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Conan_249th
05-15-2004, 10:02 AM
Sir ~S~!,

I am looking for a couple of new capabilities for this excellent sim that I don't believe exist as yet. After searching diligently through the back "editions" of this forum, I concuded they aren't there and so I am making a request. If the capability exists and someone can educate me I would appreciate that as well.

First, I would like a very "plain" map with little or no cultural, water or vertical development. Just the simplest sort of steppe terrain that would not tax the graphics so full excellent settings would be more of a possibility. It would need just enough variation and development to give a reasonable sense of ground proximity - rather like flying off the edge of the universe on the current maps. I don't think the map would not need to be any more than about a 10 K square. I wish to use it for training as I know it would be too boring for game play.

A real bonus would be a single cultural feature - a scorable air to ground gunnery range complete with bomb circle, 5K run in line and 4 strafe pits with 1.5K run in lines and 200/400/600/800/1000m markers. Again, not a great game setup unless you are running a GunSmoke competition, but highly useful for training.

Second. Would it be possible to allow FMB the capability to exactly place dogfight airstart spawn points both 3 dimensionally using a cubic grid system as well as specifying starting conditions of heading, airspeed and so forth (ie, 6 dimensionally plus performance factors)? I would like to be able to build training scenarios for dogfighting that would allow a quicker reset than is currently available.

I would be very happy to share the training scenarios and the accompanying instructional media if you can make this happen. After 20 years as a USAF fighter pilot I find I am having trouble translating my experience into useful tools for my squad and this would greatly help.

I think and hope these are all fairly simple to implement. It would GREATLY enhance the value of your product in my estimation.

Thank you, 249th_Conan

http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

Conan_249th
05-15-2004, 10:02 AM
Sir ~S~!,

I am looking for a couple of new capabilities for this excellent sim that I don't believe exist as yet. After searching diligently through the back "editions" of this forum, I concuded they aren't there and so I am making a request. If the capability exists and someone can educate me I would appreciate that as well.

First, I would like a very "plain" map with little or no cultural, water or vertical development. Just the simplest sort of steppe terrain that would not tax the graphics so full excellent settings would be more of a possibility. It would need just enough variation and development to give a reasonable sense of ground proximity - rather like flying off the edge of the universe on the current maps. I don't think the map would not need to be any more than about a 10 K square. I wish to use it for training as I know it would be too boring for game play.

A real bonus would be a single cultural feature - a scorable air to ground gunnery range complete with bomb circle, 5K run in line and 4 strafe pits with 1.5K run in lines and 200/400/600/800/1000m markers. Again, not a great game setup unless you are running a GunSmoke competition, but highly useful for training.

Second. Would it be possible to allow FMB the capability to exactly place dogfight airstart spawn points both 3 dimensionally using a cubic grid system as well as specifying starting conditions of heading, airspeed and so forth (ie, 6 dimensionally plus performance factors)? I would like to be able to build training scenarios for dogfighting that would allow a quicker reset than is currently available.

I would be very happy to share the training scenarios and the accompanying instructional media if you can make this happen. After 20 years as a USAF fighter pilot I find I am having trouble translating my experience into useful tools for my squad and this would greatly help.

I think and hope these are all fairly simple to implement. It would GREATLY enhance the value of your product in my estimation.

Thank you, 249th_Conan

http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

Harh
05-15-2004, 10:23 AM
If you really want this try to contact moderator or try to find any from devteam, because (as I see) all who are reading this are users and they can't help you.

_VR_ScorpionWorm
05-15-2004, 02:48 PM
Now that is a perfect idea, plain flat map..that shouldnt be too hard to make. Just give us objects to place and we are set. The cubic grid system sound like it will work better than just spawning over the airbase. These are great ideas, especially for training. Maybe it can be submitted to Oleg for BoB, I would love to see something like this. You have hit a grade A idea in my book. http://ubbxforums.ubi.com/infopop/emoticons/icon_cool.gif

"Soldiers, Sailors, and Airmen of the Allied Expeditionary force: You are about to embark upon a Great Crusade toward which we have strived these many months. The eyes of the world are upon you. Good Luck! And let us all beseech the blessing of Almighty God upon this great and noble undertaking" - Gen. Dwight D. Eiseinhower-Supreme Allied Commander.

www.vultures-row.com (http://www.vultures-row.com)

Conan_249th
05-15-2004, 03:57 PM
I know what you mean Harh, but the header says Oleg tries to read these posts. I'll try to improve my odds by including the names Oleg Maddox and Crazy Ivan as meta tags. Wish me luck!

Scorpion Worm, I hadn't thought about getting it in to BoB but that would be terrific!

Cheers, Conan

http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

Harh
05-16-2004, 01:03 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Conan_249th:
I know what you mean Harh, but the header says Oleg tries to read these posts. I'll try to improve my odds by including the names Oleg Maddox and Crazy Ivan as meta tags. Wish me luck!

Scorpion Worm, I hadn't thought about getting it in to BoB but that would be terrific!

Cheers, Conan

"There is no problem which cannot be solved by the proper application of high explosive."<HR></BLOCKQUOTE>

A bit late reply. Anyway, good luck http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

plumps_
05-16-2004, 02:28 PM
I think some of your ideas can be realized in the current Full Mission Builder.

The Prokhorovka map is not too big and has large parts with nothing but steppe. I don't know how your gunnery range is supposed to look like, but with the objects we have in the FMB and some imagination a lot can be done.

Here's a picture of a test range i made to test turning radii:

http://home.arcor.de/rayluck/sturmovik/circles-1-400.jpg

I used airfield campfires to write numbers on the ground.

Make sure you have activated the map grid in the FMB so you can measure exact distances.

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http://home.arcor.de/rayluck/sturmovik/stulogo-banner.jpg (http://home.arcor.de/rayluck/sturmovik/)

Conan_249th
05-17-2004, 06:47 AM
An excellent suggestion Plamps and I may give it a try in the short term. I am hoping a map with these qualities built in would tax the graphics processor less. Also, the "scoreable" part would require the ballistics portion of the program to compute the azimuth and miss distance of the bomb. Strafe rags would count how many of the bullets fired went through the rag. With the "arrows" turned on, you can see your hits now, but it is more time consuming to observe and not as much like reality as I think they could quite easily make it.

That was a lot of work to check turn radii! Do you have the results compiled and accessible? I would be very interested in stealing them!

Cheers
http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

plumps_
05-17-2004, 10:28 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Also, the "scoreable" part would require the ballistics portion of the program to compute the azimuth and miss distance of the bomb.<HR></BLOCKQUOTE>
That's a good idea. Until we get this some day you may try some workarounds:

Currently you can draw circles of campfires around the target to estimate the distance by wich a bomb missed when you watch the crater.

Use the circle you see around the 'Target' objects in the FMB as stencil to draw exact circles. To get several concentric circles place one 'Target' object in the center of your bomb range. Save the mission, then open the .mis file in a text editor. There you will see something like this:

[Target]
1 0 0 0 500 32000 26600 500

32000 and 26600 are the target's map coordinates, 500 is the radius. Now copy and paste this line to get several targets. Don't touch the coordinates, but change the radius so you get something like this:

[Target]
1 0 0 0 500 32000 26600 10
1 0 0 0 500 32000 26600 30
1 0 0 0 500 32000 26600 50
1 0 0 0 500 32000 26600 70
1 0 0 0 500 32000 26600 90

Save the .mis file and open it in the FMB again. There you will see 5 concentric circles with radii 10, 30, 50, 70, and 90 meters. On these you can place objects like airfield campfires to make the circles visible in the mission.

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Strafe rags would count how many of the bullets fired went through the rag.<HR></BLOCKQUOTE>
Do you know Sturmolog? It's a program that analyzes the logs of online missions. It will record each player's numbers of bullets that either missed or hit ground or air targets. It will also record whether a bomb hit (=destroyed a target). In an online dogfight mission place a piece of stationary armor in the center of the target so Sturmolog records exact bomb hits. Set a very short respawn time to make it work even with repeated attacks. To respawn stationary armor or artillery after 5 seconds paste this into the mission file:

[RespawnTime]
Artillery 5



<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>That was a lot of work to check turn radii! Do you have the results compiled and accessible? I would be very interested in stealing them!<HR></BLOCKQUOTE>
I didn't test too much myself but the mission can be downloaded from my site. However it's become somehow obsolete by the publication of Il2compare.

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http://home.arcor.de/rayluck/sturmovik/stulogo-banner.jpg (http://home.arcor.de/rayluck/sturmovik/)

Conan_249th
05-17-2004, 03:33 PM
Thank you very much. I will be able to use some of your work.

Cheers

http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

Conan_249th
05-19-2004, 11:23 AM
Let's try attacking this problem from a different direction. I am new to mission building as you may have guessed, but is there a way I can control where on the field a certain aircraft will spawn and can I determine in what direction that aircraft is facing? If I can do that, I have a limited ability to at least get a set of aircraft to airstart a 1000m above those points,in formation and heading the same way wouldn't I?

I appreciate all of your help.

Cheers

http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

Conan_249th
05-19-2004, 11:23 AM
Let's try attacking this problem from a different direction. I am new to mission building, but is there a way a I can control where on the field a certain aircraft will spawn and can I determine in what direction that aircraft is facing? If I can do that, I have a limited ability to at least get a set of aircraft to airstart a 1000m above those points, wouldn't I?

I appreciate all of your help.

Cheers

http://www.simops.com/249th/sigs/Kapitanconan.jpg

"There is no problem which cannot be solved by the proper application of high explosive."

plumps_
05-20-2004, 04:37 AM
This can be done in Coop or single player offline missions, but you can't control spawn positions in dogfights. There the program will assign a position to each player and the only way to get airstart is to disable 'Take-off and Landings' in the difficulty menu. In dogfight missions you can't spawn formations anyway as each player will spawn individually as soon as he hits the 'Fly' button.

If you have more questions about mission building I recommend that you ask in the Mission Builder Forum, otherwise your above ideas will be lost in this thread.

One of your suggestions has already materialized in patch 2.01. Look at the new online maps 9 - 11. These are really just steppe with some bases and should use up very few resources.

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http://home.arcor.de/rayluck/sturmovik/stulogo-banner.jpg (http://home.arcor.de/rayluck/sturmovik/)