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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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Old 03-25-2012, 03:25 PM
csThor csThor is offline
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Join Date: Oct 2007
Location: somewhere in Germany
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The problem as I see it is simply that the CloD-FMB is both far more powerful and flexible in what it can achieve but also much more limiting when it comes to who can actually make use of its features. Building a basic mission is no more difficult in CloD than it was in Il-2:1946. But building a mission that really utilizes the possibilities CloD offers is infinitely more complex and requires to be fluid in C#, which is why few people have bothered with the FMB so far (myself included).
And before our coding gurus chime in an point me at the FMB sub-board here I want to insert that copying lines of code without a basic understanding of what they exactly do is not something I am comfortable with. Not to mention that my complete lack of understanding of C# would make troubleshooting a pretty aggravating experience (we germans have a nice phrase for that: "Stille Post" ). And to make matters even worse I have pretty high standards for missions, sometimes even bordering on "cinematic" (or should that be "pedantic"? ). For me it's not done with copying a bit of code and everything works. I may be overdramatizing things but I don't limit scripting to the aircraft part so I guess making ground objects move at a certain point, artillery beginning to shell an area or maybe even initiating a retreat are all things I (with my utter lack of knowledge) would say are jobs for a script. With missions this complex do you really think just copying some strings from the board is going to make this work? I don't think so ...
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