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 05-12-2011, 12:04 PM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

@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.
Attached Files
File Type: zip ShipWithAAA.zip (725 Bytes, 37 views)
Reply With Quote
  #2  
Old 05-12-2011, 12:31 PM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Quote:
Originally Posted by FG28_Kodiak View Post
@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.
Tnx a lot! If I have 2 tankers per side it would be as follows?

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?
Reply With Quote
  #3  
Old 05-12-2011, 12:49 PM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

Yes and Yes the bofors should work for germans also.
Reply With Quote
  #4  
Old 05-16-2011, 08:02 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Quote:
Originally Posted by FG28_Kodiak View Post
Yes and Yes the bofors should work for germans also.
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.
Reply With Quote
  #5  
Old 05-16-2011, 08:43 AM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

/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.
Reply With Quote
  #6  
Old 05-16-2011, 11:12 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Quote:
Originally Posted by FG28_Kodiak View Post
/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.
What I would like to find out is what are the boundaries for these parameters, e.g. can /skill 10 be used or does /slowfire 3 reduce or increase ROF (found out that 0.5 is minimum value for this). Do you have this info by chance?
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?
Reply With Quote
  #7  
Old 05-16-2011, 10:22 PM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

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:
What I would like to find out is what are the boundaries for these parameters, e.g. can /skill 10 be used or does /slowfire 3 reduce or increase ROF (found out that 0.5 is minimum value for this). Do you have this info by chance?
I am working on a mission fixing various bugs almost every day and just can not try everything by hand )
For slowfire i think it is the same as in IL-2 (1946)
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.
Reply With Quote
Reply


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 04:52 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.