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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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![]() Quote:
The ability to arrange and group objects and store them as one collective file would be a great time saver. For example a complete airfield, target area or a large bomber formation with waypoints. Timing is also a major issue in IL-2 mission building - trying to co-ordinate everything to arrive at the same point of time. It also looks like this problem has been addressed in the new FMB. Independent navigation without following waypoints would be another excellent option with voice command 'trigger points'. The 'scramble', 'idle', 'Script Spawn C' tick boxes in the 'Group properties' tab most likely answers 'FlatSpinMan's' question on taxi and take-off from dispersed positions. Anyway the main thing is that very thankfully Oleg has kept the FMB format basically the same, with some very exciting additions. Hopefully he will be able to give us all some more detail without giving too much away? DFLion |
#2
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beautiful update Mr Maddox.
with these few shots you demonstrate rather clearly the quantum leap forward you have achieved over the Il2 FMB. mission builders should be extremely giddy about these few 'maps' haha as to the the few who do not yet realize the importance of the features and capabilities of this new tool - just relax - the people who do understand it will be providing you with hours of incredibly imersive action with it, soon after SoW is released! be sure... I can see already how some of these features will benefit future SoW releases (Pacific Theater nudge nudge) so as to provide a far more seamless progression through all phases of WWII in the air.
__________________
"I'm afraid I'm not at liberty to discuss this" ![]() the Sandman... |
#3
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One word: "triggers"
Hurray! |
#4
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First of all, thanks for the weekly update. I'm not a mission builder, but i'm a mission flyer and the better the editor is, the more enjoyable the missions we get from our talented community members are going to be. So, thanks for improving the FMB for all of us.
With that being said, let me go on to a couple of specific points... Quote:
For example, a flight of fighters might be able of a 350mph airspeed but only for brief periods of time (like war emergency power settings), with their sustainable airspeed being much lower. Or, they might be unable to reach higher speeds until burning some fuel and getting lighter. Throwing the indicated-to-true airspeed conversions and ground speed calculations into the mix could get interesting, as they depend heavily on weather conditions (which are adjustable and also possible to dynamically change). So, in order to ensure a flight overflying a waypoint at a specified time the mission editor would have to: 1) Calculate the needed ground speed (GS). 2) Reference the GS value with the weather conditions set for the mission and extrapolate the corresponding IAS value the aircraft would need to fly. 3) Check the needed IAS value for the specified leg of the flightplan against the aircraft specifications and operating limits. I'm not a mission builder but this is very interesting, especially if you consider the possibility of some randomness in the way the weather evolves. For example if you have built a mission that relies on some closely orchestrated attacks and/or depends highly on keeping to the schedule, an occurence as simple as a change in wind direction and strength could make the mission goal very easy to achieve (ie, the flight reaches their target area with time to spare), dangerous or even totally unattainable. For instance think about this scenarion in a future add-on, due to strong head winds the train carrying the enemy generals has departed when the mosquitos reach the target area and now they have to split up and look for it by following the railway lines. Certainly not a welcome event when a quick "one pass and away" mission turns into having to prolong the amount of time you will be flying low inside enemy airspace. Quote:
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