Jump to content

Recommended Posts

Posted (edited)
12 minutes ago, Thad said:

...

There is a mystical mythical rumor floating in the ether swirling somewhere that JimTM is working (when he can) on updating the current ancient editor manual. Real or not... any updated editor manual will most likely NOT be simpler to learn and apply be amazing and awesome and OK and adequate and...it will just be updated.

...

 

Fixed it for ya.  ;)

Edited by JimTM
  • Like 2
  • Haha 5
  • Upvote 1
  • 3 months later...
Posted (edited)

Need the ability to turn off lights on AI vehicles at night.  Without this ability this is a total immersion killer for reduced lighting combat which should be part of Tank Crew.

Edited by SCG_Neun
  • Upvote 3
  • 3 weeks later...
Posted

As a mission builder I often edit maps to just the area the action takes place in.  It save cycles and makes both mission editing and mission play smoother and faster. 

So, when I poputale a map as a matter of course I group the Cites and Towns as one group, Airfields as another, Bridges as another etc.  But when it comes time to edit this mess finding the group Icon you created can be difficult.  They are all Green and all look alike.  I can usually find my "ALL SCENERY" icon but once I make that working I risk eliminating my Bridges or Airfields.

 

If it's not too much trouble, could "Landscape Groups" have a different color so they can be found more easily?

  • Upvote 1
  • 2 weeks later...
Posted (edited)
On 1/20/2021 at 5:14 PM, SCG_Neun said:

Need the ability to turn off lights on AI vehicles at night.  Without this ability this is a total immersion killer for reduced lighting combat which should be part of Tank Crew.

 

Now i think i was able to switch off headlights of a TC player tank at night ?? 4.506 update? Probably already possible from day one with TC.

Edited by jollyjack
Posted (edited)
1 hour ago, jollyjack said:

 

Now i think i was able to switch off headlights of a TC player tank at night ?? 4.506 update? Probably already possible from day one with TC.

On AI vehicles, not player tanks.  If I make a multiplayer mission and our guys come out in 10 Tiger tanks at 4AM to face off with some AI enemy tanks and vehicles, there will be little lights bouncing across the dark landscape.  I wanted the ability to check a lights off tab for these combat vehicles.  

Edited by SCG_Neun
  • Upvote 2
  • 1 month later...
Posted

Static La 5's!

Ability to use skins on static planes, even if only the "official" skins.

  • Upvote 2
Posted

S T A T I C   Flying Circus planes and vehicles.....PLEASE! ?

  • Upvote 1
  • 1 month later...
Posted

I know I sound like a broken record but....

On 4/1/2021 at 2:00 AM, Beebop said:

S T A T I C   Flying Circus planes and vehicles.....PLEASE! ? PLEASE! ? PLEASE! ?

BUMP!

Also static ships.

  • Like 1
Posted (edited)

error

Edited by Beebop
super-truite
Posted

It would be nice to have the ability to add a maintenance radius to vehicles that spawn from "vehicle field". This would add a logistic dimension to MP without much work.
Ideally sdkfz and gaz without weapons would be a great addition to make it more logical. 
If a heavy tank is stuck or does not have any ammo left, a truck could come and speed up repairs, refuel and rearm.

super-truite
Posted

Ability to show/hide airfields (allow spawn and delete would do for instance). For my use case, which will be common for multiplayer tank gameplay, I need to activate/deactivate airfields. To my knowledge, the only way to do it is with the behavior MCUs. The issue is that I get visible neutral airfields on the map, which makes it really crowed because of the small scale of tank battles :

20210428235016_1.jpg

  • Upvote 1
  • 1 month later...
JG4_Deciman
Posted

Hi there

 

On creating complex logic I'm now facing the fact,

that I need complex AND / OR constructs more often.

 

These constructs can be done with the 'normal' triggers,but there are be mutiple triggers needed for each of them

 

Example:

Simple AND checking x inputs:

Enable/disable input (allways needed)

Checking starter (allways needed - now the first timer of all conditions to be checked)

Checking finalizer (would be different.... now the last condition timer - later the output of the new gate)

 

And instead of having STARTER -> check1 -> check2 -> ... -> FINALIZER -> Outgoing action (every STARTER, check... FINALIZER as final check has to be enabled/disabled)

you'ld have a gate having several conditions (lets take 10)

conditions are either unused (so set TRUE and will NOT stop the gate)

or used (set TRUE/FALSE) where TRUE is activated and FALSE is deactivated)

-> FALSE will stop the gate

-> TRUE will continue the gate

and when gate is completed (all TRUE) the final action is triggered

 

On mission creation that would mean a slight up to massive reduce for the used MCU's for the same logic (depending on how often there logic is needed)

but as the 'base' logic (gate) has to be checked in any case (by use of normal mcu's or by using the newly implemented gate)

the mission size and the number of used mcu's will be reduced.

 

And I truly think any logic implemented inside the game

will cause less problems, lags, confusions

and will be much faster than a logic created with the 'basic' mcu's

 

Deci

Posted

@JG4_Deciman I know the editor backwards and forwards, I can build a 10 way Boolean gate...and I still have trouble deciphering your post. What exactly are you asking about?

 

Not that it matters - no recourses are allocated to improving the editor - this thread needs to just go away.

  • Upvote 1
JG4_Deciman
Posted

@Gambit21

I mean the same as before implementing the 'modifiers' for counters and timers.

It was (and still is) possible to create reducing counters or resetting timers without using the new features.

But it uses much more MCU's if you do it 'by hand'

 

Having the same for the logical gates would be great.

But it's not urgent (I know it can also be done by using the existing MCU's, but it needs more of them to create that function...)

 

And I also know that the editor (which is a really mighty tool if you managed to use it)

has a much lower priority than already announced content like maps and planes...

 

Deci

  • 3 weeks later...
Posted

Request: Ability to remove the number of local enemy units displayed against a spawn point (see below).

Reason: To assist the "fog of war"

SpawnRadar.JPG

  • Upvote 3
JG4_Deciman
Posted
4 hours ago, DD_Friar said:

Request: Ability to remove the number of local enemy units displayed against a spawn point (see below).

Reason: To assist the "fog of war"

 

 

Additional purpose:

 

Leave the 'showings' (spawned/attacking units) as they are if too difficult to remove.

But make them only available after the player had chosen a plane/tank AND spawned in.

In that case the player

- selected a nation (and generated a log entry)

- will get time penalty when changing the nation (if server settings are set to use penalties)

- will not see any of there informations before nation was chosen

 

 

Deci

  • Upvote 1
Posted

If they could just give me an SDS line that says 'respawnersShowRadar = false', I'd be happy. 100% agree with the fog of war, and it's even harder for tanks to be sneaky when enemy planes and tanks know where player tanks are (because of the respawner radar).

Posted

What it needs

 

 

 

RECTANGULAR TRIGGER.jpg

  • 2 months later...
Posted (edited)

Hello,
thanks for this amazing Simulator. I've been flying for months using my Oculus quest HMD.... We are simulating IFR Approach with the ndb and it's awesome!!:

It's not easy to set the clouds level to simulate the low visibility approach beacuse you can flight below this level and land in VFR..

We are changing the HAZE parameter but it's not enought for IFR approach. 
It's possible to reduce this linear visibility 
A distance from the cockpit...... FOG... etc
Thanks

:)))

 

fog.jpg

Edited by SIMBIOX
image added
  • 2 weeks later...
Posted

I don't want a lot for Christmas
There is just one thing I need
I don't care about the presents
Underneath the Christmas tree
I just want you...

To please fulfill my request
Make my wish come true
All I want for Christmas is the mission editor to support 4k monitors

and have an undoooooo!

 

Too soon?
 

 

  • Upvote 2
  • 2 weeks later...
2/JG26_rudidlo
Posted
On 10/28/2021 at 1:09 PM, Cynic_Al said:

But that doesn't solve issues with 4K displays.

  • Upvote 1
  • 4 weeks later...
Posted (edited)

Inspired by what one can achieve with Surface Edit by two well known forrummers:

 

AGAIN: please improve various functions for Surface Edit, Map add on Makers. Editable and Savable heights, Roads and Railways ....

Edited by jollyjack
  • Upvote 1
  • 1 month later...
Posted (edited)

Check Zone with an editable start height. Talking amongs ghe squad builders it would be a great help if the cylinder check zone could be set to a start  height e.g  500m. Particularly now we have radar elements and the pitential to evade by flying treetop height

 

Edited by TP_Jacko
  • Like 4
  • Upvote 3
Posted
19 minutes ago, TP_Jacko said:

it would be a great help if the cylinder check zone could be set to a start  height e.g  500m. Particularly now we have radar elements and the pitential to evade by flying treetop height

Good point.  ?

  • 2 weeks later...
Posted
On 1/20/2021 at 4:14 PM, SCG_Neun said:

Need the ability to turn off lights on AI vehicles at night.  Without this ability this is a total immersion killer for reduced lighting combat which should be part of Tank Crew.

Need an option to turn off Navigation lights completely, unless it's at night. 

Hate seeing Nav lights burning brightly in the midday sun as aircraft taxi around. 

Posted (edited)

Hello,
Request:
Let us to lower the new clouds base level please.
And /or add a fog parameter.. the Haze parameter is visible very far in the horizon.
It could be great to simulate low visibility conditions.
Thanks ;)

Edited by SIMBIOX
  • Upvote 1
  • 4 months later...
-332FG-ServError
Posted

Please give us a way to add custom textures to the list of files to download from the server for running a map. This would make the map retexturing feature a lot more viable as we could distribute custom textures automatically instead of giving them to users and relying on them to place them in the correct location.

  • 3 months later...
Posted

What I would like to see is a "get value" MCU to query counters. Along with that, a nice "if-then-else" construct would allow for more decision making.

  • Upvote 1
JGr2/J34b_Matthias
Posted

How about a way to easily extract a heightmap .bmp file in greyscale 16bit. to a target directory for the current map?

On 6/3/2022 at 12:41 AM, -332FG-ServError said:

Please give us a way to add custom textures to the list of files to download from the server for running a map. This would make the map retexturing feature a lot more viable as we could distribute custom textures automatically instead of giving them to users and relying on them to place them in the correct location.

You can do this using the .list file in the mission.  The files must reside in the Multiplayer/Dogfight folder to transfer.

AEthelraedUnraed
Posted
9 hours ago, J5_Matthias-Sch27b said:

How about a way to easily extract a heightmap .bmp file in greyscale 16bit. to a target directory for the current map?

I'm curious what you'd want with it since the heightmaps aren't editable. Earlier versions of the ME did have this option, but they removed it a year or so ago. If you want to use it for mission planning or something similar, you should do fine with a heightmap from a different source, e.g. https://tangrams.github.io/heightmapper/

 

As for a suggestion from myself, please add the option to specify a starting offset for the clouds. The new clouds are great, but you cannot control their starting position. It would be awesome to be able to specify e.g. a clear takeoff over England with an oncoming weather front when you approach Normandy.

  • Like 1
  • Upvote 1
  • 2 weeks later...
-332FG-ServError
Posted (edited)

  

On 9/28/2022 at 8:52 PM, J5_Matthias-Sch27b said:

How about a way to easily extract a heightmap .bmp file in greyscale 16bit. to a target directory for the current map?

You can do this using the .list file in the mission.  The files must reside in the Multiplayer/Dogfight folder to transfer.

 

 

I'm aware of the list file, but each entry is checksummed and if you don't provide a valid checksum, the file will redownload on every retry which is impractical for a couple reasons. Additionally, since the mission editor isn't aware of it, you'd have to manually restore those entries after every save.

 

If you do know the algorithm of the checksum though, or I've misinterpreted it and it's not a checksum, I'm all ears. I can live with the latter issue.

Edited by -332FG-ServError
Posted
13 minutes ago, -332FG-ServError said:

  

 

 

I'm aware of the list file, but each entry is checksummed and if you don't provide a valid checksum

 

Not sure if this still works, but if you delete the checksum in the '.list' file by hand

it should not be downloaded again in case it is present (no matter which version!!!)

 

But every time you resave the mission you'll have to edit the '.list' by hand again.

 

Deci

  • Thanks 1
  • 2 weeks later...
Posted

I have a question, durability for bridges... When I set the maximum durability, the bridge is still very fragile ?

Posted
2 hours ago, saldy said:

I have a question, durability for bridges... When I set the maximum durability, the bridge is still very fragile ?

I always use a fake block for bridges.

Posted
1 hour ago, Sketch said:

I always use a fake block for bridges.

Ok, I found fake block, How is it used?

Posted

Like this:

 

image.thumb.png.31deb3e669a9ca596a7b6e2b25098120.png

Here we have the overall logic for using fakeblocks to trigger events on a bridge entity.

 

image.thumb.png.bb17037d19ae94c22df9e1cb320a2437.png

Here's a close up of the entities. I have the bridge itself, five fakeblocks, and some icons and effects for player feedback.

 

image.thumb.png.b4b1abde377b44236672bae87124cff9.png

Here's the same image as above, but with the bridge shown. I've moved the other entities a little bit so you can see everything better.

 

image.thumb.png.ec10ff0ace3d7f0490a16d6c419c4688.png

The fakeblocks have been set to a durability of around 8000. You can change it to whatever you want.

 

image.thumb.png.16fc758cf74b48d8bd5967c58a7e7598.png

Each fakeblock has an OnKilledEvent that pulses a counter. When three of the five fakeblocks are destroyed, then we start triggering events.

 

image.thumb.png.480c2ddb452898bdb42515ae76c1e077.png

My purple arrow shows this daisy chain of events that pulse after the 3 counter has executed. We then...

  1. start an explosion,
  2. one second later we do another explosion,
  3. one second later yet another explosion,
  4. one second later we turn on smoke and we deactivate the bridge icon.
  5. One second after that we activate the 'bridge is destroyed icon' and the most important part - we use a Command Damage (set to complete damage) and object link it to the actual bridge itself.

 

image.thumb.png.2fb015f22589ac38f059ff075e45ae56.png

Command Damage set to Damage Complete. You object link this command to the bridge. When it pulses, the bridge will be destroyed.

 

 

You should be set. I've also added the group here: AlliedBridge.zip

 

  • Like 1
  • Thanks 1
  • 4 weeks later...
Posted (edited)
On 9/29/2022 at 12:23 PM, AEthelraedUnraed said:

As for a suggestion from myself, please add the option to specify a starting offset for the clouds. The new clouds are great, but you cannot control their starting position. It would be awesome to be able to specify e.g. a clear takeoff over England with an oncoming weather front when you approach Normandy.

 

I second that; living close to the North Sea those quick changes by weather fronts, even small ones, are a fact of life.

And instant low level mists coming in from the sea called Sea Flame happen quite often as instant cold front on a warm summer's day.

 

On 10/20/2022 at 6:39 PM, Sketch said:

...... I've also added the group here: AlliedBridge.zip

 

Must try that on some Crimea mission with a long (fake & non historic) bridge ..

Edited by jollyjack
  • 2 weeks later...
JG300_Carolus
Posted

There are a lot of good ideas.

a "undo button"

an automatic saver on a "temp" file

the ability to destroy runway, atribution of destruction point to sections of the ground

some infantery able to move and to be destroyed; i understand that it can be hungry for the servers ressources

you have done a mission generator for single, it is great, why not a mg for multiplayer.

I love this game.

 

a map with the sea on the right side; even if it's a no where map (fictive)

 

  • Upvote 2

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...