What are the ramifications of bombing civilian cities in the BMS campaign?
-
maybe you are looking too deep into the capabilities available here. I don’t think just knocking out the nukes will deprive factories of energy; many will have generators etc. Knocking out the runways at airbases and airfields does have a profound effect on the campaign; when the reds are unable to launch any aircraft their ground forces are highly vulnerable to attack from your CAS aircraft for example. Both sides are constantly resupplied until the campaign end (but not every unit) and many repairs are made with or without available engineer units. Though I assume there is a link between available power plants and operational capabilities I am unsure what exactly it is. In the meantime start learning to manage the ato yourself by tasking the sorties you deem necessary by type and location which is really fun and a lot of effort.
Yep, I did that first in my Tiger Spirit campaign. DPRK airforce is completely destroyed, and they have no planes in the air right now. However I disregarded the bridges etc (this is my first campaign btw) and now have to play cleanup with their ground forces.
Problem is now that my forces won’t move in, they just sit there. All DPRK nuke plants are down and a considerable amount of factories are destroyed. It’s extremely annoying to have my forces sit there while the remaining DPRK tanks roll into small cities in the middle of North Korea.
This is in the morning of my second day, is progress being made?
-
oh digging out the old discussions…
Sorry ain’t 100% sure but am sure if i’m wrong someone will pop up and correct me.Now IIRC when taking out power supply units nuke power supplies electricity or even factories all are interconnected by the values which all change dynamically by the campaign engine.
So we might not see it right in the face but everything is affecting.
For the runways if you take out the tower is still operational cause all airfields have mobile backup systems.
if you take electricity out yes the airfield has generators… but for factories example if it’s damaged doesn’t mean it can’t operate but if it was producing for example 100units per hour now the engine takes in account those percentages and maybe it produces 10 units per hour.So this is not the best way to explain it, I remember the old articles and discussions on the subject where pages long and it’s a total chaos the engine of Falcon meaning it’s taking in to account super extra details and factors, thus the best there is till now and thus it takes down CPU’s resources Thus we love Falcon, But I believe you get the general idea and how it works.
Maybe it will be enlightening to you to find the campaign creation document and read it… IIRC it is in my hot list???
-
oh digging out the old discussions…
Sorry ain’t 100% sure but am sure if i’m wrong someone will pop up and correct me.Now IIRC when taking out power supply units nuke power supplies electricity or even factories all are interconnected by the values which all change dynamically by the campaign engine.
So we might not see it right in the face but everything is affecting.
For the runways if you take out the tower is still operational cause all airfields have mobile backup systems.
if you take electricity out yes the airfield has generators… but for factories example if it’s damaged doesn’t mean it can’t operate but if it was producing for example 100units per hour now the engine takes in account those percentages and maybe it produces 10 units per hour.So this is not the best way to explain it, I remember the old articles and discussions on the subject where pages long and it’s a total chaos the engine of Falcon meaning it’s taking in to account super extra details and factors, thus the best there is till now and thus it takes down CPU’s resources Thus we love Falcon, But I believe you get the general idea and how it works.
Maybe it will be enlightening to you to find the campaign creation document and read it… IIRC it is in my hot list???
I’d love to see it! Good insight
-
I’d love to see it! Good insight
Here ya go:
Campaign Creation for Falcon 4.0 Author: Chris Carter Date Created: 21 November 2001 Date of Last Amendment: 28 January 2002 Author of Last Change: Chris Carter Falcon4 has come a long way since it’s original release in December 1998\. And due to the efforts of a large number of talented people in the user community is virtually a new simulation in terms of scope and realism. With the impending release of SuperPAK v2.0 on the 26th January 2002, this document has been created to assist the third party community in creating their own dynamic campaigns. This will be of use especially to those creating new theaters and those looking to tweak the existing Korean campaigns. Scope This document will explore how the campaign engine functions and provide the campaign creator with a set of procedures in order to create a new campaign from scratch. Layman’s terms will be used, where possible, but inevitably both computing and armed forces acronyms and terms will appear. Explanations for most terms can be found in Appendix A at the end of this document. This document was created using the knowledge of the author at the time of its creation. It is intended that other authors, who have experience of campaign creation, will amend and update this document. It is hoped that over time this document will contain the total knowledge of the community on the subject of creating campaigns for Falcon 4 SuperPAK. This document is split into three main sections; the first is a description of the campaign engine and its files system, the second is a user’s guide to setting up a new campaign, and the third is a list of issues with any known workarounds. Requirements & Assumptions The campaign author must have a full installation of Falcon 4.0 SuperPAK v2.0 or later before commencing work on a campaign. There have been a large number of changes that have been implemented in data structure, to provide greater realism and scope for new theaters, and in the core executable, enabling new features and functionality. This makes the campaigns from all early executables (all MPS executables, all eFalcon executables, and both SuperPAK v1.x executables) incompatible and non-functional with the SuperPAK 2.0 and later executables. Campaigns created using this document should have a theater installed for them with a fresh te_new.tac file defined. Using SuperPAK v2.0 or the later will ensure that the new campaign has access to all the latest entity additions and changes combined with any code enhancements that use the latest features. For information on the SuperPAK project or to download the latest version go to [url]http://f4ut.frugalsworld.com[/url] Third party tools required are listed below: Note: The original author of these tools is listed for information. In many cases, contributions have been made by many members of the flight simulation community or from information supplied by people investigating the structure and functionality of the files shipped with Falcon 4.0. TACEdit - This started life as a way of moving and editing objectives for new theaters but has been expanded in functionality to include the ability to edit Training Missions, Tactical Engagements (TEs) and Campaign files. TACEdit will be the primary tool used to create and edit campaigns. (Original Author: Julian Onions) Terrainview – This is a tool developed for creating new theaters. It facilitates placing terrain textures on the landscape. (Original Author: Julian Onions) F4Browse – This tool is aimed at editing the properties of the entities modeled in the Falcon 4 environment. (Original Author: Julian Onions) Objectplacer – This is a tool used for batch placement of static Objectives in a theater by evaluating the terrain textures. For example, it can be used to place bridges where roads need to cross over rivers by scanning a theater’s terrain. (Original Author: Fred Balding). If the campaign creator intends to model a real world conflict based on historical fact then force levels and details will need to be researched prior to beginning. The Internet is a good resource for this sort of research. FALCON 4.0 SuperPAK v2.0 CAMPAIGN ENGINE Introduction The campaign engine or to give it it’s proper title Virtual Universe v2.0 is the core of the Falcon 4.0 product and provides the framework for all the combat environment that are modeled in Falcon. This is true whether you are have selected the Dogfight module, Tactical Engagements (TEs), or full Campaigns. It is a large relational database of objects, which are operated on in real-time by the campaign engine, as a modeled conflict progresses. The operations carried out on the databases are either the result of statistical calculations (called the 2D war) or in reference to the actions of the player (or multiplayer) environment (the 3D war). The different game types available to the user are essentially all campaigns but the complexity of the initial states of the databases are limited in TE and Dogfight although it is conceivable that TEs can be made as complicated as campaigns. As this document is concerned with campaign creation, no further references will be made to TEs or Dogfights unless in relation to creating campaigns. Campaigns The campaign runs by providing an initial state for the entities in a theater combined with a script file defining major events or milestones with the overall goal of each force. The campaign engine reads these files and starts to generate missions for all the combatants then proceeds to process these missions. The results of movement and combat are then recorded in the database against the records for each entity until an predetermined end point is reached. The initial state of the campaign is defined in the save#.cam file (where # is a number usually between 0 and 2) and the major event/overall goals script file is contained in the save#.tri file (each .tri file is associated with a specific .cam file). Entities, Objectives, and Units All the objects in Falcon, other than the terrain itself, are defined as entities of one kind or another and are referenced by a unique number found in the CT file. The entities can then be divided into types as follows: Objectives: These are groups of static features used to model towns, villages, bridges, and static SAM sites (SA2). In fact any static object in the environment is held as an objective, although some may not contain any models (e.g. SA-2 site), and these provide the basis for the capture of enemy territory and assets by opposing forces. The objectives in a theater are initially held in the te_new.tac file. This can be thought of as the master list of locations in the theater that each side can capture or fight over. This file is the base for any user created TEs and is used as template for campaigns as well. The most important property for an objective at the beginning of a campaign is its ownership and control. Ownership is the initial owner of an objective and does not change. Control indicates which side currently has control of the objective and will change when a side captures that objective. In the te_new.tac the owner and control have the same values. This reflects the state of the theater in peacetime. As the campaign progresses the control will change as one side captures or loses control of specific objectives. Units Units are another class of entity for the mobile objects in a theater. Units are classified into domains dependant on their role, for example, aircraft in the air, ships as naval, tanks as ground based. This classification is important as it provides both the 2D and 3D simulation with mobility restrictions for each type of unit (e.g. tanks cannot cross sea terrain, ships cannot drive on land, etc.) Units are further sub-divided into hierarchical structures dependant on the domain type as follows: Aircraft Aircraft are arranged into squadrons, which are assigned to airbases. The squadron unit contains a single aircraft type and these aircraft are tasked to packages as dictated by the campaign engine’s Air Tasking Orders (ATO) generator. Packages can be made up of aircraft from many different squadrons dependant on the mission type. An OCA strike on an airbase may have a F16 SEAD flight, a B1b Strike Flight, and a F15 Escort. The flights in a package are then divided into elements before they are divided onto single aircraft. There are other types of aircraft squadrons for logistical support and other specialized functions. Ground Units Ground Units are all combat vehicles (in fact it is unknown whether civilian entities can be modeled in Falcon) and are arranged in a hierarchical order. At the top of the hierarchy are Divisions, which are made up of Brigades, which are in turn made up of Battalions. The battalions are then divided into individual vehicles or troops and can be mixed, dependant on the battalion’s role on the battlefield. Research is continuing into the mechanism Falcon uses to assign roles to ground units, initially by the campaign creator, and subsequently by the campaign engine. The relationship between a task assigned at the division level and that same task being communicated to the brigade and battalion level is unclear. What is clear is that if battalions are assigned initial tasks, the campaign engine can change them. Whether those changes come from the campaign engine directly or whether they are overridden by the hierarchical structure is unknown. Naval Units The naval side of Falcon4 is still in a very unfinished state, though some progress has been made. There still exists a hierarchical structure for naval units, but the layers in that structure (AFAIK) isn’t defined with names. The top-level unit appears to be based around the “capital ship” which controls it. If you select one of the Carrier Units it will be comprised of the Carrier and it’s supporting vessels. The simplest way to explain this is to equate naval units to Ground Unit battalions and their individual components. CAMPAIGN CREATION This section will deal with creating a campaign from scratch. The format is not step by step, as to a large extent what is modeled in a campaign is up to the user, but will provide a preferred methodology to use. Terrain & Theater Before creating a campaign a theater is selected. There is only one theater currently available for Falcon 4 SuperPAK v2.0 at the date this document was created. This is the Korean peninsular as modeled in the original game. Other theaters are currently being made compatible with SP2 and it is hoped that the Balkans, Vietnam, Iceland and the first of the Gulf theaters will be available for download in the near future. All future references will be focussed on Korea. Preparation To begin, one of the existing campaigns will need to be removed so that the new one can replace it. In this document the campaign to be replaced is the first in the list of campaigns available in the UI. The files relating to this campaign are save0.cam and save0.tri (as defined earlier in this document). Both these files should be copied to somewhere safe in case they need to be restored. Objectives After a theater of operations has been decided, the first step in campaign creation is to define the Objectives. This is done quite easily by using TACEdit to open the te_new.tac located in C:\MicroProse\Falcon4\campaign\SAVE. This is a template file defining the position and properties for all the objectives in the theater. At this stage no changes are to be made but instead the file should be saved as save0.cam. This has the effect of creating a new campaign but with no units deployed or territory captured. Setting Ownership and Control The owners of objectives do not need to be changed from their defaults set in the te_new.tac, as these represent the peacetime ownership of objectives and, therefore, define the borders between countries. The first change is to set any captured objectives that exist before the campaign start time. This can be done in one of two ways using TACEdit: 1\. An objective can be double-clicked in the map view to display its properties and then the control changed from one team to another. 2\. By holding down the right mouse button, a number of objectives can be lassoed and a pop-up dialogue will appear from which the control of all the selected objectives can be changed. Setting Frontline Objectives Now that any previously captured (to the starting point) objectives have been set, TACEdit will be used to set the “frontline” objectives. Select the view links button in TACEdit then zoom in on an area showing the border between the North and South Korean forces. Display the links to show which North Korean objectives are linked directly to those controlled by South Korea. The objectives on either side of those links are frontline objectives and their properties will need to be changed to reflect this. The property you will need to change is shown in the following screenshot: After the territory has been set, the next task is to start adding units to the theater (please refer to the unit definitions earlier in this document for an explanation of unit types). Adding Naval Units Generally the first unit to be placed is an aircraft carrier group (if the campaign design includes one). This will allow all the airbases to be defined at the start and saves adding them later. When a unit is added, unless you define a set of x/y coordinates, the unit will appear at the 0,0 location (the bottom left hand corner of the map). These units can then either be dragged to their initial location on the map or the X/Y coordinate values edited from within their property menu. To create a carrier group first select the “Insert” menu in TACEdit, then select “Add Unit”. A dialogue box will appear. Using the “New” drop down menu “Navy” should be selected. The “Type” drop down menu will display a list of the naval units available and carrier should be selected. The default CVN-67 carrier group has been selected in this document. In the boxes underneath the select area you will now see a list of the individual units that make up the carrier group. Clicking on OK will display the properties dialogue for the newly created carrier group as shown below: The properties dialogue is the same for every unit regardless of its type and whether a TE or campaign is being edited. There are certain fields that are not required for specific combat unit types. Base Object Tab Class ID: This is the CT Number for this Unit and is used to reference this unit elsewhere in the Falcon4 data files. Class: This is the entity type and defines this entity as a unit rather than say an objective or feature. Type: This value defines the type of unit and in this case is a carrier. Owner: This field shows to which force this unit belongs. Domain: This is sea for a carrier. Sub-Type: Some units are further split into sub-types for different variants etc. F4 ID: X ID: Flags: This is a numerical value, which is derived from a combination of properties or flags. Some of these flags can have far-reaching consequences in the way a unit and the campaign operates and not all the possible flag values are known. Those that are, however, are listed as check boxes in the small dialogue displayed when click the flags button. X: This is the unit’s initial X coordinate location in the theater based on a 1024x1024 grid (the grid will be larger for the large theaters in development). Y: This is the unit’s initial Y coordinate location in the theater based on a 1024x1024 grid (the grid will be larger for the large theaters in development). Z: This is possibly the height above the landscape that the unit exists but this has not been tested to see if it works. Spotted: This value determines whether or not the opposing force has detected the unit. Spot Time: This value denotes at what time the unit was spotted. Unit Properties Tab Unit Name: This value is either mapped to a name in the case of squadrons or is displayed in the game as the Xth unit type e.g. 67 would display in the UI as the 67th Carrier Group. If the unit was a squadron there is a look-up and the number may translate to the Fighting Fuujins for example (this will be explained in more detail in the air unit descriptions). WayPts: This field defines the number of waypoints for the unit’s current mission and is used in the creation of TEs primarily. No value needs to be set for campaigns. CurWP: This value denotes which waypoint is currently being used by the unit and is primarily used in TE creation. No value needs to be set for this in campaigns. Cargo ID: Unknown although probably relates to Airlift, Air Mobile and Cargo transportation in a campaign or TE. Dest X: The X coordinate for the unit’s final objective – used for ground and naval units which only have one waypoint to navigate to. Dest Y: The Y coordinate for the unit’s final objective – used for ground and naval units, which only have one waypoint to navigate to. Last Time: Unknown but appears not to affect the unit in a campaign so no value needs to be set. Target ID: Either the F4 ID or CT number for the target objective. Not used in campaign creation. Reinf: Used in combination with the inactive Unit Flag to denote the number of hours from the campaign’s start that the unit becomes active. This is a powerful tool that can be used to provide reinforcements in a campaign’s progress. Losses: The number of individual losses that the unit has sustained. This can be used in campaigns to denote that the unit has sustained combat losses prior to the campaign’s commencement but it more usually employed in TE creation. Unit Flags: These are a number of properties that can be set for the unit to describe it’s initial state explanations for these are as follows: Dead: The unit has been destroyed – it is unknown what use this could have a destroyed units should be removed from the unit list – further investigation is needed. B3 – Unknown Assigned – This denotes whether a unit is assigned to a particular objective and is used in the case of air defense units protecting a certain airbase or town for example. Ordered – This denotes whether or not a unit has specific tasks to carry out at the commencement of the campaign. No Plan – Unknown although it is probably a denotation that a unit is spare and available for tasks. Parent: This is a very important property as it will cause CTDs if not set correctly. In basic terms this needs to be set for every unit unless it is the bottom layer in the unit’s hierarchy (as explained earlier). An example would be a ground unit division that is the top-level unit for that unit type but it’s brigades and battalions would not have this property set. However, it is possible to have autonomous battalions and these would need the parent value set so that they can act independently within the campaign. A good example of an autonomous ground unit is an air defense battalion, which wouldn’t necessarily need to be part of a larger hierarchy but isolated and assigned to an airbase. Engaged – Unknown but probably whether or not the unit is actively engaged with the enemy at the start of the campaign. This is probably only useable for TE creation, as any adjacent opposing units in a campaign would probably be tasked to engage as soon as the campaign starts. B1: Unknown. Scripted: Unknown but probably denotes that a unit has a predefined mission to accomplish at the time the campaign starts. Commando: Unknown although it’s name suggests that the unit can be amphibious. Moving: Denotes whether the unit is in transit at the start of the campaign or deployed in a combat stance. Certain artillery pieces may not be able to engage immediately if they are moving when the campaign commences and a delay may be necessary for them to set up for an engagement. Refused: Unknown. Has ECM: Unknown but probably denotes whether the unit has the ability to jam radar-guided munitions. Cargo: Has the ability to transport cargo/troops from location to another (untested). Combat: Unknown but maybe a denotation that the unit can engage in combat. Broken: Unknown but denotes that a unit is temporarily unavailable due to mechanical failure of some kind. Could also be a moral based property. Losses: Unknown but probably denotes that the unit has taken losses prior to the campaign’s commencement. Inactive: Used in conjunction with the Reinf field (explanation in previous section) to essentially hide a unit until a certain time. Fragmented: Unknown but maybe to denote that the units vehicles etc are spread over a wide area. Moved: Unknown Roster: Unknown – cold be a unique identifier for OOB/ATO purposes. Tactic: Unknown other than it suggests that a unit uses certain scripted tactics for achieving it aims. Navy Tab Orders: Unknown but probably a predetermined set of actions based on a lookup table. Supply: Unknown but probably the units current supply level in relation to ammunition and fuel. Having decided on the properties for the example carrier group it will need to be placed in the desired initial starting location on the theater map. As explained earlier this is achieved by either dragging the unit on the Map view or by altering the X/Y coordinates on the Base Unit Tab in the unit’s properties. Other naval units can be created in the same manner but it should be noted that the naval side of Falcon is still very primitive. This will definitely be an area for future enhancements and development. Adding Squadrons The next task to complete is to place the various aircraft squadrons in the theater. Squadrons in Falcon are normally made up of one aircraft type (testing on a mixed aircraft squadron has never been tried). They are assigned to operate from an airbase or carrier. The following section will describe the creation of a squadron on a land-based airbase and then an aircraft carrier, as there are some important differences in methodology. Any number of squadrons can be assigned to an airbase but it is worth bearing in mind that ATO problems and over-stressing of the ATC can and will probably occur if too many squadrons are assigned to the same airbase. Different aircraft types are tasked at different frequencies so use discretion when assigning squadrons to airbases. Another factor is the airbase’s distance from the frontline. Adding a Land-Based Squadron To add a land-based squadron first choose the airbase then note it in the map view. Select the “Insert” menu then the “Add Unit” function. From the resulting dialogue box select Squadron from the New drop-down and a list of squadron types will become available in the Type drop-down. For example, if an F16 squadron is to be created, select the first “Fighter” selection from the “Type” drop-down menu. Next select F16C from the “Sub-Type” drop down menu then a list of the aircraft available to that squadron will be displayed in the box below. To complete the addition click on OK and use the small dialogue box that will appear with a list of the available airbases in the theater. Select the airbase noted at the start of the process and click on OK. The properties dialogue box for squadrons will appear. This is very similar to the naval properties dialogue box described previously. Base Object Tab (functionality is the same where indicated) Class ID: Same as naval. Class: Same as naval. Type: Same as naval although it is Fighter in this case. Owner: Same as naval. Domain: Same as naval but in this case set to AIR. Sub-Type: Same as naval. F4 ID: Same as naval. X ID: Same as naval. Flags: Same as naval. X: Same as naval. Y: Same as naval. Z: Same as naval. Spotted: Same as naval. Spot Time: Same as naval. Note: The X/Y coordinates should match those of the airbase to which the squadron is assigned. Unit Properties Unit Name: Same as naval but in this case the squadron name is mapped to a table of real names. If a real name is found for that number then it is used throughout the UI. If the number can’t be mapped to a name then a default Xth fighter squadron name is used. Waypts: Same as naval but not used for squadrons. CurWP: Same as naval but not used for squadrons. Cargo ID: Same as naval. Dest X: Same as naval. Dest Y: Same as naval. Last Time: Same as naval. Target ID: Same as naval. Reinf: Same as naval. Losses: Same as naval. Unit Flags: Same as naval together with the properties on the underlying dialogue when the button is selected. Moved: Same as naval. Roster: Same as naval. Tactic: Same as naval. Squadron Tab AA Kills: This is a field for counting the number of Air-to-Air kills achieved by this squadron. Normally this would not be set to zero prior to campaign commencement. AG Kills: This is a field for counting the number of Air-to-Ground kills achieved by this squadron on ground units. Normally this would not be set to zero prior to campaign commencement. AN Kills: This is a field for counting the number of Naval kills achieved by this squadron. Normally this would not be set to zero prior to campaign commencement. AS Kills: This is a field for counting the number of Air-to-Ground kills achieved by this squadron on static targets (features). Normally this would not be set to zero prior to campaign commencement. Mission Score: This is a rating score for the squadron based on various performance parameters counted throughout missions (exact calculation methodology unknown). It could also be related to individual flights/packages only. Fuel: The amount of fuel (possibly in lbs.) that the squadron has at the beginning of the campaign. Mission Flown: This field is a record of the number of missions flown. Rating: Unknown but probably denotes various ratings assigned during the squadrons lifetime in the campaign. It is possibly used for calculating the Mission Score or as a result of several flights’ mission scores. Specialty: This denotes whether the squadron gets tasked Air-to-Air, Air-to-Ground or a mixture of both mission types by the ATO generating code. It is also displayed in the UI when selecting a squadron to fly for. It is unknown whether there are addition settings for special squadrons such as AWACS and Tankers. Airbase ID: This should already be filled in based on the Airbase selected in the previous dialogue but it is the OCD for the airbase objective if not. The airbase details can be examined by clicking the Airbase ID button. Hot Spot: Unknown Squad Patch: A number related to a lookup table for the squadron’s emblem, which is used throughout the UI. Pilot Lost: A record of the number of pilots lost (this is assumed to be MIA and KIA at this time) since the campaign’s commencement. There are three additional buttons on this page: Pilots: Brings up a list of pilots assigned to the squadron including various details. Stores: Brings up a list of the weapons that the squadron has at the beginning of the campaign. Schedule: Unknown Adding a Carrier Based Squadron Adding a carrier based squadron is very similar to adding a land based squadron but requires some additional steps. To add a carrier-based squadron a note must be taken of the X/Y coordinates for the carrier hosting the squadron. A land based squadron is first created at a nearby airbase (although any airbase will do, it is useful to use a nearby one for convenience). Generally restrict squadrons to types that can take-off from carriers. Placing an E3 squadron on a carrier will result in failed take-offs. After the squadron has been created the Airbase ID on the Squadron Page tab needs to be changed to 0 and the X/Y coordinates on the Base Object tab should be changed to the X/Y coordinates of the carrier, as noted down earlier. This will essentially assign that squadron to the carrier. Rebuilding Squadrons The links in the data files for the squadron names and artwork are not automatically generated when new squadrons are created. Rebuild Squadrons should be selected from the Operations menu in TACEdit to create the proper links Additional aircraft supporting squadrons, beyond typical Air-to-Air and Air-to-Ground aircraft types, should be placed in the campaign if the design is to simulate a full modern air war. Squadrons of these types are: AWACS – It should be common knowledge that any NATO air operation would not take place without AWACS support. The importance of having this type of aircraft can be seen in all of the major conflicts of the last 20 years. It is recommended that at least one E3 Sentry squadron should be placed “in theater” and at a suitable airbase well behind the frontline. Refueling Aircraft – As with AWACS refueling aircraft are an integral part of any modern air combat situation. At least one squadron of refueling aircraft should be placed in the theater on either side (if this is possible for OPFOR). Airlift – As the campaign progresses airbases and other units will need to be re-supplied and to provide this facility Airlift squadrons should be placed in the theater. As with AWACS these squadrons should be placed well away from the frontlines. There are no further adjustments required for the campaign’s ATO engine to begin generating missions. The campaign can now be run as a purely Air-to-Air engagement. This would result many mission types missing as only half of Falcon4’s war simulation environment would be run without anything relating to a ground war. Adding Ground Units Once the necessary Naval and Air units have been created, the major part of campaign creation can begin. This important step is to populate the theater with ground units, which will simulate the ground war. Adding a Ground Unit to the Theater To add a ground unit to the theater select Add Unit from the Insert drop down menu. Ground Unit Hierarchy Ground units are usually created using a hierarchical structure. This is not required, as the following description of Air Defense units indicates. Hierarchies when created can, for example, have a Division type of Armored, which can be composed of various different types of brigades and, in turn, the brigades can be composed of different types of battalions. Little is currently known of the effects of certain mixtures of units on the way the campaign engine operates. Little testing has been done in this area to date. The following section of this document will describe the placement of each Ground unit type in turn, as the properties needed for their correct operation differ slightly. A unit could be created as a division, brigade, or battalion, although the descriptions deal with the creation of battalions. After this section the creation of divisions and battalions will be described. Air Defense Ground Units Air Defense units normally operate autonomously. They should be created as individual battalions. To create an Air Defense unit assigned to an airfield, an airfield to defend should be selected and a note taken of its ID and X/Y coordinates. After selecting Battalion from the New drop down menu in the Add Unit dialogue box, the Type drop down will list a variety of different ground units and Air Defense should be selected. The Sub-Type drop down menu will display the Air Defense battalion types available in this theater. If the SA6 type is selected, for example, this will result in the various individual vehicles for this unit being displayed in the boxes below. Clicking on OK will bring up the Unit Properties dialogue and an explanation of the fields. The information found using the Base Object Tab follows with references to the Naval units fields where they are the same. Base Object Tab Class ID: Same as naval Class: Same as naval Type: Same as naval but in this case Air Defense Owner: Same as naval but it should be noted that if this is set incorrectly then the unit will be captured shortly after the campaign commences by the surrounding forces. Domain: Same as naval but in this case LAND Sub Type: Same as naval F4ID: Same as naval X ID: Same as naval Flags: Same as naval X: Same as naval but should be set to the same as the X coordinate for the airfield or very close to it. Y: Same as naval but should be set to the same as the Y coordinate for the airfield or very close to it. In testing it has been noted that if the Air Defense battalion is not placed on the airfield then it will navigate to it provided it is of a type that can be moved. Z: Same as naval Spotted: Same as naval Spot Time: Same as naval Unit Properties Tab Name: Same as naval WayPts: Same as naval CurWP: Same as naval Cargo ID: Same as naval but it is unknown whether ground units can carry cargo. Dest X: Same as naval Dest Y: Same as naval Last Time: Same as naval Target ID: Same as naval Reinf: Same as naval Losses: Same as naval Unit Flags: Same as naval but the following flags should be set: Ordered: As the unit will be assigned specific orders in a later tab this flag should be set. Assigned: As the unit is assigned to protect a specific objective (i.e. the airfield) this should be set. Parent: As the unit is going to operate autonomously this should be set. Moved: Same as naval Roster: Same as naval Tactic: Same as naval Ground Page Tab Aobj: This is the Class ID number for the airbase that this unit will be protecting. NB. Setting the unit to an airbase on the opposing side will result in a CTD when the campaign engine tries to use this unit. Division: Unknown Orders: A number of tasks can be set for ground units in this field and in this case Air Defense should be used. Battalion Page Tab Fatigue: This is a value between 1-100 defining how fatigued the unit is at the start of the campaign. This value would normally be set to 100 at the beginning of a campaign but this is discretionary. Morale: This is a value between 1-100 defining the morale of the unit at the beginning of the campaign. This should be set to 100 but is at the discretion of the campaign creator. Heading: Unknown but probably denotes the direction in which the formation of the unit is facing when the campaign commences. Final Heading: Unknown but could be the same as Heading use when the unit arrives at a pre-determined destination. Last Fight: Unknown but probably the last time that the unit engaged the enemy. Last Move: Unknown but probably the last time that the unit moved. Last Obj: Unknown Parent: This value gives the Class ID of the parent unit if it is in a hierarchical structure. It will be a brigade’s ID if the unit is a battalion or a division’s ID if the new unit is a brigade. As this unit is to be autonomous then it will have no value in this field. Position: Unknown – maybe the units formation. Supply: Assumed to be the ammunition level of the unit at the start of the campaign. This value defaults to 100 but may be altered if desired. It is unknown whether creating a hierarchical structure for Air Defense battalions, brigades, and divisions effectively links them for the purposes of simulating an Integrated Air Defense System (IADS). At this stage in the campaign’s development it should be possible to run the campaign provided that some valid objective ID’s are placed in the save0.tri file (see the section entitled “PRI File”). Air Mobile Units These are unique units that can be “picked up” from a specific location or move to airfields or objectives where airlift squadrons are located. Air cargo aircraft, such as the C130 and AN2, can transport Air Mobile units. There are some doubts whether helicopters can fulfil the same role. Whether or not Air Mobile units should be placed in hierarchical structures is also unknown. Armored Units Armored units, as their name suggests, are comprised of tanks and their supporting vehicles. There would appear to be no special rules on their deployment in a campaign. They can be assigned to a specific task at the beginning of the campaign such as to capture an objective. Otherwise the campaign engine will assign a role to them. Armored units are good candidates for inclusion into hierarchical unit structures. Armored Cavalry Units These are essentially the same as armored units but have “softer” vehicles (armored personnel carriers) and some infantry. Engineer Engineer units can be assigned to an objective to speed up its repair. They are most commonly used to repair runways in order to get airfields operational as quickly as possible. HQ It is unknown what role HQ units have in the campaign other than to provide a high value target for the enemy. As more is discovered it is hoped to update the details for this unit type along with the others. Infantry As the name suggests, this unit type is comprised of foot soldiers and can be assigned in the same way as Armored Units or left to the campaign engine’s discretion for tasking. Marine The proper usage for this unit is unknown at this time but the name would suggest that the unit is capable of amphibious operations if Falcon’s naval operations were functional. Mechanized Mechanized units are similar to armored cavalry but are comprised of light armor rather than troop carriers. Reserves The role of reserves units is unknown but probably form units on standby, which can transform into other unit types when the campaign reaches a certain critical stage. Again this unit type will be updated as more is discovered about it. Rocket Artillery This unit type is comprised of rocket-based artillery rather than the conventional self-propelled/howitzer gun types. SP Artillery This Artillery unit type is made up of self-propelled guns. SS Missiles This unit type is comprised of various ballistic missile types such as SCUD launchers. The missiles can be modeled with any warhead types associated with these weapons. Biological, chemical, and nuclear weapons (or rather their respective damage effects) are not well modeled in the current Falcon4 code. This is the case for nuclear weapons, which, although they exist in the Falcon 4 database, are essentially modeled as large conventional weapons without effects such as EMP or radiation. Supply/Transport This unit type is used to re-supply the frontlines with equipment, provisions and ammunition. Whether or not Falcon4 properly models the effects of their success or failure is unknown at this time. Towed Artillery As the name suggests this unit type contains towed artillery guns i.e. howitzer types. Notes & Useful Information The unit types described above are generic and each has a number of sub-types dependant on the nation they are fighting for and what specific vehicles the campaign creator wants to model. Changing the unit’s vehicle composition in Falcon4 may be expanded upon at a later date but as it is not strictly necessary in order to get a campaign running it falls outside the scope of this document. When choosing the composition of forces there are generally two methods: 1\. The collection of as much real-world information as possible for the geographical region and time period to be modeled, then match the force compositions as closely as possible to that information. 2\. Creating fictional scenarios using whatever units the campaign creator desires. No mention is made here of “realism” as there are fundamental limitations in Falcon’s campaign engine which prevents it from modeling most historical engagements accurately. One of these is a limited conflict where pilots are restricted in their actions by “rules of engagement”. This also applies to the ground and naval operations, which under the current campaign engine can only engage in a full war scenario. Political influences are also limited in the campaign engine other than the campaign ending due to a stalemate. This is defined in the sav0.tri file and a subsequent section of this document will deal with the functionality contained therein IADS Any modern country with an air defense system will more than likely have an Integrated Air Defense System (IADS) which basically is a countrywide network of Early Warning (EW), Surface to Air Missile (SAM) and Anti-Aircraft Artillery (AAA). Each unit in the IADS is connected by various communications methods to each other so that a radar contact picked up by a detector in the network has it’s information relayed to the other units and to Command and Control Centers (CCC) so that appropriate action can be taken. Airfields and combat aircraft can also be thought of as part of the IADS as they may have fighters scrambled to intercept any intruders. This system is modeled in Falcon4 to a certain extent where an inbound enemy aircraft is deemed to be non-detected until it falls within the range of a detector within the theater. It is then flagged as spotted and appropriate actions are taken to shoot it down; either by vectoring in interceptors, by launching SAMs or firing AAA (or a combination of all three). There is no special requirement when placing Air Defense units in the campaign as they will automatically “join” the IADS. TRI File The save0.tri file is the companion file to the save0.cam file. It provides the campaign engine the overall war objectives that each side needs to achieve in order to win a conflict. This is achieved by the use of a bespoke programming language, which the Falcon4 executable interprets, and processes through the campaign engine. In addition to the winning conditions for the campaign, a number of major events or campaign milestones can be defined so that when one of them is triggered a “news report” with an associated video clip is displayed in the UI. As with many aspects of Falcon4’s campaign engine, the full functionality of some of the statements and variables in the save0.tri file are unknown. This is especially true if there are more commands available than those shown in the original release .tri files. However, most commands are fairly self-explanatory and the campaign creator should be able to at least get their campaign running after digesting the following information: Global Information All comment lines are prefixed by // and all command lines are prefixed by # An EVENT can either be defining the overall objectives for each side in order to win the war or can be major events that trigger news or change the posture and allegiance of the forces in the theater. The following are a list of the commands used in the TRI file together with an explanation for their usage. #TOTAL_EVENTS 17 – This line sets the total number of events contained in the TRI file. #SET_EVENT 10 – This command sets an event to have been played at the beginning of the campaign. #SET_TEMPO 150 – Unknown #ENDINIT – Unknown but probably denotes the end of statements to be run before the campaign commences. #IF_EVENT_PLAYED 1 – A check to see if this event is triggered. #ELSE – The ELSE statement to go with the previous IF_EVENT_PLAYED (should be familiar to programmers everywhere). #IF_CONTROLLED 6 0 13015 13719 13784 12978 1620 – This is a statement to check if a number of objectives have been captured by enemy forces. The numbers define the following (team/unknown/objective-ID/objective-ID/objective-ID/objective-ID/ objective-ID). This particular example is checking to see if the enemy forces have captured allied frontline objectives. If they have then it indicates an invasion has started. Therefore this line gives the campaign creator the ability to set high level strategic events. #PLAY_MOVIE 100 – This line plays a specified .avi video clip to go along with the News Report in the UI. #SET_PAK_PRIORITY 6 228 100 – This sets PAK priorities once this event has been triggered. The numbers represent: (priority value/unknown/unknown) #DO_EVENT 1 – Loop checking #END_IF – Loop checking The other events in the TRI file are similar in format but as many of the commands are repeated only new commands are explained from now on. EVENT 2 #SHIFT_INITIATIVE 2 6 50 – This command changes the offensive/defensive campaign stance for the two combatant teams. #RESET_EVENT 2 – Unknown but probably sets the offensive/defensive stances back to those existing at the beginning of the campaign. EVENT 3 #DO_EVENT 3 – Unknown but probably calls another event from the one currently being played. EVENT 9 #IF_ON_OFFENSIVE – Check to see whether the force specified has an offensive stance in the campaign. There would appear to be no #IF_ON_DEFENSIVE statement so checking to see whether the opposing force is on offensive is used instead. EVENT 11 #IF_SUPPLY 6 L 40 – Trigger event if the specified team’s inventory falls below a defined level. The numbers after the statement denote (team no./unknown but probably type of inventory (in this case ground units)/trigger level (possibly in %). #CHANGE_RELATIONS 5 6 1 – Changes a country’s alignment. In this case China is changed from Neutral to join with the enemy. The numbers denote (team number being changed/team number to join/unknown but probably denotes that the relationship is now friendly (in relation to team 6)). #IF_FORCE _RATIO A 6 2 L 6 – Check to see whether the ratios between different unit types has reached a certain level. The meaning for the numbers is unclear but probably denotes: Aircraft/team no./ratio to/Ground units/Team no. EVENT14 #END_GAME 14 – If the criteria in this event are met then the campaign ends. How to specify which team wins or loses when this event is triggered is unknown but may relate to which team is offensive/defensive. As can be seen in this section the TRI file gives the campaign engine it’s overall objectives and sets the main events that occur as it progresses. There maybe other statements/commands, which have not been used, and investigation into the Falcon4.exe is ongoing in order to find these. Objective Priorities One of the most powerful tools when creating campaigns is to set the priorities on different objectives. To adjust these values double-click on an objective in the map view within TACEdit and a properties dialogue will appear. The Objective’s priority field is displayed on the first tab in the dialogue and is a number between 1 and 100\. It is unadvisable to set any objective to 100, as all the enemy’s forces will then be concentrated on it. If a priority setting for an objective is below 20 then the campaign engine will essentially ignore this objective unless the other objectives in the theater are all set to a similar level. The best way to assign priorities is to make a judgement on the value of an object to the country it belongs to. Below is a list of objective types in rough order of priority: CCC IADS Airfields Army Bases Naval bases/docks Bridges Power Stations Factories Depots Cities Towns Villages As with most settings in campaign creation the creator has much flexibility in assigning these values and bias in the types of missions planned for can be altered using this value. In addition some aircraft will not be tasked at all dependent on these settings so experimentation is the best way to fine-tune the campaign so that the desired mission types are generated. Conclusions & Tips At this stage the campaign should be running both in a ground war, with supporting naval (as far as the simulation allows) and air assets participating. As the campaign is tested many bug fixes and tweaks will need to be made in order to correctly model the creator’s desired scenario. Reinforcements are a good way of keeping the interest in the campaign as new adversaries can be added to the opposing force, for example, a carrier’s arrival in the original Korean campaigns and the subsequent deployment of it’s squadrons into the war. Beach landings can also be modeled by having ground units appear as reinforcements in coastal areas. Transporting ground units over water using ships has not been coded for, even though some parts of this facility appear to be in place APPENDIX A Military Acronyms AAA – Anti-Aircraft Artillery – Any ground-based fire aimed at aircraft, which doesn’t fall into the SAM category. ATO – Air Tasking Order – A schedule of missions and the information needed to complete them. CCC – Command, Control and Communication – installations that provide the overall command of the forces in a theater. EW – Early Warning – Radar and other sensors located at strategic positions to detect intruder aircraft. SA2 – An early Russian SAM installation operating from fixed sites and in widespread use with allies of the former Soviet Republic. SAM – Surface to Air Missile – In nearly all cases solid fuelled rockets with an explosive warhead designed to cripple or destroy enemy aircraft from the ground. Falcon 4 Acronyms TE – Tactical Engagement mission CT – Unknown what this actually stands for but is a unique entity identifier or index number used throughout the Falcon 4 data files to reference those entities. CTD – Crash To Desktop VU2 – Virtual Universe v2.0 – this is the title for the core simulation code, which controls all entities whether in the abstract (2D) or virtual (3D) environment.
Just copy and paste info in code box to a text file!!
C9
-
Thank you so much! Very interesting. Here’s a TL;DR of what I got from it:
Naval Units
The naval side of Falcon4 is still in a very unfinished state, though some progress has been made. There still exists a hierarchical structure for naval units, but the layers in that structure (AFAIK) isn’t defined with names. The top-level unit appears to be based around the “capital ship” which controls it.
Beach landings can also be modeled by having ground units appear as reinforcements in coastal areas. Transporting ground units over water using ships has not been coded for, even though some parts of this facility appear to be in place
HQ
It is unknown what role HQ units have in the campaign other than to provide a high value target for the enemy. As more is discovered it is hoped to update the details for this unit type along with the others.
IADS
Any modern country with an air defense system will more than likely have an Integrated Air Defense System (IADS) which basically is a countrywide network of Early Warning (EW), Surface to Air Missile (SAM) and Anti-Aircraft Artillery (AAA). Each unit in the IADS is connected by various communications methods to each other so that a radar contact picked up by a detector in the network has it’s information relayed to the other units and to Command and Control Centers (CCC) so that appropriate action can be taken. Airfields and combat aircraft can also be thought of as part of the IADS as they may have fighters scrambled to intercept any intruders.
This system is modeled in Falcon4 to a certain extent where an inbound enemy aircraft is deemed to be non-detected until it falls within the range of a detector within the theater. It is then flagged as spotted and appropriate actions are taken to shoot it down; either by vectoring in interceptors, by launching SAMs or firing AAA (or a combination of all three).
Probably the largest thing I got from the text is this:
Below is a list of objective types in rough order of priority:
CCC (Command, Control and Communication)
IADS
Airfields
Army Bases
Naval bases/docks
Bridges
Power Stations
Factories
Depots
Cities
Towns
Villages
Still not much in regards to the infrastructure itself, but this is good for overlaying the technical aspects of planning. Wish there was something that detailed factories / supply lines / nuke plants / etc and how they impact the campaign.
-
Sadly supply is not modeled as level to make worth attack the power stations of any other facilities related to supply. Another problem the GUs dies very fast and they never get resupply, only squadrons. This leads alway where lots of AC hunting at the end for a very few GU.
Is is planned to change this So as long as a battalion exist IMHO should give change to be resupplied to keep fresh the war. In first step very drastic changes can be done just for testing to examine the conception.
Open falcon4.aii
At the bottom you will find the line
RelSquadBonus = 4.0
Change the value from 4.0 to say 2.0. AFAIK, this number is the squadron to ground units ressuply ratio. The default value means that squads will get ressuplied 4 times compared to ground units.
-
I wish I can get a dev comment in here about the campaign’s inner workings. There’s so much unknown, and I just want some raw numbers.
-
Yeah check out the extensive support links Arty has posted. Regarding the campaigns, if it’s too easy set the challenge rating higher to Veteran and then Ace. The DPRK strong campaigns offer even more non-stop red aircraft so go there too. I task solo F15C and F16 dca missions with one minute on station time and go after the reds as they come in wave after wave. There are so many of them I could not imagine it boring even for a seasoned Falconer. And again, by far the greatest challenge is to manage the ATO including moving your ground forces. For me achieving the fastest victory while minimizing my losses and utilizing all the various aircraft capabilities available is very rewarding. @ajthenoob:
Yep, I did that first in my Tiger Spirit campaign. DPRK airforce is completely destroyed, and they have no planes in the air right now. However I disregarded the bridges etc (this is my first campaign btw) and now have to play cleanup with their ground forces.
Problem is now that my forces won’t move in, they just sit there. All DPRK nuke plants are down and a considerable amount of factories are destroyed. It’s extremely annoying to have my forces sit there while the remaining DPRK tanks roll into small cities in the middle of North Korea.
This is in the morning of my second day, is progress being made?
-
Think this through; what are the greatest threats? Answer is enemy airbases launching aircraft that are trying to shut down your airbases and destroy your ground forces. Next;; How do I shut them down? answer is until night arrives and you can task stealth aircraft you have to clear SAM’s from attack ingress corroders to attack the airbases and protect them from enemy fighters. You may not be able to attack the airbases as there are too many fighters in the way. So put up a stiff all hands on deck barcap first, roll back the sams covering your flot early and attrite the red airforce. If the red ground forces are 20 miles from your airbases you better hit them simultaneously too. Use each available squadron for what it’s made for and overwhelmingly you will understand why the F16 is the focus of Falcon. Adjust loadouts and altitudes of strikes etc. Labels off. Good luck.@ajthenoob:
Thank you so much! Very interesting. Here’s a TL;DR of what I got from it:
Naval Units
The naval side of Falcon4 is still in a very unfinished state, though some progress has been made. There still exists a hierarchical structure for naval units, but the layers in that structure (AFAIK) isn’t defined with names. The top-level unit appears to be based around the “capital ship” which controls it.
Beach landings can also be modeled by having ground units appear as reinforcements in coastal areas. Transporting ground units over water using ships has not been coded for, even though some parts of this facility appear to be in place
HQ
It is unknown what role HQ units have in the campaign other than to provide a high value target for the enemy. As more is discovered it is hoped to update the details for this unit type along with the others.
IADS
Any modern country with an air defense system will more than likely have an Integrated Air Defense System (IADS) which basically is a countrywide network of Early Warning (EW), Surface to Air Missile (SAM) and Anti-Aircraft Artillery (AAA). Each unit in the IADS is connected by various communications methods to each other so that a radar contact picked up by a detector in the network has it’s information relayed to the other units and to Command and Control Centers (CCC) so that appropriate action can be taken. Airfields and combat aircraft can also be thought of as part of the IADS as they may have fighters scrambled to intercept any intruders.
This system is modeled in Falcon4 to a certain extent where an inbound enemy aircraft is deemed to be non-detected until it falls within the range of a detector within the theater. It is then flagged as spotted and appropriate actions are taken to shoot it down; either by vectoring in interceptors, by launching SAMs or firing AAA (or a combination of all three).
Probably the largest thing I got from the text is this:
Below is a list of objective types in rough order of priority:
CCC (Command, Control and Communication)
IADS
Airfields
Army Bases
Naval bases/docks
Bridges
Power Stations
Factories
Depots
Cities
Towns
Villages
Still not much in regards to the infrastructure itself, but this is good for overlaying the technical aspects of planning. Wish there was something that detailed factories / supply lines / nuke plants / etc and how they impact the campaign.
-
@Arty If you have any of those discussions let me know. I also remember in the AF campaigns there was extra info like “Initiative” and “Player Rating” as well as “helo count” and “APCs” whereas BMS groups it all together in “ground forces” and “Air”
-
I wish I can get a dev comment in here about the campaign’s inner workings. There’s so much unknown, and I just want some raw numbers.
It’s actually quite complicated. And don’t doubt for a moment, even though Falcon has been around since Dec 1998, that there are still things that are in the gray area and still not completely known at this time.
I understand your wanting to know and to gain the knowledge of all the inner workings, but I wouldn’t worry about that and all the raw numbers.
I doubt very much you’re gonna get a definitive answer to your questions on these specific subjects. That’s not a knock on the devs, it’s just they have a LOT other things to do and pay attention to.
C9
-
@Cloud:
It’s actually quite complicated. And don’t doubt for a moment, even though Falcon has been around since Dec 1998, that there are still things that are in the gray area and still not completely known at this time.
I understand your wanting to know and to gain the knowledge of all the inner workings, but I wouldn’t worry about that and all the raw numbers.
I doubt very much you’re gonna get a definitive answer to your questions on these specific subjects. That’s not a knock on the devs, it’s just they have a LOT other things to do and pay attention to.
C9
Yeah I heard the maker of the dynamic campaign say something like he’d never do it again it was that hard. However with all the changes in the code, and tweaks to the campaign system I’m sure someone knows something about how the intricacies work in BMS campaign.
-
The very very best thing about the CP is the Dynamic part. Totally unscripted. Not sure what you will get from raw numbers, and like C9 said, your probably not going to get that.
Not sure what you need this for other than to satisfy curiosity. Knowing the intricacies of the CP would be a spoiler to me.
I don’t think you are going to find an answer here, but I wish you the best of luck in your quest.
-
Knowing the intricacies of the CP would be a spoiler to me.
Not really. It’s better than being left in the dark not knowing if nuke plants do anything at all, or how impactful CCC centers have on the enemy’s knowledge, etc
I don’t NEED exact numbers, just an idea of how things fit together. Coming from a strategy game background its important to know exact details just for knowing them too. I remember in Allied Force there were many more graphs showing numbers of each vehicle for both sides, etc and it was really cool just to see how you are turning the tide of battle.
It’s good to know how well the battle is doing.
-
I wish I can get a dev comment in here about the campaign’s inner workings. There’s so much unknown, and I just want some raw numbers.
raw numbers on what?
About campaign and how all they interact - interconnect is a totally hive of percentages and links.
This links to this to that etc this is affected by x% so the rest in hierarchy alsoAbout the discussions well they are from the Frugals days back to Open Falcon many in FreeFalcon forum all scattered…
Some are also scattered here: http://tactical.nekromantix.com/forum/viewforum.php?f=63
knock your self out with Tons of reading.
Oh sorry I forgot. You can always get the old code and read the AI IIRC section.
-
Huh. Looks like most of them don’t know either. Thanks for the links, I’ll dig there.
-
Sure they don’t. Only the code knows.
-
Shame. I guess since you are experienced in F4 may I ask which Korea campaign scenario is your favorite? And how do you tackle it?
-
Shame. I guess since you are experienced in F4 may I ask which Korea campaign scenario is your favorite? And how do you tackle it?
Ask that question to Cptmtge. He’s a veteran flyer and was a beta tester with FreeFalcon. He’s very knowledgeable about tackling the different Korean campaigns.
C9
-
First thanx for your kind words but am not that experienced as you might think. Many here confuse this and some are irritated by my behavior and posts. I just recall things up and try to contribute where ever I can not so successfully many times, not to prove I know all but to reply to others or make others that know more or the right thing to correct me and contribute to the questions.
Many many things in Falcon are buried and many guys that know hold that knowledge and don’t contribute it, I’m not saying they do it on purpose but this is how it is… so the one interested must go search in the dark and get burn just in searching.
This forum is and should be the common ground for our quests in falcon… so here information should be released and published so all have the chance to take the baton and continue the race of the never dying falcon…So after this short Robin Hoods message… :lol:
Well KTO haven’t flawn for years now. So I will not be a good judge of it.
Also never went that much to how it works cause something like that would look like a hack - cheat for my standards.
Since I started Online I never got back.
At some point Korea campaigns seemed boring. BMS team changed that.In my lonewolf days I enjoyed very much the ITO campaigns. The action and the challenge was way high and demanding for my experience. Have in mind i’m not that skilled.
The only tactic that worked for me was hit the dirt.