Mission Editor Q&A
Moderator: RLG MGMT Team
Mission Editor Q&A
I started this thread for those of us who are trying to create new missions. If you have any hard-won lessons, write them here. If you can't figure something out, write your questions here. I'll start by listing some things I think I've figured out.
Silence is golden - Duct Tape is silver
1) Don't "HIDE" anything - there doesn't appear to be a way to unhide them.
2) When you are creating waypoints and must provide a speed and altitude (default is 2000 alt and 500 speed) ... is this 2000 meters and 500 kph?
3) If you create a 4-ship and make it a "client" ... all four planes will show up even if only one client is in-game, and the flight shows up as only one available flyable aircraft. But, if you create 4 independent flights and make each of them "client," only the planes that are represented by a client will show up (if only one client is in-game, only one aircraft will appear in-game).
I think Nemesis was going in this direction the other night when he was on RW ... It doesn't look like there's a way to create a 4-ship (however you want to create it) that will put 4 planes in the sim - and have any number of them player flyable and the remaining AI - it looks like you must designate which ones are AI and which ones are flyable at mission design time.
This tells me that if you want to create a MP mission, you need to either a) know how many people are going to be online to fly it and which planes they will want to fly or b) create different versions of the missions with different numbers of "client" aircraft. Otherwise, I see there is going to be trouble with balance ... what if you design a mission that is balanced with 4 A-10s to take on an armored column. The mission may be impossible to complete if only 2 humans are available. you would only have a 2-ship instead of a 4-ship. If you KNEW that only 2 humans would be available, you could create 2, 2-ships so that the wingman would always be present.
-B
2) When you are creating waypoints and must provide a speed and altitude (default is 2000 alt and 500 speed) ... is this 2000 meters and 500 kph?
3) If you create a 4-ship and make it a "client" ... all four planes will show up even if only one client is in-game, and the flight shows up as only one available flyable aircraft. But, if you create 4 independent flights and make each of them "client," only the planes that are represented by a client will show up (if only one client is in-game, only one aircraft will appear in-game).
I think Nemesis was going in this direction the other night when he was on RW ... It doesn't look like there's a way to create a 4-ship (however you want to create it) that will put 4 planes in the sim - and have any number of them player flyable and the remaining AI - it looks like you must designate which ones are AI and which ones are flyable at mission design time.
This tells me that if you want to create a MP mission, you need to either a) know how many people are going to be online to fly it and which planes they will want to fly or b) create different versions of the missions with different numbers of "client" aircraft. Otherwise, I see there is going to be trouble with balance ... what if you design a mission that is balanced with 4 A-10s to take on an armored column. The mission may be impossible to complete if only 2 humans are available. you would only have a 2-ship instead of a 4-ship. If you KNEW that only 2 humans would be available, you could create 2, 2-ships so that the wingman would always be present.
-B
Silence is golden - Duct Tape is silver
Gator you are spot on with your remarks about client flights and numbers.
It states in the manual that you can only make one aircraft in each flight a client, so if you want four planes playable then you must create 4 separate Flights and make them a client, Also your statement about having to know how many people are going to be flying and which planes they are going to fly appears also to be true.
The reason i am pretty sure about this is, since i am unable to actually play Lomac (due to a crap video card) i thought i would participate by making missions up for you guys every week instead!
I would have had loads made up as i have got the hang of virtually all mission creation in LOMAC having loads of time to play with it but i kept on coming accross the same problem, Which was for example if you make a flight of F-15's say and you make it a client and an AI wingman, set them up to take off from a chosen Airfiled then set up a flight or 2 of A-10's that are to destroy a large tank column, create your tank column and a couple of Migs set for GAI to make it a little more interesting for the F-15's.
Then run the mission if no-one chooses the F15's to fly then the A-10's do not appear in the game at all since they are waiting for the F-15's to take off but they can't since no-one has chosen to fly them but the game is unable to make the F-15's turn automatically to AI and get them off the ground, so the whole mission is scrubbed, right from the start and another thing is if you have 3 or 4 AI flights taking off from the same runway be prepared to wait a long time for the last flight to get of the ground since the next flight will only appear on the runwamy and take off only after the flight in front is well off the ground and on their way!
So i have made up a mission that starts the F-15's and F-16 Sead Strike (some thing only AI pilot can do since no flyable aircraft can be assigned a SEAD capability) in the air above the airbase and set the A-10's to take off from the runway but buy the time ALL 4 Flights of 1 A-10 took off the rest of the packages (F-15 and F-16) were already over the target area and nearly ready to turn for home and the target area was quite a distance away!
Also and here is a big bummer of thing, it states in the manual that AI aircraft will head for the nearest friendly base if they have reached a fuel level that leaves them unable to make the journey to the Homeplate! Fair enough i hear you cry! Well no actually not fair enough since there is no way to make the mission editor define which airbases are friendly or enemy other than to put enemy aircraft at those bases and that could mean that the skies end up full of enemy planes due to the number of airbases in the local vicinity and if you dont do this then your AI can and will land at any airbase evenone that to you anyway is clearly behind enemy lines.
Even if you put an aircraft on an airbase with no task or waypoints assigned, it will take off at the start of the mission!!! Although i suppose you could make this a client and tehn it wouldna't take off! MMM need to try that and see what happens.
I believe that the Altitude and speed are in whatever designation you have chosen them to be in the options screen Gator, if you chose imperial then i think they are imperial if you chose metric then you get metric, from what i have seen!
Also there is no way to assign an Escort flight a particular package to protect other than to put them both on the same waypoints with same altitudes and speeds.
BUT BE CAREFULL HERE A LESSON LEARNED make sure you put an altitude difference or place them a small distance away from the package to be escorted if you are placing them already airborne since i placed 2 MIG 31's escorting an Antov A-50 and put them at the same altitude and speed and same position in the air and at the start of the mission they all collided and fell out of the sky, funny to watch as i thought, Barrie that was a bit stupid, but then i had thought the game would put them at enough distance away to be safe, but no it put them all exactly in the same spot in the sky and BOOM! they all fell down LOL.
It states in the manual that you can only make one aircraft in each flight a client, so if you want four planes playable then you must create 4 separate Flights and make them a client, Also your statement about having to know how many people are going to be flying and which planes they are going to fly appears also to be true.
The reason i am pretty sure about this is, since i am unable to actually play Lomac (due to a crap video card) i thought i would participate by making missions up for you guys every week instead!
I would have had loads made up as i have got the hang of virtually all mission creation in LOMAC having loads of time to play with it but i kept on coming accross the same problem, Which was for example if you make a flight of F-15's say and you make it a client and an AI wingman, set them up to take off from a chosen Airfiled then set up a flight or 2 of A-10's that are to destroy a large tank column, create your tank column and a couple of Migs set for GAI to make it a little more interesting for the F-15's.
Then run the mission if no-one chooses the F15's to fly then the A-10's do not appear in the game at all since they are waiting for the F-15's to take off but they can't since no-one has chosen to fly them but the game is unable to make the F-15's turn automatically to AI and get them off the ground, so the whole mission is scrubbed, right from the start and another thing is if you have 3 or 4 AI flights taking off from the same runway be prepared to wait a long time for the last flight to get of the ground since the next flight will only appear on the runwamy and take off only after the flight in front is well off the ground and on their way!
So i have made up a mission that starts the F-15's and F-16 Sead Strike (some thing only AI pilot can do since no flyable aircraft can be assigned a SEAD capability) in the air above the airbase and set the A-10's to take off from the runway but buy the time ALL 4 Flights of 1 A-10 took off the rest of the packages (F-15 and F-16) were already over the target area and nearly ready to turn for home and the target area was quite a distance away!
Also and here is a big bummer of thing, it states in the manual that AI aircraft will head for the nearest friendly base if they have reached a fuel level that leaves them unable to make the journey to the Homeplate! Fair enough i hear you cry! Well no actually not fair enough since there is no way to make the mission editor define which airbases are friendly or enemy other than to put enemy aircraft at those bases and that could mean that the skies end up full of enemy planes due to the number of airbases in the local vicinity and if you dont do this then your AI can and will land at any airbase evenone that to you anyway is clearly behind enemy lines.
Even if you put an aircraft on an airbase with no task or waypoints assigned, it will take off at the start of the mission!!! Although i suppose you could make this a client and tehn it wouldna't take off! MMM need to try that and see what happens.
I believe that the Altitude and speed are in whatever designation you have chosen them to be in the options screen Gator, if you chose imperial then i think they are imperial if you chose metric then you get metric, from what i have seen!
Also there is no way to assign an Escort flight a particular package to protect other than to put them both on the same waypoints with same altitudes and speeds.
BUT BE CAREFULL HERE A LESSON LEARNED make sure you put an altitude difference or place them a small distance away from the package to be escorted if you are placing them already airborne since i placed 2 MIG 31's escorting an Antov A-50 and put them at the same altitude and speed and same position in the air and at the start of the mission they all collided and fell out of the sky, funny to watch as i thought, Barrie that was a bit stupid, but then i had thought the game would put them at enough distance away to be safe, but no it put them all exactly in the same spot in the sky and BOOM! they all fell down LOL.
Lose Sight! Lose The Fight!8)
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
New information regarding Multiplay mission editing!
After some mucking around last night trying to resolve the how many players and which aircraft everyone is is going to use issue stated above i think i cracked it, although something else reard it's ugly head!
When testing the multiplay missions i created i was just going into the game and running the mission normally as i would if it was a single player mission (Gator please confirm if this is how you have been testing your missions), but as i found out last night this is NOT the way to test multiplay missions.
What you have to do is test them out as if you are actually playing an OL game ie: goto multiplay set yourself up as a server select the misiion you have built and play it, the game then changes how it plays this mission and treats all client aircraft that are not selected to fly as AI!
My mission is set up as follows 5 X A-10's 1st to take off being the slowest aircraft, followed by 6 X F-16 SEAD strike made up of 2 flights then 4 F-15's one set as client with 3 AI wingmen.
Tested it out by flying each client Aircraft in my mission i made 5 A-10's as client aircraft it would only let me select the first A-10 as a flyable one (but then i was he only one in the game) but the rest of the flights appeared in the game under AI control, also though no F-15's appeared in the game at all but then they had not appeared on the runway to take off yet as the F-16's had still to take off before i left the game.
So So far so good i'm thinking, i then select the F-15 for my next test and restart the game in multiplay mode again. This time though no AI A-10's are put in the game at all?? and i have to wait for the F-16's to take off before my Flyable F15 appears in the game, now here is the thing!
It took 20 minutes for all F-16's to take off before my plane appeared!!The F-16's appeared in game at the parking lot not the runway as i had set the mission editor to do, i also had set the earlier A-10's to take off from runway but they also started out from the parking lot??
So anyway my flyable F-15 finally appears in game after 20 mins waiting for the Sead strike to get in the Air, but again my F-15 and his 3 wingmen started out from parking lot!!! and it would have taken my wingmen about 30 mins to get in the air by the time they taxied to the runway from their starting point on the airbase!!
So conclusions are a Multiplay mission created by Lomac will treat Client aircraft either as AI or not put them in the game depending on circumstances so earlier statements by myself of having to know how many are playing and what they are flying is not true!
Although a starting out from the runway problem has arisen and i am looking to try and fix this ASAP if i can i think we can get a lot of missions churned out for this great game but it would have helped if there was a more in depth manual intructions for creating missions for LOMAC.
Will keep you all informed
After some mucking around last night trying to resolve the how many players and which aircraft everyone is is going to use issue stated above i think i cracked it, although something else reard it's ugly head!
When testing the multiplay missions i created i was just going into the game and running the mission normally as i would if it was a single player mission (Gator please confirm if this is how you have been testing your missions), but as i found out last night this is NOT the way to test multiplay missions.
What you have to do is test them out as if you are actually playing an OL game ie: goto multiplay set yourself up as a server select the misiion you have built and play it, the game then changes how it plays this mission and treats all client aircraft that are not selected to fly as AI!
My mission is set up as follows 5 X A-10's 1st to take off being the slowest aircraft, followed by 6 X F-16 SEAD strike made up of 2 flights then 4 F-15's one set as client with 3 AI wingmen.
Tested it out by flying each client Aircraft in my mission i made 5 A-10's as client aircraft it would only let me select the first A-10 as a flyable one (but then i was he only one in the game) but the rest of the flights appeared in the game under AI control, also though no F-15's appeared in the game at all but then they had not appeared on the runway to take off yet as the F-16's had still to take off before i left the game.
So So far so good i'm thinking, i then select the F-15 for my next test and restart the game in multiplay mode again. This time though no AI A-10's are put in the game at all?? and i have to wait for the F-16's to take off before my Flyable F15 appears in the game, now here is the thing!
It took 20 minutes for all F-16's to take off before my plane appeared!!The F-16's appeared in game at the parking lot not the runway as i had set the mission editor to do, i also had set the earlier A-10's to take off from runway but they also started out from the parking lot??
So anyway my flyable F-15 finally appears in game after 20 mins waiting for the Sead strike to get in the Air, but again my F-15 and his 3 wingmen started out from parking lot!!! and it would have taken my wingmen about 30 mins to get in the air by the time they taxied to the runway from their starting point on the airbase!!
So conclusions are a Multiplay mission created by Lomac will treat Client aircraft either as AI or not put them in the game depending on circumstances so earlier statements by myself of having to know how many are playing and what they are flying is not true!
Although a starting out from the runway problem has arisen and i am looking to try and fix this ASAP if i can i think we can get a lot of missions churned out for this great game but it would have helped if there was a more in depth manual intructions for creating missions for LOMAC.
Will keep you all informed
Lose Sight! Lose The Fight!8)
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
Nemisis I have learned whatever aircraft you put at paticular airbase first then second third and so on then thats the order of tasking for take off. With that said lets say you have inbound aircraft while there is a package taking off then the ATC(Air Traffic Control) will supposedly stack all inbound aircraft and put them in a holding pattern waiting for all aircraft taking off to make there move, now if you have some coming from the taxi way of a big airbase then your AI inbound is in for some serious trouble(I gave some very limited fuel and they started dropping from the sky like flies at the end of there life cycle) due to the fact that the next group of aircraft from the taxiway won't appear until the present flight has taken off.
With the above statements said you can start different aircraft from the tarmac/taxiway but they won't show up until the flight preceding them takes off unlike JF-18 F4 SP3 and even USAF. Plus the ATC in other games creates a realistic holding pattern, inbound and outbound around there airbase.
I think if a link to this forum was sent to the people who are doing the patch for this game and see the concerns for the Mission Editor(which it is exactly what the name implies "EDITOR" not "BUILDER") then maybe it will be included if they haven't already addressed this issue or are going to.
I was trying to create a A-10 trainning mission with alot going on at this airbase like a F-14 taking off to land on the CVN-70 but the Carl Vinson and one of the Oliver Perry class frigates collided with each other and sunk after only 4 minutes of burning.
Gator you can hide items within the editor and to view them you have to go into the editor options window and show the list of all items within the game you can also change to satelite view or show range heights so instead of seeing a flat map you can view the flat plains versus the mountainous area's.
DA
With the above statements said you can start different aircraft from the tarmac/taxiway but they won't show up until the flight preceding them takes off unlike JF-18 F4 SP3 and even USAF. Plus the ATC in other games creates a realistic holding pattern, inbound and outbound around there airbase.
I think if a link to this forum was sent to the people who are doing the patch for this game and see the concerns for the Mission Editor(which it is exactly what the name implies "EDITOR" not "BUILDER") then maybe it will be included if they haven't already addressed this issue or are going to.
I was trying to create a A-10 trainning mission with alot going on at this airbase like a F-14 taking off to land on the CVN-70 but the Carl Vinson and one of the Oliver Perry class frigates collided with each other and sunk after only 4 minutes of burning.
Gator you can hide items within the editor and to view them you have to go into the editor options window and show the list of all items within the game you can also change to satelite view or show range heights so instead of seeing a flat map you can view the flat plains versus the mountainous area's.
DA
Grim Diablo, Grand Admiral, Erebus System Survey Group
Death Angel, SGT, 13th MEU
Death Angel, SGT, 13th MEU
sounds like we have at least 3 guys writing missions now.
BTW, when are we going to see one of these missions? Do these missions take months to write?
BTW, when are we going to see one of these missions? Do these missions take months to write?
"A government that is big enough to give you all you want is big enough to take it all away." --Barry Goldwater
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
No Greg Madrus MadMan Kapella they don't LoL :lol: , its just taking some time to work out how this game works and its not helping that we don't have a indepth manual to go by. Plus by reading this board there are alot of bugs in this editor but not a builder.
If you look at JF-18 mission builder versus this one it would take you a week in JF-18 but with LOMAC you can build the same mission within a day or two but JF-18 is more robust and indepth in what you can do in the mission goals alternate routes target pattern assigning Cap packages to strike packages etc., thus LOMAC although the easier editor(mind you not a builder like JF-18 ) is also harder because of limitations and learning how to beat them. Lomacs editor is easier but without the layers of JF-18 it really isn't better.
DA
If you look at JF-18 mission builder versus this one it would take you a week in JF-18 but with LOMAC you can build the same mission within a day or two but JF-18 is more robust and indepth in what you can do in the mission goals alternate routes target pattern assigning Cap packages to strike packages etc., thus LOMAC although the easier editor(mind you not a builder like JF-18 ) is also harder because of limitations and learning how to beat them. Lomacs editor is easier but without the layers of JF-18 it really isn't better.
DA
Grim Diablo, Grand Admiral, Erebus System Survey Group
Death Angel, SGT, 13th MEU
Death Angel, SGT, 13th MEU
As DA has stated Madrus it takes only a few hours (even less really) to put a mission together, but it is taking a lot of hard work to figure out how the editor works in detail and to iron out, the problems we are having!
I have written about a dozen different variations on a theme so far and scrapped them all to start again after encountering a problem, It's just a big learning curve at the moment but i am taking the route of looking at the missions already built in game and seeing how they are set up as i have read the manual umpteen times and can get no more info from it so if i pick apart the in game missions i can get a good idea of how the editor is supposed to work and how to set certain things up.
Once we all get the hang of it i think it will be no trouble at all to make a mission or three up for Lomac.
Until then here is a link to a Lomac website that seemingly has loads of missions created by other more intelligent people than us!!
http://www.lockonmodernaircombat.com
I have written about a dozen different variations on a theme so far and scrapped them all to start again after encountering a problem, It's just a big learning curve at the moment but i am taking the route of looking at the missions already built in game and seeing how they are set up as i have read the manual umpteen times and can get no more info from it so if i pick apart the in game missions i can get a good idea of how the editor is supposed to work and how to set certain things up.
Once we all get the hang of it i think it will be no trouble at all to make a mission or three up for Lomac.
Until then here is a link to a Lomac website that seemingly has loads of missions created by other more intelligent people than us!!
http://www.lockonmodernaircombat.com
Lose Sight! Lose The Fight!8)
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
I agree
some documentation would have been nice. The editor seems decent, and works; but it's not intuitive. I expect that from a powerful editor; I don't expect NO documentation to come with it though...
grrrrrr
grrrrrr
Night vision is the ability to amplify ambient light to levels that allow you to visualize objects better than you can using just your eyes.
Either that, or night vision is the accomodation of the rods in your retina to low light/night situations as the cones become useless. Usually within a few minutes your eyes will adjust to the low light situation.
Hope that helps DA.
Either that, or night vision is the accomodation of the rods in your retina to low light/night situations as the cones become useless. Usually within a few minutes your eyes will adjust to the low light situation.
Hope that helps DA.
"A government that is big enough to give you all you want is big enough to take it all away." --Barry Goldwater
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
No night vision in LOMAC is the correct answer.
Maybe they figured that if my damn radar can't "see" any bogies, and my IR missiles can't lock on as well as the AI's IR missiles, then it isn't right that I see anything on night missions, either.
Just another dumb omission in LOMAC.
Hurry up with that patch, guys.
Hmmm, why is this topic in the Mission Editor thread?
Maybe they figured that if my damn radar can't "see" any bogies, and my IR missiles can't lock on as well as the AI's IR missiles, then it isn't right that I see anything on night missions, either.
Just another dumb omission in LOMAC.
Hurry up with that patch, guys.
Hmmm, why is this topic in the Mission Editor thread?
"A government that is big enough to give you all you want is big enough to take it all away." --Barry Goldwater
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
So you added a question about night vision in LOMAC to the Mission Editor thread instead of adding it to the LOMAC thread?
It must be my lack of intelligence, but I see absolutely no sense in that.
It must be my lack of intelligence, but I see absolutely no sense in that.
"A government that is big enough to give you all you want is big enough to take it all away." --Barry Goldwater
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
[img]http://home.online.no/~rgt36/grafikk/fa-18-rot.gif[/img]
Have found out some info on the making of MP missions!
You guys might know this already but here it is for those that don't.
As you know i have been trying to make mission with F-15's and A-10's to take out a tank column, simple enough mission but have been unable to make more than 1 A-10 flyable.
The manual states that only one plane in every Flight can be allocated as a client!
Have found out that this is not correct and that if you do this you only get 1 aircraft available as client even if i split my 5 A-10's in the mission into 2 flights of 1 client and 1 wing man per flight and 1 flight of just 1 client.
With it set up this way you only get 1 A-10 available as client in MP and all the rest become AI!!
What i have found out is (This info is in the README FILE which is full of usefull info that was spotted just before release, I suggest everyone reads the README FILE) that you need to create an entirely separate Package for each Client you wish to be available which means you have to create a separate Air group for every client you want to add including separate waypoints and all.
Makes the making of MP missions slightly more complex and longer to make but this is how we are going to have to do it.
Also have read on the Lomac forums that any MP missions that are bigger than 65K in size will not work (yes another bug) once the MP mission is bigger than 65k in file size the MP side of things break down and all client wishing to join in the mission will be unable to see available flights when connected!
The host can see them but clients joining cannot!
This aside you can still make very interesting and involved missions that are not over this 65K size limitation! My mission is only 38K so far although this might increase with the addition of separate Flight groups to make more A-10's available.
Also it seems that if a certain flight group that is intended as a Client group is not selecteted by anyone when OL, lets say for example the Escort F-15's which consists of 1 client and 1 AI wingman, then this Flight group will not appear in the game at all when OL and will leave the A-10's all on their own when the defending Mig 29's and SU-27's come along to intercept! NOT A PRETTY SIGHT TO SEE WHEN RUN AS A TEST, they all get shot down before reaching the tank column!
Testing and learning continuing, will keep you all informed!
You guys might know this already but here it is for those that don't.
As you know i have been trying to make mission with F-15's and A-10's to take out a tank column, simple enough mission but have been unable to make more than 1 A-10 flyable.
The manual states that only one plane in every Flight can be allocated as a client!
Have found out that this is not correct and that if you do this you only get 1 aircraft available as client even if i split my 5 A-10's in the mission into 2 flights of 1 client and 1 wing man per flight and 1 flight of just 1 client.
With it set up this way you only get 1 A-10 available as client in MP and all the rest become AI!!
What i have found out is (This info is in the README FILE which is full of usefull info that was spotted just before release, I suggest everyone reads the README FILE) that you need to create an entirely separate Package for each Client you wish to be available which means you have to create a separate Air group for every client you want to add including separate waypoints and all.
Makes the making of MP missions slightly more complex and longer to make but this is how we are going to have to do it.
Also have read on the Lomac forums that any MP missions that are bigger than 65K in size will not work (yes another bug) once the MP mission is bigger than 65k in file size the MP side of things break down and all client wishing to join in the mission will be unable to see available flights when connected!
The host can see them but clients joining cannot!
This aside you can still make very interesting and involved missions that are not over this 65K size limitation! My mission is only 38K so far although this might increase with the addition of separate Flight groups to make more A-10's available.
Also it seems that if a certain flight group that is intended as a Client group is not selecteted by anyone when OL, lets say for example the Escort F-15's which consists of 1 client and 1 AI wingman, then this Flight group will not appear in the game at all when OL and will leave the A-10's all on their own when the defending Mig 29's and SU-27's come along to intercept! NOT A PRETTY SIGHT TO SEE WHEN RUN AS A TEST, they all get shot down before reaching the tank column!
Testing and learning continuing, will keep you all informed!
Lose Sight! Lose The Fight!8)
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]
Barrie "Nemisis" Brownlee
[img]http://img201.exs.cx/img201/2690/nemisissignature0xl.gif[/img]