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limit missile launch

Posted: Tue Sep 02, 2014 5:35 pm
by Marine1775
1)how do I limit the number of asms during auto engagements. I don't need 8 harpoons to sink a patrol boat.
2) how do I recreate the Alaska Battleship that was present in harpoon3?
3) Please give us the ability to change the A/C ready times as an option. Thanks

RE: limit missile launch

Posted: Tue Sep 02, 2014 5:43 pm
by ckfinite
1) Manual engagement. Shift+F1

3) Use the editor to play missions. You get whatever loading time you want, plus the fun of F-35B in the Falklands.

RE: limit missile launch

Posted: Tue Sep 02, 2014 6:04 pm
by Luidzi
Hi and welcome on the forums.
1) It is better to use Shift+F1 to manually engage targets. This will allow you to specify exact targets and number of ordnance.
2) The closest equivalent of BCGN 44 Alaska is probably CG 21
However, nothing stops you from selecting a hull you find in the game or on Baloogan Campaign Wiki and modifying its weapon systems and sensors in the scenario editor.
3) With editor you can also change ready times of aircrafts. Base values (like 6 hours for strike loadout and 20 hours for bomber) are hard-coded and there is already a very long ongoing discussion about them.

RE: limit missile launch

Posted: Tue Sep 02, 2014 6:20 pm
by ckfinite
The loadout ready times are actually in the DB, it's just that the argument about which one should have what is quite complex.

RE: limit missile launch

Posted: Tue Sep 02, 2014 6:24 pm
by mikmykWS
Big changes coming here soon guys.

Mike

RE: limit missile launch

Posted: Wed Sep 03, 2014 8:04 am
by haukka81
ORIGINAL: mikmyk

Big changes coming here soon guys.

Mike

Nice , thanks!

RE: limit missile launch

Posted: Wed Sep 03, 2014 3:57 pm
by NakedWeasel
ORIGINAL: mikmyk

Big changes coming here soon guys.

Mike

Believe me, I check daily. +1, and keep on truckin.