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The bar has been set for Vietnam mods!

 

...and up there for any all-encompassing mod...Just outstanding, fellers...I followed along with the beta development and the final product is exceptional...Thank you to all involved.

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...After flying a couple of missions in the dark, I saw all the NV-airfields in full lighting - full beaconing with bells and whistles... This looks impressive - but I guess in comparison to reality that's a bit over the top.......

Anyone to convince me that they might really have looked like that at night?

 

Anyhow, the package is THAT awesome, this thing not even drags - it just got obvious...

 

 

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Hi All:

 

I have finished uploading parts 1 & 2 of the "WOV Air & Ground Expansion Pack," which is designed for WOV patched to the 8.30.2006 or 10.20.2008 levels. This mod is effectively a sub-set of the larger SF2V Expansion Pack. It contains everything the SF2V version does, but uses a reduced aircraft set.

 

The WOV version does have one thing that the SF2V does not have (yet): Pappa Goat's re-painted SEA tiles. I think once you see Pappa Goat's verisons of the tiles originally created by Brain32 & CA_Stary you will be stunned -- I certainly was. If, however, you prefer the original tiles, copies of those are included in the \Optional directory.

 

Please read the installation instructions carefully. By default this mod package is designed to be installed over a clean, un-modded copy of WOV patched to 10.20.2008. If you have WOV patched to 8.30.2006, you have some additional files (included in the \2006 dir) to install to make the mod compatible with your patch level.

 

We strongly recommend NOT installing one of the several weapons packs available here at CA -- doing so will undoubtedly lead to broken loadouts and even non-functional weapons. If you want to install additional weapons, do so individually on a case-by-case basis.

 

Finally, please keep in mind that this is a beta, so please report any bugs or anomalies here. When reporting bugs, tell us what patch level of WOV you're using -- it makes a difference.

 

Eric Howes

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Can Pappa Goat's repainted tiles (they really look cool!) be applied directly over the SF2V XP2Gold?

 

Seeing your outstanding work, I guess you will implement that in an upcoming terrain-update, anyhow, right...? bye.gif

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Stingray77:

 

We will be releasing an update at some point for the SF2V version which will include Pappa Goat's re-painted tiles. The DATA.INIs for the terrains will have to be re-done, and I simply haven't had the time to test and tweak in SF2V.

 

Eric Howes

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So, simply patching the tiles over the Gold doesn't do the trick... Okay, I'll wait for the next XP-terrain-update then.

 

Thanks again.

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About WOV air & ground Expansion pack. I created a clean install of WOV 8.30.2006 and followed all the steps, including the files in the 2006 directory. I started the rolling thunder campaign. The first thing i founded is that there was no loadout plane pic, only black, and when i started the mission, the cockpit was textureless, no sound (plane, gun, but the radio yes) nor plane in camera mode!!! (i was flying the A-4) :yikes:Sooooo strange

 

I must have missed something... any idea ?

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Choupion:

 

From your description it sounds like you've got a problem with your base WOV install. The fact that you were getting any sounds, cockpit, loadout pic, or even visible aircraft suggests that the game couldn't find it the ObjectData.cat, which should be in the \Objects directory of your WOV install dir.

 

Try starting from scratch. Install WOV clean, then patch it to 8.30.2006. Then start WOV and try flying a Single Mission using the North Vietnam terrain in the A-4E Skyhawk to verify that your base install is working. Then install the Expansion Pack. After the Expansion Pack (with the 2006 compatibility files) is installed, try flying another Single Mission with the A-4E Skyhawk (not the "Late" version).

 

Eric Howes

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Thank u!

I'm going to reinstall it right now and follow your suggestions.

 

By the way, here are the pics.

 

My computer made the perfect stealth fighter on second pic!!!

post-54989-12591926497638.jpg

post-54989-12591926717401.jpg

Edited by Choupion

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All right, I did what you said. And it works fine. I have my plane visible as the textures, sounds BUT...(i'm a black sheep) The game tend to crash when loading the campaigns or missions with the AH-1 for exemple but not with the stock plane.

 

Unlucky, Choupion!..

 

Anyway, you made a fantastic work, that is for me an excellent free alternative to YAP2.

I can't wait for other versions!!

 

Thank you !

 

Don't worry for the bug, I'm pretty sure it's not coming from your files...

Edited by Choupion

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This is amazing, even for a beta its fantastic. Everything from the enhanced flak to the better ground targets, no more cruising at 3000 to bomb another airfield. It makes the game worth playing, like a totally new sim.

 

Question?

 

Is there any way to edit the timing of when ground units deploy on the move during a FAC?

 

Noticed Probs:

 

I can't get the F-105D Late to work. It loads but is not responsive to controls, just sits there on the runway, looks really nice though.... I guess the bear doesn't want to go up north. It could be to do with my install too though, so unless other people have the prob, don't worry.

 

All ground units work as far as I can tell so far (some work almost too well- shredded wings by green hornets :> ) apart from the VC Squad for which I used part of my old codes for that and they're fine. Not sure why or how, I'll dig into it when I have time. I couldn't get the rockets, RPG or LAW to fire in my old tweaked .ini's though, so no RPG's.

 

As with the old ground war mod, some of the ground target areas load the enemy facing away from the advancing US forces. All the DMZ areas, and 'West of Da Nang', and despite the 'no yaw limit' they can only turn about 90 degrees and cannot face into the firefight to return fire.

 

Thoughts:

 

There are a few things I have an interest in looking into for myself, and if you liked them , or anyone else wanted to work on them perhaps they could be rolled into future versions:

 

1. The optional ground objects, mortars ans such... can't they be placed on the map as static objects similar to how the Russian artillery is placed on the hillside in the DMZ with the first ground war mod? That was they will be placed in specific areas, such as Fire Support Bases and wont be used in generated single missions?

 

2. Mod fire-base tiles to represent: a) large bases such as Khe Sanh (airstrip with fire-base attached) b) fire (support) bases with 105's as static objects. b) patrol bases (with mortars) b) special forces camps. Tiles for the various terrain areas could be modded with objects then placed as a target area and put on specific locations on the map?

 

3. In all the US squads the LAW 66 could be replaced with M79s, the 66's were single shot.

 

4. comrpnt has a bunch of great historically accurate scripted single missions that involve interdiction along the trail or CAS. He has extra objects placed in target areas to make mock villages and VC areas that would work great with additional units from the ground war if he'd be interested in doing them. That and the continuity in all the single missions that follow several months with one squadron, and that FAC's are scripted in to mark targets with smoke makes his single missions very interesting.

 

5. Scrappers Tet '68 campaign could be included, or adapted?

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Recently i'm encountering a very strange problem with the SF2V expansion pack. I've lost all radio comms. Nothing is heard even though the subtitles display normally. Also F-4's cockpits display sometimes with parts of them white. The really strange thing is that i only get this with the campaigns. It can happen with the single missions but very rarely. I haven't been able to pinpoint which object might be the culprit since i've got no audible radio comms with a variety of planes ( F-4, F-8, F-105). The white cockpit parts however have only occured with F-4 variants. If i take out the objects folder then everything returns to normal. I just don't get it.

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verde13:

 

I haven't ever experienced that problem, nor have I received any other reports of that kind of problem with the Expansion Pack. I wish I could offer a solution, but I don't have one. Perhaps one of the resident gurus here has an idea what might be causing it.

 

Eric L. Howes

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... I've lost all radio comms. Nothing is heard even though the subtitles display normally...

I once experienced that lack of (audible) comms, too (subtitles were there). Was in a Linebacker II-Campaign-mission with F-4J VFA-333... Aborting that mission and Refly set everything okay again, so I didn't worry too much...

 

Haven't experienced those display-problems in F-4-cockipts, you write about, though.

(Hope it stays like that.)

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Pappa Goat:

 

Glad to hear you're enjoying the expansion pack.

 

As with the old ground war mod, some of the ground target areas load the enemy facing away from the advancing US forces. All the DMZ areas, and 'West of Da Nang', and despite the 'no yaw limit' they can only turn about 90 degrees and cannot face into the firefight to return fire.

 

I've talked with Malibu43 about this. Neither of us has seen this happen, and I don't know that there's anything we could do about it. Sounds like the game is plotting some odd waypoints for those units. Maybe they're retreating?

 

1. The optional ground objects, mortars ans such... can't they be placed on the map as static objects similar to how the Russian artillery is placed on the hillside in the DMZ with the first ground war mod? That was they will be placed in specific areas, such as Fire Support Bases and wont be used in generated single missions?

 

They could, but I think those objects are best reserved for user-scripted single missions.

 

2. Mod fire-base tiles to represent: a) large bases such as Khe Sanh (airstrip with fire-base attached) b) fire (support) bases with 105's as static objects. b) patrol bases (with mortars) b) special forces camps. Tiles for the various terrain areas could be modded with objects then placed as a target area and put on specific locations on the map?

 

Interesting idea, though not one I could take up. Someone with more experience modding terrains would be the one to do it.

 

3. In all the US squads the LAW 66 could be replaced with M79s, the 66's were single shot.

 

I'll look into this.

 

4. comrpnt has a bunch of great historically accurate scripted single missions that involve interdiction along the trail or CAS. He has extra objects placed in target areas to make mock villages and VC areas that would work great with additional units from the ground war if he'd be interested in doing them. That and the continuity in all the single missions that follow several months with one squadron, and that FAC's are scripted in to mark targets with smoke makes his single missions very interesting.

 

I've played around with those missions. There are about 50 or so target areas total between his various mission packs. I'd want his permission to include them. Ideally, though, someone ought to do with South Vietnam what I've done with North Vietnam.

 

5. Scrappers Tet '68 campaign could be included, or adapted?

 

Malibu43 and I discussed including that one with the original SF2V Expansion Pack but decided it would be too similar to the Steel Tiger campaign to justify overhauling it for inclusion. I've thought about going back and seeing what could be done with it at some point. First order of business, though, would be to overhaul the Steel Tiger campaign so that it's much more focused on interdicting traffic on the Ho Chi Minh Trail as opposed to providing ground support for firefights in South Vietnam.

 

Eric L. Howes

Edited by eburger68

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Is there any way to separate the 'attack' loadouts for aircraft to differentiate between CAS and armed recon for campaigns and generated single missions?

 

I ask as CBU's are appropriate for armed recon but perhaps not CAS. Presently they are not preferably used for CAS due to the risk of unexploded bomblets being scattered into ground troops AO. I can only assume this would have applied in Vietnam as well, especially considering the far higher failure rate of bomblets to go off through design or getting hung up on all the vegetation in the canopy. I know they were used along the trail a lot though. - rockets, Snake 'n' Nape? but perhaps those more thoroughly versed on the details 'down to the button' of this history could say?

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Pappa Goat:

 

You asked:

 

Is there any way to separate the 'attack' loadouts for aircraft to differentiate between CAS and armed recon for campaigns and generated single missions?

 

Not that I know of. Maybe you could hack a resource file to get that behavior, but I wouldn't know off hand which one contains that data.

 

Eric Howes

Edited by eburger68

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Hi folks, first, congratulations on this mod - quality work, thank you. Second, my completed historical re-enactment of USMC VMFA-531's tour from April 1965 is almost complete and I'll be happy to make the files available to the folks here to incorporate into this pack. I'm in final testing at present, having spent the last 5 months rewriting the existing mission packs to work better with the October 2008 patch and adding new missions to complete the set. For a teaser, see attached ReadMe extract PDF for what you can expect.

 

Malibu - I'll send along the files you'll need once I have everything tested and in-place.

 

Regards, comrpnt.

VMFA-531 ReadMeFirst-short.pdf

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comrpnt:

 

We'd be happy to include your missions and other customizations into the Expansion Pack. Could you give us a rundown of the additional aircraft, ground units, skins, and other assorted stuff that you'll be asking players to download and install? It would help us anticipate what else we might need to add to the Expansion Pack.

 

Eric Howes

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comrpnt:

 

We'd be happy to include your missions and other customizations into the Expansion Pack. Could you give us a rundown of the additional aircraft, ground units, skins, and other assorted stuff that you'll be asking players to download and install? It would help us anticipate what else we might need to add to the Expansion Pack.

 

Eric Howes

Hi Eric, sure, that's good to know. Part of the revamp of these previous packs was to make them easier to consume - as the pre-req models were very hard to acquire and numerous. So, I've used Stock whereever I can - occasionally at the cost of historical accuracy but it's a tradeoff that's worth the price, and of course a few pre-reqs that are publically available. Finally there are a few 'specials' that I provide myself that aren't available anywhere else. As I'm nearing the end of this work, here's the final list I've come up with:

 

Gramps' UH-1H Huey (Used in place of the UH-34 for "Flaming Arrow" helicopter escort missions)

 

Hinchinbrooke's "Cardiff" Type-42 destroyer (Used to populate the carrier fleet with escort ships)

 

Kesslebrut's Infantry pack for SP4 (updated by TeTeT) (Provides both VC and US ground forces)

 

Mirage factory weapons pack, compatible with October 2008 Thirdwire patch (The latest weapons and effects, compatible with Thirdwire October 2008 WOV patch)

 

Sundowner's VMFA-531 (early) F-4 Skin (The correct F-4B skin for VMFA-531 during 1965)

 

Veltro2K's KC-135 tanker (Used to provide 'simulated' aerial refueling support for longer missions)

 

As parked statics only appear in game-generated single missions, I provide my own for eye-candy, mostly for use at Da Nang and Phu Cat: F-4B static, F-100D static, 707 static (doubles for the KC-135 static).

 

There are a couple of other Terrain folder objects that provide VC caves for a few of the missions, and then the usual Types and Targets definitions, new Loadouts, and finally some new Formations definitions.

 

Pretty straightforward stuff and a lot smaller than previous packs in this series.

 

Cheers, regards, Paul.

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Paul:

 

OK, I'm looking ahead to compatibility with the Expansion Pack. Running down your list...

 

Gramps' UH-1H Huey: We can add this, though we'd really prefer not to mess around with helos.

 

Hinchinbrooke's "Cardiff" Type-42 destroyer: No problem to add this.

 

Kesslebrut's Infantry pack for SP4: We already have this, though I believe we've re-named some of the infantry squads and made some other customizations. Check the Expansion Pack (which it sounds like you've already downloaded).

 

Mirage Factory Weapons Pack: We can't add this. In fact, we explicitly advise against dropping weapons packs on top of the Expansion Pack. We've already got Deuces effects plus a handful of other custom effects. I think there's also a good chance we already have most if not all of the weapons and guns you'd need. Again, a list of specific weapons needed would be helpful.

 

Sundowner's VMFA-531 (early) F-4 Skin: We can add this.

 

Veltro2K's KC-135 tanker: No problem with this either.

 

Parked statics: We can add these, provided they're constructed so as not to interfere with game-generated single missions or campaign missions. Some statics that I've tested will cause CTDs on Escort missions and one or two other mission types.

 

Terrain objects for VC caves: We can add this as well.

 

Loadouts: Provided they're done as custom-named loadouts (e.g. "Strike_Caves," "Attack_Mk83," etc.), we can incorporate these.

 

Formations: Shouldn't be a problem to ship a custom Formations.ini.

 

Types/Targets: we can add your custom TargetAreas and Types to what we have.

 

I don't know how much time you've had to look into what we've incorporated into the Expansion Pack, but I'm betting there are plenty of ground objects and terrain objects that you could exploit.

 

Eric L. Howes

Edited by eburger68

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