Search found 78 matches

by Bashkire
Tue Feb 18, 2025 5:14 pm
Forum: The War Room
Topic: Dealing with Unfriendly maritime surveillance
Replies: 2
Views: 776

Re: Dealing with Unfriendly maritime surveillance

While I'm not a great tactitian I choose to abide by the letter of my orders in this situation, but cover the contact with my missiles. As soon as I see anything that looks like a missile inbound, the first one fired goes towards the tattletale.

If the MPA should start flying away from me before I ...
by Bashkire
Mon Jan 27, 2025 3:08 pm
Forum: Tech Support
Topic: [RESOLVED] Game Slows Immesurably with BNMG Layer and Place Names turned on
Replies: 4
Views: 280

Re: Game Slows Immesurably with BNMG Layer and Place Names turned on

Yup, found it and now the software runs far smoother.

Thank you very much.

For anyone else that may be experiencing the same problem and wants a simple step-by-step guide for Windows 11:
1. Go to Display Settings.
2. Select Graphics in the Related Settings section.
3. Find and select the Command ...
by Bashkire
Mon Jan 27, 2025 1:14 pm
Forum: Tech Support
Topic: [RESOLVED] Game Slows Immesurably with BNMG Layer and Place Names turned on
Replies: 4
Views: 280

Re: Game Slows Immesurably with BNMG Layer and Place Names turned on

Yup, that looks like the issue. It's using the "Intel(R) UHD Graphics" GPU instead of my nVidia GPU. I'll look into changing that after lunch.

(In case I get it wrong, where would I find that option?)
by Bashkire
Mon Jan 27, 2025 12:45 pm
Forum: Tech Support
Topic: [RESOLVED] Game Slows Immesurably with BNMG Layer and Place Names turned on
Replies: 4
Views: 280

[RESOLVED] Game Slows Immesurably with BNMG Layer and Place Names turned on

Hello all,

I got a new laptop a little while ago which was a complete upgrade from my previous one in terms of RAM, CPU and GPU and yet my edition of C:MO runs with a monumental amount of lag when the BNMG Layer and Place Names are turned on.

Yes, the work round is turning off those layers which ...
by Bashkire
Fri Jul 21, 2023 12:45 pm
Forum: Tech Support
Topic: [LUA Function Request] Enable "Group Slow Down" toggle in LUA
Replies: 4
Views: 358

Re: [LUA Function Request] Enable "Group Slow Down" toggle in LUA

Oh thank heavens.
Cheers for putting it on the list!
by Bashkire
Fri Jul 21, 2023 8:48 am
Forum: Tech Support
Topic: [LUA Function Request] Enable "Group Slow Down" toggle in LUA
Replies: 4
Views: 358

Re: [LUA Function Request] Enable "Group Slow Down" toggle in LUA

I- Hang on, wait.
Is this functionality already in the program? Have I just been very stupid and missed this?
by Bashkire
Wed Jul 19, 2023 11:25 am
Forum: Tech Support
Topic: [LUA Function Request] Enable "Group Slow Down" toggle in LUA
Replies: 4
Views: 358

[LUA Function Request] Enable "Group Slow Down" toggle in LUA

Afternoon all,

As part of my exercise to code together a mission and create a small library for myself, I've been working with waypoints and setting courses in LUA - specifically to get a task group to transit a PIM and reach their objective at a designated time as per mission orders.

I'm able to ...
by Bashkire
Sat Jun 24, 2023 2:53 am
Forum: Tech Support
Topic: [FIXED] LUA - Groups Do Not RAS to Completion Consistently
Replies: 16
Views: 883

Re: LUA - Groups Do Not RAS to Completion Consistently

Thank you very much for sanity checking me, and thank you for coming up with the reason for this.

It looks like I'm going to have to reduce their operational speed during their transit to allow for RASing, or decrease their speed while the RAS is conducted.
by Bashkire
Wed Jun 21, 2023 10:09 pm
Forum: Tech Support
Topic: [FIXED] LUA - Groups Do Not RAS to Completion Consistently
Replies: 16
Views: 883

Re: LUA - Groups Do Not RAS to Completion Consistently

Sorry to revive a somewhat old thread, but has this been fixed in a beta or official patch?
I'm now working on version 1.05 build 1307.18, but I'm still getting the same problem when I order my units to RAS.

EDIT: Just found some old patch notes. It seems that this was fixed in v1.05 Build 1307.13 ...
by Bashkire
Sun May 21, 2023 10:14 pm
Forum: Lua Legion
Topic: Automating Task Groups Sailing and Transiting
Replies: 9
Views: 1203

Re: Automating Task Groups Sailing and Transiting

Ok, new question for everyone:

How would I amend the above waypoint scripts to stop the group lead slowing down to allow the task group to reform. Currently, I have timings set up assuming the entire TG travels at 18 knots (reduced through the Suez), but the entire TG is way behind schedule because ...
by Bashkire
Sun May 21, 2023 8:59 pm
Forum: Tech Support
Topic: [ASWERED] Mission Events all Firing at Once
Replies: 8
Views: 371

Re: Mission Events all Firing at Once

Oh God! Don't tell me I'm going to need to restart this scenario! I've put so much work into this! :lol:

Parel803: Thank you for the file. Interestingly your file triggered events 1, 2 and 3 all at once at the beginning, event 5 after 3 minutes, and event 4 at the correct time! Still, it's more ...
by Bashkire
Sun May 21, 2023 5:34 pm
Forum: Tech Support
Topic: [ASWERED] Mission Events all Firing at Once
Replies: 8
Views: 371

Re: Mission Events all Firing at Once

Ah ha! Thank you very much!
That's me trying to be clever in my mission design and failing miserably.

I'll give that a shot now.

EDIT: Changing the scenario start time to 16 2000Z Sep 2022 still causes all the triggers to fire at once. All my debug messages (telling me when the events have fired ...
by Bashkire
Sun May 21, 2023 5:12 pm
Forum: Tech Support
Topic: [ASWERED] Mission Events all Firing at Once
Replies: 8
Views: 371

Re: Mission Events all Firing at Once

To check: Did you just delete the triggers and recreate them again? I've just tried doing that (for a second time, I might add) and they're still all firing at the same time despite the trigger saying wait for 20:10:01, 02, etc.
by Bashkire
Sat May 20, 2023 11:38 pm
Forum: Tech Support
Topic: [ASWERED] Mission Events all Firing at Once
Replies: 8
Views: 371

[ASWERED] Mission Events all Firing at Once

Good evening, all!

I'm glad to be back alongside, but the fact that I am means that I have access to my computer again and as such I can bother you all with trivial questions about scenario design and LUA coding.

In the mission file attached, you'll find 5 events that should trigger one after the ...
by Bashkire
Mon Mar 27, 2023 8:33 pm
Forum: Tech Support
Topic: [WAD+TWEAK] LUA - ScenEdit_HostUnitToParent issue
Replies: 5
Views: 552

[WAD+TWEAK] LUA - ScenEdit_HostUnitToParent issue

Hello, me again. This is getting to become an embarrassing habit now.

ScenEdit_HostUnitToParent allows for two different parameters:
SelectedHostNameOrID - This teleports the designated unit to the specified port and assigns it as the new base port, and
SelectedBaseNameOrID - This should assign ...
by Bashkire
Mon Mar 27, 2023 8:15 pm
Forum: Lua Legion
Topic: Automating Task Groups Sailing and Transiting
Replies: 9
Views: 1203

Re: Automating Task Groups Sailing and Transiting

Thank you for taking a look at this for me. I'll make a post in the Tech Support forum to make a formal log of the issue for the record.

EDIT: Blu3s on Discord has mentioned that I'm probably using the wrong function. ScenEdit_SetUnit allows me to use a parameter "base = "baseName"" to do exactly ...
by Bashkire
Mon Mar 27, 2023 5:51 pm
Forum: Lua Legion
Topic: Automating Task Groups Sailing and Transiting
Replies: 9
Views: 1203

Re: Automating Task Groups Sailing and Transiting

Ok, next problem:

The rebasing part of the script isn't firing correctly. It would be stellar if someone could do a test themselves and check the line, because I'm having a weird error pop up.

Attached is a save with one ship and two ports.
Paste the below code into the LUA console and you'll see ...
by Bashkire
Sat Mar 25, 2023 12:45 am
Forum: Tech Support
Topic: [FIXED] LUA - Groups Do Not RAS to Completion Consistently
Replies: 16
Views: 883

Re: LUA - Groups Do Not RAS to Completion Consistently


The Lua command is just adding the ship to the REPLEN list of the tanker/mission, so it is not a Lua related issue.
If there is something wrong with the request, the ScenEdit_RefuelUnit() returns a string so you can see why it failed. Which doesn't seem to be the case if you say it shows in the ...
by Bashkire
Fri Mar 24, 2023 6:17 pm
Forum: Tech Support
Topic: [FIXED] LUA - Groups Do Not RAS to Completion Consistently
Replies: 16
Views: 883

Re: LUA - Groups Do Not RAS to Completion Consistently


I imagine that you will not have to call the next unit to refuel until the unit that is refueling is finished.

Another option is to change the RefuelUnit method so that if a unit is already refueling, the new unit is added to the refueling queue.


So this is certainly going to be my next step ...
by Bashkire
Fri Mar 24, 2023 4:43 pm
Forum: Tech Support
Topic: [FIXED] LUA - Groups Do Not RAS to Completion Consistently
Replies: 16
Views: 883

[FIXED] LUA - Groups Do Not RAS to Completion Consistently

Hello all,

One other issue I noticed while trying out some scripts I’m working on:
When I use the script found in this post to order my group units to RAS when low on fuel, all units move to the tanker but not all units completely fill up on fuel.
It’s like they begin feeling, but when the next ...

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