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Posted

Basically I want the player to be able to jump into a mission "in progress." Let's say I start the mission at 0600 with a carrier in Location A. At 1200 the carrier should be in Location B and at 1600 it should be in Location C.

 

By default DCS starts the player at 0600 with the carrier in Location A. If I change the player's spawn time to 1400, the player has to wait 8 hours (or ctrl+z) before flying. If I change the mission start time to 1400, the carrier starts from Location A.

 

I want to negate the player's wait time, but I also want the carrier to be where it should be at 1400 when the player joins the mission, i.e. the carrier should be somewhere between Location B and Location C. Essentially like running a 24-hour MP server, but doing it on SP without having the mission running forever.

 

Is there any way to do this?

Posted

That is basically what a dynamic campaign is. If it is the case of "merely" moving the ship then its just a bit of math of speed, time, route, and modifying the mission file itself. But I suspect you'd like everything else to be simulated appropriately, which goes back to it basically being what a dynamic campaign is.

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Posted

I don't know if I would call it a full "dynamic campaign" since the only dynamic part is the player's entry time (everything else is scripted), but I guess that's the closest analogy.

Posted

Oh well. Since the only object I'm primarily concerned about is the carrier I'll just bite the bullet and do the math. Really wish I didn't have to have 4-5 different versions of the same mission depending on the ToD I want.

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