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I hate to bother anyone but,I have looked at several sites for several days and I can not find the info I need to fly a Tomcat in the stock WoE campaign. if someone would be kind enough to post a link to this info, I would appreciate it.

 

I already found the thread where it describes modifying the date range but, the Tomcat should be a valid option already for WoE.

 

Thanks!

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A few minutes spent surfing our knowledge base yielded this: http://bunyap2w1.com/camptut2.htm

 

In short, you must open up the campaign file and add the aircraft & its unit.

 

Thank you for that!

 

I tried to edit the 79 Campaign with the following entry but, I still do not see the Tomcat as a selectable unit. Anyone see anything wrong?

 

//----- Player Unit

[AirUnit103]

AircraftType=F-14A

Squadron=VF84-1

ForceID=1

Nation=USN

DefaultTexture=vf84-1

BaseArea=Spangdahlem Airbase

BaseMoveChance=0

RandomChance=100

MaxAircraft=16

StartAircraft=16

MaxPilots=16

StartPilots=16

Experience=100

Morale=100

Supply=50

MissionChance[sWEEP]=90

MissionChance[CAP]=90

MissionChance[iNTERCEPT]=90

MissionChance[ESCORT]=90

MissionChance=0

MissionChance[CAS]=0

MissionChance[sEAD]=0

MissionChance[ARMED_RECON]=0

MissionChance[ANTI_SHIP]=0

MissionChance[RECON]=00

UpgradeType=NEVER

Supply[001].WeaponType=AIM-9L

Supply[001].Quantity=600

Supply[002].WeaponType=AIM-7F

Supply[002].Quantity=600

Supply[003].WeaponType=Tank330_F14

Supply[003].Quantity=600

Supply[004].WeaponType=AIM-54A

Supply[004].Quantity=40

Supply[005].WeaponType=AIM-54C

Supply[005].Quantity=80

Supply[001].WeaponType=AIM-9M

Supply[001].Quantity=600

Supply[001].WeaponType=AIM-9P

Supply[001].Quantity=600

 

Thank you!

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In the WoeCamp2.ini:

 

[CampaignData]

CampaignName=790918 Red Lightning

DataFile=woeCamp2_data.ini

CampaignMap=GermanyCE

Service001=USAF

Service002=RAF

Service003=WGermany

Service004=USN <----add this

 

And, at the end of the file (scroll down to the bottom)....add all of this

 

[uSNUnit001]

UnitName=VF84-1 'Jolly Rogers'

ForceID=1

UnitID=45

StartDate=1979

DescFile=woe2Start.txt

StartText=woe2Start1.txt

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Guest pfunkmusik
LOL..the first mission of that campaign, and I gotta fly in my newly scripted, crappy weather.

 

Something else I've noticed. If you try to put new friendly units down at the end of the AirUnit list (after all the ENEMY aircraft), I never can get it to work, even if I get the UnitID # correct in that other file.

 

However, if I add them at the tail end of the friendly units, sonofagun if they ain't there. I just have to adjust all those dadgum AirUnit #s for the enemy side.

 

Don't know why that makes a difference, but it does.

 

pfunk

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LOL..the first mission of that campaign, and I gotta fly in my newly scripted, crappy weather.

 

Ok I got the Tomcat in the campaign list but when I went into the campaign, I was given Nato missions...

 

Went into the .ini files and whacked anything not concerning the Tomcat. Now I get the Tomcat missions but no weapons...

 

I installed the nato fighters packages and the weapons pack and I understand there are conflicts. I guess that is my problem.

 

Think I will kill this whole install and start with just WoV and trying to get the Tomcat going on that.

 

Thanks again guys. I am sure you have answered all of my questions a thousand other times. Thanks for your patience.

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I could have sworn the Nato fighters addon already had a flyable tomcat from a carrier. Did you get Nato Fighters 2 as well?

 

On a similar odd note, I've never successfully added a unit to a campaign that was playable(or make an existing unit that wasn't, playable) I add the service and unit to the campaign.ini, it shows up on the selection starting the campaign, but the campaign puts me with a default unit/service. The simplest "make one of the soviet fighter squadrons playable" simply refuses to work.

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I could have sworn the Nato fighters addon already had a flyable tomcat from a carrier. Did you get Nato Fighters 2 as well?

 

On a similar odd note, I've never successfully added a unit to a campaign that was playable(or make an existing unit that wasn't, playable) I add the service and unit to the campaign.ini, it shows up on the selection starting the campaign, but the campaign puts me with a default unit/service. The simplest "make one of the soviet fighter squadrons playable" simply refuses to work.

 

The more I play this game, the more I think it really suits my style of play. Enough depth for a challenge, not so deep that I need to go crazy memorizing switchology. I like those games to but, I just dont have the time anymore.

 

I REALLY want to get a Tomcat up and running in a campaign. I guess I will just put my nose to the grindstone and figure it out.

 

I installed WoV then...

Service Pack v05.15.06 (43.1 MB)

Patch v08.30.06 (5.91 MB)

SFP1_F-14a_TOMCAT_V1.1-Light.exe

WeaponsPack_03Jul06.exe

VF-84 Skin

 

Jumped in and played a Single Mission in a Tomcat with era specific weapons so I know I am good up to here.

 

Now to get a Tomcat off the deck of a carrier in the stock WoV campaign.

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Something else I've noticed. If you try to put new friendly units down at the end of the AirUnit list (after all the ENEMY aircraft), I never can get it to work, even if I get the UnitID # correct in that other file.

 

However, if I add them at the tail end of the friendly units, sonofagun if they ain't there. I just have to adjust all those dadgum AirUnit #s for the enemy side.

 

Don't know why that makes a difference, but it does.

 

pfunk

 

Hey pfunk. I read about your modern day campaign and I am looking forward to it. Any hopes for an F-14D? :)

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Hi there UnderTheRadar,

 

Glad you're enjoying the SFP1/WoV/WoE series.

 

Adding units, especially flyable, to campaigns can be a bit fiddly if you don't know what you're doing as the organisation of the stock campaign files makes things less than obvious.

 

There are two files you've got to play with: [campaign].ini and [campaign]_data.ini.

 

The _data.ini lists all the units involved in the campaign, flyable and non-flyable. Each unit is listed in numerical order.

 

The [campaign].ini file sets up which nations are flyable, and calls out units from the _data.ini file. Each nation (listed as Service001, 002, 003 etc in the .ini) calls out its flyable units in order, so you have [uSNUnit001], [uSNUnit002] etc. The entries are defined as follows:-

 

[uSAFUnit002] <--- Next flyable unit in the list, for that nation (aka service)

UnitName=13th TFS 'Black Panthers' <--- to correspond to the name in the SquadronList.ini

ForceID=1 <--- Matches one of the forces as defined in the [campaign]_data.ini. To get red side flyable, set this to "2"

UnitID=2 <---- Calls out a unit from the list in the [campaign]_data.ini. "2" calls out [AirUnit002] but see *** below

StartDate=1972 <---unit start year, should match entry in [campaign]_data.ini for corresponding air unit

DescFile=wovL2Start.txt <----

StartText=wovL2Start1.txt <---- These call out the text file you see at the appropriate point in the campaign

 

 

*** The problem arises because the numbering re-starts at 001 for force 2. So, the first red side air unit may be [AirUnit0057] in tha campaign_data.ini, but you would call it out as ForceID=2, UnitID=1. Basically, you start over again for Red Side units.

 

Other things to remember:-

-For flyable units, you have to define their supply entries manually in the campaign_data.ini file, or they will have no external weapons or stores.

-I think there may be a number limit to the units which can be called out as flyable. This may be why adding units to the end of the list in the campaign_data.ini doesn't work. For my campaigns, in the campaign_data.ini, I list Blue side flyable units first, in order. Then I list Red side flyable units, in order. Then I go on to list non-flyable units for each side in turn.

-For carrier-based units, you have to have a carrier station defined in the terrain_targets.ini. That is the "BaseArea=" for the unit as defined in the campaign_data.ini. You also have to have the right carrier installed, and the carrier unit defined in your campaign file. The "CarrierNumber=" flag in your carrier-based air unit must match the number as defined in the particular Carrier Unit entry. There is an old thread here where I explained in detail how to add carrier units to Burning Sands '44 campaign.

 

Take a look at the campaign.ini and campaign_data.ini files for say, Operation Mountain Twilight, or BoB, and you will see how things are organised. Meantime, attached is a quick edit to the stock Linebacker II campaign which will enable flyable Tomcats.

 

LinebackerII.rar

 

Good Luck,

 

Baltika

 

PS, Just to make it clear how it was done:-

 

1. I added [uSNUnit009] to the [campaign].ini file, defining the entries as appropriate. NB "UnitID=51"

 

2. In the campaign_data.ini file, I added the extra unit to the end of the Blue side list, as unit 51, and renumbered the Red side units from that point. I simply cut and paste an existing USN carrier unit, added it as AirUnit051, and amended the entries in the new unit to call out F-14A as A/C type, VF84 as squadron (must match an entry in the SquadronList.ini), vf84 as DefaultTexture (calls out the skin) and amended the supply entries as per the F-14A loadout.ini. I also amended the "MissionChance=" variables for the new unit so your Tomcats are not sent on strike missions, etc.

 

Simple really :smile:

Edited by Baltika

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Most welcome, have fun :good:

 

I spent a long time banging my head off the wall figuring it out, no need for everyone to do the same.

 

Of course, the KB is always worth reading :wink:

 

On carrier ops, check out this at post #18

http://forum.combatace.com/index.php?showtopic=19207

 

And, again, there is a KB article on the nuts & bolts.

 

http://forum.combatace.com/index.php?showforum=190

 

Cheers,

 

Baltika

Edited by Baltika

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