Step Time
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… this was precisely my point
Ah, now I get your point, throwing all those hard working guys under the bus instead of the slacker silly pilots.
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Friends, slow down. I’m still looking for an answer to my question. Is it possible for me to change something so that the AI pilots get assigned sooner? If not, is that something that could reasonably make it into an update, being that it would (I’m assuming) just be one variable hidden away in the code somewhere? By moving back the time that the AI pilots get assigned, realism would be increased, while nothing would change to the average end user. It would, however, allow people who want more time in the jet to do so. Everyone wins, right?
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By moving back the time that the AI pilots get assigned, realism would be increased, while nothing would change to the average end user. It would, however, allow people who want more time in the jet to do so. Everyone wins, right?
There might be a half “solution” … but it bring other issues leading into less mission generated … or even no more generated.
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There might be a half “solution” … but it bring other issues leading into less mission generated … or even no more generated.
Wouldn’t that issue not come up because of the number of pilots? The squadrons have 48 pilots for the 16 airplanes, and many of the AI pilots end the campaign with no missions flown, while some AI pilots are flying back to back missions. Wouldn’t the ATO just assign the pilots farther down the list? That would actually be better anyway, no?
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Wouldn’t that issue not come up because of the number of pilots?
No. Because of “air task requests” sent by “air task engine”. By he time the ATR is sent, if most of a/c are in flight there will be very few mission tasked.
To make it simple (AFAIK, it is even more complex than that) ATO engine can not anticipate the return (or the loss) of a/c and have to deal with what is “actually available in hangars” (not in flight and +1H after return) … so, if you try to assign mission and pilots too early, there might be not a single aircraft/crews available => no mission is scheduled.That would actually be better anyway, no?
Not necessarily if you consider how the code is made and that if, you touch to a single thing, tens or hundreds of other things might be also impacted.
So better not touching this for a “very low” prio issue.
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I think you misunderstand what I’m asking. As far as mission generation goes, I don’t want to touch that. All I’m asking is that the AI pilots get assigned sooner. When a mission gets created by the ATO, the pilots will be listed as “unassigned” until 30 minutes before takeoff time. Would it be possible to just assign the AI pilots earlier, perhaps even when the mission is fragged?
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I think you misunderstand what I’m asking.
I rather bet that you didn’t understood what I was saying.
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I rather bet that you didn’t understood what I was saying.
Would you care to elaborate? You were explaining how the ATO would have trouble generating missions, but I never asked about the ATO. I am only asking if I can change when the AI pilots get assigned to the missions that already exist. Hope that clears it up.
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Would you care to elaborate? You were explaining how the ATO would have trouble generating missions, but I never asked about the ATO. I am only asking if I can change when the AI pilots get assigned to the missions that already exist.
… you are still missing the point.
anyway:
I am only asking if I can change when the AI pilots get assigned to the missions
No. Not that I know.
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Alright, fair enough.
Just for curiosity’s sake, could you explain the issue with the ATO? How would assigning the excess AI pilots early be a problem for generating missions?
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consider how the code is made and that if, you touch to a single thing, tens or hundreds of other things might be also impacted.
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I just figured out how to do it, actually. In the file “falcon4.AII”, there is a line called “PilotAssignTime”, which by default is “PilotAssignTime = 1800000”. I changed it to 7200000 and tested it quickly in the campaign. Pilots are now assigned two hours before takeoff, and the ATO generation appears to be unaffected.
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I just figured out how to do it, actually. In the file “falcon4.AII”, there is a line called “PilotAssignTime”, which by default is “PilotAssignTime = 1800000”. I changed it to 7200000 and tested it quickly in the campaign. Pilots are now assigned two hours before takeoff, and the ATO generation appears to be unaffected.
… please, do not report for bug after such tweak.
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Of course, mate.
However, feel free to report if no bug. (but wait until several days of campaign … 3 to 7 entire days of tests)
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However, feel free to report if no bug. (but wait until several days of campaign … 3 to 7 entire days of tests)
Game time?
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Running it in accelerated time will introduce bugs normally, so real time is more appropriate.
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Running it in accelerated time will introduce bugs normally, so real time is more appropriate.
What sort of bugs?
Anyway, if that’s the case, I can certainly play around with the campaign for the next few days and see if anything catastrophic happens.
Running the campaign for a few days at x64 didn’t have any problems, though.
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Regarding the time required to “properly” ramp start in BMS…
As someone who has a small amount of experience on the subject, it is entirely possible to ramp start through ALL checks BMS currently supports before your INS is officially aligned. If you use your ramp start checklists as intended, and have the process committed to memory (as one should), then you’ll still have time to get a drink, read up on your mission notes, etc. long before your taxi time.
The 3-part ramp start tutorial video I did for 4.32 take 37 minutes in total, and that was with me actually explaining each and every step verbally, all the way to wheels-up.
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What sort of bugs?
Im sure someone else can chime in with an answer on this one - official party line is that bugs happen in campaign when you run it in accelerated time for long periods of time, so dont do it and expect zero bugs.
Ive never tried running a campaign in accelerated time, so Ive not come across any such bugs personally.