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Author Topic: QMBpro 8 or 16 flights setting  (Read 345 times)

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jpten

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QMBpro 8 or 16 flights setting
« on: December 19, 2023, 06:21:18 PM »

Where is it set whether a QMBpro mission is 8 or 16 flights.  I have been making 16 flights but it only allows 8 on loading.  Thanks for any info.
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Frankiek

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Re: QMBpro 8 or 16 flights setting
« Reply #1 on: December 19, 2023, 08:09:32 PM »

8 flights is the 409 version in the following versions a second screen\page with 8 more flights was added
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jpten

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Re: QMBpro 8 or 16 flights setting
« Reply #2 on: December 20, 2023, 08:07:54 AM »

What I have been doing is taking missions from campaigns into FMB, whacking them into 16 flight QMBpro missions and playing them.  Some of the missions will only have 8 flights available while others have all 16 flights regardless that I have created 16 flights in the mission.
    I am doing this in a current BAT setup so the QMBpro should be updated.  Seems there is something that detects whether the original mission was made in an FMB for an older QMBpro version.  I have been searching and comparing missions files but I have not seen a text entry that seems to do that.   
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Frankiek

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Re: QMBpro 8 or 16 flights setting
« Reply #3 on: December 20, 2023, 08:43:02 AM »

Most likely mission originally made for 409 or previous versions won't accept 16 flights. I remember when the first sets of missions for QMBPro 4.10 came out that  it wasn't possible to convert the 409 8 flights to 16 but my memory could fail on this
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Knochenlutscher

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Re: QMBpro 8 or 16 flights setting
« Reply #4 on: December 20, 2023, 12:51:53 PM »

You tried converting old 8 Flights to 16?
You need experience for that, can't explain. First you need to tackle a setup of QMB per se,
than the conversion, clean up is logic.

It is easier to create 16 Flights QMB right from the start than going the very complicated way of
converting.
As an Author myself I can't recommend doing conversions first, until you can tackle QMBs blindly.

What I can give advice, forget the Single Mission idea, I came across many custom built ideas recently, what some say is a QMB Mission,
when it's nothing close.
QMBPro Missions basicly are boring to produce, I use stock plane assets for Red Blue, everything kept default. Mark my words,
the spartanic and more Defaul, unpimped the Mission is, the better.
Decoration you can add afterwards, but remember to make a compromise, I do add less,
for getting a 16 Flights as lightweight as possible out of it.
Several reasons, heavy Maps and heavy 3-D Plane Slots you can play easier on such minimized Missions.
Adding 16 Fireflies to the new Moscow Map with tons of Toys will surely get you a Strutter Play flying over a City.

Heavy Maps, Planes we ever had. We can't fix or get rid of some shortcomings,
we don't have manpower for all that.

The more you add on top, it binges the crap over lagging, struttering.
On some maps silly statics a complete Battlefield is nuissance, often
Users are not going to see that junk added.

Means you don't alter Squadron, you don't need to fiddle altitide, Loadout, Fuel, no Pilot or Skin is to be added.
Leave shit at Default.
Why we don't alter/customize this? As all this set at default enables User to setup the Mission in QMB Menu, and this is the quintessence.
Time Weather, Default, User sets it himself, having everything set Default makes bugtracking easier and is a sure shot at
all options going to work out as proposed.

I do place Player Kite first (Blue or red) than place the rest, Waypoint and Attack Targets you set logically,
not what you like or want to see. So Armour doesn't call for area attack point? Understand,
how much you wish to see Lancasters buzzing Tanks.
You can locate areal Bombardment in Airfield for instance easilly without doing crap.
FMB rules are those of basic FMB setting, but stay away from too
much decoration, Statics, polluting/bloting a Mission.
High alt Bombing, if the rules of FMB are not followed, no high Bombing,
so make sure you get a profound FMB knowledge to tackle all the required stuff.

Waypoints, don't do 1C/TD criss cross zigzagging, at Full Flight set this triggers
random midair crashes, you propably don't want that a User experiencing such crap. M
ake sure to get used to Flight path organization, the better they are planned, carried out,
the crash free the Mission will end up.

Warning!
We don't wanna see a 17th or 18th Flight added to the round, I know it became popular, do it in private,
but if you're about to publish, bow to 8 or 16 flights exceptionally and the spartanic, default settings.
Inbetween you'll see you'll have a bit freedom to tweak, in order to get sth. cool.

Remember User is the Master of how the Mission is carried out, by selecting the stuff he wishes.
If he wants Player only Flight and he ends up getting 17th or 18th ontop, you failed doing your job at delivering
a QMB Template/Mission per se. Better code Singlemissions then. the Author just delivers a functional default Template, that is the main difference
to every other Mission style.

Sorry for long BlaBla, hope it helps
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jpten

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Re: QMBpro 8 or 16 flights setting
« Reply #5 on: December 21, 2023, 09:32:00 AM »

  Very good points.  I will probably shoot for 8 flights only due to some of your insights and what I am intending for these missions.  I am making what I call "Check Flight" missions that satisfy my disdain for for flying a specific mission (say early war 1939 France) only to find P-38s or Typhoon stationary greebo on the airfield and making friendly flights that the player doesn't know (and therefore cannot plan) what they will do.
   They are intended to not specifically be combat missions (but the player flight can do whatever) but flights 2,3 and four will be doing preset actions. Flight 2 will always be taking off (taxi to takeoff) from the player's airfield with a 5 minute delay. Flight 3 will air start and approach and circle the player's airfield a few times  before departing to land at another airfield. Flight 4 will take off at another airfield and land at the player's field.  The player's flight is planned for a simple tour around the airfield before landing so no matter where the player actually goes an 'autopilot' command will have the flight heading back to base.  In some Check Flights flight 3 may be indicated in the mission brief as being made for seaplanes and land at a water base.
  All the stationary greebo and stuff will be appropriate to the time span indicated in the mission brief so (as in the 1939 France example) if the flights are properly propagated everything can better appear historical.  The opposing side will have similar programmed flights but in their own airspace.  The player would have to travel into enemy Airspace to find a fight (or bomb something) to make it a combat mission.
    These allow me more choice in QMB missions and I can easily fly non combat "transport or training" missions or try to go looking for an unpredictable fight situation as per my whim.
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