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Has someone an Afghanistan terrain in development? If not i would start to develope one.

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Gepard when do you actually sleep? The amount of mod work you throw out is incredible.

 

Thank you!

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Gepard, I can't make tiles, and I was eventually going to use the work of others ( :blink: edit...with permissions!!!) for the Six Million Meter Map, unless somebody wants to try it. If you like to try new type of tiling project, never done before in any of The Sims....? Go for it. I guess populating that map might have to wait for the eventual Debate on what is required for planetary scale maps, and what should be bailed on.

Edited by Lexx_Luthor

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Go for it.

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I think WOI will be the best basic game for Afghanistan terrain. The tileset looks already "afghanish".

At first i will make the area around Kabul. Lets see where it will end.

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Please make it WoE compatible.

Appreciate it! :yes:

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I tried to make one a while ago using the tutorial , but didn't get too far. Please go ahead and do it!

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Please make it WoE compatible.

Appreciate it! :yes:

 

He just said we was going to make it in WOI because the tile set works better. :slow(en): :fool::banned:

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A few months ago I started a thread about an 80's Afghanistan war campaign. I've done a lot of research and I have made acurate skins for most of the soviet units stationed there, but I didn't have much success with the terrain. So go for it :good: Let me know if I can help you with something.

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I got some reference photos (taken in-country) so if you're interested I'll hook you up.

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I think tomorrow i will release a first preview of Afghanistan terrain. At the moment it covers the Kabul, Bagram, Jalalabad area. It is far away to be finished. Its only to show you how it could look.

 

And by the way, if someone want to help with lets say to make an replacement tileset or groundobjects, like DSHK gunners, taliban with AK-47, Taliban with mortars, civilists etc, then feel free to do it.

Edited by Gepard

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I have a taliban model WIP. I also have some new sounds lifted from CS.

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...if someone want to help with lets say to make an replacement tileset...

Waiting for first preview then :whistling: :)

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The preview is uploaded and available at the download section.

 

Please read the READ ME. Especially the point with the seperate installation which i think is the best way for Afghanistan terrain. If you dont want a seperate installation then dont install the files in the flight folder.

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I started working on a completely custom tileset, when it starts looking like something, I'll send you a few pics sou you can see if you like it...

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And by the way, if someone want to help with lets say to make an replacement tileset or groundobjects, like DSHK gunners, taliban with AK-47, Taliban with mortars, civilists etc, then feel free to do it.

 

 

Aren't there some emplaced MGs (machine gun nests) in the Falklands map? Maybe seeing if Kesselbrut will allow thier inclusion. Mortor pits would require a new 'team' with the gun tube.

 

Generic soliders are pretty easy, just use the Soviet Squad, maybe repaint the uniform for more burkha looking...

 

Wrench

kevin stein

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The last hours i tried to make ground objects firing each other, but i failed. My intention was to build soviet vehicle convois encircled by mudjahedin warriors which would have a fire exchange with escorting APC. Or an other idea was to have taliban mortar or rocket attacks from the mountains down in to the airfields and barracks.

I know i had some times ago made ships firing each other for a very nice seabattle, I set TargetType=Warship for it and placed them on the map, but i was unable to do it with tanks or soldiers. The stupid things looked nicely each other, but dont opend the fire. Could it be, that in WOI ARTILLERY and WARSHIP will not work for ground attack?

 

Wrench, nice idea. Will see.

 

Brain, a new tileset is very welcom for all guys who dont have WOI, but one of the other sims.

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AFAIK artillery (the type) isn't fully implemented in the game; APC and TANK should work fine as well as WARSHIP.

 

You might want to check to see if you have the gun data entries in the gundata.ini (especially if you don't have Bunyap's WP installed).

 

Is this a custom mission or placed on the map as targets?

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They are placed on the map as targets like below:

 

[TargetArea019]

Name=Taliban attack position

Position=866000.0,671000.0

Radius=7071.067871

ActiveYear=0

Location=1

Alignment=ENEMY

Target[001].Type=RPG-7

Target[001].Offset=-150.00,0.00

Target[001].Heading=260.0

Target[002].Type=RPG-7

Target[002].Offset=-100.00,30.00

Target[002].Heading=260.0

Target[003].Type=RPG-7

Target[003].Offset=-30.00,0.00

Target[003].Heading=260.0

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Arty works in WoE (haven't tested in WoI yet, as I've not placed any batteries near enough to each other). Ther's even an IDF SPG floating around in one my map sets ("Lo'em", based off the DATs M7 Priest --maybe in IsrealME upgrade???)

 

Look at my ASW map; down at Brownsville, the Brownsville Defense Battery M-59s are constantly engaging the Global Sedition D-20s (and other targets at that site) that I placed jusssst out of range of each other. (also used on the SoCal map too, and the unfinished Iran/Iraq)

 

You could create an new 'gun' or tweek out an existing one, give in laser guide, like Crusader's Kytusha's. Of course, they hardly miss that way. The weapons still needs a clear LOS, at least as they stand, but the WILL shoot at each other.

 

I just used the 6in_Mk16 gun, that's already in one of the gundatainis (bunyap?). Equivalant (appr0x) to a 155mm. It DOES need the range extended, though

 

[GunData***]

TypeName=6IN_MK16

FullName=6" 47Cal Mk 16

Caliber=152.000000

ROF=8.000000

MuzzleVel=853.000000

AmmoWt=47.600002

WarheadWt=6.200000

Reliability=98.000000

Accuracy=80.000000

AddLight=TRUE

MaxLightRange=5000.000000

FireColor=0.400000,0.360000,0.256000

GunFireEffect=ArtilleryFireEffect

GunFireSound=TankGun

EffectClassName=ArtilleryEffects

EffectTime=0.200000

TracerTexture=

TracerSize=0.000000

TracerDistFactor=0.000000

TracerLength=0.000000

MaxVisibleDist=0.000000

MaxStreakVisibleDist=0.000000

TimeFuzed=FALSE

 

maybe increase the muzzle velocity, or decrase the shell weight to extned range? Not sure how that works.

 

mortars I'm not quite sure how you could do those, but they need a high ballastic arc, like the Kytusha's, with no smoke trail. Definataly doable, I just don't know the 'mechanics' of it...

 

Wrench

kevin stein

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Whoa whoa whoa...arty works now? Since when? and HOW? Do they get placed randomly like AAA or SAMs? Or do they only show up in User Created Single Missions? How 'bout campaigns? Can they get tasked as targets in a campaign? Hmmmmm....I see possibilities here...

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somebody's been definatly NOT playing my terrain mods... :wink:

 

They're placed just like any other terrain object, albeit still UseGroundObject=TRUE in the types ini. Just like any other vehicle you want to show up in a certain area, to do a certain thing.

 

Get the 2 terrains I mentioned above, and you'll see.

 

Wrench

kevin stein

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somebody's been definatly NOT playing my terrain mods... :wink:

 

They're placed just like any other terrain object, albeit still UseGroundObject=TRUE in the types ini. Just like any other vehicle you want to show up in a certain area, to do a certain thing.

 

Get the 2 terrains I mentioned above, and you'll see.

 

Wrench

kevin stein

WAIT. So if I have a target area, portraying a an arty site, positioned nearby an area where a ground battle according to movements' data (apparently now specified in campaings, and no longer in terrains movement file, althoguht is hear-say and I still ahve to check).. in this case you will sea TANK force attacking the other TANK force, that is receiving support from arty site nearby placed?

OMG will we EVER exploit the possibilty of this system... and thinking of vietnam,, now that armed recon missions do work in campaign,, we CAN have the hochi mihn trail raids!

..

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