Vendigo Posted Friday at 05:24 PM Posted Friday at 05:24 PM On 6/14/2026 at 12:34 PM, IckyAtlas said: 7) We can mute completely the game voice chatter, when we want to implement our own voices in an scripted mission or campaign. I am interested to know how to do it, also - can you only mute the voice chatter for the entire duration of the mission, or you can mute the radio chatter for several seconds/minutes whenever you need it? Will appreciate any tips! My single player campaigns: "Fortress Stalingrad" "Hunter in the snow" "Battlefield Kerch" "Ruspoli at the gates of Odesa"
AEthelraedUnraed Posted Friday at 08:00 PM Posted Friday at 08:00 PM 2 hours ago, Vendigo said: I am interested to know how to do it, also - can you only mute the voice chatter for the entire duration of the mission, or you can mute the radio chatter for several seconds/minutes whenever you need it? Will appreciate any tips! You cannot. It was a wishlist rather than functions that are actually in the game. The Devs have just announced a functionality that might well make such a function moot though: "a system that will allow mission and campaign creators to add their own lines to radio communications for any aircraft in the mission" If I understand this correctly, it means that the new AI voices (that will be improved at the same time) will essentially work completely within the radio system; e.g. they're guaranteed not to overlap with other audio, and their subtitles will show on the left of the screen.
Vendigo Posted Friday at 08:17 PM Posted Friday at 08:17 PM Thanks @AEthelraedUnraed! Having that feature implemented would be awesome! My single player campaigns: "Fortress Stalingrad" "Hunter in the snow" "Battlefield Kerch" "Ruspoli at the gates of Odesa"
Vendigo Posted Saturday at 09:14 PM Posted Saturday at 09:14 PM This one is interesting, I wonder what's it for - Translator Time Shift! Spoiler My single player campaigns: "Fortress Stalingrad" "Hunter in the snow" "Battlefield Kerch" "Ruspoli at the gates of Odesa"
Jaegermeister Posted Saturday at 10:26 PM Posted Saturday at 10:26 PM 1 hour ago, Vendigo said: This one is interesting, I wonder what's it for - Translator Time Shift! Reveal hidden contents There is a partial explanation in this thread 1 Ryzen 7 7800X3D l 32GB DDR5-6000 l RX 7900 XTX 24GB - AMD Adrenalin V.26.6.4 l HP Reverb G2 I Windows 11 Home
Vendigo Posted Sunday at 12:00 AM Posted Sunday at 12:00 AM 1 hour ago, Jaegermeister said: There is a partial explanation in this thread Thanks, I have opened BlackThursday mission to have look at how "fast forward" feature works, but the amount of links between MCU's is frustrating.. I wonder - is there a step-by-step tutorial on how exactly to add this feature in a mission? My single player campaigns: "Fortress Stalingrad" "Hunter in the snow" "Battlefield Kerch" "Ruspoli at the gates of Odesa"
Jaegermeister Posted Sunday at 01:13 AM Posted Sunday at 01:13 AM 58 minutes ago, Vendigo said: Thanks, I have opened BlackThursday mission to have look at how "fast forward" feature works, but the amount of links between MCU's is frustrating.. I wonder - is there a step-by-step tutorial on how exactly to add this feature in a mission? No, not yet. The way the time skip feature works, it does in fact involve a large number of complex linked MCU's, new functionality, and new file structure and syntax. @Jade_Monkey, @Juri_JS, @AEthelraedUnraed and I are all still working on the details of editing .json files, figuring out how to edit the screen interface, and how to trigger the events. The information we have is spread over a couple of threads in this section of the forum. It is all interrelated, and not documented at all. Sorry I can't be of more help at the moment, but I am not in a position to try and explain what I am still trying to figure out myself. In addition to the thread I linked above, you should read the threads below as well. 1 Ryzen 7 7800X3D l 32GB DDR5-6000 l RX 7900 XTX 24GB - AMD Adrenalin V.26.6.4 l HP Reverb G2 I Windows 11 Home
Habu Posted Sunday at 04:44 AM Posted Sunday at 04:44 AM 3 hours ago, Jaegermeister said: No, not yet. The way the time skip feature works, it does in fact involve a large number of complex linked MCU's, new functionality, and new file structure and syntax. @Jade_Monkey, @Juri_JS, @AEthelraedUnraed and I are all still working on the details of editing .json files, figuring out how to edit the screen interface, and how to trigger the events. The information we have is spread over a couple of threads in this section of the forum. It is all interrelated, and not documented at all. Sorry I can't be of more help at the moment, but I am not in a position to try and explain what I am still trying to figure out myself. In addition to the thread I linked above, you should read the threads below as well. The non document new functionality is a real problem since Rise of flight. Why don't we have the information from the dev who did that functionality. We always spend a lot of time understanding how it works, and how it should works. 1
AEthelraedUnraed Posted Sunday at 09:52 AM Posted Sunday at 09:52 AM (edited) 10 hours ago, Vendigo said: Thanks, I have opened BlackThursday mission to have look at how "fast forward" feature works, but the amount of links between MCU's is frustrating.. I wonder - is there a step-by-step tutorial on how exactly to add this feature in a mission? 9 hours ago, Jaegermeister said: No, not yet. The way the time skip feature works, it does in fact involve a large number of complex linked MCU's, new functionality, and new file structure and syntax. @Jade_Monkey, @Juri_JS, @AEthelraedUnraed and I are all still working on the details of editing .json files, figuring out how to edit the screen interface, and how to trigger the events. The information we have is spread over a couple of threads in this section of the forum. It is all interrelated, and not documented at all. Sorry I can't be of more help at the moment, but I am not in a position to try and explain what I am still trying to figure out myself. I've got a pretty good understanding of how it works by now 🙂 I'll provide a short overview below; if there's any specific questions you have, don't hesitate to ask. There might still be a few inaccuracies, but it has successfully allowed me to use the time skip function, as well as other exciting stuff. There's 3 new MCUs involved in the time skip functionality. It's possible to use them separately though, or for other purposes. They are as follows: 1) Translator:Media - UI Dialog This is actually documented pretty well in this post: https://forum.il2-series.com/topic/4227-ui-dialog-scripts-provide-sample/#findComment-27157 Be sure to download the example .json file; it is clearly commented and should tell you anything you need. The mission scripting works as follows: The important parts are: Any MCU (here the Start timer) can show the dialog by targeting it with a Target Link. The textbox underneath Browse should point to the .json configuration file of the dialog. Base Time gives a timeout in seconds after which the dialog will close by itself, if no input was given. OnMediaStopped links to any MCU (here the Closed timer). It is triggered when the dialog box is closed, either by its Base Time timeout, by the user pressing the Close button on the dialog (if enabled in the .json), or by the user selecting one of the options. In general, you want to link this to a Translator:Media - Stop Media MCU (here the Stop MCU), to re-enable time compression. OnAction00 to OnAction15 links to any MCU (here Option 1 and Option 2). It is triggered when the user presses the corresponding button as defined in the .json; e.g. if the .json specifies a button {"action":9, "text":"mediaButton1"}, it will trigger the OnAction09 event and then close the dialog. The dialog can be used to then trigger a "fast forward", but it can also be used for other purposes where the player needs to choose between options. 2) Translator:Time Shift This moves the time forward (i.e. change the sun position), but by itself doesn't change the player position or accounts for fuel usage. I haven't tested it, but this could theoretically be used to speed up the game time by repeatedly triggering it. E.g. in a multiplayer mission, you could simulate a whole day from sunrise to sunset in an hour of play time or so, by moving the time a minute forward every few seconds. Any MCU (here the Start timer) can trigger the time shift by targeting it with a Target Link. Time to go off defines the time to skip. E.g. if the example was triggered at 12:00:00, the new time would be 12:12:34. 3) Command:Reposition This changes the position of an MCU. By itself, it doesn't change the game time but it does account for fuel burn. Any MCU (here the Start timer) can trigger the reposition by targeting it with a Target Link. An Object Link defines the object to be repositioned (here Plane 1). Other objects in the linked object's formation (here Plane 2) are also repositioned. The new position of the linked object (here Plane 1) will be that of the MCU, in this case (-1000,1500,-8500), regardless of what its previous position was. Other objects in the formation (here Plane 2) will keep their relative position towards the linked object. So if Plane 2 is slightly to the left and behind of Plane 1, it will still be so after the reposition. An exception is made if Force Wingmen Altitude is checked: in that case, all formation members will have the Y position of the MCU (here 1500). Force Group Members Orientation will set the orientation of Plane 1 and all its formation members (here Plane 2) to the orientation of the MCU, here (0,135,0). Reposition Time accounts for fuel consumption. It is provided in seconds, so 900 as in the example corresponds to 900/60=15 minutes. If Plane 1 at the moment of triggering was burning 1L/min of fuel, it means that after the reposition, 1*15=15L of fuel have disappeared from its tanks. Edited Sunday at 10:46 AM by AEthelraedUnraed 2
Vendigo Posted Sunday at 09:42 PM Posted Sunday at 09:42 PM @AEthelraedUnraed thank you for the detailed guide! Now this feature is working in my mission, the only problem - the scene changes instantly, there's no fade in/fade out when my plane quantum-leaps to the new location. I will play with the respective numbers of the Media Operator, will try to get it all work perfectly (as it does in "Home by Christmas"). My single player campaigns: "Fortress Stalingrad" "Hunter in the snow" "Battlefield Kerch" "Ruspoli at the gates of Odesa"
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