WWSitttingDuck Posted September 12, 2019 Posted September 12, 2019 (edited) not really new, been happening for a bit. if I go to select an object, and accidentally dbl click it (brings up the advance properties), normally I could just hit "ok" to close the advance properties window. But now that causes a new window to open, telling me I have to edit some of the fields in the advance properties window, and I have to hit "cancel" to get out. If I want to change the nationality of an object, I have to edit all the "repair/reheal etc" boxes. Is this a setting I can change, or is this happening to everyone? Edited September 12, 2019 by WWSitttingDuck
Thad Posted September 12, 2019 Posted September 12, 2019 (edited) Salutations, This is probably the result of upcoming additions/improvements to the game. Just add a one (1) to the boxes and save OK it. I don't see any adverse effects to doing so in my mission creations currently. Edited September 12, 2019 by Thad
Habu Posted September 13, 2019 Posted September 13, 2019 It's since the last update. Don't worry, and set that : - Repair friendly time : 4 - Reheal friendly time : 1 - Refuel friendly time : 1 You'll have that message if you open the properties of some object from your old mission. Don't worry, i didn't detect any problems for some object which i didn't do any change. But as soon i have the message, i set the data i gave you. -
WWSitttingDuck Posted September 13, 2019 Author Posted September 13, 2019 (edited) Thanks...so have to ask, are these features close to being implemented? (and they miss-spelled Refuel) Edited September 13, 2019 by WWSitttingDuck
Habu Posted September 13, 2019 Posted September 13, 2019 (edited) Repair friendly and refuel friendly are ok in multiplayer using the dogfight mode for airfield. I don't know for vehicles. For exemple. On Airfield A, you have in the pool of the airfield : 1 A20 1 P51 One player take the A20 and the other one take the P51. Your airfield will have no plane. Players came back on airfield A with the same kind of plane (any A20 or P51 which take off from anywhere can come on airfield A). Once they land, plane will be avaliable after the time you set in repair and refuel. Keep in mind that it's second you set on that parameter. So if you set 4, it's 4 seconds. Edited September 13, 2019 by Habu
WWDriftwood Posted September 15, 2019 Posted September 15, 2019 (edited) I had the same issue editing the FME mission, bombers takeoff at sunset. Opening Field properties and clicking okay caused the message. So you it cancel or put a 1 in each box. I just added a 1, assuming it made no difference since all the check boxes for repair, reheal, rearm, refuil were "unchecked" and this was more likely a change in an update and the older sample mission was never changed. But never thoroughly tested it. On 9/13/2019 at 11:40 AM, Habu said: It's since the last update. Don't worry, and set that : - Repair friendly time : 4 - Reheal friendly time : 1 - Refuel friendly time : 1 You'll have that message if you open the properties of some object from your old mission. Don't worry, i didn't detect any problems for some object which i didn't do any change. But as soon i have the message, i set the data i gave you. =============== Repair friendly and refuel friendly are ok in multiplayer using the dogfight mode for airfield. I don't know for vehicles. For exemple. On Airfield A, you have in the pool of the airfield : 1 A20 1 P51 One player take the A20 and the other one take the P51. Your airfield will have no plane. Players came back on airfield A with the same kind of plane (any A20 or P51 which take off from anywhere can come on airfield A). Once they land, plane will be avaliable after the time you set in repair and refuel. Keep in mind that it's second you set on that parameter. So if you set 4, it's 4 seconds. Cool, I'll need to play with this fly back and forth to a couple airfields close together... Just realized it's --- Repair friendly and refuel friendly are ok in multiplayer using the dogfight mode for airfield. Not rearm.... so no rearm.... ? So for a use case example. Say you setup 2 airfields Each have 1 A20, 1 P51 If you loose the plane it's gone? If you land the plane at either airfield you can wait #of seconds for refuel/rearm, then the plane is available. Say you have 4 planes, 2 pilots, 2 airfields; what happens to planes landing at airfields that currently have the same plane you have, and it's set to one plane. Does this mean you land, pick the available plane, then once you takeoff; the plane you just landed will now repair/refuel and will become available? Or does is that first plane landed is lost, no slot available for repair/rearm, Then take the available plane and every plane landing after can refuel/rearm provided there is an empty slot? (of course were talking about slots for same planes, etc.) Might be handy for setting up a main airfield with multiple planes, each allowing x#of planes for multiple pilots. Then setup additional airfields, same planes, but only allowing 1 plane to be available. So the total planes between the airfields can then be repair/refueled from any airport you setup until all planes are gone? I'd like to test this unless what I'm saying is already known not to work? Any insight would be great. Thanks, DW Edited September 15, 2019 by WWDriftwood no rearm
Habu Posted September 15, 2019 Posted September 15, 2019 (edited) On 9/15/2019 at 3:29 AM, WWDriftwood said: Not rearm.... so no rearm.... ? Sorry, i didn't write rearm, i forgot it, but rearm works too. Another explanation which should be better. Airfield X has 2 P51 = Pool of P51 is 2 Airfield Y Has 2 P51 = Pool of P51 is 2 Player A and B take a mustang in airfield X and take off = pool of P51 from Airfield X is 0 Player C and D take a mustang in airfield Y and take off = pool of P51 from airfield Y is 0 Player C land at airfield X (which is not his homebase), after the time you set for repair, refuel and rearm, the P51 will be add to the pool of Airfield X = Pool from Airfield X is 1 and can be used. Player D land at airfield X (which is not his homebase, after player C), after the time you set for repair, refuel and rearm, the P51 will be add to the pool of Airfield X = Pool from Airfield X is 2 and can be used. Player A land at airfield X (which is his homebase, after player C and D), after the time you set for repair, refuel and rearm, the P51 should be add to the pool of Airfield X (not add to the pool)= Pool from Airfield X is 2 (not 3 because the pool limitation is 2, you can't overide the limitation of the pool). That plane is lost as it doesn't count in the pool. Player B land at airfield X (which is not his homebase), after the time you set for repair, refuel and rearm, the P51 will be add to the pool of Airfield Y = Pool from Airfield Y is 1 and can be used. The repair, rearm and refuel features work with the kind of plane. So any plane which are the same from any airfield which provide teh same plane can repair, rearm and refuel that kind of plane. But keep in mind that you can't overide the pool limitation. So if teh pool is full of the kind of plane you fly, your plane will be lost. Carefull, you have to disable the checkbox Renewable in the menu where you add a plane. That option will increase one plane each time you set. Edited September 16, 2019 by Habu 1
WWDriftwood Posted September 15, 2019 Posted September 15, 2019 That's great, I'll run a few tests to make sure I'm clear on how it's working. Basically I would like to setup MP Dogfight as a deathmatch or capture the flag. Then set home bases with multiple planes for 3 or 4 squads of 4, give them each 2 planes, say one squad is flying F4's, then there will be 8 F4's, 2 planes for each of the 4 pilots. Set it so they can takeoff/land from home, refuel, repair, rearm until they destroyed both planes. So 3-4 squads per home base has 3-4 plane types, 8 planes each type of thing. Then add additional airbases on the map but with only a single plane for each plane type/model on the home base. Basically player could land/refuel, repair, rearm, but only one player per plane type at a time for the additional airfields, or however you want to set it up. Basically to try and keep a limit on planes. Assuming any plane landing at the additional airfields will cause that airfield to lose one plane since there won't be enough in the pool for that airfield and no players will initially take off from one of these airfields. That would keep the initial home base airfield # of planes per squad in check. Hopefully I'm understanding this correctly, looks like I have some tinkering and testing to do.... Thank you very much for the info, DW
WWDriftwood Posted September 15, 2019 Posted September 15, 2019 Did a quick test, works great. Simple 2 airfield, 1st airfield 2 slots, F4/s 2nd airfield 1 slot, F4 Flew from 1 to 2, to get rid of the single plane at 2 Flew from 2 to 1, unloading my ammo Then back to 2 Keeps the balance of planes at the 2 airfields as expected. Just need to test "unchecking" rearm, same simple test, and assume if it works properly or as expected; then the plane you return will only have the ammo left from the previous pilot until all planes are out of ammo. Still flyable, just no ammo. Then do the same with refuel unchecked, but leave rearm checked to see how that works. Thanks again, DW
Habu Posted September 15, 2019 Posted September 15, 2019 You're welcome. You can change the number of plane or plane, nationality, using the command behaviour. In dogfight mode, the buton plane of Airfield is the location where you choose the pool of your plane. By default, if you look at the left after adding a plane, you have in the column # a 0. Here is a little exercice which should interrest you. ? 1- Put an Airfield object and create entity. 2- Add a plane (Il2 for exemple) and let the first plane with #0. 3- Add a plane (not the same as in 1, a yak for exemple)and change the # by 1. 4- Put a Mission begin --- add target --> timer set on 1minute --Add target --- > Command Behaviour --- Add object --- > Airfield 5- open the properties of Command behaviour. 6- Check the box Float Param and put 1 instead of 0. That 1 say that you change the pool of the airfield by all plane which begin by 1 instead of 0. 7- Save and play. In word. When you arrive on the map, the airfield will give you access only to the IL2. After one minutes, the airfield will give you access to the yak and only to the yak. So with that trick you can increase the number of plane of a pool, but it needs big works using complex trigger and counter. Not easy, and not sure we can achieve it.
JimTM Posted September 15, 2019 Posted September 15, 2019 (edited) 38 minutes ago, Habu said: .... You can change the number of plane or plane, nationality, using the command behaviour. ... In word. When you arrive on the map, the airfield will give you access only to the IL2. After one minutes, the airfield will give you access to the yak and only to the yak. ... Thanks Habu for the explanation of Repair/Refuel/Rearm. I'll put that on my to-do list for updates to the editor manual. WWDriftwood, for more detail on replenishing planes, see "Replenish or Change the Planes Available In a Multiplayer Mission", on pg. 115 of the editor manual. Edited September 15, 2019 by JimTM
Thad Posted September 15, 2019 Posted September 15, 2019 20 minutes ago, JimTM said: I'll put that on my to-do list for updates to the editor manual. 'updates to the editor manual?' The myth about the myth continues. ? 1
Habu Posted September 15, 2019 Posted September 15, 2019 1 hour ago, JimTM said: Thanks Habu for the explanation of Repair/Refuel/Rearm. I'll put that on my to-do list for updates to the editor manual. WWDriftwood, for more detail on replenishing planes, see "Replenish or Change the Planes Available In a Multiplayer Mission", on pg. 115 of the editor manual. Thanks to you Jim for your manual which help a lot of people. ? 1
WWSitttingDuck Posted September 15, 2019 Author Posted September 15, 2019 16 hours ago, Habu said: Carefull, you have to disable the checkbox Renew in the advanced properties of the airfield. That option will increase one plane each time you set. Going to assume you mean "Return Planes" so "maintenance radius' does not come into play at all in this...correct? And if "return planes" is checked, what is put into the xxxxx Friendlies is ignored?
WWDriftwood Posted September 15, 2019 Posted September 15, 2019 6 hours ago, JimTM said: Thanks Habu for the explanation of Repair/Refuel/Rearm. I'll put that on my to-do list for updates to the editor manual. WWDriftwood, for more detail on replenishing planes, see "Replenish or Change the Planes Available In a Multiplayer Mission", on pg. 115 of the editor manual. Thanks, was a bit confused. In the manual it says repair, refuel, rearm is not implemented. I had looked at the replenish options and mechanics. So I like the idea of adding planes, changing planes based on mission time and conditions. Was just looking to initially offer basic repair, refuel, rearm for same set of planes, set the number of planes, and set the time it takes to do this. My initial tests for basic 2 airfields, one has 2 planes, other has one, when setting the second airfield to not rearm and leave the first airfield to allow repair, refuel, rearm. The second airfield still rearms the plane. So it is essentially just replenishes the plane based on safe return to the airfield. So that works for me as a simple way to offer replenishing a limited number of planes based on the condition of the plane. Then adding additional mechanics and conditions, counters, etc. to replenish planes will work well. Just a bit more involved. I read through the manual several times to get a mental reference. Then reference it as I go along with the many forum tutorials, videos, etc. So everything helps a lot! But it doesn't always clarify everything, nor would I expect it to. Just takes time and experience, long rows to hoe to get all my sprouts to come up. ? Thanks for the info! DW 1
Habu Posted September 16, 2019 Posted September 16, 2019 17 hours ago, WWSitttingDuck said: Going to assume you mean "Return Planes" so "maintenance radius' does not come into play at all in this...correct? And if "return planes" is checked, what is put into the xxxxx Friendlies is ignored? No, but i did a mistake. It's not in the advanced properties of the airfield, it's when you add the plane in the airfield. The right sentence should have been : Carefull, you have to disable the checkbox Renewable in the menu where you add a plane. That option will increase one plane each time you set. Sorry for the mistake, i wrote it using my memory and not checking. My bad. ? Maintenance radius is the radius where you repair rearm or refuel. It could be interresting to have a small area if you want that your player have to go to a specific parking for repair, rearm and refuel. It will be the same area for the three features. 17 hours ago, WWDriftwood said: Thanks, was a bit confused. In the manual it says repair, refuel, rearm is not implemented. I had looked at the replenish options and mechanics. So I like the idea of adding planes, changing planes based on mission time and conditions. Was just looking to initially offer basic repair, refuel, rearm for same set of planes, set the number of planes, and set the time it takes to do this. My initial tests for basic 2 airfields, one has 2 planes, other has one, when setting the second airfield to not rearm and leave the first airfield to allow repair, refuel, rearm. The second airfield still rearms the plane. So it is essentially just replenishes the plane based on safe return to the airfield. So that works for me as a simple way to offer replenishing a limited number of planes based on the condition of the plane. Then adding additional mechanics and conditions, counters, etc. to replenish planes will work well. Just a bit more involved. I read through the manual several times to get a mental reference. Then reference it as I go along with the many forum tutorials, videos, etc. So everything helps a lot! But it doesn't always clarify everything, nor would I expect it to. Just takes time and experience, long rows to hoe to get all my sprouts to come up. ? Thanks for the info! DW The rearm, repair and refuel doens't work in single player mode, that's why you can read in the manual, that it's not implemented, but it works fine in dogfight mode. But you have to do a finish mission when you land, then the rearm, repair and refuel is activate, and after the time you set, the plane will be in the pool of the airfield where you land (if the same plane is in the pool of the airfield where you land).
WWDriftwood Posted September 16, 2019 Posted September 16, 2019 3 hours ago, Habu said: The rearm, repair and refuel doens't work in single player mode, that's why you can read in the manual, that it's not implemented, but it works fine in dogfight mode. But you have to do a finish mission when you land, then the rearm, repair and refuel is activate, and after the time you set, the plane will be in the pool of the airfield where you land (if the same plane is in the pool of the airfield where you land). Thanks, I'll test it some more. I was hopeing to set it to not rearm, only refuel and repair and a different airport. Initial test it still rearmed after unchecking the rearm box, when I hit mission finished, then went back to the plane I landed after firing all ammo. It was MP dogfight, I made sure to get rid of the initial plane before I did this. So I landed at a different airport with no planes, went to the first airport, flew a plane, landed at same airfield, then used the other airport; picked the plane I previously landed expecting it to not have ammo by unchecking the rearm box for that airfield. So it was just a test checking/unchecking the repair/refuel/rearm options only. 3 hours ago, Habu said: Maintenance radius is the radius where you repair rearm or refuel. It could be interresting to have a small area if you want that your player have to go to a specific parking for repair, rearm and refuel. It will be the same area for the three features. That would be cool...
WWSitttingDuck Posted September 18, 2019 Author Posted September 18, 2019 Damn, I can not get this to work. Set pool to 2. Took off, landed successfully, finished mission (sat on runway for 4 mins first...just to see if something would happen), and have 1 Plane left at airfield.
WWSitttingDuck Posted September 19, 2019 Author Posted September 19, 2019 ahhh.....ok...you have to name the plane.....
Habu Posted September 19, 2019 Posted September 19, 2019 15 hours ago, WWSitttingDuck said: ahhh.....ok...you have to name the plane..... Good to know, i have the reflex to name it, so i didn't know that it was an issue.
WWDriftwood Posted September 20, 2019 Posted September 20, 2019 I'll have to take a look at the difference. For my test I didn't name the planes and it works. But I only had one 109 F4 entry in the plane pool for each airfield. One airfield was set to 2 planes, the other set to 1. And I didn't have anything else on the Lapino map. So maybe once other objects/planes are added naming is required? I also didn't check reheal, though I don't seem to see any affect when checking/unchecking the boxes for repair, reheal, rearm, refuel. If I set one airfield to not rearm or refuel but unchecknig the boxes for one airfield (assuming unchecknig is supposes to deny this). Landing at the airfield, finish mission, choose plane, it's a new plane with all the options. I'm going to run a few more tests, but it seems checking return plane works, then you get a new plane or leave planes at different airfields provided they have an open slots, etc. But the return plane works great for moving planes to different airfields to renew the planes after landing which works for what I need. On 9/13/2019 at 11:18 AM, Habu said: It's since the last update. Don't worry, and set that : - Repair friendly time : 4 - Reheal friendly time : 1 - Refuel friendly time : 1 You'll have that message if you open the properties of some object from your old mission. Don't worry, i didn't detect any problems for some object which i didn't do any change. But as soon i have the message, i set the data i gave you. - What's the significance in putting a 4 for repair, and a 1 for reheal or refuel? I'm not seeing these properties affecting anything? Other than we need to make sure there is a number between 1-100 to satisfy the properties and not receive the warning message? Sorry if I'm missing something obvious. Are these changes only in affect when used with additional mechanics to support it. Or simply not implemented yet? thanks, DW
Habu Posted September 21, 2019 Posted September 21, 2019 9 hours ago, WWDriftwood said: What's the significance in putting a 4 for repair, and a 1 for reheal or refuel? I'm not seeing these properties affecting anything? Other than we need to make sure there is a number between 1-100 to satisfy the properties and not receive the warning message? Sorry if I'm missing something obvious. Are these changes only in affect when used with additional mechanics to support it. Or simply not implemented yet? thanks, The number is the time in seconds for repair, refuel, etc.. So if repair firendly is set on 4, it takes 4 seconds to repair the plane. About reheal, if i remember, it doesn't work. But for reheal, you should test with tank crew.
WWSitttingDuck Posted September 23, 2019 Author Posted September 23, 2019 whew..this one drove me nuts...some times it worked, sometimes it didn't...just did not make sense. sorry, bad info..naming planes does not make a difference. I was using the default 1000m maintenance radius. Jim's manual says this is the area where you have to "stop" (as opposed to land" So it appears I was taxing just a tad too far after a successful landing before I shut off my engine, and opened my canopy, and hence I would loose the plane. I expanded the radius to 1500m, and have not lost a plane yet. I did land, and purposely taxied off to the tree line, and lost the plane. But agree with Wood, and have to think this is all WIP stuff. We still have to finish mission, and that is going to give us a fresh plane with ammo/fuel...so nothing is really gained OTHER then the fact now we are not limited to just one maintenance radius...we can land at other fields and keep our planes.
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