

It's a good thing I make a living in the flight sim biz. That's real hours - I do not use time acceleration. Hard to believe but I have 927 hours flown for them so far since 2009! And when the mood strikes me I switch and fly for the historical Piedmont Airlines with their short-hop multi-leg flights and hyper aggressive scheduling. My other two fantasy "careers" are for Acme in Alaska, often challenging bush flying with the weather, terrain, and the Acme schedule and destinations.
#FSX MISSIONS GYPSIES PART 2 CODE#
I'm still a such greenhorn with the military style missions! I only have about 21 hours in on my Air America career testing the new code having been sick much of the last two months. Thanks! I enjoyed doing that video, even though when I look at it now I realize how many mistakes I made. Look forward to more developments as they occur. We have tried to make this both capable yet very simple to use and understand. Thus far, all development as been for a single-player environment, but we are committed to supporting multiplayer too. And you don't have to fake anything - any hostile AI SimObject placed in range and weaponized by the scripting engine will act accordingly. Another mission type is to fly to the target and pick up a payload. Other mission types could be air drops of food, paratroops, or even firefighting chemicals. The results of your actions are tracked and recorded and you can advance in rank.Ĭombat missions are far from the only thing possible. It could be the USAF, or USN, or any organization. In the video I am flying for Air America. Only now that could be more than the civilian air transport companies that we've supported since the beginning. Of course, being FSCaptain, it places each mission in the larger context of your career with your employer. That's exactly what was shown in the video. It will "weaponize" the existing SimObjects that uses so that on an FSCaptain mission they will be hostile to you. FSCaptain is aware of and works seamlessly with these three products. And VRS Tacpack or CSWeapon to give you capability to shoot back. Or you can rely on to provide your opponents. Good luck!" It can place objects and it can move them around and they can shoot at you if hostile. A typical FSCaptain-defined mission can be as simple as "you start here, your target is there, and then fly back here. You just tell them where to start and where to go. Because unlike with the elaborate FSX system, you don't have to tell the AI unit what to do, they will act somewhat on their own. I would not totally agree that the scripting system as it stands now is more refined and capable than the FSX scripting system - but it is lot easier to create missions with it. But as you could see in the video it's pretty capable right now. We don't know what obstacles we may run into that would delay us.

We would love to be able to offer a public beta in a few months, but as you know time frames from developers are just educated guesses. It does bring some things to the FSX/P3D action-oriented (combat or otherwise) environment that haven't been seen before. We are excited about this new coming capability. I should reply to this since I am the guy that did the video and also one of the team that maintains and enhances FSCaptain.
