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WWDriftwood

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About WWDriftwood

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  1. I know nuTING!... LOL, couldn't resist...
  2. Recently had some friendly fire issues with static objects, figured out the link/coalition/delete link, then read about in the manual, ๐Ÿ™‚ So that makes sense as far as object near objectives, etc. Trains - so if I have a train traveling across the map. I guess i need to go through the route and make sure all the bridges and other objects along the path are set the the trains coalition? I did have to different coalitions on 2 tracks side/by/side. I guess that's just a bad idea. Is that the general practice for adding trains? change the bridges to the trains coalition?
  3. Thanks, your very welcome... It's really helped me get used to the WWI planes... tuckers me out. ๐Ÿ™‚
  4. This helped me with the sphere, assuming this is how it works. So you can fly above/below without detections and may need to use a few spheres as opposed to one cylinder to cover an area as desired. Hopefully that makes sense. I was hoping it was set the altitude so the cylinder was not to infinity and would not trigger planes flying above the cylinder? Which is the opposite of what's described above? - My current understanding and how I use it - set the radius of the cylinder - altitude doesn't matter. Enter the radius at any altitude; 0 to infinity/stars and it triggers, can't fly under or over it. Yes/No explanations would be helpful. Thanks, DW More on the sphere here... nice visual and explanation.
  5. I realized I should have posted these missions in a separate thread. Here are a couple multiplayer missions that will help get familiar with the different FC planes. FC Dogfight Practice Arras v4.zip FC Dogfight Practice Douai v1.zip Practice flying any FC plane, each side has 6 groups of 6 planes each that will come out as you kill enemy. 36 planes per side, total of 72 Each group has 2 elements (2 wings that stick together) and 2 separate wings - totaling 6 for the group. Random flight groups, Random timing, random skill levels, so the weight of the fight will change each time you fly. You may kill all the bandits currently on the map and wait for the next groups, or not, but they will keep coming.... timing - groups may come in 1, 3, 4, or 7 minutes as you kill them, plus some delays for the planes within those groups. Win by killing all the bandits - all but 3 should do it. AI versus AI and they come after humans.... so fly it alone and join the AI fight to see how you do. Have fun practicing... Was PM'ed about permission to host these missions - no permission is needed - I'm just sharing Feel free to use the missions any way you like, host as is, edit it, chop it up, repurpose, recycle, etc. ๐Ÿ˜‰ Note: Mission doesn't start until someone joins, once joined, planes are activated. If no one joins; the mission will rotate in 4 hours so start time of day varies. Once someone joins, the mission end time is set to 2 hours and will end in 2 hours no matter who joins or leaves after the first player joins. If you win the mission, the mission ends 15 minutes after the win to clean up the last few bandits, land, etc. Came up in this previous thread...
  6. Same for me, first update I could see better, after the following patches and updates it's worse for me. It almost seems like it depends on the lighting/sun, etc. When the light is better, it's easier to see than pre update, but when the lighting is not so good, it's much harder to see. Which would make sense, but in the end, it's just harder to spot no matter how you adjust things to make it better. And after the initial patch it was much better and now post hot fixes and patches it's just not. Plus I now get micro pauses that I never had before, bummer. But as is with all progress, there are the bumps in the road. Hope to see this improved in the future.
  7. I think this was a general observation that the FC AI would behave this way, not engaging with humans over enemy AI in a mission because of the game programing. No matter what we did with the plane mechanics for the mission. Not sure myself. But as of now, they seem to behave nice with AI v AI in combination with humans. If not, check your mission. I just made sure I used the FC map (have no idea if that makes any difference) , WW1 coalitions, etc. Didn't know what to expect when I flew it so I was happy they engaged... (I'm not a FC mission builder, some would say I'm not a mission builder period, LOL, just wanted something to get familiar with all the different FC planes) so if there not engaging you as describe... check coalitions for everything, still not working, post the mission in question.
  8. Try these mission, multiplayer dogfight, AI engage. Fly it by yourself or with others. FC Dogfight Practice Arras v4.zip FC Dogfight Practice Douai v1.zip Practice flying any FC plane, each side has 6 groups of 6 planes each that will come out as you kill enemy. 36 planes per side, total of 72 Each group has 2 elements (2 wings that stick together) and 2 separate wings - totaling 6 for the group. Random flight groups, Random timing, random skill levels, so the weight of the fight will change each time you fly. You may kill all the bandits currently on the map and wait for the next groups, or not, but they will keep coming.... timing - groups may come in 1, 3, 4, or 7 minutes as you kill them, plus some delays for the planes within those groups. Win by killing all the bandits - all but 3 should do it. AI verses AI and they come after humans.... so fly it alone and join the AI fight to see how you do. Have fun practicing.
  9. Thanks Coconut, I try to use the complex trigger as conservatively, was excited about the check zone being available to activate players on the dogfight maps but still gun shy about players activating it. It would nice to get a rock solid confirmation that this is how check zones work on a dserver dogfight map, and are supposed to work, and should continue to work. You know; to save me a big box of tissue for tears over broken missions down the road followed by sending me off to the funny farm for observation.
  10. Good info, recently did my own tests on this and concur. Check zones for players worked in single mission and dserver but did not detect players on in-game server. Up until now I would not use check zones to detect players on dogfight dserver mission only used complex triggers for this. Here's what I'm not clear on and is the "looming question" "When you say a check zone "should not work on a dserver" even though we've tested it and can see that it does work." "Should we not use check zones on dserver dogfight mission to detect players because at some point an update will change this to not detect players?" I would hate to presume it's okay to use check zones for players on a dogfight mission only to find out it's a bug to be fixed and breaks my mission when fixed. Thanks, DW
  11. Thank you very much... more to tinker with.
  12. can you share the group? thanks...
  13. That's cool, I'll have to try this. Will be interesting to try and setup 2 routes then trigger the sub to switch to a submersion route when enemy get within visual range some variation of that. thanks for sharing.
  14. Didn't realize the thread was open again... I really like the update, awesome work...! but technochat options caught me off guard since I have to change the way I use IL2 online now in multiplayer. I really like the update, and I'm all for having the SDS option; however without the technochat basic options that use to be found in the dropdown menu of basic options for user level changes that could be done in game in multiplayer, now I have hit "H" to hide everything if I don't want to see technochat on a server that has it enabled.... tested it tonight with the squad. I posted under suggestions. So all technochat or none if I need to read subtitle messages for a mission... I don't want to stop anyone from having technochat, but I don't want to be forced to see it if I don't want too... wasn't and issue until now. Thanks, keep up the great work... always impressed.
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