+Julhelm Posted October 30, 2008 Posted October 30, 2008 It'd be cool if this terrain could be adapted for more modern scenarios? Quote
+Gepard Posted November 4, 2008 Author Posted November 4, 2008 Wrench, Midway terrain is not forgotten but Afganistan terrain had at the moment a higher priority for me. Give me the usual two weeks and then i will release the Midway terrain version with added target areas which are partly took over from your files or which are inspired by them. Quote
Wrench Posted November 4, 2008 Posted November 4, 2008 No prob Gepard!!! Afghanistan's just a bit more "popular" at the moment Use as much or as little as you like ...everyone around here knows how much I love to play the 'eye candy' game with terrain objects!! RATS!!! I should have made a sign for Eastern "Gooney Bird Preserve: Do NOT Bomb!!" or, from what I've been told from a Navy friend that was there for a few weeks, maybe it should read: "Gooney Bird Preseve: PLEASE Bomb" Wrench kevin stein Quote
+Gepard Posted November 7, 2008 Author Posted November 7, 2008 next version of Midway terrain is on a good way What will be new? The number of target areas was increased from 10 to 21. +Kure Atoll airfield is now operational from 1943 +Trenches and AAA Machinegun sites are added on Midway. +PTBoat base added +2 Marine Camps +1 Radiostation +1 Radarstation +US Flags added For the case that you want to know, what if the japanese Landing operation would have been successfull i added as easteregg the file Midway What if_targets.ini. There the Midways and Kure atoll are in japanese hands. The japanese Navy is operating close to the islands and is waiting on the US counterstrike. Quote
+Baltika Posted November 9, 2008 Posted November 9, 2008 (edited) Gepard, Thanks very much for this terrain, I am enjoying flying it very much Battle of Midway campaign is well advanced, have got my CAS missions working. Units of the US Pacific Fleet Destroyer Squadron 2 (USS Morris (DD-417), USS Russell (DD-414), USS Hammann (DD-412), USS Anderson (DD-411), USS Hughes (DD-410)) engage and destroy IJN DesDiv 11 - DD Fubuki, DD Shirayuki, DD Murakumo and DD Hatsuyuki:- OK, I have some work to do on the FORMATION.INI, and I need some little map icons with ships on them instead of tanks. . . But it works :yes: Campaign release awaits your new terrain build, plus a few days for consolidation/testing. Cheers mate Baltika Edited November 9, 2008 by Baltika Quote
Wrench Posted November 9, 2008 Posted November 9, 2008 Well, here's something that might interest you....I literally started this the day Midway first came out. Now, mind you, the this IS a total stand-in...there are just too many differences between the Wirraway and Vindicator to be anything other than "totally inaccurate", but... VMSB-241 SB2U-3, flying over the lagoon Mods to Bunyap's Wirraway, repainted, removed the nose guns, gear doors, outer bomb racks, recockpited, rearmed and redecaled as per extensive research on the Vindicator. Enumerated differences: Entire physical size; aprox 15-25% too small. tail fin shape fuselage length Canopy/greenhouse length nose/cowling shape (missing carb/oil cooler intake duct) wing shape (should be straight leading edges, rounded tips) and length landing gear retracts inward, whereas the real SB2U retracted back, after rotating 90 deg (ala Tomahawk/Kittyhawk/ Corsair) to lie flat against the wing. 3 bladed prop (Real One only had a 2 bladed, that had a slight reversing pitch to act as a drive brake) The list of "what an't right is extensive... I choose the Wirraway instead of the SNJ/AT-6/Harvard as this one had the rear gunner already. But, it's nearly ready, if you want it. Oh, and the white markings on the fueselage? They're not for ID -- it's 4 in wide medical tape the Marines use to hold the fabric together -- they really were literaly coming apart at the seams. Devestators, however, are beyond even my skills. We'd need a totally new aircraft. And probably not likely ever to see. I tried tweeking the SBD, but its just too small. Wrench kevin stein Quote
+Baltika Posted November 10, 2008 Posted November 10, 2008 Nice mod, looks great, you bet I'm interested Thanks for taking a look at the Devastator - I will just have to use s/thing else as a stand-in meantime. Cheers, Baltika Quote
+Baltika Posted November 10, 2008 Posted November 10, 2008 (edited) Can anyone point me to the GunData entry for the 15IN_Mk1 which is used on Hinch's Japanese Battleship? I wondered why the big ships weren't firing, only to discover that this "big gun" is NOT included in the GunData from Bunyap's weapons pack. I have checked a few of my other installs and I can't find it anywhere. If some helpful soul could post the GunData entry that would be great. Cheers, Baltika Edited November 10, 2008 by Baltika Quote
Wrench Posted November 10, 2008 Posted November 10, 2008 Just realized I didn't have it loaded either! (which would explain why they just sat there like dummies...) Found it in HMS Repulse's readme... [GunData141]TypeName=15IN_Mk1 FullName=RN 15"/42 Mark 1 Caliber=381.000000 ROF=2.000000 MuzzleVel=785.000000 AmmoWt=871.000061 WarheadWt=27.400002 Reliability=95.000000 Accuracy=95.000000 AddLight=TRUE MaxLightRange=4000.000000 FireColor=0.400000,0.360000,0.256000 GunFireEffect=ArtilleryFireEffect GunFireSound=TankGun EffectClassName=ArtilleryEffects EffectTime=1.500000 TracerTexture= TracerSize=0.000000 TracerDistFactor=0.000000 TracerLength=0.000000 MaxVisibleDist=0.000000 MaxStreakVisibleDist=0.000000 TimeFuzed=FALSE Wrench kevin stein Quote
+Baltika Posted November 10, 2008 Posted November 10, 2008 (edited) Thanks, Wrench I have added new formation types for Naval Nation types (USN & a new IJN Nation type) and added them in to the Formations.ini and Nations.ini. Now, fleet engagements take place over a respectable distance, and the ships don't cross over one another unrealistically. OK, I'm off to test out whether the IJN Battleships really will chew up a DesDiv in short order. OK, I know that surface engagements are not really what Midway was all about, but ship-to-ship really does make for good CAS missions Edited November 10, 2008 by Baltika Quote
+Baltika Posted November 12, 2008 Posted November 12, 2008 OK, happy to report that a separate install is NOT required for Naval Ops CAS missions - in campaign play, anyway (which IS where it's at, don'tcha know ). It seems the GroundObjectRole= flag is called out only by Single Missions, and doesn't affect how a groundobject behaves if it is called out as a ground unit in the campaign_data.ini file. So, I can leave all the ships as GroundObjectRole=WARSHIP, so they don't turn up as tanks on land in Single Mission CAS missions, but they DO turn up as expected in campaign missions as ground units, and, even better, follow the GroundObjectRole=TANK behaviour in campaign CAS missions. Also, I have defined specific Formation types for Naval Nations, called out from the NATIONS.INI, so the ships are not all scrunched up like tanks would be. So, your USN and IJNAF fleet elements (the latter a new nation type) now behave like this in Midway campaign, when they run into one another:- The Destroyer squadrons manoeuvre to engage: Advancing in attack formation under full steam, the lead USN Destroyer takes heavy damage: IJN DesDiv 11 comes under concentrated fire, suffering heavy losses: The outcome hangs in the balance as a Wildcat from USS Yorktown swings round for another pass: Cheers all, Baltika Quote
+Baltika Posted November 18, 2008 Posted November 18, 2008 Great news, thanks for the update Midway campaign is in final beta testing and should be along in a week or two :yes: Quote
Wrench Posted November 18, 2008 Posted November 18, 2008 Baltika: you want that hack job "Vinda-way??" for Marine use??? Wrench kevin stein Quote
+Baltika Posted November 18, 2008 Posted November 18, 2008 Baltika: you want that hack job "Vinda-way??" for Marine use??? Wrench kevin stein Oh, yes please Quote
Wrench Posted November 19, 2008 Posted November 19, 2008 Ok. If I can tear myself away from the Marianas, I'll write up a readme and assemble the package. The question is, should I upload it here? I'm almost embarrased of it!! Don't say I didnt' warn you -- it's a pig. FM wise, I think the Wirraway is damn pretty close. Shapewise....I'm not going there!! Wrench kevin stein Quote
+Typhoid Posted November 19, 2008 Posted November 19, 2008 Version 1.1 is released now. launching on single mission from the "carrier" the planes still explode on the takeoff roll. reallly cool island! Quote
+Gepard Posted November 19, 2008 Author Posted November 19, 2008 Strange. I tested it with the Wildcat and had never problems. Will test it now with other planes. Perhaps its related to the planes more than to the terrain. Quote
+Gepard Posted November 19, 2008 Author Posted November 19, 2008 Tested all planes that i have installed and had no problems while carrier take off. This are the lines of my test mission: [MissionHeader] AircraftType=F4F-3 MissionMap=Midway MissionType=Recon StartTime=10:00:00 StartDate=07/04/1942 [MissionData] FriendlyAirActivity=2 EnemyAirActivity=1 EnemyAirDefenseActivity=2 FriendlyAirDefenseActivity=3 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 AdjustStartPosition=FALSE AdjustBaseWaypoint=TRUE [Weather] WeatherType=SCATTERED WeatherAlt=1000.00 WeatherThickness=2000.0 FogAmount=0.8 ContrailAlt=8000.0 StartWindDirection=90 StartWindSpeed=2.57222 WindGustingAmount=2.57222 [AircraftMission001] AircraftType=F4F-4 Name=Cobra FormationType=USFighter Size=2 RandomChance=100 MissionType=RECON ObjectiveID=5 RatingForSuccess=100 CarrierBased=TRUE Position=598000.0,618000.0,0.0 StartOnGround=TRUE Heading=270 Speed=0.0 Alignment=FRIENDLY Nation=USN Texture= Squadron= AircraftNumber=7 PilotTrainingStandard=EXCELLENT Loadout=AirToAir Waypoint[01].Command=TAXI Waypoint[01].Position=598000,618000,0.0 Waypoint[01].Size=0.0 Waypoint[01].Speed=0.0 Waypoint[02].Command=TAKEOFF Waypoint[02].Position=598000,618000,0.0 Waypoint[02].Size=0.0 Waypoint[02].Speed=0.0 Waypoint[03].Command=DEPART Waypoint[03].Position=598000,618000,0.0 Waypoint[03].Size=500.0 Waypoint[03].Speed=140.0 Waypoint[04].Command=WAYPOINT Waypoint[04].Position=504544.0,553946.0,2000.0 Waypoint[04].Size=500 Waypoint[04].Speed=140.0 Waypoint[05].Command=WAYPOINT Waypoint[05].Position=461000.0,530524.0,2000.0 Waypoint[05].Objective=TRUE Waypoint[05].Size=500 Waypoint[05].Speed=140.0 Waypoint[06].Command=WAYPOINT Waypoint[06].Position=553851.0,575452.0,2000.0 Waypoint[06].Size=500 Waypoint[06].Speed=140.0 Waypoint[07].Command=APPROACH Waypoint[07].Position=598000,618000,0.0 Waypoint[07].Size=1500.0 Waypoint[07].Speed=100.0 Waypoint[08].Command=LAND_LINEUP Waypoint[08].Position=598000,618000,0.0 Waypoint[08].Size=0.0 Waypoint[08].Speed=0.0 Waypoint[09].Command=LAND_TOUCHDOWN Waypoint[09].Position=598000,618000,0.0 Waypoint[09].Size=0.0 Waypoint[09].Speed=0.0 [GroundMission001] GroundObjectType=CV-5 Name=USS Hornet NavalObject=TRUE Carrier=TRUE FormationType=Single Size=1 RandomChance=100 Position=598000.0,618000.0,0.0 Heading=270.00 Alignment=FRIENDLY Nation=USN ShipNumber=8 Texture=Grey Speed=10 Waypoint[01].Command=Waypoint Waypoint[01].Position=558000,618000,0.0 Waypoint[01].Size=100.0 Waypoint[01].Speed=10.0 [GroundMission002] GroundObjectType=Brooklyn Name=Cruiser NavalObject=TRUE Carrier=False FormationType=ShipConvoy Size=2 RandomChance=100 Position=598000.000,619000.0,0.0 Heading=270.00 Alignment=FRIENDLY Nation=USN Speed=10 Waypoint[01].Command=Waypoint Waypoint[01].Position=558000,619000,0.0 Waypoint[01].Size=100.0 Waypoint[01].Speed=10.0 [GroundMission003] GroundObjectType=Brooklyn Name=Cruiser NavalObject=TRUE Carrier=False FormationType=ShipConvoy Size=2 RandomChance=100 Position=598000.000,617000.0,0.0 Heading=270.00 Alignment=FRIENDLY Nation=USN Speed=10 Waypoint[01].Command=Waypoint Waypoint[01].Position=558000,617000,0.0 Waypoint[01].Size=100.0 Waypoint[01].Speed=10.0 [GroundMission004] GroundObjectType=Destroyer Name=Cruiser NavalObject=TRUE Carrier=False FormationType=ShipConvoy Size=2 RandomChance=100 Position=595000.000,618000.0,0.0 Heading=270.00 Alignment=FRIENDLY Nation=USN Speed=10 Waypoint[01].Command=Waypoint Waypoint[01].Position=555000,618000,0.0 Waypoint[01].Size=100.0 Waypoint[01].Speed=10.0 [GroundMission005] GroundObjectType=Destroyer Name=Cruiser NavalObject=TRUE Carrier=False FormationType=ShipConvoy Size=2 RandomChance=100 Position=601000.000,618000.0,0.0 Heading=270.00 Alignment=FRIENDLY Nation=USN Speed=10 Waypoint[01].Command=Waypoint Waypoint[01].Position=559000,618000,0.0 Waypoint[01].Size=100.0 Waypoint[01].Speed=10.0 Quote
+Typhoid Posted November 19, 2008 Posted November 19, 2008 I'll check tonight with that mission. I generated the mission using the single mission screen, not a built one. The wildcat runs down the runway and then all of a sudden it sinks below the waves and explodes. Quote
+Typhoid Posted November 19, 2008 Posted November 19, 2008 Do you use SFP1? wov and woe for my WWII installs and not with the Sep or Oct patches. Bunyaps weapons pack. Quote
+Gepard Posted November 20, 2008 Author Posted November 20, 2008 Will test it with WOE. I always use SFP1. Perhaps it has to do with the basic game. Quote
+Baltika Posted November 21, 2008 Posted November 21, 2008 "Hard to starboard, d*mn you, Mr. Sulu!!!!!!!!!!" Enterprise Captain having some trouble with helm control: Still some issues to iron out for campaign play Quote
+allenjb42 Posted November 21, 2008 Posted November 21, 2008 That's because Mr Sulu's buggered off to play in the jungle for a couple of weeks! http://celebrity.itv.com/TheCelebrities/george-takei/ Blimey! Didn't realise he was 71! Quote
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