ITAF_Airone1989 Posted August 25, 2020 Posted August 25, 2020 (edited) Hi guys, I have some questions for you: In the full mission editor 1) how can I set the mission target (primary, secondary..) 2) I cannot make AI torpedo bombers to drop their load, is it possible to solve it? 3) is it possible to set as destructible a building that is already in the map? (i.e. an house, a bridge, ecc..) 4) on some CLOD server I saw that it is possible to call AI bombers using radio command (alt - 4 - ...), does somebody know how to do this? I guess is a kind of trigger/script... In Desert Wings game 1) sand filter: how does it work? During taxi and takeoff should be open or closed? And at what altitude should I change it? What happens if I leave it open? And if I leave it closed? 2) how carburetor works? How should I manage it? Thank you very much for your answers P.s. -> Edit: 1) What is the difference between italian "tipo C" - "tipo Y" bombs? 2) What PNG means in the ground objects property? Edited August 25, 2020 by ITAF_Airone1989 Adding question
LLv34_Flanker Posted August 25, 2020 Posted August 25, 2020 S! No comment on the mission editor, but one the planes. 1. Sand filter should be used on ground and opened when airborne and wheels up. Closed before landing, on final approach for example. So basically a couple of hundred meters above ground. Not sure if dust damage is modelled on ground if the filter is open. If closed when flying you lose a bit of manifold pressure thus reduced power. 2. I have never used any carburettor related settings and have no idea if they affect anything in the game. I just read about the Fiat G.50 used by FiAF that carburettor was prone to freezing so heating had to be used, even during summer. Controls GUI could use a clean up, removal or hiding of all controls that are not used/modelled at the moment. Would propably slim the GUI quite a bit. And as there is no real support for a huge amount of buttons as of yet could help with configuring too. 1
vonGraf Posted August 25, 2020 Posted August 25, 2020 I have a question too. How do the 'clickable cockpit' work? Have I to enable it first? Do I need to map a key/mouse button for that? I've tried mouse button 4 or alt+left click but it didn't work.
ITAF_Airone1989 Posted August 25, 2020 Author Posted August 25, 2020 (edited) 31 minutes ago, vonGraf said: I have a question too. How do the 'clickable cockpit' work? Have I to enable it first? Do I need to map a key/mouse button for that? I've tried mouse button 4 or alt+left click but it didn't work. Just a left click on the buttons (note: not all of them are working) *Adding some new questions 1) What is the difference between italian "tipo C" - "tipo Y" bombs? 2) What PNG means in the ground objects property? Edited August 25, 2020 by ITAF_Airone1989 1
FTC_Karaya Posted August 25, 2020 Posted August 25, 2020 51 minutes ago, vonGraf said: I have a question too. How do the 'clickable cockpit' work? Have I to enable it first? Do I need to map a key/mouse button for that? I've tried mouse button 4 or alt+left click but it didn't work. Press F10 to switch between mouse look and mouse cursor mode. 1 1
vonGraf Posted August 25, 2020 Posted August 25, 2020 (edited) 7 hours ago, JG4_Karaya said: Press F10 to switch between mouse look and mouse cursor mode. Thanks, I'm in the right mode; I have an arrow/question mark or a hand as cursor. I'm using TrackIR for looking. But still no luck with switching anything on the cockpit/instruments until now. For what is the key 'interaction with instruments' in the view settings? (Don't know if the term is right, I have the game in German. In confuser.ini it's called 'dashboard') Edit: It works now. I had no key assigned for 'mouse control'. I think I deleted it by accident when I did the settings for moving the guns in turrets. And the 'interaction with instruments' (in German) is meant for for interaction with the info windows in the HUD. This did confuse me too. Edited August 25, 2020 by vonGraf
Sokol1 Posted August 25, 2020 Posted August 25, 2020 (edited) 8 hours ago, ITAF_Airone1989 said: In the full mission editor 1) how can I set the mission target (primary, secondary..) 2) I cannot make AI torpedo bombers to drop their load, is it possible to solve it? 3) is it possible to set as destructible a building that is already in the map? (i.e. an house, a bridge, ecc..) 4) on some CLOD server I saw that it is possible to call AI bombers using radio command (alt - 4 - ...), does somebody know how to do this? I guess is a kind of trigger/script... 2) What PNG means in the ground objects property? By default the game only compute air kills for define what side win a mission, planes killed - planes lost. For more complex conditions you need add scripts (done in C++), what create a file "mission name.cs". 3 - For a bomber attack a target or a area, in the waypoint intended for attack, in waypoint properties select the action e.g. "Attack Ground", then click in the button "SET" bellow, a aim circle with a green line appear in mouse cursor, so place this circle of the intended target, e.g. a enemy ship. Now that flight will tasked for attack this target (the waypoint will be linked with the target). 3 - For attack a building, e.g. some fuel depot (that makes "kaboom") use "Attack Area" in waypoint properties, now for define that this building is the condition for mission win, need create a C++ script. ? 4 - Is the "Mission" radio commands, that too require C++ script. See in the Single Mission "Night Fighter" (.cs file) a complex example of use for TAB-4 Mission, you can even request runway lights to be turned on via "radio", don't help much that lights in CloD are visible only at (very) short distances. With C++ scripts you can even detect that a switch in cockpit are on or off, but C++ scripting is not a thing for "mere mortals". FMB has only few scripts pre made - that you can use in FMB UI (in Edit > Scripts) , the triggers: TTimer > start a action after a given time TGroupDestroyed > start a action after x% or a flight group is destroyed TGroundDestroyed > start a action after x% or a ground target is destroyed (don't remember if include vehicles, ships). TPassthrough > start a action when a given aircraft went inside the radius of trigger. But for action, are only one script pre made: Air SpawnGroup > spawn a new air group (one or more planes) if a trigger is triggered. For more triggers and actions, C++ is the way, and the "heaven" is the limit (well, some bugs too). For vehicles and objects, are scripts pre-made in their properties, that became available when you tick NPC box in their properties. Like make a car run in looping in road section indefinitely, you select in vehicle properties (car.ccp), and "SET" the car whit the road. Don't work well for ships and trains, they turn back (train in a funny way, like a centipede) only one time, at least in my attempts. Or for searchlight turn on when a enemy plane came in the detection radius set in the AI scrip (antiair.ccp), the searchlight require a object generator near, linked with AI antiair.ccp, so if generator is destroyed, searchlight goes off. Some vehicles have scripts in their properties for make compositions, like put a Bofors over a train flat car, a tractor pulling a bowser... set a new train composition (ammo wagons goes "kaboom"), activate AA guns in cargo ships... Tick the box "tech skin" for access options. After get used can set manually in mission code. Some scrips in objects, vehicles, like "airport.ccp" I don't manage to put for work, I think is related with sound detector... And some objects with scrip, like a Lighthouse .... - who I suppose work like searchlight, aparentely have their lamps broken. ? Destroyers can have the script for lay mines activated in a given waypoint, and that mines work. Animals scrips set "skating" cows, sheep's, seagulls and a dumb... "Volkswaffe" flock. Edited August 25, 2020 by Sokol1 1
DD_FT- Posted August 25, 2020 Posted August 25, 2020 7 hours ago, ITAF_Airone1989 said: (...) 2) I cannot make AI torpedo bombers to drop their load, is it possible to solve it? (...) Create a way point "Attack target", use 'Set Target' and click on the ship to be attacked.
ITAF_Airone1989 Posted August 25, 2020 Author Posted August 25, 2020 49 minutes ago, Sokol1 said: 3 - For a bomber attack a target or a area, in the waypoint intended for attack, in waypoint properties select the action e.g. "Attack Ground", then click in the button "SET" bellow, a aim circle with a green line appear in mouse cursor, so place this circle of the intended target, e.g. a enemy ship. Now that flight will tasked for attack this target (the waypoint will be linked with the target). 49 minutes ago, DD_FT- said: Create a way point "Attack target", use 'Set Target' and click on the ship to be attacked. I did exactly this, it works with bombs but not with torpedo... Did you try? 51 minutes ago, Sokol1 said: Animals scrips set "skating" cows, sheep's, seagulls and a dumb... "Volkswaffe" flock. I have to be honest: I tried to strafe them but nothing happened
Sokol1 Posted August 25, 2020 Posted August 25, 2020 (edited) In Attack Waypoint assure that link the target, and set plane speed and height for minimum, for HE 115 is 180KMH and 50 meters - just put 0 and 0, FMB set plane minimum. Type of Attack leave on Auto, Shallow Dive work too, and Top Mast probable too. Notice that when you have the target correct linked, their name appear in "target". An "It's CloD!", when torpedo hit the water are that (new) poor effect of "jumping garbage", what at first give me impression that the torpedo had broken. BTW - Even with He 115 crew skill in maximum, minus basic and advanced flight (who in maximum create UFO's) with just one He 115 B torpedo end missing the target in several attempt, with two He 115 B n the group ship is sunk. Edited August 25, 2020 by Sokol1 1
ITAF_Airone1989 Posted August 25, 2020 Author Posted August 25, 2020 (edited) 34 minutes ago, Sokol1 said: In Attack Waypoint assure that link the target, and set plane speed and height for minimum, for HE 115 is 180KMH and 50 meters - just put 0 and 0, FMB set plane minimum. Great! it seams to work now... But I have another problem ? ("It's CloD!")So: I create the mission in a way they approach ships with a 90° angle, but then their first action is to turn and attack them with a 0°, as they should do with bombs to have a bigger target.EDIT: nope, they just want to attack them with a perfect route west-east. I found no way to change thisy Edited August 25, 2020 by ITAF_Airone1989
Sokol1 Posted August 25, 2020 Posted August 25, 2020 (edited) Here, setting the attacking planes in 90 degree course with target couse, with Top Mast or Shallow Dive type of attack, when ship is detected they deviate a bit for left and set a course 50-60º for target: With bombs and Top Mast, they keep ~90º. Edited August 25, 2020 by Sokol1
DD_FT- Posted August 25, 2020 Posted August 25, 2020 3 hours ago, ITAF_Airone1989 said: I did exactly this, it works with bombs but not with torpedo... Did you try? I have to be honest: I tried to strafe them but nothing happened I did, and they do attack the ships. Let them fly in low... Here's the mission I created for it, including the target ships... Mind you, this one is loaded into an existing DogFight map, so it does not have any bases or spawnpoints. And no player plane assigned... In this form, you may not be able to run and pilot it! [PARTS] core.100 bob.100 tobruk.100 [MAIN] MAP tobruk:Land$Tobruk DespawnAfterLandingTimeout 600 BattleArea 0 0 393215 393215 5000 TIME 10.0000002421439 WeatherIndex 0 CloudsHeight 1000 BreezeActivity 10 ThermalActivity 10 [GlobalWind_0] Power 3.000 0.000 0.000 BottomBound 0.00 TopBound 1500.00 GustPower 0 GustAngle 45 [splines] [AirGroups] tobruk:Tobruk_RAF_B_70Sqn.0F tobruk:Tobruk_RAF_B_113Sqn.0F [tobruk:Tobruk_RAF_B_70Sqn.0F] Flight0 1 Flight1 11 Flight2 21 Flight3 31 Class tobruk:Aircraft.WellingtonMkIc_Torpedo_Trop Formation VIC CallSign 20 Fuel 48 Weapons 1 1 1 1 Skill 1 0.89 0.79 0.68 0.79 0.74 0.68 0.74 Aging 35 [tobruk:Tobruk_RAF_B_70Sqn.0F_Way] NORMFLY 166475.13 181697.67 1300.00 266.00 NORMFLY 187959.95 205772.45 1300.00 266.00 GATTACK_TARG 265788.71 201580.01 1300.00 266.00 18_Chief 1 GATTACK_TARG 263173.87 194366.03 1300.00 266.00 19_Chief 1 NORMFLY 181944.10 196661.60 1300.00 266.00 NORMFLY 152071.11 210075.38 1300.00 266.00 NORMFLY 147549.49 206271.26 1300.00 266.00 LANDING 150823.45 186119.83 250.00 350.00 [tobruk:Tobruk_RAF_B_113Sqn.0F] Flight0 1 Flight1 11 Flight2 21 Flight3 31 Class tobruk:Aircraft.WellingtonMkIc_Torpedo_Trop Formation VIC CallSign 26 Fuel 42 Weapons 1 1 1 1 Skill 1 0.89 0.79 0.68 0.58 0.74 0.68 0.74 Aging 29 [tobruk:Tobruk_RAF_B_113Sqn.0F_Way] FOLLOW 163998.87 179537.45 1300.00 266.00 tobruk:Tobruk_RAF_B_70Sqn.0F 0 NORMFLY 188343.25 206755.39 1300.00 266.00 GATTACK_TARG 264397.23 201036.72 1300.00 266.00 56_Chief 1 GATTACK_TARG 266658.84 194934.62 1300.00 266.00 20_Chief 1 NORMFLY 182550.72 194830.12 1300.00 266.00 NORMFLY 152830.69 208391.56 1300.00 266.00 NORMFLY 149340.04 205196.05 1300.00 266.00 LANDING 150228.77 186430.13 150.00 350.00 [CustomChiefs] [Chiefs] 18_Chief Ship.Tanker_Medium2 de /sleep 0/skill 1/slowfire 12 19_Chief Ship.Tanker_Medium2 de /sleep 0/skill 1/slowfire 12 20_Chief Ship.Tanker_Medium2 de /sleep 0/skill 1/slowfire 12 56_Chief Ship.Tanker_Medium2 de /sleep 0/skill 1/slowfire 12 [18_Chief_Road] 264579.25 198100.25 38.40 0 2 1.11 264074.16 198016.55 38.40 0 2 5.83 114095.89 202105.67 38.40 0 2 5.83 113335.16 202369.92 38.40 [19_Chief_Road] 264827.41 197775.03 38.40 0 2 1.11 264405.16 197795.53 38.40 0 2 5.83 113999.38 202002.48 38.40 0 2 5.83 113203.36 201987.84 38.40 [20_Chief_Road] 264671.56 197511.31 38.40 0 2 1.11 264196.25 197603.77 38.40 0 2 5.83 114200.64 201900.83 38.40 0 2 5.83 113504.55 201552.78 38.40 [56_Chief_Road] 265179.97 198026.97 38.40 0 2 1.11 264691.59 197937.89 38.40 0 2 5.83 114336.65 202035.66 38.40 0 2 5.83 113504.06 202128.88 38.40 [Stationary] [Buildings] [BuildingsLinks]
ITAF_Airone1989 Posted August 25, 2020 Author Posted August 25, 2020 24 minutes ago, Sokol1 said: Here, setting the attacking planes in 90 degree course with target couse, with Top Mast or Shallow Dive type of attack I did as you said, but still this angle of approach...
DD_FT- Posted August 25, 2020 Posted August 25, 2020 Oh, I never realized you wanted a "perfect" attack run. The Wellingtons just do some flying around, and drop their torps... and do sink ships. And I am happy with that ...
ITAF_Airone1989 Posted August 25, 2020 Author Posted August 25, 2020 Oh ok ok, it's good enough... I mean: now they drop the torpedo, so it's a step forward in any case... Just weird how they react, I think should be the contrary: 90° for torpedo attack and 0° for bombing attack. In any case, thanks to you all
Sokol1 Posted August 25, 2020 Posted August 25, 2020 Probable your waypoints are too close, set at least 1 minute flight for attacking plane, before reach attack waypoint.
LLv34_Temuri Posted August 26, 2020 Posted August 26, 2020 One small note: scripting is in C#, not C++.
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