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Everything posted by Johan217
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And that is probably what we need. You have to make absolutely sure that every ground unit is placed on the correct side of the frontline at the start of the campaign, otherwise the offensives won't work well. Unfortunately the game has a mind of its own when it comes to moving the frontline after a ground offensive, so it's very possible that the bulge will be closed again at the beginning of the next mission, resulting in US airbases being overrun. I suppose that's why the developers made the frontline run straight in the stock campaigns.
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I'm currently running a test campaign based on the standard Linebacker I, using the ground units and strategic nodes from SteelTiger. I haven't managed to get the ground offensive going yet, but at least I'm not getting any ctd's. Actually, according to the description of the Linebacker I campaign, North Vietnam launched a large offensive at that time. So using this campaign makes sense :) It's also quite short (25 missions) so easier to test and it should be easier to steer the ground offensives the way we want to. Will keep you updated...
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According to TK 60 is where the terrain loads, and 80% is where the objects start to load. (see thread here) So it looks like there may be something wrong with the ground objects, since your aircraft appear to work OK. Could you send a screenshot of the contents your GroundObject folder? Have you installed any other mods apart from the MidEastWars pack?
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I don't know. Can you see what dll file the error message refers to? When the error message appears "This program has encountered etc", it usually mentions campaign.dll or groundobjects.dll. As far as I know, groundobjects.dll is probably an error with the installation (ground object missing or misplaced). Campaign.dll could be anything from an error with the terrain or the campaign file itself.
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If you reduce their supplies too much, then yes, possibly :) However, in the Vietnam setting we are dealing with a campaign where only 1 side is flyable (blue), and I find that it only takes a few succesful missions by the player to slow down the enemy ground offensives a lot. So I don't think blue forces getting overrun will be a big problem. Something I did notice, however, is that with the red forces on the offensive you will see a lot of MiGs flying ground attack missions. So you'll probably need to reduce the starting number of aircraft for the red side, by reducing the StartAircraft for red squadrons or by making the AirUnits appear gradually later in the campaign. Defining their loadout to include only limited A2G weapons might help too. I think it's best not to add too many ground units. Ground units can only be targeted during a ground offensive phase, at other times they are just sitting on the map. They also don't disappear unless they are totally destroyed, which doesn't happen that often (I think. If a ground offensive is unsuccesful, the unit will remain stationary until it has enough supplies/strength to attack again. Unfortunately yes :( But you can use a mission editor like Missioneur to find the map coordinates you need pretty accurately.
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Not really a problem. In fact It may even help the illusion that there is a full war going on when you see a puff of smoke here and there, even if there is nothing else. From my experience, enemy ground offensives easily grind to a stop after the player has flown a number of successful missions. You'll probably need to maximise the supply level and supply rate for NVietnam, definitely give them SupplyForOffensive=60 or even lower, and at the same time decrease the supplies and morale for US. The problem is that once the offensive stops, it is impossible for the campaign builder to predict if and when it will restart. But you can give ground units different start dates, so that they appear at intervals. In your example you could set ground units to appear at different dates and on different strategic nodes, each node leading to Da Nang.
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After playing this campaign a bit, I had this idea: how about placing a static smoke marker near the VC camps to simulate a FAC marking the enemy's position? For testing I copied the strategic nodes, groundunits and static camps from the SteelTiger campaign into the stock WOV campaigns. It'll take some experimenting with the supplies settings and strategic priorities, but it should be possible to have an ongoing ground war, with sporadic offensives in the Rolling Thunder campaign.
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The continuous frontline is already there (also in stock WOV campaigns), it's just not displayed on the map. To display the frontline completely, change the lines to StartShow= and EndShow= in VietnamSEA_movement.ini [FrontLine] FriendlyBase=Saigon EnemyBase=Hanoi Position[001]=0.0,854000.0 Position[002]=250000.0,852000.0 Position[003]=386000.0,680000.0 Position[004]=434000.0,648000.0 Position[005]=504000.0,566000.0 Position[006]=526000.0,556000.0 Position[007]=570000.0,576000.0 Position[008]=540000.0,640000.0 Position[009]=556000.0,674000.0 Position[010]=608000.0,674000.0 Position[011]=702000.0,598000.0 Position[012]=1000000.0,598000.0 StartShow=1 EndShow=7 Actually I don't know if armed recon missions work in campaigns. Most people seem to say they don't. At least I've never seen any in the many addon campaigns I tried. CAS missions will only work as long as one force has enough supplies to move ground units on the map. Maybe playing with the supplies settings can bring some more ground activity. But there will always be the limit where the enemy runs short on supplies when the player flies a few successful missions. The static "VC camps" are probably the only way to simulate an ongoing ground war.
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Changing the frontline alone won't give you any armed recon missions, unless you have proper convoy routes set up in movement.ini (unfortunately I don't really know how to do this). CAS missions are only generated if there is a ground offensive going on, i.e. if a ground unit is actually moving from 1 (friendly) strategic node to another (enemy). Together with the target ini file, the frontline defines which side a strategic node is on (friendly/enemy). I think the only way to get proper CAS missions in South Vietnam is if you have an enemy offensive reach a strategic node on that part of the map. For the game it will seem as if red forces have overrun the map, but there may be ways to cover this up (e.g. by not having a front line visibly displayed on the map). Definitely worth investigating! :)
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You define the frontline coordinates in the movement.ini file. This is the frontline you will see when the campaigns starts. As soon as a ground unit has successfully attacked a strategic node on the campaign map, the frontline will be updated automatically. As far as I know you can only define one continuous frontline, so no circles around individual bases. Even if they would show up on the campaign map, they would be automatically redrawn for the second mission. I only noticed this campaign just now, will try it tonight! I've been waiting for a good Vietnam campaign with working CAS missions :)
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What I like about the Strikefighters series is that (even out of the box) it allows me to fly campaigns in all these aircraft that haven't been done in other flightsims. Note that I said "fly campaigns" rather than just "fly". For me the campaign is central to any pc game I play. This is why I gave up on a sim like Lomac. Sure, the campaigns in Strike Fighters aren't that complex, but they allow me enough freedom without having to refly the same scripted mission over and over again. For me the best sim in town would have the graphics of Lomac, the aircraft of Strike Fighters, the avionics of Falcon 4.0, the campaign of Mig Alley, and the weather/traffic procedures of MSFS.
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1, 3, 4 and 5 are Falcon 4.0 and falcon 4.0 AF :) 1, 2 and 4 are in Jane's F/A18, and I'm sure 3 can be done in its mission editor. 2 and 5 are in Mig Alley The best CAS operations I've seen are in Mig Alley. You meet the FAC aircraft at the IP, he tells you to follow him. At the target area, he tells you the type of target and its location, then proceeds to mark it with smoke. After a succesful pass he gives you another target. Jane's F/A18 does pretty much the same.
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The groundmobileobject.dll error could point to a problem with one of the ground units. Please check that you have installed the Pasko's Desertpak correctly. I have to say that I have not tested my campaigns with WOE (I only have WOV). They should work fine with SFP1 and WOV. If some of the default ground units from SFP1/WOV are not included in WOE, this could lead to the error that you are seeing. Also, I have not tested the campaigns with other mods installed. I don't think NATO Fighters I/II should cause any problems, but maybe try running the campaigns without this mod.
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I haven't tested the campaigns with WOE (since I don't have it). The A-10s are probably automatically generated by the game for FAC missions. The same goes for the F-84s. In SF/WOV, the default FAC aircraft is a Cessna O-1. Maybe WOE doesn't have this aircraft? Try removing/renaming the A-10 and F-84 aircraft folders (make a backup) and see if the game assigns a more appropriate aircraft. The Mirages should show up however. I have no idea why you are not seeing them when you select a particular aircraft. Please doublecheck that you have disabled the other MiDEast campaigns in the JSGME Mod Manager before you applied the 6DaysWar campaign; that's the only thing I can think of that may be causing trouble.
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MiG templates?
Johan217 replied to Johan217's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks a bunch! They're still a bit low res but much better than anything I could come up with. Johan217 -
vietnam
Johan217 replied to agrippa's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
The precise order in which you list the StrategicNodes does not matter. The campaign editor was made by Lowengrin and is available at www.lowengrin.com It's not fully compatible with SP4 however (e.g. the Forces section in campaign_data.ini gets messed up when you use it), but it is still quite useful. -
View File F-84F of EC 1/1 "Corse", Suez Crisis 1956 F-84F EC 1/1 "Corse", Suez Crisis 1956 Because of the shortage of trained Israeli pilots, the French Air Force brought in Israeli-designated aircraft with French pilots, in great secrecy. The F-84s of EC 1/1 were attached to 200 Tayeset at Lod AB and flew offensive missions against Egypt from Israel. The F-84F for SPF1 was designed by: Sony Tuckson, Thierry-As, BPAO, Column5 and Crab_02. Johan217 Submitter Johan217 Submitted 02/26/2007 Category F-84/T-33/F-80 Skins
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View File F-84F of EC 3/1 "Argonne", Suez Crisis 1956 F-84F EC 3/1 "Argonne", Suez Crisis 1956 The F-84s of EC 3/1 "Argonne" were based at RAF Akrotiri, Cyprus, during the Suez Crisis and were often tasked with escort missions for RAF Hunters. The F-84F for SPF1 was designed by: Sony Tuckson, Thierry-As, BPAO, Column5 and Crab_02. Johan217 Submitter Johan217 Submitted 02/26/2007 Category F-84/T-33/F-80 Skins
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My first genuine attempt at skinning for SFP1... Both skins should be pretty accurate (except for serial numbers). Decals for individual aircraft included. Available in the downloads section. F-84F EC 1/1 "Corse", Lod AB, Israel, October 1956 F-84F EC 3/1 "Argonne", RAF Akrotiri, Cyprus, October 1956
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F-84F EC 1/1 "Corse", Suez Crisis 1956 Because of the shortage of trained Israeli pilots, the French Air Force brought in Israeli-designated aircraft with French pilots, in great secrecy. The F-84s of EC 1/1 were attached to 200 Tayeset at Lod AB and flew offensive missions against Egypt from Israel. The F-84F for SPF1 was designed by: Sony Tuckson, Thierry-As, BPAO, Column5 and Crab_02. Johan217
