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Posted (edited)
Please use this thread to report issues and feedback for the IL-2 Sturmovik Mission Editor and Multiplayer Server Manual and the accompanying sample missions and groups.
 
Keep in mind that this is a part-time endeavor for me, so it may take awhile to make corrections and consider suggestions. 
 
Please use this format:
 
Issue Type:  Number Only (1 = Spelling, Grammar, Clarity, Broken Links, Etc.  2 = Technical Accuracy  3 = Suggestion for Improvement)
Edition:         Copy bottom of front page
Topic:           Topic heading
Issue:           One-line description of issue. Please be specific, for example, "Missing Target Link in Second Screenshot" rather than "Problem with Screenshot".
Details:         Long description of issue
Discussion: (Optional) - Link to separate extended discussion post with title "FME Manual Issue - text from Issue line". The separate post keeps this thread clean and easier for me to monitor.

 

 

Issue Type:   
Edition:         
Topic:           
Issue:          
Details:        
Discussion:  
 
Thanks in advance for all the feedback!
 
JimTM

 

Edited by JimTM
  • Upvote 1
FS_Fenice_1965
Posted (edited)

Issue Tipe: 3

Edition:

Topic: Stats

Issue:

Details: May be interesting to insert a chapter about setting up stats for a multiplayer server. The readme included with Il2_stats is difficult for most people. A step by step guide would help most willing to setup a server. I know it's a side matter, but would complete the multiplayer server guide. Outstanding work btw.

Discussion

Edited by FS_Fenice_1965
  • Upvote 1
Posted
Issue Type:   2

Edition:        Pre-Release Edition One

Topic:          Detect Objects In Relation to a Defined Area

Issue:          Missing a Step in the Check Zone Trigger Procedures

Details:        Missing step 4 in "Detect Objects Entering an Area or Already In an Area" and "Detect Objects Exiting an Area or Already Out of an Area".

                    Step 4: Target link the check zone trigger to another MCU that you want to trigger when an object is detected.

Discussion:

  • 2 weeks later...
Posted (edited)
Issue Type:   3

Edition:         Pre-Release Edition One

Topic:           Make Areas Smoke Due to Damage

Issue:           Add an example for the city_fire effect to make the use of the effect sustainer clear.

Details:         See this post for an example mission.

Discussion:  

Edited by JimTM
Posted
Issue Type:   3

Edition:         Pre-Release Edition One

Topic:            Animation Operator Translator

                     Media Translator

Issue:            Add information on where to place the audio file

Details:          See this post for details.

Discussion:  

  • 1 month later...
Victor_Chevic
Posted
Issue Type: 2

 

Edition: Pre Release Edition  One

 

Topic: Sample Missions And Groups For FME Manual

 

Issue: They won’t open 

 

Details: When I try to open a sample mission I get the message “Error reading file,” so I went to the missions in the game itself and tried to open them there, with no luck. I then went to where there are screen shots of the sample missions in the manual. “Attack  a Defended Factory” on pg. 125, as one example. I was hoping there might be some info there on how to open it, but no luck. I went to “Sample Missions and Group,” on pg 7, but that was no help either. On the “Groups,” they became available in the library and I could place them in the view port,  but they were “inanimate.” As an example, the “Damage Display Switch;” when I clicked on say one of the timers to get properties, nothing happened. Its not clickable. I’ve spent two nights  pouring through the Manual , which I already had printed out and bound in a note book (all 300+ pages) and was unable to come up with a solution.

 

Discussion:

  • Upvote 1
Posted (edited)

 

Issue Type: 2
 
Edition: Pre Release Edition  One
 
Topic: Sample Missions And Groups For FME Manual
 
Issue: They won’t open 
 
Details: When I try to open a sample mission I get the message “Error reading file,” so I went to the missions in the game itself and tried to open them there, with no luck. I then went to where there are screen shots of the sample missions in the manual. “Attack  a Defended Factory” on pg. 125, as one example. I was hoping there might be some info there on how to open it, but no luck. I went to “Sample Missions and Group,” on pg 7, but that was no help either. On the “Groups,” they became available in the library and I could place them in the view port,  but they were “inanimate.” As an example, the “Damage Display Switch;” when I clicked on say one of the timers to get properties, nothing happened. Its not clickable. I’ve spent two nights  pouring through the Manual , which I already had printed out and bound in a note book (all 300+ pages) and was unable to come up with a solution.
 
Discussion:

 

 

Thanks for posting the issue Victor_Chevic. See this post for further discussion.

Edited by JimTM
  • 2 months later...
JG4_dingsda
Posted
Issue Type:  2

Edition:  Pre-Release Edition One      

Topic: Play Video         

Issue: Format not valid anymore        

Details: IL-2 now uses webmplayer to display videos. Unfortunately the filter in the media operator advanced properties dialog still asks for .bik. So it has to be a webm video that is saved with a .bik-fileextension. (Will report this to mission editor bugs as well, if I can find that section ;))      

Discussion: 

  • Thanks 1
  • Upvote 2
  • 2 years later...
=X51=Baseketboll
Posted
Issue Type:   1

 

Edition:        Pre-Release Edition One 

 

Topic:           Check Zone Trigger (Page 276)

 

Issue:          Lack of clarity for using the MCUs for Multiplayer - Dogfight/Deathmatch

 

Details:        The manual doesn't specify how the MCUs, like Trigger:Check zone and/or Trigger:Proximity doesn't work on a Multiplayer Dogfight server unless its a Dserver (dedicated server).

 

 
 

 

  • Thanks 1
  • 8 months later...
J99_Himmelhund
Posted (edited)
Issue Type:   2

 

Edition:          Pre-Release Edition One

 

Topic:           Force Complete Command

 

Issue:          Priority

 

Details:        Low
                        Turn a light on. ??
                     High
                           Turn a light off. ??

 

Discussion:  I am currently trying to translate the manual into German. I came across this supposed mistake. Is there already a successor to this edition?
Edited by J99_Himmelhund
  • Thanks 1
Posted (edited)
1 hour ago, J99_Himmelhund said:
Issue Type:   2

 

Edition:          Pre-Release Edition One

 

Topic:           Force Complete Command

 

Issue:          Priority

 

Details:        Low
                        Turn a light on. ??
                     High
                           Turn a light off. ??

 

Discussion:  I am currently trying to translate the manual into German. I came across this supposed mistake. Is there already a successor to this edition?

 

Thanks for the feedback and for working on the German version J99_Himmelhund. I'm not working on an update at the moment. Hopefully, I'll have an opportunity to pick it up again in the future and port it over to WordPress.

 

The force complete command Priority option works as written for lights, as demonstrated in this simple mission (press F12 to access camera focused on lights):

 JimTM - Test Force Complete Lights.zip

 

Do you have a mission where the lights don't come on? 

Edited by JimTM
  • Thanks 1
J99_Himmelhund
Posted

Hi there,

Thanks for the answer!

Then I have definitely misinterpreted this command ?! I thought it could be used to end a command that is currently being executed. I noticed that AI’s do not execute commands if they are already executing another command (higher priority?).

I then used Force Complete Command and then gave the new command.

I was hoping to learn more about it here. The command not only offers the settings 'high' and 'low', but also 'medium'!

Posted

It is true that Force Command can be used to end a command that is actually been used. For example if you have planes attacking an area you can by using a Force Command MCU have them stop the attack and do something else.

 

Force Command has a double usage depending on what it is applied.

J99_Himmelhund
Posted
1 hour ago, IckyATLAS said:

It is true that Force Command can be used to end a command that is actually been used. For example if you have planes attacking an area you can by using a Force Command MCU have them stop the attack and do something else.

 

Force Command has a double usage depending on what it is applied.

 

So it's true, thanks! Is there a compilation of which command has the higher priority. (regardless of the settings high, medium, low)

Posted
On 1/18/2020 at 6:43 PM, IckyATLAS said:

Force Command has a double usage depending on what it is applied.

 

Hi Icky, can you, if you have the time, explain those 2? When trying to get the beast to do what i want, it seems to have a mind of it's own, just like our English bull-terrier.

Tell that one to come a long, and she stands stiff with four legs glued to the ground, or turns  around for some route she wants on her own, especially homewards if it rains.  Being only interested in edibles and cats killing. Quite like the Force Complete command maybe?

Posted
1 hour ago, jollyjack said:

 

Hi Icky, can you, if you have the time, explain those 2? When trying to get the beast to do what i want, it seems to have a mind of it's own, just like our English bull-terrier.

Tell that one to come a long, and she stands stiff with four legs glued to the ground, or turns  around for some route she wants on her own, especially homewards if it rains.  Being only interested in edibles and cats killing. Quite like the Force Complete command maybe?

Check here,

https://forum.il2sturmovik.com/topic/57097-waypoints-and-force-complete-no-bug/

 

and here

https://forum.il2sturmovik.com/applications/core/interface/file/attachment.php?id=26072

 

page 242.

 

 

 

Posted (edited)

Saw both, thanks, Jim's manual has an offset in my Sumatra PDF reader, 252 is what you mean i think about the light switching.

What i am trying to do is have an Ai bomber follow along a route, and bomb 3 sequential atackarea CMDs, with moving trains, and bridges.

I got it partly working, a stop command after each area with a coufter and 2 timers. , but got too much cycling after the force complete command targetting the following waypoint.:

 

PS 1832524091_StopCMDsattackarea.jpg.e500811cfaf4abd7d816a9df4ac81cc3.jpg

 

PS your tips about the low settings for the train WPs: flak now is perfect, works like hell and they shoot like mad.

Plane set to vulnerable, and latter even crashes with wings shot off etc. LoL.

Amazing piece of software, this FMB for Il2 ...

 

 

Edited by jollyjack
  • 1 year later...
Posted

Jim, the sample missions no longer load in the mission editor. The issue seems to be that they lack the new Haze field.

 

If you have a unix environment, I think they can all be fixed at once with:

 

sed -i '/ *Pressure.*/a\ \ Haze = 0;' */*.Missions

 

If not, let me know and I can attach the revised files.

Posted (edited)
11 hours ago, Charon said:

Jim, the sample missions no longer load in the mission editor. The issue seems to be that they lack the new Haze field.

 

If you have a unix environment, I think they can all be fixed at once with:

 



sed -i '/ *Pressure.*/a\ \ Haze = 0;' */*.Missions

 

If not, let me know and I can attach the revised files.

 

Thanks Charon. I resaved the missions for v4.601 in the opening post for the manual.

 

Edited by JimTM
  • Upvote 1

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