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You use a stationary ship object to generate coordinates for the ship route and then cut and paste text to convert the stationary objects to a moving ship.
Step 1 - You need to know the correct format for the ships you intend to use so load a map with open sea and create a mission using each ship which you will want. Plot two waypoints for each ship and save the mission. In the [Chiefs] section of the *.mis file you will find the text you will need. For may example with two gunboats: Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 [0_Chief_Road] 90579.69 88397.05 120.00 0 2 8.333333969116211 94456.00 88430.18 120.00 [1_Chief_Road] 90132.42 88363.92 120.00 0 2 8.333333969116211 94074.99 88397.05 120.00 Code:
[NStationary] 0_Static ships.Ship$G5 1 15716.96 38834.82 360.00 0.0 0 2 1.0 1_Static ships.Ship$G5 1 16157.25 38508.16 360.00 0.0 0 2 1.0 2_Static ships.Ship$G5 1 16973.91 37924.54 360.00 0.0 0 2 1.0 3_Static ships.Ship$G5 1 17456.81 37350.63 360.00 0.0 0 2 1.0 4_Static ships.Ship$G5 1 17549.12 37180.20 360.00 0.0 0 2 1.0 5_Static ships.Ship$G5 1 17546.43 36823.04 360.00 0.0 0 2 1.0 6_Static ships.Ship$G5 1 17642.13 36729.56 360.00 0.0 0 2 1.0 7_Static ships.Ship$G5 1 17860.25 36722.88 360.00 0.0 0 2 1.0 8_Static ships.Ship$G5 1 19785.79 36720.41 360.00 0.0 0 2 1.0 9_Static ships.Ship$G5 1 28848.74 36718.71 360.00 0.0 0 2 1.0 10_Static ships.Ship$G5 1 29288.04 36873.40 360.00 0.0 0 2 1.0 11_Static ships.Ship$G5 1 29313.46 36957.68 360.00 0.0 0 2 1.0 12_Static ships.Ship$G5 1 29306.77 37417.53 360.00 0.0 0 2 1.0 Now paste in the code you previously saved for the moving ships: Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 [0_Chief_Road] 90579.69 88397.05 120.00 0 2 8.333333969116211 94456.00 88430.18 120.00 [1_Chief_Road] 90132.42 88363.92 120.00 0 2 8.333333969116211 94074.99 88397.05 120.00 [NStationary] 0_Static ships.Ship$G5 1 15716.96 38834.82 360.00 0.0 0 2 1.0 1_Static ships.Ship$G5 1 16157.25 38508.16 360.00 0.0 0 2 1.0 2_Static ships.Ship$G5 1 16973.91 37924.54 360.00 0.0 0 2 1.0 3_Static ships.Ship$G5 1 17456.81 37350.63 360.00 0.0 0 2 1.0 4_Static ships.Ship$G5 1 17549.12 37180.20 360.00 0.0 0 2 1.0 5_Static ships.Ship$G5 1 17546.43 36823.04 360.00 0.0 0 2 1.0 6_Static ships.Ship$G5 1 17642.13 36729.56 360.00 0.0 0 2 1.0 7_Static ships.Ship$G5 1 17860.25 36722.88 360.00 0.0 0 2 1.0 8_Static ships.Ship$G5 1 19785.79 36720.41 360.00 0.0 0 2 1.0 9_Static ships.Ship$G5 1 28848.74 36718.71 360.00 0.0 0 2 1.0 10_Static ships.Ship$G5 1 29288.04 36873.40 360.00 0.0 0 2 1.0 11_Static ships.Ship$G5 1 29313.46 36957.68 360.00 0.0 0 2 1.0 12_Static ships.Ship$G5 1 29306.77 37417.53 360.00 0.0 0 2 1.0 Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 [0_Chief_Road] 15716.96 38834.82 360.00 0 2 8.333333969116211 16157.25 38508.16 360.00 0 2 8.333333969116211 16973.91 37924.54 360.00 0 2 8.333333969116211 17456.81 37350.63 360.00 0 2 8.333333969116211 17549.12 37180.20 360.00 0 2 8.333333969116211 17546.43 36823.04 360.00 0 2 8.333333969116211 17642.13 36729.56 360.00 0 2 8.333333969116211 17860.25 36722.88 360.00 0 2 8.333333969116211 19785.79 36720.41 360.00 0 2 8.333333969116211 28848.74 36718.71 360.00 0 2 8.333333969116211 29288.04 36873.40 360.00 0 2 8.333333969116211 29313.46 36957.68 360.00 0 2 8.333333969116211 29306.77 37417.53 360.00 [1_Chief_Road] 15616.96 38934.82 360.00 0 2 8.333333969116211 16057.25 38608.16 360.00 0 2 8.333333969116211 16923.91 37954.54 360.00 0 2 8.333333969116211 17456.81 37350.63 360.00 0 2 8.333333969116211 17549.12 37180.20 360.00 0 2 8.333333969116211 17546.43 36823.04 360.00 0 2 8.333333969116211 17642.13 36729.56 360.00 0 2 8.333333969116211 17860.25 36722.88 360.00 0 2 8.333333969116211 19785.79 36720.41 360.00 0 2 8.333333969116211 28848.74 36718.71 360.00 0 2 8.333333969116211 29288.04 36873.40 360.00 0 2 8.333333969116211 29313.46 36957.68 360.00 0 2 8.333333969116211 29306.77 37317.53 360.00 [NStationary] [Buildings] [StaticCamera] 16331 39044 100 16862 38766 100 17279 38390 100 20849 36400 100 24940 37423 100 29170 36292 100 [Bridge] [House] To try it out create any mission on the NW Europe map and paste my final text into the [Chief] section. You will see the boats if you use the static cameras. Last edited by Asheshouse; 11-06-2011 at 07:34 PM. |
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Great !!! Thanx Will these waypoints dissappear again once I open the mission in FMB, in case I want to edit something else? |
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No. They do not disappear, but you cannot select or edit them in FMB.
The rest of the objects can be edited normally. Ashe |
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Asheshouse, since you are the inventor of that trick (hats off to you) and you know inside out how it works, maybe you could upload some map templates with river traffic?
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#5
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Ashe |
#6
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Here is another function which the game engine can handle but the FMB does not. Switching trains across sidings. Again you can do this by manually editing the *.mis file. Train scheduling is fun
![]() ![]() The scene is in the central dock area of the NW Europe map. Here is some text to paste into a mis file to enable the scene. You also need to set up a static camera. Three trains are running on the same track, but each train is switched to a siding to enable them all to enter the unloading area. Similar system could be used to allow trains to pass each other where there is a passing loop at an intermediate train station. Code:
[Chiefs] 0_Chief Ships.MO4 1 0 2 1.0 1_Chief Ships.MO4 1 0 2 1.0 2_Chief Trains.USSR_CargoTrain/AA 1 3_Chief Trains.USSR_CargoTrain 1 4_Chief Trains.USSR_CargoTrain 1 [0_Chief_Road] 15716.96 38834.82 360.00 0 2 8.333333969116211 16157.25 38508.16 360.00 0 2 8.333333969116211 16973.91 37924.54 360.00 0 2 8.333333969116211 17456.81 37350.63 360.00 0 2 8.333333969116211 17549.12 37180.20 360.00 0 2 8.333333969116211 17546.43 36823.04 360.00 0 2 8.333333969116211 17642.13 36729.56 360.00 0 2 8.333333969116211 17860.25 36722.88 360.00 0 2 8.333333969116211 19785.79 36720.41 360.00 0 2 8.333333969116211 28848.74 36718.71 360.00 0 2 8.333333969116211 29288.04 36873.40 360.00 0 2 8.333333969116211 29313.46 36957.68 360.00 0 2 8.333333969116211 29306.77 37417.53 360.00 [1_Chief_Road] 15616.96 38934.82 360.00 0 2 8.333333969116211 16057.25 38608.16 360.00 0 2 8.333333969116211 16923.91 37954.54 360.00 0 2 8.333333969116211 17456.81 37350.63 360.00 0 2 8.333333969116211 17549.12 37180.20 360.00 0 2 8.333333969116211 17546.43 36823.04 360.00 0 2 8.333333969116211 17642.13 36729.56 360.00 0 2 8.333333969116211 17860.25 36722.88 360.00 0 2 8.333333969116211 19785.79 36720.41 360.00 0 2 8.333333969116211 28848.74 36718.71 360.00 0 2 8.333333969116211 29288.04 36873.40 360.00 0 2 8.333333969116211 29313.46 36957.68 360.00 0 2 8.333333969116211 29306.77 37317.53 360.00 [2_Chief_Road] 30700.00 39900.00 20.00 0 3 5.555555820465088 29100.00 38300.00 20.00 29100.00 37735.00 20.00 29095.00 37720.00 20.00 29095.00 37100.00 20.00 [3_Chief_Road] 31300.00 40500.00 20.00 0 3 5.555555820465088 29100.00 38300.00 20.00 29100.00 37100.00 20.00 [4_Chief_Road] 31700.00 40900.00 20.00 0 3 5.555555820465088 29100.00 38300.00 20.00 29100.00 37365.00 20.00 29105.00 37350.00 20.00 29105.00 37338.00 20.00 29110.00 37323.00 20.00 29110.00 37210.00 20.00 Unlike ship waypoints, if you load this back into FMB the manual edits will be lost. FMB will just read the first two waypoints ignore the rest, so keep a backup of the train text. Ashe Last edited by Asheshouse; 11-07-2011 at 03:57 PM. |
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Hey Ashe, in the ,,Big E'' campaign available at M4T, creator makes some flights of planes which don't take off or do it with delay, something like triggers, but it's just a trick, not game feature. Do you know how to do this? It'd be very useful to make some missions with i.e. realistic airfield strafing.
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#8
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Something that would be useful for a future patch would be "templates" which allow mission builders using the FMB to do the various cool things described by Asheshouse and others. For example: Ships and boats navigating fjords, harbors, canals and rivers. Conveys zig-zagging in a realistic way. Trains switching tracks in train yards. Planes taxiing on runways. Tank companies advancing or retreating in historically correct fashion (i.e., in "line abreast" or by "bounds" with one tank in each pair providing an overwatch for the other). Of course, if the templates get too complex, it might be simpler to just fix the FMB. |
#9
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Windsock: A simple version of this exists as a mod, in that there are windsocks modeled at different levels of "fullness". A simple windsock which automatically displays the correct model in the right direction based on wind speed and direction probably wouldn't be that hard, but would require some coding. A truly "dynamic" windsock which reacts to variable wind speed and direction would be a lot of work for not much gain.
Available in the stock game for all of the flyable planes, but I'm not sure if they're affected by airspeed. Might be under development for the 4.11 or future patch. I'd like to see more variability in bomb spread, at least for medium and high altitude bombing. Right now, it is possible to "put a bomb in a pickle barrel from 20,000 feet". In real life, things like variable air density, variable wind speed and direction, vibration and imprecise altimeters meant that bomb accuracy was a lot lower, even under ideal bombing conditions. A simple randomization function for every X meters that bombs fall would be a good, simple fix. Quote:
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Currently, there's no command which will allow you to ask various other planes to repeat their message or update their status or than repeating the same order. Getting fancier with the crew intercom voices or adding new gunner/crew commands would require a lot of new programming, as well as a serious reworking of the voice packs. Consider all the pertinent messages the various crewmen on a B-17 or Pe-8 might give during a mission! Even worse, think of all the commands the crew might give if they were to coordinate gunnery! Consider just this command: "Nose here. Incoming bandit, 1 o'clock high. Tailgunner, get him as he passes." That's 7 different routines the AI has to figure and 7 different phrases the voice-pack has to parse. Multiply that by 11-13 for the crew of a heavy bomber and you've got literally thousands of different permutations! That's the reason the game's called "IL-2 Sturmovik, not "B-17 Flying Fortress"! Some cool ideas there. But, most players don't care about any plane that doesn't have guns or bombs on it. Points for Recce: Points for flying over a map point can currently be implemented in FMB for passing over a waypoint as a mission objective. But, it would be nice if the FMB could assign different values for doing so (other than just putting a bunch of mission objective waypoints really close together). Taking Pictures: Currently you can take pictures of the ground in IL2 with a single press of a button. That button is called PrtScn! ![]() While TD is at, perhaps they could add a gun camera view - black and white camera offset from the cockpit, with blur effects when the guns fire or the plane pulls gs! Point Values for Infrastructure: A simple way to give "value" to ground objects would be "point markers" for 10, 20, 25, 50, 100, etc. points which FMB users could place under infrastructure targets. They'd be as hard to destroy as unarmored vehicles or armored vehicles and could also trigger various effects like smoke, fires or explosions of various sizes. Currently, the only way to do this in the FMB is to put a vehicle (or multiple vehicles) within an infrastructure target. Ground Killed Planes: Planes destroyed on the ground were, paradoxically, always counted as being less valuable than air-to-air kills, even though they were often harder to achieve. So, the 20-30 points for a ground kill vs. 100 for an air kill is sort of realistic. Anyhow, static aircraft are way too easy to kill. Sharing Kills: Point sharing for any sort of "kill" is on everyone's wish list. Figure out how to implement it and "vulching" will be a thing of the past. Figure out how to implement it so that it's historically accurate for each air force and you're a coding genius! Unrealistic Torpedo Bomber Behavior: Going for small ships you can take out with one bomb/torpedo is a potentially historically valid choice. Fatal damage to a ship wasn't always obvious, since fire or flooding could take hours or even days to kill a ship. Pilots in subsequent attack waves might see the main target(s) all on fire and "sinking" because they were down at the bow or stern, and decide to take out undamaged ships instead. Cautious/ cowardly pilots might be deterred by intense AA from a capital ship and decide to take out something less well armed. Small Bomber Formations: Small formations are already available as a coop option. Just have the server admin specify that bombers only fly as flights, and that human players should choose the lead bomber if they want to be flight leader. If you want to be sneaky about letting other players know which plane you're in, don't fly lead. For dogfight servers, flying solo is the name of the game. Get some friends who also want to fly bombers, have them spawn when you do and form up once you're in the air. What would be nice would be mechanisms for players to take over command of a flight if lead AI planes are shot down or turn back. It would also be nice if the lead bomber had the option of commanding the other planes in his flight/squadron/group to drop bombs on his command. Incentives for Escorts: Incentives for escorts bringing the bombers back are already available in some online campaigns, and the admin of a well-run coop server can make escorting bombers worth your while in subsequent missions. Complaining about lack of teamwork on a dogfight server is futile. People and Animals as Targets: Troop concentrations, cavalry, horse-drawn vehicles and livestock are all available as mods. They look a bit funny when they move, but they're otherwise beautiful. The problem is that adding human or animal targets to the game would alter IL2's ESRB rating, so they cannot be added to any official patch. Fuel Tanks: Fuel tank switching, fuel shut-offs and manual fuel pumps would require massive recoding of the game. Currently, all fuel tanks drain at an equal rate. Load balancing if fuel tanks drain at a different rate, figuring out flow rates for pumps, recalculating performance based on differential fuel use/loss, figuring out damage to fuel pumps/shutoffs, and so forth would be a massive headache. Fires: Fire progression is also poorly modeled. Sometimes small fires (black smoke) takes unrealistically long to progress to full fires, sometimes a full fire will burn for hours without spreading or damaging adjacent structures. Sometimes an empty fuel tank will continue to burn (remember, all tanks on the plane drain equally, so it's actually burning the fuel in all your other tanks). Also, there's only two different sizes of fire: "small" and "large." But, some features of fires are very well modeled. At times, if you use fire extinguishers or dive hard from a high altitude, fires will go out. Sometimes they will restart. LSO: An LSO would be a nice feature, but it would require a lot of modeling and coding for relatively little gain. Although it is possible to place objects on a carrier deck, creating an animated figure which would respond to your plane's actions would be a lot more work. Currently, very few objects in IL2 are animated, or can be animated. (Notice all those stiff, board-like flags on ships in IL2?) Anyhow, not all nations used LSOs, some just used glide slope indicators or lights which indicated whether you were cleared to land or not. Carrier Catapults: Carrier catapults have been successfully implemented as a mod. Basically, you give the plane a short-lived emergency boost or RATO which simulates catapult take-off (but without all the steam coming from the deck). Catapult Rails: Catapults from launch rails are trickier, since I think that the game interprets contact between the launch rail and the plane as a collision, and I think that the game might have trouble figuring out how to launch a plane at a non-parallel angle to the ship. A workaround might be some kind of modified "air start" where the plane has the ability to hold station at some angle with respect to the ship, and actually launches a foot or so above the end of the launch rail. Alternately, catapult rail launch might work from a stationary ship as long as you define the plane as "air starting" a foot/meter or so above the launch rail. Anyhow, possibly workable, but lots of work for not a whole lot of gain. Consider, there are currently only three planes in the game which were catapulted from rails: Ar-196, Hurricane & MBR-2. Only one is flyable in the stock game. Water Geysers: More typically, water geysers represented undershooting the target. Guns big enough to cause explosive effects will damage targets near enough to be hit by them, which is the same as getting hit by a column of water. The big problem is that there are only two sizes of water geysers in the game: small arms and bombs. Big guns or big bombs should produce bigger geysers. Aircraft Fragments Causing Damage: Big enough airplane parts already do cause damage if you hit them. Aircraft Fragments Falling Apart: Rarely happens, usually when there's an explosion just as the plane starts to fall apart. Could possibly be dealt with using coding, but then the game would have to keep track of each falling object rather than just one. Lots of work for little more than eye candy. Self Shadowing: Probably doable, but: Huge increase in frame rates. Potentially lots of coding. Mostly eye candy. Might conflict with CloD "do not compete" agreement. Exhaust Flames: Realistic exhaust flames tied to engine RPM/fuel mixture and start-up procedure have been available as mods for quite a while, although not for all planes. My ignorant guess is that DT will address the issue if they ever tackle night fighting/night bombing ops. Of course, most planes designed for night fighting had exhaust dampers. Fuel Grades: Another wish list favorite, right up there with APIT 0.50 caliber loadouts for U.S. fighters and dynamic weather. Easily modeled by giving planes that had the capacity to use 100 or 120 octane fuel their own flight model, but that doubles or triples the number of FM "slots" required. Might be better handled by new coding. Opens up a whole can of worms over low octane/high octane FM performance. Realistic System Reliability: Modeling realistic systems failure - instruments, fuel, oil and hydraulic lines and pumps, controls, etc. - would be a massive coding job. Realistic engine reliability is a small step towards modeling this. Realistic damage to airframe and control surfaces due to overspeed and g-forces is nicely modeled in the current game. Guns sometimes jam on their own, especially at high g's, although jamming could be better simulated when shooting at high altitude (guns iced up or lubricant froze) or when shooting inverted (some guns were more prone to jam if you did this). Cloud Types: One step towards another usual wish list suspect: dynamic weather. High cloud types (i.e., the wispy cirrostratus clouds you see far above you even at high altitude) would be the least of it. Mods which allow moving clouds, multiple cloud layers, colors and thickness have shown it's possible, but they're still very crude. Wake Turbulence: Available as a mod. Nice little effect. Relatively easy to implement, although I'm not sure that the mod can tell the difference between the sort of turbulence the engines of a B-29 would produce and those produced by the engine of the Fi-156! Reloading Drums: Reloading any ammo would be welcome, since many guns were fed from ammo drums/boxes which could be reloaded. Currently, IL2 treats all flexible/turret gun ammo as one big belt. At the very least, there should be a feature which tells the game that one belt/box is out, making the gun shot shooting for X number of seconds before it can shoot again. Coding ammo drums/boxes vanishing would be a nice touch. Many planes for Pacific Fighters were rushed. Flyable He-111 was later work. The attention to detail shows! IL-4, Pe-2 periscope: Other than being cool eye candy, what would this get you? Currently the game gives you an option of external views which sort of simulate periscopes. Beaufighter Observer/Gunner: Would be welcome. It's strange that the stock Beau doesn't have a gunner. IL2 Field Mod Gunner Position: Do you really want to simulate the world's worst job? Would require creating rear gun cockpit and there might not be sufficient references to do so. Mosquito Mk IV: DT has said they plan to make cockpits for a lot for current planes to make them flyable. Perhaps this one will be on their short list. G4M2: Probably easy enough to rework cockpits for this one. Increased loadouts would be easy to do. Experimental belly pack full of explosives, intended for kamikazes, would be a nice addition. Su-2: I think that a cockpit is in the works for this one. Beaufighter Mk.X: Available as mod. Easily added. I-16 type 24 4MG: Easily added as new weapon loadout option. R-10: Possibly a cockpit in the works for this one. Ki 51, Ki-30 or Ki-15: I think that at least one of these is in the works by an independent mod team.[/QUOTE] |
#10
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I vote for more AI-only reconnaissance aircraft - they make great targets
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