Balu0 Posted November 4, 2011 Posted November 4, 2011 (edited) Hi all I know there is a full downloadable "ramp start modified" Georgian hammer campaign in the user file section. But with that I run into a problem where I lose all my inputs after about 40 - 50 min in game. So I opened up the missions myself and checked out some things. I noticed that the start time is not modified even you will be much late for all waypoints if you cold start. My question is, what will happen if I move the mission start time 10 minutes earlier. Will it break anything ? I'm not familiar with the triggers , are there "from the start" type triggers that will be messed up because of a different start time ? Edit: Ah never mind, I made a copy of the first mission and tried it, but as soon as I modified the start time all my waypoint times were moved back too, and I was not able to change the times individually :( Edited November 4, 2011 by Balu0 General Nerd :pirate: Intel I5 4ghz, 16Gb Ram, GTX1070, Saitek X55 HOTAS
Speed Posted November 4, 2011 Posted November 4, 2011 Yes, ED has a system for missions, times are all relative to mission start time rather than the mission simulated local time. It makes coordinated timed strikes very annoying to do in a mission- as you have to either reprogram your waypoint times once in the jet, or be there at mission start with your aircraft already running :( A system similar to Falcon 4 where all times were relative to the simulated mission local time would be superior, IMO, but it would take some major changes to ED's code. There is an alternative solution, which would be much easier for ED to implement. In the mission editor, you can select a waypoint to be speed-locked or time-locked. In other words, as you edit a waypoint, you can select either how fast you want an aircraft to fly to a specific waypoint, or at what time you want them to arrive at a specific waypoint. My suggestion has been that if the waypoint is TIME locked, then the waypoint timing are relative to the simulated mission local time. i.e., if you time-lock a waypoint to 06:15:00, then you set the mission start time back 10 minutes, then the waypoint time STAYS at 06:15:00. Furthermore, and most importantly, when you load into the jet, the waypoint times in your CDU/Abris would be fixed and locked to the simulated mission local time, not the time you joined into the jet. When the waypoint is SPEED-locked, however, and you push the mission clock back 10 minutes, then all the times change for the waypoints. Furthermore when you join into the jet, the waypoint times are based off of when you got into the jet or started the CDU (which is the current system :( ). Anyway, I almost didn't post the above, but I think I will so I can eventually re-post it in the suggestions forum. Would be a great improvement for the next module. If the next module really turns out to be a modern, US fixed wing fighter or fighter/bomber, then time on target will be CRITICAL for pre-planned strike packages. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Balu0 Posted November 4, 2011 Author Posted November 4, 2011 Thx for the info. But tbh, an even simpler solution would be to separate the take off waypoint from the start location. Have the start location on mission start, and let the mission builder set the take off waypoint and time, and keep the "relativeness" to teh takeoff waypoint. General Nerd :pirate: Intel I5 4ghz, 16Gb Ram, GTX1070, Saitek X55 HOTAS
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