View Full Version : Ignore - just venting

12-09-2004, 02:59 AM
This game comes with minimal documentation.

* No Objects list for FMB
No sweat though. Someone from the community did one.

* No command/function list for FMB
Nowhere can u find info on all the stuff u can do in FMB.

* No command list and syntax for Console
I mean a full list. I know how to write "help" in the console.

* No list of friendly names of log-objects
I'm making a logparser in PHP but have no clue as to what "5_Ship" or "1x178dt" is, for instance.

* Wav-format for making own voices/music for PF
I was playing with this feature. Someone said there where info in a file in your PF folder.
That file was a friggin joke.
I had to turn to the community to get the info needed.

There's more. These are just some examples of bad or no documentation that hinders or slows down community built gadget.
The developers have all this info and can easily make raw info available.
But I guess we shouldn't disturb em now as they're concentrating on BoB. Right, Mr. Bearcat!?

So what to do? Search the forum. But the friggin search function is fubar.

Not to mention the non-existing updates of the website.
Anyone remember the name of our community manager? Do we have any?

12-09-2004, 02:59 AM
This game comes with minimal documentation.

* No Objects list for FMB
No sweat though. Someone from the community did one.

* No command/function list for FMB
Nowhere can u find info on all the stuff u can do in FMB.

* No command list and syntax for Console
I mean a full list. I know how to write "help" in the console.

* No list of friendly names of log-objects
I'm making a logparser in PHP but have no clue as to what "5_Ship" or "1x178dt" is, for instance.

* Wav-format for making own voices/music for PF
I was playing with this feature. Someone said there where info in a file in your PF folder.
That file was a friggin joke.
I had to turn to the community to get the info needed.

There's more. These are just some examples of bad or no documentation that hinders or slows down community built gadget.
The developers have all this info and can easily make raw info available.
But I guess we shouldn't disturb em now as they're concentrating on BoB. Right, Mr. Bearcat!?

So what to do? Search the forum. But the friggin search function is fubar.

Not to mention the non-existing updates of the website.
Anyone remember the name of our community manager? Do we have any?

12-09-2004, 04:19 AM
All right, ok, lets have a hug.

I agree with some of what you said though. For example, no obejects list for the FMB.

12-09-2004, 04:26 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Vengeanze:
* No command/function list for FMB
Nowhere can u find info on all the stuff u can do in FMB. <HR></BLOCKQUOTE>
a lot of time & experimenting is required to get a handel on this one


12-09-2004, 08:51 AM
This guide has been written and compiled by POMAK249 with contributions taken from the Netwings and IL2 forums €" in that regard it is a joint effort and I would like to thank everyone who has taken the time to share their tips and knowledge with the community
end qoute.


NB All actions can be deleted or unselected by right clicking.
CTRL + Left click places objects.
The mission can be exited and saved at anytime and re-opened and edited ad infinitum.

Load a map - Go to €˜edit€ and set the time and conditions and give the mission a name under the €˜conditions€ and €˜description€ tabs.

Go to €˜view€ &gt; €˜object€

Select €˜homebase€ from the list and select an Airfield to use.

CTRL + Left click on the Airfield (it will blink).

Choose the Airfield properties, i.e. Red/Blue and increase the bases area by moving the slider and enlarging/reducing the Red/blue circle. Do not use the €˜aircraft€ tab.

You can zoom in or out of an area on the map by using the left hand cursor or by holding down the SHIFT key and Left clicking, drawing a square from the top left hand corner of the area to enlarge.

Unselect the airfield (Right click anywhere - choose €˜unselect€)

Go to €˜view€ &gt; €˜object€ &gt; €˜Aircraft€

Choose your aircraft from the drop down list.

Go to €˜properties€ (self explanatory - at this point leave €˜AI Only€ unticked), then decide on the amount of planes in your flight (max.4) - up to 4 tabs will appear labelled plane1 -4, decide which one you will fly and open up that tab, choose your skin etc and tick €˜player€. You can now choose skins etc for the remaining flight.

To place the aircraft on the map, CRTL and left click. The icon will blink.

To take off in the aircraft, place it on the runway of the chosen €˜homebase€.

Go to the €˜waypoint€ tab and select €˜take off€ ( a flashing take-off icon will appear) - it is best to zoom in at this stage. If you want to begin in the air, choose €˜normfly€ and select speed and height.

Now zoom out of the map and decide on your waypoints (or route).

To set each waypoint make sure your aircraft symbol is selected (flashing), go to each waypoint and press CTRL + Left click - a black line will appear between each one. At each waypoint select your desired height and speed. To move a waypoint after setting it just left click on it, hold down the Left button and drag the waypoint to a new position.

To land back at the €˜homebase€ place the last waypoint on the base and select €˜Landing€ from the options.

Now right click and press €˜unselect€.


Now is the time to decide on what targets to attack, where and how - one or more of your waypoints can have a target, you can attack ground targets or planes in the air - the choice is yours but each target will have to be €˜produced€ by you. These will have to be placed on the ground or in the air using objects from the €˜objects€ library.

So choose an area near a waypoint to place ground equipment on or an area in the sky to place planes. Targets can have their own waypoints using the method described previously or be left stationery such as Tanks/Guns etc. You can also set AAA around the target area to shoot at you. Ships will shoot at you definitely and, at time of writing, are deadly accurate.

Ok, you€ve chosen a waypoint to set as a target - Enlarge the area around the waypoint to expose the ground detail, we will place some buildings and Armour to attack.

Go to €˜view€ &gt; €˜Stationary Armour€ - pick a piece of armour from the list that is not used by your forces (i.e., If you are flying in a German plane don€t choose a German Tank). CTRL + Left click to place it on the map, you can repeat this as many times as you wish but remember to Right click and €˜unselect€ before choosing the next object.

You can place any object i.e., Buildings, Stationary aircraft etc - to orientate them on the ground use the NUMPAD keys (7, 8 & 9 are for fine adjustments) and Left click to drag around (make sure the objects icon is flashing first).

To further fine adjust the placement of objects you can select 3D mode - enlarge the map so it changes appearance to lifelike terrain and press ENTER, an axis icon will appear in red and green with a blue arrow which always points to the sky. The object can then be moved by?

If your target is in a town or city (or a bridge) you can set the destruction level of the buildings. Go to €˜view€ &gt; €˜destruction€ - Destruction is painted on using the mouse, the size of the area destroyed can be enlarged/reduced using the €˜brush size€ scroll bar and the actual level of destruction can be increased/decreased by adjusting the €˜destruction level€ scroll bar.

Once each is set to your taste, make sure the destruction window is open and CTRL + Left click anywhere on the green area that appears, press the F key and keep it pressed while painting with the mouse cursor, the damaged area will turn red.

Remember you can also populate your own airfield with buildings and objects, moving or stationery.

Once you€ve €˜built€ your target press €˜unselect€ as previously described.


Now you have €˜built€ your target you will have to set it as the target for your flight.

Left click your plane icon, it and the waypoints will blink, enlarge the area around the target you are attacking and open €˜view€ &gt; €˜objects€. The drop down list for your flight should appear, in €˜waypoint€ scroll through the waypoints until you reach the one at which you are attacking (or left click on the waypoint - the relevant waypoint will be shown on the list), press the SET button and a crosshairs target will appear, place this on or near the target you are attacking and left click. This is best for airborne or moving ground targets.

Alternatively, instead of clicking SET select Gattack from the drop down list - this will place a bomb icon over the target. The SET button can then be used for other objects or functions. This is best for ground objects that are not moving.

In either case go to €˜view€ &gt; €˜object€ &gt; €˜target€ - here you will see several target options;


Select one.

All quite self-explanatory, except DESTROY is for specific individual targets and DESTROY GROUND is for areas or multiples of targets. You can set the degree of destruction required to be successful or assign a time limit in which to €˜get the job done€.

The SET button is useful because you can create other flights within the mission and using this get them to attack each other or another object. Whichever waypoint is given the SET function will attack the target selected.


To set up an escort for your flight, select an aircraft to perform the duty from €˜view€ &gt; €˜objects€ and place it on the map, CTRL + Left click, near to any existing waypoints from which you want to be escorted. Open the €˜properties€ tab and select how many you want in the flight (1-4) then open the €˜waypoint€ tab, press the SET button and attach the crosshairs to the icon of the plane you want to escort, do this at each waypoint where you want the escort to be.

Ensure your height and speeds roughly correspond to the aircraft you are escorting.

You can get this flight to peel off and attack opposing planes/objects by simply moving the crosshairs to that target from one of the waypoints along the way.

The SET button can only be applied to one function, you cannot set up an escort and attack from the same SET command.

To tow a glider - choose a suitable towing aircraft from the €˜aircraft€ list (i.e., He111 zwilling), place it on the map CTRL + Left click and create waypoints as described. €˜unselect€ that aircraft and choose a glider from the list (i.e., Me323), place this behind the towing aircraft but not to close, open the €˜properties€ tab and press SET - place the resultant crosshairs on the towing aircraft icon. Ensure the speeds of both aircraft are the same along with the height, do this at each waypoint. As per other aircraft you can have 1-4 in a flight.

You can select to have the glider laden with up to 32 paratroopers, these will drop if you select Gattack at one of the waypoints for the towed aircraft. troopers (in properties/weapons).



Placing the 'set' target icon on an object makes that a target for the particular plane or flight following that set of waypoints. When that target has been accomplished, you will hear the radio chatter say, 'Mission Accomplished', etc. That is not the overall mission, but just the individual assignment for that flight. It doesn't, by itself, score anything.

To 'Win' the overall mission, use the targets listed under the View/Objects/Target. "Destroy" is a target that you place directly on a unit. If done correctly, the unit's id will show in the target box, such as "Red 1" or whatever. The problem is that "Destroy" doesn't like to be used on stationary targets. Use this on groups of planes, tanks, ships, etc. Don't use on stationary planes, artillery, stationary ships, etc. You can set the destruction level to match your objectives.

"Destroy Ground" defines an area of land that needs to be attacked. You don't need to place it directly on a unit or object, but the target objectives need to be within the defined circle, which can be adjusted according to your needs. So if you wanted to kill 3 of 4 artillery within a certain area, place the "Destroy Ground" circle around those tanks, and set the target to 75%. Once 75% of the units within the circle are destroyed, the conditions are met. Use this for the stationary targets that couldn't be targeted with "Destroy". Multiple unit types can be targeted with this trigger.

Destroying cities works in a non-intuitive way.

It sounds like you have got the idea of setting up the destruction menu, but the destruction technique is missing.

What you must do when destroying is, click on the map so it has 'focus', then hold down the F key on the keyboard, and move the mouse around. That mouse movement will 'paint' destruction, you will see the colours change to red. If you want to destroy elsewhere, stop holding the F button and you can move the cursor as normal.

With the brush on maximum size and maximum destruction a city like Berlin can be laid in ashes in seconds. If you have destroyed too much, and want to restore wrecked buildings, set the destruction level back to the left and re-paint green. Enjoy!


I had some difficulty getting the troopers to jump too, but finally they did. Thing is, I'm not completely sure what I did right... I think it goes like this: At the way point you want them to start dropping, set type to GAttack instead of normal flying. Looking at my mission, it doesn't seem that I've set a ground target, so avoid that. Also, make sure that the plane is loaded with Paratroopers (max.32) and try to drop at around 250metres. Caution, they can be a big hit on FPS.


There you will find Destroy, Destroy Ground, Destroy Bridge, etc. These are the targets that will give you the result that will decide if your mission was successful. Determine if you 'Win'.

The Destroy target deals with a specific object and is good for missions where you want to pin point a house, or a single plane. Say a cargo plane carrying high level officers for example. You can knock down that plane and leave the escorts untouched to obtain the win.

The Destroy Ground target is not linked to a specific object, but has an adjustable radius circle so that you have to destroy things within this circle to the degree you choose, to accomplish the mission.

An example would be a group of planes on the tarmac. If you had eight planes in your target circle and the degree set to 50%, you would get the win if you destroy four or more. 100% would require you get them all.

Destroy Ground targets do not cover bridges, Use the Destroy Bridge target for that. They also don't work well with moving objects. Use the Destroy target for those unless the travel of the object (a train for example) will start and stop with the kill circle.

You have a set of Defend targets as well, and they are the inverse of the above. If you have a Defence Ground target on eight planes in your area with a 50% set, you would fail the mission if four or more were destroyed. I think that will only go up to 75%, so you would fail at 75% if two or more or destroyed.

For airborne craft, you have an Escort target. This can be set for percentages if you are escorting a flight, bombers for example, or it can be linked to a single aircraft as the opposite of the above cargo plane example.

There are two types of targets and the difference is important if you're flying your missions in a campaign.

Primary targets must be fulfilled for you to be advanced to the next mission in a campaign. If you fail the mission, you will have to refly it.

When a Primary is present in the mission, Secondary targets missed will only deprive you of the points you would have gained if that objective were met.

If you have a Primary and a Secondary in the same mission, the Primary will give you a Mission Complete message when it's been satisfied.

If you have two Primary targets, both must be completed before the mission is considered accomplished.

If you have no Primary targets, the mission will be considered complete when the Secondary is accomplished.

If there is more than one Secondary. They must all be accomplished before the mission will be considered successfully completed.

I have found that it's best to delete targets and create new ones if you want to change their type. Just clicking on the type button and picking a new type for an existing target has yielded mixed results and will not always give you credit when the job is done.
You need to both tell your aircraft what to do and set a mission objective. The "Target" objects in the objects list are for setting objectives, they don't tell the aircraft what to do.


To get fighters to escort bombers put a fighter escort near each bomber waypoint on the part of the course where escort is needed. Select the fighter waypoint where the escort is to start. On the "Waypoint" tab in the object viewer, click the set button then click the corresponding bomber waypoint. Repeat for each fighter/bomber waypoint pair over the escorted part of the path.

To make the escort a mission objective, place an escort target near one of the bomber waypoints (the one where the escort starts). The mission will be a success if the required number of bombers survive when the mission ends.
If you set a timeout, the mission will be a success if the required number of bombers survive when the timeout ends or the mission ends, whichever is sooner.

The "Defence ground" target requires that the specified percentage of ground targets remains when the timeout expires (or when the mission is stopped if no timeout is set). It doesn't matter whether any bombers are destroyed or not for this target type.

If you want the destruction of bombers to be the mission goal, place a "Destroy" target next to one of the bomber waypoints. Use the "Set" button for the enemy fighters to task them with attacking the bombers.

Place a fighter waypoint near each of the bomber waypoints during the part of the mission where you want the escort to continue. For each fighter waypoint in that part of the course, select the waypoint tab in the object viewer, click the "Set" button, then click on the matching bomber waypoint.


If the aircraft is a bomber, and you click the 'set' button at a waypoint and then click the crosshairs on a ground object like armour or vehicles etc, then the aircraft will attempt to attack that ground object.

If you set the crosshairs to another friendly aircraft you are instructing that flight to Escort the target flight, so use that for instance for the fighters set to escort bombers.

If the crosshairs are set onto an enemy aircraft then the instruction is to attack that aircraft, so use that if you want to force fighters into combat etc.

If you are setting up a glider tow, then you put the gliders behind the tow and use the set button and the crosshairs to join the glider to the tow at the first waypoint.


Somebody posted that you can open your xxx.mis mission file with notepad (it works) and cut and do multiple pastes of the two or more waypoints you desire for patrol. Have not tried it yet, but it looks like it will work. Looks like you can do this enough so that the AI fly these waypoints for hours.

You can have a bunch of bombers flying in close proximity to each other, but you need at least 100m of altitude separation between flights.



When the bombers attack surface targets if you SET your WAYPOINT on GAttack the bombers will immediately turn and usually increase altitude after dropping their bombs. You will need to space the bombers so that these turns don't let the bombers collide. Also, if the target is taken out by the first members of the flight, those flight members in the rear of the flight may not drop their bombs. If such is the case, it is best to have a couple of SET WAYPOINTS at GAttack. Then all bombers will drop bombs for sure. Be aware the delaying of flights in the groups of bombers gives the AA/FLAK more time to target aircraft. The more bombers on the target in close proximity of time, the better your chances for having more surviving bombers.

The WAYPOINT is designate GAttack, but the target is not SET.

When the bombers attack surface targets above 1400+ meters and you do not SET the WAYPOINT, but you do set for GAttack the bombers should continue to the next waypoint without turning. If you set the bombers for ACE ability they will do a good job on the target and all the bombers will drop their bombs.

Pre-target things that help

Generally, if I'm having large group of bombers approaching a surface target my bombers make a pretty good turn on the target lining for a straight pass starting at the Pre-target waypoint, all the time descending in altitude. This is especially helpful if your target is a ship or has some far ranging FLAK guns. Just like real world, if the FLAK can fix the altitude all they have to do is lay a pattern moving toward the approaching target...and voila they'll score every time. You usually have to straighten the bombers out as the cross over the target to get hits, and I usually try to have a straight line of travel defined for the Pre-target, target, and post-target waypoints. I will usually SET the WAYPOINT at GAttack for best results, at least for moving ships. The descent in altitude coupled with a turn before the pre-target waypoint is a big plus, if you want surviving bombers.
There is no loiter waypoint setting. The aircraft will only spin in a circular pattern if the final waypoint is reached and there is no landing waypoint.


If you are new to FMB, which it appears you are. I suggest not trying to edit the mis file directly. Go into the FMB and just create waypoints, and you can just place additional waypoints. If you sequence through the waypoints you will see the time change from waypoint to waypoint. Also, the timing is in 1-minute increments, therefore if the waypoints are too close together you may not see a time change between the waypoints.

You cannot set the time between waypoints directly. In other words you cannot control the aircraft behaviour by setting waypoint times you set. The times between waypoints are determined by the aircraft speed and any altitude changes from waypoint to waypoint.

Whenever I have larger numbers of aircraft I'm trying to land on one base I will generally create for each aircraft flight a box (pattern) at several altitudes just like a standard approach w/holding patterns.

Setting waypoint times is available for takeoffs and mid-air spawns. In other words you can space timing of the starting waypoints. This is helpful taking off several flights from the same airbase. You can set the waypoint time for about a 2-minute (fighters) to 4 minute (bombers) intervals between the flight takeoffs. The flights will spawn at the respective times (keeps them from destroying each other).


You can't assign a target like you would for planes, but what you can do is place some enemy static objects (trucks or what have you) in your city. If you place fuel trucks inside buildings they explode very satisfyingly when hit.
Make sure you place a few objects though, as your artillery will stop firing when they are all destroyed.


Set their skill levels lower, or set them short on fuel. Novice (and to some extent average) are more prone to panic, and aircraft short on fuel or ammo will run for home. It doesn't always work, so you need to fairly extensively test fly the mission with various parameters to get them doing what you want.

If it's an offline mission, set a timeout on your cap so they don't spawn until only a couple of minutes before the bombers get into visual range and set the CAP first waypoint for air start.


If I place a ground target waypoint, will transports containing paratroops attempt to drop there?

Yes, they'll drop where the waypoint is. It looks to me as if they start dropping a little early so that they spread out equally before and after the waypoint.

If your planes are in formation, they will hold the formation and your drop will spread accordingly.

Also, try to get on line with the drop zone early. Any waypoints requiring turns before the drop will spread your troops all over the place. The cargo planes make very wide turns. try and group from as low as possible too, to avoid a long hit to the FPS, and get them down where you want them....try 250metres.


The description in the manual about how recon timeout works is badly worded. All that is required is that you reach the recon area (or land in it if the landing box is checked) before the timeout expires. As soon as an aircraft arrives/stops in the area, the objective complete message will appear.


As far as I know, you can't make one flight of bombers attack more than one target unless that target is destroyed before one or more of them have dropped their bombs. If that target's no longer on the roster, they'll look for the next if it exist.

Unless you're flight is very low, very fast and strung out, and very accurate that's not going to happen.

So, just make four flights of one with different target assignments instead of one flight of four with one target for example.

I almost always make my bomber flights one by one now anyway as you can make a much tighter formation than the game does and be more accurate with the bomb drops.

You can have them break out and come at the target from different directions to disperse the flak and guarantee more of a chance that one or all make it through. All kinds of advantages.

This also covers the inverse of your question in that it's impossible to make all four bombers drop on the same target when they're in game derived formation. They'll drop in a target pattern the same as their flying pattern most of the time.


How to get artillery too effectively shoot ground target objects.

There are three important factors in shooting moving or stationary objects with artillery

Alignment with target
Distance between artillery and target
Line of sight

First thing to do setting up your artillery...

Set the artillery you plan to use on the map, then place a large target object close to it on the map. I usually use a large object so I can see it best. Make sure the artillery and target objects are each a different colour.

You should set them up so the target is in the direction from the artillery piece, as it would be in the mission except the distance will be greater. I usually do this by using the grid for better alignment and placement between the artillery piece and the target.

Now you're set - Select the artillery object and zoom in on it by depressing the enter key. You be placed in close proximity to see your artillery piece. Aim your artillery piece, line of site, with the target. Use the number pad to turn the ground and get good target registration as possible. You should visually be able to see the gun is aligned as well as possible with the target object.

Next, you need to be aware that line of sight will not altogether make the artillery shoot effectively. If you have an artillery piece just over a hill from the target and there is no line of site,(that you can see) You will probably not have a shooting artillery piece. This can be a very big annoyance, because you have to zoom in and move around all over the place to make sure your targeting is in line, and there is good line of site to the target.

Distance between the artillery piece and target object is also important. The artillery pieces have effective ranges rate of fire, and weapon power. It is a combination you need to be aware.

Zoom out and you should have an artillery piece that will shoot at your target and hit it. Next you should slide the target and artillery apart. Maintaining the alignment between them as carefully as you can.

Distance between the artillery and target is so important. You must always remember you need to view the range from the artillery to target object. Line of sight is important, even if the distance is great enough you cannot see the target object.

You should place a static camera in close proximity to the artillery piece and one by the target for testing purposes.

You should play the mission. If the artillery is not shooting you'll have to address the 3 basic requirements.

If your artillery is shooting but falling short of the target, which you can see with your static camera, then you'll know you're too far away.

If everything looks good return to the FMB

If you want to place more artillery objects click on the artillery object and inset new ones. All the new artillery objects should be inserted placed with the same alignment as the first. You can create and move the artillery pieces around for proper placement.

You may have to select the artillery pieces individually and zoom in to assure line of sight and target alignment is pretty close.

You can see on the grids if your distance to the target is within range.

Rate of fire of your artillery can be very important, if your target objects are moving.


Use the campfire barrels from stationary objects in the FMB to set-up night landing light patterns at the airbases I'm using for night missions.

I'm not sure how close this comes to what was really done, by anyone during WW2. I needed to do something simple, yet competent for night landings and takeoffs. I developed this simple method, which may not be unique.

Runway ends:

Basically, I put 5 fires at the two ends of the airbase. They cross the runway at each end. These define the runways pretty clearly.

Runway Turnoff Ramps:

At each Runway turn-off ramp (connection) there is a fire at the runway where the turnoff encounters the runway on each side of the turnoff. These fires help you visually to discern whether you're staying aligned on the runway while landing. They can be seen from the air clearly as well. Effectively, all you do when exiting the runway is turn between any two fires you see on the runway.

Landing Approach pattern:

I have an extended line of campfires, ten each, spaced pretty evenly in a straight line with the runway centre line. The line of campfires extends out from the runway end in the direction of the approach. This line is one quarter (1/4) to one half (1/2) the length of the runway.

Effectively, when you approach you see a (pretty) straight line of 10 fires that provide a good straight in approach that follows straight through the runway centre line. I have the five fires across the end of the runway...so it forms a kind of T-shape, and indicates the start of the runway. The further end of the runway also has five fires across it to help you realise how far you are from the running out of runway.

Basically, the light on each side of the runway turn-off ramps just tells you where you can turn. I don't have other fires, marking other things, because they became too confusing. That is, when you're taxiing after landing you can have too many fires in too many places.

Basically, when I've landed and made my turn-off. I either hit "A" for autopilot or esc the mission. I just don't try to get to the dead stop manually, lazy I guess.


I have a method to my madness. If I want to change the direction of the approach it's simple to do. I extend the 10 campfires from the opposite end of the runway in a straight line with the runway centre line. Everything else is the same. Oh, I do remove the 10 campfires from the other end of course.

Also, it is pretty easy to get a straight extended line for the 10 campfires. I just create an aircraft, create two waypoints, and the first is landing. The waypoint will immediately snap to the runway end...and I then drag the other waypoint till it is passing through the other end of the runway icon...allowing enough length to provide the extension line. I then have a good straight line described. I then just place the 10 campfires along the line, spaced pretty evenly along. When I'm done I just delete the two waypoints, along with the aircraft.

I do not try to be perfect with this set-up...it would ruin the whole effect of campfire barrels being used for landing lights.


Placing the direction objects face can be easier than zooming to 3D mode and then depressing the enter key to zoom in on the object, then look for it and change the direction it is facing.

If you pretty well know the direction you want it to face you may change it without doing the above.

Just select the object, when it is blinking you may change the facing direction.

Depressing the 5 numpad key will change the facing direction to the EAST.

Depressing the 7 or 9 numpad key will change the facing direction degrees per depression. It will take 72 clicks to make a complete circle of travel. When you depress 7 the object will turn in a leftward direction, 9 rightward.

Depressing the 4 or 6 numpad key will change the facing direction 15 degrees per depression. It will take 24 clicks to make a complete circle of travel. When you depress 4 the object will turn in a leftward direction, 6 rightward.

Depressing the 1 or 3 numpad key will change the facing direction 30 degrees per depression. It will take 12 clicks to make a complete circle of travel. When you depress 1 the object will turn in a leftward direction, 3 rightward.-

Depressing the middle mouse button and moving the mouse at the same time you can also change the position of the object. I prefer using the numpad, because I get better registration for direction.

Multiple Viewing of Objects

Move the left side selector to move the FMB map into 3d mode and then select object. When the object is blinking you may zoom in on it by depressing the ENTER key. If you are not zoomed down far enough in the 3d mode you may be so far above the object you cannot see it. You may then depress the enter key to go back to the 3d map view and then zoom further in on the object. There is a better way.

The simple way:

Move the left side selector to move the FMB map into 3d mode and then select the object. When the object is blinking you may zoom in on it by depressing the enter key.
If you are not zoomed down far enough in the 3d mode you may be so far above the object you cannot see it. Depress the mouse right click and move the move. You will zoom in or out dependent upon movement. It may seem a little confusing the first few times but effectively you can zoom down directly to the object or so far away you cannot see the object.

When you are in the zoomed down mode you may just move your mouse around and view the object from all directions at the zoom view.

When you are holding the right mouse click key and moving the mouse you have the ability to zoom in or out viewing the object from all directions of movement.

When you hold the left mouse click button and move the mouse you can move the object anywhere you select.

Viewing and Zooming the Map:

Viewing the map from the 3D view and getting a feel for where you are located is as easy as just clicking on the map (not on an object), and then depressing the ENTER key.

Your will then zoom down onto a 3d circle axis type graphic. You may immediately discern the east direction by depressing the 5 numpad key and the red arrow on the graphic will point EAST. You may then combine all the above tools to move the graphic all over the map and view from different zoom levels.


Attacking ground target objects with fighters using SET GAttack for your waypoints.

€œTargeting waypoints€ is defined as the pre-target and target waypoints. These two €œtargeting waypoints are significant when using SET GAttack for waypoints.

The pre-target waypoint must not be too great a distance from the target waypoint. If the distance from the pre-target to target waypoints are too far apart the AI will do some peculiar manoeuvring, which generally leads to mid-air collisions between the attacking flight aircraft. When the distance from the target to post-target waypoint is too far, your attacking aircraft may make some strange manoeuvres after making the target run.

When you SET GAttack target waypoints you should zoom in as close as you can get into the 3D map. SET GAttack target waypoints can have issues with the distance from the aircraft flight path. It is probably best to zoom down until you can actually SET the target at the closest zoom level as possible and then place your SET GAttack waypoint on the target.

When you are attacking moving targets it is best to set your attack flight path to coincide with the path of the moving targets in the same direction. You should time your SET GAttack waypoint with the moving objects waypoint where they intercept timewise. Your aircraft should arrive just in time, however if your moving targets are farther away from your planned intercept the ground attacks may still be effective. The attacking aircraft will certainly be most effective if your aircraft arrive with the moving targets very close to each other in time.

If your fighters are carrying bombs, the fighters will drop their bombs payload first. If the target is not destroyed by the bombs the fighters will return again and again to destroy the target with guns. Generally, the attacking fighters will finish with the first target you SET GAttack, until it is destroyed before proceeding to the next SET GAttack waypoint. When you do SET GAttack on multiple waypoints the flight trajectory of the fighters may take them too far out of turning radius to advance effectively to the next SET GAttack waypoint, especially if it is not in a direct line of travel. If you have a multiple targets like moving tanks or vehicles remember the fighters with the SET GAttack waypoint will continue to return until all objects are destroyed or they run out of ammunition. This is an important consideration, if your fighters are flying through a lot of FLAK you may lose all of them before they can completely destroy the first target.

The distance between SET GAttack waypoints is important, because you have to provide spacing for the fighters to negotiate their turns at speed with altitude adjustments. The fighters will frequently bypass SET GAttack waypoints, especially if the distance between SET GAttack waypoints is less than 1KM with the waypoints assigned in a straight line. If SET GAttack waypoints are set too close together you may have aircraft circling until they crash or are destroyed, all the while they are looking for the next waypoint. Generally, if your flight of fighters bypasses a SET GAttack waypoint (you can see it on the map) they will not go back and attack those passed target waypoints.

If you are going to stagger your multiple SET GAttack waypoints I would suggest using a 3 to 1 flight path ratio. Approximately 3Km between targets with not more than 1Km off the centreline of travel for the next SET GAttack waypoint is usually adequate distancing. You can have all the SET GAttack waypoints you need for targets, but remember straight through is the most efficient path for attacks on multiple SET GAttack waypoints. When the SET GAttack waypoints are staggered or mis-aligned the aircraft must turn and change altitude to intercept the next SET GAttack waypoint. Frequently, the attacking aircraft will by-pass waypoints, which are staggered or mis-aligned.

You may place additional objects beside the SET GAttack waypoint targets within close proximity (approximately 1/10 KM). The attacking fighters will generally return multiple times to destroy the target and all additional objects within this small distance of the SET GAttack waypoints.

The attacking aircraft will form into a straight line for sequential attacks on SET GAttack waypoints. When your flight of fighters is attacking a SET GAttack waypoint target, if the first aircraft to attack destroys the objects the following aircraft will not attack the target. If there are multiple objects like a vehicle or tank multiple target objects and they are not all destroyed by the first aircraft then the following aircraft will target and attack the remaining target objects, not destroyed by the preceding fighter aircraft.

It is possible, if the first aircraft is attacking a SET GAttack waypoint targets which are in a reasonably straight line, and there is only one object target at each SET GAttack waypoint, that the first aircraft may destroy all the targets in sequential order. When you€re trying to destroy FLAK or other AA type guns you can use a two aircraft flight and direct them in a straight line through a very long line of SET GAttack waypoint targets. If there is only one object to destroy at each SET GAttack waypoint the aircraft will pass through the FLAK quickly and destroy many objects very efficiently.

When you use a straight a flight path line as possible and the target objects are on that flight path line your aircraft will be most effective destroying their targets.

If your aircraft are flying into some very tough FLAK, especially the 25mm and other fast shooting FLAK guns it is important to prepare for the encounter in your mission building. It is good practice to have the waypoints previous to the €œtargeting waypoints€ not in line with the €œtargeting waypoints€. Your attacking flights should be descending in altitude starting at the waypoint previous to the €œtargeting waypoints€. Your aircraft should pass straight through the target only within the €œtargeting waypoints€.

The FLAK guns in the IL2-FB are very effective, if your aircraft fly straight lines at consistent altitudes. Note this should change with the new patch.

Altitudes you set at each SET GAttack waypoints can have an impact on your ground attacks, especially if you set the altitudes too high at each SET GAttack waypoint. If the first aircraft completely destroys the first target the following aircraft will probably maintain their altitude level. The higher altitude could make them easier targets for fast shooting FLAK. You can get a good feel for altitude effects on your attacking flights by first setting the flight as follows€¦pre-target waypoint 600m, and target waypoints 200m. This way your flight will all descend to the lower altitude and be hard to destroy, and they can easily pick up on targets if the preceding aircraft doesn€t destroy the target.

After the attacking aircraft have made their attack on the SET GAttack target they will generally turn and ascend in altitude, which is difficult to prevent. You can get the attacking aircraft to fly onto the next waypoint directly. Usually, if you place the post-target waypoint, which can be a normfly or a SET GAttack waypoint in a straight line with the pre-target and target waypoints.

MSFF2 Settings

Haven€t used mine since FB, but I used this :

Lower the dead band in the Sidewinder profile to one 'box' out from zero.

In FB, set the stick to 5 15 25 45 65 85 100 100 ...

No deadband or filtering in game. Given the widely different FMs, you're gonna have to fiddle a lot to find what you like


I am trying to write a mission where I arrive at an airfield just as a flight of bombers are taking off - can you give me some pointers as to how I can accomplish this??

You can set a "time out" for the bombers in their properties. Make the length of the time out coincide with the amount of time it takes you to reach their field.

Can 2 or 3 flights take off from the base? Do take-off times have to be staggered?

Yes, you can have more than one flight take off from the same field. They will stagger themselves. They will line up behind one another so it may take a long time between the first and the last one to take off.

You could have them take off from both ends of the field, but you may get some collisions. I tried it with Stukas and 109s once and they all took off without incident.


All you do is go to the Samples folder in the main game folder and you'll see a folder called Speech. In this folder you'll find several others titled HU,DE,RU, etc. These correspond to the nationalities in the game (ie.DE=German, RU=Russian, HU=Hungarian, etc).

Within each nationalities folder there are folders called Actor 1 through to whatever (they vary in number), these contain the voice files. To alter the DE folder to US speech - Open the SPEECH folder, copy the DE folder to a safe place (do not €˜cut€ and paste, ensure the original DE folder remains in place). Then €˜copy and paste€ the US folder into the DE folder allowing the files to overwrite. Radio chatter in German planes will now be in US (English-ish), you can repeat this for all the nationalities if you wish to.


It's possible.

Open the .mis file in a text editor (e. g. Windows Editor). Go to the section:


These numbers stand for the flights. Change the order of the flights in that list. The flight that is closer to the top of the list will be first on the runway.

Save the file - done.


You can get the player aircraft and AI flights positioned for take-off away from an airfield with the engine stopped very easily.

When you have defined an aircraft waypoint as TAKEOFF the icon always jumps to the nearest airfield.

You can simply drag that TAKEOFF icon away from the airfield and it remains wherever you drop it, and the aircraft will spawn at the place where the icon is, facing the direction of the first NORMFLY icon.

Note that you must place the icon beyond 'some' small distance from the runway, because if it is very close to a runway then the takeoff position jumps back to the runway automatically when the flights spawn.


Get a copy of Rivatuner (at www.guru3d.com (http://www.guru3d.com)). Open it and click on the €˜power user€ tab. From the list that appears select the €˜OpenGL€ entry for your driver (or nearest version), click the plus sign and scroll down the next list that appears until you find the entries;

TexturePreCache and TextureDirectload

Give €˜Precache€ a value of 0 and €˜DirectLoad€ a value of 1

That€s it, now shutdown €" no more stutters (hopefully).


I thought that the following info might be useful for anybody trying to get to grips with the 262 in Forgotten Battles, this info has been gained from trial and error and from the Messerschmitt operating manual and should stop some of the frustrations associated with trying to fly this incredible aircraft. Messerschmitt 262 take-off, flight and landing procedures in IL2 FB.


Select the left-hand engine and press the engine start key (I by default) and then set the throttle to 10%. Watch the left-hand engine RPM indicator and as soon as the revs start to rise close the throttle from 10% to zero. When the RPM indicator settles just above the zero on the indicator then repeat the above to start the right hand engine.

When both engines have been started press the select the all engines key on the keyboard (User Defined).

During the starting procedure the nose of the aircraft may have shifted to point off centre of the runway, if this is the case then apply the brakes and gently power up both engines and use the rudder to correct the alignment back to the centre of the runway. Once the nose is pointing down the centre of the runway then reduce the power back to zero and release the brakes. This procedure is vitally important-if the nose is not pointing down the centre of the runway then you will find when you apply power during take off you will rapidly slew across the runway and onto the grass (you will notice that this does happen on occasion with the AI aircraft with potentially disastrous results).

At this point the flaps can be set in the take off position and the elevator trim can be set to between two to four degrees positive.

When you are ready to begin take off, apply the brakes and keep them applied and begin to gently increase the power to both engines until the RPM indicators show 6,000 RPM, during the run up to 6,000 RPM the nose of the aircraft may start to move off centre of the runway and this again must be corrected with the rudder.

As soon as the aircraft in front off you has began its take off run then release the brakes and gently increase power to 100% using the rudder to maintain alignment with the centre of the runway (NOTE:- the rudder will not start to have any effect on alignment until the ground speed has increase to approximately 60kph).When the ground speed reaches 160kph the nose of the aircraft will start to lift, at this point gently pull back on the stick to break free from the runway and as soon as possible apply the brakes and retract the undercarriage. When an altitude of approximately 250 metres has been reached then retract the flaps and gently throttle back to just below 80% to return the engine temperature back to normal and begin your climb to combat altitude.


On entering the combat zone do not increase the throttle past 80% unless you find yourself in a totally defensive position. This is important as when the throttle is pushed past 80% two big black engine exhaust trails will point you out to any enemy aircraft in the area, it's better to stay high and at 80% throttle to make you a harder target to spot.

Once you have decided on you intended target then dive down to start a pursuit curve to bring yourself in the rear hemisphere of the target and make one firing pass before using your superior speed to climb back to altitude and begin the procedure again. Never reduce your speed to maintain a position on the tail of the target as you will loose your advantage of speed and become a sitting duck for any other enemy fighter. Remember speed is height and height is speed!.

When used correctly the 262 is a devastating fighter that no enemy aircraft can match for speed and firepower. Always try to maintain a smooth flight path with gently turns that will allow you to keep your speed up, the tighter you turn in the 262 the more chance you will have of bleeding off your speed advantage and the strong possibility of blacking out (at which point you will be a dead duck not a sitting duck!).


Landing the 262 is possibly the hardest part of the flight and things can go wrong very quickly. Allow yourself plenty of distance on your final approach and keep all your control inputs gentle.
The first thing to do is to reduce your speed to 500kph at which point you can start to deploy your flaps to the take off position.

When your speed reaches 350kph you can then lower the undercarriage and at 300kph you can lower the flaps fully. Try to touch down with a speed of 200kph and as if you where landing with a tail wheel. As your speed bleeds of

Texas LongHorn
12-09-2004, 10:32 AM
Hey Badsight, I thought I was pretty good with the FMB but there are some tips in there that I didn't know. Thanks a million and keep up the good work. All the best, LongHorn
P.S. Is this info available on a website? If so, where could a sim lunatic like myself find the bad boy?

12-09-2004, 10:42 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Vengeanze:
This game comes with minimal documentation.

* No Objects list for FMB
No sweat though. Someone from the community did one.

* No command/function list for FMB
Nowhere can u find info on all the stuff u can do in FMB.

* No command list and syntax for Console
I mean a full list. I know how to write "help" in the console.

* No list of friendly names of log-objects
I'm making a logparser in PHP but have no clue as to what "5_Ship" or "1x178dt" is, for instance.

* Wav-format for making own voices/music for PF
I was playing with this feature. Someone said there where info in a file in your PF folder.
That file was a friggin joke.
I had to turn to the community to get the info needed.

There's more. These are just some examples of bad or no documentation that hinders or slows down community built gadget.
The developers have all this info and can easily make raw info available.
But I guess we shouldn't disturb em now as they're concentrating on BoB. Right, Mr. Bearcat!?

So what to do? Search the forum. But the friggin search function is fubar.

Not to mention the non-existing updates of the website.
Anyone remember the name of our community manager? Do we have any? <HR></BLOCKQUOTE>

Shut up you dumb assclown!

Oh sorry. I had to vent.

12-09-2004, 11:17 AM
They are trying to get new fans into the il-2 series by making PF a stand alone/expansion. however, for a greenhorn like me there sure isnt very much in the training area. I am told if i want more i should buy fb/aep. I was going to do that anyways, but i wouldn't have minded them to put a heck of a lot more into the game at the price i paid it seems like an expansion pack.

thanks for all that info, must have taken you along time to write (jk) but i shouldnt have to get traing through downloading tracks, or through the forum.

p.s. refer to the thread topic.

12-09-2004, 11:29 AM
U gay, Buzz. Do something usefull and go get a thread locked by bear.

The CFS series was dependant alot on the community developing stuff for it.
I thought that FB/PF would be different as it seemed soo complete and the core was locked.
But just like CFS1+2 FB and PF wouldn't be much without the community.

12-09-2004, 12:16 PM
Most people aren't interested in any of that. They just want to play a game. To spend time on massive documentation for the benefit of a few dedicated users (comparitively) would be a poor use of resources for a small company, IMHO. It may make it more difficult for you, but you can manage with what you've got.

The community exists because of the game, not the other way around. The game would still live on if this forum was closed.

12-09-2004, 12:19 PM
New record for longest post.

12-09-2004, 03:54 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Weather_Man:
Most people aren't interested in any of that. They just want to play a game. To spend time on massive documentation for the benefit of a few dedicated users (comparitively) would be a poor use of resources for a small company, IMHO. It may make it more difficult for you, but you can manage with what you've got.

The community exists because of the game, not the other way around. The game would still live on if this forum was closed. <HR></BLOCKQUOTE>

Yeah, you're right. Sorry.