#General Thread

1 messages Β· Page 4 of 1

full cloak
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but I'm not sure what to put as the defense

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don't want to end up with just objective C from foxtrot pass again

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the spider tank boss idea seems promising

terse orchid
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Give me some nukes and a Revoker, I'll get it done easy peasy πŸ˜†

full cloak
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see what I mean

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even I've done it before without weakening the AA

terse orchid
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@full cloak to be fair all can be done if one studies the map and can pick out certain weaknesses in the air defense

full cloak
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yeah I mean I leave weaknesses intentionally because my goal is never really to make an impossible enemy

indigo valley
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Anyone know how exactly waypoints for ground units function? Does the ground unit need to be told to "hold position" for them to acknowledge waypoints?

full cloak
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iirc waypoints set in the mission editor make it so that ground units ignore existing roads and objectives and they will straight up just beeline for their given waypoint ignoring terrain

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and only when they arrive will they start doing normal AI pathfinding

warm quiver
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They will take roads and stuff to reach the custom waypoint if it's convenient but yeah that's otherwise on point

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I set up a custom winding (off)road path in my mission so that a convoy wouldn't get stuck on the terrain on their way to an airfield

indigo valley
full cloak
indigo valley
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One of you shards t-boned me while I was cruising at 15000m, and he didn't leave his insurance info...

full cloak
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If you have video or image proof of this incident, maybe I can get the license plate

indigo valley
warm quiver
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Should've had an otterbox case for your dashcam hard drive...

full cloak
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Yeah sorry we don't take claims without photo evidence anymore after the Desert Compass incident

terse orchid
full cloak
topaz locust
indigo valley
full cloak
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that seems right

hardy linden
final pulsar
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Is there an option to enable nukes after a certain objective is completed?

final pulsar
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Ah

indigo valley
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Soonβ„’

patent fern
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@elfin comet is there a particular part you don't get or a particular scenario you have that could help with explaining

elfin comet
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also waypoints

patent fern
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you mean unit waypoints or objective waypoints

elfin comet
patent fern
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wdym active messages

elfin comet
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example

patent fern
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nah

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that's the ShowMessage outcome objective

elfin comet
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ohh

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i saw that lol

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i just have no idea how to make them work lol

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i have big ideas

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i just can't carry out lol

patent fern
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well creating an objective is a singular button press

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then that objective has an outcomes tab

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it can start a new objective, spawn a list of units, show a message in the chat box, end the game, and more

elfin comet
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okay, im following...

patent fern
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so if you want a message to show

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add an outcome, pick ShowMessage type, and just fill in the fields accordingly

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then that message will show when the objective is completed

elfin comet
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Thanks man!

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this helps out alot lol

patent fern
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sometimes it just takes a little push in the right direction

elfin comet
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I got it!

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Woooo!

final pulsar
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I'm having troubles getting units to spawn after an objective is completed

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May I ask for some help?

dreamy peak
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ground units try to spawn at the vehicle depot closest to the objective

final pulsar
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No, I'm talking spawning I a unit upon an objectives completion, not by depot

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Like spawning in another fighter once the first is killed

full cloak
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can you screenshot your mission objective setup

full cloak
final pulsar
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That isn't working

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It isn't spawning the select fighter

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I may have to put a delay in due to the special circumstances

full cloak
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oh is this the player-controlled one

final pulsar
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Yeah

full cloak
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yeah

final pulsar
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Last time I tried it though was in the playtest era

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So it may not work now

full cloak
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hm

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I'd have to see what your entire setup is to help troubleshoot

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I presume you have one plane set to be player controlled, and a mission objective to kill that plane, which upon completion spawns another player-controlled plane?

final pulsar
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Yeah

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Pretty much

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Ima try an 8 second delay first

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Nope, doesn't work

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It may be patched

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Additional data link bug spotted

rain escarp
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I have a question: made a modified free flight mission with restrictions. How do i play test it and upload to steam?

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i have it saved in the files but cant see it in the game

full cloak
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It should just show up in the singleplayer and multiplayer mission lists

rain escarp
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yeah, i figured it out. first time doing this so wasn't sure what to do to see it

indigo valley
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@full cloak Do you happen to know if you assign several aircraft as "player" will a new player joining the mission spawn into that aircraft, or can that be done.

I imagine I would need to set different priorities for each?

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Because I know if you set them and leave them at is, you control all of them at the same time

full cloak
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I haven't played around too too much with it myself but my understanding is that yes that would be the intended effect

indigo valley
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I'll have to mess around with it tomorrow

hardy linden
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you only control 1

indigo valley
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I need ideas, so far, making a mission where the BDF has been completely pushed off of the islands and is launching an attack. So far, I have this plan. I want to make it an entire Escalation style mission but I am having trouble thinking about objectives after this initial plan is completed.

So far for ideas I have: Recapture BDF factories, Rescue BDF POWs, kill PALA president as he escapes the city in a convoy, destroy PALA metallic hydrogen refineries, Liberate Boscali City...

indigo valley
full cloak
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depending on how well defended each obj is, you may want to consider splitting it into multiple missions

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Your mission objectives themselves seem fine enough, I'd replace killing a president with killing a top general because assassinating government officials is generally considered a bad idea (takes peace talks off the table)

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or you can pull an Ace Combat and have the entire PALA senior military leadership attempt to flee in Chicanes

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I would also consider having the landing result in a split push with one convoy going to SBGA and the other going to North Boscali, since imo SBGA feels like a bit of a downgrade or sidegrade after unlocking Naval

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I do feel that taking SBGA is mandatory otherwise you're leaving a flank open

indigo valley
full cloak
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lol

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you could have a "Destroy Bridge" objective where, upon blowing up a neutral munitions truck on the bridge, a bunch of pillboxes spawn on the bridge to physically block off further attacks from the south

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that would allow you to focus on putting the rest of your objs north

dreamy peak
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when killable bridges mitch?

full cloak
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we'll just have to make do

dreamy peak
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your idea is good though

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but i would probably use hardened shelters

full cloak
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broken pillboxes get this large clump of dirt when they break

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fits the rubble aesthetic better imo

dreamy peak
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good point

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maybe the revetments could work too

full cloak
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Revetments just fall iirc

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no good

dreamy peak
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no

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they have a destruction model now

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just how well that would work is the question

full cloak
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Thonk9 oh wait yeah you're right

dreamy peak
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helipads too

full cloak
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ehh it tends to sink a bit

dreamy peak
full cloak
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just a mix of all three and make random bullshit

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one thing to note though is that if you do that don't put any vehicle depots that would path in from the south

dreamy peak
full cloak
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otherwise all the enemy units might just build up on the bridge

dreamy peak
full cloak
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lag mitigation

dreamy peak
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no i mean of killing the bridge

indigo valley
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Need a canon reason to go north, other than just to recapture old BDF produciton facilities

full cloak
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okay make it so that when you kill the bridge the enemy's main objective moves northwards so that ground units go the other way

full cloak
dreamy peak
full cloak
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technically you already have Darkreaches when you take Naval

dreamy peak
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well true

indigo valley
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Kind of, this is a continueation of Total Escalation, as BDF that takes place a couple of months after the mission.

You start on a "carrier" and need to help shards get close to the island base in order to drop off units to retake it. Then you need to escort shards to the mainland for them to land units again.

full cloak
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but I mean if the whole plot is that Boscali got pushed off their territory then surely priority number 1 is taking their own stuff back before they focus on taking on enemy land

indigo valley
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Basically you (the BDF) start with no bases at all

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Yeah

full cloak
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and northwards is home territory

dreamy peak
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but when i look at it from a strategic pov naval kind of ceases to exist in my head

indigo valley
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I chose to land on Naval because it made the most sense in my head for where you would want to establish a base if you were attacking Boscali

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Since it is isolated

dreamy peak
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and the isolation brings lots of security with it

full cloak
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you're correct but it kinda messes with progression because Naval already unlocks all the nice things for the player so further unlocks are just more NPCs and factories

indigo valley
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Then SBG is where the initial counterattack comes, so it makes sense to neutralize it, then I want them to move north to capture BDF factories to get access to more ground units, in order to liberate city base and then actually the city itself. Once North Boscali is captured, the entire rest of the map would spawn in.

full cloak
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ah

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Honestly I'd just end the mission after taking NB because it'll be a pain to wait for ground units to move around

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and then make a sequel mission for the next part of the offensive

indigo valley
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Yeah, that's definitely a pain

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I was thinking about just making it normal escalation, with several secondary objectives after you cap NB

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But I don't want it to be that just for the sake of it

full cloak
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you'd already have a ton of points and unlocks at that point it'd really just end up being a "nuke everything" victory lap

indigo valley
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One thing, which has kind of gotten lost is making a BDF version of Total Escalation, which people have wanted, but it's not really feasable as is.

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So, maybe this just needs to be Total Domination IDK

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and not a sequel

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hmm

full cloak
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just call it something new

indigo valley
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Because right now it's basically just Breakout with extra steps...

full cloak
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depends on how you do the landing operation part of it

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lots of potential there

indigo valley
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I like doing landings, they're fun, but you basically need to script everything with timers.

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Basically, shards spawn, helicopters takeoff from shards, shards drive to shore

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then ground units spawn

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(all while taking and giving fire obvy)

full cloak
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not really just add some shore batteries that you need to blow up before a "landing ship" (Vehicle Depot) can spawn on the beach

indigo valley
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I like the idea of watching a shard pull right up to shore and then units spawning right beside of it though πŸ™‚

full cloak
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still works, shore batteries can be a significant threat to shards

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it only takes 3-4 hits from an MBT to sink one

indigo valley
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If you want to take a look

full cloak
indigo valley
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Yeah, MBTs kill shards super quick

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So, if I want to grantee the shards survice I usually just do pillboxes and IFVs

full cloak
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Shard resistant shore battery

indigo valley
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That's great actually

full cloak
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you can replace the MBTs with anything, including IFVs and SPAAGs

indigo valley
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I want more defensive buildings :3

dreamy peak
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spaag is meh

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ifvs are awesome

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they fire missiles

indigo valley
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Well you'll be happy to know that in my head cannon Aerosentrys are a BDF thing, so no fighting them here πŸ˜›

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I know that's not what Mitch has said but still

full cloak
dreamy peak
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bdf has better tech, but fewer of it

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and generally bigger, but slower stuff

indigo valley
# full cloak <:OK1:500692128058572800>

Also, I don't have them added currently in this build, but there is a mock carrier that the players will spawn in on right on the map border, then fly to help the landings.

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The carrier is there, but I removed the planes so that it didn't force spawn

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when i need to spectate

full cloak
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since there's no carrier until the next patch you can make forced spawns until the island is captured

indigo valley
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Yeah, I have forced spawns on the "carrier"

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or I will

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once dev is done

full cloak
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you can probably find a way to give each player 3 lives by using the player controlled box and timed objectives linked to each plane

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it will be a bit of a mess for the objective list though

indigo valley
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Yeah, I intentionally made the aa defences light, because I wanted players to have a good chance of survival on one life.

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Once the carrier is real, that will solve that issue

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then I can make a really difficult and longer landinhg

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Becasue right now it takes ~3-4 minutes

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to cap the base

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I did not think about using timed objectives to rig spawns though, that's smart

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I was also thinking about putting players on the shards as Chicanes, but some people are BAD at helicopters...

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I'm thinking I am going to just add some more enemies and call it Total Breakout

full cloak
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I would really recommend giving it a new name otherwise some might just think that it's normal Breakout with additional factories or something

full cloak
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start with a Cricket, then a Chicane, then a Compass...

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or invert it to punish them for failure

indigo valley
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lol

full cloak
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"You blew up all our nice planes, here a crop duster"

indigo valley
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At this point, the landing is pretty quick and more just for theatrics.

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but I love the idea of making it feel like a remnant force of the BDF with garbage equipment

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I am stoked for carriers though

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Like I am going to immedietly make d-day

dense pebble
indigo valley
dense pebble
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or other funky stuff?

indigo valley
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^^^obviously

dense pebble
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essentially what im trying to make

indigo valley
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interesting

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kind of like a dynamic mode

dense pebble
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only thing is, its going to be a physical set of things in-game

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so you could say, add it to a custom mission whilst keeping it modless

full cloak
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would a D2 just be two identical recon trucks firing at each other until one dies

dense pebble
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but than you gotta deal with a D-3 D-4 and so on

topaz locust
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a D4 is three D2s, where you have a D2 control which of the next D2s gets rolled

dense pebble
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Which isn't to hard

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I already have a system set-up, just gotta get the rng down

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Actually make an if gate aswell with ease

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Eh, you can already do that with objectives though

full cloak
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maybe you can leverage physics a bit by making a shard pachinko machine

dense pebble
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No, the shard isn't round

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It would be heavily biased

full cloak
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hmm

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Wind turbulence based random number generator?

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would make the rest of the map unplayable though

dense pebble
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I'm just gonna base everything around units

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Makes life easier

full cloak
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yeah fair

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unfortunately turing completeness is out of the question until recursion exists (likely not in the next update)

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if we could set the number of flares a plane starts with we could maybe leverage flare RNG

dense pebble
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Just run it through a biased by number d-20

full cloak
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how are you doing the d20?

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actually nevermind I'll just wait and see where this leads lol

dense pebble
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;D

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@topaz locust today might be the day I re-program your building kit xD

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f^cks sake, just realized I gotta deal with datalink for the units to even fire on eachother

dense pebble
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I am to believe HLT trucks have a threat level of 0 meaning stuff wont fire upon it...

warm quiver
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Things will fire on hlt trucks and its the basis of brassy's "sitting ducks" mission (and my spinoff of it)

red grail
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As much as I appreciate the work going on to get some randomness into the game and rebuild a Turing machine using units shooting each other...
Wouldn't it be easier for Mitch, James and Squeegy to implement some very basic randomness in objectives conditions and outcomes ??

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I'm sure we can lobby them hard enough to get something implemented, even the most basic "Pick 1 random option out of X possible options" would go a long way...

full cloak
full cloak
red grail
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OK fair, I appreciate pure scientific interest... Let me know when you manage to play Doom on the Darkreach MFD !

full cloak
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more likely we're gonna have a 32x32 pixel display made out of spawning and blowing up small platforms

dense pebble
indigo valley
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Any idea what would cause spawned units to ignore a road nearby and decide to go directly towards the objectice across country? Even when the road is quite direct?

hardy linden
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OR that road is not pathed

indigo valley
# hardy linden that should only happen if the road is not direct

I'm not sure what is going on tbh. It's an added road that leads from the coast to the nearest highway (fully pathed). If I delete the road, the units drive straight to the highway, but if I have it pathed, they decide to head directly towards the objective over a mountain range.

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I just deleted it, and it seemed to fix the issue, but seems odd.

hardy linden
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if you want you can send a video(s) of it

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and possibly put it in bug reports

indigo valley
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I'll play around with it and see if I can figure out what is causing it

rocky gorge
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these aircraft keep circling around the airbase and trying to land

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they have a waypoint reach objective and a kill objective

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ocasionally a compass does fly toward the objective but it only does bvr combat (there are no ground vehicles)

indigo valley
rocky gorge
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may have found an answer: do planes without any A2G weaponry and no datalink targets just RTB because of no targets?

indigo valley
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Same if it doesn't have weapons that available weapons can target/damage

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I was having quite the time trying to figure out why Chicanes were taking off and then immediately landing, the problem was their only target was a hardened hanger, which they can't damage.

tawdry rapids
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Dose anyone make missions? If anyone dose I was thinking. A medium scale no spaag ( apart from at airbases ) and fewer radar stations for both sides and more planes for enemy only. The final adjustment would to only have ships in the centeral 'lake'. I think this would encourage more a2a and precision bombing and the use of conventional cruise missiles.

frank thicket
final pulsar
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Hopefully it's a co-op, or worlds fastest speed run

tawdry rapids
indigo valley
tawdry rapids
full cloak
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...you could make this mission yourself in like, one hour's time, tops

final pulsar
humble compass
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anvils also have a nasty habit of easily intercepting lynchpins because they fly straight and the 57mm detonation is big

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autosentries shred airplanes better

tawdry rapids
tawdry rapids
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But I mean if anyone would want to teach me?

full cloak
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it sounds like you'd just take Domination and remove all the Aerosentries and Anvils, then replace them with SAMs

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and I guess move all the ships to the middle. It's just moving things around. Very simple

tawdry rapids
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I could use domination as a starting point

full cloak
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Go to the main menu, open Mission Editor, click on Domination, save as [Mission Name Here], then start deleting stuff and replacing them as needed

full cloak
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Scoobe has a good guide on the Mission Editor interface available on Steam

tawdry rapids
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Ah thanks

warm quiver
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I wonder how much the upcoming economy and ordinance manufacturing systems will mess with custom missions

full cloak
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can always just turn the economy off, by giving players a trillion dollars

warm quiver
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I'm more wondering about the ordinance manufacturing buildings and the fact we'll need to place all those

hardy linden
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hopefully

warm quiver
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either way it's less of an actual problem and just tedious work

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"tedious"

hardy linden
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multiple if you feel like it

warm quiver
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I could've sworn I saw mitch post a teaser where one was manufacturing not-nukes

warm quiver
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u right

hardy linden
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im 99% sure now

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this building is just for nukes

patent fern
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its just for nukes

warm quiver
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I sense that impatient people will attempt to (and fail) Compass nuke because it only needs to carry one nuke, whereas the others all need to wait for more than one to be in stock

hardy linden
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ngl I love seeing people speculating on stuff about the new update and me just knowing theyre wrong

hardy linden
elfin comet
indigo valley
elfin comet
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Hm

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alright

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Looks cool lol

quick elm
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anyone have luck getting ground vehicles to go after airbases? I tried:

  • DestroyUnit objectives, which works as long as theres marked enemies to go after, which is usually for exactly one capture.
  • ReachWaypoint, which also works, to the detriment of literally any other objective being ignored

havent tried ReachUnits yet. not sure if unit waypoints persist after the unit dies but i imagine it falls into one of the above categories.

topaz locust
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Vehicles will go after the closest active objective, so just having one on the airbase should be enough.

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but if you have other objectives closer to them, they'll go after those instead

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Pre-placed vehicles can have explicit waypoints assigned to them in the editor, but if they're coming from factories/depots they just chase objectives

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Also, even though vehicles will use them for navigation, reach objectives can only be completed by players

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so there's an existing pitfall where units will bunch up on a reach objective unless a player passes through it or it's completed by a seperate outcome

quick elm
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Gotcha. Thanks for the info.

indigo valley
# quick elm Gotcha. Thanks for the info.

What I do currently (for the AI team) is set destroy unit objectives, with them targeting pillboxes, hangars, and factories surrounding the base. This way, they are almost required to capture the base to meet the objective. I usually then have a spawn trigger for units with a preset waypoint to spawn in and drive to the base and they setup defenses (also making sure the base is capped). Unless they get destroyed but then it is what it is. This can be repeated with more spawned buildings and more destroy objectives, but it gets messy quickly, so I usually only have it set for one round of respawns.

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Hopefully that makes some sense

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I don't make AI target player bases using vehicles, because they are fragile and players can manually order them to leave

quick elm
# indigo valley Hopefully that makes some sense

it does, thanks. Thats usually why I have important objectives paired with airbases where possible, so they get captured as the game progresses. Havent tried repeating objectives and reinforcements yet though except for maybe one of my missions (mainly because im lazy but also like keeping objectives trimmed down) but it'd be worth looking at

warm quiver
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Taking another crack at fixing my mission and the mountain range the darkreaches have to crest before firing their cruise missiles is really messing things up

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they fire while still decending to their preferred altitude, which means they crash into their cruise missiles and die

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I'd have to completely move all 18 of them so their approach doesn't crest the mountains to fix it

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Also a side note, ever since the AI got a "confidence" metric, the follow-up darkreaches won't go in and bomb the base, which means there's less target saturation, which means the initial attack completely flops
Unlike the previous version of the game where the base would only just survive if you did nothing

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I would go and boost the "confidence" of the attacking 'reaches by giving them more escorts but that would become extremely unfair on the player

topaz locust
warm quiver
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ye they are

warm quiver
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okay yeah bumping those values fixed that issue πŸ‘Œ

last sable
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how can i make a workshop appear on my user missions ?

warm quiver
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a workshop?

last sable
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yes

warm quiver
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what do you mean by a workshop

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like a factory building?

last sable
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i'm trying to change the weather of the carrier one

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yeah a workshop mission sry

hardy linden
last sable
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i did πŸ₯²

hardy linden
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and remove the workshop part from meta

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just leave the first line

last sable
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thx

indigo valley
balmy hill
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thats over 4 billion dollars for the aircraft's production alone

soft heart
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i did the math, it checks out

warm quiver
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There's a reason there isnt much else

rocky gorge
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i'm making a purely dogfight mission, but i need ideas to spice it up a bit more, any ideas for POIs or structures? also made an infographic

warm quiver
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Maybe some light forward AA emplacements (mostly areosentry+few IR or even recon trucks) as places to fall back to when being chased

rocky gorge
warm quiver
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someone explain to me how to spawn chicanes in the air without having them immediately crash

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they have 220m altitude at 160km/h start speed

warm quiver
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pain

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I've spawned a player controlled one just fine

indigo valley
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Unless someone else knows something, AI Chicanes only seem to be able to spawn in air if they spawn at mission start.

Otherwise, they need to start on the ground. It's an AI issue, that's why player Chicanes work fine.

warm quiver
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oh, fair

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I've had some spawn on the backs of shards and some of them were crashing upon spawn, so I thought spawning them in the air would be better but apparently not

indigo valley
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You can have them spawn on shards as long as they are facing forward. The AI apparently doesn't understand how to use the brakes and tends to slide off of the back.

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If they face forward, they usually roll back a little but are able to take off.

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They have 0 problem taking off from a stationary Shard but can takeoff 90% of the time from a moving one if placed correctly

patent fern
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i know brassy was having considerable problems with getting chicanes to not die on mid-mission spawn

indigo valley
full cloak
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yep

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spawning them on an elevated platform (the aerial cruiser) resulted in them bumrushing the airbase at mach jesus

final pulsar
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i have had the same issue with darkreaches

patent fern
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oh yeah that's true

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they also like to just combust on mid game spawn for some unknown reason

indigo valley
patent fern
indigo valley
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It's more of the AI being dumb and descending hard while dropping cms

patent fern
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that's definitely worth experimenting to confirm if it hasn't already

indigo valley
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I have a fairly large sample set πŸ˜…

patent fern
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interesting

indigo valley
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If you want the AI to launch cms without killing themselves you need to spawn the Darkreach very low over level ground so they pull up while dropping

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They do a slightly better job if they takeoff themselves

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But they still suck at deploying cms

patent fern
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that's actually pretty good to know

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hadn't considered one specific weapon was causing the seppuku since i recall having seen it happen in several different missions

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but i could believe it

indigo valley
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Yeah, they either knock the cms off course or tear off a wing and burst into flames

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It took me a lot of experimenting to get them to launch every time successfully

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Usually though, if they takeoff by themselves they launch while ascending, so it works out

warm quiver
indigo valley
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It would solve the issue

final pulsar
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we need an asset stitcher tool/mesh rebaking tool, can use the unity/blender pipeline that exists. static objects only.

real pagoda
# warm quiver

so this is the building being added in the next update?

indigo valley
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Nukes will be a production item

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Like vehicles

final pulsar
#

gonna be the HVT in every game

indigo valley
fickle crane
#

pvp maps are too eaazy

hardy linden
dense pebble
#

Like my team

terse orchid
fickle crane
hardy linden
fickle crane
#

Deal πŸ˜„ Got a flight stick?

hardy linden
#

prefer to play on controller

#

well, I actually do

#

but I play on controller anyway

final pulsar
fickle crane
#

i probably did before πŸ˜„ will today mby

terse orchid
fickle crane
#

dont be mistaken haha i am serching also for fresh meat πŸ˜›

terse orchid
fickle crane
terse orchid
fickle crane
#

I could setup recording also

#

someone reworked escalation

terse orchid
final pulsar
#

There is many different versions of escalation, some are balanced, some are not. Unless @frank thicket gives me a bad file....

frank thicket
#

that was classified

fickle crane
#

lmao

final pulsar
#

Says it's co-op, isn't.

frank thicket
#

the world wasnt ready for the fake pve escalation lobby

terse orchid
frank thicket
#

yes

#

anyways @fickle crane i eagerly await blood for the blood god so let us know when you're available for a match against us

#

at least i think that's whats going on here

#

idk i havent had my coffee yet

fickle crane
#

Sure kinda now. I have a short date in an hour. An milf introduction lmao

frank thicket
#

not available rn but maybe in a few hours

fickle crane
#

oof sleepy time for me in a few hours. I am GMT +1 , UTC+1

real pagoda
#

how do make structure so it has to be destroyed to complete the mission

dense pebble
#

Go to objectives

#

Actually lemmi get screenshots up

#

@real pagoda so, do you want this to be the last objective?

real pagoda
#

yeah

#

give me a sec

dense pebble
#

objectives

hardy linden
#

just add a destroyunit outcome

dense pebble
hardy linden
#

set to destroy all and add the units you want destroyed

dense pebble
#

go to the faction you want

hardy linden
#

wait theres a faction filter?

dense pebble
hardy linden
#

I spend most of my time in the editor and havent realised

dense pebble
#

you would know if your missions were better

#

;3

#

so

hardy linden
dense pebble
hardy linden
#

most of the ones I make are PvE singleplayer

#

made a PvP one some time ago

dense pebble
#

so choose what you want and make a destroy units objective for the team

#

select the unit you want

#

and set its outcome to end game

hardy linden
#

also make it be started by the mission start objective

#

I'm pretty sure thats something you have to do

real pagoda
#

here are the screenshots

#

that you asked for

dense pebble
#

I was refering to my own screenshots

real pagoda
#

ah ok

hardy linden
#

except that it looks cool and congrats on your patience

real pagoda
#

well it is bulit behind the main base of primera and bacilico so its almost like a defence platform just on the sea

hardy linden
#

bacilico πŸ’€

real pagoda
#

plus the whole objective is bacicly to expand map stucctures since there isent much as of now in the game

real pagoda
hardy linden
real pagoda
#

yesπŸ’€

dense pebble
#

Boscali?

#

Bacailico

hardy linden
#

bocailoco

#

and prayimrefa

final pulsar
indigo valley
#

When you see the new city maps, all the cool new equipment, and objects... Getting super excited... Then realize how much you're going to have to do to update and / or recreate your missions sadcat

hardy linden
warm quiver
#

for once I'm extremely glad I procrastinated something, my city mission

dreamy peak
#

complete overhaul

#

and it looks nothing like its older self now

warm quiver
#

but do we have any new QoL features for the editor

#

I NEED a marquee select

dreamy peak
#

a what

warm quiver
#

draw a box around a bunch of stuff to select them

#

idk the spelling its a dumb french word

dreamy peak
#

ah

dreamy peak
warm quiver
#

pain

dreamy peak
#

i think the editor is capable enough for .28, but after that it def needs some new features

warm quiver
#

I don't want to move 18 aircraft individually...

dreamy peak
#

clamping units to other units will be a life saver once we get that

hardy linden
#

thats faster for long distances than moving normally

warm quiver
#

I suppose

#

but that means I need to do maaath

hardy linden
#

if it doesnt need to be specific you can just add a 1 in front of each

stray cloak
#

can someone tell me how feasible this is lol

#

@dense pebble @indigo valley @full cloak

dense pebble
#

Just a sec

#

(Running to my pc now

stray cloak
#

I make it to the loop but can't get further haha

dense pebble
#

oooo

#

this is fun

#

yeah that loop

#

it needs to be smoothened out more

final pulsar
#

loop needs a bit of extra space

dense pebble
#

shit

full cloak
#

oh damn

final pulsar
#

or more gradual entery

dense pebble
#

yeah

#

what kia said

final pulsar
dense pebble
#

also-

#

dont do a full solid loop

#

take a note from rollercoasters

stray cloak
dense pebble
#

they have a funky loop that keeps tham at a constant G-force

stray cloak
#

just needs a few more pieces

dense pebble
#

a more teardrop shape

final pulsar
patent fern
#

man acro server has changed since i last saw it

dense pebble
stray cloak
#

happy for someone to finish this off...I'm tired of placing platforms haha

dense pebble
#

I have the program

#

just a second

#

@stray cloak you would be fine if I re-made it just with large platforms

stray cloak
#

that's fine im done with it

dense pebble
#

sick mate

#

(also, I recommend switching over to the revoker, the compass doesn't have the TTW out of that last corner to get around that loop)

#

(ima test that now)

stray cloak
#

the revoker felt so bad

#

I tried it

#

I exclusively use mouse + keyboard though

full cloak
#

that second turn is damn tight

final pulsar
stray cloak
dense pebble
#

actually

#

how does the medusa do...

full cloak
#

okay finally managed it

#

basically ended up the same as loki

dense pebble
#

yeah

stray cloak
#

maybe just do it in the chicane and call it a day

patent fern
#

real

dense pebble
stray cloak
#

gahhh

stray cloak
# dense pebble

I feel this would be even harder to pull off than a normal loop

#

with the top being so tight

dense pebble
#

it stalls out and falls down

final pulsar
#

got it, had to do some funny to do it

#

dang can't send the video

full cloak
stray cloak
#

damn that was really close

#

I've reduced the attack of the slope partially but it makes for a less cool loop

stray cloak
#

I'm openening a thread for this

dense pebble
#

hell yeah

indigo valley
#

AC Tunnel mission DespairGe

#

but this is actually amazing

patent fern
#

i'll try this later

stray cloak
#

Thanks! The loop itself needs filling in but I'm sick of placing ramps at this point

final pulsar
#

not a clean run. but did it in the official too

stray cloak
#

No :/

dense pebble
#

ah :/

final pulsar
#

gravity kinda wins in the end

indigo valley
final pulsar
#

there is just bit too much weight on the transfer. gun removal might help.

topaz locust
#

draining fuel will go a long way too

vestal tiger
#

could someone tell me how can i make them do things? i cant figure it out xd

indigo valley
# vestal tiger could someone tell me how can i make them do things? i cant figure it out xd

Ground units will make their way to the nearest active objective. You can also set waypoints specific to each unit (only preplaced units).

The AI does what we're seeing here when there isn't a visible objective that they can reach, try adding a "destroy unit" objective, since it is the easiest way to get the ground units to go where you want. As you get more familiar with the mission editor, you can get them to do some pretty complex maneuvers.

vestal tiger
#

oh thanks, i made an objective but i think i did something wrong and its not working xd

topaz locust
#

make a StartObjecti- ninja'd

indigo valley
#

Note that waypoints set in the editor as objectives can only be completed by the players, so if you set it there the AI will just congregate until a player passed through it

topaz locust
#

ReachWaypoints and ReachUnits objectives ^

indigo valley
#

Good clarification ^

topaz locust
#

Upwards arrow ^

indigo valley
#

^^^^

vestal tiger
# indigo valley

thamk you, i put three objectives in there but only one works xd

indigo valley
vestal tiger
#

i wanted all of them to start at the same time but only one started

indigo valley
#

You can throw as many objectives to start at one time as you want.

#

If you have a screenshot I can see what went wrong

vestal tiger
indigo valley
#

For the destroy units objective, check and see if it says "destroy all" or "in order". If it's all then it will add a marker for each unit (with a max of 3 at a time). So, it may look like the other objectives are not active even if they are.

#

The "in order" option only shows 1 marker per objective

vestal tiger
#

oh i guess its the three objectives then xd

#

but its weird that it shows three from the second one

indigo valley
#

It shows the 3 closest objects

#

targets

#

So, it is probably just showing the 3 closest units to destroy

#

all from the same objective

vestal tiger
#

is the dialouge box affected by it too since it didnt show? xd

#

or maybe thats singleplayer only

indigo valley
#

It should display, If you want, DM me the mission file and I will take a look and see what's going on

vestal tiger
#

its not that important since am probably not gonna publish it or anything just wanted to do something silly xd

indigo valley
#

Everyone starts somewhere, it's all good.

#

The editor can be overwhelming at first.

vestal tiger
#

its alright xd

#

also is there something specific that you need to put next to a radar station or how do i make it the factions radar? xd

indigo valley
#

Units need to almost literally be touching it

vestal tiger
#

thamk :3

vestal tiger
indigo valley
#

They should spawn at whatever rate you set in the factory

vestal tiger
#

yeah i have a arfield they just dont spawn xd

indigo valley
#

Is the factory's faction set

vestal tiger
#

yeas

indigo valley
#

and then you selected a unit and set a production time?

vestal tiger
#

mhm

indigo valley
#

It's really that simple, I couldn't tell you what's wrong without looking at it.

vestal tiger
#

ill test some things

#

i put 30s crickets and now it works xd

#

idk maybe they got shot down when i wasnt looking or idk xd

indigo valley
#

Like were they factory spawned or manually placed by you?

vestal tiger
#

spawned

#

or maybe probably they didnt spawn because i didnt have the objectives done xd

indigo valley
#

Well, as long as it's working now βœ…

vestal tiger
#

is there a way to explode things with some debug thing or idk to test if the mission is working? xd

#

it kinda takes a lot of time to do it with the planes xd

hardy linden
#

but no theres no debug cheats

vestal tiger
#

errr

full cloak
#

there's a few things you can do depending on the situation

#

currently fire damage is bugged and will wreck buildings so just having a plane or helicopter crash into a building deals a good amount of damage

#

otherwise, you can set a mission objective that will spawn a friendly munitions truck and enemy Chicane with only its cannon, if you place the chicane behind the truck it the gunner will shoot it at point blank and blow it up

#

simply have the objective be a "WaitSeconds" timer and set it to the desired time

vestal tiger
#

darkreach would be probably the best xd

full cloak
#

yeah when in doubt just call in the bombers

indigo valley
#

Would love if you were able to spawn munitions

last sable
#

Could someone explain me how to get the dialogue box objective to appear pls

patent fern
#

you mean making a message appear in the chatbox on an objective? use a ShowMessage outcome for that

last sable
#

no the dialogue box with a button

patent fern
#

oh, i have no idea how that works

#

@final pulsar you did that on your landing mission, can you explain it?

final pulsar
#

huh
oh hi lol

#

Lemme get my mission and show

#

Different mission (totally not a leak lol) but here's how I generally did it

patent fern
#

destroy spy?

#

RED SPY IS IN THE BASE

last sable
final pulsar
last sable
#

that's what i did pepecry

final pulsar
#

uhhh

#

did you set your objective start with the objective box

last sable
final pulsar
#

uhh

#

no idea then

#

soz :/

last sable
#

nw

last sable
final pulsar
#

ah oki

#

πŸ‘

dreamy peak
#

How about using the RTS feature for a mission? Could be fun

final pulsar
#

i would like some more RTSy features for the AI, set targets and paths and stuff.

#

obviously like bottom priority in development terms, but it would be neat

somber folio
#

any way to remove a type of vehicle for all factions

#

cus im tryna do escalation with no AA

hardy linden
full cloak
#

literally just find and replace

somber folio
indigo valley
#

All can be done in the mission editor

somber folio
#

how do i change factories

hardy linden
somber folio
#

nvm found out

patent fern
#

probably meant choosing what spawns them

somber folio
#

how many sam factorys are there

#

ive found 1 so far

hardy linden
#

many

somber folio
#

where

hardy linden
#

oh sam factories

hardy linden
#

there are at least 2 then

#

1 for each faction

somber folio
#

yea i did it thx yall

warm quiver
#

Oh man I wonder how broken my mission is

indigo valley
topaz locust
#

Darkreach loadouts will have moved around, but other than the only bug that cropped up on the official missions were that AI planes which couldn't see any targets at the time they spawned would RTB (fixed by adding an enemy objective to kill the player/wingmen)

#

there were many more issues to do with balancing due to the new AI, which took way longer to fix

#

in general they're more potent and can do more with less

warm quiver
#

Oh right the editor is bugged so I can't rotate stuff

topaz locust
#

it came very fresh with the update

frank thicket
#

oh on the subject of missions being bugged, me, loki, and some other people tried to do a carrier duel lobby but we didn't start at rank 4, which apparently according to loki we were supposed to, not sure if that's a fundamental code issue or if it's just an issue with how the mission was set up, either way might be something worth looking into

topaz locust
#

Yeah seems to be a bug introduced with retroactive rank changes calculated from score. I think, in the meantime, just give everyone a bunch of money.

frank thicket
#

alr will pass this on

final pulsar
warm quiver
#

I need to double check something - players do actually pull airframes from the starting/production inventory now right, instead of magically out of thin air?

warm quiver
#

Should I include the carrier in my mission just for the hell of it?
It'll just be chilling next to an existing owned airbase tho

#

I wonder what the detonation of a munitions truck next to it would do...

topaz locust
warm quiver
#

Lifesaver

warm quiver
#

I'll have to have it spawn late

#

its gonna be weird having it just appear out of nowhere though

topaz locust
#

the AI will weigh their focus on targets by distance & value

#

and carriers seem like they're pretty valuable

violet garnet
#

hey guys what's the behavior of ai on normal escalation? because to me it seems like they focus on the left side (the bridge) and totally ignore the right

topaz locust
#

they'll spawn from the nearest vehicle depot to the current objective and head for that. As you destroy structures they'll swap around where they spawn from

#

there are a handful of preplaced convoys which have their own agendas - usually supporting other locations that have been hit

#

note that the distance is as the crow flies, meaning sometimes BDF convoys will spawn at SBGA when it'd be more useful for them to spawn on the eastern front

violet garnet
#

ah ok. I'd like to make boscali focus on desert airstrip and then the desert airbase whereas pala should conquer the airstrip->conquer the bridge airport->conquer the city airbase.
How can i do this? Because in the objectives there's lots of stuff but i'd like to keep it simple, since i'm planning on only playing as pala and boscali shouldn't be able to destroy the desert airstrip or, if they happen to, they should then attack the desert airbase

#

i did this for every update but honestly it was a mess and i wouldn't like to spend 4-5 hours trying to manage all the objectives like i had to do for the previous update haha

#

especially because the bridge zone becomes difficult to push through when the bridge is filled with corpses of broken vehicles haha the game gets kinda softlocked

topaz locust
#

The objectives for Escalation have become very complex, but there are only two sets of things guiding the vehicles - the marked objectives, usually prefixed with "Destroy", which activate each other in order, and some invisible objectives with "Push" in their name, which mark various structures (usually vehicle depots) like a breadcrumb trail to get the most variation in spawning

violet garnet
#

mhm yeah

topaz locust
#

PALA has a "Push" for both the west and east fronts while BDF has a single "Push" objective which attacks sandrift (formerly desert) and wraps around to the west

violet garnet
#

@topaz locust sorry to bother but i really don't understand the AI: i've placed 3-4 crickets in the BDF airstrip and when the game starts they immediately head to the bridge area passing through the city instead of attacking the much closer enemies in the desert airstrip area

#

instead of going to attack the closest enemies (red arrow) they follow the purple arrow to attack the bridge area... why? also in doing so they miserably crash into the skyscrapers lmao

#

ah i think i've understood why... it's because i've put a carrier on the left side... why is the carrier so important to the enemy though wtf they just push it regardless of everything, it's so annoying

patent fern
#

tf i aint seen you in ages

hardy linden
#

yeah the AI get serious tunnel vision when carriers are involved

#

I'd say to the point it's gamebreaking

violet garnet
patent fern
#

good to see you bud

violet garnet
violet garnet
hardy linden
violet garnet
hardy linden
#

mitch knew about it since a long time

violet garnet
#

ah

hardy linden
#

it's not as bad as earlier, but it's still really bad

violet garnet
#

yeah

#

why wouldn't he fix it though?

hardy linden
#

because its mitch

#

he didnt give the compass a tailhook because he didnt wanna remodel it

#

well, it would break many skins

#

but still

violet garnet
#

mh

#

well i hope he'll fix it eventually xd

hardy linden
#

this may be useful for mission creators

#

and it actually works somewhat well, damn

#

doesn't fall off immiediately

last sable
#

i use it all the time 🀣
and i do like the tractor in front of r9s to make it appear as if they were towing it

hollow path
#

Okay. I have NO understanding of what the logic of waypoints is.

#

I keep trying to set up a carrier landing practice mission that'll let me just have the carrier sail a nice long straight path, and it just seems to pick a direction consistently but mysteriously.

full cloak
#

it will try to use sea lanes to get to your waypoint

#

most likely, your carrier is driving along (or trying to get to) the nearest sea lane instead of the intended path, check the roads tab

frank thicket
#

sea lanes don't affect anything and neither will manually ordering it

hollow path
#

Aha. Good to know.

frank thicket
#

a bug report has been sent to mitch about it, we compiled the log files and gave a summary of various bugs involving the carrier

#

hopefully it can get fixed soon

#

@hollow path if you want practice with the carrier, it's probably best to just put it in the central sea and have it hold still

#

harder than landing on it while it's moving, but sadly we don't have a better option right now

hollow path
#

Would have to set up a headwind, but yeah.

indigo valley
#

My carriers seem to be working fine, not sure what's up

#

Maybe I am not waiting long enough

#

(At least following initial sealanes)

frank thicket
#

so far we've only observed them going to 0,0 when they're placed in the new areas of the map

indigo valley
#

About to find out, testing.

frank thicket
#

try ordering them if you can, let me know if that's what causes them to start going to 0,0

#

would be valuable info to pass on to mitch

indigo valley
#

In beta we figured that there is something to do with the terrain not being able to be detected (hence the altitude and placement issues in the new areas), so the unit doesn't seem to actually know where it is. I'm going to play around with it and see what I can figure out.

frank thicket
#

alr, loki thinks it's just when it's ordered to go somewhere that it does that, and also earlier today we found it that it will do that if it's given a waypoint

indigo valley
frank thicket
#

we think that it will with a waypoint

#

we were trying to set up a carrier practice mission earlier along the eastern edge of the map, carrier started at the very southeastern end of it and would just beach itself no matter what we did, waypoints or manual ordering

final pulsar
#

Yeah, if you point them outside the old area they get a little nutty

frank thicket
final pulsar
#

Commanding them in the old areas and they drive ok until they desync

frank thicket
#

alr

#

@hollow path this may be something to try if you want a moving carrier

#

only order it to move to places within the old areas of the map, so anywhere very close to the shore along the edges of the map

hollow path
#

Interesting. Will try it out.

frank thicket
#

alr, let us know if it works

#

would be a good bit of information to have for the bug report in addition to letting you do what you originally wanted to do

soft heart
#

simply put. weapons have pylons and separate firing weapons.

hardy linden
soft heart
#

tailhook can have a pod and a seperate rotating tailhook

#

the pod is the same as a pylon and the tailhook is a weapon

#

pretty easy stuff that hardly breaks anything

#

the real issue is the horrendius arrestor engine

hardy linden
#

i mean makes sense

soft heart
#

in game terms

hardy linden
#

but you can paint it in blender

#

so it probably shouldnt be there

soft heart
#

jammer pod, tailhook are selected and applied using the weapon manager

hardy linden
#

on the template

soft heart
#

thats up to mitch to figure out, he could treat it with the plug and socket of the ifrits externals

#

there are 3 different ways each with their own pros and cons for each one

#

but again the compass getting a tailhook would require mitch to make the logic behind the force applied by the arrestor engine not be as simplistic as a scaled up landing gear suspension

hardy linden
#

the game doesn't even see the carrier as a valid landing spot for the compass

soft heart
#

same goes for the revoker but more for the sake of variety and some kind of option between the compass and ifrit

#

darkreach is a funny joke

#

proper nose wheel steering was not a joke

#

corrected arresting engines were also not a joke

hardy linden
#

I remember when I landed the ifrit while driving over the wires and just braking, because the hook system is really flawed

#

I even have a video

soft heart
#

oh yeah and the fact the hook likes to fall back to the ground at the speed of its deploy rather than that of gravity

hardy linden
#

it doesn't even touch the ground

#

you need to artificially make it touch it, which feels kinda hard and forced to do

warm quiver
#

I've had so many carrier landings where the hook just skips clear over all the wires

soft heart
hardy linden
#

since AI just mastered having the perfect angle to catch it and not kill themselves

hardy linden
#

this makes no sense, is frustrating and unrealistic

#

mitch did not fix this since the beta

soft heart
warm quiver
#

just did it again, ILS was perfect and all but it skipped over

warm quiver
soft heart
#

that is 90 degree nose steering with differential brakes at zero speed. one of the easiest things i ever coded.

hardy linden
#

why did mitch not add that

#

maybe not even 90 degree, but at least 60

soft heart
#

it works a treat and is simple enough i could code it

hardy linden
#

right now the planes barely turn

#

NO is a great game, but it just has these small, stupid issued mitch refuses to fix

soft heart
#

i think mitch some how miss understood my request for better nose wheel steering as to increase the nose wheel straightening speed 2 fold

#

instead of actual good nose wheel steering.

#

NO is a broadly a fantastic game tarnished by the lack of care placed into the little things

#

this can be seen a lot

#

"if you don't do small things just because big things exist you are a giant piece of [Faecal matter]" - Tom Cardy, call your mother

warm quiver
#

difficult truth

soft heart
#

this game should not have to be skyrim where you need mods to make the game feel complete

soft heart
#

there are things that are unreasonable for a game with a team of this size but 99% of the things talked about in this could likely be done in a in a day by a single person. combined. But not including the various R&D to fine tune some of the systems.

humble compass
#

if you land crappily with bad speed your hook will just bounce over the wires and you'll bolter

humble compass
#

not maintaining the right speed for the right angle of attack

#

ie too fast low aoa or too slow high aoa

hardy linden
#

the bouncing is a bit too extreme, still

humble compass
#

its arguably more forgiving than real life

humble compass
#

this would probably happen in real life

warm quiver
#

you need to really plant your ass down on the flight deck to catch the wire

#

doing buttery landings is NOT an option

#

which makes me sad

hardy linden
humble compass
warm quiver
hardy linden
warm quiver
# humble compass

can we just talk about how the music synced with the touchdown for a second

humble compass
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its a shame i was too low and snagged a one wire for that one otherwise it'd've been fully sick

warm quiver
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oh its better to catch the forward most wire?

humble compass
warm quiver
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ah

humble compass
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if your ifrit is a little on the heavier side a 3 wire will send you off the front of the deck

warm quiver
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oops

rain escarp
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Can i somehow spawn a plane with its gear out in the mission editor?

warm quiver
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if speed is zero and they're on the ground, the gear will be out when the mission is played

hardy linden
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I think

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yup it does not

rain escarp
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Ah alright

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Mustve been me moving the thing around that undid it

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Thanks

warm quiver
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Unless I purposely do what I consider a bad landing, I can't catch the wire
m a n .

kindred harbor
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hey, bit of a lurker but im looking at making a couple of missions but i need to clear a couple things up

  1. do i need to place ground units first then the vehicle factories will continue to spawn them?
  2. are radar stations given factions entirely dependent on what faction has vehicles protecting it? as i cant seem to change their faction in the menu.
  3. are troop movements for ground and sea ai driven or is it pathfinding?

Sorry if these have been asked before but theres no context in the mission editor

hardy linden
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also there are roads in the water called sea lanes

kindred harbor
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ok thanks, i should clarify that first point - if I made convoys for the start of the game to push on points, then will the Ai take over and churn out units as it needs them over the course of the battle?

hardy linden
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factories add units to the inventory

kindred harbor
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ok thanks man, ill have a look into the menus a bit more πŸ‘πŸ»

rocky gorge
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is there any way to prevent factory produced ai to not use purely a2g loadouts?

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all of the planes i see are only using bombs and agms

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the only objective is to kill a ground unit but there's still a ton of planes

tardy sparrow
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the new aircraft makes revoker and compas completly irrelevant even darkreach in terms of hard points , missile load ect...

frank thicket
tardy sparrow
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that's it but the amount of bombs and missile it can carries is just insane , in some games iven i'm max rank i would still use compas for ground attacking but like now the new aircraft is just OP 6 missiles plus like 12 bombs is insane

frank thicket
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yes but again that is offset by the high cost

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it's very high risk, high reward

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a successful sortie offers huge benefits, but dying will set you back a long way

hardy linden
frank thicket
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you're not gonna be able to constantly spam them for an entire match

hardy linden
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that is true

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unless the factories are well protected

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or you dont die

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or you sell darkreaches

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or you just have a lot of money

frank thicket
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you'd get like two ifrits from doing it but that's it

frank thicket
hardy linden
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if you lose an ifrit in this short of a time, you really suck at the game

frank thicket
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yeah mitch may need to do something about that

candid abyss
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has anyone managed to damage a shard by clipping something inside of it?

hardy linden
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#1131013817011294249 message

full cloak
candid abyss
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thanks!

glass marlin
glass marlin
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actually i get the real problem. the ILS is trying to make your cockpit intercept a point before the wires, which means another 15 or so meters of plane has to pass that point before the hook gets there, which isn't even the wires yet. you can do the 3 degree slope just fine as long as you aim further ahead than you should
if the ILS tried to align the tip of your hook with its touchdown point, instead of your cockpit, it would be much more trustworthy

red grail
hardy linden
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and an MBT would be too big

red grail
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Probably... We'll need a larger trailer to fit a MBT πŸ™‚

glass marlin
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i retract my statements. the ils works fine... with a headwind... know, like you're generally supposed to have on a carrier xD
aiming ahead is only needed for static-carrier recovery

mellow marlin
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is it possible to edit a mission you got off the workshop?

frank thicket
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involves manually editing files though

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idk i think @final pulsar knows how to do it i believe since iirc he was the one that taught me

indigo valley
final pulsar
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take if from your mod folder and bring it to your local folder

indigo valley
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What you need to do is download the mission from the workshop, then find it in the steam folder, then you need to make a mission in the editor with exactly the same name and move the files over

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Replace the mission you created with the file from steam

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If you did it correctly you'll be able to load the mission in game

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If they are not named exactly the same they won't appear in the menu

mellow marlin
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ok, where do i find the mod files

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i havent done anything with mission editing yet

indigo valley
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The easiest way is to go to the in game week workshop and hit show in folder

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I'm away from my PC otherwise I'd send the path

final pulsar
indigo valley
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Fair

mellow marlin
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ive looked around in all of those folders and couldnt find anything that i could recognize as helpful

mellow marlin
final pulsar
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C:\Program Files (x86)\Steam\steamapps\workshop\content\2168680

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then by mod ID

mellow marlin
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got the .json open

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what's the field for funds?

final pulsar
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i have no idea, i don't edit via .json

patent fern
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find the "factions" header near the bottom, then you'll see this for both factions

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to clarify this is using an edited free flight i have for testing i did not put 1 trillion dollars on a regular match

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rest is self explanatory

mellow marlin
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thanks, appreciate the help

mellow marlin
patent fern
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was legit just me wanting to know if jacking up the econ numbers in json past mission editor limits carried into the game, and yeah, it definitely does

mellow marlin
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lmao

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alrght where are the local map files held

dreamy peak
indigo valley
dreamy peak
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to the missions folder

dreamy peak
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nuclear option does that itself

indigo valley
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well, i've been making it more difficult for myself evidently

dreamy peak
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yep

candid abyss
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how do i get this cricket to land on the carrier instead of eject?

indigo valley
glass marlin
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checks out, i know the carrier only gives landing assistance to the ifrit

candid abyss
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aw that's unfortunate

rocky gorge
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i do believe medusas can land on the carrier

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#development-blog message

hollow path
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I have not seen Crikets, Compass', nor Medusas land on the carrier. Only Ifrits. However, all four are capable of landing on the carrier. The Criket and Compass just have to use the ramp if they're a bit fast.

candid abyss
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can i at least get the cricket to go to a waypoint before ejecting?

warm quiver
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AI don't follow waypoint objectives*

topaz locust
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The medusa in Carrier Duel will return to and land on the carrier. It's possible that the AI is failing to see the carrier as a suitable landing site and then concluding they have to ditch, which is a bug. Also, AI pilots will follow objectives so long as there are not enemy targets visible they have weapons with which to engage.

hardy linden
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other aircraft don't get landing assistance

hollow path
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The Cricket has a short enough landing run that it just needs to be able to see the carrier, I think. That is, think the carrier will actually work.

The Compass is probably more complicated. It's landing run on the Hyperion basically requires that you either come in a little slow and land hard, or that you use the ramp to make your final slow down. It's very tight.

topaz locust
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ah, actually, the AI does consider its weight when finding a long enough runway, as well as if a carrier is moving fast enough. It's possible they're ditching because they're carrying too much for a carrier landing or the carrier is standing still.

hollow path
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Do they consider headwind?

topaz locust
# hollow path Do they consider headwind?

Seems not in airbase selection, only when actually performing the landing. The wind is used primarily in physics and has noise from turbulence pre-applied, so that would need to be modified for picking runways

hollow path
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Damn. Was gonna say, you could simulate the carrier's movement by creating a 32kt headwind.

glass marlin
rocky gorge
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any fix for ai using only crickets?

final pulsar
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have less of them available in the HQ inventory

candid abyss
indigo valley
candid abyss
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i know, my point is that it should be light enough to land and not ditch

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the carrier is standing still though