Mission Commander beta release
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New version released, latest version is now 0.5.4
Lots of little changes, addition and fixes.
Enjoy,
Falcas
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Thanks you very much!
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When adding/editing squadrons in MC, is it possible to change the amount of aircraft a squadron has? Iām 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 Iāve 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
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When adding/editing squadrons in MC, is it possible to change the amount of aircraft a squadron has? Iām 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 Iāve 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 wouldnĀ“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 āRosterā. This is the list of aircraft in the middle (lower) part of the screen.
You can see the āAC Nameā, āACTā and āMaxā. 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 thisā¦ 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
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Hey,
For a TE this is possible, but it wouldnĀ“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 āRosterā. This is the list of aircraft in the middle (lower) part of the screen.
You can see the āAC Nameā, āACTā and āMaxā. 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 thisā¦ 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. Itās just for TEs. Iām 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 ātemplateā and have all the right squads, patches, models, and tails
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Enjoy,
Gr Falcas
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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
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Yes it has. Actually MC has been correct so it shows/work as it should now.
Some time ago the pointer for the carriers has been changed. I totally for got the make that changement in MC.With the BMSedtior look at the Unit->Taskforce->Kutnetsov. Take the "Fuel value 3851 (well it written here now )
Now go to the Vehicles->Ships->Kuznetsov and insert number in the āCarrier Obj CTā. This is the new pointer location.The other carriers where already set correctly.
Gr Falcas
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Thanks Falcas, going into the BMSeditor and making the change, does that mean it is a database change and it would not be compatible with multiplayer?
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does that mean it is a database change and it would not be compatible with multiplayer?
Not compatible is a bit too much. This should only be for mission which contain the Kutznetsnov. If BMS would CTD or would not show the kutz in MP, just give it a try.
The other persons in the MP flight can also adjust this one value and all should be good.Gr Falcas
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Still loving this tool.
Falcas, if you have a spare moment, would you be able to give some advice on controlling some ground troops? I have a couple of battalions that I want to change the time they move from A to B. Is this possible? If not, is there a way to trick this, by setting the TE builder time to the battalionās depart time before creating the battalion, and then setting the destination in MC?
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Still loving this tool.
Falcas, if you have a spare moment, would you be able to give some advice on controlling some ground troops? I have a couple of battalions that I want to change the time they move from A to B. Is this possible? If not, is there a way to trick this, by setting the TE builder time to the battalionās depart time before creating the battalion, and then setting the destination in MC?
Got this sorted. Can anyone explain the Spot/Unspot options? They donāt seem to do what they sound like they should do. I have several battalions in a TE that I want as pop up threats and not shown in the map/OOB. How do I make them āunspottedā via MC?
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@RAM22:
No, itās a bug, the clients will always see them. I think Dee-Jay said they were looking in to it but I donāt remember the final word on it.
RAM22
Is there any updates on this? I know itās an old post, but unless my units are moving, and even with Strict Fog of War on, host and clients can see āunspottedā units.
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Hi Falcas,
Had some issues with MC (latest beta), ā¦ canāt really pinpoint the issues, but is related to ADD Brigade, out of boundsā¦ I am working (again) on my CAM file and exported units, repaired links objectives,
now I started to play with brig./div. , and when I tried to add brigade , load some template, ok, ā¦ MC said that it canāt add units to āte_new.tacā which donāt make sense, since the source file is āinstant.camā , just replaced objective, deleted delta , renamed name strings to SAVE2 , etcā¦Anyway, workaround was, opened my cam file in previous version of MC , added brigade, OK, ā¦ then returned to new MC , and then it worked normally, can add new brigade normal wayā¦
Yeah, ā¦ I know too much āinterferenceā to pinpoint what was wrong ,ā¦ but for sure, something between Brigades, and detecting/saving between tac/cam fileā¦ really would like to be more precise, but canāt.
Will stick around now when I am at it ā¦ soā¦
Thanks, Regards.
p.s. also , when adding squadrons to abās , same error msg: āadding units to te_new.tac , are you sure ?ā ā¦ but this time it passes , can add sq., but with warning which makes no sense
ā¦in previous version , no problem , nor with brigades nor squadronsā¦ strange. , I mean, it detects the save2.cam file , I can work with objectives, radars, etc ā¦
or is my save2.cam ā¦ broken? I wish I could tell more.
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Hey FW,
Please give me some information in smaller chunks as I canāt really understand what your are doing or trying to do.
Are you adding Brigades to a campaign? If yes, you canāt get a message from MC about the te_new.tac. In that case you are working on a te_new.tac file and not a saveX.cam.Or are you working on an instant.cam? even in this case you canāt get a message about te_new.tac as this only happens is you have loaded an te_new.tac.
Nothing changed between the latest versions of MC in this matter, so if you have it is working with a previous versionā¦ same thing will work with the latest.
Are you sure you are loading the correct mission files?
Btwā¦ āadding units to te_new.tac , are you sure ?ā is not an error message. Its a question you need to answer
Gr Falcas
Hi Falcas,
Had some issues with MC (latest beta), ā¦ canāt really pinpoint the issues, but is related to ADD Brigade, out of boundsā¦ I am working (again) on my CAM file and exported units, repaired links objectives,
now I started to play with brig./div. , and when I tried to add brigade , load some template, ok, ā¦ MC said that it canāt add units to āte_new.tacā which donāt make sense, since the source file is āinstant.camā , just replaced objective, deleted delta , renamed name strings to SAVE2 , etcā¦Anyway, workaround was, opened my cam file in previous version of MC , added brigade, OK, ā¦ then returned to new MC , and then it worked normally, can add new brigade normal wayā¦
Yeah, ā¦ I know too much āinterferenceā to pinpoint what was wrong ,ā¦ but for sure, something between Brigades, and detecting/saving between tac/cam fileā¦ really would like to be more precise, but canāt.
Will stick around now when I am at it ā¦ soā¦
Thanks, Regards.
p.s. also , when adding squadrons to abās , same error msg: āadding units to te_new.tac , are you sure ?ā ā¦ but this time it passes , can add sq., but with warning which makes no sense
ā¦in previous version , no problem , nor with brigades nor squadronsā¦ strange. , I mean, it detects the save2.cam file , I can work with objectives, radars, etc ā¦
or is my save2.cam ā¦ broken? I wish I could tell more.
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Ok, yes sorry , I was tired 47hrs and too chaotic. Letās go again anew.
I am loading MY edited āsave2.camā (original objectives, MY teams, MY links, MY units) for which for a source Iāve used a clean instant.cam.
1. Now , when adding brigades to a map I get errors. (the trick is not always and that is confusing)
As following pics:and thatās it , adding brigade impossible.
ā-------------------------------------------
Now, go to previous MC 5.3.xxx , open my file , and adding brigades as normal, everything is OKā¦ > then SAVE save2.cam , close MC 5.3 -> ā¦ go to new MC 5.4.xxx , open file save2.cam again, process Add brigade again ā¦ and then it WORKS , no error, ā¦ that is strangeā¦ -> suspect corruption of file with new MC4.4 ?!So the fix is to load your file with old MC 5.3.xxx and save it. Then it will be repaired .cam structure.
So be warned. , Iām sorry that I cant tell you what is really wrong , where error starts.
(something strange is happening on add brigade screen , when on little map selecting objective, whole list of objectives is āblinkingā (refreshing/reloading? the list too many time, maybe), so it almost āhaltsā the process until select of objective and press ok. )
2. Adding squadrons again ask me that "te_new " message , but I disregard as I donāt work in te_new.tacā¦ I was āscaredā that this is error related to aboveā¦ Now I know this is a warning message.
OK Thanks, Iāll be around , (lots of work for cam file ā¦ and didnt get to tri file yetā¦)
p.s. OH and THANKS and KISSES for copy paste of units ā¦youāre the BEST!!!
ā¦ well sometimes ālinkā gets armed when ctrl copy/paste unit ā¦ so maybe a little better safeguard āswitchā for links neededp.s.2 and one humble request ā¦ more like for advanced users ā¦ possibility to force path to database (for different theatre, database)ā¦ NOT just auto-detect everythingā¦ maybe like cfg file, or menu entry
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Hey,
Looks like a very strange one if MC comes with those messages.
Can you pass me a version of the first save2.cam where you wanted to add the brigades?Gr Falcas
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Ok,
It is not finished file, very early wip. (figuring how to trick the teams and alliance, ground war, battalion orders, it is still somewhat broken in bMS )
P.s. Iāve managed to find setup.ini ā¦ lol , to configure force databaseā¦ really donāt know how did I miss it all the time ā¦ dohā¦ no need for the request above
Regards
p.s2. This is a new link with rar file , the file before , I forgot, I have modified database, added some taskforce units, no big deal , but it wont work with standard database
so, this is corrected save2 with deleted those extra-db units , this works with standard ALTERNATE db for balkans theatre, Please be advisedhttps://mega.nz/#!u8BUHQJS!j9HmYZj-LSbS9RfivaMDYatcfnxmgvwABCFyzdzptMI
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Hey WF,
I canāt replicate the problem you have. Not on a default system and not with the file you posted.
Adding Brigades without any problems.Gr Falcas
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Gotcha. Well f***me , I donāt know. Every second time I try to add brigade here with 5.4 ends with that. Iāll ā¦ meant to say reinstall, but there isnāt something really wrong ā¦
Look, no big deal ,probably is something here (on my side), It doesnāt bother too much, I have older version for backup, if something comes up, Iāll ring.
Thank you.1. Can you tell me how to manually send engineers to repair objective which isnāt airbase in BMS, not by MC (some flag or anything)? ā¦or anything at all , manually?
Iāve seen GTM auto send engineers to repair Aviano and Casale , so it works, theyāve repaired casale which was 50%, one runway down)
But there is no freaking way to manually send them to repair anything, they just reserve stuff. eg. powerplant which is 0 (destroyed), they just reserve it.
Flag āneed repairsā any info ?Iāve compared features/objective for Casale and powerplant , there is no difference in flags, except āmanualā and āradarā
What is flag āmanualā? (I know radar )
And db says that repair times are valid 120 for powerplant ā¦ etcā¦ you get the picture.
Btw those times are in falcon-minutes?
I ask because they repaired 1 runway in Casale faster then radio tower and control tower in Avianoā¦ maybe the times are cumulative, not in parallel , I would send more enigneers ā¦but cant., manually.2. And can you explain campaign team switches, āTeam player prioā & āTeam member has satsā
(i guess 2nd is with team-member which has sats, but just want to hear from you)Cheers