Mission Commander beta release
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@Falcas Thanks for such a great program to go with Falcon BMS - I use it in every Campaign - Cheers
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Our community happily receives another update of this wonderful MC tool.
Grateful for everything and we send you greetings from the Caribbean. -
Map => Units => Land
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@Falcas said in Mission Commander beta release:
Map => Units => Land
Grateful Mr. FALCAS and thank you for your patience. Health and good flights.
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Awesome program!
I’m a little confused about how to set or change the Campaign win conditions in Mission Commander. Actually I’m confused at how to see win conditions even in the Campaign screen in actual BMS.
There’s “Victory Conditions” in MC which seems to be some kind of short encoded piece I don’t understand, and there’s “POL\PAK” tab which seems to have a “Primary Objective List” but that’s way more detailed than “control X by day Y” in the campaign.
Also, how can I ‘enable’ a munition to a block that carries it? Ex. JSOW, it shows OUT in the loadout, and I can force give it supply, but it still won’t show in the Stores page for the aircraft in MC (also greyed out). The block (52) can carry it.
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@ajthenoob You can force stores in MC to be able to carry them for a one-time deal. If you want it more permanently you have to make edits to the DB, but you will have to do it for every theater.
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Ah, thank you! I will look into how to edit that… to get the fun stuff
Do you know about how to change a campaign’s Victory Conditions?
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@ajthenoob it’s easy enough to do. Just be careful in that you may not be able to do multiplayer with any tweaks to the DB. Sorry I do not know how to change victory conditions.
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@ajthenoob said in Mission Commander beta release:
Ah, thank you! I will look into how to edit that… to get the fun stuff
Do you know about how to change a campaign’s Victory Conditions?
Change the DB at your own risks.
SaveX.ini in campaign folder contains campaigns’ triggers and victory conditions.
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@LorikEolmin I think I got it, it’s SaveX.tri, one each for master campaign. The save-day.ini or SaveX.ini just contains weapon steerpoints etc.
I assume modifying the TRI file also affects the save-day stuff?
(small snippet of your Papa Save3.tri)I’m able to map the IDs here and it makes sense - I wonder what “SET_TEMPO” does, though.
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@LorikEolmin correct.
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@ajthenoob said in Mission Commander beta release:
@LorikEolmin I think I got it, it’s SaveX.tri, one each for master campaign. The save-day.ini or SaveX.ini just contains weapon steerpoints etc.
I assume modifying the TRI file also affects the save-day stuff?
(small snippet of your Papa Save3.tri)I’m able to map the IDs here and it makes sense - I wonder what “SET_TEMPO” does, though.
Yep sorry, tri, not ini.
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The editor reads the skinsets of squadrons after the start of the campaign, all values are set to 0. After saving in the editor with these values, all squadrons will continue to use standard skins. The values in the source files - save1.cam, save2.cam… show correctly. Is there a way to solve this, there used to be a camo.cfg file, but this MC build doesn’t use it anymore.
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@ad02081985 said in Mission Commander beta release:
The editor reads the skinsets of squadrons after the start of the campaign, all values are set to 0. After saving in the editor with these values, all squadrons will continue to use standard skins. The values in the source files - save1.cam, save2.cam… show correctly. Is there a way to solve this, there used to be a camo.cfg file, but this MC build doesn’t use it anymore.
MC does not have the CAMO.cfg anymore as BMS doesn’t use it anymore.
Which skin is used by a squadron is stored directly in the mission file.
But it goes even a step further. You can set it for each aircraft in a flight. So you can have a 4 ship flight and each aircraft has a totally different skin.
All stored in the mission file.The editor reads the skinsets of squadrons after the start of the campaign, all values are set to 0. After saving in the editor with these values, all squadrons will continue to use standard skins
Not really clear what you mean here. What do you mean with values set at 0? Do you mean value you can see in MC
As long as you don’t change anything a squadron will always get the skin as it was set in the SaveX.cam file.
Don’t have time and need to check. Value 0 could mean pick random, but I need to double check that. -
@Falcas said in Mission Commander beta release:
Not really clear what you mean here. What do you mean with values set at 0?
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@Falcas said in Mission Commander beta release:
As long as you don’t change anything a squadron will always get the skin as it was set in the SaveX.cam file
If nothing is changed in the MC, then the squadron skinsets will be as in the source files.For example, the 80th FS on the F-16 CM-40 uses a skinset with values of 6. After loading the campaign save, this value will be 0 in the MC and if you do not use the save in MC, the squadron will continue to fly with skinset 6.But if you use saving MC, from that moment skinset 0 will be applied and all squadrons of F-16 CM-40 fighters will use skinset 0 - 510th FS Buzzards.
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@Falcas said in Mission Commander beta release:
Which skin is used by a squadron is stored directly in the mission file.
Yes, but after saving to MC, all values take on like this.
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New version released, latest is now 0.5.23.735
Main- Possible fix for Win11.
Map
- Added, Filter selection for Land Units exact type.
- Changed, Make sure if multiple units are at the same location the Brigade will be shown (yellow infobox).
- Added, If multiple units are at the same position a “M*” is added to the yellow infobox to indicate multiple units.
Squadron
- Changed, Max Roster is now a button.
- Improved, For adding a Offmap Squadron the calculation can now be done for North, South, East and West coordinates.
Battalion
- Changed, Max Roster is now a button.
POL/PAK
- Fixed, CTD when clicking on the POL list.
- Fixed, Value color drawn in the wrong cell (Flags iso Prio)
- Changed, Better sorting of the number values.
TePlanes
- Added, Further checks for DogFight, DF_Flight.scf file.
- Added, DogFight check colors to List.
- Added, TePlanes list also checks DogFight IDs now. Including a nice management.
TeUnitList
- Changed, Adding a new TE Unit (Battalion) option to manually change values.
- Changed, Major overhaul of the system. Name now come from the strings.txt iso hardcoded
Strings
- Fixed, Correctly saving of strings.txt.
Stats
- Changed, Better sorting of the number values.
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@Falcas possible bug in 735
When using the assign flight to other package feature the cancel / apply buttons are not visible. Therefore have to end program with task manager. -
@Badger
Thanks, will take a look