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Thread: Campaign Screenies

  1. #1
    Charter Member 2011 Daiwilletti's Avatar
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    Campaign Screenies

    Just a couple of screenshots from a campaign. Does anyone else have campaign screenies?

    In these screenshots I've landed after a long and arduous campaign mission. My wing has destroyed a heavily armed convoy of seven ships - two Axis tankers, two cargo ships, a T17 torpedo armed destroyer, a Z7 Schoeman destroyer, and a Type 36AA Destroyer - a nasty beggar bristling with AA. My wing flew 259 nautical miles to reach them. My trusty P38-J delivered the coup de grace to the Z36AA.

    We all got back to base safely, and I landed first, clearing the end of the runway and parking off to one side. Then along comes sodding Peter Pike, a newbie to the squadron. You can see the impending disaster waiting to happen as he careers off the runway to avoid another landing wingman.
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  2. #2
    Charter Member 2011 Pat Pattle's Avatar
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    I'm sure it happened in real life too David, very annoying none-the-less!

    There were ways around this sort of ai behaviour I think, to do with the runway definitions (objects) file. Squiffy was the man I seem to remember.
    CFS3 Battle of Britain Website: http://cfs3bob.wix.com/battle-of-britain
    CFS3 Battle of Britain install: http://aussiex.org/forum/index.php?/...tain-for-cfs3/
    CFS3 ACC Member & ETO Expansion Group

  3. #3
    Charter Member 2011 Daiwilletti's Avatar
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    Hi Clive,
    the trick I've tried is to amend the distance parameter in the runway object files, so AI aircraft do not fly 8 miles out to form up for landing. However, if you shorten the distance too much you end up with runway chaos - just like in my screenies.

    Hmm, thanks for reminding me - I'll check and see if I haven't already "tweaked" the runway object file - that might be the cause of my mission ending badly.

    thanks for the reminder Clive!

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    Charter Member 2012 Human Drone's Avatar
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    Engines stopped?

    Gentlemen:

    While you're on the subject, I noticed the good man's P-38 sitting there with engines stopped. My skills in this great arena are somewhat limited, and so I haven't been flying in campaign mode, but I was unaware that there was any way to stop your engines after a flight. Is this particular capability only for missions and/or campaign mode? Or have one of you wonderful XML editing gurus added it somehow? It'd be nice for QC mode, as elementary as it is, to be able to land and shut down your engine(s). My brother-in-law says he can't sleep well if I don't manage a good landing to finish things off!

    Thanks,

    Tom
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    Charter Member 2012 grizzly50's Avatar
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    Human Drone,

    Ctrl + Shift + F6 cuts the engines.

    Also, Ctrl + Shift + B sets the Brakes.

    Tooth, Fang, & Claw

    Another use for sheep: http://www.youtube.com/watch?v=D2FX9rviEhw

  6. #6
    torch and pitchfork rbp71854's Avatar
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    Quote Originally Posted by Human Drone View Post
    Gentlemen:

    While you're on the subject, I noticed the good man's P-38 sitting there with engines stopped. My skills in this great arena are somewhat limited, and so I haven't been flying in campaign mode, but I was unaware that there was any way to stop your engines after a flight. Is this particular capability only for missions and/or campaign mode? Or have one of you wonderful XML editing gurus added it somehow? It'd be nice for QC mode, as elementary as it is, to be able to land and shut down your engine(s). My brother-in-law says he can't sleep well if I don't manage a good landing to finish things off!

    Thanks,

    Tom
    You can open up the stock cfs3 .xca document in notepad. Located in your appdata folder. Lists all the game commands. If you are using a modified .xca file open that one. The following is a stock cfs3 .xca with extreme stick controller.

    Bob

    <GameMode Name="Player">
    <Key ID="F10" Action="ShowUI"/>
    <Key ID="F1" Action="ShowHelp"/>
    <Key ID="F2" Action="ShowQuickRef"/>
    <Key ID="B" Action="BRAKES"/>
    <Key ID="Z" Action="Cycle_Info"/>
    <Key ID="Pause" Action="Pause"/>
    <Key ID="SemiColon" Mod="Control" Action="TakeScreenshot"/>
    <Key ID="P" Action="Pause"/>
    <Key ID="X" Action="Warp"/>
    <Key ID="X" Mod="Control" Action="SetNormalTime"/>
    <Key ID="Q" Action="ToggleSound"/>
    <Key ID="Q" Mod="Control" Action="Exit"/>
    <Key ID="Q" Mod="Control+Shift" Action="ExitImmediately"/>
    <Key ID="F3" Action="ToggleCockpit"/>
    <Key ID="F4" Action="Switch_View"/>
    <Key ID="F4" Mod="Shift" Action="Switch_ViewPrev"/>
    <Key ID="F4" Mod="Control" Action="ChaseView"/>
    <Key ID="F4" Mod="Control+Shift" Action="TogglePlayerTarget"/>
    <Key ID="F5" Action="ToggleHUD"/>
    <Key ID="F6" Mod="Shift" Action="FloatView"/>
    <Key ID="F9" Action="WeaponView"/>
    <Key ID="F9" Mod="Shift" Action="FlybyView"/>
    <Key ID="LSquare" Action="ZoomOut"/>
    <Key ID="RSquare" Action="ZoomIn"/>
    <Key ID="L" Mod="Control+Shift" Action="ToggleLabels"/>
    <Key ID="M" Action="ShowBriefing"/>
    <Key ID="O" Mod="Control" Action="ToggleSlewMode"/>
    <Key ID="E" Mod="Control+Shift" Action="IncreaseCompression"/>
    <Key ID="R" Mod="Control+Shift" Action="DecreaseCompression"/>
    <Key ID="T" Action="CycleTactical"/>
    <Key ID="T" Mod="Shift" Action="ShowTactical"/>
    <Key ID="T" Mod="Control+Shift" Action="CycleTacticalRange"/>
    <Key ID="I" Action="ShowTargetCone"/>
    <Key ID="I" Mod="Control+Shift" Action="ToggleBrackets"/>
    <Key ID="Tilde" Mod="Shift" Action="DropTarget"/>
    <Key ID="Tilde" Mod="Control" Action="TargetLastShooter"/>
    <Key ID="Tilde" Mod="Control+Shift" Action="ToggleConsole"/>
    <Key ID="Tab" Action="NextTarget"/>
    <Key ID="Tab" Mod="Shift" Action="PrevTarget"/>
    <Key ID="Tab" Mod="Control" Action="NextFriend"/>
    <Key ID="Tab" Mod="Control+Shift" Action="PrevFriend"/>
    <Key ID="1" Mod="Control+Shift" Action="CycleHudGauge1"/>
    <Key ID="2" Mod="Control+Shift" Action="CycleHudGauge2"/>
    <Key ID="3" Mod="Control+Shift" Action="CycleHudGauge3"/>
    <Key ID="4" Mod="Control+Shift" Action="CycleHudGauge4"/>
    <Key ID="5" Mod="Control+Shift" Action="CycleHudGauge5"/>
    <Key ID="Slash" Mod="Shift" Action="ToggleLabelRank"/>
    <Key ID="Slash" Mod="Control" Action="ToggleLabelType"/>
    <Key ID="Slash" Mod="Control+Shift" Action="ToggleLabelKills"/>
    <Key ID="Space" Action="Fire_Guns"/>
    <Key ID="Space" Mod="Shift" Action="FireGunsOnly"/>
    <Key ID="Space" Mod="Control" Action="FireCannonsOnly"/>
    <Key ID="Back" Action="SelectNextWeapon"/>
    <Key ID="S" Mod="Shift" Action="SelectNextPayload"/>
    <Key ID="Enter" Action="ReleaseFireWeapon"/>
    <Key ID="J" Mod="Control" Action="JettisonSelectedWeapon"/>
    <Key ID="J" Mod="Shift" Action="RefillSelectedWeapon"/>
    <Key ID="B" Mod="Shift" Action="Toggle_BombBay"/>
    <Key ID="D" Mod="Control+Shift" Action="DropFuelTanks"/>
    <Key ID="W" Mod="Shift" Action="SelectNextWP"/>
    <Key ID="W" Mod="Control" Action="SelectPrevWP"/>
    <Key ID="Enter" Mod="Shift" Action="HeadUp"/>
    <Key ID="Back" Mod="Shift" Action="HeadDown"/>
    <Key ID="Enter" Mod="Control" Action="HeadBackward"/>
    <Key ID="Back" Mod="Control" Action="HeadForward"/>
    <Key ID="Enter" Mod="Control+Shift" Action="HeadRight"/>
    <Key ID="Back" Mod="Control+Shift" Action="HeadLeft"/>
    <Key ID="End" Mod="Shift" Action="HeadPitchDownLeft"/>
    <Key ID="Home" Mod="Shift" Action="HeadPitchUpLeft"/>
    <Key ID="Prior" Mod="Shift" Action="HeadPitchUpRight"/>
    <Key ID="Next" Mod="Shift" Action="HeadPitchDownRight"/>
    <Key ID="Up" Mod="Shift" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Shift" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Shift" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Shift" Action="HeadRotRight"/>
    <Key ID="ScrollLock" Action="Toggle_FixedViews"/>
    <Key ID="Space" Mod="Control+Shift" Action="HeadReset"/>
    <Key ID="D" Mod="Shift" Action="ToggleTextDisplay"/>
    <Key ID="A" Mod="Control+Shift" Action="AUTO_PILOT_BASIC"/>
    <Key ID="F" Action="FLAPS_INCR"/>
    <Key ID="V" Action="FLAPS_DECR"/>
    <Key ID="G" Action="GEAR_TOGGLE"/>
    <Key ID="F" Mod="Shift" Action="FLAPS_DOWN"/>
    <Key ID="V" Mod="Shift" Action="FLAPS_UP"/>
    <Key ID="B" Mod="Control+Shift" Action="PARKING_BRAKES"/>
    <Key ID="B" Mod="Control" Action="TOGGLE_MASTER_BATTERY_ALTERNATOR"/>
    <Key ID="C" Mod="Shift" Action="TOGGLE_AIRCRAFT_EXIT"/>
    <Key ID="D" Action="SPOILERS_TOGGLE"/>
    <Key ID="E" Action="ENGINE_AUTO_START"/>
    <Key ID="E" Mod="Shift" Action="INC_COWL_FLAPS"/>
    <Key ID="E" Mod="Control" Action="DEC_COWL_FLAPS"/>
    <Key ID="G" Mod="Shift" Action="GEAR_PUMP"/>
    <Key ID="H" Mod="Shift" Action="TOGGLE_TAIL_HOOK_HANDLE"/>
    <Key ID="L" Action="PANEL_LIGHTS_TOGGLE"/>
    <Key ID="L" Mod="Shift" Action="TOGGLE_TAILWHEEL_LOCK"/>
    <Key ID="O" Action="BAIL_OUT"/>
    <Key ID="S" Mod="Control" Action="TOGGLE_ALL_STARTERS"/>
    <Key ID="S" Mod="Control+Shift" Action="ShowScores"/>
    <Key ID="W" Action="WAR_EMERGENCY_POWER"/>
    <Key ID="W" Mod="Control+Shift" Action="TOGGLE_WING_FOLD"/>
    <Key ID="Minus" Mod="Shift" Action="PROP_PITCH_DECR"/>
    <Key ID="Minus" Mod="Control" Action="MIXTURE_DECR"/>
    <Key ID="Plus" Mod="Shift" Action="PROP_PITCH_INCR"/>
    <Key ID="Plus" Mod="Control" Action="MIXTURE_INCR"/>
    <Key ID="F7" Mod="Control" Action="PROP_PITCH_LO"/>
    <Key ID="F6" Mod="Control" Action="PROP_PITCH_HI"/>
    <Key ID="F6" Mod="Control+Shift" Action="MIXTURE_LEAN"/>
    <Key ID="F7" Mod="Control+Shift" Action="MIXTURE_RICH"/>
    <Key ID="Minus" Action="THROTTLE_DECR"/>
    <Key ID="Plus" Action="THROTTLE_INCR"/>
    <Key ID="Comma" Action="BRAKES_LEFT"/>
    <Key ID="Period" Action="BRAKES_RIGHT"/>
    <Key ID="1" Mod="Shift" Action="ENGINE1_CONTROL_SELECT"/>
    <Key ID="2" Mod="Shift" Action="ENGINE2_CONTROL_SELECT"/>
    <Key ID="3" Mod="Shift" Action="ENGINE3_CONTROL_SELECT"/>
    <Key ID="4" Mod="Shift" Action="ENGINE4_CONTROL_SELECT"/>
    <Key ID="5" Mod="Shift" Action="ENGINE_CONTROL_SELECT_ALL"/>
    <Key ID="1" Mod="Control" Action="ENGINE1_CONTROL_DESELECT"/>
    <Key ID="2" Mod="Control" Action="ENGINE2_CONTROL_DESELECT"/>
    <Key ID="3" Mod="Control" Action="ENGINE3_CONTROL_DESELECT"/>
    <Key ID="4" Mod="Control" Action="ENGINE4_CONTROL_DESELECT"/>
    <Key ID="1" Action="THROTTLE_10"/>
    <Key ID="2" Action="THROTTLE_20"/>
    <Key ID="3" Action="THROTTLE_30"/>
    <Key ID="4" Action="THROTTLE_40"/>
    <Key ID="5" Action="THROTTLE_50"/>
    <Key ID="6" Action="THROTTLE_60"/>
    <Key ID="7" Action="THROTTLE_70"/>
    <Key ID="8" Action="THROTTLE_80"/>
    <Key ID="9" Action="THROTTLE_90"/>
    <Key ID="0" Action="THROTTLE_FULL"/>
    <Key ID="End" Action="ELEV_TRIM_UP"/>
    <Key ID="Down" Action="ELEV_UP"/>
    <Key ID="Next" Action="RUDDER_RIGHT"/>
    <Key ID="Next" Mod="Control" Action="RUDDER_TRIM_RIGHT"/>
    <Key ID="Left" Action="AILERONS_LEFT"/>
    <Key ID="Left" Mod="Control" Action="AILERON_TRIM_LEFT"/>
    <Key ID="NumPad5" Action="CENTER_AILER_RUDDER"/>
    <Key ID="Right" Action="AILERONS_RIGHT"/>
    <Key ID="Right" Mod="Control" Action="AILERON_TRIM_RIGHT"/>
    <Key ID="Home" Action="ELEV_TRIM_DN"/>
    <Key ID="Up" Action="ELEV_DOWN"/>
    <Key ID="Insert" Action="RUDDER_LEFT"/>
    <Key ID="Insert" Mod="Control" Action="RUDDER_TRIM_LEFT"/>
    <Key ID="M" Mod="Control" Action="MAGNETO_INCR"/>
    <Key ID="M" Mod="Shift" Action="MAGNETO_DECR"/>
    <Key ID="A" Mod="Control" Action="TOGGLE_AUTOTRIM"/>
    <Key ID="A" Action="WINGMEN_ATTACK"/>
    <Key ID="R" Mod="Control" Action="WINGMEN_TASK_MNGR"/>
    <Key ID="H" Action="WINGMEN_HELP"/>
    <Key ID="R" Action="WINGMEN_REJOIN"/>
    <Key ID="S" Action="WINGMEN_SPLIT"/>
    <Key ID="A" Mod="Shift" Action="WINGMEN_ReplyAffirmative"/>
    <Key ID="N" Mod="Shift" Action="WINGMEN_ReplyNegative"/>
    <Key ID="C" Action="DoChat"/>
    <Key ID="N" Action="ShowChecklist"/>
    <Key ID="T" Mod="Control" Action="ChatTarget"/>
    <Key ID="H" Mod="Control" Action="HostSettings"/>
    <Key ID="U" Action="UseMetric"/>
    <Key ID="F5" Mod="Control" Action="UseMetric"/>
    <Key ID="K" Mod="Control+Shift" Action="Suicide"/>
    <Key ID="I" Mod="Control" Action="ShowTooltips"/>
    <Key ID="Tilde" Action="TogglePadlock"/>
    <Key ID="F6" Action="GotoPilotSeat"/>
    <Key ID="F7" Action="GotoBombadierSeat"/>
    <Key ID="F8" Action="CycleGunnerSeat"/>
    <Key ID="F8" Mod="Shift" Action="CycleGunnerSeatPrev"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Key ID="Up" Action="HeadPitchUp"/>
    <Key ID="Down" Action="HeadPitchDown"/>
    <Key ID="Left" Action="HeadRotLeft"/>
    <Key ID="Right" Action="HeadRotRight"/>
    <Key ID="Up" Mod="Shift" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Shift" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Shift" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Shift" Action="HeadRotRight"/>
    <Key ID="Up" Mod="Control" Action="HeadPitchUp"/>
    <Key ID="Down" Mod="Control" Action="HeadPitchDown"/>
    <Key ID="Left" Mod="Control" Action="HeadRotLeft"/>
    <Key ID="Right" Mod="Control" Action="HeadRotRight"/>
    <Key ID="Space" Action="HeadReset"/>
    <Key ID="O" Action="HeadReset"/>
    </GameMode>
    </Device>
    <Device Type="Logitech Extreme 3D">
    <GameMode Name="Player">
    <Axis ID="X" Action="Set_Bank" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="Set_Pitch" Scale="64" Nullzone="36"/>
    <Axis ID="Slider" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1"/>
    <Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
    <Button ID="1" Action="Fire_Guns"/>
    <Button ID="2" Action="FireCannonsOnly"/>
    <Button ID="3" Action="ReleaseFireWeapon"/>
    <Button ID="4" Action="SelectNextWeapon"/>
    <Button ID="5" Action="FLAPS_INCR"/>
    <Button ID="6" Action="FLAPS_DECR"/>
    <Button ID="7" Action="NextTarget"/>
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="8" Action="TogglePadlock"/>
    </GameMode>
    <GameMode Name="M3DViewer">
    <Pov ID="1" Action="HeadPov"/>
    <Button ID="3" Action="ZoomIn" RepCnt="1"/>
    <Button ID="4" Action="ZoomOut" RepCnt="1"/>
    </GameMode>
    <GameMode Name="Gunner">
    <Axis ID="X" Action="TraverseGun" Scale="64" Nullzone="36"/>
    <Axis ID="Y" Action="ElevateGun" Scale="64" Nullzone="36"/>
    </GameMode>
    </Device>
    Game Rig(Nalu): AMD 4800+ 64x2, Asus A8N-SLI Premium, Silverstone 560W, 1Gx4 Corsair Twin2048, 2x Asus EN7900GTX SLI, 4xWD 74G 10Krpm Sata II RAID0, Audigy 4, Trackir4, ch pedals & yoke, db XPPro x64/Vista
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  7. #7
    Charter Member 2012 Human Drone's Avatar
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    Durr!

    Thanks, guys! I've been in the xca file setting up things for my HOTAS and I don't know how I missed that! Dumber than a flat rock, I guess. Well now you know why my combat success is so poor. I can't see!

    Does the sim then know you're done, or do you have to expressly end the mission? Do you have to wait for all your mates to land as well? And if you do, and if the artificial disaster that started this thread occurs, are you counted dead, or...?

    Thanks again,

    Tom

    ETA: So you kill the engine by leaning out the mixture? -

    <Key ID="F6" Mod="Control+Shift" Action="MIXTURE_LEAN"/>

    That must mean full lean, then right? Because CTRL - decrements the mixture and CTRL + increments it - too bad, I wanted to put my mixture on a slider on my throttle, it's even more critical in OFF than it is here. I don't know how I could do that in the XCA file...
    Last edited by Human Drone; April 26th, 2012 at 10:38. Reason: read rbp's post further.
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  8. #8
    torch and pitchfork rbp71854's Avatar
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    Quote Originally Posted by Human Drone View Post
    ETA: So you kill the engine by leaning out the mixture? -

    <Key ID="F6" Mod="Control+Shift" Action="MIXTURE_LEAN"/>

    That must mean full lean, then right? Because CTRL - decrements the mixture and CTRL + increments it - too bad, I wanted to put my mixture on a slider on my throttle, it's even more critical in OFF than it is here. I don't know how I could do that in the XCA file...
    Yup

    The best method to modify your controller is to create a custome.xca. Leave the stock cfs3.xca intact. Start the sim open options>control options> You can now add new assignments for all the control functions. Save the .xca with a different name than the stock cfs3.xca.

    Bob
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  9. #9
    Charter Member 2012 Human Drone's Avatar
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    Well, sir, that's what I've been doing, but in the case of putting the mixture on a slider (Which seems kind of intuitive) I'd have to (1) assign two different keystrokes to the same "button", depending on the direction I was sliding it, and (2) somehow insure that the slide covered the full range of mixtures (i.e how many hits of the CRTL +/- makes the mixture go from full rich to full lean).

    So it seems a bit undo-able at least from what I know now.

    Thanks, though, I appreciate it!

    Tom
    Box: Win7 Pro 64 bit / I72600K @4.1 GHz / EVGA GTX580 OC'd / 16GB RAM / Corsair 240 GB SSD / WD 600 GB Velociraptor
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  10. #10
    Charter Member 2011 Daiwilletti's Avatar
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    Quote Originally Posted by Human Drone View Post

    Does the sim then know you're done, or do you have to expressly end the mission? Do you have to wait for all your mates to land as well? And if you do, and if the artificial disaster that started this thread occurs, are you counted dead, or...?
    Gidday,
    In the above case, the sim knows when all the campaign mission objectives have been met and the waypoints visited. Once you get within 3NM of the home airbase, the message appears on the screen (as shown in the above screenshots).

    If you do not get the above message, your campaign will be short and not sweet, the opposition will wipe the floor with you

    However, after a long and arduous mission it is very satisfying to ignore the message (and the two selectable options), and proceed to land. One of the least satisfying things about CFS3 is that some aircraft models are so skittish that all your AI wingmen will prang.

    ETO has greatly improved things by creating empty land around runways so at least the AI do not prang into the trees. However the P38 is a good stable rig that the AI seem to fly into the runway at a very shallow angle. So they normally do not get into as much trouble as, for example, they do when landing Spitfires (which are harder to land on 100% flaps and have a narrow undercarriage).

    I generally do not stuff around flying the long loop that the AI follow on their landing procedure. Which means I am landed and try to get well out of the way by the time the first wingman appears on the Tactical Display. Then I can select the wingman (only while the aircraft shows as a white "bogie" on the tactical display), cycle through the views using F4 and watch the wingman attempt to land. This can be hair-raising but certainly instructive about AI behaviour ...

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