Its been much too long since I played korean campaign, so now you guys could tell me that how long usually the korean campaigns last in days before victory/defeat and does the activity of flights scheduled/ground units change how much near the end.
Thanks for any info you can share.
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Snake Man
Campaign duration in days - activity levels
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Campaign duration in days - activity levels
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Re: Campaign duration in days - activity levels
I think (on average) they are intended to be about 7 or 8 days, assuming the player is involved regularly and does some damage!
Cooler
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Re: Campaign duration in days - activity levels
I just finished iron fortress and as i recall that was almost 6 days.
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Re: Campaign duration in days - activity levels
Sorry for sliding bit off topic, but in the campaign start there are few flights scheduled.... its only after when AWACS radios "sunrise" or whatever as to indicate that he is now active on the partol area, the flights will start to schedule on higher numbers.
Any idea whats this about... doesnt Falcon cmp engine want to schedule flights on "no radar coverage" areas or something?
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Snake Man
Any idea whats this about... doesnt Falcon cmp engine want to schedule flights on "no radar coverage" areas or something?

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Snake Man
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Re: Campaign duration in days - activity levels
Yeah - I think that is the case. You may want to ask Schumi or Washout directly as they know a lot more on the campaign scheduling/generation stuff. (And Scoob too of course).quote:Originally posted by Snake Man:
Sorry for sliding bit off topic, but in the campaign start there are few flights scheduled.... its only after when AWACS radios "sunrise" or whatever as to indicate that he is now active on the partol area, the flights will start to schedule on higher numbers.
Any idea whats this about... doesnt Falcon cmp engine want to schedule flights on "no radar coverage" areas or something?
Would you want to go out without AWACS?

Cooler
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Re: Campaign duration in days - activity levels
Sorry but I'm Mr OffTopic these days (kind of)... dont know if anyone has noticed this little tip for building campaigns, but you can use Tactical Engagement for testing ground unit movement paths (links).
Its easy to start up TE mission, add ground unit, assign a movement order to it and then just start advancing the clock to see how they move. I did discover many errors in my tiling (yes tiling) in the paths the units were supposed to move.
Back to topic, do you guys think its OK to have 10+ day campaign that keeps on going at least average activity level (meaning sortie rates dont drop too much as targets get destroyed)? I've seen quite few campaign stories that indicate LESS than 10 days of fighting before victory/loss... so if we can make campaign that lasts ten or so days (meaning keeping sortie rate/activity up), were on the the right track
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Snake Man
Its easy to start up TE mission, add ground unit, assign a movement order to it and then just start advancing the clock to see how they move. I did discover many errors in my tiling (yes tiling) in the paths the units were supposed to move.
Back to topic, do you guys think its OK to have 10+ day campaign that keeps on going at least average activity level (meaning sortie rates dont drop too much as targets get destroyed)? I've seen quite few campaign stories that indicate LESS than 10 days of fighting before victory/loss... so if we can make campaign that lasts ten or so days (meaning keeping sortie rate/activity up), were on the the right track

PMC TFW
Snake Man
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Re: Campaign duration in days - activity levels
Interesting question and implications. It may not be necessary, but a campaign running 10+ days certainly is cool. In Nam the big # for F-105 pilots was the 100 mission mark. In the sim, we fly many times more than the actual rate in RL. So 10 days in the sim i should be able to get 100 missions completed.