BMS Campaign Knowledge
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@LorikEolmin
Done, will be in the next release -
0.4.0 - 02-April-2023 - 18:45 Z
- List of KTO & Balkans Movies corresponding trigger values
- Change Trigger File page editing (multiple blocks)
- Update the links to existing Glossary
0.3.2 - 01-April-2023 - 15:50 Z
- Change site logo + banner
- Small Change on Index page editing
- Add Legend in all Chapter Pages
0.3.1 - 31-March-2023 - 22:20 Z
- Correction in Site Name & Main Page
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0.5.0 - 05-April-2023 - 14:15
Trigger File
Glossary
- Added my guess of the relations impact on teams behaviors
Resources
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@CheckPoint Well organized and direct to the point. Good stuff!
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Great stuff @CheckPoint!
I would still like to know if set g_nNoPlayerPlay .cfg edit is that thing in 4.37. The setting was supposed to be the number of hours it takes the mission success multiplier to have an effect. It was designed pre-BMS to be used or have a 24/7 campaign server or if you liked a more realistic human player operation tempo without the campaign stalling:
https://forum.falcon-bms.com/post/20916 -
@Snake122
I donāt know, but I remember discussing that with @LorikEolmin , he might have the right an complete answer. -
A very interesting read, thank you!
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@CheckPoint said in BMS Campaign Knowledge:
@Snake122
I donāt know, but I remember discussing that with @LorikEolmin , he might have the right an complete answer.Iāve had contradictory answers. I use the settings with big numbers for the effect I want but I donāt know if it really works nor how.
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@LorikEolmin best documentation from back then is that it is in hours, although as you said thereās a few places that say itās another unit altogether.
I throw in a 8 setting for hopefully 8 hours of not flying so I would need to fly 2-3 campaign missions a day. Iām not sure how long the human mission rating multiplier is supposed to last without the setting nor how exactly how the effect works. I do think anecdotally it seemed to work back in the day when I had time to fly more campaign missions. It did seem if I didnāt constantly fly missions basically back to back without the setting, campaigns would stall more.
Honestly these days, I canāt tell because Iām mostly flying to keep general proficiency up in TEs/Dogfight/even IA and Iām lucky if I finish a campaign before a new release hits (which is a good problem to have with the BMS teamsā amazing release tempo).
But to fully test this I would make a branch 3 ways. I would probably use the more evenly matched campaign of Rolling Thunder. Then fly the same mission with one being as successful as possible, one with the mission being a big failure with a save after each and also a 3rd save that just stays only in the 2d world from that missionsā takeoff time. Then run each of them for say 24 hours campaign time and see how long it takes each one to have the same side forces go on the defensive, especially noting what happens after your noPlayerplay time period (probably best for like 12 hours in this testing) to see if there is a drop off in performance after a successful mission and if a failure of a mission gets wiped out after that time period too. And then repeat probably running each save at least 3 times to factor in 2D campaign variability.
Then I would rinse a repeat running the 3 different saves x3 with noPlayerplay removed from the .cfg (this would also give an idea of if and how long the standard human success multiplier has an effect for) and then also another time with a longer noPlayerplay setting longer than the amount of time you run the campaign to test if the effect really works as long as you set it for, especially for 24/7 servers which BMS is working to make even better these days. All that would take at least 27 campaign days of time which at 16x would take 46ish hours of testing if you run each 3 times.
You could probably also do a quick and dirty test of a running two saves in 2d, one at takeoff time and the other after you have completed that mission successfully. Then run each in 2d 6 hours or so hours past noPlayerplay setting and then repeat a 3 times to account for the campaign variability. If ran past whatever the stock human effect time is (which we donāt know even if that is still a thing nor how long it is, but from back in the day my gut says 2-4 hours campaign time), we would then confirm that it works at least and get away with 10ish hours of testing or less but not get the fuller mechanics of each variability we would with the bigger test.
Granted you donāt have to be at the computer when you are running the campaign in 2d so you arenāt sitting there the whole time, but you still have to babysit it.
The answer from BMS is they arenāt even sure if the mechanic is having an effect with the spaghetti of code that is the amazing dynamic campaign engine, so we canāt depend on them to just have a look at the code and say āyep, itās a thingā because we know even if a part of the code seems to confirm it, there are bugs/features that could have overriden it.
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0.6.0 - 07-April-2023 - 23:20
Trigger File
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0.7.0 - 08-May-2023 - 21:30 Z
Trigger File -
@CheckPoint checkpoint this thread is great!!!
Thanks!