Aapje Posted August 18 Posted August 18 (edited) 2 hours ago, AEthelraedUnraed said: 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. The input is actually not needed during the mission for people that never want to use this feature, because their answer will always be the same. This is fairly elementary UI design. If for a decent group of users the answer will always be the same, turn it into a setting that people only have to set once. If they don't want to complicate the settings page, they can even just make it a startup.cfg setting. From a programming perspective, this should really be the most trivial change, by just adding: If setting is not off: show popup And then they can just act as if you picked the Continue Normal Flight option if the setting is set to off. 2 hours ago, AEthelraedUnraed said: The current system works by having affected aircraft jump from one position to another. Yes, both you and @Jaegermeister replied to me from the perspective of the mission designer, who uses the system as it is currently made. I'm wondering whether the system cannot be made better. It's perfectly possible that this is the best that can be done, but so far I've not seen any evidence that the devs actually looked at whether a better solution would be possible, or just picked the easiest possible solution. The easiest possible solution is highly problematic anyway, as just teleporting a plane doesn't take into account fuel usage, interceptions, airplane damage and perhaps other stuff that I can't come up with right now. My point is that if you can't just teleport the plane and have things work out, and you need calculations to determine what happened during the time skip anyway, then it might be a good idea to see whether it's possible to do this in a better way, and by doing so, both make the feature better and save time for mission makers later on. It's not necessarily much more work in total if mission makers (including those internal to 1CGS) no longer have to do extra work. PS. I'm not a fan of being offered to teleport while the plane is falling apart and you would never actually make it for real, especially when players are not even made aware that they are cheating, so they can be unintentionally robbed of the chance to have a more realistic outcome. Edited August 18 by Aapje
Jaegermeister Posted August 18 Posted August 18 12 minutes ago, Aapje said: The easiest possible solution is highly problematic anyway, as just teleporting a plane doesn't take into account fuel usage, interceptions, airplane damage and perhaps other stuff that I can't come up with right now. PS. I'm not a fan of being offered to teleport while the plane is falling apart and you would never actually make it for real, especially when players are not even made aware that they are cheating, so they can be unintentionally robbed of the chance to have a more realistic outcome. I have experienced the time skip feature being disabled when I had a fuel leak that would prevent me from reaching home base. In that case, when I selected to skip it just did nothing and I wondered if I had made a mistake with the logic. When I ran out of fuel half way home, I understood what had happened. On the other hand, I had a shot up engine in an F-51 with oil all over the windshield. Out of curiosity I activated the time skip function when it became available, and I arrived near home base in the same damage state as when I initiated the skip. The engine seized up shortly thereafter. It does take fuel usage into account, but apparently not aircraft damage so you are correct in your unintentional cheating scenario. 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
AEthelraedUnraed Posted August 18 Posted August 18 6 minutes ago, Aapje said: The input is actually not needed during the mission for people that never want to use this feature, because their answer will always be the same. This is fairly elementary UI design. If for a decent group of users the answer will always be the same, turn it into a setting that people only have to set once. If they don't want to complicate the settings page, they can even just make it a startup.cfg setting. From a programming perspective, this should really be the most trivial change, by just adding: If setting is not off: show popup And then they can just act as if you picked the Continue Normal Flight option if the setting is set to off. And as has been mentioned a number of times already, this isn't possible in the current implementation since it hooks into the mission design, and the mission is agnostic of the user's settings. 8 minutes ago, Aapje said: The easiest possible solution is highly problematic anyway, as just teleporting a plane doesn't take into account fuel usage, interceptions, airplane damage and perhaps other stuff that I can't come up with right now. My point is that if you can't just teleport the plane and have things work out, and you need calculations to determine what happened during the time skip anyway, then it might be a good idea to see whether it's possible to do this in a better way, and by doing so, both make the feature better and save time for mission makers later on. It's not necessarily much more work in total if mission makers (including those internal to 1CGS) no longer have to do extra work. Actually, fuel usage is taken into account while interceptions aren't a problem at all since the mission designer knows whether or not a mission would be intercepted and can adjust the teleporting target point accordingly. 11 minutes ago, Aapje said: PS. I'm not a fan of being offered to teleport while the plane is falling apart and you would never actually make it for real, especially when players are not even made aware that they are cheating, so they can be unintentionally robbed of the chance to have a more realistic outcome. I'm even less a fan of the alternative, where you'd have a "conventional" speed up without visuals, and then suddenly your engine stops while you haven't had the chance to see the warning signs. I'm rather robbed of the chance to experience an engine failure, than having my engine fail while it could have been prevented if there wasn't a time skip. At least the current system doesn't degrade the aircraft further without visual clues to the player. Of course, a time skip could be made impossible if an aircraft is damaged. This can be done even with the current system. But then we get back to the whole point of time skips at all, which is to offer people who are short on time, the option to speed through certain sections. If I have limited time, I'd rather unrealistically teleport to near my airfield, than having to fly for half an hour staring at my RPM gauge. 21 minutes ago, Aapje said: I'm wondering whether the system cannot be made better. It's perfectly possible that this is the best that can be done, but so far I've not seen any evidence that the devs actually looked at whether a better solution would be possible, or just picked the easiest possible solution. It's perfectly valid to wonder if other systems wouldn't be better. Perhaps they would, at least for some people. But the current system is what we have. You seem to be a tech-savvy guy so you should be full aware of the costs and effort needed to implement another system.
Aapje Posted August 18 Posted August 18 1 hour ago, AEthelraedUnraed said: Actually, fuel usage is taken into account while interceptions aren't a problem at all since the mission designer knows whether or not a mission would be intercepted and can adjust the teleporting target point accordingly. Yes, I know, although some people have said that it doesn't always work correctly. But my point is that it already has to account for what happened during the time skip period, in this case the fuel burned, so not a simple teleport. 1 hour ago, AEthelraedUnraed said: Of course, a time skip could be made impossible if an aircraft is damaged. This can be done even with the current system. But then we get back to the whole point of time skips at all, which is to offer people who are short on time, the option to speed through certain sections. If I have limited time, I'd rather unrealistically teleport to near my airfield, than having to fly for half an hour staring at my RPM gauge. I don't have a problem with cheating if it is clear to players that they are doing so, and make a conscious decision to leave the realm of realism. The game pretending that it is completely normal to fly 100 km with no cooling is at odds with the ethos of the game, IMO. 1 hour ago, AEthelraedUnraed said: It's perfectly valid to wonder if other systems wouldn't be better. Perhaps they would, at least for some people. But the current system is what we have. You seem to be a tech-savvy guy so you should be full aware of the costs and effort needed to implement another system. Yes, but there is also a risk that a simplistic system requires a whole array of hacks to make it work somewhat OK, and then you can end with a system that still took a lot of time of effort due to all the hacks, but is then also hard to maintain, very buggy and has big downsides that cannot be fixed. So my suggestion (for the devs) is more to go back to the drawing table, get clarity on all requirements and desires, and then come up with a feasible design that finds a good balance between things.
BlitzPig_EL Posted August 18 Posted August 18 I ran into the first of what I would call an issue with time skip last night. F51s, we were tasked to attack troops on the other side of the peninsula. Eight planes. As it was late and near bed time, I time skipped to the first waypoint. No problem, we flew in and beat up the targets, I took some ground fire, but nothing serious, Got the objective completed prompt, so we formed up and headed back to home plate. The prompt came up to skip, so I selected the close to base option. When we transported to that point I was now minus 5 of my aircraft. POOF! Gone. Only two AI and myself landed, the rest were all tallied as KIA. I suspect they hit a mountain, but no way to know for sure. Henceforth I will not be using time skip in my career play.
AEthelraedUnraed Posted August 18 Posted August 18 10 minutes ago, Aapje said: But my point is that it already has to account for what happened during the time skip period, in this case the fuel burned, so not a simple teleport. And my point is that we know exactly what happens because of the introduced limitations, so that it is in fact possible to use a teleport. 13 minutes ago, Aapje said: Yes, but there is also a risk that a simplistic system requires a whole array of hacks to make it work somewhat OK, and then you can end with a system that still took a lot of time of effort due to all the hacks, but is then also hard to maintain, very buggy and has big downsides that cannot be fixed. But that's not the case here, is it? Barring a few bugs such as the one BlitzPig_EL just reported, and that I'm sure will be fleshed out, the system work well. It is easy to use (albeit a bit labour-intensive like everything in the Mission Editor), very moddable and extendible which makes it easy to maintain, and works entirely inside the mission logic without any "hacks" there whatsoever. 18 minutes ago, Aapje said: So my suggestion (for the devs) is more to go back to the drawing table, get clarity on all requirements and desires, and then come up with a feasible design that finds a good balance between things. I think the current system already is a very well implemented system that provides a good balance. Especially since there are already ways to account for the people who don't want to use it. Besides my mod, the idea of having a dialog box at mission start to disable all time skips, is easy to implement using currently available mission logic. 13 minutes ago, BlitzPig_EL said: I suspect they hit a mountain, but no way to know for sure. That's not possible since it's a teleporting system, so there's no way they could have hit anything. If you still have the mission/track files, you should report it as a bug.
BlitzPig_EL Posted August 18 Posted August 18 Sadly I ran another mission this morning so that one is gone now.
Jaegermeister Posted August 19 Posted August 19 (edited) 14 hours ago, AEthelraedUnraed said: I think the current system already is a very well implemented system that provides a good balance. Especially since there are already ways to account for the people who don't want to use it. Besides my mod, the idea of having a dialog box at mission start to disable all time skips, is easy to implement using currently available mission logic. Based on all the discussion here, I played around with the fast travel feature combined with some .json file editing and logic changes in the time skip function and came up with this... The dialogue box comes up 3 seconds after unpausing the mission, and stays in place for 20 seconds. If you do nothing, the dialogue closes and defaults to Fast Travel enabled. I tested all the options and it works 100% I will try to retrofit my scripted campaign and start a discussion to see if there is any interest in working it into the career missions. Edited August 19 by Jaegermeister 2 6 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
KillerBee Posted August 19 Posted August 19 @Jaegermeister Speaking for myself, I’d love to have a least this option, not only for Career and Scripted Campaign, but also for Task Editor missions as well. Thanks for exploring options for the communities concerns.
Felipe_Czar Posted Sunday at 04:59 PM Posted Sunday at 04:59 PM On 8/18/2026 at 6:42 AM, AEthelraedUnraed said: Oh, when you said that it was all in agreement with the readme, I understood that to mean that it did work. My mistake. No worries, bub. 🤝 On 8/18/2026 at 6:42 AM, AEthelraedUnraed said: 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. Triple checked but not the issue. G:\SteamLibrary\steamapps\common\IL2Series\data\NSData\dialogs On 8/18/2026 at 6:42 AM, AEthelraedUnraed said: You don't have "Mods On" enabled in the game settings. Will soon check that option. Thanks! On 8/18/2026 at 6:42 AM, AEthelraedUnraed said: I agree that options are better, but as I explained, in this case that's not an option. (forgive me the pun) lol I realize this. As there are major overhauls going on. Changing some of this code to accomodate a more "Clean" experience can also increase the value for some. On 8/17/2026 at 10:35 PM, Jaegermeister said: 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. I did read. Perhaps is the other way around. I'll explain a bit better; Devs should/can/could, ✨🌈if they want 🌤️✨, make that script of time skip work behind an 🌈🌤️UI switch✨🌈 for Career Missions. Because, at the moment, the design is abhorrent. Making some folks funnel through something they are NOT interested in. Compulsorily. Without a switch to edit their experience as they please. I tend to defend all sims I play and I really love this one alongside BoX and RoF. It is just this thing of pop ups that twists my insides and have no place to be compulsorily shoved without a switch to toggle off, while flying. Btw: the thing shown itself on final on a flight early in the week. Bless your hearts. Love y'all. Hate this thing. Stopped flying for a while. Cheers. On 8/19/2026 at 2:10 AM, Jaegermeister said: Based on all the discussion here, I played around with the fast travel feature combined with some .json file editing and logic changes in the time skip function and came up with this... The dialogue box comes up 3 seconds after unpausing the mission, and stays in place for 20 seconds. If you do nothing, the dialogue closes and defaults to Fast Travel enabled. I tested all the options and it works 100% I will try to retrofit my scripted campaign and start a discussion to see if there is any interest in working it into the career missions. Mega thanks 😆 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now