Jump to content

jtin

ELITE MEMBER
  • Content count

    553
  • Joined

  • Last visited

Everything posted by jtin

  1. If I understand you correctly, you could make: RandomTransportType=ANY RandomTransportType=C-130A I doubt it'll affect the supplies, since there're already set out in the campaign_data.ini. The Madagascar campaign was a placeholder for Red Mad. AFAIK, it's not being worked on anymore.
  2. Using Google's Cahche, I was able to retrieve part of Bunyap's campaign tutorial. I had no luck on the third page though. I hope that I'm not violating some rule, since this all isn't my work, but Bunyap's. I'm just posting this because his site is down... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Campaign Tutorial<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< This tutorial will give you a basic understanding of how to create and edit campaigns for Strike Fighters: Project 1. The best place to start is in the C:\Program Files\Strategy First\Strike Fighters\Campaigns folder. This folder contains another folder named Campaign1. To create a new campaign make a copy of the Campaign1 folder and rename it as "Campaign2". Your C:\Program Files\Strategy First\Strike Fighters\Campaigns folder will now contain two folders. Each folder will contain the files necessary for a different campaign to run. In the new "Campaign2" folder you will find a file named "campaign1.cfg. Rename this file as "campaign2.cfg". You can edit it with a text editor such as "notepad". The file contains very basic information on the campaign it controls. For now just leave it alone and go back to it later. >>>>UNRETRIEVED IMAGE<<<<<< To edit the campaign you must extract the "campaign1_data.ini" file from the "missiondata.cat" file. This will require the .cat file extractor available at the check 6 site. Once the file is extracted, rename it as "campaign2_data.ini" and copy it into the "Campaign2" folder. You should now have two files in the folder. >>>>>UNRETRIEVED IMAGE<<<<<<< Basically, that's all there is to it. You will now have two campaigns available at the in game campaign selection screen. Until the two files are edited, however, the campaigns will be identical. http://www.google.com/search?q=cache:RyPSf...;cd=2&gl=us Now the fun begins. Use a text editor such as notepad to open up the campaign_data.ini file. I'll break what you will see down into the basic sections. I've removed some redundant and repetitive entries for brevity. The italicized entries are explanations of what each line does. The first part defines the basics and will look like this: [CampaignData] StartDate=09/01/1959 - This is the first day of the campaign. StartDateDeviation=30 - This entry randomizes the start date. Set it to 0 for the campaign to start at the same date every time. ForceWithInitiative=0 - I'm not sure exactly what it does. The entry will correspond to one of the "forces" defined below. MaxMissions=30 - Number of missions until the campaign automatically ends. NormalMissionRate=360 - The number of days between missions when no ground offensives are in progress. NormalMissionRateDeviation=120 - Not sure. I think it randomizes the number of days between missions. OffensiveMissionRate=45 - The number of days between missions when a ground offensive is in progress. OffensiveMissionRateDeviation=30 - Same as NormalMissionRateDeviation. CampaignEndWinScreen=Winner1.bmp - The .bmp file within the same folder displayed when the campaign is won. CampaignEndLoseScreen=Loser1.bmp - The .bmp file within the same folder displayed when the campaign is lost. CampaignEndStallScreen=Loser1.bmp - The .bmp file within the same folder displayed when the campaign is a draw. CampaignEndWinText=Campaign1Win.txt - The .txt file within the same folder displayed when the campaign is won. CampaignEndLoseText=Campaign1Lose.txt - The .txt file within the same folder displayed when the campaign is lost. CampaignEndStallText=Campaign1Stall.txt - The .txt file within the same folder displayed when the campaign is a draw. The next section defines who the combatants are: [Force001] Alignment=FRIENDLY - Either friendly or enemy. Self explanatory Nation=Dhimar - The name of the force. Must correspond to an entry in the nations.ini file. BaseArea=Muthala - I think this is the area that must be captured to win the campaign. AirOffensive[001].Primary=WAREHOUSE - These entries define the type of targets hit during strike missions. They must correspond to entries in the xxxx_types.cfg file located in the "Terrain/xxxxx" folder. Each pair of entries must follow in numerical sequence. I have no idea how or why the primary/secondary or different AirOffensive numbers work. AirOffensive[001].Secondary=FUEL_STORAGE AirOffensive[002].Primary=OIL_REFINERY,FUEL_STORAGE AirOffensive[002].Secondary=COMM_BUILDING StartGroundOffensive=2 - No idea. Lower numbers seem to make an offensive more likely but that's based on limited observation. StartInterdiction=5 - No idea. Morale=70 - I think it is the force's starting morale level. Supply=25 - I think it is the force's starting supply level. NormalSupplyRate=20 - Rate in which units are resupplied when no offensives are in progress. OffensiveSupplyRate=-20 - Rate in which a unit uses supplies when conducting a ground offensive. DefensiveSupplyRate=-5 - Rate in which a unit uses supplies while defending against a ground offensive. SupplyForOffensive=90 - Supply level required for a ground offensive to start. I don't know if this applies to the entire force or individual units. AircraftReplacementTime=240 - Number of days between aircraft replacements. AircraftReplacement=60 - Something to do with the number of aircraft received as replacements. GroundUnitReplacementTime=360 - Number of days between ground unit replacements. GroundUnitReplacement=100 - Something to do with the number of ground units received as replacements. RandomTransportType=ANY - No idea. WeaponResupplyTime=180 - Number of days between weapon resupply. [Force002] - Additional entries must follow in numerical sequence. Otherwise same as above. This section defines each force's air units: [AirUnit001] AircraftType=F-100D - Type of aircraft flown by the unit. Must correspond with a folder name in the Objects/Aircraft directory. Squadron=436TFS - The squadron markings carried by the aircraft. Corresponds to the markings available at the loadout screen's squadron pull down. StartDate=9/25/1959 - Date the unit shows up in the campaign. Date the campaign starts for player flyable units. ForceID=1 - Corresponds to one of the "force" entries above. Nation=USAF - Corresponds to an entry in the nations.ini file. DefaultTexture=USAFSilver1 - The markings used by aircraft from this unit. Corresponds to a directory in the Objects/Aircraft/F-100D (in this case) folder. BaseArea=D3 Airfield - Airfield the unit starts flying missions from. RandomChance=100 - I think this is the likelyhood a unit will show up in the campaign. MaxAircraft=16 - Maximum number of aircraft available to the unit. StartAircraft=16 - Number of aircraft at the beginning of the campaign. MaxPilots=16 - Maximum number of pilots available to the unit. StartPilots=16 - Number of pilots at the beginning of the campaign. Experience=100 - Starting experience level of the unit's pilots. Morale=100 - Starting morale level of the unit's pilots. Supply=50 - Starting supply level for the unit. MissionChance[sWEEP]=90 - These entries define the likelihood of the unit flying these types of missions. MissionChance[CAP]=90 MissionChance[iNTERCEPT]=90 MissionChance[ESCORT]=70 MissionChance=25 MissionChance[CAS]=50 MissionChance[sEAD]=50 MissionChance[ARMED_RECON]=25 MissionChance[ANTI_SHIP]=10 MissionChance[RECON]=50 UpgradeType=FIXED - Type of aircraft upgrade. "NEVER" for no upgrades. "ANY" also available. Upgrade[01].Year=1959 - Used for "FIXED" upgrades. Year the upgrade takes place. Upgrade[01].Type=F-104G - Used for "FIXED" upgrades. Aircraft the unit upgrades to. Upgrade[01].Texture=USAFSilver1 - Used for "FIXED" upgrades. Markings used be the upgraded aircraft. Corresponds to a directory in the Objects/Aircraft/F-104G (in this case) folder. Supply[001].WeaponType=Mk81 - These entries define the types and quantities of weapons available to a player flyable unit. They have no effect on computer controlled units. Each entry must follow in numerical sequence and correspond to a weapon defined in the weapondata.ini file. Supply[001].Quantity=180 Supply[002].WeaponType=Mk82 Supply[002].Quantity=120 [AirUnit002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. The next section defines each force's ground units. [GroundUnit001] GroundObjectType=T-55 - Type of unit. UnitName=1st Paran Tank Div - The name of the unit. ForceID=2 - Corresponds to a "force" as defined above Nation=Paran - Corresponds to an entry in the nations.ini file. BaseArea=Riqdur - Area the unit starts the campaign in. RandomChance=100 - I think it's the probability of a unit showing up in the campaign. StartObjects=100 - I think it's the number of individual tanks and vehicles the unit starts out with. MaxObjects=100 - I think it's the maximum number of individual tanks and vehicles the unit can have. Experience=75 - Experience level the unit starts out with. Morale=80 - Morale level the unit starts out with. Supply=100 - Supply level the unit starts out with. Intelligence=20 - Intelligence level the unit starts out with. UpgradeType=ANY - Same as in the aircraft unit section above. [GroundUnit002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. This section allows you to define different routes used in ground offensives. [strategicNode001] Area=Muthala - Ground units in this area will be affected by these entries. ConnectTo[001].Target=Basari - Objective of ground offensives originating in the area defined above. ConnectTo[001].BasePoint=265000,672000 - I think these are the coordinated the ground battle will take place. ConnectTo[002].Target=Dhimaq - I think there is a random chance of either entry being the objective. ConnectTo[002].BasePoint=298000,688000 [strategicNode002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. http://www.google.com/search?q=cache:TQmB4...;cd=1&gl=us WARNING- LINKS MAY BREAK SOON, AS GOOGLE IS KNOWN TO UPDATE THEIR CACHES!
  3. In the loadout screen, they don't appear, but the indacators indicate that they do (the little circles are filled in). I used the same loadout.ini as the one in the thread.
  4. The Crusader had the same engine as the Hun, and it outperformed the Hun in almost everything! bibbolicious, nice skin! What terrain is that?
  5. For some reason, the third page didn't show up in the search. Even after searching "campaign", "tutorial", and "aircraft". Thanks for putting it in the KB!
  6. WarlordATF, The loadout.ini is what the sim uses to know what weapons to put on the plane. All of the weapons for the plane should be in the campaign_data.ini (and in ample supply). I don't think upgrading weapons is possible, but upgrading aircraft is. Exactly like you said, you could make a new aircraft and have the squadron upgrade. Heck, you could even throw in an avionics upgrade and a new skin! Looking forward to the upgraded DBS and the Bucc!
  7. Aviation History --> Airware Column --> Cold War Gone Hot A suprising review (for me). First off, they mention the WallMart edition of SFP1, which implies that they're not new to this series. They also mention that you can install user created mods. Yet they complain about no naval aviation, no printed documentation (I don't see why electronic isn't bad) and no MiG-25. And they don't even MENTION Nato Fighters! Still, it's a good review. Nice to see TW getting more and more press.
  8. PM sent. This is begining to look like the recovery of Pasko's stuff after it went down!
  9. They're also here... G: http://forum.combatace.com/index.php?autom...mp;showfile=437 H (mod to G, so you also need the G): http://forum.combatace.com/index.php?autom...p;showfile=2479
  10. Some more notes: to have a country play a song (i.e. national anthem) when selected in the campaign menu, drop a .wav with that country's name into the menu folder. The force ID can be changed in the capaign_data.ini, so NATO is not always 1. Once you get the hang of it, it's easy... What about Burning Sands 1984, "Blood for Oil", or Desert Storm?
  11. That's why it's called a catapult! They catapult you off the ship! The catapult is the only way (in game) to get the aircraft on the ship, or else the game wouldn't know where to put them. Firing up is the only way to keep the aircraft from going through the ship, and it's probably more realistic (on ships that don't have catapults in real life).
  12. The original Korea terrain (from Major Lee's site) didn't have proper water, so carriers couldn't work on it. Not sure about the update, and the new KAW mod (by USAFMTL & co.) AFAIK doesn't have carriers. I just got a new computer (and am happy to say that this series works reasonably well in Vista) so I'll be trying out the KAW mod, as well as DBS... with carriers. B Bandy RFC, The only change to ships with SP4, is that with all ground objects, there are new lines to be put at the top, as opposed to the groundobject.ini (see knowledge base), and also, .TGAs work on them, so the WoV carriers now have numbers. What could be causing your problem is assignment of a squadron to a non-existent carrier, or a carrier station not working. When I've fiddled around with it, though is that I started on water, not exploding. Your problem might be with the old Korea terrain not supporting working carriers. And carriers only work in campaigns or scripted missions. Typhoid, What mod was it?
  13. Modern era aircraft -> F/A-18. Would that update package be the F/A-18 BA cockpit?
  14. It uses the M27_MiniGun. I just checked, it's in the weapons pack. Did you change the UH-1B_Loadout.ini? Those YAP hueys look good!
  15. The gunners have skins, that should be in the OH-6A folder not the Aircraft folder (I think rooney is one). Some of the helicopters were released without cockpits, and cockpits were added on later, in a seperate download. The UH-1B_DATA.ini in the SimHQ thread should work, as long as you have the latest weapon pack.
  16. F-117 is in the works, Blackbird? SR-71? In the works, B-2 model made, but not being further developed.
  17. You need to extract the HUDDATA.ini out of the flightdata.cat. Just make the radar sizes zero.
  18. Is there a cockpit in the works for the Fencer? Looks nice!
  19. With SP4, it's no longer needed/used. http://forum.combatace.com/index.php?showtopic=11815 Use thy search engine! :yes:
  20. Looks suspiciously like LOMAC and FSX... "Flaming Hell", I wonder where I've heard that before?
  21. The tomcat had to have a lot of maintance after each flight, probably more than the Blue Angels team could handle. After all, that was one of the reasons the Navy retired the tomcat. Aaand... the guzzling of fuel (maybe too OT), the reason the Thunderbirds switched to the T-37 after the F-4. Nice SH, Marcfighter!
  22. Small update: changed the name to Operation Talon Vise, the original name for Frequent Wind, which was dropped. I don't want to create confusion with Over Flanders Fields when writting OFF (however different they are). Now my sig will be the update center .
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..