[WAD + AWAITING FEEDBACK] Mission woes (Full Version)

All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Tech Support



Message


pgatcomb -> [WAD + AWAITING FEEDBACK] Mission woes (8/10/2015 2:24:43 PM)

First of all, great game guys! I wish I had found this one a bit earlier.

I have a couple quick issues that I'm sure I missed something somewhere but I'd be curious if anyone knows:

1. When creating a land strike mission with American F-4E Phantoms (it could be a bigger issue than just this), I launch my planes (some have bombs, some have AIM-7s and the like) and then after they get up in the air I create a land strike mission. I assign the planes with bombs as normal and the moment I add the group with the escort planes I get the error "Aircraft Phantom # does not have enough fuel for the flight plan. This unit has been added to the mission but will likely bingo before reaching target." If I unpause the "escort" phantoms immediately turn around and return home saying "mission over" with plenty of fuel.

I tested this with some non-afterburning aircraft and it worked as it should, maybe it's related?

Now the funny part is that the target is 30 nm away. I know a phantom has FAR more range than that, even with the speedbrakes out. My working theory is it has something to do with the default mission profiles being incompatible with certain things, ie an escort versus a straight up CAP.

One time I did it and the game just flat out crashed. I like my bombers to have some escorts :P

2. Is there a trick to ordering aircraft to launch from a carrier or airfield? I usually create my mission, assign the groups and then manually launch the aircraft in the correct sized groups from the respective airfields. 45 minutes of game time later nothing comes out unless I abort most of them and launch a handful little groups at a time. I imagine that's how I'm supposed to do it but too bad the ATC couldn't handle this. It seems a little too micromanage-y. I'm doing this mostly with single unit airfields and carriers.

3. Is there any easy way to set the height of a newly spawned aircraft short of flying it by hand or using LUA?

4. Is there a way to tone down the little white text that appears next to a suspected unit that shows all of the radar types it detects? For some especially surface vessels (cough russian carrier cough) there is so much text you can't see anything else.

5. When you use submarines and surface ships you sometimes get a message spam saying that "such and such dropped target because of height/speed" once per target...especially flying targets that it shouldn't be bothering anyway.

6. Is it me or does the game start running smooth (I have a beefy PC) and it slows down drastically the more and more as you play? This especially seems true when jamming is involved. I am running the latest version on steam.

Whew. I can provide you with saves or screenshots as needed for the above.

Also, is there a good place to make suggestions for database additions? The US LIM-49 Spartan and the Sprint Missile (I like cold war nuclear exchanges) could be added.

Thanks and sorry for the long post.




mikmykWS -> RE: Mission woes (8/10/2015 5:18:23 PM)

Hi Thanks for the post. I'll try and answer most of these.

1) Could be an number of things the best strategy is actually posting the save so people can look at it as there are a number of reasons (mostly logical) that it could be happening. In general I'd consider adding aircraft prior to launching so the mission editor has a good chance to calculate and set the correct parameters (it precalculates). If you're doing things like changing speeds to afterburner or going well outside normal flight parameters you are dooming your mission to fail. You're better off plotting the whole way rather than using the mission editor as unless you're a veteran player you're going to be dealing with many competing behaviors (manual orders vs. AI)and may not know how to deal with them on the fly. As you can see the the game is pretty good at telling you what might be going wrong.

Anyways for more insight into the mission editor please do read our bit on Mission editor 2.0

2) There are may reasons this could happen from the aircraft not being ready, the aircraft being out of range of the assigned target etc. Feel free to post a file when this happens as you'll likely get to the problem and solution quicker.

3)Nope. Why exactly is this needed? Lets us know so we can make a determination whether to add it.

4)Go to Map Settings drop down in the Command Menu and select contact emissions. Should be pretty straight forward from there.

5)and...

6)Yeah sensors and jamming can be some of the most intense things. Next game update should have significant improvements in game speed.

7) Go to the Mods and Scenarios sub forum. There are strings for the DB3k and Cold War DB additions. Please add requests with sources.

Thanks!

Mike






pgatcomb -> RE: Mission woes (8/10/2015 5:47:08 PM)

Argh, it just deleted my last post when I tried to provide youtube and wikipedia links to the missiles!

Anyway, I did some experimenting and I found that you were right. If I launch the aircraft (the AAW escorts) and then assign them to escort my strike package the error message comes up. At one point it started crashing too. If I build a package before lift off I'm good to go.

The runway stuff needs a bit more experimenting. It almost seems like there needs to be a structured way to handle requests in and out of the runway as I think they conflict when you launch a lot of aircraft at once. Time to fire my ATC :)

As for the suggestions, sure.

The Spartan and the Sprint missile were early American ABMs similar to the Russian Galosh (already in the CWDB.) I would like them added to round out those classic "wargames" nuclear exchanges so each side has a decent and realistic load out.

The upcoming russian S-500 would be cool too, but that's still in testing. Also, is it me or do none of the submarines in game have a sensor for their periscope and is this by design?

Thanks!




Rory Noonan -> RE: Mission woes (8/11/2015 4:07:13 AM)

The periscope will be under Mk 1 Eyeball and operate automatically at periscope depth. ESM and radar on subs also automatically function at periscope depth and above.




pgatcomb -> RE: Mission woes (8/11/2015 12:27:34 PM)

I found it, thanks. I used to play dangerous waters quite a bit and got used to using the periscope with its stadimeter and the like when the weather is too rough to triangulate them with sonar.




mikmykWS -> RE: Mission woes (8/11/2015 2:18:02 PM)

DW was a great tactical simulation. Command's scope is a command layer up where you're giving orders rather than actually turning the crank or pushing the button in most cases. The assumption is the subordinates take care of most of the detail level tasks. There are some exceptions revolving around micromanagement and what player's find fun

Mike




pgatcomb -> RE: Mission woes (8/15/2015 12:30:05 AM)

Thanks for everything guys.
If I encounter a crash where should I send in a report with the screenshot and autosaves?

Is there a reason that when you insert a new aircraft into the air in the scenario editor that it automatically selects the airport farthest away from where it was spawned in?




mikmykWS -> RE: Mission woes (8/16/2015 1:27:57 AM)

1)Post them to forum. Use the post reply button and you should see where this can be done.
2)It's picking the first suitable airbase in a list. If you'd like to select another just right click the unit and look at the drop down.

Mike




pjcoia -> RE: Mission woes (8/16/2015 5:55:11 AM)

Just to clarify a little on point #5, it may be a recent addition as I have only seen it recently, but when it occurs, it is literally a continuous message and basically overruns the message log, making it unusable.

Playing as Chile in Operation Soberania, I put my two subs in patrols where I expected the incoming task forces to arrive, but the speed of opposing forces when they appeared meant they kept getting dropped as targets. Therefore I had two subs causing messages in the log every second, so in the end I removed them from their mission and handled them manually so that I could operate.

I know this is easier to say than to do, but it feels like the message should only appear once per source/target combination, at least so that you can go back and work out why a patrol vessel is not prosecuting a target.





mikmykWS -> RE: Mission woes (8/16/2015 11:05:24 AM)

Pretty sure the fix for that specific issue should appear in next update.

Mike




pjcoia -> RE: Mission woes (8/16/2015 10:20:00 PM)

Awesome!




ComDev -> RE: Mission woes (8/23/2015 8:11:49 PM)


quote:

ORIGINAL: pgatcomb

First of all, great game guys! I wish I had found this one a bit earlier.

I have a couple quick issues that I'm sure I missed something somewhere but I'd be curious if anyone knows:

1. When creating a land strike mission with American F-4E Phantoms (it could be a bigger issue than just this), I launch my planes (some have bombs, some have AIM-7s and the like) and then after they get up in the air I create a land strike mission. I assign the planes with bombs as normal and the moment I add the group with the escort planes I get the error "Aircraft Phantom # does not have enough fuel for the flight plan. This unit has been added to the mission but will likely bingo before reaching target." If I unpause the "escort" phantoms immediately turn around and return home saying "mission over" with plenty of fuel.

I tested this with some non-afterburning aircraft and it worked as it should, maybe it's related?

Now the funny part is that the target is 30 nm away. I know a phantom has FAR more range than that, even with the speedbrakes out. My working theory is it has something to do with the default mission profiles being incompatible with certain things, ie an escort versus a straight up CAP.

One time I did it and the game just flat out crashed. I like my bombers to have some escorts :P


When you add aircraft to missions using the right-click menu or Unit menu, you cannot add them as escorts. If you add fighters this way, the Winchester logics will kick in, realize they are out of relevant A/G munitions, and force a RTB.

If you want them to be escorts, you'll have to add them to missions using Mission Editor window (F11 hotkey).

Thanks!




ComDev -> RE: Mission woes (8/23/2015 8:14:29 PM)

Oh yeah and on 2) and 5) I'd love to have a savegame please! [8D]




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.65625