Mission Commander beta release
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Ok, found some time this afternoon and was a quick fix.
Download the new version 0.5.5.298.OglLod has been fixed.
I did check POH and all is working fine on my system, just need to wait longer until the map has loaded.gr Falcas
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Thank you Falcas for your time !
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If you are having the same problem as I am; the apply and loadout buttons are cut off in the GUI, you have to change the default scaling in Win10. I have a 4k panel and the default is 300%.
_Settings>System>Display>Scale and Layout
change the size of text, apps,…_
Lower that setting and it fixes the problem
Thanks Falcas
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Hi
crash systematically when I click on " create low level" on the map
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Ok, found some time this afternoon and was a quick fix.
Download the new version 0.5.5.298.OglLod has been fixed.
I did check POH and all is working fine on my system, just need to wait longer until the map has loaded.gr Falcas
The link on your website seems to be down. It says no file and server is down.
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Who can explain how works the create low level map? I don’t understand how is centered the map…fully illogical!!!
example
right click on the centered mountain (below)and now here the result and honestly, I am lost!!!
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HELLO Falcas.
How to limit the quantity of F16 weapons or to prohibit the use of certain weapons.
For example, I want to limit the maximum number of 120C to 30.
I use MC【Mission Commander】, but I cannot modify the maximum number. Is it possible for the Patriots to move on their own, not to be fixed in a certain position.There are also documents and manuals for [MC] mission commanders.Because there are some functions that don’t know it.
Thanks very much -
You cant in MC , those max values are in F4 database , so you need to use falcon db editor. , BUT!, changing those files will have consequences for Online play with servers which use falcon’s anti-cheat ,
as you db-files will be then different/mismatch from those on server. … so… that DB will work only for with servers which allow edited database and/or configuration files, not restricted, and Offline single-play.Patriots move on their own as any other unit when they have a reason to , campaign engine relocates every unit as it sees fit. (sometimes maybe not so strategically, but is another thing)
So in campaign you’ll see every unit is moving on their own, which is not so in TE (tactical engagement) single-mission files , where you have to define a path for every unit.
For that you must understand difference between single mission (TE) , and campaign mode of Falcon.In falcon map screen you can manually send your own units to a different location (to manually control ground unit, turn off ‘controlled by HQ’, click on unit and move waypoint circle to a loc.) … and in MC you can do also with setting unit destination/objective in units properties.
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Thank you for your detailed explanation. I often see in BFB that patriots have shifted the clearance of radar, but I didn’t find it in North Korea. Please tell me how to do it in the screenshot MC.
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Patriots move on their own as any other unit when they have a reason to , campaign engine relocates every unit as it sees fit. (sometimes maybe not so strategically, but is another thing)
So in campaign you’ll see every unit is moving on their own, which is not so in TE (tactical engagement) single-mission files , where you have to define a path for every unit.
For that you must understand difference between single mission (TE) , and campaign mode of Falcon.In falcon map screen you can manually send your own units to a different location (to manually control ground unit, turn off ‘controlled by HQ’, click on unit and move waypoint circle to a loc.) … and in MC you can do also with setting unit destination/objective in units properties.
As it’s so interesting, white_fang, would you kindly let me know if in your experience did also Soviet mobile SAMs (SA-11, SA-17, Tunguskas…) behave the same? I seemed to argue that, at least.
Thanks in advance! With best regards,
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Thank you for your detailed explanation. I often see in BFB that patriots have shifted the clearance of radar, but I didn’t find it in North Korea. Please tell me how to do it in the screenshot MC.
Look the ‘Travel to’ (wide string field in the middle) entry in main properties , not in the advanced options. Changing that will make the unit to move to that location. But which way unit will move to said location will always be auto-calculated by the game engine.
Good luck -
As it’s so interesting, white_fang, would you kindly let me know if in your experience did also Soviet mobile SAMs (SA-11, SA-17, Tunguskas…) behave the same? I seemed to argue that, at least.
Thanks in advance! With best regards,
No prob!!. They move just fine, on they own or manual. (actually checked that 100% with, sa-11, sa-10, sa-17). Only fixed sam’s will not move, sa-2 , sa-5 …BUT, in Campaign , not TE.
As said in TE you must edit waypoint for GU’s yourself, in mission editor.
If there is some problem regarding movement of any ground unit in campaign, I’m not aware of it… eh?
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New version released, see first post.
Lots of new goodies.
Enjoy,
Falcas
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Is it feasible -in the future- to change flags from a family of objectives? Just like you can change now fuel and supply levels. I use Terrain Editor to do this right now.
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This request has been in the table for some time already. Partially implemented with the select area in the map by the mouse. However, much more important features have higher priorities.
Even if it doesn’t look like it, much more is happening under the hood than the changlog impliesWhen time permits, this will be implemented more and more.
Gr Falcas
EDIT: pretty all the flags for a campaign are set correctly when you use the advanced objective feature reset OBJ.
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"Objectives
- Changed, Obj Adv option, renumber Objectives. You can set a range where CampId is not used.
The numbers NOT used are random in the range."
GOD Bless , Falcas Thank you.
-edit: Falcas, when setting default skin for sq, what when there are no any stars (//) , what does that mean then? I cant figure out why (in TE) it defaults to skin no.2 out of 3 , I don’t think it is the squadron name 14007 , it is not defined in camo.cfg., and I don’t believe it is hardcoded for kc135 tnkr.
Are there any other way to force skin 1 of 3. , not 2. ?
Thanks-edit: ok, skin changes as you change sq name (no.) on the fly … cool
- Changed, Obj Adv option, renumber Objectives. You can set a range where CampId is not used.
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The info about the “*” is in the squadron page
Which skin is set depends on the name of the squadron.
Can be overrulled by hardcoded Sq names, the CAMO file or the Skin File.
As soon as you start changing the skin in BMS itself, you will be messing it upGr Falcas
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issue when the menu POL/PAL is open
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What are you trying to do and what file are you looking at??
Normally that tab/page should be empty.
C9
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It should be empty for the clean campaign file, saveX.cam or TE, but not later for eg. autosaves … it will get populated as objectives are occupied/changed.
But yes, this seems as a little bug, no big deal, just variable.
‘Buffalo soldiers’: ’ I think we squashed a beetle…’ ~ 2m00s