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  #1  
Old 07-04-2013, 06:54 AM
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wheelsup_cavu wheelsup_cavu is offline
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Quote:
Originally Posted by ejgr.ost_caspar View Post
hehe! "buzz"


edit: Ahhh, i start to think, he is talking about qmb. Sorry, the quick missions are based on templates, which brings its restrictions and reduces the choises to a minimum. Thats the reason, why there is a fmb.
Quote:
Originally Posted by bearcat View Post
precisely what i am referring to... ! Thanks... Too bad.. Are you sure it is not doable for individual ac in a flight.. We can set the flight ai.. Maybe this can be extended to the individual plane in a flight level.. If not so be it.... But between you guys and the modders some amazing things have happened in this sim over the past 5 years.. Things we only dreamed about in 2005.. So perhaps....
It could definitely be done with the QMB since the skill level is just another line in the .mis file. It would require adding another dialogue box in the QMB Gui that worked with each individual plane, just like skins for the plane and pilot work now.

[ja0101]
Planes 3
OnlyAI 1
Skill0 2 <-------- Plane 1 Skill Level (Veteran - 2)
Skill1 1 <-------- Plane 2 Skill Level (Average - 1)
Skill2 3 <-------- Plane 3 Skill Level (Ace - 3)
Skill3 0 <-------- Plane 4 Skill Level (Rookie - 0)

If we did get this feature another thing I would like to see done with it is to incorporate a Random feature for you to pick too. In the Gui you would see this for a dropdown list.

Rookie
Average
Veteran
Ace
Random
The Random feature could be a straight 25% for each of the 4 options (Ace, Veteran, Average, & Rookie) or it could be truly random depending on the programming difficulty.


I understand what needs to be done but I definitely don't have the technical ability to accomplish it.


Wheels

Edit:
I rearranged the skill level order in the above part of the post to match how the list order is currently presented on the main QMB Page.
If an individual skill level for each pilot was to be implemented the individual skill level would need to be set up in the "Advanced Setup" section of the QMB.

The was the original list for this post but it doesn't match what currently exists in the QMB which could create confusion for the player.
Ace
Veteran
Average
Rookie
Random*
(The Random option is my "Wish" addition for the list since it is not available at this time.)

Last edited by wheelsup_cavu; 07-04-2013 at 04:20 PM.
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  #2  
Old 07-04-2013, 03:33 PM
Bearcat Bearcat is offline
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I have come to the point where I just don't think there is much that these guys can't do at this point and looking at what you posted and at the .mis file for one of my 4 vs 4 QMs..

Quote:
[states]
head (altitude=3000,cldheight=2000,defence=0,map=Crimea ,noneTARGET=0,our=true,pos=0,scramble=false,situat ion=0,target=0,timeH=15,timeM=0,weather=0)
wing0 (fuel=25,noseart=[4,,,,],numberOn=[4,false,false,false,false],pilot=[4,99thBCflightsuit.bmp,Ashby_Tuskegee.bmp,Collins_ Tuskegee.bmp,Ashby_Tuskegee.bmp],plane=P-51B-NA,planes=4,regiment=r01,skill=3,skin=[4,"Virginia B.bmp",ApacheII.bmp,AliceJo.bmp,InatheMaconBelle.b mp],weapon=default)
wing1 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,Bowman_Tuskegee.bmp,Collins_Tuskegee.bmp,Davis_T uskegee.bmp,Roberts_Tuskegee.bmp],plane=A-20G,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing2 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,Archer_Tuskegee.bmp,Pruitt_Tuskegee.bmp,Williams _Tuskegee.bmp,Smith_Tuskegee.bmp],plane=A-20G,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing3 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,Davis_Tuskegee.bmp,Hall_Tuskegee.bmp,Smith_Tuske gee.bmp,Robinson_Tuskegee.bmp],plane=A-20G,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing4 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing5 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing6 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing7 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=r01,skill=1,skin=[4,,,,],weapon=default)
wing8 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=Bf-109G-6,planes=4,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing9 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20G,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing10 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20G,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing11 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20G,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing12 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing13 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing14 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
wing15 (fuel=100,noseart=[4,,,,],numberOn=[4,true,true,true,true],pilot=[4,,,,],plane=A-20DB7,planes=0,regiment=g01,skill=1,skin=[4,,,,],weapon=default)
I bet they could find a way to do that in the QMB.. It would be nice too because you would still have the expanded AI capabilities in the FMB that Caspar mentioned. By the way Caspar .. I looked in the FMB to see what these expanded AI characteristics were and could not find them there.. All I saw was the usual Rook,Average,Vet,Ace .. am I missing something?
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  #3  
Old 07-04-2013, 04:31 PM
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wheelsup_cavu wheelsup_cavu is offline
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That's not a .mis file but it is what is used to generate the QMB missions that you have saved. Since the QMB doesn't actually generate a .mis file each time you fly there might be a problem getting the system to recognise individual slill levels? Considering that you can get the QMB to recognise individual Pilot and Plane skins I can't phathom why it wouldn't recognise an individual Skill level though ??

It sure seems simple enough to accomplish to me considering what is already being done with the QMB but since I can't do the programming for it I have no idea the dificulty involved in making it possible.


Wheels
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Old 07-04-2013, 05:42 PM
JtD JtD is offline
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It's certainly possible to do, but as a user I wouldn't like it. It's a QMB after all, and it is complex enough as it is already. A higher variety in missions would be far more welcome imho (escort, intercept, anti shipping strike ...), or a swap sides feature.
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Old 07-04-2013, 08:52 PM
Bearcat Bearcat is offline
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Quote:
Originally Posted by wheelsup_cavu View Post
That's not a .mis file but it is what is used to generate the QMB missions that you have saved. Since the QMB doesn't actually generate a .mis file each time you fly there might be a problem getting the system to recognise individual slill levels? Considering that you can get the QMB to recognise individual Pilot and Plane skins I can't phathom why it wouldn't recognise an individual Skill level though ??

It sure seems simple enough to accomplish to me considering what is already being done with the QMB but since I can't do the programming for it I have no idea the dificulty involved in making it possible.
Wheels
That was where my reasoning was coming from..


Quote:
Originally Posted by JtD View Post
It's certainly possible to do, but as a user I wouldn't like it. It's a QMB after all, and it is complex enough as it is already. A higher variety in missions would be far more welcome imho (escort, intercept, anti shipping strike ...), or a swap sides feature.
I think just adding that feature to the QMB would not make it more complicated.. just more versatile.. as for the more missions.. If I am not mistaken .. can't we make our own templates now in the QMB? We can certainly add maps to it from my understanding.. Correct me someone of I am wrong.. Notonly that we can make escort missons now.. they are not as detailed as with the FMB .. but I have been using escort QMs since IL2 came out.
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Old 07-04-2013, 09:27 PM
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wheelsup_cavu wheelsup_cavu is offline
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Quote:
Originally Posted by JtD View Post
It's certainly possible to do, but as a user I wouldn't like it. It's a QMB after all, and it is complex enough as it is already.
They way I envision it would not make it any more complicated since I would not be removing the Global Skill level choices on the main page. The Global Skill level choices on the main page would still be the default option and you would only get the option of using the individual skill level if you went to the "Advanced Setup" page and used the optional individual skill level for each pilot. To me this would work just like the Pilot skins and Plane skins since they use the defaults until you go into the "Advanced Setup" page and pick the skins you want the QMB to use instead of the default. If you feel like taking the time each flight of four can have its own pilot skin and plane skin but it is not required since the QMB will work perfectly well using just the default skins.


Quote:
Originally Posted by JtD View Post
A higher variety in missions would be far more welcome imho (escort, intercept, anti shipping strike ...), .
I completely agree that more Target options would be a good thing.

Quote:
Originally Posted by JtD View Post
or a swap sides feature.
I am not sure what you mean by this since you can choose to fly for the Axis or Allies on each map that is part of the QMB setup.


Wheels
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Old 07-05-2013, 03:58 PM
Bearcat Bearcat is offline
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That's what I am thinking Brian.. and can someone clarify for me.. Can't we make templates now in the QMB? I thought that came in 4.10 .. or 4.11 or am I mistaken? I know we can add maps.. Adding your favorite map to the QMB.. .. but I thought we could also edit/create templates as well..
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Old 07-05-2013, 04:17 PM
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Quote:
Originally Posted by Bearcat View Post
That's what I am thinking Brian.. and can someone clarify for me.. Can't we make templates now in the QMB? I thought that came in 4.10 .. or 4.11 or am I mistaken? I know we can add maps.. Adding your favorite map to the QMB.. .. but I thought we could also edit/create templates as well..
You can edit existing missions, add new missions for existing "maps" and add missions on "maps" that are currently not available in QMB.
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Old 07-10-2013, 12:32 AM
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Quote:
Originally Posted by Bearcat View Post
That's what I am thinking Brian.. and can someone clarify for me.. Can't we make templates now in the QMB? I thought that came in 4.10 .. or 4.11 or am I mistaken? I know we can add maps.. Adding your favorite map to the QMB.. .. but I thought we could also edit/create templates as well..
JTD wants more Target options. As it is now we are limited to the following target options in the QMB.
  • Airbase
  • Armor
  • Bridge,
  • NoneA - Plus Sign
    (Advantage Player - Enemy planes in front of you)
  • NoneD - Minus Sign
    (Disadvantage Player - Enemy planes behind you)
  • NoneN - Equals sign
    (No Advantage - Head on Pass)
  • Scramble

To fill the list completely requires a minimum of 14 templates. 7 red templates and 7 blue templates. To create any variety in any of the Target options just increases the number of templates needed. When you pick your choice of Target on the Main Page of the QMB the naming of the templates is how the QMB determines which one it needs to use so the player gets the expected experience. The QMB doesn't create the conditions when the player makes his choice on the Main page of the QMB that is up to me the template maker. If I create a Disadvantage template (NoneD) and then name it as an Advantage template (NoneA) the QMB will use it as an Advantage template.

I also want more Target options but it will require a minimum of two templates, one Blue and one Red, for each new Target option that is given to us. To keep the drop down Target list from becoming cluttered with greyed out unused options I would also think that the QMB would need to be altered so that it would only show the Target options that had templates for it in the map folder you were using.


Quote:
Originally Posted by Bearcat View Post
Thanks for the clarification FC. What are those other characteristics JtD mentioned? I looked in the FMB and could not find them.. also.. I understand how doable the individual AI thing is now under the current way the QMB is modeled based on what Caspar said but after seeing what I am talking about based on what Wheels & I both have attempted to clarify would doing something like that inthe QMB be doable in the future with a template rewrite? Will the ability for us to write templates ourselves ever be a possibility?
I am fairly certain the Random features JtD is mentioning are hard coded into the AI routines and can't be altered via the FMB.


Wheels
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