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Posted

hello to all!!

 

I want to ask two things

 

1. why if i change the starting time of the mission and try to load it I start from the map instead of the cockpit whicj means that I cannot fly

2. Why if I set up a 2nd friendly flight from the carrier with 5 minutes delay or so the flight never begins?

 

thanx

Posted

So, I have to choose from the weather tab, understood! and what is the time of individual flights?

 

 

Regarding the issue with refueling, as you can see I have set up a refuel aircraft from an airport as well and I cannot see it as a choice in the F12 menu.

 

 

thanx!!

Posted

The time option at WP0 will adjust the start time of individual flights. If you change that in a flight where you have not checked "late activation" it will spawn the aircraft at the time you've selected.

 

:lol: What issue with refueling? That is the only time you've mentioned it.

 

First, I can't open your .miz so I can't see anything, second there is absolutely nothing F12-related that has anything to do with refueling...the F12 key will cycle an external view of visible/friendly static objects on the map or exit the radio menu.

Posted

haha! you're right the second friendly flight is the tanker. I am sorry. I m wrong with the F12 as well. I mean that there is not the tanker's frequency with the button ' in order to speak and request refuel!

Posted

haha Sorry, you're right! Simply the friendly flight's task is refueling. I did wrong as well with the F12. I mean when I push the ' button there is no the tanker's frequency in the menu in order to request refueling.

 

 

Thanx!!

Posted

Yes, the one from the airport was took off, the other from the carrier never launched neither appeared I will try to send you a pic of the mission.

Posted

Tanker and Times

 

Here there are the tankers, the starting time and the times that I have preset for the tankers and for an awacs aircraft as well.

508488642_carrierawacs.thumb.JPG.a6c7a5aeb972360bfdf490ba82a972cd.JPG

1068873680_carrierrefuel.thumb.JPG.5ea0170a3c359350cdaba9dc0acbe6b2.JPG

1013256812_carrierairport.thumb.JPG.06fe9be962ebe2c36a3eb5a66b74f752.JPG

Posted

Starting time

 

Here there are the tankers, the starting time and the times that I have preset for the tankers and for an awacs aircraft as well.

time.JPG.40e4120409503cc2148a7a5d2df2ba7c.JPG

Posted

It appears that the static aircraft you have placed on the carrier deck are blocking all the available parking slots. Try removing them from the elevators and clearing any static objects from the carrier deck.

 

As for the KC-135 not appearing in the comms menu, I'd need to see the Advanced Waypoint Actions at WP0 for that flight. Again, the path of least resistance would be to hit file -> save as, create another copy of the .miz, and delete all the crap on the carrier deck so that I can open the file.

 

If you click the unit list on the left toolbar and then the column labeled "module" it will sort the list by objects that require mods. Delete all mod objects then post the .miz here.

Posted

I will but why the awacs flight launches normally from the carrier? maybe because the starting time its same with the mission's time?

Posted (edited)

1. You have to tell your tankers to be tankers. Do these by adding the "tanker" enroute task to WP0. This should be automatically added when you place a tanker aircraft, which means that you actively deleted or modified it yourself. Re-add it using the following steps.

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HT7IJAf.png

 

2. You still didn't remove the items blocking carrier elevators and catapults. Aircraft that spawn at mission start will begin on the deck. Aircraft that spawn any time after mission start will begin on the elevators.

VYBQl1U.jpg

QrGdz2A.png

 

I have moved the blocking aircraft farther away from the elevators and catapults and added the tanker tasking for both tanker aircraft. I did not test the late-activated tanker but it should work now. If it doesn't, remove all static objects from the front of the carrier deck. Eye candy doesn't do you any good if it keeps your mission from working.

 

My general advice regarding mission building is to walk before you run. If you try to do complex scenery and taskings before you learn how the fundamentals work you're going to keep shooting yourself in the foot like this. Start simple, test, then add the next layer of complexity so you know what your point of failure is.

+++TEST +++.miz

Edited by feefifofum
Posted

Perfect I will compeletely follow your advice! One last question that maybe I did not understand right. What I am supposed to do for the starting time? setting the time from the weather menu first and then setting the time of seperate flights? What if I want a package to take off 20 minutes after mission's starting time for instance?

Posted

Setting the time in the "time and weather" page sets both the mission start and start time for all AI aircraft simultaneously.

 

There are several ways to delay AI take off. One is to adjust the start time at WP0, as you have done, which will cause the aircraft to spawn into the game world and execute its tasking at the in-game time shown.

 

You can also check "late activation." This will cause the unit not to appear until some type of condition is met, as defined in the triggers menu. In this example trigger, a late activated group named s3 is activated after 300 seconds.

 

 

1 ONCE (start S-3, NO EVENT)[]TIME IS MORE (300)[]GROUP ACTIVATE (s3)

 

 

Lastly, with WP0 set to "takeoff from ramp" vs. "takeoff from ground" a box will appear labeled "UNCONTROLLED" If you check this box the aircraft will spawn in at mission start but will not be occupied or start until issued a command. To command an uncontrolled unit to start, click the "triggered actions" tab with the group selected and then click ADD -> Perform Command -> fthe des\Start.

 

The unit can now be activated using an AI TASK PUSH trigge when a predefined condition is met, at which point the unit will starts its engines and complete its programmed tasking.

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