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Alfaunostebas11

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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. Alfaunostebas11

    Forced Landing?

    While I'm building a campaign for BoS, I just experienced this problem. So I searched the forum for a solution and came across this topic. Now I expose my experience. Labeling an airport as a Home Base is not enough to make the landing at that airport determine a Successful Landing message, but it only happens that once the mission is loaded the map is centered on the Home Base. From the tests I carried out it was found that only if the airport where you land is equipped (during the construction phase of the mission) with a "fakefield" linked entity of the same nationality as the player, the final message of Successful Landing is activated. And this regardless of the direction in which you land and the presence or absence of the Land command. I have also noticed that, in the presence of two airports, both with "fakefield", giving the flight wingmen the order to land, they go to the nearest one, regardless of whether it is labeled as a Home Base or not. Probably also if the mission includes an entire flight plan, including Waypoints and Land Command, if the player follows it, he eventually gets the message of Successful Landing. This, at least, is what I have been able to experience, however without having devoted much time to investigate this problem. So probably we should enter the Mission Editor and understand how the mission was built, but I realize that this is outside the interest of those who are flying the mission. Stebas.
  2. Alfaunostebas11

    AI Soviet tanks vs AI German tanks: no match !!!

    You are certainly right Gambit. I have no doubt that the new Mission Editor, however complex and difficult to learn, is very powerful, compared to the old IL-2 Full Mission Building and theoretically you can do almost everything you have in mind ... above all very powerful commands like Complex trigger, Spawner, Check zone, Proximity etc. that allow objects to appear, for example, only when they can be seen by the player or simply when you want. That said, this does not take away from the initial problem ... no German tank is capable of destroying a Soviet tank and this is a very serious bug for such a powerful and realistic simulator as IL-2 Sturmovik. I hope it will soon be corrected. Stebas.
  3. Alfaunostebas11

    AI Soviet tanks vs AI German tanks: no match !!!

    Not being a native English speaker, sometimes I can not very well understand what you mean to say, that's why I explain my concepts in a simple and repetitive way, to be more certain to make myself understood. I wanted only to explain what I was going to do and what were the difficulties I'm encountering (remember the topic's subject: the superiority of Soviet tanks against German). I do not think I've invented anything about missions, nor do I want to disrespect anyone. I'm sorry if my words were misunderstood. Stebas.
  4. Alfaunostebas11

    AI Soviet tanks vs AI German tanks: no match !!!

    In this moment I have only the vanilla BoS and not Kuban, so I can not test the mission you mention. But I think it's something that comes close to what I intend to do ... Thank Plurp. Stebas.
  5. Alfaunostebas11

    AI Soviet tanks vs AI German tanks: no match !!!

    Having realized and published on MT4 several campaigns in IL-2 46 (the first "Kuban Campaign 1943", now ten years ago ...), I had a lot of satisfaction with thousands of downloads (maybe you've downloaded some of them, too). In all these campaigns I spent many hours in historical research and then also in ground battles, difficult to build and long to test, even in the old IL-2, with a minimum of historical realism, but for me it is a MUST. So, I'm trying to do the same in this new IL-2 Sturmovik, with the difficulties we have now well known and with the risk, as Gambit wrote, of wasting so much time and not getting anything ... But, right now, I have time to spend and I want to try to do something that forces the player to take care of what happens on the ground ... The concept is that, in some close support mission, the planes must help the troops to win a battle, but at the same time the player needs the contribution of the ground forces, because alone he is not able to reach the goal. You have understood ? So there is a need for a part of the enemy units to be destroyed by friendly ground forces and a part by the player and his wingmen. The known difficulties and disparities in the balance between the German and Soviet tanks complicate the thing, but I think that, putting in the field also the artillery, something good can be done. I'm trying...
  6. Alfaunostebas11

    AI Soviet tanks vs AI German tanks: no match !!!

    He is right Sketch when says that during the mission the player rarely understands what actually happens on the battlefield. because the creators of missions often deal only with air combat. on the other hand, I sometimes like to build tactical support missions (especially with Stuka and Sturmovik) where the player cooperates with ground units to beat the enemy. for this it is necessary to know and set the correct behavior of tank and artillery. fortunately, the latter is more balanced between the Soviets and the Germans.
  7. Alfaunostebas11

    AI Soviet tanks vs AI German tanks: no match !!!

    Also when German tank (pz Iii because AI does not use Tiger) hit enemy tanks the bullets jump on the armour and no penetrate. So the dvs should intervene on the single tank and guns models.
  8. I am trying to study the characteristics of the BoS ground units, so as to generate, during the missions, ground fights as realistic as possible. I realized, however, that the Soviet units, especially the tanks, are clearly superior to the German ones and no match is possible, if not, perhaps (but I haven't yet tested), clearly varying the skills and odds in favor of the Germans, but this does not correspond to the reality. Try to make a frontal battle between 6 T-34s and 6 German tanks of your choice: at any distance from 300 to 1000 m. the result will be always 6-0 in favor of the Soviets. Yes ! German tanks are not able to destroy any Russian tank.... I would be happy to be denied, otherwise you tell me how you can set a realistic ground battle ...? Stebas.
  9. Alfaunostebas11

    Flare pistol in Stuka's cockpit ?

    Thanks for the explanation SCG_BOO. Actually there was a conflict with other commands that I deleted. Greetings, Stebas
  10. Alfaunostebas11

    Flare pistol in Stuka's cockpit ?

    During a mission with a Ju-87, I see sometimes a pistol on the left side of the cockpit (I think it's a flare pistol) that hides my clock. Even after landing, while I'm about to stop and get the message of successful landing, the pilot's arm jumps out with the gun pointed forward and the mouse aims the gunsight. I would like to know what it means and how to take it out of way... Thanks, Stebas
  11. Alfaunostebas11

    Proximity don't active vehicle group

    I want to thank Sketch very much because he posted a real video-tutorial that, starting from the problem I proposed, has enriched the mission with a series of very interesting options and I think this can be of great help not only for me, but also for the whole community of passionate missions builders. I had the patience (it is an hour long ...) to follow step by step the whole construction of Sketch and, even if I did not have tested, I think I understood the logic and the philosophy of his reasoning. At the same time, however, while Sketch used the Check Zone logic, I wanted to carry on my first idea, namely to use the Proximity Trigger, because it seemed me impossible that it could not be used for the purpose of this mission. And in the end I succeeded in the purpose. The chart shows how I worked. When the player (not visible being out of the left side) approaches within a radius of 3 km from an already enabled object (in this case a vehicle), the Proxi triggers an Activate trigger which enables the leader of the vehicle group and then all the others in the formation (at the start they are not enabled). In the meantime, send to the player a message confirming the activation. The proximity switch has a TL with WP 1 that is OL to the leader, which starts moving, followed by the other vehicles in the direction of WP 2 and WP 3. In order to avoid that every time the player moves away from the radius of 3 km and then re-enters it, continually activating the Proximity and causing the return to WP 1 of the vehicles, I inserted a Deactive after WP 1 with a TL at the Proximity that then fires only once and then turn off (I think we could use also a Counter to 1). I have tested the mission and it seems to work. Then I saw that Hunger also posted a mission that he modified and I realized that, basically, it is very similar to mine, even if he added a Formation command to complete the job. Thank you very much both Sketch and Hunger for engaging in this work that I think can be useful to someone else. Greetings, Stebas. Prova proxi.rar
  12. Alfaunostebas11

    Proximity don't active vehicle group

    Dear Hunger and Gambit, first of all thank you for spending your time in answering my question. I totally agree with the graph drawn by Hunger, in fact I believe that my mission respects that. So I kindly ask you to try my mission and make the necessary corrections so that I can account for my mistakes. Please attach the right mission file after the changes you intend to make, so I can compare the two missions. Thanks, Stebas.
  13. Dear friends, here I am with another question. I'm trying a simple action: when the player's plane approaches a group of enemy vehicles, they become visible and move along a predetermined path. Using Proximity + Spawner Trigger I have obtained the result, but due to the fact that this MCU does not activate the whole formation, but only one object at a time, we need to use a lot of Object links, so I decided to try Proximity + Activate. But only the group leader is activated and does not move towards the first WP. I enclose the mission by asking you kindly to test it and suggest solutions I suspect that the problem coul be in the advanced properties of Proximity (planes, vehicle coalitions ecc) Thanks, Stebas. Proximity test.rar
  14. Alfaunostebas11

    Planes don't want to attack

    BINGOOOO ! I have tested all your solutions my dear friends. You have made a very good job. Now I have understood my first mistakes and together we have explored several variants to obtain the same result. The small experience of this topic makes me think once again about this: - this Mission Editor is very complex and difficult to master (for example in relation to the FMB of IL2 46, were I have made several complex Campaigns ...) but, step by step, you perceive that it offers great space to imagination and perhaps its final limit is only the phantasy of the designer ... And when you realize what you had thought, then you feel great satisfaction! Thank you friends and (naturally...) see you for the next problematic ... Stebas.
  15. Alfaunostebas11

    Planes don't want to attack

    Really this is being a interesting challenge. I did'nt think so when I started this topic. I can't wait to come home and turn on my PC to see what happen... and perhaps the surprises are not finished ! Thank you boys!
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