Hi @tbuc67, what do you mean "Airstrips are hard coded at 50% (or 60)? Does it mean Airstrips are only targeted if the slider goes above (or below) that threshold or that Airstips are only targeted at a rate equal to half the slider percentage? Thanks for these videos.
I gave these priorities/targets/Pak values in my campaign a go. To keep it simple I set them as you have shown for the first day strategy, it didn't generate any Sweep missions though : I see SEAD, DCA, QRA, BARCAP, and of course AWACS/Tankers etc. Am I doing something wrong I wonder - Everything is set exactly as you have it for first five hours from Zulu start time. I understand this to be an example of one possible way to establish Air superiority first then, hit airfields, then move onto ground once the air superiority has been more or less achieved and not the only way to go ahead with the campaign priority settings - but I'm not seeing sweeps on my campaign. Has anyone had a similar experience with lack of sweeps cross the FLOT/DMZ with these settings? Or perhaps the creator of this falcon video may have some suggestions with this? Many thanks I enjoyed the video.
I feel honored to be linked here <3 i should look deeper into Falcon 4 BMS, now knowing about this campaign stuff, but I'm bad (overwhelmed) at getting into the bunch of aircraft details/controls.
Amazing video! Why arent these "anti suicide" settings implemented directly into the BMS mod? Seems like a no brainer for added realism and a relatively easy fix
Not an IT/BMS expert, but what worked for me was to check my (wide screen curved) monitor's resolution, and then in BMS going to: Setup -> Graphics -> Resolution ...and picking the option that exactly matched with my monitor's native resolution and refresh rate. Hope this helps.
Really, really interesting. Not only because it's very interesting understand how it works but also from a strategic perspective for those we are interesting in this layer of the sim. Thanks for sharing. Please more!
I've just discovered your series of videos. Impressive work. Instant sub. If you let me a recommendation: the dynamic campaign from Enemy Engaged. Not only because it has all the requirements that you have mentioned but also because it's open source. You can find more info in the subforum at simhq. Again: thank you for this fantastic series of videos.
Hey! This series just got brought to my attention. I will give my full thoughts when completed! I think you may like my video tierlisting all 90s sims with dynamic campaigns. Checkout my channel, it made some big hits and started some flame wars :p
As a sim-lite enjoyer myself, I think taking a look into classic Dynamic Campaigns such as IL-2 1946 and Strike Fighters 2 (which is literally just a .txt file setup, it's impressive what you can do with just text editing) would be worthwhile.
Simply wow. I've been a big nerd on the lower fidelity simulation side of strategy games and I've been getting my fix mainly from board wargames (TCS and Harpoon), CMO and Falcon BMS. I'm glad to run into this content made by someone who is also fascinated by the Dynamic Campaign. Looking forward to more from you while I read through the treasure trove of papers you linked in the video description :D
So, then we are on the same page! Yes, Harpoon (good memories), but also Command Modern Operations as well as Next War, Elusive Victory, Red Storm and Elusive Victory by GMT are also on my "low fidelity" section. I am right now finishing some simulations and records for my next video (part 4). It will be about the making of an air tasking order. I bet you will like it.
This was actually great that you included comparisons with the speed-up runs! Most tutorials are focusing very much on setup of single flight for player to fly and only partly mention the priority controls. This saved me a lot of time experimenting that I was always lazy to do :)
@@tbuc76 Thanks, I know about that. I meant how are you able to select all those flights to show up on the 2d map with the scrolling in the ato? I can only select one flight at a time with my mouse. You select a bunch of time at the same time. I.e., like from 13:25 onwards?
I am probably not understanding what you mean. You know you can simply open the ATO, click show all flights, and expand the ATO tree by clicking on each mission category and then click on the empty squares to show the respective mission, right?
@@tbuc76 Yes, but that's not it either. You seem able to select (make the green checkbox) a lot of them at the same time by somehow scrolling and selecting them at the same time. I can't figure out how you do that.
@@johnpancoast3236 oh, I see....I am simply clicking then scrolling, and I speed up the video x100 in the edition. This gives you the impression and "scrolling and selecting at the same time".
Very rewarding. I learned more here in one weekend than 25 years reading comments on BMS forums that sometimes seem oriented only for a small group. The disconnection of the ATM and GTM during the simulator's history makes me sad. I hope that those who are in charge of analysis and programming at the moment have the knowledge that you have and that this ATM-GTM link will be put back into operation. It's more important than VR or other goodies in my perspective.
Great stuff. I had a conversation with Dimitri a few years ago about the GUI for this game/sim. He was clearly resptive to ideas and displayed a huge amount of intelligence. Great guy.
I personally think the GUI is sub-optimal but I gave up to make suggestions of this kind. I would like to see more icons to fast-click and more right clicking on units to give commands. About this video: The lack of noise in DECM pods is a big, very big issue in Command, IMO. This distorts the outcome of BVR and SAM engagements completely. I really hope they find time to implement that.
Yeah this is absolutely remarkable content. I never thought I’d stumble on such a deep dive into dynamic campaigns. Please do keep these videos coming.
I drop by a comment here, as my appreciation bring back my childhood live again. Play the original falcon, and thank you for bring smile and laugh into my life at harsh time around 2022 when the global economic slow down. In year and one year alone, at least I fly 1000hr virtual fly with Falcon BMS. Thank you so much.
Hey I’ve been working on a web based dynamic campaign engine for DCS and I can’t say thanks enough for your insights and summaries. I’ve kind of gleamed a lot of it over the last 2 years or so but it really helps when someone vocalises it also. ❤
Interesting. Making the ATO to work properly is tricky, isn´t? I was thiking about making an additional part about different algorithms to taks missions etc in a DC.
Indeed it’s probably the most well understood component from my side though. It’s also pretty heavily documented around JFC activities and JOAP cycle so it kind of ironed that out in my head pretty early. Specifically I feel the centralised planning and decentralised execution helps it’s very “programmable” but with micro organisation within it but it’s the ground stuff that has me stumped at the moment. The best I have so far to combat this is the 2 tier ai and a built in behaviour tree designer hoping some bright sparks will come along and modify the runtime behaviour and export me the tree file to use 😀 I think I need to get much deeper down the utility model for this though and move away from programming behaviour and more towards a scoring model.
You description of the aggregation / de aggregation is incorrect . There is no bubble around the player , there are bubbles around every unit (with different sizes ) and player enters or leaves their bubble. The sensors SPI also create a bubble around them. With your desricption it’s difficult to explain why some units deaggs at larger distance than others ;) I’m sorry you put a lot of effort in this incorrect description of the bubble system
Of course, JP. I did not want to go into detail explaining how the algorithm works exactly with individual ranges for each unit and sensor in F4. In my view, this a technicallity beyond the scope of this video, since in the 3D world no one >should< notice that. This is what BMS does right compared to older versions.
@@tbuc76 yeah I understand however it’s easier to explain with the players aircraft entering different bubbles around units. Because 1) people will wonder about the différents sizes and 2) this is what they see in Tacview
@@tbuc76 btw during a long time I believed there was a bubble around the player. The day i discovered it was actually the opposite , my reaction was “ooooooook i understand better some stuff now :)”
@@MultiJp51 fair enough...I was trying simply to be didactic here and show why BMS shines compared to other sims. I could list all ranges for each unit, show how to edit them in the editor etc. But that misses the point for this part. Later in the series, I will get my hands dirty and discuss different types of bubble implementations. BMS uses one of many possibilities.
I think that the player-bubble description is better than the units-bubbles one. Each type of unit (flight, battalion etc) has its own de-aggregation distance, that's true, but it is still centered on the player... It's different bubbles, but player bubbles none the less. Not sure if it still a thing, but there also used to be a small "cursor bubble", so anything targeted by the player would de-aggregate regardless if the distance.