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Baltika

Battle of the Philippines 1941-42 v 1.0

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Had to take a break from Burma Air War. Sometimes you get too involved :blink::crazy:

 

Anyway, three solid days "break" later:-

 

post-16914-1216869399_thumb.jpg

 

Currently awaiting clearance in the combatace campaign download hospitality lounge :wink:

 

This is more or less completely UN-playtested, so those with an interest consider yourselves drafted. I have been at pains to try to re-create the ground war as it developed, with landings in north Luzon, followed by flanking attacks further south, and a last, heroic stand on Corregidor. Whether the campaign engine can actually handle that is another question, but it all starts out well enough.

 

I have also endeavoured to ensure a historical outcome. In other words, welcome to my take on the Kobayashi Maru scenario. Fly well, shoot down your enemies, complete your missions. . . And watch the enemy ground forces creep ever closer as your squadron strength diminishes, with no hope of replacements. You could always take the Captain Kirk approach, and re-program the simulator to allow you to win - but that would be cheating :wink: You know who you are :rolleyes:

 

Don't worry, the Brits are in for a thorough thrashing in Burma :wink:

 

First person to see the US victory screen - at the end of the campaign - gets to work out where my programming went wrong.

 

All comments, feedback, suggestions, gripes etc most welcome. If I've missed out the unit your grandfather served with - blame wikipedia, but drop me a line and I'll fix it.

 

Cheers all,

 

Baltika

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Approved my friend.

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Cheers mate :good:

 

Fast work there :biggrin:

 

Enjoy

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Whoa! You made my day Baltika! Off to download :biggrin:

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Hi CA,

 

Hope you like it :biggrin:

 

Of course, a couple of errors have crept into the readme.

 

When setting up your Philippines 1941 terrain, do NOT copy the planning maps from the original terrain. I have included new planning maps for the 1941 terrain which will be over-written if you copy them from the original terrain as instructed.

 

For the avoidance of doubt, you should copy all the files in the "Phillipines" folder over to "Philippines1941" EXCEPT the following:-

 

P40E1.BMP

P40E1Dest.BMP

P40E2.BMP

PlanningMap1.bmp

PlanningMap2.bmp

PlanningMap3.bmp

Phillipines.INI

Phillipines_briefing.INI

Phillipines_DATA.INI

Phillipines_dogfight.INI

Phillipines_movement.INI

Phillipines_nations.INI

Phillipines_targets.INI

Phillipines_types.INI

 

This is because the Philippines1941 folder already contains the appropriate version of the above files.

 

If anyone has any trouble getting it up & running, just give me a shout.

 

Cheers,

 

Baltika

Edited by Baltika

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Baltika, just a quick question regarding the planeset -I have installed all required addons, they're mosty old versions from aroung 2005, 2006 when they were available here at CA, I have account on Capun's Skunkworks, but havent send request to access their database yet :blush2: -so, are there newer, updated versions on Skunkworks or the older ones I use are latest versions? Mostly Peashooter and Guardsman (nice little one!).

 

Cheers,

 

Stary

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Hi there,

 

Peashooter is at Bunyap's site, not upgraded so far as I am aware. Guardsman I don't think has been upgraded since back then.

 

But lots of good WW2 stuff over at Skunkworks, worth getting hold of.

 

 

Just to let everyone know, I am aware of certain issues with my AI airbase placement, ground war oddities, and some typos in the Start/End campaign text, and a few other bugs. v1.1 of the campaign is in the works, due for release pretty soon. Don't let me stop anyone who has been playing through v1.0 report any bugs they have found right here, I won't bite your head off. As I said, the campaign was pretty much untested when released, so probably ought to have been called a beta.

 

But, I had been getting bogged down in lots of minutiae for Burma Air War, mainly to do with skinning, which is not my forte, and I wanted to get back to basics by battering out a campaign .ini and flying the darn thing.

 

And I reckon the best way to playtest something to death is to let you folks round here loose on it :wink:

 

Don't disappoint me - I don't want to have to start working on v1.2 as soon as I get 1.1 out. Not that that would be unusual for me :crazy:

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v1.1 of the campaign is now available for download.

 

A host of fixes and improvements for your campaigning pleasure.

 

Cheers,

 

Baltika

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Great news!

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Hi there, hope you enjoy it :biggrin:

 

Any problems, give me a shout.

 

Here's something that didn't make the final cut, as it's a bit fiddly to implement, but may be of interest:-

 

img00158.jpg

 

There are quite a number of IJN taskforces around the islands, ferrying troops to the landing zones. You ought to be tasked bombing/escort missions to try to disrupt the invasion. Under the "stock" campaign, when a ship gets blown up, it will disappear without trace leaving just a splash in the water. As Gepard pointed out in his Midway thread, it should be possible to have "destroyed" ships which remain afloat but heavily on fire, belching smoke.

 

Here's how you do it.

 

First, in the terrain_types.ini, you have to set UseGroundObject=TRUE. This is set by default in the Philippines1941_types.ini. That's why you have to d/l & install the various ships (Benham, Brooklyn, Liberty & JapDestroyer) as otherwise they won't show up. You have to set them as GroundObjects in the terrain.ini or their guns are disabled.

 

Then, the fiddly bit. Go to the object_data.ini (in each objects own folder in SFP1/Objects/GroundObject folder) and make sure there are entries like this:-

 

[GroundObjectData]

DamagedModel=

DestroyedModel=Liberty Ship-R5.lod <=-- This entry to match the name of the model .lod file in the Object's folder

DestroyedEffect=LargeOilFire <=-- Gives you nice plumes of smoke

SecondaryEffect=VehicleFireEffect <=-- More flames, smoke, etc

SecondaryChance=100

SinkTime=5

 

 

Then, the tricky part. Because of a bug in the game engine, these entries will not be "read" unless the DestroyedModel as defined above, and its relevant .bmp file, are placed in the MAIN Objects/GroundObject folder. So, from the Liberty folder, COPY the files "Liberty Ship-R5.lod" and "Liberty.bmp" and place them in your Objects/GroundObjects folder. Leave the originals in the object's own folder.

 

Now, when you successfuly destroy a liberty ship, you will get a nice burning wreck pumping out plumes of smoke as in the above picture. I haven't tested if the SinkTime= flag will then cause the burning wreck to sink, but you get the idea.

 

The only thing you may want to do is hexedit the .lod file you are using for the detroyed model (the one you have just put in the main Groundobject folder) to read a different .bmp texture file, eg Liberty_Destroyed.bmp - you would then add the appearance of battle damage, flames and wrecked panels onto the damaged .bmp file by painting it with your favourite paint program. Gimp or PAINT.net have lots of nice textures you can add as transparencies to .bmp files to give the appearance of being smoke-blackened, charred and burning.

 

Oh happy thoughts of destruction :crazy::biggrin:

 

Well, the screenshot above shows it can be done.

 

Cheerio for now,

 

Baltika

Edited by Baltika

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As an alternative, you could try setting

 

SecondaryEffect=ShipDestroyedEffect

 

so you get a big splash around the ship, showing it's been breached and is about to go under.

 

Just a thought.

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Guest Stiglr

Very nice!! :ok: This is always a welcome theatre to explore.

 

One comment: although I see you have P-35As in the campaign, they should not be sporting those bare metal paint jobs. Some months before hostilities commenced, this was changed to a olive drab camo. They ought to look more like this:

 

P35_rawimport.jpg

 

I suppose it's nice to have these skins for variety... but for historical usage, those were long painted over.

 

Can you post some cockpit shots of that P-35? Or a look at Clark Air Base?

Edited by Stiglr

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Thanks for the tip re skins - I just used the stock skin that came with the P-35, I'm not sure if there are any OD camo skins available for the model. I will take another look around.

 

The P-35 currently uses the Hurri pit made by Kesselbrut, which looks like this:-

 

post-16914-1217553211_thumb.jpg

 

 

Clark Field is laid out as in Edward's original Philipines terrain, using stock SFP1 large runways. A more detailed historical layout is outwith my capabilities, I'm afraid. This shot taken using Deuces Vietnam_SEA tileset upgrades and Treemod for WoV:-

 

post-16914-1217553344_thumb.jpg

 

 

Sorry to disappoint if you were looking for something a bit more historically detailed. I'm not sure how to go about modding runways/layouts etc, but there are certainly ways to mod airfields. I'm just a jumped up campaign .ini meddler :wink:

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In the New Gueina upgrade, you'll find "runway1" repainted to a full dirt strip, with dirt parking and "runway7" which is a paved runway, with dirt parking. Hex editing of original lods, and crappy repaint by me.

 

And he's right about the OD for fighters. However, some of the B-17Ds were still in their natural metal. But this is also conflicting....Stokes painting of Colin Kelly's Fort (and Saki's Zeke), shows it NM. While, OTH, Robert Taylor's painting shows it OD.

Go figure!???!!!!

 

Wrench

kevin stein

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Baltika would you be interested in "custom" effect for capsizing ships with rare secondary ammo explosions? I think i have skills to make such eye-candy :wink:

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Hi Wrench,

 

Thanks for the pointers, I will certainly check out your new runways and see about incorporating them. As to skins, well, I'm backed up with stuff to do right now, but maybe one day I will get around to an OD repaint for the P-35.

 

 

CA - Wow, you bet I would be interested, that sounds great :good: Thanks very much for the offer, I would be delighted to take you up on it :good:

 

Might be worth dropping Gepard a line about his Midway terrain, which seems to feature a lot of ships.

 

Cheers all,

 

Baltika

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Guest Stiglr
Thanks for the tip re skins - I just used the stock skin that came with the P-35, I'm not sure if there are any OD camo skins available for the model. I will take another look around.

 

The P-35 currently uses the Hurri pit made by Kesselbrut, which looks like this:-

 

post-16914-1217553211_thumb.jpg

 

 

Clark Field is laid out as in Edward's original Philipines terrain, using stock SFP1 large runways. A more detailed historical layout is outwith my capabilities, I'm afraid. This shot taken using Deuces Vietnam_SEA tileset upgrades and Treemod for WoV:-

 

post-16914-1217553344_thumb.jpg

 

 

Sorry to disappoint if you were looking for something a bit more historically detailed. I'm not sure how to go about modding runways/layouts etc, but there are certainly ways to mod airfields. I'm just a jumped up campaign .ini meddler :wink:

 

If you ever expand your capabilities, and want to make that P-35 pit more accurate, contact me; I've created a fairly nice historical pit for Target:Corregidor, and I'd be happy to share it with you, if you're interested.

 

P-35_front_pit.jpg

 

As for Clark, there are 6 or 7 strips at that base during WWII. Here's a screenie of some in-process development of custom terrain tiles for the complex.

 

ClarkAFB.jpg

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Hey Stiglr,

 

Nice work you've got there :good:

 

I was going to ask what game engine you were using, but I think you've answered my question :wink:

 

Right now I have a few too many projects "on the workbench" to think about starting something new, and 3D modelling seems like way too big a learning curve, but I'll certainly bear your kind offer in mind for the future.

 

Cheers,

 

Baltika

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How about, instead of using the "DestroyedShipEffect" for the Primary, using "AmmoDumpExplosion"???

 

Stiglr is correct about Clark...my father there 1945, after it was recaptuered. Unfortunately, in the photos his left me, there arent' any pics of it. Some topless native girls ( :ok: ), wrecked Japanese planes, but nothing about Clark itself. (note to self---scan and post some of these to the Gallery!)

 

However....I DO have the entire set of "Impact", the AAF wartime magazine (bound in 8 volumes)...I know there are several articles about the recapture of the PI, including pics of the para drops onto Corrigidor.

 

When I first looked at Edward's PI map, I'd given some thought to using Runway 4, which is the lagre, corssing runway version, and sticking some Runway 3s around the perphiry (sp?) for fighter strips. But the whole surrounding area would completely need to be retiled for the airfield exclusion zones (the plane grass type)

 

Nice pit, much closer to the one's seen in the SSP P-35 Mini-In Action. Unfortunatly...I have less than Zero 3d skills...

 

Maybe Edward will release his 100% version???

 

Wrench

kevin stein

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Hi Wrench,

 

I'm open to suggestion on the ship destruction options, I'm not really up to speed on all the different callouts. I'll certainly give that one a go.

 

Pics of topless native girls sound great :biggrin::good:

 

PM me if you are in fear of breaking board rules by posting them :wink: - Well, we are supposed to be family friendly round here :rolleyes:

 

As to retiling for Clark Field, not a problem, just let me know what you need. Or, if you can dig up a picture from somewhere, post it & I'll try to copy the layout as best I can. I did a bit of re-tiling and flattening for the extra fields used in v1.1 of the campaign, so I already have PI set up in TE.

 

And on the topic of airfields, my research for the extra ones didn't go much beyond reading that the japanese landings in North Luzon, at Davao and Legaspi were made specifically with the purpose of seizing airfields to provide local bases for air support, A6Ms in particular moving very quickly to the occupied airfields. So it seemed to make sense to have fields near the landing zones.

 

If I've got them wrong, let me know.

 

Cheers all,

 

Baltika

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Guest Stiglr
As to retiling for Clark Field, not a problem, just let me know what you need. Or, if you can dig up a picture from somewhere, post it & I'll try to copy the layout as best I can. I did a bit of re-tiling and flattening for the extra fields used in v1.1 of the campaign, so I already have PI set up in TE.

 

And on the topic of airfields, my research for the extra ones didn't go much beyond reading that the japanese landings in North Luzon, at Davao and Legaspi were made specifically with the purpose of seizing airfields to provide local bases for air support, A6Ms in particular moving very quickly to the occupied airfields. So it seemed to make sense to have fields near the landing zones.

 

If I've got them wrong, let me know.

 

Cheers all,

 

Baltika

 

A couple of good sources for development in this area:

 

1) Doomed At The Start by William H Bartsch This details the Luzon campaign and the P-40s, P-35s and other planes that fought against hope in the face of the Japanese onslaught.

 

2) The Bloody Shambles series, Volumes 1 - 3, by Brian Cull et. al.. This details the action in the entire DEI/Phillipines Far East theatre, and also gets somewhat into the CBI area as well.

 

These, as well as frequent trips to the Internet, have served me well in developing Target:Corregidor.

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Good tips,

 

Thanks stiglr :good:

 

I had been eyeing up the Bloody Shambles series on amazon, now I just need an "excuse" for a little present to myself :wink:

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Well, I'm in that happy stage of campaign building when you can fly the missions and see how it all works out - enjoying the fruits of one's own labour, if you get my drift. RL is about to wreck my modding time for a while, so I'm back to saying "two weeks" for Burma, North Africa, Burning Sands WW2, New Guinea, Guadalcanal and Midway campaigns. But that's OK, I'm trying to beat the Philippine invasion right now - anybody managed it yet :wink::biggrin:

 

A gentle reminder to those who are using CA_Stary's superlative WW2 effects pack - Stary released a new a/c fire effect as an update on the BoB thread (page #13, about post #243 or thereby) which is an absolutely fabulous addition to his effects pack mod. Whacked a Claude and the darn thing went up like a firecracker:-

 

post-16914-1217987857_thumb.jpg

 

Looks even better in motion, with the smoke & fire swirling out of the burning wreck. Cheers for that one, CA :biggrin::good:

 

If you don't have it, grab it now :yes:

 

Cheers all,

 

Baltika

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Guest Stiglr

If all you need is reassurance that Bloody Shambles is where it's at for the theatre, count this as IT.

 

It's an exhaustive, thorough set of tomes on the subject. I haven't seen anything of its equal.

 

And, that's a great fire effect: jeez, you'd think Claudes had big, non-self-sealing fuel tanks in the inner wings... oh, wait, they did!

 

These effects... are they sprite collections? In other words... are they portable? :wink: I might need to get in touch with this CA_Stary guy.

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Yes, it's a great effect, isn't it :biggrin: Well done to Stary :good:

 

As to portability, the effect you see above seems to consist of a new "AircraftFireEffect.ini" file for the effects folder, and a couple of .tga files. I would have thought the graphics files would be relatively portable, but maybe the magic is in the .ini work?

 

Probably a good idea to drop CA a line on that one.

 

Cheers

Edited by Baltika

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