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Johan217

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Everything posted by Johan217

  1. Since there was no Poland at the time, I don't think there is a connection. Looks great, though :) I found a similar insignia on a Sopwith from 11ème Esc.:
  2. In case you're looking for another interesting paint scheme of the Nieuport 11: the N1467 "Fox-trot", pilot Adj. Egide Roobaert, N° 1 Squadron http://www.internetmodeler.com/2006/may/aviation/eduard_nieuport.php http://www.baha.be/Webpages/Navigator/Photos/MilltaryPics/ww1_precurseurs/nieuport_11c1.htm
  3. I doubt there is a place called Chimay (a French name) anywhere in the Netherlands. Either you misread the name, or maybe the map in CFS3/OFF isn't exact. In any case, it looks like For you ze vvar ist over As far as I can tell, the information on those pages is dated. I don't know what is being done about the gas shells in the sea, but I believe the munition stocks at Poelkapelle/Houthulst are being destroyed.
  4. I can tell you for sure that Chimay is very much in the heart of Belgium (much closer to the French border than to the Dutch border), so unless it was early August 1914 you'd have been captured by the occupying Germans. There are indeed a few Belgian enclaves in the Netherlands, but those are all small towns... Throughout the war, there was a lot of smuggling activity going on along the Belgian-Dutch border (not only goods, but also fugitives). So much in fact, that the German authorities put high voltage fences along the border and pressured the Dutch government to build similar fences around the Belgian enclaves. So while those territories weren't physically occupied, they were pretty much cut off. More info here: http://www.greatwar.nl/frames/default-fence.html (warning, the page contains some shocking images) The biggest Belgian territory that was unoccupied was its colony, the Congo (Belgian colonial troops actually occupied parts of the neigbouring German East Africa for some time).
  5. I just got BHaH + HitR for my birthday, and I am mightily impressed with the way this mod has come along. Hats off to the team! I suppose it's in my nature to look for things that are wrong, so I have some minor nitpicks to share: - There are a number of language errors in the UI texts. The one that really stands out is "Principle Role: Fighter/Bomber". - Quite a few French pilot names appear to have the first/last name mixed up. I'm pretty sure this is caused by the annoying French habit to write the Last name first on official documents, and so it's easy to mix them up if you're not familiar with the language - Some of the pilot pictures seem to be stretched or cropped Very minor issues indeed, so that shows how pleased I am with the rest of the game. Salute to the OFF team
  6. Thank you for considering Just thinking out loud... But since the Belgian air force also used Nieuports and Sopwith Camels, it may be possible to add a squadron (even if only AI) in the French Air Force. I'm sure most of my compatriots wouldn't mind the simplification for once Maybe an idea for a mod?
  7. Malibu43, have you tried the AirOffensive FocusArea parameter in the campaign ini? It's a function that was introduced with WOI. This should give precedence to a particular target area.
  8. Since the FAC does not mark targets for you in campaign missions anyway, I don't think we'd miss much if CAS missions were removed. Using static targets gives you much more freedom to make the enemy appear where you want them. It should be possible to include a static smoke object (has anyone made one?) in the static target area, to simulate a FAC marking the target. One thing I am noticing in the campaign is that when you fly for the USN, you'll hardly ever see USAF aircraft. But it's possible that this has always been the case in WOV. In the campaigns I am flying, I usually get a nice mix of targets, both up North and in the South. Only when I was flying a F-105, I only got strike missions in the North (but this may be realistic). It probably also depends on the squadron you choose.
  9. You need to edit the squadron in the campaign_data.ini file: Example: [AirUnit002] AircraftType=F-105D Squadron=13TFS ForceID=1 Nation=USAF StartDate=5/1966 DefaultTexture=USAFCamo1 BaseArea=Korat RTAFB BaseMoveChance=0 (...) UpgradeType=FIXED Upgrade[01].Year=1968 Upgrade[01].Type=F-4D Upgrade[01].Texture=USAFtng1 Rebase[01].Date=10/1967 Rebase[01].BaseArea=Udorn RTAFB The last two lines will move the squadron to the new base on the defined date
  10. So far, all I have heard about T-34 vs Tiger isn't much good: very few missions, no random elements in the missions, and apparently the infantry units in the game don't really do much. The only thing it seems to have in its favor is multiplayer. On the other hand, in Steel Fury (which I did buy) you have (limited) control over other units. It's fun to watch the AI infantry guys occupying trenches etc. Steel Fury has 3 campaigns of about 10 missions each. The campaigns are static, but you get random elements in the missions so they play slightly different each time. Also, Steel Fury seems to have a larger following and modding community. It's far from perfect (the mission editor is difficult to use, localisation issues, no antialiasing) but it's a promising simulation. Its strongpoint, I think, is the wonderfully modelled terrain, with a big variety of landscape features that can be used for cover or ambushes, and it offers a good representation of combined arms tactics.
  11. I just tried these campaigns, and I like them a lot! This is what WOV should have been like from the beginning.Thank you for making this!
  12. Of course, when I think of the eighties, the first thing that comes to my mind is: and http://youtube.com/watch?v=_N8bGHtUGJU
  13. Don't worry, I'm from '74 and I think the same :) I feel that the true eighties ended somewhere around 1987. I blame Stock Aitken and Waterman for that. If they ever did any good to humanity, it was to drive young music enthusiasts to nostalgia and explore music from earlier days. By 1990, the year I was allowed to go out, we were already having 70's/80's parties. Some of my personal highlights: Music The Jam (probably better known for their 70's punk, they also made a few perfect pop songs, e.g. Town Called Malice) David Bowie (One of the few artists who not only changes with time, but also changes the times. Respect! Blue Jean, China Girl, Absolute Beginners and let's not forget Tin Machine) and of course this TV Battlestar Galactica Frank Buck Shogun CHiPs Movie I wish I could mention Spinal Tap, Pale Rider, The Untouchables... but I'm afraid I was more into Karate Kid at the time
  14. You'll want to check this thread for information about getting a ground war on the Vietnam terrain: http://forum.combatace.com/index.php?showtopic=22873
  15. For amphibious landings: Have the ground unit start at a strategic node in the sea and connect it to a strategic node on the shore. When the offensive starts, the unit will move from the sea to the shore. I suppose it looks a bit silly unless you use amphibious vehicles :-)
  16. Nice one Lloyd! Here's a few more French Mysteres posing as Israeli aircraft (default WOI model):
  17. Some more clarification straight from TK: http://bbs.thirdwire.com/phpBB/viewtopic.php?p=31823#31823
  18. Ah well, that settles which model to use for the French carriers. Thanks :)
  19. 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?
  20. 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 :)
  21. 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).
  22. 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?
  23. 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?
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