Mission Commander beta release
-
Another Q on editing campaign files. I edited one by adding a squadron to the airbase from the campaign start, but when I join the campaign it skips the press “ok” to start campaign thing and the clock is already running with flights fragged. How do I get the campaign to start with the clock frozen and no flights fragged?
-
Another Q on editing campaign files. I edited one by adding a squadron to the airbase from the campaign start, but when I join the campaign it skips the press “ok” to start campaign thing and the clock is already running with flights fragged. How do I get the campaign to start with the clock frozen and no flights fragged?
heres what i think you are doing, correct me if im wrong. You start a campaign, but save it before you click “start campaign” Then you are going back, editing stuff, and re-loading the save.
Since you aren;t loading a SAVE0.cam (or SAVE1.cam,SAVE2.cam) the falcon engine thinks the campaign is already running, and loads it as if you are loading a save.
two options here. One, edit the SAVE0.cam directly (back up the original)
Two, do as you were doing before, but when you add the squadron in mission commander, uncheck the “set by HQ” option. this will tell the ATO not to task flights for your squadron.
-
Sorta. I edited the SAVE0.cam file but named it something different when I saved via MC. I guess the name change is why it started?
-
Sorta. I edited the SAVE0.cam file but named it something different when I saved via MC. I guess the name change is why it started?
pretty sure you don’t want to do that.
however, you can backup your save0.cam, make edits to the save0.cam, start the campaign, then save to a new name in BMS. then you can replace your save0.cam with your backup.
-
Are there any adverse effects to running the campaign I already edited? I flew one flight and didn’t have any issues other than noticing a lack of AI flights being fragged (which was partially by design since I want them doing DCA for the time being).
-
Is it possible to implement two changes regarding Divisions / Brigades?
-
Could we expand the maximum number of 255 Divisions? Mission Commander allows it, but Tacedit reports it as error, hence Falcon CTD in campaign.
The reason is that I do an Israeli campaign using the real Division Numbers. Some Israeli divisions have numbers such as 366 or 643. -
Could we type names along with numbers in Brigades? Such as Nahal Brigade or Golani Brigade.
-
-
Hi Mystic,
Not 100% sure I understand what you mean.
@Mystic_J:Is it possible to implement two changes regarding Divisions / Brigades?
- Could we expand the maximum number of 255 Divisions? Mission Commander allows it, but Tacedit reports it as error, hence Falcon CTD in campaign.
The reason is that I do an Israeli campaign using the real Division Numbers. Some Israeli divisions have numbers such as 366 or 643.
The Division numbers (name of the division) is a short value in the BMS code, so there is no problem to use 366 or 643.
Or do you mean 366 divisions in the campaign?
Edit: Max amount of Divisions is 255. Hardcoded.- Could we type names along with numbers in Brigades? Such as Nahal Brigade or Golani Brigade.
As the names are numbers, this is not possible. Wouldneed BMS code change.
What I will still do here: If you change a division name for a brigade, the connected battalions will also get changed to this division.
This might be why you are getting problems.Gr Falcas
- Could we expand the maximum number of 255 Divisions? Mission Commander allows it, but Tacedit reports it as error, hence Falcon CTD in campaign.
-
Been a while, but here is a new version again. Latest: 0.3.11.0
See first post for the update list.Gr Falcas
-
@Danguard… Empty your pm box
-
Thanks
……Shadow
-
Hi Falcas (or anyone who can help me),
Is there some documentation to find that explains the items I can check on/off under the “advanced” button of a flight?
I’m creating a QRA mission and was wondering if I can set the flight as such that you can go closer to TO time then 20min with a cold jet, to practice QRA ramp starts. When I now let the clock go to less then 20min, say 5min, prior planned TO time, I can only chose fly taxi and not fly ramp.
Another issue I was wondering if it’s possible to set. Say a slomo is planned to land at a certain airfield at a certain time (AI, not human). To get a sense of activity on the base, I’ve planned 2 other packages with several flights a couple of minutes after planned landing time of the slomo. Then we can see multiple planes on the ramp, in front of the shelters etc. But when I get in game (or let the clock run in 2D), the slomo is doing a holding pattern, commanded by ATC. It does so until the other flights are airborne. I’ve placed the TO times of those packages further away from planned landing time of the slomo, but then they are cold jets and I’d like some movement. Can I force somehow the plane must land and the others on the ground need to hold?
I thought I could make it an emergency, but I’ve had flights where I myself call in an emergency and ATC gives me cleared to land but still other planes just proceed with their final or takeoff… So not sure if it would do any good… -
Hi,
No there is no documentation for MC, its not needed eighter. Each function basically does what it says it does.
If you am not sure if you should use or how to use a function… ask the specific question on the forumSetting the time before departure… Just set the current time of the mission compare to your takeoff time.
See the Campaign tab for shifting the time, or you can shift the time for your flight itself.About the timing of missions… you have to do that by your self. And you will more and more start to see how much time and effort people have put into building missions for Falcon through the years
Can it all be done? sure it can! But is takes some experiance and smart use of the tools you have.2D and 3D are a total different thing. You can NOT depend on what you see in 2D that this is exactly the same as in 3D. (as you have already seen )
With the arrival and departure times this is especially difficult. Once you join 3D, the landing and takeoff AC are place in the runway queue and vectored around.
So you have to find the sweet spot where you will get the AI to land while you are on the ground.You can not force a plane to land. Even if it has an emergency, it will not land before any other AC.
Gr Falcas
-
its not needed eighter. Each function basically does what it says it does.
If you am not sure if you should use or how to use a function… ask the specific question on the forumWell that’s the problem. I understand your software just sets a 0 or 1 to each of those advanced settings or something, but I don’t know what those functions mean. I thought, maybe you did
Setting the time before departure… Just set the current time of the mission compare to your takeoff time.
See the Campaign tab for shifting the time, or you can shift the time for your flight itself.I’ve done that, not my first TE I’ve made. But that doesn’t solve the problem.
I set time more then 1h before planned TO time to make sure. Once in 2D, I set the clock to x32 or so to get the clock running closer to TO time. I know BMS calculates about 20min from cold jet to TO, so in normal conditions if I want a ramp start, I set the time earlier then 20min before TO time in the TE editor. Then in 2D one can chose to commit and ramp.
If time is between 20 & 4min prior TO, you can chose commit runway or commit taxi. When you choose taxi, you enter in a hot jet with everything already set for you on the taxiway.
But now I want to mimic a QRA scramble. That means I need to get from a cold jet (prepared of course so several checks not needed and limited INS alignment) later then 20min before TO, say 5min from TO time. So if TO time is calculated at 0700, I want to hop in the 3D pit at 06:55 but in a cold jet. This is nt the case if you do that now, you can only chose taxi and it counts down to 4min before TO.2D and 3D are a total different thing. You can NOT depend on what you see in 2D that this is exactly the same as in 3D. (as you have already seen )
With the arrival and departure times this is especially difficult. Once you join 3D, the landing and takeoff AC are place in the runway queue and vectored around.
So you have to find the sweet spot where you will get the AI to land while you are on the ground.Copy, in search of sweet spot I am
You can not force a plane to land. Even if it has an emergency, it will not land before any other AC.
Aha understood, too bad.
-
I’ve done that, not my first TE I’ve made. But that doesn’t solve the problem.
I set time more then 1h before planned TO time to make sure. Once in 2D, I set the clock to x32 or so to get the clock running closer to TO time. I know BMS calculates about 20min from cold jet to TO, so in normal conditions if I want a ramp start, I set the time earlier then 20min before TO time in the TE editor. Then in 2D one can chose to commit and ramp.
If time is between 20 & 4min prior TO, you can chose commit runway or commit taxi. When you choose taxi, you enter in a hot jet with everything already set for you on the taxiway.
But now I want to mimic a QRA scramble. That means I need to get from a cold jet (prepared of course so several checks not needed and limited INS alignment) later then 20min before TO, say 5min from TO time. So if TO time is calculated at 0700, I want to hop in the 3D pit at 06:55 but in a cold jet. This is nt the case if you do that now, you can only chose taxi and it counts down to 4min before TO.If you want to do that is is very simple…
If you want to scramble at 0700, create you missing (enemy side) so it is important to get airborne at 0700.
Now create your scramble mission to depart at 0715.
Go to rampstart and you will be in a cold jet at 0655.Gr Falcas
-
ah okay, I have to set TO time for QRA flight later then actually needed by approx 15min so that when BMS counts 20min backwards for ramp, it goes to 5min before real wanted TO time.
Got it! -
Falcas Im running Windows 8 (i know its not the best but…) i wanna edit a campaign in Aegean and when i try to change the ac tpe i get an “Unhandled Exception” Error i tried to download from the WDP thread the net framework and the redistributable c++ But i have newr versions so i cannot isntall them… As i read in another post both programs ar backwards compatible so i assume is another problem? Thanks In Advance!
-
Hi Manos,
When you are able to run MC, your .Net installation including the c++ stuff is all fine. Else you are not able to run MC at all.
And as you write that you get an error when changing an AC type, you are running MC!?
Can you post the error you are getting? Please include the first 20 lines of the error report.
Also what version of MC and theater are you using?
That will all help me to track down the problem.Gr Falcas
Falcas Im running Windows 8 (i know its not the best but…) i wanna edit a campaign in Aegean and when i try to change the ac tpe i get an “Unhandled Exception” Error i tried to download from the WDP thread the net framework and the redistributable c++ But i have newr versions so i cannot isntall them… As i read in another post both programs ar backwards compatible so i assume is another problem? Thanks In Advance!
-
Latest MC and Aegean theater
The error is:See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MissionCommander.fclsSquadron.ChangeAircraft()
at MissionCommander.fclsSquadron.btnChangeAircraft_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
–--------------------------------------
MissionCommander
Assembly Version: 0.3.11.0
Win32 Version: 0.3.11.0
CodeBase: file:///C:/Users/Hellraiser/Desktop/MC/MissionCommander.exeMicrosoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.20806.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dllSystem
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34003 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dllSystem.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dllSystem.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dllSystem.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dllSystem.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34107 built by: FX45W81RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dllBMSUtils
Assembly Version: 1.5.0.0
Win32 Version: 1.5.0.0
CodeBase: file:///C:/Users/Hellraiser/Desktop/MC/BMSUtils.DLLDatabase
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Users/Hellraiser/Desktop/MC/Database.DLLLzssManaged
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Hellraiser/Desktop/MC/LzssManaged.DLLAccessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.For example:
<configuration></configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box. -
You mean Aegean 1.1?
Gr Falcas
-
yeap and to tell you the truth i have the same issue in others as well….