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oh, and another I've recently found, again to do with timing: not only should vehicles wait at the desired WP and not the next one, but they should wait for the set time and not something less.

When setting a ground battle you should be able to get it right by looking at the ETAs and then setting 'hold fire' and 'timeout' for static objects accordingly, and not have to run it through many times guessing at how to get the times to match up by trial and error.

And artillery/static tanks inside bunkers/emplacements Roll Eyes The German 50 mm AT gun works from a sandbag emplacement, but the 75 mm doesn't and neither does the Soviet 76 mm. The '88' and T-34 work when in a concrete emplacement, but the Pz.III and KV-1 just sit there acting dumb. Just found that one of the earth 'trench' objects, which I thought wouldn't allow anything to fire does actually allow the M16 to fire.

Why don't concrete bunkers seem to add any protection to the object inside when the airfield cam-netting protects the ac inside from direct bomb strikes!?
 
Posts: 400 | Registered: Tue May 21 2002Reply With QuoteEdit or Delete MessageReport This Post
Picture of dutchErik
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Yeah you are right. That must be improved to. Just like the testrunways. Why aren't they just level to the ground? It looks kinda dumb if you are starting a few feet above the trees. It is funny but weird Winky.
I have troubles with the bunkers also. I wanted to make tanks attack a heavy defended fort with cannons in bunkers. But when I tested it the cannons act dumb. the tanks are in range but the cannons stil won't fire Frown. The same with cannons under camo-nets. This is stupid, becouse you have to put arty in the open if you want it to fire. This makes it way to easy to find it.

So a lot has to be improved.


***********************
One bird in the hand is safer than one overhead.
Edward Murphy
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Posts: 40 | Registered: Sat April 04 2009Reply With QuoteEdit or Delete MessageReport This Post
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Take a look at the QuickMissionTuner's functions, I'd like to have similar interface/window inside the FMB. Plus I'd like to have a library of predefined object groups (aaa positions,tank depos, etc. ) with the ability of being able to rotate those groups in any direction.
 
Posts: 1084 | Registered: Tue October 26 2004Reply With QuoteEdit or Delete MessageReport This Post
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I have two to throw into the pot... whilst we're wishing:

- ability to allow AI aircraft to takeoff, fly, land and takeoff again. Even if it just for selected craft of selected situations. (Useful for the ability to make PGN land on water, simulate pilot rescue and then take off again.)

- for that matter, ability for players to land and request a refuel and/or rearming of their craft.
(This later is probably not so much for FMB enhancement as for the missions execution environment itself.)

How cool would that be, to run low on fuel or ammo, land at a friendly base, and request the AI ground crew to refuel/rearm while you wait to get back to the fray. For FMB, maybe its just setting down a special tag-object which marks as airfield as capable of accepting these rearm requests but other fields are not.


Dadio
 
Posts: 32 | Registered: Tue April 07 2009Reply With QuoteEdit or Delete MessageReport This Post
Picture of CzechTexan
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my #1 wish is to have names for Objects and some type of organization by group as mentioned by someone else.


***
80% of all German casualties in WW2 were on the Eastern Front.
***
Missions I've created are here: http://www.freewebs.com/czecht...turmovikmissions.htm , http://www.flying-legends.net/ , http://mission4today.com/ , Netwings.org
 
Posts: 626 | Registered: Sun December 28 2003Reply With QuoteEdit or Delete MessageReport This Post
ffb
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Mod users have the FMB+ ...which still uses the Objects number list...but has the real name (from the static.ini) at the bottom of the screen when in 3D mode...
It also allows group selection of Objects and moving....but not copy/paste
 
Posts: 398 | Registered: Mon February 18 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of Enforcer572005
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Man these are some great suggestions. What still gets me is the fact that sandbags etc keep most guns from firing and you have to literally have the open front toward the enemy to fire. Kinda dumb.

I wish that three of the test runways were level, as the tallest paved one is useful when you have uneven ground. I wish I didn't have to tell in the briefing for the pilot to slow to 7 knots to go from the invisible runway I used to simulate the parking area, onto the matt runway for a scramble. Works pretty well, but I don't see why all the runways are a different hieight.



------------------------------

Sleep tight tonight, your Air
Force is......awake!
 
Posts: 2410 | Registered: Wed February 02 2005Reply With QuoteEdit or Delete MessageReport This Post
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I would like to have features like vp suggested for ground objects to be true for aircraft too. Wink

It would be great to be able to put an entire squadron of aircraft into the mission at 1 time, like 4 flights of 4.

Also, control over lights, fire and smoke would be nice. The fields needed in the object window would be time in and time out (so we can have lights for a certain period, like when a night fighter comes in to land)
Additional to that one could have a blackout range; enemy aicraft trigger a blackout of airfield lights based on proximity of the plane to the base, like the siren.
Smoke and fire may be the result of an attack somewhere, however IRL fires take longer to go out and sometimes also take longer to ignite. As these are in the same catagory as lights (stationary objects)the same variables I mentioned for lights will be usefull here too.

Then, map making should be integral part of any mission builder whisper
 
Posts: 140 | Registered: Mon May 01 2006Reply With QuoteEdit or Delete MessageReport This Post
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One I haven't seen mentioned is Emergency Landing Fields.

It always annoys me when an AI aircraft gets damaged and trys to fly all the way home and crashes when it could have landed at a friendly airfield nearer the battle.

Another thing is change the landing pattern when an aircraft is damaged so it doesn't try to follow the default landing pattern and stall and crash on final approach.

You would be able to designate a Landing and Several Emergency landing Airfieds in the FMB that could be used by the AI.

Similar to how Hidden Targets are utilized on all the friendly airfields in DGen now.


Wheels


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Cheers
Wheelsup_cavu



 
Posts: 564 | Registered: Thu January 01 2009Reply With QuoteEdit or Delete MessageReport This Post
Picture of dutchErik
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yep me to,
and I would want to be able to let planes be active from their parking spot and taxi to the runway and take off.
but now we have to place the take-off waipoint to far from the airfield to be realistic.
it's a bit annoying


***********************
One bird in the hand is safer than one overhead.
Edward Murphy
***********************
 
Posts: 40 | Registered: Sat April 04 2009Reply With QuoteEdit or Delete MessageReport This Post
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hey guys, can any1 help me???
i want to know how i can takeoff from carrier when i will do mission via FMB in PF

For example i will put to sea stationary ship USS Lexington CV2 and then i will mark it like my home base and then i will choose any aircraft for that home base, then i put this aircraft like object with takeoff waypoint on carrier and then i will mark this aircraft in box with "player".Then i will save this "mission and i will choose play, but i will born in air with speed 160, any1 pls help me, mail me, or reply, or contact me on icq, my number is 406-054-080.THX
 
Posts: 2 | Registered: Thu July 09 2009Reply With QuoteEdit or Delete MessageReport This Post
Picture of dutchErik
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hello,

to solve your take-off problem just put a take-off waypoint close to the carrier. then click set and click on the carrier. If you play the mission now you will be in your plane on the carrier you assigned to take off from.
hope this helped. Wink


***********************
One bird in the hand is safer than one overhead.
Edward Murphy
***********************
 
Posts: 40 | Registered: Sat April 04 2009Reply With QuoteEdit or Delete MessageReport This Post
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o' THX, it's now all right!!!
 
Posts: 2 | Registered: Thu July 09 2009Reply With QuoteEdit or Delete MessageReport This Post
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