Cant move ground units
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I’m Day 4 @ 4am in a Iron fortress cam, cleaned up ground troops in front of friendless etc & have advanced only 50-70 miles.
I’m about to land at Mirim and take it with my sidearm.
Signed……confussed from AU
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when the ACMI is running ther is no indicator that it is running. This could result in hours of tape of RTB or something amd having to wait 30 minutes to exit the sim waiting for your useless footage of your RTB. could this be an easy fix?
There is no way to tell if you are in the correct theater or not. This may result in CTD’s during Multiplayer session, and unless you ASK the host “what theater?”, you may never know why you keep CTD’ing out of the flight HALF WAY THROUGH. Also easy fix?
The explode on entry has happened to me too. better keep a backup of the ol logbook lest you get a manslaughter for crashing into your buddies. I may be wrong, but this seems to be related to latency/lag and may have something to do with how long it takes between the time the AI loses control and the player assumes it. I may be totally off on that but given the circumstances it is my feeling that this is where a fix may be found. I am not a coder though, admittedly.
Last night, I suddenly exploded while landing because the runway was damaged, and the damage was floating above the runway in such a fashion as to lead me to believe that the damage would not be an issue/ be far enough away that my landing would not be affected. Could the runway damaged be a bit more appearant/visible as to what parts are usable and what parts are not? ALLIED FORCE would be a good example as to what it should look like. It would also be nice to see what parts of a runway are damaged in the recon screen, so that you can properly plan your attack, and see if there are sections of the runway left to destroy.
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Completed the campaign took 12 days but I ran the clock for 5. I guess the area around the objectives have to be clear of ANY enemy vehicles before they advance. Starting an Iron fortress on Korea original now. Search for “campaign wins” in this forun for a pic of the map.
The explode on enty can be avoided if you start rolling and take your place on the start line when you get in the pit (3d world). It seems when there are multiple flights on your server,this helps(at least in my experience).
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ALLIED FORCE would be a good example as to what it should look like
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The experiment showed that the air assault battalion could be delivered to an area of hostile or enemy-controlled territory.
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Sometimes I can move GU and sometimes I can’t.
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Only AF offers the possibility to control ground units ( I mean real control ). In BMS 2 , OF , BMS 4.32 , you can move the destination waypoint but in most of the cases the change is not acknowledged by the campaign engine.
We planned to change that but no time as people waited for so long….
Anyway it has never been “on” in falcon except AF and It requires a certain amount of work to make it properly done and not just a hack ( it is not well done in aF anyway)
The idea would be to have a check box " hq control" and give a action list for the end point (defense / attack/ etc…)
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Do you know why sometimes the endpoint can be shifted and sometimes it can’t?
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Do you know why sometimes the endpoint can be shifted and sometimes it can’t?
depends on the status of the ground unit defined by the campaign engine
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One thing i know is that:
You’d better assign commands to the troops step by step. i.e. only drag the destination icon to the adjacent point on the map. For what i state, you’d better switch all map options on so that you can see a lot of small circles, all the bridges etc. then you just command the troops to move to the adjacent point, in that way, the line of route will be yellow indicating that they are now moving along the path, otherwise the line will be mostly white and i think that may be changed by AI/HQ/whatever a few seconds later. -
There are 3 orders(defend, reserve, capture) i know. You cannot expect the defensive troops to capture an enemy stronghold or fortress.;)
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I did a big experiment six months ago where I air mobilized ~30 AD-units on a dedicated server running the PVP campaign. I learned a lot but what I remember is this: It didn’t break the campaign nor crashed the server but you had to make sure the destination was a good place (a road) and that the distance was far away so the unit wouldn’t go back to its original position. Sadly I noticed AI-flights seemed to be immune to the AD’s as long as they where outside the player bubble.
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Only AF offers the possibility to control ground units ( I mean real control ). In BMS 2 , OF , BMS 4.32 , you can move the destination waypoint but in most of the cases the change is not acknowledged by the campaign engine.
We planned to change that but no time as people waited for so long….
Anyway it has never been “on” in falcon except AF and It requires a certain amount of work to make it properly done and not just a hack ( it is not well done in aF anyway)
The idea would be to have a check box " hq control" and give a action list for the end point (defense / attack/ etc…)
What do you mean it was not done well in AF??? It WORKED AND was stable! You could air lift troops, direct batallions, create AI support flights, I would argue that it worked very well! (Especially when compared to no functionality at all.)
This is something sorely missed for guys coming over from AF, and once again I feel inclined to mention that it would be nice to have an ATO with TOT or take off times in it. Any progress in this area would be much appreciated from me and the fellas I fly with! The armchair generalling was necessary for completing the campaign in the least amount of time. Not to mention just plain cool/fun. While I am talking about it I also miss the AI battles that you could see happening on the way to mission area. That was cool.
Another note: we just started a iron fortress and all of the engineer battallions (on their own) decided to go right into the action (tank battalions)and got slaughtered. It would be nice to be able to tell them not to do that. It would also be nice to be able to order a engineer battlaion to fix an airbase once it has been hit or perhaps a bridge that you need……or order that tank battallion that is idle to save your infantry…I have not been able to hear AAA although I can see the explosions, any suggestions there? I miss the BOOM BOOM BOOM to let me know I am in a bad place!
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I agree,and yes your allways in a bad place.
:tjacked:
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I have not been able to hear AAA although I can see the explosions, any suggestions there? I miss the BOOM BOOM BOOM to let me know I am in a bad place!
The sound is there… but is heard from the outside. Also the BOOM BOOM is more obvious with the eyes , It lights up and the cockpit if u get to close to it… Unless u read a magazine over the FLOT… LOL
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What do you mean it was not done well in AF??? It WORKED AND was stable!
You’ve never realized that some units diapering from ODB without any reason, some other was completely sucked even if trying to move it manually etc… I think that JP is talking about that …
I feel inclined to mention that it would be nice to have an ATO with TOT or take off times in it.
1000% I fully agree!!!
I have not been able to hear AAA although I can see the explosions, any suggestions there? I miss the BOOM BOOM BOOM to let me know I am in a bad place!
Normal. It’s a desired effect in BMS. IRL (with helmet, engine running, flying above 200kts) you can’t hear AAA burst from inside the cockpit.
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so…if I turn up external sounds I will hear it better? I have tried that with min success, you do mean disappearing? “diapering” is that like changing your babys bottom?? LOL what is OBD? I was just trying to say that regardless of how well it worked it WAS functional, thats all. Yes I did notice the occasional unit disappearing, annoying, but not a deal breaker.
The ATO with times in it would be great for us flight scheduling folks, because right now you have to join each individual flight to see what the TOT is. That info kinda needs to be in the ATO (IMO) -
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Will this be implented into bms aswell?
It worked ok in AF.
It should be possible to move ground units.