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Helmut_AUT

Mixup with german Air Units in '79 SF2E campaign?

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SF2E, 1979 Red Lightning campaign. This is what I see in the campaigne2.ini and campaigne2_data.ini. I'm not really a modder yet, so maybe I'm missreading, but shouldn't the Air Units match?

 

From the .ini where player selects an unit for campaign:

[WGermanyUnit005]

UnitName=1/JBG 35

ForceID=1

UnitID=43

StartDate=09/18/1979

DescFile=woe2Start.txt

StartText=woe2Start1.txt

AircraftType=F-4F

 

[WGermanyUnit006]

UnitName=1/JBG 36

ForceID=1

UnitID=44

StartDate=09/18/1979

DescFile=woe2Start.txt

StartText=woe2Start1.txt

AircraftType=F-4F

 

And from Campaign Data

 

[AirUnit043]

AircraftType=F-104G

UnitName=I./JBG 33

ForceID=1

Nation=WGermany

DefaultTexture=GAFCamo1

BaseArea=Büchel Airbase

BaseMoveChance=10

RandomChance=100

MaxAircraft=12

StartAircraft=12

MaxPilots=12

StartPilots=12

Experience=60

Morale=100

Supply=50

MissionChance[sWEEP]=0

MissionChance[CAP]=0

MissionChance[iNTERCEPT]=0

MissionChance[ESCORT]=0

MissionChance=40

MissionChance[CAS]=50

MissionChance[sEAD]=25

MissionChance[ARMED_RECON]=25

MissionChance[ANTI_SHIP]=0

MissionChance[RECON]=20

UpgradeType=NEVER

 

[AirUnit044]

AircraftType=F-104G

UnitName=II./JBG 33

ForceID=1

Nation=WGermany

DefaultTexture=GAFCamo1

BaseArea=Büchel Airbase

BaseMoveChance=10

RandomChance=100

MaxAircraft=12

StartAircraft=12

MaxPilots=12

StartPilots=12

Experience=60

Morale=100

Supply=50

MissionChance[sWEEP]=0

MissionChance[CAP]=0

MissionChance[iNTERCEPT]=0

MissionChance[ESCORT]=0

MissionChance=40

MissionChance[CAS]=50

MissionChance[sEAD]=25

MissionChance[ARMED_RECON]=25

MissionChance[ANTI_SHIP]=0

MissionChance[RECON]=20

UpgradeType=NEVER

 

Also, AirUnit39 and AirUnit40 are both labeled as "I./JBG 31 'Boelcke'" I suppose Unit40 should be II./JBG 31 'Boelcke'.

 

Is it safe to fix this by swapping unitIDs around?

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Looking further into the files, there's a TOTAL mixup of german units. JG74 Mödlers should be at Neuburg, but is at Lechfeld Airbase - because the unit ID from Campaign.ini is actually JBG33 which is at Lechfeld.

 

The decals don't show either when doing a campaign.

 

I'm just not sure how damn complicated it could get when swapping ID's round. Basically the Order of Human Flyable and AI-Only squadrons gets incorrect in Campaigne2_Data.ini after the RAF flyable squadrons. Where the human squadrons should be, there are a few unit numbers taken up by AI 104G Starfighter squadrons, and that screws everthing up.

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Just make the correct ID changes to the CampaignE2.ini

 

If you want to move the units to their correct base, do it in the CampaignE2_data.ini

 

TK must have been in a real hurry to get this out. There have been several missed things throughout the game.

 

Nice catch.

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Ah okay. So I don't need to change the order or numbering in the Campaign_Data file, just change the unit numbers in the Campaign.ini?

 

The unit numbers there do not have to be correctly in order from top to bottom?

 

That will be easier to swap then trying to get the campaign_data info correct.

 

Posted at the TW boards, I don't mind the wrong airbase to start from (though as Austrian, I'm very familiar with JG74 and Laage AB) but I'm worried the incorrect unit IDs might even change the supply or mission priorities for the Squadron.

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I've modded and lengthened my own '79 campaign to include more aircraft types and real units. IMO, there were too many F-15 units and not enough USAFE F-4E squadrons. The 512th and 526th at Ramstein were completely left out. The 23rd TFS was wrongly placed at Bitburg instead of Spang. Plus they were made to be an F-15A squadron, but in real life, flew the F-4D, then F-4E/G.

 

But correcting the ID number in the CampaignE2.ini file, will fix your problem and won't effect supply or mission priorities. That is all contained within the CampaignE2_data.ini

 

There you can correct the home bases and adjust the mission numbers.

 

Like I said before, this was hurried through or left over from the stock WoE campaigns.

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Storm, what's the exact code for Spangdalem? And did you give them F-4E? I would like an US Phantom group in the late campaign too.

 

The German squads have been corrected yesterday thanks to your guys help, but I'm hesitant to upload since I also changed some other things around, maybe not for everyone.

 

It's true that it seems slightly hurried, for example Harrier3 has a 25% chance of doing SEAD - an aircraft with no ECM, no Chaff and Flares? Suuuuure...

 

OTOH not a single squadron in '79 by default does shipping strikes.

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Storm, what's the exact code for Spangdalem? And did you give them F-4E? I would like an US Phantom group in the late campaign too.

 

The German squads have been corrected yesterday thanks to your guys help, but I'm hesitant to upload since I also changed some other things around, maybe not for everyone.

 

It's true that it seems slightly hurried, for example Harrier3 has a 25% chance of doing SEAD - an aircraft with no ECM, no Chaff and Flares? Suuuuure...

 

OTOH not a single squadron in '79 by default does shipping strikes.

 

Download F-4E ARN-101, by Mirage Factory, skin included there.

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Storm, what's the exact code for Spangdalem? And did you give them F-4E? I would like an US Phantom group in the late campaign too.

 

The German squads have been corrected yesterday thanks to your guys help, but I'm hesitant to upload since I also changed some other things around, maybe not for everyone.

 

It's true that it seems slightly hurried, for example Harrier3 has a 25% chance of doing SEAD - an aircraft with no ECM, no Chaff and Flares? Suuuuure...

 

OTOH not a single squadron in '79 by default does shipping strikes.

 

SP is the tailcode for Spangdahlem. And yes, the F-4E ARN-101 (early) is from the 480th TFS at Spang. The 23rd, 480th, and 81st were all assigned to the 52nd TFW and had the SEAD Hunter/Killer mission. The 86th TFW at Ramstein were OCA/DCA and strike. Zweibrucken had the recce mission with the RF-4C.

 

In my mod, I moved the Harriers to the highway strip bases and made them CAS and recce (armed) only. As you observed, SEAD is a bad mission for them against a sophisticated IADS. I added the MF Jag also.

 

Uploading one's personal mod to a campaign is nice, but forces the user to download many new aircraft, unless you use all stock. I think providing threads like this are more useful to show them what units to correct, add or delete for accuracy.

 

Good luck.

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I'm actually using all stock, so what I could upload would be usable for stock flyers.

 

Spang Code I meant correct writing for the campaign_data.ini, but I found it. So basically I could move the 23rd TFS and give them a stock F-4E late model?

 

And I suppose "Highway Strip Bases" are moded in, not stock?

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And I suppose "Highway Strip Bases" are moded in, not stock?

 

Yes they are modded in.

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And I suppose "Highway Strip Bases" are moded in, not stock?

 

 

Those are stock, you can find them in the GERMANYCE_TARGETS.ini. In your terrains cat.. :biggrin:

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I found one, added it's name to the Harrier unit, and - got killed at start. Would be nice if the process was as simple as reading the names from the target.ini and copying them into the campaign_data.ini but it seems there is more involved?

 

I looked trough the downloads section but couldn't find relevant mods.

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Those are stock, you can find them in the GERMANYCE_TARGETS.ini. In your terrains cat.. :biggrin:

 

Since when are highway airbases stock?

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Well, the names and positions are in the target ini, but the aircraft starts in flight when you start "at the runway" so obviously it doesn't work. Shame really, it would make the Harrier much more fun - but then, can the AI handle short takeoff and landing?

 

Besides, this shows why I'm not too much into modding - when you start looking at files in the background, you lose the "surprise factor" when things happen in game, you see something on screen and think "ah, that's because it's written in that file..." - not fun for me.

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Sorry my fault, been used to the NF series to long....

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Well, the names and positions are in the target ini, but the aircraft starts in flight when you start "at the runway" so obviously it doesn't work. Shame really, it would make the Harrier much more fun - but then, can the AI handle short takeoff and landing?

 

Besides, this shows why I'm not too much into modding - when you start looking at files in the background, you lose the "surprise factor" when things happen in game, you see something on screen and think "ah, that's because it's written in that file..." - not fun for me.

 

 

http://forum.combatace.com/index.php?autoc...p;showfile=2950

 

Need to be updated for SF2. So I know it doesnt do you much good.

 

As far as modding goes, you are missing out on the best part of this sim. There is easy stuff to install. You just have to take the plunge. When NATO Fighters 4+ comes out though, you will have all you need in one easy to install package. No modding needed.

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Thanks for the link, looks sweet! Hopefully someone will get around to updating it, weird though that there are such things in the target list already. The funny thing is that the campaign text already tells you "No 1 Squadron is being forward deployed" when you give it a Highway Strip, in an otherwise stock campaign. So the game knows the function of these strips alright, it just crashes the aircraft at game load.

 

I don't mind a "simple install" addon mod pack, but what I meant is that fiddling with core engine files simple makes the sim workings "too transparent" for me. I had this with FS2000 once I started changing some panels around (2d back then) - soon I was constantly aware when flying how this stuff is just some bitmaps and pieces.

 

I think for now swapping some stuff in the campaign data around was enough for me, I need to fly more.

Edited by Helmut_AUT

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So the game knows the function of these strips alright, it just crashes the aircraft at game load.

Well, the current RWR first was made complex on dll level in one of the patches, modders found it and used it, then TK added that feature officially and developed it further. So if you see some framework for dynamic airfields in the engine now, chances are high that after a few patches it might be there fully functioning. We're still waiting for Snoopy comeback. :biggrin:

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Thanks for the link, looks sweet! Hopefully someone will get around to updating it, weird though that there are such things in the target list already. The funny thing is that the campaign text already tells you "No 1 Squadron is being forward deployed" when you give it a Highway Strip, in an otherwise stock campaign. So the game knows the function of these strips alright, it just crashes the aircraft at game load.

 

I don't mind a "simple install" addon mod pack, but what I meant is that fiddling with core engine files simple makes the sim workings "too transparent" for me. I had this with FS2000 once I started changing some panels around (2d back then) - soon I was constantly aware when flying how this stuff is just some bitmaps and pieces.

 

I think for now swapping some stuff in the campaign data around was enough for me, I need to fly more.

 

 

As I said NF4+ will have that and more. Andits ment to be installed by anyone without having to mod a thing. A one stop shop.

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Sounds like my kind of thing. I don't dislike the concept of modding as such, I just want the mods to be compatible with each other, no "this might not work if you install that", and it should be the quality level of similar stuff in stock. I think NF will do that.

Edited by Helmut_AUT

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Since when are highway airbases stock?

 

The stock terrain has the highway airstrips as locations in the targets.ini. There are just no targets in those areas.

 

I believe JSF Aggie's mod added the necessary targets to the target area to make them flyable, but the "Target Areas" are already there.

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and it should be the quality level of similar stuff in stock. I think NF will do that.

 

Its all better than stock. You really need to get off that "I dont use mods because of this quailty" thing. You need to see whats out there. Anything by the Mirage Factory is top notch for example. That is just the tip of the iceberg. I can give you a list of mods, that would transform your SF2:E into a whole new sim. People work hard on these things and when you start questioning the mods vs stock, they tend to get a little hostile. This sim revolves around the mods and modders. They put it to a level that most sims to include Falcon 4 can not even touch. Just a nickles worth of advice. :good:

 

The stock terrain has the highway airstrips as locations in the targets.ini. There are just no targets in those areas.

 

I believe JSF Aggie's mod added the necessary targets to the target area to make them flyable, but the "Target Areas" are already there.

 

 

Thus like I said, they arent stock. :blink:

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Its all better than stock. You really need to get off that "I dont use mods because of this quailty" thing. You need to see whats out there. Anything by the Mirage Factory is top notch for example. That is just the tip of the iceberg. I can give you a list of mods, that would transform your SF2:E into a whole new sim. People work hard on these things and when you start questioning the mods vs stock, they tend to get a little hostile.

 

I don't doubt that for the Mirage Factory, but for example I dropped a few addon-aircraft into FE, and the cockpits were definitely much below default standard. Very much below for some. Not to mention a default included flight model which made a 1916 aircraft perform better than my 1918 Fokker. And this is the part I never liked about mods (same for FS2004) that all to often the quality levels differ a lot, and you have to search for the best parts. I appreciate anyone with the time and skill to do 3d modeling who adds stuff into the sim, but I don't have to like it all, and I don't have the time to sort it all.

 

Yet that is the beauty of such a "supermod" that stuff gets selected which matches each other. I've been checking the NF1 to NF4 readme's just now, and it sure makes me almost regret I didn't buy WoE.

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