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»  COMBATSIM.COM ARCHIVE FORUM   » Site-Related Discussions   » Article Feedback   » Guide: Mission Design in IL-2 Sturmovik

   
Author Topic: Guide: Mission Design in IL-2 Sturmovik
Admin
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posted 12-13-2001 04:23 PM     Profile for Admin   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote

The mission builder in IL-2 Sturmovik is a powerful tool, and relatively easy to learn. The single greatest weakness of the builder, however, is the limited documentation. While the manual covers the use of the interface and the basics of mission building, some areas are unclear and some techniques remain undocumented. Len "Viking1" Hjalmarson not only shows you how to use the mission builder but also how to create great missions in this first of a two-part series on using IL-2's mission builder.

Guide: Mission Design in IL-2 Sturmovik, Part I


Posts: 2792 | From: COMBATSIM.COM | Registered: Sep 99  |  IP: Logged
mane_raptor
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posted 12-14-2001 01:31 PM     Profile for mane_raptor   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
OK, downloaded the printer freindly verson, and now I don't know which button to push next.

WHEN"S PART 2? I'm getting finger cramps!!!!!!!!!!!

--------------------

Check six & aim for the cockpit.

"We must not confuse dissent with disloyalty. When the loyal opposition dies, I think the soul of America dies with it. ."-- Edward R. Murrow

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“I believe that freedom of speech should not be so abused by some that it is not exercised by others because of fear of smear. I believe we must not become a nation of mental mutes blindly following demagogues. I believe that we should never become mental mutes with our voices silenced because of fear of criticism of what we might say.” -— U.S. Sen. Margaret Chase Smith, R-Maine, 1950, Declaration of Conscience Speech


Posts: 6145 | From: Maine USA, Proud Member of ELF (EAW Liberation Front) | Registered: Nov 1999  |  IP: Logged
Admin
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posted 12-14-2001 02:19 PM     Profile for Admin   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Mane,

Part 2 will be up in about an hour (3 PM MST).

--------------------

Douglas Helmer
Forum Administrator
publisher@combatsim.com


Posts: 2792 | From: COMBATSIM.COM | Registered: Sep 99  |  IP: Logged
Admin
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posted 12-14-2001 04:12 PM     Profile for Admin   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote

Len 'Viking1' Hjalmarson gets into the nitty gritty of mission design in this second and final installment on using the IL-2 Sturmovik mission builder. Len shows you how to set waypoints, mission goals and targets, and how to avoid conflicts. He'll also show you some mission file editing tips and how to set cameras so you can check out all the action.

Guide: Mission Design in IL-2 Sturmovik, Part II


Posts: 2792 | From: COMBATSIM.COM | Registered: Sep 99  |  IP: Logged
eggman
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posted 12-15-2001 06:25 PM     Profile for eggman     Send New Private Message   Edit/Delete Post   Reply With Quote
Hayo Gents,

I decided to subscribe to Combat Sim to read these articles. It's been a long time coming - I was a regular befor Pay 2 Read, and I guess I feel a little guilty for not subscribing

Anywhoooo... Great Articles! Between this info and Sotka's excellent FMB guide one can *almost* create decent missions (withint the confines of the tool).

However I have a question about an aspect of the FMB that is proving troublesome for me:
- When I use Destroy Ground or Defence Ground I notice - as noted in the article - IL2 gets confused if these are complimentary objectives (eg: destroy 50% of enemy forces while defending 50% of your own forces in the same region). This is a bit annoying but I suppose can be worked around.

What is proving annoying and I can't find a really decent way to work around is that when I set "Defence Ground" to a group of obkjects that combines Artillery (that does not move - but is not a stationary object) and Armor (that does move across several waypoints) it seems like the interpretation of this is screwed up. I can't figure out exactly what it is, but it never behaves as expected. I would expect that 50% of 12 vehicles means that 6 must be alive for me to be succesful, BUT... it seems like the game is only interpreting SOME of the vehicles as part of the assigned objects to be defended.

Can anyone shed any light on this?

Thanks again for the article!

--------------------

eggman - eamonn@glassfamily.org
XO 116.PanzerDivision "Windhund"
[img]http://www.windhunddivision.com/bnrs/stab.jpg[/img]


Posts: 2 | From: | Registered: Dec 2001  |  IP: Logged
Jennifer
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posted 12-15-2001 07:32 PM     Profile for Jennifer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
If the moving armor leaves the area of ground that you set as a "Defence Ground" object they will not be counted as an object to defend. For that matter if all the non-moving artillery isn't inside the defence area it won't be seen as an object that falls under the defend ground command either. You don't set "Defence Ground" to an object. It's just set to an area of the map and you adjust the size of the area to defend.

You probably know this, but you can change the size of the area under the "Target" tab in the "Object Viewer" tool in the FMB when you set the "Defence Ground" setting. You should also make sure that the defence parameter hasn't timed out...which it probably isn't since 30 minutes is the default, and that you've got the "Applies to" set to the correct "Army". Otherwise it won't work as you wanted.

Hope this helps.

Jennifer

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Escadrila54.com


Posts: 867 | From: W. Lafayette, Indiana | Registered: May 2000  |  IP: Logged
Rodger Bilko
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posted 12-16-2001 12:20 PM     Profile for Rodger Bilko   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
It's going to be an almighty struggle for me, but this may help.

Thanks Len

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"Thingmies? We don't need no stinking Thingmies"

Bilko's HQ


Posts: 6836 | From: Belfast. Northern Ireland. UK | Registered: Jan 2000  |  IP: Logged
eggman
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posted 12-18-2001 01:14 PM     Profile for eggman     Send New Private Message   Edit/Delete Post   Reply With Quote
Hiya Jen,

Sorry - earlier I suppose OI shoulda said "Hello Ladies and Gents"

Regarding the FMB and Defense Ground - still don't work like that for me.

If I set the redius to include ALL the possible movements of my ground forces, and set this as a primary objective, to 50% destruction and 20 minute time out - I will get the "Primary Objective Complete" long before the time out period has elapsed??!

I am going to continue experimenting but I am nearly certain there is a bug in this aspect of the sim as I have not been able to get it to work as documented with a few different tests aimed at specifically testing this aspect of IL2.

--------------------

eggman - eamonn@glassfamily.org
XO 116.PanzerDivision "Windhund"
[img]http://www.windhunddivision.com/bnrs/stab.jpg[/img]


Posts: 2 | From: | Registered: Dec 2001  |  IP: Logged
Jennifer
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posted 12-18-2001 02:37 PM     Profile for Jennifer   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
That's peculiar....

So I assume that the attacking aircraft are still on the attack and haven't broken off and begun their return to base?

Could I get a copy of the mission you're testing this with please?

Jennifer90@earthlink.net

Thanks,
Jennifer

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Escadrila54.com


Posts: 867 | From: W. Lafayette, Indiana | Registered: May 2000  |  IP: Logged
Gielle
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Member # 3274

posted 01-04-2002 12:29 PM     Profile for Gielle   Author's Homepage     Send New Private Message   Edit/Delete Post   Reply With Quote
Hi all!

I'd like to start the mission from the parking place and not from the runway head.
In "Mission Design ..., part II", Viking1 says you can do it by click and dragging the waypoint 0 (the takeoff one) to where you want it, and from here you can add WPs normally.
Well, I tried. I dragged the WP 0 to the parking place (not that of the nearby supermarket ), than I added a WP (which took # 1) to the runway. No way!
When I start the mission I always end up to the runway head. Obviously I'm doing something wrong, but what? (I'm using the 1.02b patched version).

Thanks.

--------------------

Gielle

Manbat's lair


Posts: 50 | From: Rome, Italy | Registered: Feb 2000  |  IP: Logged
Spectre_USA
unregistered

posted 01-05-2002 02:39 PM       Edit/Delete Post   Reply With Quote
I tried the same type of thing, but wanted to leave the planes on the ramp at 0 feet
and 0 MPH. When I changed the waypoint to takeoff or land, it would set the altitude
and airspeed to zero, and I drug them to the ramp. When I started the game, the whole
line of aircraft were about 50' up, and fell straight down! 6 of the 10 I had lined up
were destroyed, the others were mangled heaps! Little pilots were running everywhere!
Funny as hell IMHO!!!

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