@Dee-Jay if you try my mod ,i love to know how can i link the nozzle sounds files right with the jet engine not like what i did link it with the key and how can linking sounds files with rpm rising up and down…sorry for my english.
MC is compatible with 4.36.1 ?
When i load a TE in MC i got this Capture d’écran (1).png
Here we took on the task of installing the C++ libraries, known as VCREDIST, one by one.
We were installing one after another the ones from different years in order and from x86 to x64 acquisition, we were testing the MC and restarting the PC until we found the VC REDIST version, at least in our case.
By installing the Microsoft Visual C++ 2013 Redistributable (x86) - 12.0.40664 version, the problem of LzssNative.dll was eliminated and we can now work with this wonderful MISSION COMMANDER tool, so necessary in our wing.
Turns out you don’t need to render via the x264 codec. H264 can be read by BMS.
That makes perfect sense.
Wondering if there is some confusion here between those two?
H.264 is the standard that defines how video streams should be encoded. As part of this encoding, it defines among other things, how the video should be compressed, how color planes should be represented etc. A video stream correctly encoded in the H.264 format should be playable by all players that support the H.264 format.
x264 is an encoder that produces H.264 compatible video-stream. x264 is a very high quality encoder and produces remarkable quality in bitstreams. It is almost exclusively used by all the open source video platforms out there (such as ffmpeg, gstreamer, handbrake etc.)
I meant encoder rather than codec. BMS implements x264 while you can use standard h264 video format when rendering out from Vegas / Premiere.
Close enough, no worries… 🤠 x264 it is an open source utility developed by VLC for encoding video streams in the H.264/MPEG-4 AVC compression format. BMS makes use of the H.264 codec for campaign videos, but does not implement x264 encoder as it does not encode campaign videos but merely plays them.
I’ve reached a conclusion about the addition and application of the squadron patch I’ve been investigating before, so I’ll post it.
You can probably add an infinite number of patch images to Patches.rsc.
However, the patch image that can be actually displayed by BMS is up to 512. This is because the IDs that can be registered in imageids.id are from 70001 to 70512. In fact, all the images added to Patches.rsc are displayed and can be selected on the MC squadron patch selection screen, but not all on the BMS screen.
Depending on the theater developer, it may be necessary to remove unnecessary patches from the 256 patches provided by KTO.
Good to know. Thanks for sharing that information. Have you done any work on pilot pictures, and if so, have you found a similar maximum number of pilot pictures that can be identified in \pilots\images.id?
@hoover and all,
I tried both methods last night (assigning a tanker and a strike flight as a package x 3, and keeping the strike flight together as a package and using geographical seperation for the tanker tracks package) and Hoover was definitely correct.
Using the geographical seperation method, all three tankers were available to both the AI flights and my human flight, though I still could not “assign” a particular tanker to a particular strike flight for refuel even though I had set up the flight plans to have each strike flight go to a different tanker track.
In fact, I was lining up my human flight on the tanker it had been “assigned” (by virtue of me plotting its flight path for refuel to that particular tanker’s track), but another AI flight got there first and “snaked” my tanker! No problem though. I just changed frequencies and got vectors to a different tanker from AWACS and used that one. All in all the timing still worked out for all 3 strike flights (2 AI and one human). I gave it 45 minutes for all flights (3 x 4-ships, 2 AI, one human) to conduct refueling, but could have been easily done in 30 minutes.
Key to all of this working is for the players to know and understand the tanker frequencies and TACAN channels, preprogram the frequencies in the DTC into empty slots (to make it easier to switch freqs) using AWACS for assistance in locating open tankers, and most of all, developing good situational awareness (SA) of who is where in the scenario. That is part of what makes Large Force Exercises (LFEs) such “fun” 🙂
Thanks Hoover for the good recommendations.
@borba I would find it great to see the Super Tucano flying in the colors of various air forces around the world for CAS and light attack, of course it’s not flyable, but participating in the AI scenario would be an excellent implementation.
CanLevelTurn = 0x1, => not working - active only in Merge Mode which only runs a few frames so this is useless (i might think about debugging this 😉 )
CanSlice = 0x2, => not working active only in Merge Mode which only runs a few frames so this is useless (i might think about debugging this 😉 )
CanUseVertical = 0x4, => not working active only in Merge Mode which only runs a few frames so this is useless (i might think about debugging this 😉 )
CanOneCircle = 0x10, => not used at all,
CanTwoCircle = 0x20, => not used at all,
SpikeReactNone => not used at all
SpikeReactECM => not used at all,
SpikeReactBeam => not used at all
SpikeReactDrag => not used at all,
MaxWEZtaStart => not used at all,
MinTGTMAR => Yes, in use
MaxMARIdedStart = >not used at all
AddMARIded5k = >not used at all
AddMARIded18k = >not used at all
AddMARIded28k = >not used at all
AddMARIdedSpike = >not used at all
IsShortBurnThreat => in use
IsLongBurnThreat => in use
as i said : most of those are relics of the past that
were never used or
were totally poorly implemented.
I use Windows 7 and have installed .net Framework 4.7.2
But I can not start the your program from your google drive.
There is no GUI appearing and the following errors appear on the event viewer:
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.DllNotFoundException