+Tailspin 3 Posted July 7, 2007 I've just recently revisited Gepard's excellent Vogesen Terrain and I really like it. I did a search and didn't find anything where Gepard had done anything to update the airfields yet so I took it upon myself to try and fix them. Its really just a simple .ini edit so I thought I'd post it here for anyone who wants to do it themselves. First open the Vogesen_targets.ini. Luck would have it that all the airfields are right at the beginning of the file. The first entry is Sundhoffen. You will see it has all of the targets like hangars, tents, AAA, etc. in place. If you scroll down you will find the rest of the airfields only have the runway Target[001]=Airfield entry. So what we need to do is go back to the Sundhoffen section and select (left click/highlight) entries Target[002] through Target[038]. Then right click...COPY...and PASTE [002]-[038] in all the rest of the ENEMY airfields in the target.ini. There are 9 total. SAVE your work and then do the French side next. Scroll down to the French airfields [TargetArea010] and do the same thing using Rehaupal Airfield as the source for the FRIENDLY airfields. There are 6 of them. Now we are going to have to change some of the Airfield heading entries to get all the stuff to appear on the fields correctly. Look at the first Target entry [001] on each Airfield section. You will see this: Target[001].Type=Airfield Target[001].Offset=0.00,0.00 Target[001].Heading=90.0 <----------This is the entry we want to change on some fields Some don't need changing but unfortunately when I was doing this I forgot to note which fields I actually had to change so I will list the Heading entries for all the airfields. Just make your numbers match these and you'll be good to go. ENEMY: Sundhoffen.....90.0 Ensisheim.......90.0 Habsheim....... 90.0 Freiburg..........90.0 Breisach........180.0 Colmar.............0.0 Schlettstadt...180.0 Neubreisach....90.0 Marckolsheim..90.0 FRIENDLY: Rehaupal........90.0 Gerardmer....270.0 Belfort............90.0 Ronchamp....180.0 Ternuay.........90.0 Errevet..........90.0 Now all the fields should be populated and everything oriented correctly. Of course now would be a good time to add those Machine Gunners too. Share this post Link to post Share on other sites
Guest Charles Posted July 7, 2007 Thanks, Tailspin - a useful update for this very nice terrrain. Share this post Link to post Share on other sites
+Tailspin 3 Posted July 7, 2007 Thanks Charles. This is a neat little terrain, isn't it?. Its got bridges and some of the airfields actually have roads leading to them. Share this post Link to post Share on other sites
Guest Charles Posted July 7, 2007 (edited) It is is good terrain, especially with the hills, which you don't get in Flanders. I have never managed to fly uder the bridges successfully, though - I always seem to tear my wings off. Has anyone flown successfully under a bridge? Edited July 8, 2007 by Charles Share this post Link to post Share on other sites
+Tailspin 3 Posted July 8, 2007 There was a previous discussion about that. Consensus was that the railroad bridge model was more or less one big rectangular hit box and it would take a revision of the 3d model itself to fix it. It would be nice if someone could do that. The railroad bridge needs some approaches anyway. Right now I'm working on introducing the small bridges from the Vogesen terrain into the Verdun terrain. They work just fine but its a time consuming, tedious process. I'll get it done eventually and with permission from Gepard, I'll eventually post it for everyone. Share this post Link to post Share on other sites
+christian59 8 Posted July 8, 2007 hello it s the Vogesen_targets vith static plane on airport just copy all static plane from Flanders terrain in vogesen terrain thank for your excellent jobs and have a fun game christian Share this post Link to post Share on other sites
Bandy 3 Posted July 10, 2007 I have never managed to fly uder the bridges successfully, though - I always seem to tear my wings off. Has anyone flown successfully under a bridge? You're lucky if you're just loosing yer wings! The topic was brought up before as mentioned. I've also tried to fly under the Tower Bridge in BoB terrain, same thing... How's that old saying go, "fool me twice... yadda, yadda, yadda..." And here I thought I was the only one Share this post Link to post Share on other sites
Guest Charles Posted July 10, 2007 As for flying under bridges, if I'm only a fool twice I count myself lucky, usually.... Nice mod, Christian59. I found one typo in it. Wherever you have Target[039].Type=parked Pfalz D.III in the Vogesen-Targets.INI file it should read Target[039].Type=PfalzD3, or the Pfalzs will not show up. Also, you need to add the following text to the Vogesen_targets.INI file, as well as copying all the static aircraft files and ground crew over from the Flanders terrrain as you say. //----------------------------------------- // Parked Aircraft targets [TargetType072] Name=AlbatrossD3 FullName=parked Albatross D.III ModelName=AlbD3-Static.lod TargetType=MISC ActiveYear=0 TargetValue=250 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=16100.0 DestroyedEffect=VehicleFireEffect DestroyedModel=AlbD3-Dest.LOD SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=80 [TargetType073] Name=PfalzD3 FullName=parked Pfalz D.III ModelName=PfalzD3-Static.lod TargetType=MISC ActiveYear=0 TargetValue=250 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=16100.0 DestroyedEffect=VehicleFireEffect DestroyedModel=PfalzD3-Dest.LOD SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=80 [TargetType074] Name=BE2c FullName=parked BE-2c ModelName=BE2-Static.lod TargetType=MISC ActiveYear=0 TargetValue=250 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=16100.0 DestroyedEffect=VehicleFireEffect DestroyedModel=BE2-Dest.LOD SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=80 [TargetType075] Name=camel FullName=parked Sopwith Camel ModelName=Camel-Static.lod TargetType=MISC ActiveYear=0 TargetValue=250 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=16100.0 DestroyedEffect=VehicleFireEffect DestroyedModel=Camel-Dest.LOD SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=80 [TargetType076] Name=SE5a FullName=parked SE.5a ModelName=SE5a-Static.lod TargetType=MISC ActiveYear=0 TargetValue=250 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=16100.0 DestroyedEffect=VehicleFireEffect DestroyedModel=Se5a-Dest.LOD SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=80 [TargetType077] Name=GrndCrew FullName=Ground Crew ModelName=GrndCrew.lod TargetType=Misc ActiveYear=0 TargetValue=10 UseGroundObject=FALSE GroundObjectType=GrndCrew DamagePoint=0.0001 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6100.0 DestroyedEffect=HMGObjectHitEffect DestroyedModel= SecondaryEffect=20mmObjectHitEffect SecondaryChance=50 [TargetType078] Name=GrndCrew2 FullName=Ground Crew ModelName=GrndCrew2.lod TargetType=Misc ActiveYear=0 TargetValue=10 UseGroundObject=FALSE GroundObjectType=GrndCrew DamagePoint=0.0001 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6100.0 DestroyedEffect=HMGObjectHitEffect DestroyedModel= SecondaryEffect=20mmObjectHitEffect SecondaryChance=50 [TargetType079] Name=GrndCrew3 FullName=Ground Crew ModelName=GrndCrew3.lod TargetType=Misc ActiveYear=0 TargetValue=10 UseGroundObject=FALSE GroundObjectType=GrndCrew DamagePoint=0.0001 ArmorValue=0.0 ArmorType=0 RepairRate=0.555 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6100.0 DestroyedEffect=HMGObjectHitEffect DestroyedModel= SecondaryEffect=20mmObjectHitEffect SecondaryChance=50 Share this post Link to post Share on other sites