Great topic, the campaign engine in Falcon is truly one of its greatest treasures. I’d also like to add that the loadouts the ATO generates for certain types of missions seems off. For example my AI (stock KTO 4.36) loves to load up with AGM-65G to target airfields/runways/depots, when it would make way more sense to take something like GBU-31v3/AP. Or HARMs for DEAD after the radars are gone.
Best posts made by Boomer214
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RE: Campaign seems a bit of a mess...
Latest posts made by Boomer214
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RE: Campaign seems a bit of a mess...
Great topic, the campaign engine in Falcon is truly one of its greatest treasures. I’d also like to add that the loadouts the ATO generates for certain types of missions seems off. For example my AI (stock KTO 4.36) loves to load up with AGM-65G to target airfields/runways/depots, when it would make way more sense to take something like GBU-31v3/AP. Or HARMs for DEAD after the radars are gone.
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Steam Controller Configuration
Greetings all,
I’ve recently come back to BMS and am very happy to back in my favorite sim. One of the major roadblocks to me getting back into BMS was having tabletop space for a HOTAS. I’ve actually got an X52 in the closet but I wanted to see if I could use my Steam Controller to achieve a playable setup. Well, I think I’ve done it! I’m sure it’s not perfect but it’s been working pretty well for me. On the surface the XYAB buttons are your radar cursors and TMS/DMS/CMS (via shifting layers), right pad is view, etc… check out the config and I hope it’s mostly intuitive.
Some things behind the scenes, it took some patience with modifying delays in the Shift key releasing, the game doesn’t like Shift and the related keystroke being pressed and released instantaneously, that would lead to the command becoming “stuck”, if you experience this go to the “show activators” in Steam Big Picture and modify how long Shift is held after you release the command, I noticed there is a difference depending on whether you are using your Steam controller wirelessly or via USB.
I believe clicking the link will act as a shortcut to open right to the controller config inside of Steam if installed on your system. As a backup I believe it can be located by searching for Steam Controller configs listed as associated with Falcon BMS 4.34. It should be compatible with 4.35, as long as you are using the stock BMS key config.
steam://controllerconfig/falcon%20bms%20434/2369304607
Hopefully anyone who is thinking about getting into Falcon, and maybe has a Steam controller but not the full HOTAS yet, or if you are just space limited like me, now you can enjoy the sim now with this setup.
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Campaign/Server settings to enable/disable specific munitions
Hello,
In a Rolling Fire campaign that I am playing I have noticed that the GBU-39 SDB is listed as OUT, at first I thought this was simply a supply issue, but after many C-17 taskings and editing with Mission Commander I have noticed that only the campaign host sees SDBs as “High” while all clients connected will see them as OUT. This leads me to the following question: Can specific munitions be enabled or disabled by the server settings? I thought the campaign file controlled this, so that’s why I thought Mission Commander would fix everything. Any ideas or suggestions? Thanks in advance.
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Bridge Repair Time
Hi,
I am halfway through Day 3 of a RF campaign in stock KTO, my ground troops have been conducting a “Major Offensive” towards Pyongyang for over 12hrs but cannot advance at all in the West because the bridges across the DMZ were destroyed in the beginning of the war. I see some bridges have Engineer units at them since the beginning of Day 2, airbase runways have been completely repaired in the time since these engineers have shown up. I am not complaining, I just want to know if this is normal or if there is a way (perhaps through Mission Commander) to see the progress of repairs being made to the bridges?
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RE: RELEASE: A-10A replacement texture cockpit pack
What is the suggested workaround for the non-clickable MFD? This is a great pit, this is the only thing I am struggling with, right now I am using keyboard bindings to push the OSB, is there a better way? Would it be very difficult to modify the TVM into a “touch screen”? I’d like to say a big thank you for creating this mod!
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RE: IR Pointer Behavior
Wow lots of good information here, it would be awesome to see the “light saber” in BMS, but I figured it would only be visible in areas where there is a lot of atmospheric scattering like Fenrir mentioned.
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IR Pointer Behavior
Last night we were conducting a CAS mission in MP, and wanted to use the new IR pointer (PTR) functionality of the TGP. I was shooting the PTR and could see it flashing on my TGP MFD only when looking at the MFD through the NVGs (I believe this is the way it is intended based on 4.33 trailer footage, though I’m not sure it’s realistic). However, there was no spot on the ground illuminated when looking out the canopy through NVGs for me or my wingman. On a possibly related note, no one on the server could see the landing light illumination while on the ground. Any thoughts or suggestions? I’d really like to use the IR pointer.
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RE: Runway Damage in Recon View
I have the same memories as you do, but I believe it was in F4AF. It would be nice to see how poorly I did on my last OCA mission.
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RE: AAR by AI?
Sorry for not being forthcoming with package numbers, but thanks for the help. That solves it then, no way for CAP to refuel in 2D. One last note, for what it’s worth, when I was building the flight plan, the refuel waypoint made it go from red back to white with the extended time on station. So it did have an effect on usable fuel in the “nav log”, maybe this could be worked out in the future.
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RE: AAR by AI?
Frederf, what you are saying makes perfect sense, and that is what I thought I was doing. I even set the 2nd CAP in a slightly different location, albeit mostly to make it easier to distinguish the STPTs from each other.