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Mission Builders Thread

Z

You are correct up to a point.

1st go to windows explorer to CFS3 ETO Expansion main folder. Copy your path. i.e C:\program files\ microsoft games\CFS3 ETO Expansion. Now right click on the CFS3 ETO Mission Builder.

In the target and directory boxes paste the path that you saved to clipboard replacing ONLY the existing path portion of the total path. Make sure to not overwrite the " " and the MB portion of the paths.

i.e If it is C:\program files\microsoft games\Combat Flight Simulator 3, replace only that portion of the path with your CFS3 ETO Expansion path


thats the one i try but when i set the pointer on it it gives the kind of file but no size of the file and when i right click it to properties and click target it sends me to a mb icon with the file size.when i click it it gives me a error box with a lot of junk in it i dont understand.
 
Z

c/program files/microsoftgames/cfs3eto exspansion/ now dont right click on the mb iconLEFTCLICK AND ITshould fire up. Thats how i do it,didnt catch the whole prob hope this helps
 
Dos

He needs to set up his path in the target and directory boxes first. Hence the right click to get to the properties of the MB.

Z

c/program files/microsoftgames/cfs3eto exspansion/ now dont right click on the mb iconLEFTCLICK AND ITshould fire up. Thats how i do it,didnt catch the whole prob hope this helps
 
Having been test flying a few Sea Eagles' missions I thought that a few burning ships (merchant and escort) in a convoy would add some realism to the scene. As convoys on their long journeys often were attacked several times. So having a few already burning/smoking ships already in the convoy when the player arrived would increase the realism IMHO. What does the team think? I don't mind having a fiddle if some one could pass on a few tips as to where to start.

Beau
 
Jeff,

That would add a lot. In the meantime and untill you get them built you can do the following:

Make a spawn file using the Naval Mine facility/vehicle and place it near some ships you want to set on fire. You can adjust the distance that you want it to appear when the player approaches and begin sinking the ships. The facility has no label and will not appear to the player. That way you will have explosions and fire happening as you approach the ships.

Steve
 
Jeff,

One more method would be to use the submerged U-Boat. It is completely underwater and the only thing visible is a periscope wake. You can place it as a ship (label is Sub) and time it to reach the convoy when you need it to appear.. It will torpedo the ships and sink them.

This would also add realism to attack a fully submerged U-Boat with depth charges. I have always wondered why more mission builders have not used the Sub in PTO and ETO. It is also in MAW.

Steve
 
I'll give it a go Steve. I have tried it in one of the current missions we've on the go, but I couldn't see it torpedoing anything. How close does it have to get, are there any other paramenters for it I should be aware of?

Jeff
 
I'll give it a go Steve. I have tried it in one of the current missions we've on the go, but I couldn't see it torpedoing anything. How close does it have to get, are there any other paramenters for it I should be aware of?

Jeff

Jeff,

The firing solution for the sub is about 30 degrees left or right of their forward travel. The distance is limited to normal torpedo range and is quite less than naval gunfire. Try pointing them at the convoy in really close and slowly move them back. They will normally sink a cargo with one hit but it may require several hits to sink a cruiser.

Steve
 
Thanks Steve, I'll have a bit of a play with them and the sea mine.. I have a few ideas about them.

Jeff
 
Steve

About the Take off spawns, I´ve noticed that they present sometimes an erractic behavior, mostly when the chosen airfield has no concrete runaway. The planes appear outside of the airbase and explode when trying to take off. This happens in 20 to 30% of the trials (speaking of the same mission, of course).
Do you have any ideas about the problem? Is it a flaw from the spawn or the airfield?

Thanks

Non.
 
Steve

About the Take off spawns, I´ve noticed that they present sometimes an erractic behavior, mostly when the chosen airfield has no concrete runaway. The planes appear outside of the airbase and explode when trying to take off. This happens in 20 to 30% of the trials (speaking of the same mission, of course).
Do you have any ideas about the problem? Is it a flaw from the spawn or the airfield?

Thanks

Non.

Nonato, you are correct, not every takeoff spawn will work on every airfield. You may have to use different parameters and in some cases I have found some airfields that just won't work at all.

Steve
 
In the current mission pack under development there is a mission of an armed recce where you fly around not looking for any target in particular but seeking targets of opportunity. My question is "do you think it's possible to have a mission without setting any goals apart from player flight survival?" There seems to be a number of opinions on this. Some people think having a goal target set in the game where the target is highlighted purple in the TAC isn't realistic. Others like the closed nature of the mission it gives and the satisfaction of having the sim confirm the goal kill. As far as the game goes what effect does this have? In a previous mission pack I had a couple of missions like this and I ended up having a number PM and e-mails from folk assuming it was an mission error. I assume there will be differences between, MP, SP and campaign missions.

So what do you chaps think then?

Beau
 
Sir. Beau

I've experienced that CFS3 often does not consider "survival" as a goal (ironic as it may seem if you're used to reading real reports from WWII pilots !) and gives a "you failed" statement at the mission end. Making a spawn which is a goal and having the purple dot in the TAC is the price to pay for an acknowledgement of your successfull mission. Otherwise use Shift+T and turn off the TAC...:monkies:
 
One concern I have is that I have a number of Jaycee's wonderful PRU Mossies and once the Sea Eagle/Coastal Command missions are out of the way I'll be resurrecting my Mosquito mission pack (which has been on the back burner for so long now it's nearly dried out :icon_lol:). That has a couple of PRU missions for which CFS3 finds hard to handle, despite having reconnaissance as an aircraft mission parameter. How would an effective mission target be created?

Beau
 
I like recon missions or long patrols in the Bay of Biscay without specific goal. For the patrols in the Bay of Biscay, I just stop warp when there's something red on the TAC. I have a look and if it's a submarine, I drop my depth charges and if it's a convoy, I stay away from flak and continue my mission. I use to come back home with th edepth charges in the bomb bay if I don't see any submarine.

Now, if I want to have a success message, I use a spawn file call CMP_mg_reco_??.xml where ?? is the nationality of the spawn I want. They are in the spawn folder, I've build them in order to have a success message for recon missions in campaign mode. They simply generate a single aircraft that must survive. As it has only one waypoint, the success message is immediate.

I place this spawn over a waypoint close to home base, just at the end of the mission. Doing this, if I finally manage to come back home safely, I have a success message.


If you build a mission without specific goal, it should be specified in the briefing, it will be easier for the player.
 
with Nonato, we are building a mission pack about Pierre Clostermann.

One of the mission will take place in Normandy and start from B11 Longues sur Mer.

Is there a Landing Ground facility in the facility folder? If not, is there one somewhere to download?
 
with Nonato, we are building a mission pack about Pierre Clostermann.

One of the mission will take place in Normandy and start from B11 Longues sur Mer.

Is there a Landing Ground facility in the facility folder? If not, is there one somewhere to download?

LED

I'm almost 100% sure that I've seen one in the facility options in the MB. Maybe I've even used one in a mission called "Patrol over the Front" (Era3_whatif) in ETO.

My memory is no longer what it used to be...:running:

Non.
 
North Coates and other grass airfields

Having used NC for the first time with the Beau wing missions, I have a night take off and it suddenly occurred to me whether they had any landing lights as did the concrete runways? I've got the RAF caravan_green in position, but did they have any other night time take off aids?

Beau
 
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