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Adding Immersion to Missions thread

But I'm a Desert Rat at heart anyway, so I'm going to try and import all the goodies Steve mentioned above into MAW in any case. The problem of course is that it won't be general public.

I think at one time there was an idea to do just this as a sort of MAW upgrade Nigel but it wasn't to be for some reason or other. I can't see why it couldn't be done as an add-on pack though, just like any other mod?

Great thread btw folks, the mysterious workings of the MB need exposing for numpties like me to use!
 
Clive, I thought the upgrade was going to be a total revision - including the actual sandbox, gsl, etc. That admittedly did die the death for a number of rather complicated reasons, but there's no reason whatsoever that I can see why there can't be an effects upgrade. Obviously Steve would be the best one for this, as they're his effects and he knows what goes with what, but he's apparently a bit busy!
 
I never build missions with too many aircrafts for two major reasons:

1) FPS hits

2) less fun. In the Memphis Bell campaign (Fire Power) there are many bombers and I was not attacked by fighters so often as most of the time, they used to attack oher streams. I've rebuild all of them. Now, there is only the player box (8 aircrafts) and missions are much more challenging.
Moreover, it is the same to have 100 bombers vs 50 fighters than 8 vs 4.... except FPS hit.
 
I have several missions i have built with as many as 250 aircraft involved..
I use AI to keep the FPS up, and have NO problems with flying them..
It quite a sight to jump into a gaggle of aircraft like this and a lot of fun..
I always run out of ammo before i run out of targets..

I have found it does Make a Big difference which aircraft are used, some are FPS hogs and need to be avoided in these kinds of missions
 
I WILL GO PRIVATE ON TUTORIAL WITH A MEMBER SOON AND SEE IN MONTHS WHAT I CAN PRODCUE IF, this works out well and i can actually make a decent mission with all the goodies then a formatt can be built around this ..CALL IT

"MISSIONS FOR DUMBIES " im the ginea pig for this .....and if joshua can pull this off in months then anyone can trust me ........


stay tuned


loverboy1
 
Bravo LB..
I am very pleased to hear you are jumping into mission building..
This is Great..
I have been building them since the CFS days 15 years or so I gress.
And I always find something new to try..
It is a learning experence for me each time..
 
I can't get these bloody "mines" to work. I've imported them into MAW - most were there already - and set them up as German on a British airfield, my Hurricanes taking off while Macchi 200s meander aimlessly around while they try to remember what the order "Attack" means and if they should take it seriously (CFS2 really WAS better in this respect - I generally failed to get off the ground!) - but no banging and flashing down on the deck. Hmmf. And the joys of the CFS3 Mission Thrower-Togetherer. I refuse to call it a Mission Builder. That's what there was in CFS2. Another terrific step backward for MS to compensate for all the things that CFS3 does do better...

Edit - Cancel some of that - I hadn't imported the required guns xdps. But the Mission Thrower-Togetherer is still rubbish!
 
Adding realism to ground vehicles in ETO

To improve the action on the ground and create more realism for the player, ETO has taken the stock vehicles and greatly enhanced their effects. The smoke and fire from the vehicles last for a much longer time and "cookoff" effects with multiple delayed explosions now occur long after the tank is hit as fire reaches the remaining fuel and ammunition.

To create a column of damaged vehicles for the player to view on the ground do the following in MB.

1. Select any stock Allied or German vehicle for the column (only the stock vehicles have enhanced effects).
2. There are two new vehicles with specific and different explosions and they are the gas and ammo trucks.
3. Set the column of vehicles up either as direct or "by road" if you want the column to be static use a speed of .01 for both WP's and it will not move.
4. The Herringbone formation works well for vehicles and a 1.5 spread will place them along both sides of the road as a real column would be traveling.
5. After placing your vehicle column place the vehicle and tank mine facilities around the column and very near to it. The land mines have a limited range. Also the mine is oriented 360 degrees so those mines at the top of the column (North) should have a facility heading of 180 degrees to point the mine gun at the column. Same concept for East and west positions. For maimum effect alternate vehicle and tank mines to insure good coverage of the column.
6. Vehicle mines will only attack trucks, troops and non-tracked units. Tank mines will attack any tracked vehicle and armored personnel carriers.
7. When using the "by road" option the column may move from where you initially placed it on your MB map. If this happens you will need to relocate your mines to the new location by overflying them, pressing M.

Remember the cook off explosions will all happen within the first several minutes of the vehicles being damaged but the smoke and fire will last much longer. The stock vehicles also will show torn up earth beneath them along with a random charred ground effect. Also the smoke patterns are different between the APC's, tanks and trucks.

O-1
 
Quote
Edit - Cancel some of that - I hadn't imported the required guns xdps. But the Mission Thrower-Togetherer is still rubbish![/QUOTE]


Nigel, I think all of us will agree with you that the MB in CFS3 leaves much to be desired. It is a long time consuming process to place items on the map and requires countless trips back and forth between MB and test flying to get things to work properly.

I wish someone could take the basic MB and figure out a way to make it more user friendly and effective.

Steve
 
Quote

I wish someone could take the basic MB and figure out a way to make it more user friendly and effective.

Steve


Steve

This is exactly what I think and have been praying for: a new MB!!! I guess the way it is now makes mission building much more a matter of transpiration than inspiration!!..:wavey:

Cheers

Non.
 
Quote
Edit - Cancel some of that - I hadn't imported the required guns xdps. But the Mission Thrower-Togetherer is still rubbish!


Nigel, I think all of us will agree with you that the MB in CFS3 leaves much to be desired. It is a long time consuming process to place items on the map and requires countless trips back and forth between MB and test flying to get things to work properly.

I wish someone could take the basic MB and figure out a way to make it more user friendly and effective.

Steve[/QUOTE]

That is the most intelligent thing I've heard in this forum for a long, long time! :icon_lol: :applause:
 
Honestly, though - after the beautiful, seamless piece of work they did for CFS2, where you can actually see all the buildings and scenery from above so you can position every element not on the map but directly into the scenery, and then fly it without exiting the MB... It was brilliant! So if somebody can build a whole new MB for CFS3 that does the same, the number and quality of missions would go shooting up!


Meanwhile, I've realised that just as there are fighter pilots and bomber pilots, so there are those who find one type of mission the most immersive, and those who find another type so. Steve clearly likes the long, careful bomber pilot approach, where you fly in onto the target from some distance, navigating carefully, etc, etc. I on the other hand, like being bounced while I'm on the runway... A very different style of mission!
 
Addition of Burning Cities, towns and facilities

The ability to add burning towns, cities, factories both night and day will add realism to some missions.

For Night missions they will be important for:
1. Bomber stream pilots to see areas that have already been hit with incendiaries. The player will see the target and immediate area burning from previous strikes before he arrives.
2. The player will be able to observe towns and factories that have been hit by German bombers as he is departing or arriving back home.

For Daylight missions:
1. The player will be able to see areas of destruction such as Dunkirk or England while flying defensive CAP.
2. The burning towns and facilities can be used to create a feeling of the destruction of war when flying low level tactical fighter/bomber missions.

Facilities such as factories, airfields etc. can be destroyed by placing the facility "bomb_explosions directly on top of the facility you want to destroy. It will be burning and smoking by the time the player arrives on the scene.

For large areas of simulated destruction you can use the "Fire_storm" facilities which generate large areas of fire and smoke. The large fire storm will also provide flickering light up to higher altitudes where the aircraft can be seen by interceptors. These fire storm facilities should be placed directly on top of the terrain landscape towns and cities, or facilities in ETO.

ETO also provides a "burnable" town called ETO_town. This town can be placed anywhere a burnable city is needed. There is also a facility named "Docks" that is a large collection of warehouses normally see adjacent to ports and dock areas, these buildings are all burnable and burn and smoke fiercely.

There are also two facilities called Burning_Houses and Burning_Apartment that can be placed anywhere most normally on top of terrain buildings to simulate damage.

Finally there are several fire and smoke facilities that can be placed on top of other facilities or buildings. These range in size and height with the largest reaching several thousand feet in to the air. The large fire_smoke is used at Dunkirk and will reach above the low cloud layer.

All of the buildings and components in the stock facilities have been updated with new explosions and have long lasting fires and smoke damage. The refineries have spectacular damage effects now.

Attached is a picture of Dunkirk with the addition of some smoke and the Dock facility. The ETO_Town can also be seen.

O-1
 
Immersion: 2 questions

Hi Steve,

I haven't build much missions lately: the realworld takes much of my time. When is the European economy going to settle down??
icon28.gif


Anyway: 2 questions regarding this thread.

1. How to start a mission not on the runway, but somewhere at an airfield? How to do this in the MB?

2. I allways hoped some-one could realise taxiing aircraft. I dream of Lancasters or Mosquitos lining up on the airfield with turning props while I'am taking off.
I asked the question before ont his forum. I saw a video based on the Korean add-on. In this video some jetfighters drove over the airfield. I was told that these were planes adapted to vehicles. But no futher help was given.

So I have the next questions:
a. is this allready possible in ETO?
b. If not: who has the skills to explain me how to do that?
c. Could this be done with propellorplanes to?

RemcoC
 
1. How to start a mission not on the runway, but somewhere at an airfield? How to do this in the MB?
Not possible with the mission builder. You have to open the mission xml file and setup the first waypoint with the following parameters:
Type="turn"
Speed="0"
Alt="0.00"

The most diffucult thing is to setup the Lat-Lon accurately. Personnaly, I use to ride around an airfield with a vehicule and when I'm at the location I want the aircraft to be in the mission I'm building, I just note Lat-Lon values by pressing 'z'.


2. I allways hoped some-one could realise taxiing aircraft.
These missions exists in the "ETO FirePower USAAF HeavyBombers2" pack. You have to taxiing your B24 at night behind a lighted truck up to the runway in the 492nd BG missions (09-05-44 Crapetbagger OG Team Chistopher Mission for exemple).
 
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