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Author Topic:   Age old question, How many is too many?
Razer
Pilot
posted 01-06- 03:44 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
This has been on my mind all day and I need some input.

We now have 4 Mustangs and I have enough stuff here to make two more (P51A, Mustang MKIII) but should I draw the line and say enough is enough move on?

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Recon3
Pilot
posted 01-06- 06:03 AM     Click Here to See the Profile for Recon3   Click Here to Email Recon3     Edit/Delete Message   Reply w/Quote
If the only difference between two separate planes is guns/loudout and/or a slight variation of stab/wing then I say "let's move on". After that it becomes a "skins show" when I have 4-5 Beaufighters or bf109s to choose from---which isn't a bad thing. but sometimes 'different' is better. I'm really looking forward to planes like the PBY because it is so different.

cheers, Recon3

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Flying Finn
Pilot
posted 01-06- 08:34 AM     Click Here to See the Profile for Flying Finn   Click Here to Email Flying Finn     Edit/Delete Message   Reply w/Quote
A good question.. I think sometimes a line should draw. A lot of planes is fine, but maybe not too much. I´m longin to have new planes, instead of many models of the same one.

In warhistory, there are many planes that are useful for the skies of SDOE. But on the other hand. I think we don´t want to tie anyone´s hands and tell someone not to do particular plane or another model of it. There is defenately users for every plane and every model, so get on with it.

I think SDOE should offer something for everybody, a freedom to choose, ´cause that is the richness of this game...

Keep up the good work..TFF...

[This message has been edited by Flying Finn (edited 01-06-2002).]

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Vagner
Pilot
posted 01-06- 08:54 AM     Click Here to See the Profile for Vagner   Click Here to Email Vagner     Edit/Delete Message   Reply w/Quote
Personally I would rather have a few really really nice planes than alot of unfinished or not quite right yet planes. And there are lot that are not finished, like the P40 for example ....btw did anyone make a flying tigers skin for that?

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Rendsburger
Pilot
posted 01-06- 08:57 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
Razer,
first it´s your personal choice what you want to do next.
For me the 4 Mustangs are enough, i´m only waiting for the "c" version right now.
But i know that you have start some incredible planes like the US Medium bombers.
This is what i want to see next

Rendsburger

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FQ
Pilot
posted 01-06- 10:12 AM     Click Here to See the Profile for FQ     Edit/Delete Message   Reply w/Quote
I'm with Rends, it's really up to you. I would like to get some M-bombers but if you want to work on the 51's, you decice that. What ever you make I like so you can't loose

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Razer
Pilot
posted 01-06- 11:02 AM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
ok, thanks guys. I'm drawing a line now. no more stangs. 4 is enough and you can make the british versions out of the A-36 and P-51C by using new schemes.

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semmern
Pilot
posted 01-06- 01:06 PM     Click Here to See the Profile for semmern   Click Here to Email semmern     Edit/Delete Message   Reply w/Quote
Raz, which 4 Ponys have you done? I think a D, a British B with Malcolm Hood, the A-36 and a B or C with ordinary birdcage canopy is more than enuff

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Razer
Pilot
posted 01-06- 01:31 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
We have the A-36a, P-51B, P-51C w/Malcolm Hood, and P-51D. I figured the C could be used as the british plane without making a real brit planes since I already have a ton of planes i need to release.

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Commando
Pilot
posted 01-06- 02:37 PM     Click Here to See the Profile for Commando   Click Here to Email Commando     Edit/Delete Message   Reply w/Quote
Sounds a good idea to have the C as a brit and then leave it at the 4.

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Ground Pounder
Pilot
posted 01-06- 03:25 PM     Click Here to See the Profile for Ground Pounder   Click Here to Email Ground Pounder     Edit/Delete Message   Reply w/Quote
I'm just a flyer, not a developer. just a comment: 1. i think the beauty of this game is the variety of AC it has ,and people have developed 2. i feel variety (ie diff types)is more important than quantity of variants( the spit had some 18 diff MK)(not counting Seafire!)3. on a game level, i feel introduction of variants should be limited to variants that were substantially diff from other models(eg. spitMk1, spit Mkix, etc. 4. if some one wants to produce al variants of a particular type(eg p51) have at her! but that should be a personal priority vice a game priority.
Just my two cents(CDN!!)

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SteveTheDrummer
Pilot
posted 01-06- 03:57 PM     Click Here to See the Profile for SteveTheDrummer   Click Here to Email SteveTheDrummer     Edit/Delete Message   Reply w/Quote
I agree, if there is a A,B or C or with the Malcolm hood I don't really care, as long as I've got ONE of these with the Malc. & pref.
a british camo & yes put that "one" under the british and all is fine...just like we have one Corsair under the british.
I mean we've now got the best flying Mustangs in a sim that I've flown (thanks to Razer & everyone that tweaked and modified them) AND 4 of them...so I'd say move on too,
there are plenty of proj. up your alley man btw I'm like half way complete on a bare metal 1024 temp for the A36Apache and I'll send a copy a.s.a. It's done (and post it at 3dps; The Template Project site so every one can make their own lol all.

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Killer-Ants
Pilot
posted 01-06- 04:50 PM     Click Here to See the Profile for Killer-Ants   Click Here to Email Killer-Ants     Edit/Delete Message   Reply w/Quote
Any way to place more than 1 loadout.pff per folder??? Then with a same number of folders we have more than a aircraft just wondering...

cheers,
K-A

------------------
economic classroom

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Fighting Irish
Cadet
posted 01-06- 06:47 PM     Click Here to See the Profile for Fighting Irish   Click Here to Email Fighting Irish     Edit/Delete Message   Reply w/Quote
I take my hat off to you Razer, your planes are superb!!! Iwould like to see you do some Jap planes, the Hien & Shiden in your projects page look stunning, can't wait to see them up & running.

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Maury Markowitz
Pilot
posted 01-08- 07:01 PM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Killer-Ants:
Any way to place more than 1 loadout.pff per folder

Sadly, no. However there's something that might be just as good:

MustangMain -> .sm and default textures
MustangMkI -> a loadout
MustangMkII -> another loadout
MustangC -> loadout and textures

etc.

The only problem with this is that we can't add and remove parts easily. So basically this works fine if the only differences are things like the loadout or the skins.

I think what we want/need is to base on .sm on another. This is the feature, inheritance, that makes OP not completely OO. Conside that a MustangMkII is nothing more than a MustangMain with LateWarCanopy removed and MalcomHood added.

I wonder what it would be like to do this? I think that all it is is a flag in the .sm files that says "on, off" which takes a named part and anything "under" it and either makes it on by default, forces it on, or forces it off. You'd also need another property that says what the basis of this .sm file is - so for instance the .sm for MustankMkII would have something in it like "propBaseFile ../MustangMain/mustang.sm"

In the case of the MustangMain we could put ALL of the parts in the base model and then have some of them flagged as off. When the model is loaded, those parts are trimmed out.

MustangMkII would then be a tiny little .sm file with two parts, LateWarCanopy set to off, and MalcomHood on. Done, they don't have any properties or anything because those are already defined in the main model.

Or you could make the MkII based off the D, simply tell it where the D model is, remove the existing canopy, and then fully define the

The advantages here are many. It means that you can make as many different versions as you want trivially, anyone with a history book and a text editor could do it (heh, I pick those for a reason...). Better yet you can add custom skins with no problems.

Everything else should work as-is. The system already has cool rules for who overrides what. If you put a single property in a loadout, it will add that to the loadout info found in other places for instance. I assume this is a general way that the parfiles are pieced together on loading.

So basically...

1) modification of existing part - simply add the changes (and ONLY the changes) to the existing part names.

2) removal of a part - same thing, you're simply changing the value of "propIncluded" from YES to NO.

3) adding a part in the base model - same as (2)

4) adding a new part - should already work, make the new part and make sure you set propIncluded to YES.

Hmmm. This actually doesn't sound like it would be that hard to do. Am I missing any features? Made any DUH's? Comments? Flames?

Maury

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ArgonV
JAG
posted 01-08- 09:09 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Actually Maury, you can do this with one SM file and one loadout.ppf file! How? Simple: The pieces that need to be replaced or added for a new P51 model would just be given a gun property (See the Sopwith Pup for a good example). You then add/remove that particular piece to/from the loadout.ppf file and give that loadout name say "P51MkII". Lastly, via the mission editor, you select the loadout P51MKII and whala! You now are flying a P-51 Mk.II.

P.S. What is this "propincluded YES or NO" thing you are talking about? It must be higher up programming as Ive never ran across this in my workings with OPS. I dont think it works like that.

[This message has been edited by ArgonV (edited 01-08-2002).]

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Jeeves
JAG
posted 01-08- 10:35 PM     Click Here to See the Profile for Jeeves     Edit/Delete Message   Reply w/Quote
The Beaufighter is also a good example...one of the loadout choices provides you with a radar pod in front....not sure if that is a skin change or not....but I remember discussing this a ways back- and I think you can add weight to those parts and they give drag, etc...

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Maury Markowitz
Pilot
posted 01-09- 10:50 AM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by ArgonV:
Actually Maury, you can do this with one SM file and one loadout.ppf file! How? Simple: The pieces that need to be replaced or added for a new P51 model would just be given a gun property

Ddoes any gun property work? Like the bullet weight or something? This is very cool!

Of course you have the downside of only one skin in this case. But still, it's here and it works.

quote:
What is this "propincluded YES or NO" thing you are talking about? Ive never ran across this in my workings with OPS

That's because I made it up :-) I'm just wondering what you would need in order to make a fully customizable system. It seems that all you need is...

a) the propIncluded switch
b) the propBaseFile property

With those two (or similar, those names suck) I think you can do everything you want - add parts, remove parts, change parts.

Maury

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ArgonV
JAG
posted 01-09- 01:44 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Maury, you are also not limited with only one skin! You can tweak the plane a bit so the visual fuselage can also be "guns" and accessable in the loadout.ppf file. So selecting different skins for the same aircraft is possible via the mission editor!

When you make an object a gun, but you dont want it to shoot, you simply dont give it any gun properties in the loadout.ppf file.

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Maury Markowitz
Pilot
posted 01-10- 09:17 AM     Click Here to See the Profile for Maury Markowitz   Click Here to Email Maury Markowitz     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by ArgonV:
Maury, you are also not limited with only one skin! You can tweak the plane a bit so the visual fuselage can also be "guns" and accessable in the loadout.ppf file. So selecting different skins for the same aircraft is possible via the mission editor!

Bizzare, but workable.

quote:
When you make an object a gun, but you dont want it to shoot, you simply dont give it any gun properties in the loadout.ppf file.

So put the name, but nothing else?

Maury

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ArgonV
JAG
posted 01-10- 02:13 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Maury, yup! It would look like this in the loadout.ppf:

(gunInit (gunName 'WheelStruts ))

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