Hi and welcome again to Revientor Reborn, we continue in the mission editor of BMS, and the last video I forget to tell you to save the mission, do never forget that , lol
today we are going to improve this mission, we already have an engagement,
we forgot also set to the other plane the munition, but we can set it now, here is the engagement,
now you can click in the f22 red and open the munition panel, if you want a easy mission will be better
take out some of those aim120 missiles , by default BMS load somethin according the type of the mission
I am going to take out all of them to have a easy mission
only 2 aim9, for a small dogfight xD
let´s check the f16 weapons, ok 4 aim 120 with the same model
let´s put more salt to this mission, I like to make the mission in line phase, now the f22 are destroyed, and now in this area .....
let´s set up some ground units, some AAA
you could set a Sa5 to force the f16 fly under the bubble of the Sa5
you can select any country you want, but the importan is set the red team in this case
when you add ground or naval units have a delay until the unit is seated,
the ground units must be in a objective, city, bridge... not in the middle of the ground or mountain,
we can see the threat circles to see if that AAA is going to interact with own F16s
if you set more radars, AAA... you have to refresh using the pop up menu threat circle
the ADAis ground units and the radar is fixed radars like the airbases ones
we see there is some fun in there avoiding some AAA, but I will add some manpad on the target to force to the human to get out of the target faster
HN-5A is a manpad, same as the Sa15
if you don´t know what a unit is, you can use the tactical reference
or use the recon to see the units, I like to do the recon over the thing that I want to see in this case that HQ battalion
the recon sometimes take a while depend of your machine, here you can see the target and look for that Sa15
because they are green wit the contras you almost do not see them xD
for those sa15, you see the vehicle it´s kind of manpad but better and faster
you also can use the tactical reference, is not up to date, that is left from the BMS developers to the BMS community
for example here is the Sa15, you have some info there, in this case that range is from the vehicle not the missile
for example that surface missiles
if you want to update the tactical reference write a post in the BMS forums and you wiñll get some help
there is no more you can do now... yes you can make that AAA in the move, right click and status, unselect the set by HQ
that is more for the user in the TE not for the mission builder, if that unit can be moved you can do click over it and get a waypoint, yous drag it where you want to go the unit and that's all
now that unit is on the move you can drag it over a mountain, look
in some places sometimes you can not but normally it will let you do it
there you have some ETA in the status window but is not good in the builder in the TE when playing works good
you can move it using the clock and that unit will arrive at 12:22 in theory
with that you can now perform more complex missions
there is no more to speak about the sams, you can set here a patriot, or what ever, if you do want it to delete it
there is no problem deleting ground units, there is no bug there, is more problematics with flights and packages
do not forget to refresh the circles
you can set the munition according the new threats, like some harms
you can make the n1 use the booms and the nº2 use the harms, for example
now using loadout and both planes selected you
get some weird circles, that means that not all members are using that weapons,
you can play selecting one by one or both,
for that is more than enough, with the sams you do not have more options, sam and ground units works the same way
you can not set a formation, with the mission commander you can modify that but for now, you don´t
subscribe, do not forget to save the mission gimme a thumbs up and enjoy your day bye bye
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