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bird_brain
01-30-2006, 04:48 PM
Have you ever discovered an obscure little feature in the FMB that you thought you should share with everyone else, but you figured it was so small and trivial that no one would really care? Well..... here's one for you. I have never seen it used (except by me) or anyone mention it, so let me know if you were aware of it already. http://forums.ubi.com/images/smilies/10.gif

Let's hypothetically say you want to have your mission objective require that you destroy an enemy convoy before they reach a railroad crossing or bridge. If you place a "Destroy Object" target and make it your primary mission goal, you get a little triangular icon on top of the waypoint.

http://jyarbrough.homestead.com/FMB_1.jpg

Now you can left click on the triangle and drag it down the map....

http://jyarbrough.homestead.com/FMB_2.jpg

and drop it just before the spot where you want the "deadline" to be for destroying your target.

http://jyarbrough.homestead.com/FMB_3.jpg

Now the icon works like a timeout, except that it depends on the target object crossing the spot. You won't have to keep experimenting repeatedly to get the timing right for using the timeout feature. If you fail to destroy it, you will fail the mission and you will get a message like this....

http://jyarbrough.homestead.com/FMB_4.jpg

It works with enemy Aircraft and ships just as well. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

OK, there is my "Stupid FMB Trick" ..... Do you have any to share? http://forums.ubi.com/images/smilies/53.gif http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

bird_brain
01-30-2006, 04:48 PM
Have you ever discovered an obscure little feature in the FMB that you thought you should share with everyone else, but you figured it was so small and trivial that no one would really care? Well..... here's one for you. I have never seen it used (except by me) or anyone mention it, so let me know if you were aware of it already. http://forums.ubi.com/images/smilies/10.gif

Let's hypothetically say you want to have your mission objective require that you destroy an enemy convoy before they reach a railroad crossing or bridge. If you place a "Destroy Object" target and make it your primary mission goal, you get a little triangular icon on top of the waypoint.

http://jyarbrough.homestead.com/FMB_1.jpg

Now you can left click on the triangle and drag it down the map....

http://jyarbrough.homestead.com/FMB_2.jpg

and drop it just before the spot where you want the "deadline" to be for destroying your target.

http://jyarbrough.homestead.com/FMB_3.jpg

Now the icon works like a timeout, except that it depends on the target object crossing the spot. You won't have to keep experimenting repeatedly to get the timing right for using the timeout feature. If you fail to destroy it, you will fail the mission and you will get a message like this....

http://jyarbrough.homestead.com/FMB_4.jpg

It works with enemy Aircraft and ships just as well. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

OK, there is my "Stupid FMB Trick" ..... Do you have any to share? http://forums.ubi.com/images/smilies/53.gif http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

BH-21
01-30-2006, 05:16 PM
Only ones I know are:

1. Putting a recon target on a moving object and able to set the spotting distance with varible time element.

2. Escort timeouts for time escorting something. Used in conjuntion of not using the set feature to escort something.

3. Making intercept points. Take the flight path of the group you want intercepted and make a point where you think the intercept will be with the same speed and altitude settings of its neighbor waypoints. Then place a waypoint on the interception point from the interceptor unit. Then you just have to move previous waypoints till the times are with in 1 minute of each other.

4. One I used once then forgot was the calculate altitude feature over the FMB map. I would really like to find this one again.

Zeus-cat
01-30-2006, 05:33 PM
Its not really a trick, but its useful for hiding a target. If you want to make a ship a primary or secondary target, but you don't want the target icon for the ship to show up on the map near the attack location, do the following:

1) Place the regular waypoints for the ship on the map.
2) Add a final waypoint that takes the ship to a far corner of the map (even if it takes all day or longer for the ship to get there).
3) Place your target icon on the ship at the last waypoint.

Ships don't show up on the map even if full icons are turned on. This also works for aircraft, trucks, tanks and vehicle convoys, but their icons show up on the map if icons are enabled.

mariskal
01-30-2006, 06:24 PM
Just a few tricks I either I discovered or pick-up from the forum:

1) Making an AI plane disengage (or not no engage at all): Have them really low in fuel. They will just fly straight back to their base.

2) Attacking your own troops: You can set up a 'GAttack' on your own troops and get the AI (or even the player!) to attack your own convoy. Good for 'fog of war' situations.

3) Using Runway 4 to make the player to spawn into any position in the airbase, not just the runway.

I'm sure there are more. Let's share them!!

bird_brain
01-30-2006, 06:45 PM
That's a good one Zeus-cat...It never occurred to me to hide the icons off the map. http://forums.ubi.com/images/smilies/25.gif

Saunders1953
01-30-2006, 08:53 PM
This should be a sticky. Good one BB.

You all know this one, but the question keeps coming up:

*You can drag the Takeoff icon of a floatplane/flying boat from an airfield to any body of water as long as you place the icon at least 1 kilometer from the airfield.

Zeus-cat
01-31-2006, 04:00 PM
Mariskal has a good idea with the low fuel trick on the AI. I used this one a long time ago.

If the planes are bombers they will drop their bombs or torpedos immediately at mission start if they are below the critical fuel level. Anyone know what the actual percentage is? My guess is that its less than 15%.

cbazza
02-05-2006, 06:31 AM
Something I worked out on the Kurland map with its wide runways.

Place a "Runway 4" object on the wide runways to the left/right of the route planes normally take off. This way you can have several aircraft taking off at the same time, a sort of squadron scramble scenario. If done right it can look really good.

(also try placing mortar crews behind crewless flak guns for added realism)

RxMan
02-05-2006, 10:00 AM
Just verified something I heard about a while back.
Dogfight missions, carrier takeoffs with heavy load need headwind to assist,
IT IS AVAILABLE !! AND PREDICTABLE !!
It seems to be map dependant so you need to verify the direction, I've found most so far have a N wind but at least 2 have a S wind. Placeing a carrier defaults to heading East. This 'crosswind' in some weather conditions is useable. Useing Rain/Snow you get 10 Km/H, and Thunder you get variable 10-30 Km/H and I have seen 40 at times while testing. Still don't overload, your corsair esp., as even IRL they needed catapult with certain loads. But I have succesfully launched with 3x500 pounders loaded, and even rockets and a couple of bombs. Try to time your launch with the variable wind speeds, 10 is not enough with big loads. Trick is to have stationary carrier pointed into this wind.