Originally Posted by
33lima
Thanks for all the info.
I suppose I was just wondering aloud how close CFS3's particular campaign system could be adapted to meet what I (FWIW) would see as the most desirable characteristics for a BoB campaign, and at what sort of effort. Somewhat bigger formations coming in at 10-15,000 feet, often if not always with escorts or sweeps, would go an awful long way compared to what I saw before in ETO (small formations, mostly unescorted and at well under 10,000 feet). And if this mod does that, then it's a big step forward in my book. Its not a big deal to change the campaign spawn sets (intercept.spawns, sweep.spawns and cap.spawns and escort.spawns and recon.spawns) to do a lot of what you want. I just like the wider variability possible by haveing unecpaected formations appearing using the air.spawns file with extensive use of modifiers. I have only modified existing MJ BoB ETO spawn set a bit beyond what Rince33 has done so far.
A set of scripted missions would likely be a good alternative, especially if missions can incorporate variable elements, so giving at least some re-playability. As for the dynamic campaign, it would be a shame to abandon entirely what CFS3 does offer ie the invasion/counter-invasion thing, as that's what you get instead of the 'conventional' pilot career as in WotR, where it's about surviving the history amongst your mates, not trying to influence it amidst an evolving battlefront. I love the dynamic campaign, scripted mission sets tire quickly for me, but most people haven't done what I do routinely to campaigns - increase pilot skills, increase spawning diversity, modify facilities to trigger spawns, etc etc to make every mission unique.
I'll have another look at the Hurricane - what changes did your files make to it? And if I wanted to have clones of the current BoB campaign so that I could fly a Spit, a Defiant(!) or a Blenheim fighter (!!) from the outset, instead of a Hurricane, how is that done? I can see nothing in any campaign file which controls allocation of starting aircraft, even in those in the mossie combat add on, which does just that. I used to know stuff like this - I think! Very few changes to the hurricane xdp - merely add Recon to the MissionTypes to support the recon campaign mission that is available. Hence the effects you are observing (lack of pilot etc) lead me to suspect it is an installation thing. For different aircraft - why not fly Britain_FAA stuff for a bit - a warning the Sea Hurricane burns like a torch with very few hits. You could add a Blenheim 1F to the techtree (Brit and FAA both available). The first fighter or bomber that is available to fly is usually the one with the earliest entered service date - although if there are too many choices in the techtree you may get a more recent one assigned first up. You can always just choose the one you want to fly, providing it doesn't cost any points (older ones are free), or you have built up enough points.
And is there an easy way to increase mission frequency, beyond the one a day I'm seeing now, which is ok for stock CFS3 but not so good for the Battle? Yes there is! One of the easiest things to do in a campaign. But you will have to watch for the adverse effects of pilot fatigue which will climb faster. Under CampaignParams in the xml, are variables RoundLength="60" RoundsPerDay="60" RoundsToJump="300". This says there are 5 days between stock campaign missions. The BoB campaign Rounds to Jump (between missions) is shorter. I would guess you need you need Rounds to jump="30" to get two missions per day, if you have roundsperday="60"
Sorry about all the questions!!!
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