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Tannethal

JAGDSTAFFEL 11
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Everything posted by Tannethal

  1. Mike great work on these, but heck why not have them all available. The F-4F tanks gave birth to this work. example: [WeaponData1275] TypeName=Tank370_F4 //used the same TypeName for all FullName=370-gal DropTank white //a fitting name to know what to select ModelName=370_MacAir_Tank4 See pic: Yours are nicely bunched at the end but could be moved up as seems fitting. Now i have the stock 370-gal Drop Tank, the ADC Grey 370-galTank, and mikes five new variants to choose from. They all attach to the same WET Station, no doubled or trippled entries. Just need a fitting name for each paintjob. Only drawback mission generation will put the first in line (in weapondata.ini) on the birds for AI Flights. Same happens to campaign loadouts, the first entry with matching TypeName will be selected as long as supply is limited to the entries in campaign_data.ini. Once the supply gets available one can start to choose. S!
  2. Many thanks for your work Malibu, I installed the cut mission radius for the MIGS after runing a few times into them with my Skyraider. Edited your files to substitude Razbams Skyraiders with the A-1H V5. Noticed some glitches with the 602SOS as squad. On first try was flying a CAS mission on the panhandle, but some VPAF A4 showed up and spoiled the show. After wrecking havoc on the VC infantry and ending the mission, debrief told me my squad is disbanded due to heavy losses and the campaign finished. Seems the 602 SOS was listed twice. Once as [AirUnit054] and a second time further down, not sure about the number. Removed the second entry and edited the pointers in the campaign.ini and all is well. Some skin references seemed also off. But once the enemy offensive stalls i get tasked with recons over the new target areas. However AAA oposition around the target areas down south is quite heavy. I changed nearly two thirds of them to a modded Taliban DSHK and it's a bit more suriveable. First substitude with ZPU 1 proved too lethal, these 14.5mm guns chewed up my Skyraider like there was no tomorrow. I spiced up the AI squad section for the FACs a bit, gave some units OV-10 as replacements and added some more units limited to recon only. Seems to work, now sometimes a pair of them shows up for a photo session. ;-) The Viligantes, Voodos and RecceRhinos already made a visit, will see if the TA-4F and OV-10s show up. Here are the entries added after the O-1E entries You will need the respective aircraft addons for this to work. S!
  3. Many thanks Mike, now it's nicely compiled and better than ever. I always felt i missed something when i upgraded WoV oct08 and repalied the earlier mod. Again Thank you.
  4. Don't think that all patch 08 FM entries will get read correctly. A side by side comparision between 06/08 patch fm data show some hefty differences. S!
  5. IRC: The bulletobject.ini should have a section ([57mmEffects]?) you might need to copy and paste into the WoV one too. S!
  6. Quick reply: only one EO Camera works, be it onbord or in form of a dropable recon pod, at least that's what mky limited testing concluded. You can fake more cams by adding them as weapons on individual stations. At least a LGB and the EO camera system work. In general discussion used to be a thread about it. Recon cams for RF-4C Second: [ReconCam1] ReferenceName= SystemType=EO_CAMERA CameraFOV=40.000000 CameraPosition=0.000000,10.062,-0.956 CameraYaw=15.000000 CameraPitch=15.000000 CameraRoll=15.000000 these are not referenced for onboard systems! SightTexture=avq23sight1.tga EODisplayFlags=268435456 CameraAngles=0.0,-70.0,0.0 use this format instead: Values (-left + right , -down +up , -left +right roll?) That's for SFP patched to OCT2008 level, not sure about SFP2 S!
  7. Polak, Swambast nice to see you around again. I get the feeling i should really finish my long ago started tutorial on Target Area creation for FSSC. Started it as a guideline for creating real airbases when I did NKP and managed to avoid errors made when i did Ubon back then. Holidays are coming so some time should be reserved for this. S!
  8. ? It's already in the works. :-]
  9. Hi there, small mod for the stock F-105D and Amourdaves F-105D-31 that adds a rear facing camera for watching the impact. Works via the radar mode selection, just cycle till the camera pic comes up. Anyone knows where exactly the camera was placed? Would like to adjust the viewpoint a bit. Also included a decals.ini for Amordaves F-105D-31 that uses the Stock F-105 squad tailcodes and numbers. Copy one of the D-31 skin folders, name it USAFCAMO or something. In new folder delete numbers.lst and drop the decals.ini in, overwrite the old one. S! F105_Edits.zip
  10. Pointer for the Cat file set accordingly? Chose which one to use by commenting out the wrong one and select the right one. Is set to use germanyce.cat had to change to the VietnamSEA.cat for my WoV install. Wrench this one is a definate hit, have so much fun with the DBS72 campaign. S!
  11. As for the heading bug: That one turned up when carrier avitation was introduced with WoV and first attemps were made with Carrier battlegroups. The attemp was driven by Killerbee. IIRC It was connected to the minbasesize of the carrier. Anything other than small pointed it at random in mission start, with small he stuck to a heading of 267. Found the original threads from the old Column5.us forum... I will attach them for review. S! carrierformations.zip
  12. Hi there, asked out of curiosity is support for groundunits with mobile_aaa a new feature or did it work before. Had now on two occasions spotted mobile AAA attached to a ground unit in camapign play, a modified RT in WoV. First time way up north a bunch of VC infantry sitting lazily between airfield buildings while two ZSU-57 (stock) sat right on the runway. Second time spotted a group of US squads near Pleiku defending against a VC assault and saw two M42 Duster sit right behind them. The groundunits are not placed on the terrain via targets.ini, that's for sure. So anybody else saw tanks or troops at rest or in contact backed up with AAA? S!
  13. Beg to disagree on the campaign part. Seems to have changed with last patch but i get once in a while tasked to sink a ship. Once it was a stock freighter crusing the coast, the other time a assembly of patrolboats, that was added in the VietnamSEA_targets.ini. S!
  14. Since this is some kind of gunpod SUU23?? floating over the back of that A4L: Check the A4L_data.ini for the Hump station and look at it's allowed weapon class and make sure you have the Hump in the weapons pack you use. And make sure the weaponclass and attachment types match. S!
  15. Nice to see you around Deuces, Thirdwire series would be a lot less spectacular effects wise without you. Thanks mate.
  16. What happend? Hump station still set allowedweaponclass=GP Problem: Hump either not anymore present in weapondata or already set to a jammer Game engine doesn't find hump and selects next gunpod down the line. Wrench wasted a lot of time in explaining the A4 Humps and it's fixes in the Knowledge base, so search there for starters.
  17. First: To which version did you patch the game? Second: Which weaponpack did you use? I'm assuming you've patched WoV with latest Oct2008 patch. And i assume you've installed Bunyaps Weapon pack. If so then get the latest weapon editor from the thirdwire site and drop that into the weapons folder. Open the weaponeditor and open the weapondata.ini. Then save and exit. Report back if it still fails. Sidenote: Bunyaps weaponpack installs now outdated data.ini files into the stock airplanes folders. Never ever install a weapon pack directly into the game folder, even if the installer says to do so. Install into a temporary folder and then move the things you need into your game install. Also there are now various threads on wepon packs and oct2008 patches, try the search function... S!
  18. Look for the LAU 62? and it's adjacted rocket in the Bunyaps Weapons pack. As alternate have a look at the RF-4C of the Mirage Factory. In the weapons that have to be included there is a flare and a rocket pod that launches it. Basicly it's a very slow rocket with a strong illumination effect, that was originally made by Deuces, as movement emitter. There is lot of light while the rocket slowly decends. For a groundmarker you could try to use the effect for impact. S!
  19. If your weapons disapper the problem lies in a old version of the Weapon editor. As FC suggested use the last build for WOI from the Thirdwire site directly. That is the one and only that works with oct2008 patched games. S!
  20. IIRC Wombats Spectre mod had the cargo bay where you could load paratroopers. S!
  21. Ahhhh Spectre, now I'm disapointed.... you haven't looked, have you? shameless plug Have a look at my files... it's there just needs a bit of tweaking... shameless plug off
  22. If only a sidefacing Hud could be achieved. then this would be possible. Right now still stuck with fixed view. Acually scary to watch that little bright blobs disappear in a burst of flames and smoke. Nevertheless thanks for sharing.
  23. Many Thanks! Your handcrafted missions add a lot of atmosphere to WoV. Was relly fond of the first three so I'm off to grab them. S!
  24. Not sure there but isn't position controled via the viewlist.ini entries. esp. Fov variables and offset for some views have been changed with the patch compared to the SP4 values. S!
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