Adding carrier groups
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ok vid with MC will be here soon instead.
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Better not make a vid with TacEdit and F4Browse.
They will be obsolete in the future and the BMSeditor is easier and better anyway.Gr Falcas
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Better not make a vid with TacEdit and F4Browse.
They will be obsolete in the future and the BMSeditor is easier and better anyway.Gr Falcas
Hey Falcas. We are (I am) struggling about adding reinforcement carriers. Not asking for a tutorial there, simply should I really keep trying, or am I just giving too much time to something that might not be worth spending a whole afternoon + evening on it - too unpredictable “feature” for instance, or hopeless case? It came to the point it’s not teaching me anything anymore (other thread I posted here a fews days ago). Thanks for your attention
(Unless Starrats has a working MC tutorial to provide, in that case the answer would be there)
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Hey,
The short answer.
A carrier or better all carriers should be added to the te_new.tac and saveX.cam files.
Once this has been done, the carrier works just like an airbase.
So no need to use MC or other tool to add a carrier to a TE. This can be done in BMS just like any other unit.
Adding a squadron to a carrier is the same as an airbase.Also reinforcements “should” work the same.
If not… there might be something that needs adjustments in the code.
Gr Falcas
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Hey,
The short answer.
A carrier or better all carriers should be added to the te_new.tac and saveX.cam files.
Once this has been done, the carrier works just like an airbase.
So no need to use MC or other tool to add a carrier to a TE. This can be done in BMS just like any other unit.
Adding a squadron to a carrier is the same as an airbase.Also reinforcements “should” work the same.
If not… there might be something that needs adjustments in the code.
Gr Falcas
Thank you Falcas. It is in campaign. The simplest may be that I send you a PM with a link to the campaign as soon as I can. It looks like something about the code or I misunderstood…
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I have a problem with Red side Kuznetsov TF reinforcement appearing eg. 4 hrs after start … just won’t. Can’t figure out the cause. Shows up as normal if not reinforcement.
Checked Team stats and fuel/supply etc… should work, but not.Otoh, Blue side Roosevelt TF appears correctly whatever time I set…
-with +3hrs delay because campaign is set to start at 5am , and (falcon engine) default start for day0(1) is 8am. So bear that when setting reinforcements.
-eg. reinforcements are set +1(inactive) … but shows at 9am , even campaign starts at 5am
-reinforcements set +12(inactive) shows up at 8pm (2000hrs) -
Reinforcement in Falcon (any Flavor) has been iffy at best when we try to build it into TE or Camp.
There are many criteria that the CODE considers B4 releasing the “Hounds of Hell”……;)
Just an example: IF the Ground UNIT has not reached a certain level of depletion, then the CODE will NOT reinforce it and instead order it to fight on…until that criteria is met.
That is just one simple example.
We could take a Squadron as next example, CODE queries? Are they out of airframes,pilots,stores? Do they have the advantage at the moment in game? If so what does the .tri file say about this and do we have enough available to reinforce? Is the Airbase still viable?
And a host of other test’s that the CODE does B4 releasing those reinforcements…so we see???The Campaigns\TE’s in Falcon are built on a Dynamic code that even the creators have had a hard time explaining over the years…there are some references out there, Chris Carruthers diatribe comes to mind, that will help you when it comes to campaign building in Falcon.
Regards,
demer