Mission Commander beta release
-
Hi Falcas, amazing work your tool, very useful.
Maybe you already take the following proposal into account:
the possibility to set to 0 the fatigue and to the maximum value morale and supply (I know there is a button to increase by 20%), but to have the possibility with “one button” (and sorry for the simple impression I know there is much more behind), and all the ground units (the one that still alive without complete fix batallion roster) can have fresh energy in all their fields.This possibility is highly appreciated in campaign.
do you know what I mean?
by the way today your tools are very impresive!!, keep pushing Escuadón111 is with you!!!
-
Good Day, All,
Has anyone experimented with MC and WDP in BfB? I tend to use bith a lot, and WDP doesn’t work very well in BfB.
MC is working well. -
This post is deleted! -
I’m running into an error with viewing skins in the squadron window. This all started after I changed the camo.cfg file to change squadron skins. However I didn’t realize I could edit it in the app and directly edited the .cfg file with notepad. When I click the View Skin button I get an error saying “An error occurred while loading the model” and no skins show up. I’m able to load the 3D model fine with that button and it has the proper skin. This happens for all aircraft and squadrons, not just ones affected by camo.cfg. In game everything loads fine with the proper skins.
-
I’m running into an error with viewing skins in the squadron window. This all started after I changed the camo.cfg file to change squadron skins. However I didn’t realize I could edit it in the app and directly edited the .cfg file with notepad. When I click the View Skin button I get an error saying “An error occurred while loading the model” and no skins show up. I’m able to load the 3D model fine with that button and it has the proper skin. This happens for all aircraft and squadrons, not just ones affected by camo.cfg. In game everything loads fine with the proper skins.
The screen where you see the model (OGLLOD) has nothing to do with the CAMO.cfg and the skin. This because there is no option to show a specific skin with OGLLOD. You will always see the first skin looking at the 3D model.
The reason why you get this message (and no skins) can be because of many things.
What version of MC are you using?Gr Falcas
-
The screen where you see the model (OGLLOD) has nothing to do with the CAMO.cfg and the skin. This because there is no option to show a specific skin with OGLLOD. You will always see the first skin looking at the 3D model.
The reason why you get this message (and no skins) can be because of many things.
What version of MC are you using?Gr Falcas
:oops: I was using 0.4.9.189… after seeing this post I checked the website and saw I was a bit behind on version updates. Got the newest 0.5.2… and it works perfectly, can view skins with no more error message. Sorry for the premature report, thanks for reminding me to look at the version. All is working now.
-
Hi Falcas,
is it possible to use MC to edit the individual positions of vehicles within a unit? I’ve searched and searched for this information, I assumed it was a db edit but can’t find it anywhere.
The reason is, for an AAA battalion stuck on a thin peninsular piece of terrain, some of the AAA guns are out on the water and I just wanted to squeeze them together a bit.
If not, does anyone know how it can be edited?
cheers in advance
Skip
-
Hi Falcas,
is it possible to use MC to edit the individual positions of vehicles within a unit? I’ve searched and searched for this information, I assumed it was a db edit but can’t find it anywhere.
The reason is, for an AAA battalion stuck on a thin peninsular piece of terrain, some of the AAA guns are out on the water and I just wanted to squeeze them together a bit.
If not, does anyone know how it can be edited?
cheers in advance
Skip
You are correct about being a database thing. And its pretty easy to do.
However, no guarentee with MP if you change the db.
Start up BMS Editor and go to the Units tab -> Battalions.
Find and open the battallion you like to edit. The lower part of the Unit screen is the list of vehicles which are in the battalion.
You have a maximum of 16 positions and each position can hold 0, 1, 2 or 3 vehicle. This is why you see groups of 3 vehicles together.
Position 0 is one side of the battalion (in column formation) and 15 the other side. So you can move these vehicles around as you like.
There are 2 major things you need to be careful of. The first vehicle is responsible for the name/type of the battalion.
If a battalion has a radar which is used as a fire control radar, you have to make sure that the value “Radar Vehicle” (upper right) is pointing to the correct vehicle.For CET I have changed a lot of AAA and SAM battalions. Adding MANPAD and moving vehicles around. Or the makeup of a tank battalion with AAA. Normally you will see ZSU-23-4 as a group of 3. Which means they are in the same position with a value of 3.
Change the value to 1 and add 2 more positions so you have one at the beginning (2nd pos) somewhere in the middle and one at the end.
All with the value 1.
You now have a battalion which still has 3x ZSU-23-4, but spread around in the battalion.I hope this makes it clear how it works.
Gr Falcas
-
New version released, see first post for the complete update list.
Beside many little changes and fixes, here is one of the new features.
If the terrain files have been loaded, MC will be able to show the terrain tiles.
This is used to view the location where to place a objective.
Select the “View Tiles” function (button middle left)Here you can see Teuge Armybase (which is actually a small airport)
If you move the objective, the tiles screen will be updated.The Feature screen has gotten the same update. Showing the tiles and features drawn ontop.
Twenthe airbase
Enjoy,
Falcas
-
One more time, hats off Sir!!!
Big time thanks and Keep it up!!!
-
Thanks for the update, Falcas, works like a charm!
Uwe
-
In a Mission Commander I’m trying to take control over a few battalions in a KTO that I otherwise can’t and in MC they have a “Locked” flag in ‘advanced options’.
Now thing is - I remove said ‘locked’ flag and click apply but it doesn’t work - the unit is still not controllable in the game and when I go back to ‘advanced options’ the ‘locked’ flag returns every time. What am I missing? -
You can do this directly in BMS itself. For each battalion you can find a box “Set by HQ”. Disable that and the battalion is not planned anymore.
The same flag can be found in MC “Set by HQ”.Gr Falcas
-
New version released, latest version is now 0.5.4
Lots of little changes, addition and fixes.
Enjoy,
Falcas
-
Thanks you very much!
-
When adding/editing squadrons in MC, is it possible to change the amount of aircraft a squadron has? I’m trying to build a blank TE where each base has realistic squadrons and I know that the 340th at Souda, for example, has a mix of C52 and C52wCFT. So what I’ve done, is add a squadron of each type to Souda. This means Souda will have 2x 340 (4x 340 if I wish to include D52) but this means there are more aircraft available than realistic. Not exactly a big deal, but can it be done?
Thanks!
EDIT: Ignore me, I spotted the 1s can be switched to 0s under the aircraft section of the squadron
-
When adding/editing squadrons in MC, is it possible to change the amount of aircraft a squadron has? I’m trying to build a blank TE where each base has realistic squadrons and I know that the 340th at Souda, for example, has a mix of C52 and C52wCFT. So what I’ve done, is add a squadron of each type to Souda. This means Souda will have 2x 340 (4x 340 if I wish to include D52) but this means there are more aircraft available than realistic. Not exactly a big deal, but can it be done?
Thanks!
Hey,
For a TE this is possible, but it wouldn´t matter much.
As the human is creating the mission, so you make the choice how many AC are flying. Even if the Squadron has more.
Anyway to do this open the squadron page an you will find the “Roster”. This is the list of aircraft in the middle (lower) part of the screen.
You can see the “AC Name”, “ACT” and “Max”. Max is the maximum allowed, this comes from the database.
The ACT, actual is what you want to change. Just click on itHowever for campaign, this will not help you. As soon as you get a resupply for this squadron, the amount will be raised to the maximum again.
What you want to do is adjusting the Database, use the BMS Editor for this.And while you are going for this… you can mix different types of aircraft in one squadron.
I did a little try once and this is working, although the code will not handle all the different options for loadout and fuel.Gr Falcas
-
Hey,
For a TE this is possible, but it wouldn´t matter much.
As the human is creating the mission, so you make the choice how many AC are flying. Even if the Squadron has more.
Anyway to do this open the squadron page an you will find the “Roster”. This is the list of aircraft in the middle (lower) part of the screen.
You can see the “AC Name”, “ACT” and “Max”. Max is the maximum allowed, this comes from the database.
The ACT, actual is what you want to change. Just click on itHowever for campaign, this will not help you. As soon as you get a resupply for this squadron, the amount will be raised to the maximum again.
What you want to do is adjusting the Database, use the BMS Editor for this.And while you are going for this… you can mix different types of aircraft in one squadron.
I did a little try once and this is working, although the code will not handle all the different options for loadout and fuel.Gr Falcas
Thanks Falcas. It’s just for TEs. I’m just assigning real squadrons to their respective Airbases based off the Ikaros DB and F-16.net Just means when I create new TEs, I can start from this ‘template’ and have all the right squads, patches, models, and tails
-
Enjoy,
Gr Falcas
-
has something changed with the handling of the carriers in the latest version of MC? with the previous version 0.5.3.261 the carriers were indicating correct in a Save0.cam I have modified but in version 0.5.4.282 it shows them incorrect. Also now when I import units I get the following error due to the squadrons not being assigned to the carriers anymore.
Version 0.5.3.261
Version 0.5.4.282
Error when importing units
Also any update on the ability to append units during the import? Any plans to incorporate this functionality?
Thanks Falcas for your continued efforts