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Tailspin

Vogesen Terrain airfield update

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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. :good: 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. :wink:

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Guest Charles

Thanks, Tailspin - a useful update for this very nice terrrain.

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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.

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Guest Charles

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 by Charles

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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. :blink: I'll get it done eventually and with permission from Gepard, I'll eventually post it for everyone. :ok:

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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 :clapping: and have a fun game :biggrin:

 

christian

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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 :haha:

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Guest Charles

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

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