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Johan217

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Everything posted by Johan217

  1. Ah well, that settles which model to use for the French carriers. Thanks :)
  2. 1 request if I may: would you use decals for the ship number so that it can be converted into a stand-in Arromanches or LaFayette?
  3. OK, I'll hold off editing the airfield.inis, there's still enough to do :) Also, I'll probably change some airfields into something else, because there are way too many of them for 1956. I have an idea to use static infantry/artillery positions for this. TetTet's SteelTiger campaign for WOV uses these and it works quite well. This way you'll be flying semi-CAS missions to strike enemy troop concentrations in the Sinai... or that's the theory at least. About the anachronisms, I'll also replace Dimona Nuclear Plant by a village because in 1956 the place was merely a few huts in the desert :)
  4. Mostly none :) I probably used them as a reference while making the mod and forgot to delete them. The one thing I did change was the pilot reference for all MiGs to the RedAir1 Soviet pilot skin, because I couldn't stand seeing Western pilots in them. It should be available at Wrench's site and maybe also at CombatAce. If you don't have this pilot skin, the game will just use the default model. I honestly can't remember I think it's for all three of them. To summarize, you only really need the a/c ini and loadout.bmp files for those aircraft you want to make flyable, and the a/c data.ini files for the MiG23s (all 3 of them to be on the safe side).
  5. I noticed this too with WOV campaigns. It seems to me that when I fly a USN squadron, there are more AI USN aircraft in the air and much fewer USAF units. So maybe it has something to do with the Service you fly for? Maybe try lowering the strike mission values for other aircraft to e.g. MissionChance=40, while setting it to 100 for only the Tornados, Jaguars and A-6?
  6. Some good info on Israeli A2A missiles provided by Ziker on SimHQ: http://www.simhq.com/forum/ubbthreads.php?...602#Post2473602 It may be a good idea to adapt the weapons supply in the Yom Kippur campaign to reflect how the IDF wasn't prepared for the war. Also, according to some info the ECM-pods would have been used only after a week of fighting. I'm tweaking Wrench's terrain update for use with the Suez campaign, mostly adding a few targets that will serve as waypoints for the ground offensives. I'm also changing a few anachronisms such as "Ben Gurion" which would have been "Lod" in 1956. It's possible that I will need to remove the airbase upgrades from the targets.ini because in my previous campaign set this was causing problems for ground offensives (frontline movement). Also, is it possible to use the WOI airfield.inis to get the static aircraft, or do I need to edit the existing inis?
  7. I just had a look at the files and found something: In the movement.ini there is StartArea=Eliat and StartArea=Abu Rudias Oil Field The entries in targets.ini however are Eilat and Abu Rudais Oilfield. Could this cause problems with anti-ship/armed recon mission?
  8. Here's a problem I have run across while making my Suez/1967/Yom Kippur campaigns. Sometimes, a ground unit completely disappears from the map after a successful offensive. The frontline has changed, but the unit is gone. It happens even when there are no enemy units near, so the friendly unit can't have been wiped out by enemy fire. I have checked the strategic nodes and the place is still connected to other objectives. It happens on Gepard's Israel terrain (v1.5 and 2.1), but I assume it may happen on other maps too. Any ideas?
  9. In WOI there are a number of new campaign parameters that may give you more control over ground offensives. I assume they will be available for other TW sims in future patches. http://forum.combatace.com/index.php?showtopic=25969 For example, you can set a strategic node to LocalObjective=TRUE. I don't know exactly what it does, but I think it gives priority to a node, so that ground units will try to capture this node before attacking others. From my experience it is indeed better to avoid branches and instead use completely different nodes to create separate attack routes. You can easily add dummy nodes in the terrain's targets.ini, i.e. target areas that do not contain a physical object but just serve as waypoints. Gepard did this in his Suez terrain.
  10. http://www.acig.org/artman/uploads/le05.jpg Note the slightly increased black field on the national marking, as well as identification panels in orange, outlined in black, applied on the fin and the spin of this aircraft. Source: http://www.acig.org/artman/publish/article_353.shtml Judging from the color plates on the same page, the EAF kept the western type numbers on the fuselage.
  11. Maybe double check that you have nodes going in both directions from Mandalay, so that both enemy and friendly units have somewhere to retreat to. That's how I managed to solve the problem in a few cases (but not all!). It happened to me with Sharm-al-Sheikh on Gepards map... and guess what, now on the WOI map also with Sharm-al-Sheikh! I'm beginning to think this place has some special recreation for the troops so they all decide to desert!
  12. Wrench, this is exactly what I needed! Hats off to you
  13. Working on the Hunter skins now, converting the stock Mk59 to an RAF Mk5... Next on the list will be the Canberras and the MysteryIV... No1 Sqn and No34 Sn in the background:
  14. According to color plates I have there were different combinations: sometimes all stripes were black, sometimes green. The fuselage stripes could be green, green with a white band in between, or black. On the wings, the middle stripe was usually wider than the other 2, but some instances show the 3 stripes of equal width. On all examples on the color plates, the wing stripes appear to be very much like in the picture you attached, i.e. parallel with the rivet lines.
  15. Managed to get my wingmen to drop their paras. I forgot to set the AircraftRole to BOMBER :) Now just one more thing: They only drop a single trooper. How do I make them salvo all their load at once?
  16. [Theater] TheaterName=the Middle East Location001=Israel Location002=Egypt Location003=Syria Location004=Jordan Location005=Lebanon Location006=Cyprus Location007=the Sinai Location008=the Mediterranean Location009=the Red Sea
  17. 1956 frontline for IsraelME map, or rather an approximation of it (that's why I made most waypoints hidden ). It works well in the campaign because all action takes place over the Sinai and Egypt anyway. Note that in WOI you don't need to put this data in the terrain's movement.ini, but just in the campaign_data.ini [FrontLine] Position[001]=0.0,724000.0 Position[002]=201000.0,662000.0 Position[003]=312625.0,608499.0 Position[004]=377500.0,583374.0 Position[005]=421386.7,586425.8 Position[006]=430175.8,579589.8 Position[007]=424316.4,572265.6 Position[008]=412109.4,561035.2 Position[009]=412109.4,555175.8 Position[010]=405273.4,547363.3 Position[011]=419921.9,493164.1 Position[012]=425781.3,483398.4 Position[013]=428710.9,483398.4 Position[014]=426757.8,472656.3 Position[015]=433593.8,469726.6 Position[016]=452148.4,413085.9 Position[017]=455078.1,394531.3 Position[018]=457812.5,381811.5 Position[019]=600000.0,381811.5 Position[020]=600000.0,630000.0 Position[021]=509000.0,669433.6 Position[022]=509000.0,677999.0 Position[023]=509625.0,680874.0 Position[024]=514250.0,685124.0 Position[025]=518554.7,688964.8 Position[026]=520996.1,703613.3 Position[027]=516601.6,709472.7 Position[028]=514160.2,721191.4 Position[029]=519531.3,727539.1 Position[030]=520507.8,742675.8 Position[031]=512695.3,743164.1 Position[032]=508789.1,742187.5 Position[033]=500976.6,724609.4 Position[034]=486328.1,727539.1 Position[035]=473632.8,724609.4 Position[036]=466125.0,730686.5 Position[037]=466125.0,1000000.0 StartShow=5 EndShow=18 @Wrench: will you be using the Suez2 terrain or Israel2? My SuezCampaign in the MidEastWars pack includes a slightly changed targets.ini and types.ini, maybe these can be useful. This weekend I'll try to finish my translation of these files, there are a lot of names that need a bit of changing.
  18. I think they would have been somewhere east or southeast off Cyprus, similar to the carrier position in the 1983 crisis. The article at http://www.acig.org/artman/publish/article_259.shtml mentions the fleet sailing from Crete and refueling in Cyprus. Other things you could add is USAF B-57 units stationed in Turkey. I think if you add an airbase near the edge of the map (even in water) it should work as long as you don't put any playable units there.
  19. These are the carrier stations I used on the Israel2 terrain. Tommy station is in the Red Sea, which is actually incorrect, but maybe useful for other purposes. The other two should be fairly close to the real locations. [TargetArea217] Name=Tommy Station Position=380000,705000 Radius=5657 ActiveYear=0 Location=9 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea218] Name=Yankee Station Position=320000,690000 Radius=5657 ActiveYear=0 Location=8 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea219] Name=Task Force 345.4 Position=350000,710000 Radius=5657 ActiveYear=0 Location=8 Alignment=FRIENDLY CarrierStation=TRUE For IsraelME it looks like this (all in the Med, Task Force 345.4 is the French carrier) [TargetArea235] Name=Task Force 345.4 Position=301432,699870 Radius=5657 ActiveYear=0 Location=13 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea236] Name=Tango Station Position=201823,699219 Radius=5657 ActiveYear=0 Location=13 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea237] Name=Zulu Station Position=251302,729167 Radius=5657 ActiveYear=0 Location=13 Alignment=FRIENDLY CarrierStation=TRUE
  20. Hang on, I just tried to use Gepard's Suez2 terrain in WOI using the VietnamSEA.cat... and I had no problems with missing tiles. I was using a Desert tileset (Polak's I think, need to check) and Polak's runway textures. All terrain textures showed up fine, but now I can't remember if I saw any buildings. I only had a brief look. Anyway, I'll check again this weekend if the Suez terrain works. If I can get Gepard's terrains to work I have nothing against them (I like them a lot in fact), it's just that I wanted to minimise addon requirements - and from past experience I know that most user problems are related to terrain installation :yes: So if they work, it's just a matter of renaming some of the German place/object names (already did most of that), adding a few locations, and most importantly checking if armed recon and anti shipping missions work in the campaign. Thanks all for your hard work, now get some sleep please :)
  21. I'm looking a pilot skin suitable for the 1950/60's, as the one in WOI looks too modern. I can't seem to find any in the downloads section here. I mean this:
  22. It is... as far as the overall and life vest is concerned, but with the older style helmet of the Euro pilot :)
  23. Ah, these are almost perfect! I'll just need to merge them so that it uses the earlier helmet with the green overall. Thanks
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