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#4495670 - 11/02/19 05:29 AM Bomb Craters?  
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WingNuts01 Offline
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WingNuts01  Offline
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IL-2 1946 modded to 4.14.1m question. I am trying to make a mission where bomb craters are permanent. Anyone know how to achieve this?

Thanks
Wingy


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#4498255 - 11/25/19 03:36 AM Re: Bomb Craters? [Re: WingNuts01]  
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wheelsup_cavu Offline
Lifer
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Lifer

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Corona, California
Originally Posted by WingNuts01
IL-2 1946 modded to 4.14.1m question. I am trying to make a mission where bomb craters are permanent. Anyone know how to achieve this?

Thanks
Wingy


know in HSFX there are collidable bomb craters in the objects section but I don't know about v4.14.1? Some of the trench bunkers areas looks somewhat like a large crater so that might work?


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#4498505 - 11/27/19 06:38 PM Re: Bomb Craters? [Re: WingNuts01]  
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wheelsup_cavu Offline
Lifer
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I do not have v4.14.1 installed but there are craters in the Objects section of v4.13.4.
[Linked Image]
Code
[MAIN]
  MAP Tobruk/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[NStationary]
[Buildings]
  0_bld House$crater2_desert 1 148370.00 137530.00 360.00
  1_bld House$crater1_desert 1 148350.00 137530.00 360.00
  2_bld House$crater2_winter 1 148370.00 137550.00 360.00
  3_bld House$crater1_winter 1 148350.00 137550.00 360.00
  4_bld House$crater1_summer 1 148350.00 137570.00 360.00
  5_bld House$crater2_summer 1 148370.00 137570.00 360.00
[Bridge]
[House]


Wheels

Attached Files grab0417_craters.jpg

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#4498523 - 11/27/19 08:55 PM Re: Bomb Craters? [Re: WingNuts01]  
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WingNuts01 Offline
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Huntington Beach, CA
Thanks Wheels! I'm looking to create a scenario where we have 4 bases set up for head to head. If I as player 1 bomb the runway of player 3 he won't be able to use his base any more. I have tested the bombing and if I do my part on placing a couple of 1000 lb down the centerline of his strip, it should be unuseable. Not enough room for landing or take off. My issue is the craters disappear after 2-3 minutes game time. Can't figure out how to make them stay.


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#4498529 - 11/27/19 09:58 PM Re: Bomb Craters? [Re: WingNuts01]  
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wheelsup_cavu Offline
Lifer
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Lifer

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Corona, California
The only thing that might work as you describe is the bomb craters multiplier. I just don't remember if it is ignored in a multiplayer game?
[Linked Image]


Wheels

Attached Files grab0419_craters.jpg

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#4498648 - 11/28/19 07:22 PM Re: Bomb Craters? [Re: WingNuts01]  
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WingNuts01 Offline
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WingNuts01  Offline
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Huntington Beach, CA
Thank you Wheels for your suggestions. I had used that last suggestion in my testing and indeed the game ignores the multiplyer.
I do appreciate your taking time to respond

Wingy


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#4499006 - 12/02/19 05:46 PM Re: Bomb Craters? [Re: WingNuts01]  
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wheelsup_cavu Offline
Lifer
wheelsup_cavu  Offline
Lifer

Joined: Dec 2008
Posts: 26,557
Corona, California
Dang, that stinks and even though I found out for certain that it is correct that it won't work in dogfight mode it is surprising and their reasoning is not all that sound, imo, for not adding it to dogfight multiplayer mode.

Originally Posted by MDS guide at M4T
Craters

On this screen you can modify time before bomb/gun/rockets craters disappear. Default multiplier is set to 1.0 for all of them. Default times are also stated (number next to text boxes). By changing multipliers, you can make craters visible longer time. However this only works in single player mission and coop missions. Setting long crater durations in dog fight missions would cause inconsistency between players, since DF mode allows joining anytime.

Source: http://mission4today.com/index.php?name=Knowledge_Base&op=show&kid=715

If that were the case then you couldn't join with anything moving on the map since those require syncing between the server and the player joining too. Imo someone just didn't feel like adding another timer to keep the bomb craters in sync.

I can't think of anything else at the moment that might mimic what you want but if something comes to mind I will give you another shout out. cool


Wheels


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