enemy planes aproach.
I also have tried the set function where you get a green string on your cursor with that bullseye at the end, but you cant position it anywhere. Maybe I have missed something? Well I keep on trying, ...


Reply With Quote
  #8  
Old 05-11-2011, 02:50 AM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

Quote:
Originally Posted by Sokol1 View Post
To Searchlight work they need power, so put one Generator near - Searchlight need stay into generator circle. If Generator is "killed" Searchlight is turn off.
Additional you need a Airdefence AI, so your Searchlight will get active if enemy planes are near.
Sample Mission added.
Attached Files
File Type: zip searclights_01.zip (749 Bytes, 61 views)
Reply With Quote
  #9  
Old 05-11-2011, 07:45 AM
MadTommy MadTommy is offline
Approved Member
 
Join Date: Jan 2011
Posts: 493
Default

Keep these example coming very useful..thanks.

Regrading the OP.. it's funny how people see it different. Never playing IL2, when i loaded up the FMB and went thought the objects i was amazed how many there were, i was impressed. I agree, i was surprised by the lack of ships, but overall there are tons of objects that can be added to missions. I just wish there was some guide...
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:39 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.