Wrench Posted April 9, 2007 Posted April 9, 2007 Just about done with this 'set up'. Borrowed the NIKE stuff from OTC, and the 'parking lot/concrete pad' from the truck depot. And the little buggers actually fired, for the first time that I've seen (well,outside OTC). Interesting to note, only one set of 4 missiles fired. Possibliby a facing issue?? (this one's from another angle, to show the various stuff I tossed out there to make it look better. not historically accurate for a NIKE battery, but it looks fairly good) What is really needed is a smaller 'concrete pad' that takes less space, and can still be dropped into a target area, and have the launchers, radars, some support buildings and AAA surrounding it. Something about the size of that central area, where the generator building is. Wrench Kevin Stein Quote
+ravenclaw_007 Posted April 9, 2007 Posted April 9, 2007 excellent work are you planing to include it in a terrain ? Quote
jtin Posted April 9, 2007 Posted April 9, 2007 I think MontyCZ has a plate that can use a colored .tga. I think I downloaded it from a TW thread. PM him about it, called "Plate500.rar" Might be what you want Quote
Fubar512 Posted April 9, 2007 Posted April 9, 2007 excellent work are you planing to include it in a terrain ? Wrench, have them launch vertically, and set the yaw for the individual missiles to different azimuth settings to prevent the site from vollying them. Quote
Nicholas Bell Posted April 9, 2007 Posted April 9, 2007 How does one add these to the terrain? I didn't spot anything in the Knowledge Base. I'd like to try putting my old IHAWK Bn on the Germany map, although I've catch the drift that there is a problem in getting NATO ADA assets to function? Quote
Fubar512 Posted April 9, 2007 Posted April 9, 2007 How does one add these to the terrain? I didn't spot anything in the Knowledge Base. I'd like to try putting my old IHAWK Bn on the Germany map, although I've catch the drift that there is a problem in getting NATO ADA assets to function? I'll pen up a knowledge base article on how to set up and locate NATO SAM defenses on the WOE Germany CE and SF Desert terrains when I manage to get a bit free time. I have a lot on my plate at present, and I'm just catching up. Wrench, just for the helluvit, try setting the ground object roles of the Nike and its radars as "Nike_Battery", and see if they still appear (and work). Update: Just tried it, and it works fine, Kevin! [MissionData] NationName=USAF ServiceStartYear=1959 ServiceEndYear=1984 GroundObjectRole=NIKE_Battery Availability=COMMON Exported=TRUE ExportStartYear=1962 ExportEndYear=1984 ExportAvailability=COMMON Quote
Fubar512 Posted April 9, 2007 Posted April 9, 2007 Not really related to "NATO SAMs", but a quick flight over "SAM Island", just to give the hornet's nest there a little kick http://forum.combatace.com/index.php?autom...si&img=2769 Quote
Wrench Posted April 9, 2007 Author Posted April 9, 2007 re: setting as Nike Battery I'm assuming ths means changing the role in the terrain types ini as well??? ie: (striaght from the GermanyCE_types ini) [TargetType099] Name=NIKE_L FullName=Nike SAM Launcher TargetType=SAM_LAUNCHER ActiveYear=0 TargetValue=100 UseGroundObject=TRUE GroundObjectType=NIKE_L RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 [TargetType100] Name=NIKE_HIPAR FullName=High Powered Acquistion RADAR TargetType=SAM_RADAR ActiveYear=0 TargetValue=200 UseGroundObject=TRUE GroundObjectType=NIKE_HIPAR RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=LargeBombEffect DestroyedModel=crane_destroyed.LOD SecondaryEffect=LargeTallStructureCollapse SecondaryChance=100 [TargetType101] Name=NIKE_LOPAR FullName=NIKE Early Warning Radar TargetType=EW_RADAR ActiveYear=0 TargetValue=250 UseGroundObject=TRUE GroundObjectType=NIKE_LOPAR RepairRate=3.22 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=MediumBombEffect SecondaryEffect=MediumStructureEffect SecondaryChance=100 so....TargetType= now becomes NIKE_Battery?? I'll give that a try, they're networked anyway..... The other thing I did, was in the weapons editor, change the missile itself to USAF. I think that got them working. Eithr that or add USARMY to the nations ini (ala OTC - which is historically accurate besides!) Nicholas Bell: addin the 'target area' in not that big a deal, really, you just need to find the coordinates. Using the HudData.ini set to de-bug, you can fly over the 'suspected' area, and note them down. You can alos use one of the mission builders (KMD, WoVQmd) to get the coordinates. The only real thing you have to watch out for, is 'unlevel ground'. That's why I've placed them in new target areas next to airfields, cause the ground's flat. Where was you battery? I might be able to find the coords for you Wrench kevin stein Quote
Fubar512 Posted April 9, 2007 Posted April 9, 2007 re: setting as Nike Battery I'm assuming ths means changing the role in the terrain types ini as well??? No, only in their data.inis so the game engine does not locate them radomly, say, in place of a HAWK battery (or, in the near future, a Patriot battery ). Quote
Wrench Posted April 10, 2007 Author Posted April 10, 2007 You're right....I tested it before I had to take off a while ago. You don't have to touch the _types ini at all. Possibly because the targets ini is pointing to a specific ground object Gonna probably add this around a few of the Dutch airfields, as I know they had them, and perhaps mod a couple of HAWK batteries to use them as well. Unfortunately, they'll be a LOT of wasted space, given the size of "poured concrete slab" (and yes, I'm pretty sure most HAWK sites were probably just dumped on some poor farmers field!!! "You have ruined my turnips!!! They all taste of rocket fuel!!" To answer an eariler question, yes, I plan to release this (if permissions from the OTC team and/or builders of the NIKEs are granted). But this GermanyCE_targets ini is FAR from stock....I've added all kinds of little things like parked (docked) ships at Bremerhaven, Wheilmshaven, Emden, Rostock, and a bunch of other places. Still need to find Rotterdam; want to use some of Polak's new beta ground objects Some screenies: Bremerhaven Port: Rostok: Emden, I think. Objects are not correctly placed, but it's all a WIP Crane and 'worf' are part of his beta pak of new objects -- some nice bulidings and bridges there! That's another thing missing....I overflew Arnhem and Eindhoven the other day, and ALL the bridges were missing. The whole Germany CE map needs a good going over....there are just so many things missing.... Where are the industrial targets in the Ruhr??? POL depots at the big ports? Oh, many targets to place, and so confusing as to where to start!!! Wrench kevin stein Quote
Fubar512 Posted April 10, 2007 Posted April 10, 2007 It'd be nice if we also had 3D finger-piers to place over those fugly painted-on-the terrain tile versions. Oh, and "Worf" is a character from STTNG... You obviously meant "wharf" Quote
Redddevil911 Posted April 10, 2007 Posted April 10, 2007 Looks outstanding what a addon this would make! Great work really! Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.