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Hamaha15

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About Hamaha15

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    Rossdorf, Germany
  1. Hello all, FYI: the issue described above has reoccurred recently. The first three pictures show the defect, the forth picture shows the ortho-view after having fixed the issue. This time, however, deletion of the ctreecache and mtreecache files didn't help alone. I had to open the mission in the game. After that the map was OK... Cheers
  2. ...and with a working group. See pictures from my previous post above. Please note that the Stop-Timer needs some individual tweaking for each type of vehicle. 2 seconds work fine with an Opel Blitz, 1.5 seconds with a Willys Jeep and the GMC requires 1.4 seconds. If the Stop delay is too short the lights don't go on, if the delay is too long the truck makes notable movement. I added a Set Value Modifier to reset the counter to zero after each run of the functionality e.g. after the player took off. This way the lights can go on again repeatedly e.g. if the player returns back to the landing strip. In this case the Event-ON trigger needs to be target linked to a checkzone trigger. Enjoy Truck-lights_ON.zip
  3. Hello SYN_Vander and all others who may come up with same question: Yes please. Go ahead.
  4. Won't you let me take you on a...river cruise? Hello, attached you'll find a group-file to populate the picturesque Rhinevalley between Ruedesheim in the South and Koblenz (Coblence) in the North. This stretch of the the river Rhine is today a tourist magnet for poeple all around the world. Its most famous attractions are the city of Ruedesheim and the Lorelei rock. There's an oldtime saga of a blonde girl combing her hair sitting on top of the Lorelei. The boat poeple down in the valley looked up to her and dazzled by her beauty ran into the reefs then hidden under the river's turbulent waters and perished. I love to rove around with my planes with time spare at hand and I found the world quite empty in this interesting area. Needed some remedy... Based on old contemporary postcards of villages and objects along the river Rhine I modelled the settlements accordingly. Fortunately the BoBP map appears to be to scale. You can overlay it with Google Earth. Congratulations to the developpers. They've made a great job. I don't claim that my add-on is 100% accurate, it's an approach. Keep in mind that the villages and cities in 1945 were considerably smaller than they are today. Today's maps are not much of a help if you want to recreate the past situation. One - crucial - feature is missing: castles and ruined castles. I ommitted them for now since I didn't find a way to build them from available elements to a credible result. I hope that the developpers will soon provide a set of them for the FMB tool box as these structures are universally suitable for the entire NWE theatre, Germany, Belgium, France. For aviators they are of great interest as navigational aids and by nature they are plainly visible from the air due to their exposed sites on hilltops. For mission builders the Rhinevalley provides the scenery for ground and strafing attacks until March 1945. In general this area was fortunate to escape systematic bombing, however, the german transport system - railway lines and barges - were a primary target of allied fighter bombers. When the Germans retreated to the Eastern bank of the river around March, 18th they blew up all bridges. All traffic along the river is supposed to have come to a standstill. General Patton's 3rd army crossed the river Rhine farther to the South-East on March, 23rd. Only later US troops built at least two pontoon bridges across the river Rhine at Bacharach and at Boppard in the Rhinevalley. No hint found whether the German Luftwaffe ever attacked these bridges... Save the Group-file to your ...\data\template folder and import it into your mission by the File/Import From File... menu. This way all items will be positioned correctly. Cheers Rhinevalley.zip
  5. Hi, none of the advanced settings of the Attack Area command worked to create a steady upright searchlight beam. If the command is object-linked to the searchlight its beam doesn't go on. Attached pictures show a Ju-52 flying too low to be caught by the searchlight battery, the lights being switched on and off by a pair of proximity triggers together with the Force Complete commands and the homing beacon of Mainz-Finthen airfield, a night fighter base just at the South-Eastern edge of the new Rhineland map, triggered by a flare signal from the player and the Force Complete commands. However, the beacon is constantly moving like a searchlight. Conclusion: the Attack Area controlled searchlight feature doesn't work, the previous condition has been succesfully restored which is very fine. Cheers
  6. The lights are back to business with the new release. Tomorrow I'll check the workability of the attack area commands to create beacons.... Cheers
  7. Hi Thad, thank you very much for your comment. I missed something indeed. When the new tanks were first released starting with the Tiger they couldn't be made AI-controllable - my first attempts failed, the tanks with the underscore didn't appear in the game. Now it works... Cheers
  8. M4A2 Sherman - Surprise Fire Single mission Hello all, the initial intention was to create a dynamic gunnery practise mission with moving targets and constantly adjusted range indications to use the Sherman's M55 telescopic gun sight to full advantage. I ended up with a full - and fully fictional - tank mission situated in the Belgorod area prior to operation Zitadelle. Due to the lack of AI controlled Shermans it has to be a "lone wolf" mission which may not be realistic but I think it works as a story. Next I will try to create similar missions around the more complex German TZF or the Soviet PT-47 gunsights. Does anybody know the sequence of commands to the gunner of a KV-1? The mission is time-boxed to 15 minutes. The few sound files used are from the standard BOS audio folder so I suppose they will work universally on everybody's computer. Mission text is available in English and German language, the mission description also in French. Hope you enjoy it. Gunnery_practise_Sherman.zip
  9. Hello all, a quick remark back to the searchlight issue: the force complete command "Low" still brings the searchlights to life indeed - the casings start rotating and pivoting up and down as if they were searching in vain for a target, however, without the light beam being switched on. You can clearly observe the "useless" movement of the searchlights along the runway in Sketch's Landing Lights Test mission as soon as a "Low" command is given. I see the disabled beams related to the attempt to make searchlights work with the Attack Area command as announced prior to the 3.101 release which doesn't work either appearently. I hope with Flashy that the issue will be fixed again. I liked to use light effects extensively for my missions. Cheers
  10. Sorry, I forgot to add that the AI plane shall take off after a short while again. The taxiway pickup point is visible above and to the left of the C/T. Cheers
  11. Hello all, there's a way of keeping the AI plane alive with running engines at it's parking point. Place a Complex Trigger with an appropriate radius at the parking point and message link it to a timer set to 500 ms. OnObjectEntered ist the trigger event to select from the C/T menue. It'll fire the timer and activate the force complete command before the final point has been reached and the deletion sequence of the plane has been started. The C/T of the depicted example, designed for a Ju-52, has a radius of 10 m. Cheers
  12. Hello all, I read this thread with great interest. I faced a similar issue for the first time two days ago following the latest 3.012b release - but this might be by coincidence only. Not only airfields were affected but also any buildings, blocks and even roads had disappeared in the ortho view. By switching to the camera view I found out that a second map had been placed over the "base map" obscuring any texture and structure. The topmost map carried all trees but was wavy and obviously corrupted. ALL maps were affected, however, the respective missions played without any issue. The remedy: I deleted the ctreecache and the mtreecache files. A safe operation because Il-2 writes new ones each time it is started. I found this hint somewhere else in this forum as a measure to make newly written missions appear in the game's list if not visible immediately. For the moment everything works fine again so I can't post screen shots to illustrate the findings. I'll do so should the problem reoccur after a while. Cheers HaMa
  13. Hello, I think that the current set of ground vehicles available in BOS etc. suits perfectly well to the needs of a combat flight simulator but needs some extention if the simulation is about fighting on the ground. Regarding softskin vehicles of the year 1943 a must-have are the VW Kübelwagen and its allied counterparts GAZ-67 and Jeep. Civilian type passenger cars like the Horch 830 and the GAZ-M aren't credible rides for frontline units of that period. Further down on the wish list stand the Opel Blitz van as a workshop/radio truck or ambulance and the lend-lease GMC or Studebaker trucks. The Panzer II would be a welcome complement for the BOM, BOS and BOK scenarios because it was still the German main light tank and in use in large numbers into 1943. Indeed this type took part along with the Pz 38(t) in operation "Citadel". The Sdkfz 222 scout was in service throughout the war and definitely took part in the Kursk campaign, however, sorry to say so, the Puma was scheduled for mass production launch in June '43 only - that is to say it arrived after the battle of Kursk. On the Soviet side one could think about US built M3A1 armoured scout cars and halftracks but my sources are not clear whether they made their appearance in the fighting for the salient.
  14. Bonjour, Est-ce que vous avez jamais eu une réponse? Je voudrais réaliser une mission d'Après-la-Bataille en Janvier 43 avec le même problème de cesse-feu rendu impossible. En revanche il serait pratique d'installer le même genre de feu d'artillerie intensif sur les aérodrômes de Gumrak et Basargino pendant la bataille en cours. A bientôt Hans Martin
  15. Hello, I refined the functionality described above to extend the duration of the effect. The 'Stop' - 'Resume' commands are linked to each other in an endless loop. One lap lasts 10 seconds. To switch the lights off after a chosen period the loop must be interrupted which is achieved by deactivation of the 'Resume' command which would switch the lights on again. The responsible timer trigger can be set to any delay, however, the set time must be 8 seconds shorter than the desired activation time because the headlights remain on about 8s after switching them off as an AI's default setting which can't be influenced. In the meantime the truck doesn't move at all. Lighting up a runway is possible... In the attached example the headlights are switched on during one minute. Cheers Here I come with the attachements...
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