help using editor to make test scen

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obvert
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help using editor to make test scen

Post by obvert »

Hi all,

I could probably figure all of this out eventually, as I know I've done it a few years ago, but I thought asking a few here might be the best option.

I'm building an air test scenario and wanted to add a bunch of different air groups with planes from all generations to test whenever needed. I started with a Grand Campaign Seen 1 just to have access to all of the air groups, ships and devices. I restricted the map to areas around the Home Islands and gave the Kuriles to the Allies with massively built and supplied bases. The map is fine, the bases work, the ships are in place and filled up with the right air groups, so that is all fine. But ...

1. When I set date to 0 or to a date before the scenario begins for the air groups I still don't see them appear in the correct bases. What am I missing?

2. How do I fill the pilot pool with experts for all types of planes/skills?

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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inqistor
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RE: help using editor to make test scen

Post by inqistor »

1. I would have to check actual behavior, but first make sure, that you have Home Bases for both sides on the restricted map. Otherwise airgroups behave weirdly.

2. You can't. Skill is only generated based on pilot starting exp, and his plane type.
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obvert
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RE: help using editor to make test scen

Post by obvert »

ORIGINAL: inqistor

1. I would have to check actual behavior, but first make sure, that you have Home Bases for both sides on the restricted map. Otherwise airgroups behave weirdly.

2. You can't. Skill is only generated based on pilot starting exp, and his plane type.

Ok. I think I have this. Just in case, where do I set home bases?

So I guess if I want pilots I need to set air groups to 80 exp for different types and then plunder them later for other groups. That should work and it's what I've done before. Just wondering if there was another way.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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obvert
Posts: 14051
Joined: Mon Jan 17, 2011 11:18 am
Location: PDX (and now) London, UK

RE: help using editor to make test scen

Post by obvert »

I just checked, added home bases, which I hadn't realised were not in there, and suddenly the air groups showed up! Thanks!
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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inqistor
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RE: help using editor to make test scen

Post by inqistor »

You can probably generate some pilots in Pilots tab, with high experience, and no air group. That should work, in theory...

You just need one for every plane type, and then just clone them in excel spreadsheet. But just putting no-names in Group will do it faster :)
What about National Average (Scenario Tab-Pilots)? If you change it to 80, fresh recruits should behave same, as those starting in Airgroup.
User avatar
obvert
Posts: 14051
Joined: Mon Jan 17, 2011 11:18 am
Location: PDX (and now) London, UK

RE: help using editor to make test scen

Post by obvert »

ORIGINAL: inqistor

You can probably generate some pilots in Pilots tab, with high experience, and no air group. That should work, in theory...

You just need one for every plane type, and then just clone them in excel spreadsheet. But just putting no-names in Group will do it faster :)
What about National Average (Scenario Tab-Pilots)? If you change it to 80, fresh recruits should behave same, as those starting in Airgroup.

I've just created some larger airdrops with level 80 pilots for all types so I can pull them and create a pool. I really only need 100-150 so this should be fine. It's just a bit more clicking so I'd wondered if there was another way to do it. I think all ways add some clicks. [;)]
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
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