Mission Commander beta release
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… That would be a cheat when you are in a running campaign.
You are correct, but it would be nice to add different AC to a campaign at the beginning. Say, you wish to have both KC-135 & KC-10 tankers. Or E-3A and E-2C in the campaign. Or adding some MIG-17’s to the other side to make it interesting, etc… It would be a way to change up some of the canned campaigns without modifying them.
Just my 2 cents.
Oh yeah, thanks for the quick update.
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OK, I was able to change the names of the squadrons. I didn’t see the change take affect in the game until I saved my campaign then the names changed. I changed two of the names and their squadron patches. I am not seeing any patch for the 1st squadron but am seeing it for the second. The first patch is number 64 while the second patch change that does show is 26. Not sure if it is because the second is bigger than the max range of the variable or not.
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Thanks Falcas for the update.
Just for your information, the main page still says MC v.3.0.1.8 is the last version avalaible… but I guess you already knew it.
Anyway, well done, I appreciated a lot this tool since the first time it has been released, only a pity that your products aren’t suited for FreeFalcon too (hint, hint).
Best regards,
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Thanks Falcas for the update.
Just for your information, the main page still says MC v.3.0.1.8 is the last version avalaible… but I guess you already knew
Hi Jackal,
If you are referring to the website. Thx for your attention. Its been updated
Greets snowman
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Oink…almost missed it… was using the Ver.01… Ver.03.1.9 is way better …excellent tool to check things right creating a campaign.
Thanks
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I just tested in Mission Commander naval units stearpoints and it doesn’t work. I putted the stpts saved and loaded the mission watching from 2d map. All naval units (Blue and Red) where going in a circle counterclockwise like ballet. It was like I didn’t even created the stpts.
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MC and naval STPT work fine. But carrier groups has special code so for those it will not work. Try some frigats.
But no need to get hopes up too high. Naval taskforces will not continue after they reached a STPT when they are deagregated in the 3D world. MC is running ahead here compared to the BMS code.
What you can do is place STPTs and ships will move along those STPTs in 2D UI. In 3D they will stop at the STPT.
Use it smartly and you can have a lot of fun.
The problem is the BMS code, as there is no code for ships to continue past a STPT in 3d (deagregated)Gr Falcas
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That’s exactly what I did. Not cariers. No movement on my strearpoints. Aegean theater. Tomorrow morning I will post screens and videos to show u. Also naval stearpoints running MC over network is way way hard to create them. Running mc on falcon pc is better.
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No need to send m e movies, myself and others are already using it for quit some time. I know MC workes fine. Think some more about the limitations of the Falcon code.
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But why? I want too… lol.
I didn’t get u when u say limitations on the code. Why the limits affect me and not u? #if Callsign=“Arty” than block all Else goto campaign#
If I do something wrong in the process of creating - moving the stpts? -
Falcas post us a tutorial
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And here is the Vid. first from MC then from Falcon the same mission.
Video is in Full HD.
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I don’t see you select any taskforce in BMS to show the route for the ships???
Click on one of the taskforce just like you do with flights or battallions to show the route.Gr Falcas
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I don’t see you select any taskforce in BMS to show the route for the ships???
Click on one of the taskforce just like you do with flights or battallions to show the route.Gr Falcas
I did. It shows the counterclock wise route. Now I opened the mission from falcon with the editor. I clicked on the naval units and it shows the path I created with MC. I go Huh??? Ok I saved it open the mission to fly it stay in 2d map clock 64 the same… click on the naval unit the same stupid counterclockwise route.
I have it on video also if u want to see it.
EDIT:
I just created a new empty mission just 2 ships frigates and 2 cargo ship. Saved it. Opened with MC. created path for both. Saved from MC. closed MC. Opened Falcon. Opened mission from editor. Path shows fine as created from MC. closed (not saved). Opened mission clicked on naval unit same stupid counterclockwise route.EDIT II (Solution): Open Mission from falcon mission editor. Click on the naval unit to show the path you created with MC. Click and hold on the end of the path where the circle is and just move it a little. Do the same for all naval units. Now save the mission.
Now load it and enjoy your moving naval units…Am I correct Falcas?
feeewwwww finally I can finish up my mission… lol
Also to add here a small request… naval units start at 9:00 I have flights take off at 10:30 so u see the problem. It would be nice if we could control when the naval units start their movement.
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I did. It shows the counterclock wise route. Now I opened the mission from falcon with the editor. I clicked on the naval units and it shows the path I created with MC. I go Huh??? Ok I saved it open the mission to fly it stay in 2d map clock 64 the same… click on the naval unit the same stupid counterclockwise route.
I have it on video also if u want to see it.
EDIT:
I just created a new empty mission just 2 ships frigates and 2 cargo ship. Saved it. Opened with MC. created path for both. Saved from MC. closed MC. Opened Falcon. Opened mission from editor. Path shows fine as created from MC. closed (not saved). Opened mission clicked on naval unit same stupid counterclockwise route.EDIT II (Solution): Open Mission from falcon mission editor. Click on the naval unit to show the path you created with MC. Click and hold on the end of the path where the circle is and just move it a little. Do the same for all naval units. Now save the mission.
Now load it and enjoy your moving naval units…Am I correct Falcas?
feeewwwww finally I can finish up my mission… lol
Also to add here a small request… naval units start at 9:00 I have flights take off at 10:30 so u see the problem. It would be nice if we could control when the naval units start their movement.
Nope, What you have seen is that the Falcon code does its own thing. Do not try to fight this, as you can not win.
It is even a lot more simple than you discribe.- Add your ship.
- Jump into the mission and let the time run.
- See that BMS is creating the counter clockwise STPTs. BMS has just told the Taskforce that is should move.
- Save the mission in BMS.
Now you can open the mission in MC and do what ever you want with the STPTs.
This is also the answer to your time request.
But for that you actually have the STPT function. By setting the 1st STPT for the Taskforce you also set the location of the taskforce.
This has 2 results. First, you can move shipt to a spot where you can not set it in BMS itself. You have used Aegean in your last example.
Try to place some ships in a bay, most likely this is not possible in BMS as there is code preventing you to add a taskforce on land.
Second, you can now set the Taskforce in such a place that it will move to the correct spot and time where you want it when you get there with your flight.
But do remember that the ships will stop at a STPT in the 3D world and deagregated!!! Very important (bug) in BMS.And before you ask about the speed setting for taskforces…
I was not able to get the correct time/speeds for taskforces, so this has not been fully implemented. (yet )Gr Falcas
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PS, this will still improve as I put some more time in it.
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Falcas post us a tutorial
It is not the right time for a tutorial for MC.
Way to many changes and additions, I would be spending more time writing and changing the tutorial/manuals than actually improving MC itself.
Most of the stuff is explaining itself anyway by using MC.Gr Falcas
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OK clock starts ships move I save I open with MC move wp 1 to a bay and create following wp’s. What if between falcons 1st wp and MC new 1st wp there is land? Or it will erase falcons 1st wp? And replace it with mc’s new 1st wp .
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OK clock starts ships move I save I open with MC move wp 1 to a bay and create following wp’s. What if between falcons 1st wp and MC new 1st wp there is land? Or it will erase falcons 1st wp? And replace it with mc’s new 1st wp .
In falcon there are no numbers for the STPTs. So you can’t say STPT 1 in Falcon or MC STPT 1.
When you are done in MC and save the it, the STPTs in Falcon are as you have set them in MC.
The difference is that I let MC move the taskforce to where you place STPT1 in MC.If you place the STPTs in such a way that there is land in between… You have to see how Falcon handles that.
Simple advice… Don’t do that.Gr Falcas
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It is not the right time for a tutorial for MC.
Way to many changes and additions, I would be spending more time writing and changing the tutorial/manuals than actually improving MC itself.
Most of the stuff is explaining itself anyway by using MC.Gr Falcas
I had to try it
If you place the STPTs in such a way that there is land in between… You have to see how Falcon handles that.
Simple advice… Don’t do that.Gr Falcas
Why? The sim burst? Or maybe naval units does a landing, takes the island and takes conscience themselves as Skynet? :uham:
Ok, I shut up :neutral: