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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Studying in Atlanta
Posts: 919
Downloads: 61
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Only having one helo is actually pretty realistic. Most of the time FFG's only deploy with one, because there aren't enough helos to go around.
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#2 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
Posts: 1,185
Downloads: 0
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#3 |
Sea Lord
![]() Join Date: Feb 2004
Posts: 1,945
Downloads: 220
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Moose I'm in the gymn so sorry this is OT............................
Edited: ''Can you live with a Time Share plan for the Gym? ![]() Sure thing. ![]() ![]()
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Liberty, Equality, Fraternity Last edited by Bellman; 03-10-07 at 12:47 AM. |
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#4 | ||
Frogman
![]() Join Date: Mar 2002
Posts: 303
Downloads: 0
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Can you live with a Time Share plan for the Gym?
![]() I played around with the mission editor and created a few missions. Simple missions but missions none the less. I managed to get two helicopters for the FFG user to control. The only problem is that both helicopters start out in the air. But they are close enough to the FFG to get a link and command them to land one at a time. This takes some time but I managed to get both of them landed and put into the 30 minute Standby mode which parkes them in the two hangers. I got interested in doing this and figuring out how to do it when I noticed that in one of the games original missions the FFG had two helo's already onboard at the start of the game. So I figured that there must be a way to get this setup with the mission editor. I went back though the forums by doing a search for "FFG" and found some threads that talked about helicopters and how to get the FFG driver to control the helos. At first I was just adding the Helos and setting them up as Controllable Platforms but that won't let the FFG driver command the helicoputer. If you don't check the check box for "Controllable Platforms" when you make the helicopters then you can control them from the ASTAC station. I didn't have the will power to read though the entire Editor manual yesterday. Basically I was trying to make a few easy missions with just one or two subs in the mission so that I could learn the ins nad outs of the FFG. Sort of got sidetracked by the helo thing in the process. Got that figured out for the most part. BTW. When I added a helo to the game and make a NON Controllable Platform there were three options to choose from. In the air, Time to take off and then on Reserve or something to that effect. Does the manual tell what these three options do? If so I'll seach though the editor's manual and try to find out for myself. If not can someone explain what the Time to Fly and reserve stores or whatever that is .. means? Quote:
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Regards, Moose1am My avatar resembles the moderator as they are the ones that control the avatar on my page. |
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#5 | |
Helmsman
![]() Join Date: Feb 2005
Posts: 104
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The FFG is supposed to be able to control all helos which 'originate' from it, which are only those launched from it after the game starts and those added by right clicking the ffg, and selecting add in-flight. Time to take off and that last one are only useful on AI platforms.
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![]() http://www.xfire.com/clans/dwobjective/ for those who like playing objectives-based missions. (As opposed to deathmatches) |
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#6 | ||
Frogman
![]() Join Date: Mar 2002
Posts: 303
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Thanks Karge. I found what you said now. I made a mission that starts with two helicopters on the ship at the start of the game. There is a lot to learn.
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Regards, Moose1am My avatar resembles the moderator as they are the ones that control the avatar on my page. |
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#7 |
Sailor man
![]() Join Date: Apr 2002
Location: Burgas, Bulgaria
Posts: 50
Downloads: 31
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Here is another one useful option - "Flight Shedule". It is accessible via right-click menu, you must have the FFG selected first. You can set the air unit readines 5, 15 or 30 min from those option.
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#8 |
Frogman
![]() Join Date: Mar 2002
Posts: 303
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Thanks for that tip. I'll give that a try. I am going to do some editing today.
[ QUOTE=Micksp]Here is another one useful option - "Flight Shedule". It is accessible via right-click menu, you must have the FFG selected first. You can set the air unit readines 5, 15 or 30 min from those option.[/QUOTE]
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Regards, Moose1am My avatar resembles the moderator as they are the ones that control the avatar on my page. |
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