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Felipe_Czar
Posted
4 hours ago, AEthelraedUnraed said:

Did you try my mod?

 

I explained above why this issue isn't as easy as just putting an option button somewhere. This system is designed for flexibility and extendibility, but the downside is that they cannot just blanket-block all prompts.

PS if the prompt pops up during combat during an official or career-generated mission, there's a good chance it's a bug (or at least an oversight) and you can report it in the bug report forum.

Stop that.

It is not a bug. It is how it is designed. The design is abhorrent without an option to have an uninterrupted flight on a flight simulator.

Unless it does not want to be called a simulator anymore.

I won't submit a bug report just to have a reply of "we will try to improve the system on the next patches" and keep the annoying idiotic prompt every time I'm outbound from base, every time I'm outbound of waypoint 2, every time I am on the egress from the AO.

I won't use a mod to blanket bs like this.

Felipe_Czar
Posted

Made the jump to trust the sim on a 100USD pricetag.
Supported the idea on the Steam forum where everyone is bashing the price.

At least make an option for a decent clean straight up simulator experience from mission start to end without having to click the same stuff on screen every time. Even worse when it is in a turn outbound from the base where I'm picking up the AI to climb to altitude.

In all due respect. ____ that mod.
This is an above premium priced sim. Do the code accordingly..

AEthelraedUnraed
Posted
1 minute ago, Felipe_Czar said:

It is not a bug. It is how it is designed. The design is abhorrent without an option to have an uninterrupted flight on a flight simulator.

I create missions and have an excellent understanding of how triggers work in IL2. Fixing a mission such that the prompt only shows when there are no enemy air/ground forces within a certain distance, is incredibly easy.

5 minutes ago, Felipe_Czar said:

Stop that.

Stop what? Stop spending my free time to build a mod that solves an issue that I personally don't even see but know how to fix?

Stop replying to people who bash that mod without having tried it because they are above using mods?

Stop pointing people to possible bugs that they can report because they flat out refuse to report bugs?

Stop trying to explain the system to people who refuse to listen and instead just keep on shouting their opinion like they have the right to have their personal wishes implemented because they bought an "above premium priced sim"?

Stop pointing out the nuances of implementing such a setting to people who aren't interested in nuances or compromises and only want their personal pet peeve fixed without caring about the implications to other people and the sim?

2 minutes ago, Felipe_Czar said:

I won't use a mod to blanket bs like this.

Your choice but then stop complaining when the solution is literally downloading a 2kB file.

  • Like 1
  • Upvote 1
Felipe_Czar
Posted
22 minutes ago, AEthelraedUnraed said:

I create missions and have an excellent understanding of how triggers work in IL2. Fixing a mission such that the prompt only shows when there are no enemy air/ground forces within a certain distance, is incredibly easy.

Good for you.

I refer to Career generated missions.

23 minutes ago, AEthelraedUnraed said:

Stop what? Stop spending my free time to build a mod that solves an issue that I personally don't even see but know how to fix?

Stop replying to people who bash that mod without having tried it because they are above using mods?

Stop pointing people to possible bugs that they can report because they flat out refuse to report bugs?

Stop trying to explain the system to people who refuse to listen and instead just keep on shouting their opinion like they have the right to have their personal wishes implemented because they bought an "above premium priced sim"?

Stop pointing out the nuances of implementing such a setting to people who aren't interested in nuances or compromises and only want their personal pet peeve fixed without caring about the implications to other people and the sim?

  • No
  • No
  • No
  • No
  • No

Keep doing that good work!

23 minutes ago, AEthelraedUnraed said:

Your choice but then stop complaining when the solution is literally downloading a 2kB file.

Also no.
If there is a discrepancy on how the game works or a room for improvement to bring it to the experience we liked from old hard sims I'll keep writing about it.

Thanks!
I'll revert and install your mod.

26 minutes ago, AEthelraedUnraed said:

Stop spending my free time to build a mod that solves an issue that I personally don't even see but know how to fix?

I admire the passion but not at all the lack of actual empathy to see the scenario through others POV.

Felipe_Czar
Posted (edited)

The mod did not work. @AEthelraedUnraed
I'll revise the installation although I installed it just like the "Read me" pointed out. All .json inside the designated path are blanks just like the ones in the mod.

20260816220733_1.jpg.6a7f2dea7897674fde52890031f78868.jpg

Edit: Revised the installation and it is all in agreement with the Read Me notes.

Edited by Felipe_Czar
Panzerlang
Posted

If it's so difficult to remove it or make it come up only by choice (key press), can't it be changed to come up in the corner of the screen and go away by itself if ignored for 30 seconds?

  • Upvote 1

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BlitzPig_EL
Posted

It will go away after a time period, how long that is I don't know exactly.  I agree with moving it to a corner or the side of the screen.

T24_Martin
Posted

I like it as an option. As somebody already said, sometimes my time is limited and I of the thought in GB it would be great to have this feature. 

Optional would be cool. Just like the other "realism" settings. 

The only thing I don't like, is when I click one option, the guns fire a burst 🤣

BlitzPig_EL
Posted

If the guns fire when you click one of the options, I'd say you have a key mapping conflict.  

Posted

I understand the benefit of the current system for newbies who want action and who do not necessarily know the features that are available, but don't get shown prominently. They will notice if it is right in their face and triggered automatically.

However, I feel that the devs didn't consider the desires of the more experienced simmers, who are a big group (and many of the newbies become more experienced simmers as well). I think that the ideal system for them is a fully optional and flexible system where you can trigger fast travel at any time by pressing a button. Then people who never want to use it can just not press the button or even unbind it, so they can't even use it. And those who do want to use it, can use it how they want. After take-off they can fly as long as they want until they want action, and they can mess about in the combat zone as long as they want, and fly back as far as they want, until they want to get it over with.

They way I see it, it should be pretty straightforward to accommodate both, since the only real difference is whether the popups get shown automatically or not, which can just be a setting. Also having a button to trigger it should not be a negative for the newbies.

And @AEthelraedUnraed, you say that it is incredibly easy to prevent the prompt from triggering in the middle of a fight, but it is a fact that this is not done for the missions that the devs made for the game. If even they mess it up...

For me this is a good example of where the mission editor should do this for you by default, rather it be something you need to add (which requires knowledge and remembering to do it). Even though I haven't used the editor, my impression from the forum is that it's a weakness of the editor in general that there is a lack of sensible defaults and a standard library of useful elements that works in most situations. Instead, the editor requires you to do everything by yourself and to know all the tricks.

Jaegermeister
Posted (edited)
1 hour ago, Aapje said:

 I think that the ideal system for them is a fully optional and flexible system where you can trigger fast travel at any time by pressing a button.

The way the IL 2 mission design works makes this impossible to do. If time skipping was available at any point, the player could and would skip over triggers they need to pass to make future events in the mission happen. Taking off triggers the first waypoint. Destroying a target triggers an end to the attack, then a message, then the next waypoint, etc.etc. Without the use of these specific triggers, every mission will play out where you arrive at the target area, enemy spawns, you shoot them and return home. If that were the case, I would quit flying this sim.

 

1 hour ago, Aapje said:

They way I see it, it should be pretty straightforward to accommodate both, since the only real difference is whether the popups get shown automatically or not, which can just be a setting. Also having a button to trigger it should not be a negative for the newbies.

The devs chose a method of implementing fast travel which requires a pop up window. It can either be included in the mission or not. There really is no other option other than what @AEthelraedUnraed has done with his mod by hiding it, or starting the mission with a pop up window asking if you want to enable fast travel or not. That could also be done and I will probably take that route in the future. When the mission begins you would unpause, immediately make that choice, and then fly your uninterrupted mission if you so chose. 
 

1 hour ago, Aapje said:

For me this is a good example of where the mission editor should do this for you by default, rather it be something you need to add (which requires knowledge and remembering to do it).
 

Anything the mission editor would do for you by default would either require more work to undo it, or limit your options as to what is possible.

 

1 hour ago, Aapje said:

Even though I haven't used the editor, my impression from the forum is that it's a weakness of the editor in general that there is a lack of sensible defaults and a standard library of useful elements that works in most situations.

There are no defaults in the editor at all except the default aircraft skins. I get the impression that you are referring to mission templates and a mouse click that would generate a flight path to the target and back or something similar. You would still have to define speed, altitude, triggers at various points, air or ground attack, enemy vehicle and plane triggers, etc., etc. There really is no shortcut for this except the in game Task Editor, which is exactly the simplified mission editor so many people seem to be asking for.

The sensible defaults you are referring to are called “groups” and once you create one you save it in a file and import it into the mission at will. Since I have a collection of these groups I can create an entire basic mission very quickly, or a simplified mission to test something specific in about 10 minutes. There is a section of the forum just for sharing these groups with other players.

If these sensible defaults were included in the editor, you would still need to know how to link them together. We refer to it as “Mission Logic” because it requires logical thinking, and that is something many people seem incapable of these days.

 

1 hour ago, Aapje said:

Instead, the editor requires you to do everything by yourself and to know all the tricks.

Yes, that is correct. If it did it for you, you would have the Task Editor, which is a separate interface, and seems to work just fine. I don’t hear any complaints about that at all.

 

One last thing I forgot… To be clear, I personally don’t like the time skip feature at all. It makes creating missions more difficult, more complicated, and takes about 3 times longer to test each mission because I have to test every time skip option. I will put up with it because A) Some people like it. B) I have no choice because it is a game design decision.

I am not going to complain about it, because it is built into the game code and I think it is extremely unlikely that it will be removed. Perhaps new coding will be devised to make it optional in the settings but based on how it is written into a mission now, I’m not holding my breath.

 

Edited by Jaegermeister

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Jaegermeister
Posted
5 minutes ago, SkyWolf said:

It is best not to respond to AEthelraed… bit of a troll. 

Actually the opposite, he is extremely helpful but simply has no patience for ignorance. I am starting to feel the same way.

  • Upvote 4

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Posted
24 minutes ago, Jaegermeister said:

The way the IL 2 mission design works makes this impossible to do. If time skipping was available at any point, the player could and would skip over triggers they need to pass to make future events in the mission happen.

Right now this burden is placed on the mission designer, which as you yourself note, is quite a bit of work. Would it not be possible to handle those triggers in a smart way automatically, for example by triggering them if you would hit them during a time skip?

For example, let's say that there is a spawn trigger on the route from waypoint 1 to 2. Then wouldn't it be logical to stop the time skip at that point? Then this would provide a feature that the devs said they are still going to implement: dropping out of time skip because you encounter enemies along the way.

In the worst case, the devs can always choose to disable time skip for waypoints that have triggers between them that cannot be handled automatically. 

24 minutes ago, Jaegermeister said:

The devs chose a method of implementing fast travel which requires a pop up window. It can either be included in the mission or not. There really is no other option other than what @AEthelraedUnraed has done with his mod by hiding it, or starting the mission with a pop up window asking if you want to enable fast travel or not.

You completely ignore the option of just having that option in the settings. This would be a trivial change, just an extra if-statement to check the setting.

Keep in mind that I'm not talking about what you as a mission designer should do, but what the devs should do.

24 minutes ago, Jaegermeister said:

Anything the mission editor would do for you by default would either require more work to undo it, or limit your options as to what is possible.

Not having that default is more work if you do want that setting, as you have to set it each time. It also makes the editor more complicated to use, since you have to already understand the setting, while with a sensible default, you can successfully create a mission while ignoring the setting, and only have to learn it when you want something different to the default. Whether having a default is a good trade-off depends entirely on how often you would keep the default or want to change it.

I think that it is very unlikely that a mission designer would ever want to trigger the time skip while the fight is still happening, so I think that is a very good default.

Note that having sensible defaults is the current state of the art in modern software/UI design.

24 minutes ago, Jaegermeister said:

I get the impression that you are referring to mission templates and a mouse click that would generate a flight path to the target and back or something similar. You would still have to define speed, altitude, triggers at various points, air or ground attack, enemy vehicle and plane triggers, etc., etc.

Things like speed and altitude seem perfectly suited for a sensible default. Real planes also have a cruising speed that planes normally fly at and common altitudes of flight.

24 minutes ago, Jaegermeister said:

There really is no shortcut for this except the in game Task Editor, which is exactly the simplified mission editor so many people seem to be asking for.

The issue with that is that it limits you severely. There is also a gap between the two, something easier than the mission editor, but more powerful than the task editor. Sander made something to bridge that gap for GB.

Tools that have different levels of complexity, where you can choose what level to use, do not only offer a broader range of simplicity of use vs capabilities, but are also better for learning with a more modest learning curve.

24 minutes ago, Jaegermeister said:

The sensible defaults you are referring to are called “groups” and once you create one you save it in a file and import it into the mission at will.

So why do people have to swap them around manually, and are there standard ones in a library?

24 minutes ago, Jaegermeister said:

Since I have a collection of these groups I can create an entire basic mission very quickly

Yes, you have them. It's another burden for aspiring mission editors to collect such a set by scouring the forum. How many of the groups you have are even publicly available?

24 minutes ago, Jaegermeister said:

If these sensible defaults were included in the editor, you would still need to know how to link them together. We refer to it as “Mission Logic” because it requires logical thinking, and that is something many people seem incapable of these days.

Sorry, but this seems to just be a fallacy: 'if we make it easier, then people will still fail because not everything is easy.'

If people have less to learn, the the barrier to entry is lower. Keep in mind that willingness to battle a steep learning curve is not the same as the ability to learn. People can just not bother because they don't want to conquer a huge learning curve before they can make something, even if they are perfectly capable.

24 minutes ago, Jaegermeister said:

Yes, that is correct. If it did it for you, you would have the Task Editor, which is a separate interface, and seems to work just fine. I don’t hear any complaints about that at all.

The typical complaint is that it  is too limited.

 

Jaegermeister
Posted (edited)
3 hours ago, Aapje said:

Right now this burden is placed on the mission designer, which as you yourself note, is quite a bit of work. Would it not be possible to handle those triggers in a smart way automatically, for example by triggering them if you would hit them during a time skip?

For example, let's say that there is a spawn trigger on the route from waypoint 1 to 2. Then wouldn't it be logical to stop the time skip at that point? Then this would provide a feature that the devs said they are still going to implement: dropping out of time skip because you encounter enemies along the way.

Yes, that's how it is done now. You have to manipulate either the time skip or the triggers so key events are not missed. That is why it does not work to have time skip / fast travel happen at any random time the player prefers. At least not the way it is set up now.  Maybe that could work in the future if it becomes a priority over something like additional content, VR performance or AI behavior.

 

3 hours ago, Aapje said:

You completely ignore the option of just having that option in the settings. This would be a trivial change, just an extra if-statement to check the setting.

I am not ignoring it, it just does not exist at the moment. If that gets coded in, then that is what we will work with or around. I can imagine that would require remaking all of the different mission templates for the Career mode generator to accommodate it, so it might not be such a trivial thing after all

 

3 hours ago, Aapje said:

Keep in mind that I'm not talking about what you as a mission designer should do, but what the devs should do.

I get that, I am just trying to explain why it is not the way you would like it to be right now.

 

3 hours ago, Aapje said:

Not having that default is more work if you do want that setting, as you have to set it each time. It also makes the editor more complicated to use, since you have to already understand the setting, while with a sensible default, you can successfully create a mission while ignoring the setting, and only have to learn it when you want something different to the default. Whether having a default is a good trade-off depends entirely on how often you would keep the default or want to change it.

I think that it is very unlikely that a mission designer would ever want to trigger the time skip while the fight is still happening, so I think that is a very good default.

Note that having sensible defaults is the current state of the art in modern software/UI design.

Things like speed and altitude seem perfectly suited for a sensible default. Real planes also have a cruising speed that planes normally fly at and common altitudes of flight.

The issue with that is that it limits you severely. There is also a gap between the two, something easier than the mission editor, but more powerful than the task editor. Sander made something to bridge that gap for GB.

If someone comes up with an Advanced Quick Mission Builder like in Great Battles, that would fill the gap you are referring to. I don't know how to do that, so I just use the tools I have now.

 

3 hours ago, Aapje said:

Tools that have different levels of complexity, where you can choose what level to use, do not only offer a broader range of simplicity of use vs capabilities, but are also better for learning with a more modest learning curve.

So why do people have to swap them around manually, and are there standard ones in a library?

Yes, you have them. It's another burden for aspiring mission editors to collect such a set by scouring the forum. How many of the groups you have are even publicly available?

There are no standard groups in the library. The developers have always left that to the community to generate. For those that do not understand how the groups work, you can always generate missions with either the Task Editor or the Career mode and open the missions to extract the parts you want like AAA guns, vehicles, airfields, etc. etc. That is how I learned what I know about the Mission Editor.

On that subject, when people ask for help I share what I know even though I figured out how to make it work mostly on my own. I had the same manual JimTM wrote just like everybody else. I have no idea how many, but over the years I have posted many groups for other people's benefit. Just last week I posted the entire Scripted Campaign structure as a template, and I can assure you I did not have to do that. None of this is a secret.

All though I do not understand your statement in quotes, you are probably correct in that it is mostly a lack of willingness to do the work and the fact that the majority of players want someone else or an automated program to do the work for them. I am not suggesting it is extraordinarily difficult to learn. In fact it is an easy but tedious program once you figure it out. To put it simply, it is just like a database with graphical links between icons to create relationships. I used to write databases, so it is fairly easy for me to understand what is going on.

 

3 hours ago, Aapje said:

The typical complaint is that it  is too limited.

If someone figures out how to remake the AQMB for Korea, I guess you will have what you are looking for.

 

Back on topic, if the Developers change the way the Fast Travel system works then I will change how I work it into missions. When I wrote the first Scripted Campaign, it was mostly done before we knew more than the basics facts of how it works. As more people look into it and figure out creative solutions for how to implement Fast Travel, perhaps the interface in the game will improve.  I will be taking a look at that myself before I start any more missions that will be shared with the public.

 

Edited by Jaegermeister

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AEthelraedUnraed
Posted
21 hours ago, Felipe_Czar said:

Thanks!
I'll revert and install your mod.

I admire the passion but not at all the lack of actual empathy to see the scenario through others POV.

I am honestly glad the mod did work for you in the end. 🙂 I can assure you though that there's no lack of empathy on my side - I can surely see your point. The reason for me phrasing that "I don't see the issue" is that I, as a working man, have perhaps an hour a day I can comfortably spend on flying. For me personally, the fast travel option is the best thing since the invention of sliced bread, as it enables me to actually fly "complete" missions, and hopefully more than one a night.

However, I can certainly understand that this isn't true for everyone. If you're a pensioner and have all the time in the world, I imagine it's quite different. That is why I spent the time (just an hour or so, but still) to create my mod; because I hope that some of you guys find it useful.

By the way, your reply was a lot more nuanced than your original post was. When you told me to "stop that" and "____ that mod" when I had just released it, while the points I raised went untreated, I perhaps let it get to me a bit too much, and if my reply offended you in any way, I apologise.

8 hours ago, Aapje said:

And @AEthelraedUnraed, you say that it is incredibly easy to prevent the prompt from triggering in the middle of a fight, but it is a fact that this is not done for the missions that the devs made for the game. If even they mess it up...

I think Jaeger answers very nicely - I almost entirely agree with him - but since you quoted me specifically I wanted to reply. 🙂 Yes, it is the very fact that such a trigger condition hasn't been implemented, that I suggested to report such cases as bugs in the first place. Within the IL2 mission logic, it is certainly possible and similar logic has been used by mission creators for a long time. Hence why I think it's an oversight rather than a bug per se (which of course doesn't mean it shouldn't be fixed 🙂).

6 hours ago, Aapje said:

Right now this burden is placed on the mission designer, which as you yourself note, is quite a bit of work. Would it not be possible to handle those triggers in a smart way automatically, for example by triggering them if you would hit them during a time skip?

I think we're approaching the philosophical part of game development here. Yes, it would be nice, but how is the game logic supposed to know when a "skippable section" approaches? The mission might spawn an enemy anywhere at any time, and worst of all you don't even know where the player is. That's the whole problem with having to work within the mission system. As it is, it is basically linear even though it's event-based. You know more or less in which orders things are going to happen. That all changes if the player has a skip button he can press at will, rather than just at pre-defined moments. Conversely, such a "skip" function would have no knowledge about the more advanced mission scripting or the behaviour intended by the mission creator. I think that with the current system, the Devs have found a reasonable balance between usability, extendibility and user-friendliness. Of course, there are always improvements possible but to expect this system to be completely overhauled is, I'm afraid, unrealistic.

19 hours ago, Panzerlang said:

If it's so difficult to remove it or make it come up only by choice (key press), can't it be changed to come up in the corner of the screen and go away by itself if ignored for 30 seconds?

Yes and yes, both are possible within the current mission scripting system 🙂 

Jaegermeister
Posted

After thinking about the Fast Travel event for a few minutes, I believe all of the concerns could be overcome if we can come up with an appropriate trigger to enable the interface to be initiated. This would have to be something the Player does on purpose. Previously firing a flare could trigger events in game, but I don't even think you can fire a flare out of a moving jet.

Perhaps the new Scripted Trigger MCU will allow a key press combination to trigger the time skip feature. If you don't make the correct key press at the start of the mission, when you pass the set trigger point it will not fire to initiate the text interface. After the mission goal is complete, the same key press could also enable the time skip interface for the trip home.

It could be something as simple as a message in the mission briefing saying "When the mission begins, press "1" to enable Fast Travel. Press "2" or do nothing during the first 30 seconds and Fast Travel will not be available in this mission."

I am not familiar with all of the possibilities of this new MCU yet so it may or may not work.

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Posted

It would be great if we could get the message only once at the beginning and choose to ignore fast travel.

I have been playing around with intercept missions in the Task Editor and you can get the message 3-4 times. Not sure why you would need Fast Travel anyway. Even crossing half the peninsula in a jet only takes about 15-20 minutes, hardly gives you enough time to get setup. I recall in the early pre-IL2 days doing 90 minutes plus missions in Falcon 4 or Jane’s F/A-18 and no one complained they were too long.

  • Upvote 1
Felipe_Czar
Posted
3 hours ago, AEthelraedUnraed said:

I am honestly glad the mod did work for you in the end. 🙂

Sorry, it did not work. As I commented after with a highlighted not.

The window/prompt still shows and I had reviewed the installation multiple times.

No hard feelings.

11 hours ago, Jaegermeister said:

here really is no other option other than what @AEthelraedUnraed has done with his mod by hiding it

Sorry, but how did you make it work?

No joy for me on that front.

Thanks.

Felipe_Czar
Posted
2 hours ago, Joch said:

I have been playing around with intercept missions in the Task Editor and you can get the message 3-4 times. Not sure why you would need Fast Travel anyway. Even crossing half the peninsula in a jet only takes about 15-20 minutes, hardly gives you enough time to get setup. I recall in the early pre-IL2 days doing 90 minutes plus missions in Falcon 4 or Jane’s F/A-18 and no one complained they were too long.

The game still has a pause function and used it thoroughly throughout BoX days.
Sims often have people asking for longer missions and bigger maps to do said longer missions.

2 hours ago, Joch said:

It would be great if we could get the message only once at the beginning and choose to ignore fast travel.

A simple box tick/untick on the difficulty settings that won't affect the "score" multiplier is an elegant way.

Whoever needs it: It is there.
Whoever doesn't: they are not forced to deal with popups 2 to 3x per missions like a browser ad. Even browsers these days completely blocks pop ups. No reason to force that on a flight sim.

Felipe_Czar
Posted (edited)
3 hours ago, AEthelraedUnraed said:

I can surely see your point. The reason for me phrasing that "I don't see the issue" is that I, as a working man, have perhaps an hour a day I can comfortably spend on flying.

Same here, but I can be satisfied with a well immersed one or two missions at night rather than bundle up 10 missions into the non memorable void.

3 hours ago, AEthelraedUnraed said:

For me personally, the fast travel option is the best thing since the invention of sliced bread

Nothing forced into others is good. This thing is forced.
You can have it 100% like it is today. It doesn't affect me.

Nobody is asking it to be removed completely out of the sim. You'll can still have it and accommodate yourself and your time constraints on your current usage of the sim. You keep writing like defending the thing out of complete deletion.

It is just to have an option to avoid it popping up.

Options are always better.

Edited by Felipe_Czar
Posted
3 hours ago, AEthelraedUnraed said:

I think we're approaching the philosophical part of game development here. Yes, it would be nice, but how is the game logic supposed to know when a "skippable section" approaches? The mission might spawn an enemy anywhere at any time, and worst of all you don't even know where the player is.

It seems to me that is the easiest part, because the player flies from his current position to the endpoint of the time skip in a straight line and a constant speed. So it is a fairly trivial calculation to determine his location at a specific game-time.

In theory you should always be able to do it, because it should work no differently from flying in a straight line and a fixed speed. If the game can calculate the mission logic then, it can also calculate it when you don't render the image and speed up the processing.

However, to do it efficiently/quick may be an issue.

Jaegermeister
Posted (edited)
42 minutes ago, Felipe_Czar said:

A simple box tick/untick on the difficulty settings that won't affect the "score" multiplier is an elegant way.

Apparently you either did not read some of what was posted above or it did not sink in. That is unfortunately not an option at this point, and unless the devs decide to rewrite the entire Fast Travel programming this is the one thing that will not happen. 

Maybe there are other ways to do the fast travel dialogue for single missions and user made Scripted Campaigns, but that will not magically place it into the Career mode either. This discussion is going in circles at this point, so I have said all I am going to on the subject until I have something more positive to report.

 

5 minutes ago, Aapje said:

It seems to me that is the easiest part, because the player flies from his current position to the endpoint of the time skip in a straight line and a constant speed. So it is a fairly trivial calculation to determine his location at a specific game-time.

In theory you should always be able to do it, because it should work no differently from flying in a straight line and a fixed speed. If the game can calculate the mission logic then, it can also calculate it when you don't render the image and speed up the processing.

The game does not calculate the time traveled. Whoever writes the mission has to measure the distance from where the trigger initiates the Fast travel to where it ends. That person then has to manually calculate the speed of the plane converted into KPM and divide it into the distance figure. Then that person has to manually type that number into the correct fields in both hours, minutes and seconds, and in a second data box type the total time in seconds. I personally use my phone calculator since I'm not that good at doing complicated math in my head. 

This may sound a little crude but that is how it works. The program does not calculate the time and distance, it only accounts for fuel usage according to the distance from the trigger to the respawn point.

 

Edited by Jaegermeister

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AEthelraedUnraed
Posted
8 hours ago, Felipe_Czar said:

Sorry, it did not work. As I commented after with a highlighted not.

The window/prompt still shows and I had reviewed the installation multiple times.

No hard feelings.

Oh, when you said that it was all in agreement with the readme, I understood that to mean that it did work. My mistake.

I tested it on the F-80 "exam" mission as its prompt shows pretty soon after takeoff, and it worked for me. Can you test on that mission as well? If it doesn't work there for you, there's only 2 possible causes:

  • The files are in the wrong folder. Ensure they're in [installation directory]/game/data/NSData/dialogs. If one folder was already there, make sure it doesn't result in doubled ones (e.g. having both an nsdata and an NSData folder).
  • You don't have "Mods On" enabled in the game settings.
10 hours ago, Jaegermeister said:

After thinking about the Fast Travel event for a few minutes, I believe all of the concerns could be overcome if we can come up with an appropriate trigger to enable the interface to be initiated. This would have to be something the Player does on purpose. Previously firing a flare could trigger events in game, but I don't even think you can fire a flare out of a moving jet.

Perhaps the new Scripted Trigger MCU will allow a key press combination to trigger the time skip feature. If you don't make the correct key press at the start of the mission, when you pass the set trigger point it will not fire to initiate the text interface. After the mission goal is complete, the same key press could also enable the time skip interface for the trip home.

It could be something as simple as a message in the mission briefing saying "When the mission begins, press "1" to enable Fast Travel. Press "2" or do nothing during the first 30 seconds and Fast Travel will not be available in this mission."

I am not familiar with all of the possibilities of this new MCU yet so it may or may not work.

Yes, that would definitely work. Although I would have the button press disable time skips rather than the other way around, since 1) probably more people like this feature than not, and 2) it makes for a lot easier scripting. You can simply have the OnInputAction1 event link to a Disable MCU that links to the input timers of all skip dialogs.

8 hours ago, Felipe_Czar said:

Nothing forced into others is good. This thing is forced.
You can have it 100% like it is today. It doesn't affect me.

The popup is forced because your input is needed. Nobody forces you to use the time skip feature; that's the whole point of the dialog, to give you that choice.

8 hours ago, Felipe_Czar said:

It is just to have an option to avoid it popping up.

Options are always better.

I agree that options are better, but as I explained, in this case that's not an option. (forgive me the pun)

7 hours ago, Aapje said:

It seems to me that is the easiest part, because the player flies from his current position to the endpoint of the time skip in a straight line and a constant speed. So it is a fairly trivial calculation to determine his location at a specific game-time.

In theory you should always be able to do it, because it should work no differently from flying in a straight line and a fixed speed. If the game can calculate the mission logic then, it can also calculate it when you don't render the image and speed up the processing.

However, to do it efficiently/quick may be an issue.

The current system works by having affected aircraft jump from one position to another. Their location "in between" is undefined. If nothing happens in the meantime, that's not an issue. However it might be that the results of an AI combat on the other side of the map, trigger a waypoint change for the player. Or a timer spawns, by a random chance, enemies right on the path of the player. In both cases it would be an issue.

The current system is immensely flexible, but with that flexibility comes a logical complexity that cannot be solved without simulating the complete mission. Yes, it could be done, but as you say yourself, to do it efficiently/quick would be an issue. If it cannot be done quick enough, then what's the added value? And more importantly, who's going to pay for the enormous time investment that implementing such a feature would take?

With the current system, the devs have circumvented the issue by placing the decision in the hands of the mission creator, who knows what's going on and what sections can safely be skipped, while offering people a choice whether or not to use the feature.

Posted

It works. With mods on annoying window has gone in career mode. But big yellow "this is your last warning..." steel appears:) I can disable hud, but i don't know korean language, so i need game chat. Can you please remove that big yellow warning too?

AEthelraedUnraed
Posted
2 hours ago, DEMON said:

It works. With mods on annoying window has gone in career mode. But big yellow "this is your last warning..." steel appears:) I can disable hud, but i don't know korean language, so i need game chat. Can you please remove that big yellow warning too?

Sorry, I cannot. It's defined by the mission.

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