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#1
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@Ataros
It not work in FMB you must edit the mis file manually, then they stay on the moving ship. See the mission i've attached. |
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#2
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Quote:
0_Chief Ship.Tanker_Medium1 gb /sleep 0/skill 2/slowfire 1 /tow00_00 0_Static /tow00_01 1_Static 1_Chief Ship.Tanker_Medium1 gb /sleep 0/skill 2/slowfire 1 /tow00_00 2_Static /tow00_01 3_Static 2_Chief Ship.Tanker_Medium1 de /sleep 0/skill 2/slowfire 1 /tow00_00 4_Static /tow00_01 5_Static 3_Chief Ship.Tanker_Medium1 de /sleep 0/skill 2/slowfire 1 /tow00_00 6_Static /tow00_01 7_Static Do you know by chance if I can arm blue tankers with Bofors just to give both sides the same weapons? |
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#3
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Yes and Yes the bofors should work for germans also.
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#4
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Thanks a lot again. Integrating into my mission for Repka.
Do you know what these parameters mean and how they influence gunnery? /skill 2 /slowfire 1 And /sleep 0 is probably a spawn delay in seconds? Last edited by Ataros; 05-16-2011 at 08:12 AM. |
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#5
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/skill 2 AI-Level of Ship also influence on AAA acuracy, i think.
/slowfire 1 rate of fire /sleep 0 How long it takes before AAA gets active. |
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#6
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Quote:
I am working on a mission fixing various bugs almost every day and just can not try everything by hand ) Installed 2 AA guns onto a tanker with help of your instructions. Works great! Unfortunately after editing the mission in editor again it reverts to default 1 gun. Did you notice this issue? I have to re-edit my mission many times. Do you think it can be done without loosing the 2nd gun? |
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#7
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Yes this is a problem the FMB overrides the second gunposition.
May be we can create a little mis-file, only with tankers and then load this file into the main mission. So we need only this file to be manual editing. Will make some tests. Quote:
0.5 – half of historical correct reloading time (guns firing twice as normal) 1 – normal 100 – slowest possible rate of fire skill i think its the same as in IL-2 (1946) 0=Beginner ... 3=Ace But i will make some tests to figure it out. Last edited by FG28_Kodiak; 05-17-2011 at 01:15 AM. |
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