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About Alfaunostebas11

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    Firenze - Italy
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    Golf - Fishing reporter - Flight simulator and video games

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  1. Yes Corvus, I know. I normally use more objectives. Normally primary is safely land for player and some secondary objectives, the last of whose is often to park in limited airfield"s area into an hangar or near a service truck. You can download my 2 first mission for BoK: "Bloody skies of Kuban"
  2. Dear Corvus, your solution works very well and I have adopted it as a template for my missions. Thank you.And I also suggest it to IckyAtlas, because in this way we have the certainty that the goal has been achieved, because as I said in the opening post, when the failure of the goal has not been certified, we cannot yet be sure that the goal itself has been achieved.
  3. It seems a good idea Corvus. I'll test as soon as I can... Thank you !
  4. Dear friends, I would like to focus your attention on this issue.Maybe I'm worried about a trivial and simple solution...I would like to carry out a mission where one of the objectives is the escort of bombers by a fighter flight, commanded by the player.Suppose the target is to prevent more than three bombers (out of a group of six) from being shot down.Certaynly, I could wait for the bombers to land and, with an OnPlaneLanded and a Counter to 3 to solve the problem, but we know that wait for the landing of a group of A.I.planes. it involves many minutes of waiting and therefore it is quite boring.I can solve the problem in the negative: for each plane I apply an OnPlaneDestroyed and a Counter to 4 and therefore a Mission Objective Failure.But I would like to generate a Mission Objective Success if, for example, after 30 minutes of mission or after reaching a certain Waipoint, when at least three bombers are still flying.To get an idea, in IL-2 Sturmovik 46 would resolve with an Escort Target, at 50% for 30 minutes.How to do ?Do you already have a solution? Thank Stebas.
  5. Thanks CorvusX, I'll test what you have suggested...
  6. Thank Stolle. No, as I said i have the warmed engine in the realism settings. I cannot test the engine on/off in the BoM because I don t have it. But also Ram399 has had my problems.
  7. Speaking of mission report files, I tried to open them both with Block Notes and with Wordpad or Word, but there are many incomprehensible signs.Are they text files or are they encoded? The extension is not txt, but MLG...With which program can they be read correctly?I think this could sometimes help in debugging a developing mission.Thanks, Stebas
  8. Thank Ram. Among other things, I have confirmation that some time ago it worked and now no longer. Possibly the problem may have arisen collaterally to the update with the Rearm Refuel and Repair which has not been set up in a completely correct way ...
  9. I was developing a mission in which the player lands in an intermediate field, turns off the engine. Then after a while he turns it back on and takes off again for further goals.For a while I was busy in other things, then taking up again the work on this mission, I realized that once the engine landed and turned off, it does not turn on again, while before it was all OK (and it seems to me not to have introduced substantial modifications…).I also tried to stop the plane near a Service Area, but it doesn't start again.For information the plane in question is the Bf.109 F-4.Intrigued by this fact, I tried other situations in Quick Mission mode. The results are as follow:1) With the airplane in Parking (engine off), after turning on the engine, I turn it off and on again without problems.2) Always with the plane in Parking (engine off), I taxi, take off, make a circuit and return. I switch off and on again: everything OK.3) With Runway airplane (engine on). I turn off and the engine does not start again.4) With airplane in Runway (engine on). Take off, make a circuit and land. I turn off the engine and it doesn't start again.5) With airplane in flight (engine on). I land, I turn off the engine and it doesn't start again.I noticed that the ignition sequence of the engine stops at the first two stages: "first engine start" and "power on", then nothing more (the third stage for Bf-109 F4 should be "generator on") and therefore the engine does not start.What catches my eyes is that the problem exists only when the engine is running at the beginning of the mission and not when we start with the engine off (about this I inform that in the realism preferences I have the flag on warmed engine).I have also tried other planes and I can say that, for example, the LaGG-3 and the FW-190 do not present this problem, while other German planes such as the Bf-109 G2, Bf-109 G4 and Ju-87 have it.This means that some planes cannot perform the Rearm / Refuel / Repair, or, better to say, they are able to do it, but then they cannot restart … (with the exception of the Ju-87, wich is able to restart…).I would like to know, first of all, if it is some mistake on my part or if it is a bug (in this case to be corrected immediately by the developers ...).Secondly if any of you had already discovered this problem and how you dealt with it.Thanks, Stebas.
  10. Bloody skies of Kuban (2 single player missions for Battle of Kuban, with regular planes) “Bloody skies of Kuban” is my first public work in IL-2 Sturmovik Great Battles, after a dozen of years of experience, since the publication of “Kuban Campaign 1943”, in IL-2 Sturmovik 46 original. So, now I ask you a little patience if something will not be perfect, even if the missions have been meticulously debugged. I immediately realized that creating missions in IL-2 GB was a much more difficult thing than in IL-2 46, even if it is very immersive and offers potentially infinite solutions ... It is a pair of “mirror missions”, in the sense that the same scenario, except for minor adaptations, is used both from the side of the Luftwaffe (GER) and VVS (USSR), so the player can appreciate and evaluate the tactic situation from the point of view of both the warring sides. In the first case the player sits in the cockpit of a Ju-87 D3, in the second he is into a Yak-7 B-36. The scenario sees the Soviet counter-offensive in February 1943 and focuses on a local ground clash near Sementsovskaya, where the German garrison is attacked by Soviet ground forces. Of course, with the Stuka, starting from Krasnodar 1, you will have to attack these units and it will be necessary to reload the bombs in the nearby base of Krimskaya, in turn under soviet air attack. With the Yak, vice versa, taking-off from Gelendzhik, you will have to defend the troops of the Red Army, shot down some Stukas and then return unharmed to the base. Each mission has different objectives, both primary and secondary. To complete the mission you must achieve the primary objective (land) and at least one of the secondary objectives, indicated in the briefing. From a temporal point of view, the mission always ends with the landing and parking of the aircraft in the appropriate area. IMPORTANT NOTES FOR PLAYERS ⦁ You are the flight-leader ⦁ You must know the territory and have experience in Visual Flight, because the missions are not equipped with aids on the map (waypoints, path, distances etc.) ⦁ So the flight plan is at your discretion, always being aware of your position on the map ⦁ As a result of the above, you will have to know the orders to be given to your wingmen who, otherwise, will not know what to do. So formation, attack, cover, gunning, patrolling or returning to base will be some of your recurring orders ⦁ Keep the HUD active, because important communications (routes, targets, threats etc.) they will be provided to you via radio (with subtitles) ⦁ The Luftwaffe mission includes start from parking and taxi to take off. In this regard the player is advised to enter in the runway mantaining the right side, waiting for the wingmen alongside a row of four yellow signals, placed at the righit edge of the runway. Then proceed to take off at will ⦁ Furthermore, to complete the objective, it will be necessary to reload bombs after the first attack (using the recent updated Rearm/Refuel/Repair feature), for this you will have to reach the nearby Krimskaya base and take the aircraft to the Service Area, located near the pair of hangars in the northern perimeter of the base, where a service-truck is holding. Then you will have to take off again, complete the attack and finally land a second time in Krimskaya ⦁ For the final objective (parking) you’ll receive indication via radio after landing. However, you will always have to park near the maintenance truck, which you can recognize as it is the only active vehicle in the parking area. ⦁ ATTENTION: When you launch the mission, with the START button, be ready to remove the pause as soon as it occours (by default pressing the "P" key). Otherwise the synchronism between audio and images will disappear and the short introduction will not work well. This, however, does not affect the outcome of the mission itself. INSTALLATION Unzip the file. You will find the following files. “Bloody skies of Kuban GER” (9 files with different extension) “Bloody skies of Kuban USSR” (9 files with different extension) Nr. 14 files jpg Nr. 4 files mp3 This file (Readme) with "doc" and "rft" extension. Create a folder named “Kuban Stebas” under Missions so to have this path: “Battle of Stalingrad\data\Missions\Kuban Stebas” Copy there all the files and this is all. Launch IL-2 Sturmovik and you have now both the missions ready to be played. Have fun ! Stebas. Bloody skies of Kuban.zip
  11. Remaining on the theme of the Media Translator, I am encountering some problems, while I intend to insert an Audio-video Intro, based on a song, with a sequence of still images at the beginning of a single mission. So I have to create, with Media Translator, two parallel ways, on for Images and one for Sound. In particular, I focus your attention on two problems: 1) The size of the JPG file. Is there the possibility of a Full Screen? If so, what should be the size of the image ? And if not, what is however the maximum size to fill the screen, leaving a minimum of colored frame as a background? I did some tests but with uncertain results. 2) More complex. At the beginning of a normal mission, the image that appears is that of the Player's cockpit ( I don't think it's possible to apply a delay in its activation... ). But, by immediately starting both the song and the first image, the cockpit does not appear, so all OK ? No... because, after 1-2 seconds, the program pauses and this is an issue, because the pause does not stop all the actions, but only the picture sequence (and the player action), while the song goes on to its end. So you must immediately remove the pause, otherwise, every second that passes, there is a misalignment between sound and pictures in this gap, the image of the cockpit interferes with the programmed video sequence and every synchronization goes to hell. In a nutshell, I am able to create a synchronized audio-video sequence, so that in the end, with a fade, the player's cockpit appears and the mission begins. But, as the program automatically pauses, this creates a lack of coordination between images and sound. I show the picture of the flowchart of the Audio-Video Intro. Now the explanation of what happens. At the beginning 1 second of black screen and then, before the player's cockpit appears, the sound and the first picture are starting simultaneously. After a few seconds, while the song continues to play, the second image arrives and so on. Note that the next image has to been ready at least one second before appearing, in order to avoid a time gap in which the cockpit image would be ready to be visible, which instead must remain hidden. In the end, the sum of the times of appearance of the images coincides with the duration of the song (28 sec), so with a fade out of 1-2 seconds everything ends and the player's cockpit appears. It is also necessary to insert a Stop Media command, to avoid that the program can no longer be paused or changed in the speed of the game. All simple and perfect, but ... there is the problem of the Pause. As soon as it appears, it must be immediately removed (pressing the P key), otherwise all the work goes wrong... Any idea ? Thank, Stebas.
  12. I too have encountered this problem and I add that not only can the mission not be paused, but the speed of the game cannot be varied either: it always remains on a 1: 1 scale. So it's necessary to put a Stop Media MCU at the end of the audio-video action.
  13. Ah.. I suspected that...😦 Thank Juri
  14. No. As I said they are single mission under Kuban scenarios.
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