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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. OK Gambit, but if you read the discussion, I am of your idea, that Force Complete has no effect on the rate of fire ...
  2. PLOT TWIST ! I had TESTED the "target defend area" mission with the use of Check Zone triggers, as indicated in the flow chart above and it worked fine. But now, when I go to use that in a mission, it doesn't work anymore ...! It seems that the Check zone detects stationary units object-linked by it, even if they are destroyed ... Is it possible? I explain better. If I object link Check Zone trigger to a specific stationary enabled vehicle or artillery (not setting plane or vehicles coalitions as true in the Advanced Properties), the Check Zone itself, when activated during mission, detect the unit and fires ... But if fires also after the unit is destroyed, during the mission! How is it possible that it detects a destroyed object? I specify that, of course, the Check Zone is activated after the object to be detected has been destroyed and that the object is in the range of CZ...
  3. Here I learned that even the most experienced often do not have the ready solution ... and in any case every problem can have different solutions and all of them can be effective. This is a very beautiful thing !!! Regards, Stebas.
  4. OK Gramps. I will try the solution I have adopted with the Check Zones, but if it proves too heavy, I will certainly use the count of the destroyed units instead of the surviving ones, the failure of the objective, rather than its achievement. In practice, nothing changes, and the final result of the mission is not affected ... Thanks for your attention.
  5. Thanks Gramps. Yes, I know this method and have also used it in other circumstances. But now what I would is a different result. I don't want to activate a failed goal, but I want achieve a positive goal. I want to see, after a certain period of time, the green label on the map that says "secondary protect area completed" and not simply wait for the the lack of the "secondary objective failed" red label. And in the final screen I want to see: Mission accomplished, primary obiective (land) and secondary 1 objective completed. Perhaps, for most people, it maybe a small and useless difference, but I wanted to understand if and how it can be achieved ... with an easier way than I have experienced with multiple Check Zones ... Thank, Stebas.
  6. Dear friends, good morning ! I am still asking you a question, concerning the construction of the missions and in particular the realization of a mission objective. The player's job into his plane is to defend ground units (stationary vehicles and artillery) that are attacked by the enemy. The goal will be achieved if - after a certain period of time - at least a number of units manage to survive. I remember that in IL-2 Sturmovik original it was very simple: there was a target, called Defend Area, in which it was simply necessary to indicate the percentage of units that had to be saved. In this case I would need an MCUS that could count how many units are still alive in a certain group or in a certain area, but the thing seems to me not so simple. If it were airplanes in flight or moving vehicles I could use the Complex Trigger, but this does not seem to work with stationary objects, as the related options in the Events Filter section, such as, for example, Object Stationary and Alive, seem not to work or not be implemented. So, also in accordance with what is said in the Manual about TCT, "If you want to detect objects that are already inside or outside a zone (in addition to detecting objects entering or leaving a zone), use the check zone trigger" Therefore I used the Check Zone trigger with object links to the units to be detected. The problem is that this trigger, unlike the TCT, does not fire for each object, but makes only one detection, so my solution was to insert as many Check Zones as there are objects in the area. This solution seems to work, but it has the problem of weighing down the mission layout , because, for example, if there are thirty objects to monitor, I need thirty Check Zones and as many Timer delays which are then all linked to a counter. Basically and more generally, the problem is: how to count the number of (stationary) objects present in a specific area and at a specific time. I believe that you, friends, will probably have better ideas than mine ... Thanks for your attention, Stebas PS. I attach a simple flow chart, showing my solution, referring, as an example, to only three objects to be detected
  7. One hypothesis that I would like to verify is that Force Complete can be applied, to adjust the rate of fire to those individual artillery units that shoot alone, without the need for the Attack Area command... perhaps it could be possible...
  8. In the meantime, I have experienced what we are discussing in a small ground attack mission, where two ML-20s shoot from a convenient distance (about 7 km) to an airfield where some vehicles are stationed. I tried using the classic Attack Area method (setting HIGH priority, Ground Area AND Ground Targets) and then putting a Force Complete command (setting HIGH priority), 3 seconds after activating Attack Area function. The classic solution works and the two cannons each fire with a rate of fire of about 3-3.5 shots per minute, achieving some kills. The second solution paralyzes the two ML-20s which evidently interpret Force Complete as a stop to the previous command and don't fire. I also tried to place the Force Command before the Attack Area, but in this case it is ignored and the cannons fire with the same rate of fire that they have in the absence of the Force Complete. Ultimately it seems to me that the artillery follows the last command it receives, ignoring the previous ones (moreover, as it would seem logical ...) But, maybe I'm doing something wrong. I attach the files with the two different solutions. Stebas. Artillery Test.rar
  9. You said very fair things Icky. I had already experienced many things, others not of what you say. But the fairest thing you say is that there is nothing 100% certain, you just have to try, try and try. This is, in my opinion, the beauty of this Mission Editor, where everyone has their own way of working and where the same actions and identical objectives can be achieved through different procedures and logics ... Nobody has the truth in the pocket and there is no text that is the Gospel. Yes Jim, naturally I didn't mean to give you any fault. I had understood that this function emerged after the writing of your manual, as it also appears from the fact that currently the Force Complete command has now three priority levels, while you had described only two, reffered to the on/off lights.
  10. Well job, Thad ! Only a small correction: I think LeFH 18 is German and not Russian. Sorry Icky but I didn't know about this third function for Force Complete, as I don't think the Manual mentions it. But it intrigues me. Normally I place an Attack Area (maybe with high priority) and Object link it to the guns. So this is not enough? And where do we put the Force Complete, before, after or in substitution of Attack Area? Thank you.
  11. Icky, please do you want to explain better why you are using this MCU ? I normally use Force Complete to stop an action, as an Attack, not to ensure a good rate of fire... but...
  12. Thanks Jim! Your intervention is as always precious, as is your experience. I did not believe that the lack of possession of an aircraft was identified by the program before the file was launched, thus inhibiting its appearance in the list of available missions ... This is an important thing to keep in mind for the future ... And thanks to Stoppy. The mission works and it seems that almost all cannons fire towards the Kalach base (although most of the victims are procured by Lefh 18). Now I will try to test them in other situations and places, to see if and how they work. Grazie ! Stebas.
  13. Thank you Stoopy. Unfortunately I am experiencing a problem with your file, in the sense that, after saving it, while I can upload it and examine it on the BoS Mission Editor, it does not appear on the IL-2 mission screen, so I cannot launch it. It's a problem I've had on other occasions. Sometimes I solved it by simply changing the file name and saving it again, but this time it doesn't work ... Basically, a file is loaded into the Editor, but not into the IL-2 program, so it cannot be tested. I specify that the name of the file and the mission are identical. Stebas. PS. In the meantime, however, I am working on the study of the various artillery units, their characteristics and their maximum useful range. My intent is to prepare a summary table of all types of artillery, so as to facilitate their use in the construction of missions.
  14. I also have experimented the issue. Actually the correct sequence, with Bf-109 and similar is: 1) stop the engine 2) begin the rearm (for me is the key "y") 3) deactivate some automatic functions, if activated, default with LShift+N, LCtrl+R and LCtrl+M 4) turn on the engine again 5) relaod All Guns (for me LShift+R) 6) (optional) restore the functions, again with LShit+N, LCtrl+R and LCtrl+M And so the frontal guns are active. For the Ju-87, as above except point 3) which is not necessary Thank you for the tips...
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