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Sinu

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About Sinu

  • Birthday 02/11/1996

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  1. I didn't setup dynamic weather for the server correctly -- here's the correct procedure. Download the .rar attached below. It will include a lot of .fmap files. Place those .fmaps into the server's \Data\Campaign\Save\WeatherMapsUpdates folder. Basically, click maps auto update, load veterans.fmap and hit SAVE WTH -- every hour the new fmaps will be loaded. link: http://puu.sh/t9g6E/6014ff1c43.rar
  2. Update: I did the dynamic weather wrong. I'll have an update for Semler that will actually make the weather change. Apparently, one .fmap file will only do one weather map across the entire theater and it will not change.
  3. I would like to mention that I have seen obvious increase in this server's stability and performance on U3. I have even been seeing nearly accurate kill counts in the debrief screens of my missions! I hope the other Viper drivers will let me know how the real world weather updates are working out. In the test flights I've flown it really adds something to the campaign.
  4. I got the Korea Master made. I have taken the liberty of making a dynamic weather map that uses real world weather from Korea. The campaign will update its dynamic weather every hour after 06:00. The weather is accurate until about campaign day 20 where it will loop over itself. Semler, in order to enable the .fmap you need to load it manually when you start the server. Use this screen In the box select "map model" -- then select the "VG Master" weather file. It should load and begin to make dynamic weather from then on after 06:00 in-game time. VG KTO Master.rar
  5. I am in the process of making a 4.33 campaign file. I'll also include an edited Strong DPRK campaign master file as that is a stock campaign and the better DPRK units might solve our issues with "nothing to do" on days 4-30.
  6. Are you flying out of one of the human only Hornet squadrons or an AI one? The AI Hornet squadrons that join the war when Russia does fly a metric-crap ton of missions and might be depleting their stores. Falcon BMS calculates targeting pods and jammer pods as being "used" every time a plane flies a mission with them equipped. It really doesn't seem to care if you bring everything back at the end of a sortie. The carrier (like all BLUFOR airbases) gets automatically resupplied from time to time. Check in after awhile and see if they are still depleted.
  7. If you're referring to the A-10 squadron out of Osan I did set them back to "set by HQ" as last I looked there were DPRK tanks about 10 miles north of Seoul and the squadron was disabled. Ever since playing on this server I have seen duplicate call-signs - specifically with the F18s off the carrier. I have never seen the same call-sign in the same package though...that's extremely weird. The campaign ATO will move the bullseye every so often, as I understand.
  8. In speaking with guys on the Falcon BMS forum I found some interesting information regarding the effect of player flights on the campaign. Apparently, there's a variable that can be added to the "Falcon BMS.cfg" file -- "set g_nNoPlayerPlay #" Where "#" is any numerical value Default is 2 hours # sets the hours the campaign will run without having there being a negative impact on friendly forces due to players not flying missions. To summarize that quote, in default BMS if a player does not fly every 2 hours BLUFOR forces (ground, air, sea) have poor performance (which causes campaign stagnation).
  9. You can freely change whether BMS launches in 32 bit or 64 bit by clicking the buttons in the top right corner of the BMS launcher window. Running such a low-intensity game as BMS as a client in 32 bit you're not going to see performance drops or any major changes from running it in 64 bit. Where the 64 bit utility comes into play is server side - which is another matter entirely. To summarize: Use BMS launcher to run in 32 bit. Running in 32 bit will not give you any issues compared to 64.
  10. Okay. I've kept all new squadrons the same, along with the carrier. All I've done is change the force ratio sliders and difficulty to match your image. New version below. New VG Edited Master.rar
  11. Okay. I made the following changes: Air Defense and Pilot difficulty set at "Veteran", all force ratio sliders set to middle position. Made Carrier Vinson appear on day 1 of campaign, its AI squadrons are not active until China/Russia joins the war. Added following player-only (not AI controlled) squadrons: Choongwon Airbase 1 F16CM52 squadron, 2 tanker squadrons Kunsan Airbase 1 F16CM52 squadron, 1 KF1652 squadron Carrier VINSON 1 FA18C squadron, 1 FA18E squadron Osan Airbase 1 F16CM52 squadron, 1 KF16C52 squadron Seosan Airbase 1 F16CM52 squadron, 1 KF16C52 squadron VG Campaign Master Edited.rar
  12. Tried to connect to the server today and it seems like it is crashed out.
  13. I spawned the Vinson using Mission Commander and via this man's tutorial: https://www.youtube.com/watch?v=l302aJ7TbsM
  14. Flew today. AI lag was nonexistetent. Ground units appeared fine and there was no disapearing airbases or anything like that. The difficulty sliders we have selected seem to give the DRPK nigh-infinite ground unit density. I am still experiencing difficulty in getting actual "kills" versus ground units after missions where I obviously had good effect on target. NATO forces are unable to penetrate the FLOT for whatever reason - presumably due to the ridiculous amount of DPRK forces. I will do more investigation as to what that Ground Forces slider actually does - aside from adding more GUs to DPRK.
  15. Flew today and lag seemed okay (there was just 1 or 2 aircraft spinning every now and then, nothing major) Certainly seems like the difficulty settings we are running have a significant trade off in realistic weapon performance on ground targets. I did a visual BDA of an armored battalion (18 T-62s with support vehicles) after 4 JSOWs and 4 CBU-87s and saw all vehicles on fire with the TGP. After exiting the mission there were 4 "confirmed" A-G kills. Many, many vehicles "damaged." I guess this is just how the sim increases vehicle density -- by making them way, way harder to kill?
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