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Adding taskforces is simple.

 

Making them appear where you want is a little more tricky :good:

 

post-14846-0-12071500-1331842787.jpg

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It doesn't work for me.

 

Sorry, forgot one thing. Add this to ISRAELME.INI

NavalMap=TRUE

 

What other effects this does is yet to be seen.

Let me see if I can do a quick dirty fix for Vietnam map..

 

Edit, inserted Dixie and Yankee Stations. VietnamSEA.rar

Edited by PureBlue

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safe to assume that you need the carrier stations in the _targets.ini??

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safe to assume that you need the carrier stations in the _targets.ini??

 

Not needed it seems. Just edit the terrrain_water map.

These are new for carrier_data.ini

 

GroundObjectRole=WARSHIP

WarshipClass=AIRCRAFT_CARRIER

CarrierBaseSize=MEDIUM

CarrierNumSquadrons=6

 

The carrier group seems to be a random generated, carriers, transports, frigates etc... (hopefully we can find a file that defines these...)

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PureBlue: What changes have been done to the terrrain_water map?

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Sorry, forgot one thing. Add this to ISRAELME.INI

NavalMap=TRUE

 

What other effects this does is yet to be seen.

Let me see if I can do a quick dirty fix for Vietnam map..

 

Edit, inserted Dixie and Yankee Stations. VietnamSEA.rar

 

 

Israel works !

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Vietnam too!

 

 

Next step should be having escorts in campaigns, too ....

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Yak-38 data.ini has these entries:

 

 

 

[MissionData]

NationName=SOVIET

 

........

CarrierParkSpan=4.55

CarrierParkAnimationID=9 hmmm?? I wonder if they go for a stroll round the deck when you are off on a mission.

Edited by MigBuster

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From the NA campaign, DLC coming maybe:

 

[AirUnit007]
AircraftType=RF-8G_77
UnitName=VFP-63 DET. Eyes of the Fleet
ForceID=1
Nation=USN
CarrierBased=TRUE
NavalUnitID=1
ShipID=1
DefaultTexture=USNGrey1
StartNumber=
RandomChance=100
MaxAircraft=6
StartAircraft=6
MaxPilots=6
StartPilots=6
Experience=100
Morale=100
Supply=100
MissionChance[sWEEP]=0
MissionChance[CAP]=0
MissionChance[iNTERCEPT]=0
MissionChance[ESCORT]=0
MissionChance[sTRIKE]=0
MissionChance[CAS]=0
MissionChance[sEAD]=0
MissionChance[ARMED_RECON]=0
MissionChance[ANTI_SHIP]=0
MissionChance[RECON]=0
MissionChance[NAVAL_SEARCH]=100
MissionChance[NAVAL_ATTACK]=0
MissionChance[ESCORT_JAMMER]=0
MissionChance[ESCORT_DECOY]=0
MissionChance[CRUISE_MISSILE]=0
MissionChance[EARLY_WARNING]=0
UpgradeType=NEVER

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Next step should be having escorts in campaigns, too ....

 

Thats easy. Check the screen shot a few posts up.

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Can't find the .fx files anywhere, either. Guess they're locked up too. Anyways the terrain only uses 4 textures so I guess it uses vertex colors or individual blendmaps, but who can say for sure without looking in the shadercode. That ICELAND_DETAIL_MAP texture just modulates the detail texture. Green looks like it is the glaciers so you don't get noisenormal rendered on those.

 

I was looking forward to this new engine but it doesn't seem like it is intended for us to play with.

 

Well one more thing about it is a bit strange, Iceland CAT takes up almost 400 MB's but when you extract all, it's just 36 MB's...

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Well one more thing about it is a bit strange, Iceland CAT takes up almost 400 MB's but when you extract all, it's just 36 MB's...

Hidden contenc??? :dntknw:

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Well one more thing about it is a bit strange, Iceland CAT takes up almost 400 MB's but when you extract all, it's just 36 MB's...

 

:blink:

 

just now noticed... locked locked locked...

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Anyone figure out the data linking?

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seems we can kiss our sorry terrain modding a**es goodbye babe!

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and even removing the AllowedMissions= statement, does NOT bring back CAS/Armed_Recon/Strike against land targets for me (using either land based OR carrier based); even after editing the SingleMission.ini and _types ini to raise up (or lower in SI.ini) the target values.

 

For me, something be broke bad...

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:blink:

 

just now noticed... locked locked locked...

 

Yup and while I can somewhat understand locking out the LOD I really don't get the point of locking the fx. files.

I mean God forbid we make some mods for the game right?

 

Well I hope TK will atleast provide some support in our tries to make new terrains, instead of guess how it's done approach.

Although the whole thing might actually be a free for all whatever you make in 3dsmax kind of thing...

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Yup and while I can somewhat understand locking out the LOD I really don't get the point of locking the fx. files.

I mean God forbid we make some mods for the game right?

 

Well I hope TK will atleast provide some support in our tries to make new terrains, instead of guess how it's done approach.

Although the whole thing might actually be a free for all whatever you make in 3dsmax kind of thing...

 

asked the man about some terrain creation tooltips/info, I guess I won't ever have an answer

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What we could use is for someone to write a 3rd party cat extractor.

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Thats easy. Check the screen shot a few posts up.

 

Could You explain? I always would like a Vietnam Campaign with escorts!

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asked the man about some terrain creation tooltips/info, I guess I won't ever have an answer

 

I bet at least not till the patch work is done... But why the quick judgement..

It's only day one since the monkeys are out of their cages :grin:

Edited by PureBlue

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asked the man about some terrain creation tooltips/info, I guess I won't ever have an answer

 

Naah I don't think so, since it's max driven a simple exporter notes pages might be enough.

I think the guy will answer us as he finds some time...

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then why this locking?

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