Announcement: Template Builder (UQMG, QMB, QMBPro, Campaign building, etc.)
[This is already being incorporated as a semi-separate application embedded within the UQMG 1946 Max suite of tools, and will be included in the UQMG Max Alpha release, although its functionality probably will not come out until the Beta or Gold version.]

Against my better judgment, which is basically the story of my life, I decided to challenge myself once again to tackle a problem that can only be solved with meth… I mean math (English is hard.). Although developing map templates for UQMG 1946 Max is easier than UQMG Classic, I still think it requires way too much time, so I am attempting to automate as much of the process as possible.
This is not easy and I am employing the use of some AI techniques I am working with, along with good old fashion Trigonometry and Geometry. So this will be released in stages because I am still working on how I am developing the algorithms.
But because I have developed QMB templates myself, I think it will a good idea to include the ability to use this Template Builder for QMB/QMBPro as well.
The concept of the Template Builder is to simplify and shorten the time for the creation of Map Templates for UQMG 1946 Max, as well as QMB or QMBPro. The Template/Mission Designer will create a mission in FMB following some simple instructions steps. The "mission" will only consist of required elements that are used by the Template Builder to create the waypoint structure.
The designer then uses the Template Builder interface to further customize the behavior of the template. The resulting template for use within UQMG 1946 Max or QMB that is a 70% to 90% solution that can be refined within FMB. Importantly it will have its own labels for ground objects so you could conceptually use one of the millions (thousands…) of existing missions out there to be combined with your desired templates. And if you use UQMG Max you can have control of which area of the map will be populated for FPS control. You could conceptually have an entire 1000Km by 1000Km map populated with ground objects and then you would only populate the mission with the desired area.
It really should revolutionize (it won’t…) mission building!
Anyway this process should save a significant amount of time compared with generating a template from scratch.




