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If you do, don't use the new targets and types ini from the "new" terrain folder. It's buggered up, and totally doesn't match my terrain.

This is WHY I tell people don't mess with these things -- the terrains are correct when I finish them.

 

The package has a very unfinished feel to it --even for a Beta, if even that; it has lots of stuff that just doesn't fit, like old 1stGen aircraft stuff -that should have been brought up to snuff, and lots of stuff just plane missing (example: Kyushu Gypsies skin for C-47, the fixed bits for RazBam's Banshee in the /Optional folder that I did a few months ago)  Some aircraft (and I haven't looked at them all yet), have wrong dates in their data inis -- the GunVal Sabre for instance. When they were uploaded, they were correct.

The Sabres -ALL of them- were done in a specific way, to make their operations and usage EASIER. There's no need for zillion sub variants. This was discussed long and hard and at times vehemently in the KAW forum.

 

Sorry, Do335, I just had to express myself. It's not meant personally, but I hope constructively. And as I said before, I'll help out as I can. But I'm not a campaign ini guy. I just build the sandboxes. Accurately

 

Malibu, I guess I should check you beta campaign out!

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still i think that the meteor F-84s and F-51s should be released
for exemple the F-51 whit some edits his a fine P-51D for those that dont have Exp 1

my two cents

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I'd like to stress that purpose of this pack is not to cram as many goodies into it as possible but make what's already available fully functional in a campaign environment. So it should be easy to setup, minimum amount of bug fixing thereafter, and have a full fledged campaign to fly when it's done. For example the Razbam banshee is: payware, has a rough FM, and a high poly model but no lower level LODs. Basically it is only good for a screenshot here and there.. So remedy is 1: use only 1 squadron of it in campaign, if one doesn't have it then it's ok. 2. fixes the hitbox and AI gunnery in data, it is a guns only environment afterall. 3. caps LOD range so doesn't have a big fps impact in high unit density campaign play. In fact many aircraft and ground unit that doesn't have sufficient lower LODs have the ranges capped. Some ground unit that causes slow downs (even CTDs) are deleted. It is done so flying is smooth, especially no slide shows when you're trying to shoot something.

 

I know many modders have put time into this. Without your work we wouldn't have this theater in the first place. Wrench I understand the amount of time and energy you sacrificed naturally makes you very protective of the work. But the single mission oriented state of some mods really hinders their use especially in a campaign environment, so changes have to be made in order that more people can use the mods to begin with... I hope you're open to that.

 

malibu43: once you set "GroundOffensiveAllowed=TRUE" the ground war will commence. By mission hopping you can lose it in ~10 missions. It's got 38 strategic nodes and they're built by luk1978 (was gonna give it a test but RL intervened badly.. I need to update credits). I bought the book "Korean War Order of Battle" by Gordan Rottman and was considering a ground unit OOB update but, obviously the whole campaign lasts 3+ years and should be more suitable for a Rolling Thunder style aerial affair. The best way to do it imo is to separate it into like 3 phases, reds attack phase, blue counterattack phase and the last trench warfare phase. But then as a -86 pilot you're more likely pulled into engaging low level attack aircraft like Il-10s and Yak-9s when ground wars are in effect, which isn't the med/hi altitude dogfight that it historically engaged with. So in the end I chalked it up to SF campaign engine limits. Still a ground war would be a great addition, it appears for me I just needed more incentive......

 

FastCargo/Cocas: Exp 1 is critical, the Mig-15s are in it. Actually tho I'm not sure about exp2 and Strike fighters 2. I built it on full merged ofc but gonna do a test install. will update readme.

 

 

To Wrench et all If you have any finished goodies hidden on your HDD, please upload them and i'll update. Gonna try to integrate the F2H2 skins and hunt down that C-47. And Wrench yes plz upload that 67th Sabre skin.

Edited by Do335

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off topic: is there any tupolev tu-2 bat available or in development?

In my workbench but the model i made back then his so shity that i need to make a new one form zero no ETA for that!

 

FastCargo/Cocas: Exp 1 is critical, the Mig-15s are in it. Actually tho I'm not sure about exp2 and Strike fighters 2. I built it on full merged ofc but gonna do a test install. will update readme.

im not only talking about this mod in particular but the users whitout exp 1 in geral! 

BTW dint russo started a MiG-15?

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cocas: sorry, i misunderstood and see your point.

 

wrench: is this the C-47 skin you mentioned.. which is from Paulopanz. I searched and only found this one that's applicable for korean setting.

http://combatace.com/files/file/13384-lisunov-li-2-cab/

http://combatace.com/files/file/11750-tw-c-47a-upgraded-base-pack/

Edited by Do335

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Gentlemen, I wish to apologize for my earlier post.

It was bad day.

 

So, forgive me.

 

--------------

I'm going to go through my KAW mods folder, and recheck what hasn't been uploaded.

In fact, I'm going to re-do the 21st TCS skin, as soon as I can (hopefully today!), and upload it separately. It'll be on a lower rez than the original, but I think will look a bit better.

 

I have Daniel's original Tu-2, but it's never been skinned. Nor, iirc, is the FM up t snuff. I'll look at that today too!

Hopefully my wife (who's on vacation this week) isn't going to run me around doing stupid stuff that keeps me from my modding!! (grin)

 

below is a shot of the Bat, you can see it need further work.

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Wrench: No apology necessary at all, without you and the modders' selfless work we'll have nothing on our hands in the first place. Unfortunately we can only thank you guys so much via the limited interface that is the internet forum. I'd like to take the chance and send another big thanks from someone that benefited greatly from your work, that is if you haven't already got enough of those!....

 

Looking forward to the tupolev, even as WIP it looks great. the PLAAF should make quite a few bomb runs with them. i've always wanted to try a mig-15 campaign, with this in play it will be more interesting, escorting them should be tricky and challenging.... I'm not half bad with ini fixing etc so ping me if you need help or wanna save some time.

Edited by Do335

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It all depends on what Daniel wants to do ... I've been keeping him a bit busy with the new Thunderbolts, and 3 new Beaufighters (late marks with the rear gunner/observer; Mk. 6, Mk.10 and TF.X. including the AI Mk.10 versions with thimble noses).

 

We're nearly done with the bubble top jugs (have 2 ready to go, just waiting for the new bump maps), and if he wants to visit the Bat, I can wait a bit more for the Beaus. It's just that we're trying to replace so many "not readily available" or outdated WW2 mods...

I'm always open to help. That massive CBI terrain isn't really going anywhere (and it's hard to find out WHAT was in French Indo-china in 1944...1960s is no problem!)/

 

I'd add Paulo' Li-2, even if AI controlled, it'll give the commies some parked planes for the UN forces to shoot up!

 

what about the 8th FBW, Sabres? I've redone the 36th FBS; easy to do the other 3 -- just a color change of the stripes

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roger that Wrench, no hurries.

 

i've integrated the Li-2 indeed as the reds need a transport in camp mode as well. But gonna wait a bit before updating the pack and let the bugs creep up/accumulate as there always are bugs...

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8th FBW birds..

 

(will have to make a new decal set for the 35th, as they did part of the serial and 'us air force' in yellow)

 

 

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I`ll dig em out and se whats what,im off new years day,will have looksee

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i check my max files on the Tu-2
beacouse that mapping for exemple his not the final mapping!

and take a look and try make at least some that can be use ahs a late beta!

Has for the bumpmaps you are waiting on the jug check PM please

im busy whit loads of planes not only jug and beaus

 

 


BTW

Baffmeister was working the TU-2 FM or generic bomber FM iirc

 

if not i have and idea we need to talk over PM!

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ok i made my check and a rebuild of the Tu-2 i just need to fix some small issues and remap it on my side should not take long.

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Thanks Cocas, looking forward to the tupolev.

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ok, the 67th, 35th, 36th and 80th FBS skins/decals are all done

 

Should I just go ahead and upload it?

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Wrench: wow sweet! yes yes upload them please if you can.

Edited by Do335

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Do you want me to do a pass over the Data INI files for the included KAW ships?

KJakker,

 

As luck had it I just did it using these two of yours (for SCB-125, Gearing the Sumner).

http://combatace.com/files/file/14561-sf2na-us-stock-ships-data-file-modupdate/

http://combatace.com/files/download/14510-scb-125-data-file-update/

Edited by Do335

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KJakker,

 

As luck had it I just did it using these two of yours (for SCB-125, Gearing the Sumner).

http://combatace.com/files/file/14561-sf2na-us-stock-ships-data-file-modupdate/

http://combatace.com/files/download/14510-scb-125-data-file-update/

 

I did not just mean the ones in those links, I meant a look over and edit of the data.ini for every ship you are including in the pack. It would not interfere with any other mods as KAW is meant for a standalone install. 

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re: Skyraiders

 

one is the original, built from monty's A-1H,

the other is based of the STOCK 3W A-1H.

 

essentially, the same aircraft, BUT ...

 

the 3W one will fold it's wings when parked, has a static prop (and better looking when spinning), and may other items that add to the eye candy. Overall, it's a better bird

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Do335, how much are you using from the "SF2 Korean War Era Misc Items" pack?

KJakker I'm on it. Apparently my latest all nighter is spent on them ships and it's not done yet...

 

Wrench, roger that C-54. Mayhaps I'll dig into the ww2 DL section a bit after this...

Edited by Do335

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@KJakker, data tricks in good effect

 

 

 

The effectiveness are mostly from your settings like super heavy warheads plus bumped up muzzle V since it seems AI can't lead targets at all. The gunners are all given best stats in data.ini in hope it makes some difference in AI accuracy.

Survivability is about 50% for a 16 ship and 25% for a 8 ship. I reckon it is acceptable.

Edited by Do335

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