The Slot

spud Wrote:^^^ Ian suggested that this was true on more than one occasion. He said if you placed Berlin in the FMB (as a mission instead of preplaced on the map as static.actors), the PC would grind to a halt.

tater

This is why I wanted this program two years ago. When I created my makeshift Barakoma out of Midway, it drained the computer. I had hoped to be able to create a hard surface map but now that the program is available, you guys are putting a dent into the Solomans...no need to change my makeshift map. The one thing I wanted the most was the aircraft spawn points, blank runway panels and preplaced tree objects for less computer memory demand. I also wanted better authentic airfields...Tater is hard at work on this now.

Awsome guys, just awsome.
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I should add that if you look at my first airfield image with a coconut grove, the trees are twice as close together. I elected to get the grove look with fewer trees in case the palms mess with FRs too badly. Once it's out, if the trees prove to be a problem, they can be lassoed and deleted en masse.

If no one has even a flutter, I could always fill in with more trees Smile

Munda is taking a lot of time primarily because it's weird, but also because I am learning tricks. I think others can be banged out rather more quickly now that I know the ropes and don't have to experiment as much.

tater
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You guys are AWESOME!! Can't wait to have this for an SEOW campaign!!
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BBall asked me about spawnign away from the runway. I remember doing this for some mission myself. You place the planes on the ground out in an open field. There are some missions where planes take off parallel doing so.

How close can airfield icons be to each other?

I will test, but I have an idea. The only downside is that in map view, the airfield icons show up, and I would be adding some.

What if we put an airfield icon on the map such that it was in a dispersal area? Possibly in a blast pen, even. We'd set them up such that in the readme it would be clear to mission builders that any "airfields" that show up in dispersal areas are for player aircraft only. Then, you can make missions where player planes start away from the runway...


tater
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As far as placing trees is concerned.....on my OLD com..(athlon XP 2200+ (1800mhz.) 1.5 GB RAM and very low end card).... I enjoyed playing the campaign "Cactus Diary" as a beta tester

and I decided to tart up Henderson field with an extra 3000 palm tree groups....and still had no problems with stutter

one recommendation.....when you place many of the same kind of object into the FMB.....such as palm tree groups....... leave them all in the same direction....do not turn some here and there to alter their bearing....it helps FPS this way

whether the same is true when added as actors static I don't know
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spud Wrote:BBall asked me about spawnign away from the runway. I remember doing this for some mission myself. You place the planes on the ground out in an open field. There are some missions where planes take off parallel doing so.

How close can airfield icons be to each other?

I will test, but I have an idea. The only downside is that in map view, the airfield icons show up, and I would be adding some.

What if we put an airfield icon on the map such that it was in a dispersal area? Possibly in a blast pen, even. We'd set them up such that in the readme it would be clear to mission builders that any "airfields" that show up in dispersal areas are for player aircraft only. Then, you can make missions where player planes start away from the runway...


tater

that is what I have done in my Hawaii_ffb and Midway_ffb maps....the Runaway icon is actually some distance from where you will spawn though..... exactly one kilometre
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Which runway icon is the 1km circle around? The ones with the red arrows in the FMB, or the 2 linked ones?
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spud Wrote:Which runway icon is the 1km circle around? The ones with the red arrows in the FMB, or the 2 linked ones?

red arrow ones....exactly 1 km. in the direction opposite the arrow is pointing.......so i use the grid in the FMB to place the arrow accurately so a plane spawns inside a hanger or blast pen
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On some fields with very wide dispersals, this should be no problem at all...
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[Image: MAPS01.jpg]
[Image: MAPS00.jpg]

the size of dispersals is irrelevant..

you can place spawn points anywhere....it is just that the plane doesn't spawn where the icon is....just 1 km. behind it
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Oh, I see what you mean. I was thinking of just placing planes in the FMB on the ground more than 1km from the runway icon. COuldn't you do that as well?
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Poor Ballale!

[Image: 373fc8a6733104f65c4bbdae4ca539776g.jpg]

[Image: 19d63a0c89b454599f49c8a7fb77281f6g.jpg]

Still needs to be dolled up, that's the base framework though.



tater
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spud Wrote:Oh, I see what you mean. I was thinking of just placing planes in the FMB on the ground more than 1km from the runway icon. COuldn't you do that as well?

Oh yes...that is the way with the usual FMB..... but being able to place icons the way I said.... means you can place a plane in a hanger or on a parking place ..within the area of a normal air base....and not having to go 1 km away from the strip......or build your own airstrip

the only trouble with a home-built airstrip made in the normal FMB is that although AI planes can be persuaded to take-off from there...they will not land...without the proper airstrip icon...and for humans the ground is often too rough and bouncy
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Do the arrow runways show up on the map in the normal FMB? Or indeed in the game itself?

That seems like the only downside, when you look at your in flight map, will you see many airfield icons?

tater
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spud, one remark. I think airfield will be look better if you will use sand textures around strips (like CFS2). Other variant is to do airfield strips using big airfield texture like Pallau, Wake or Burma maps.
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