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campaign querys

middle

Charter Member
Hi guys...when playing a campaign there are recon missions most of which end in failure...however,when choosing such missions as the cursor is moved over the map's frontline,there are different classifications for the recon level,high,medium and low...what do thos classififcations mean? i f it's high does it mean it's already been reconnoitered or what?

Pilots: As one gains points for the pilots does anyone know if,for instance, a pilot has eyesight rated at a very high number then does the given pilot actually see greater distances in the sim? Does a high g-tolerance score enable a given pilot to not black or red out?

Inquiring minds want to know!!!
 
For the classification, I don't remember. I suppose it has an impact on mission effect on the campaign (frontline will move slowly or faster).

Regarding recon missions, I have solve the mission fail issue.
 
Hi Middle,

in the campaign screen when you are about to choose a new campaign mission, there is a button marked "legend" (or you may have to float the mouse over it I dont exactly recall). If you click that button you get a screen expalining all the features on the map, including those frontline areas where there is high med or lo recon activity. I would guess high recon = there is an offensive about to be launched in this sector.

As for recon missions not working, two things. There is at the bottom of the campaign.xml file you are using a set of entries showing error levels and other related entries so one of those may have something to do with it (sorry away from my cfs3 computer). Also the recon spawns may be faulty. Is this what Led Zep is referring to when he says he's solved it? did the spawn table or spawn file need fixing?

As for the pilots you can steadily build up vision and g tolerance by using the points you accumulate for the pilot during the campaign. Yes the pilots detect enemy a/c faster as their experience/skill points generally build up. In the campaign stats file that is saved after each campain mission you can see that all the AI pilots in your squadron have steadily evolving skill vision health points, etc. the pathway to the file is under My Documents in Windows XP.

You can also tweak the pilotconstants and (brain fade...) the other xml as described in the knowledgebase sticky thread above, so that all pilots start off with better vision, g tolerance, health etc by default. This makes for better overall AI performance.

By the way, was the configoverrides file I sent you any use?

David
 
@ Led...I'm all ears or eyes!!!

@D...yeh, it was helpful..thanks...theres just a lot of stuff I forgot.
 
Sorry, didn't see your question.

Recon missions are using recon.spawns file.

the stock one just call for non MG ground units. In a mission, when there is no MG, the result is always a failure.

so, what you have to do is to edit this recon.spawns file to call for different xml scripts with MG targets.

what I've done is that the script generates an aircraft out of the tactical display range that generates automatically the mission goal achieve message. Doing this, you can fly wherever you want and do what you want (nothing, strafe a bridge, strafe an airfield...).

Exemple of xml script: CMP_mg_reco_British.xml
 
Recon missions are using recon.spawns file.

Exemple of xml script: CMP_mg_reco_British.xml

It seems as this fix is already included in ETO:

ETO Era 1 Recon.spawn (Attack in the West - Axis side) has this content:

<?xml version="1.0"?>
<SpawnControl Stop="n" Priority="1000">
<Spawns Roll="1D1">
<Spawn ID="1" FormationType="CMP_mg_reco_German"/>
</Spawns>
</SpawnControl>
 
It seems as this fix is already included in ETO:

ETO Era 1 Recon.spawn (Attack in the West - Axis side) has this content:

<?xml version="1.0"?>
<SpawnControl Stop="n" Priority="1000">
<Spawns Roll="1D1">
<Spawn ID="1" FormationType="CMP_mg_reco_German"/>
</Spawns>
</SpawnControl>

Mine reads :

<?xml version="1.0"?><SpawnControl Stop="n" Priority="1000">
<Spawns Roll="1D1">
<Spawn ID="1" FormationType="CMP_mg_reco_French"/>
</Spawns>
</SpawnControl>

This is wy I am having trouble with the West campaign.

How can I correct this ?:kilroy:
 
Run the spawn swapper utility and check files name in the spawns folder. If necessary, rename manually files extensions.

Can't give you much details, I'm not with my computer on which CFS3 is installed at the moment.
 
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