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UllyB

The UllyB mega-uberthread

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I recently installed WOI on my computer and decided to give it a shot. I ran into some problems as it follows:

 

1. Randomly, 5 in100 times, the waypoints are blocked. the game refuses to show the next waypoint when press W, no matter if is a mission or campaign missions. Any attempt to go forth and back with waypoints is futile. Further more , sometimes it's getting worse , meaning that the game shows one waypoint but if you consult the map the direction is not right. You go into a wrong direction where the waypoint doesn't exist on the map, which I think it qualifies it as a real bug. Did anyone encounter that ? Is this a bug or is it just me ?

Related to this aspect I ran into something new, this time in a campaign. I've got a mission where I was supposed to destroy a ship , but on the mission planning map the waypoints, the target waypoint respectively, was out of the map in the south west, so..out of the game map:), The map showed however , with that black ring, correctly the target area , but in opposite direction:). it crossed my mind that, maybe that kind a aircraft I choose doesn't allow this kind of mission (I was making some minor tweaks with the aircraft campaign files) but it did allow antiship mission ! So does anyone any ideea what was that ? of course I decided to go all the way with the experiment , thinking maybe the planning map was wrong but I ended with the planes near the border of the game , a manner of speaking, where things were going pretty nasty, no cockpit and a wild dance of two planes bumping into each other. this incident ocurred however only once , from three antiship missions in total had. The other two were in order.

 

2. When tweaking the campaing file (the third campaign 82 war) I discovered something odd. I noticed comparing the two campaing ini files that an entry from one was missing in the other, respectively a F-15 aircraft squadron , 106th. I completed the orther file accordingly and , in the campaign choosing menu I had , now this new squdron. I took the first mission, and the planes were having squadron marks, some orange stripes so, that mans this was once there or a test subject for Third Wire. Initially I looked into the net the real name of the 106th. It was The Second eagle squadron.When I changed the game into the menu showed another name (the spearhead squdron) so that means definetly this was part of the game once. Anyway I flew the mission , nothing extraordinary but in the end the game let me know that the campaign was ...finished:)...I thought this is a joke. I start another campaign with the same squadron, this time I pressed the ESC key imediatly , while the aircraft was still on the runway. Well the result was the same. The screen let me know that the campaign is finished ! Does anyone know why that squaron was hidden and why the campaign ends so abruptly ?

 

 

3. Related to this incident I encountered another issue. I wanted to add two more aircraft to the campaign files, one for the Israel , one for the Syrians(it's about the same 82 campaign) . I managed to add the one for Israel , it was shown into the campaign squadron choosing screen and I saw it even used in missions by the AI (I replaced two squadrons of the kfir plane with the Mirage Factory IAI -F21Kfir). So far so good. But the MIG-23MS I replaced with the whole (switched the folders), the same Mirage Factory MIG-23MS didn't appear in the game at all. I checked everything in its file and in the campaign ini file, it was all alright. The plane was chooseable in the game menu and working in simple missions. If the other worked why is this one not showing (in campaign)? Where could be the mistake I made ?

 

4.I wanted to add a sound effect to that MIG-23MS I mentioned above. I did all by the book, changing the gundata.ini file line, checking the syntax, putting the sound in sound folder and saving it with the gun editor.But the gun sound is not there, is missing, it simply doesn't work. Where is the mistake I made ? I ran out of options.

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Are you running the Oct 2008 version of WOI?

 

1. This has probably been changed in later patches - Make sure you always hit WP2 on take off - other than that WP 9 and 10 cannot be selected you must fly to WP 8 (thats your landing pattern).

 

Regarding the ship - it does that with a non stock terrain/campaign - basically entries need to be added for ships manually for each target in <terrain>_targets.ini into the <terrain>_movement.ini

 

2. What date is this squadron set to start?

 

3. so you added a MiG-23MS to the campaign and have replaced the stock one?

what does the squadron entry look like in the campaigns_data.ini?

 

4. So you edited the wav file and put it back into sounds with the same name?

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Are you running the Oct 2008 version of WOI?

 

1. This has probably been changed in later patches - Make sure you always hit WP2 on take off - other than that WP 9 and 10 cannot be selected you must fly to WP 8 (thats your landing pattern).

 

Regarding the ship - it does that with a non stock terrain/campaign - basically entries need to be added for ships manually for each target in <terrain>_targets.ini into the <terrain>_movement.ini

 

2. What date is this squadron set to start?

 

3. so you added a MiG-23MS to the campaign and have replaced the stock one?

what does the squadron entry look like in the campaigns_data.ini?

 

4. So you edited the wav file and put it back into sounds with the same name?

 

1. I have the latest patch from third wire site. Usually I hit W5 because there is the action and I save some fuel.

 

2 it's the same as in the others:

 

this is the entry in woiCamp3.ini: (which I added because it's missing)

 

//[israelUnit005]

//UnitName=No. 106 Spearhead Squadron

//ForceID=1

//UnitID=5

//StartDate=06/06/1982

//AircraftType=F-15A_Baz

//DescFile=woi3Start.txt

//StartText=woi3Start.txt

 

and this is from WOICAMP3_DATA.INI (which is there!)

 

 

[AirUnit005]

AircraftType=F-15A_Baz

Squadron=106IDF

ForceID=1

Nation=ISRAEL

StartDate=06/11/1982

DefaultTexture=IDFGray1

BaseArea=Hatzerim Airbase

BaseMoveChance=0

RandomChance=100

MaxAircraft=16

StartAircraft=16

MaxPilots=16

StartPilots=16

Experience=100

Morale=100

Supply=50

MissionChance[sWEEP]=90

MissionChance[CAP]=70

MissionChance[iNTERCEPT]=90

MissionChance[ESCORT]=90

MissionChance=0

MissionChance[CAS]=0

MissionChance[sEAD]=0

MissionChance[ARMED_RECON]=10

MissionChance[ANTI_SHIP]=0

MissionChance[RECON]=10

UpgradeType=NEVER

Supply[001].WeaponType=Python3

Supply[001].Quantity=480

Supply[002].WeaponType=AIM-7F

Supply[002].Quantity=240

Supply[003].WeaponType=MK82

Supply[003].Quantity=600

Supply[004].WeaponType=AIM-9L

Supply[004].Quantity=200

Supply[005].WeaponType=MK84

Supply[005].Quantity=40

Supply[006].WeaponType=Tank610_F15

Supply[006].Quantity=240

Supply[007].WeaponType=AGM-65B

Supply[007].Quantity=150

 

 

I'm puzzled no one noticed that !

 

 

3. it looks like this: (this is one of them , there are three MIG-23MS squadrons, but they are the same , of course, the same texture I meant)

 

[AirUnit030]

AircraftType=MIG-23MS

UnitName=Syrian No. 54 Squadron

ForceID=2

Nation=SYRIA

DefaultTexture=LibyanCamo

BaseArea=Dumayr Airbase

BaseMoveChance=0

RandomChance=100

MaxAircraft=12

StartAircraft=12

MaxPilots=12

StartPilots=12

Experience=20

Morale=100

Supply=100

Intelligence=80

MissionChance[sWEEP]=70

MissionChance[CAP]=50

MissionChance[iNTERCEPT]=70

MissionChance[ESCORT]=90

MissionChance=10

MissionChance[CAS]=10

MissionChance[sEAD]=10

MissionChance[ARMED_RECON]=10

MissionChance[ANTI_SHIP]=0

MissionChance[RECON]=10

UpgradeType=NEVER

 

I replaced only the texture line , because the folder "name" is identical with the stock one (which I erased it)

 

 

4. No , I didn't edit the sound file, I just added it in sound folder, anf then I edited the gundata.ini, replacing the "cannon " default sound with this sound I chose, and then I saved the gundata.ini with the gun editor and placed all into Objects folder.

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#4. soundlist.ini entry

 

That did the trick!!! Many thanks.

Just a question regarding the gun. Why is sometimes jamming after a few shots ? is that part of a some random script ?

Edited by UllyB

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gun jams came happen. part of the new coding. "short, controlled bursts" and hope for the best

 

wrench

kevin stein

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I manged to solve just the MIG-23MS issue. It worked after I matched the aircraft role with the ones in the campaign data ini file and after I changed minbase from MEDIUM to SMALL.

 

Regarding the terrain for the waypoints issue and that strange behavior with the antiship mission , I forgot to say that I am using the stock terrain, so no other modified or something.

Well I'm happy I solve the MIG issue and the gun sound. Thank you you all for help

 

That F-15 squadron and the sudden end of the campaign it's a mistery, though.

Edited by UllyB

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if you're flying the Red Side, WoI has NO shipping routes for the Arabs. This could also explain the fault

 

wrench

kevin stein

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if you're flying the Red Side, WoI has NO shipping routes for the Arabs. This could also explain the fault

 

wrench

kevin stein

 

No, I was playing the Israel side. I noticed anyway what you pointed out , because all antiship missions were with zero after equal sign.

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Which are the files which governs the randomness of that An-12 transport flight in WOI ? I would like to switch or add a Tu-126 I found (very beautiful model) here on download section. I hope its path is not hardcoded....

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Okay some good news is that it is not hard coded as far as I know, I am currently playing out a campaign that has 707´s and Airbuses instead... But as to how to do it I dont know... but I would be curious to know myself...

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Just make sure the aircraft's mission is TRANSPORT in the data.ini, which puts it into the available 'pool' to be used. Now, depending if the map you are using has a NATIONS entry, that will limit what nations can be on the map. As long as the aircraft's USERLIST matches the NATIONS entry in the terrain, it should show up at random intervals.

 

FC

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I wonder about the "Transport" thing. Never saw anything turning up that way during normal use. Changing the mission to "Strike or "Reconnaisance" however produced results with flocks of AN-12's and even Mainstays appearing...... .

Is the transport mission included in the game at all ? :blink:

 

Hou doe,

 

Derk

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You normally won't see transports except during campaigns.

 

FC

 

Thx:good: FC,

 

Hou doe,

 

Derk

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I found a solution. I didn't know if you let it with TRANSPORT task , the game engine takes it randomly. I thought there is something else to be done. But meanwhile I found another way. I added another squadron into the campaign ini file with its features and tweaking a little its files. I added as main task RECON and let second transport. I started the campaign and after the fourth mission it appeared. It was not in flock as someone pointed here though.It was alone and was moving in north/north west, to the sea. To be sure it's not a certain pray for any AI aircraft I changed its "intelligence" to 90 and it behaved very well. It evaded all my four AIM-7F missiles, throwing chaff. Well it is somekind of an old AWACS, it looks fine and gives the game a special "flavour". If you don't know how it looks check it out on the download section. (TU-126 Moss)Thank you for your input and help.

Edited by UllyB

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I want to add a MIG-25 and I would like to keep the minimum medium airstrip setting. I had a look into terrain CAT (WOI) but I couldn't find something useful. I extracted the region bitmap though. Now if I knew which airstrip are medium I could know how to place the MIG , into campaign data file correctly. Any thoughts where should I start looking ?

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the terrain's types ini.

 

You won't get it to work on MEDIUM strips ... there's been a glicht FOREVER with the thing, and it REQUIRES the large airbase. Otherwise, CTDs will follow.

 

Here's how they break down (after all, I am THE terrain & targets guru...)

 

Runway 1 - medium (3 squadrons)

Runway 2 - medium (1 squadron)

Runway 3 - small (1 squadron)

Runway 4 - LARGE (6 squadrons)

Runway 5 - medium (3 squadrons)

Runway 6 - medium (3 squadrons)

 

So, if you're using a terrain withOUT Runway 4s placed on it, you can't use the Foxbat. VietnamSEA has no R4 for the Red Side, rendering that particular terrain unusable for it, and any bomber larger than Beagles.

Here's a partial list of terrains with (and without) runway 4s on them, on the red side:

 

Desert - ok

GermanyCE - ok

VietnamSEA - not ok

IsraelME - ok

SoCal - ok

ASW - ok

ANW - ok

DBS - ok

AE (madagacsar) - not ok

Libya - ok

Canary Islands - not ok

Darwin (modern) - not ok

BOB 1970 - not ok

Himalaya - not ok

Desert Storm - ok

Formosa - ok (but not usable, with new limited nations statement)

Fighter Bowl (aka "The Bowl" ) - ok

Kamchatka - ok

 

that should give you some idea.

 

wrench

kevin stein

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the terrain's types ini.

 

You won't get it to work on MEDIUM strips ... there's been a glicht FOREVER with the thing, and it REQUIRES the large airbase. Otherwise, CTDs will follow.

 

Here's how they break down (after all, I am THE terrain & targets guru...)

 

Runway 1 - medium (3 squadrons)

Runway 2 - medium (1 squadron)

Runway 3 - small (1 squadron)

Runway 4 - LARGE (6 squadrons)

Runway 5 - medium (3 squadrons)

Runway 6 - medium (3 squadrons)

 

So, if you're using a terrain withOUT Runway 4s placed on it, you can't use the Foxbat. VietnamSEA has no R4 for the Red Side, rendering that particular terrain unusable for it, and any bomber larger than Beagles.

Here's a partial list of terrains with (and without) runway 4s on them, on the red side:

 

Desert - ok

GermanyCE - ok

VietnamSEA - not ok

IsraelME - ok

SoCal - ok

ASW - ok

ANW - ok

DBS - ok

AE (madagacsar) - not ok

Libya - ok

Canary Islands - not ok

Darwin (modern) - not ok

BOB 1970 - not ok

Himalaya - not ok

Desert Storm - ok

Formosa - ok (but not usable, with new limited nations statement)

Fighter Bowl (aka "The Bowl" ) - ok

Kamchatka - ok

 

that should give you some idea.

 

wrench

kevin stein

 

Thanks a lot for the extended explanation and for examples! Much appreciated.

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I tried some simple missions with MIG-25PD. Well...The Israelis seem too tough. I managed in 10 missions to score two F-15s and two Phantoms (with my sq included, not by myself). The thing I think it's missing is...the air-air missile RWR. I noticed you have one but for surface-to-air missiles. Can be modded such a "device" or am I too naiv ? I skimmed the aircraft files but I don't have a clue where to start from.

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I tried some simple missions with MIG-25PD. Well...The Israelis seem too tough. I managed in 10 missions to score two F-15s and two Phantoms (with my sq included, not by myself). The thing I think it's missing is...the air-air missile RWR. I noticed you have one but for surface-to-air missiles. Can be modded such a "device" or am I too naiv ? I skimmed the aircraft files but I don't have a clue where to start from.

 

There is no such thing as an "air-to-air" or "surface-to-air" missile RWR :no:

 

The acronym "RWR" (Radar Warning Reciever) itself should provide a clue as to what its function is. And that is, obviously, to warn the aircrew of the presence, and the mode of, any radars in the area, whether they be ground-based, or airborne.

 

You're undoubtedly getting shot down by IRMs (InfraRed Missiles), which one must acquire visually in order to avoid. :yikes:

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The RWR will pick up airbourne radars - although in SF1 its VERY basic compared to whats in SF2 .

 

Also note that it will only pick up RADARs - thats the radar on another jet or a radar on a SAM /AAA site etc - no radar guided missiles in this period have their own active radars so cant be picked up.

 

 

 

in the MiG-25x_avionics.ini file check for similar to this

 

[TextureData]

RadarTexture=Cabina/RP-21.bmp

RWRTexture=Cabina/RWR.bmp

 

.......

 

[RWR]

Type=3_RING

AirSearchTexture=Cabina/RWR1.tga

AirTrackTexture=Cabina/RWR2.tga

AirLockTexture=Cabina/RWR3.tga

GroundSearchTexture=Cabina/RWR1.tga

GroundTrackTexture=Cabina/RWR2.tga

GroundLockTexture=Cabina/RWR3.tga

SearchPosition=0.0

TrackPosition=0.4

LockPosition=01.3715

SearchSize=0.01

TrackSize=0.315

LockSize=1.0

SearchFlash=TRUE

SearchFlashRate=0.4

TrackFlash=TRUE

TrackFlashRate=0.2

LockFlash=TRUE

LockFlashRate=0.1

TrackSound=MiGTrack.wav

LockSound=MiGLock.wav

 

[RWRTrackSound]

Priority=HIGH

3DSound=FALSE

Looped=TRUE

NumBuffers=1

 

[RWRLockSound]

Priority=HIGH

3DSound=FALSE

Looped=TRUE

NumBuffers=1

 

 

 

 

 

 

In the MiG-25x_data.ini check

 

[DetectSystem]

......

HasRWR=TRUE <----------

 

 

Good luck - but dont feel too down - you have picked probably the hardest jet to fly in combat - in reality its avionics and missiles were no match for the IAF F-15As - thats one reason it was such a turkey shoot for Israel.

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no radar guided missiles in this period have their own active radars so cant be picked up.

 

Really? What about the AIM-54 (Phoenix)? :grin:

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Really? What about the AIM-54 (Phoenix)? :grin:

 

forgot about that! - actually the AA-9 probably did as well - does the SF RWR actually pick these up? - cant remember ever putting AHMs in game.

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forgot about that! - actually the AA-9 probably did as well - does the SF RWR actually pick these up? - cant remember ever putting AHMs in game.

 

The AA-9 was semi-active homing. And, unless TK "hid" something new in the various avionics.dll files of the June 2010 patch, the answer's, unfortunately, no.

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