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Baltika

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Everything posted by Baltika

  1. Rgr that. I will be in touch nearer the time to clarify what can & can't go in the campaign d/l pack (obviously no DAT a/c, etc). Thanks for putting in the effort on this one. As you are making stuff available on completion, I guess it may be a good idea for folks to d/l that as they go along. That way, the campaign files can be dropped into an existing PTO install, with minimal work required to d/l all the requirements - at least all in one go. I can PM you about that if you prefer. Cheers, Baltika
  2. Campaign file about 99% done, requires spit n polish, some campaign text files, and I need to write the installation/required d/ls readme. I need to consolidate all Wrench's good work on this and put it togehter as a d/l package. I will be out of town for about three weeks from now, so on hold til then. Still coming, though. Cheers, B.
  3. Hi pcpilot, Sorry for the belated reply, I'm afraid I don't have SF2 - yet - so I have not got to grips with the mod structure in the new build. I'm sure pfunk has posted some notes in the KB on modding SF2, which covers the new way the campaign.ini file works, so that may be worth a look. Cheers, Baltika
  4. Specific instructions on how to build a red-flyable campaign can be found in this thread, at post number 2: http://forum.combatace.com/index.php?showt...&hl=baltika The search engine is your friend :yes:
  5. Nice vid, Thanks for the link. I only got to know Nightwish recently, only have one album - so far! Ever hear any Candlemass? The early years with Messiah Marcolin, of course :yes: I had Dreams of Creation (?) on tape cassette, must try and pick up the CD these days. Edit: I looked it up, Ancient Dreams, then Tales of Creation. Great couple of albums. And who could forget "Epicus Doomicus Metallicus" - does what it says on the tin :moil:
  6. 746 downloads

    ****************************************************************************************************** SoCal Campaign Mods by Baltika v1.1 Take to the skies and fight for the liberation of California! Red Force and Blue Force flyable campaigns for Wrench's California Terrain v2.0 ****************************************************************************************************** SoCal '84: Red Dawn SoCal '84: Red Force The Green Party sweeps to power in West Germany, resulting in unilateral nuclear disarmament and the removal of all U.S. air and ground forces. NATO disintegrates, with only the UK remaining an ally of America. Cuba and Venezuela go to a war footing, occupying El Salvador and Honduras. A civil war in Mexico brings the "People's Republican Army" to power, and close ties are forged with Russia. Mexico becomes a vassal of the USSR. The worst Soviet wheat harvest in 55 years results in mass starvation and rioting throughout the nations of the Warsaw Pact. Desperate for food and facing ruin, the Soviet Union and its allies launch a full-scale invasion of the continental United States of America. . . ****************************************************************************************************** Bonus Campaigns: ****************************************************************************************************** SoCal '62: Red Thunder Communist elements within the Mexican military seize power in a bloody coup, with the full backing of Moscow. Revolutionary Mexico becomes a member of the USSR. The international situation deteriorates as Soviet Premier Khrushchev and US President Kennedy fail to resolve the Cuban Missile Crisis diplomatically, and the conflict escalates as US Navy cruisers sink Soviet freighters suspected of carrying nuclear missiles to Cuba. In response, forward elements of the Cuban and Mexican Revolutionary Armies launch an assault into Southern California, supported by a massive Soviet expeditionary force. US ground and air forces, supported by UK and Canadian allies, are ordered to defend the American people at all costs. . . ****************************************************************************************************** SoCal '62: Red Force The glorious Revolutionary Army of Mexico comes to power with the full backing of the Mexican people. The new Mexican government joins the brotherhood of international Socialist Soviet Republics. These developments are not welcomed by the American plutocrats, and the US President orders an unwarranted attack on Mexican and Cuban merchant shipping. Many civilian lives are lost. In order to preserve the safety of our citizens, and to free the American people from the oppression of their capitalist rulers, the Armies of the Socialist Brotherhood begin a campaign of freedom into the heartland of capitalism. California will be liberated!!! ****************************************************************************************************** Read the Read Me for requirements, instructions, enlightenment and indoctrination. Tally-Ho! Baltika 10 February 2009 ******************************************************************************************************
  7. View File SoCal '84: Red Dawn & Red Force v1.1 ****************************************************************************************************** SoCal Campaign Mods by Baltika v1.1 Take to the skies and fight for the liberation of California! Red Force and Blue Force flyable campaigns for Wrench's California Terrain v2.0 ****************************************************************************************************** SoCal '84: Red Dawn SoCal '84: Red Force The Green Party sweeps to power in West Germany, resulting in unilateral nuclear disarmament and the removal of all U.S. air and ground forces. NATO disintegrates, with only the UK remaining an ally of America. Cuba and Venezuela go to a war footing, occupying El Salvador and Honduras. A civil war in Mexico brings the "People's Republican Army" to power, and close ties are forged with Russia. Mexico becomes a vassal of the USSR. The worst Soviet wheat harvest in 55 years results in mass starvation and rioting throughout the nations of the Warsaw Pact. Desperate for food and facing ruin, the Soviet Union and its allies launch a full-scale invasion of the continental United States of America. . . ****************************************************************************************************** Bonus Campaigns: ****************************************************************************************************** SoCal '62: Red Thunder Communist elements within the Mexican military seize power in a bloody coup, with the full backing of Moscow. Revolutionary Mexico becomes a member of the USSR. The international situation deteriorates as Soviet Premier Khrushchev and US President Kennedy fail to resolve the Cuban Missile Crisis diplomatically, and the conflict escalates as US Navy cruisers sink Soviet freighters suspected of carrying nuclear missiles to Cuba. In response, forward elements of the Cuban and Mexican Revolutionary Armies launch an assault into Southern California, supported by a massive Soviet expeditionary force. US ground and air forces, supported by UK and Canadian allies, are ordered to defend the American people at all costs. . . ****************************************************************************************************** SoCal '62: Red Force The glorious Revolutionary Army of Mexico comes to power with the full backing of the Mexican people. The new Mexican government joins the brotherhood of international Socialist Soviet Republics. These developments are not welcomed by the American plutocrats, and the US President orders an unwarranted attack on Mexican and Cuban merchant shipping. Many civilian lives are lost. In order to preserve the safety of our citizens, and to free the American people from the oppression of their capitalist rulers, the Armies of the Socialist Brotherhood begin a campaign of freedom into the heartland of capitalism. California will be liberated!!! ****************************************************************************************************** Read the Read Me for requirements, instructions, enlightenment and indoctrination. Tally-Ho! Baltika 10 February 2009 ****************************************************************************************************** Submitter Baltika Submitted 02/02/2009 Category User Made Campaigns
  8. Love the FAA version, cheers Kevin
  9. Nice one Wrench, Adding this to my Midway and BoB installs, and I will update the BoB campaign_data.ini to include it as a flyable for v0.61 - although I don't think the chaps at 66 Sqdn will appreciate being bounced out of their Spits for this While you're looking at the Buffalo, maybe I could put in a special request for a skin for 804 Sqn FAA/RN, who really did fly the Buffalo in the BoB timeframe? Maybe HMS Furious will take a spin round the North Sea in the next iteration of BoB campaign Cheers, Baltika
  10. Hi Przemek, Interesting work on the searchlights mod - just a shame about the current limitations. But, perhaps for a dedicated nightfighter install, or missionset, it works really well. Good stuff In general, as to BoB campaign updates, I have now completed an upgrade of the RAF OOB to include a selection of Bomber and Coastal Command Squadrons, now that we have some great birds such as the Wellington and Hudson - Cheers Veltro Plus added in the DAT Beaufort-equipped Squadrons which I inexplicably missed out earlier I have also added in a couple of RN FAA squadrons who flew Gladiators, Buffalos and the Grumman Martlet in the BoB timeframe. I have also added in a number of Fighter Command Squadrons who were unlucky enough to be equipped with Gladiators and Defiants. Currently I am using Hinch's Gauntlet as a stand-in for the Gladiator (with CA_Stary's P-26 pit as a stand-in, cheers again Przemek ), and the DAT Fairey Battle as a stand in for the Defiant, as close-enough-for-now alternatives. Believe me, you don't really want to be flying any of them against the 109 I have also completed the task of creating squadron code .tga files for all the RAF squadrons, spurred on by the Hurri skin created by mppd, and the Spit skin from Gocad. I have also updated the campaign_data.ini file so that now all RAF Spit, Hurri and Blenheim squadrons show the correct squadron markings. Going hand-in-hand with that update is the expansion of the flyable list to include all RAF squadrons - that's still a WIP, although I am now up to 23 RAF flyable squadrons (and 1 RCAF :yes: ) which covers all the available types. I have been poking at the 109 FM with a very long stick, spurred on by Charles' (I think) 109 FM from the DAT Spanish Civil War mod (great work there, btw, grab it if you can), and following tips from Heck and B Bandy RFC, but that is a very early WIP. Thanks to all concerned, but a special mention due to Brain32, whose Hi-Res BoB beta tileset has spurred on this flourish of activity in BoB land. And now that Gepard has released his German speech pak, we can all take a 109 for a spin with a lot more immersion than before - having put a speech pak together myself, I know the work involved there, so, cheers to Gepard for that one Like I said before, don't hold your breath, but v0.61 just got a whole lot closer Tally-ho! or should that be, Achtung! Indianer! PS, How could I forget I have also incorporated Wrench's 610 Sqdn skin as flyable, together with his RAF ETO Tomahawk for 54(?) Sqdn - great for knocking down bombers, but watch those pesky escorts Still not sure where to use your BoB Movie squadron skin, though, Wrench - I think I'll just create a special squadron for the purpose, then you can take your "A1" Spit for a spin in campaign mode, and pretend like you're Michael Caine :yes:
  11. Great work, You beat me to it :yes: Looking forward to trying this out in my BoB install
  12. Hi Brain, v0.61 has been on the drawing board for a l o n g time now. Gepard's TE tutorials and the PTO in particular (nevermind RL ) has meant that progress has been minimal. In the works, are upgrades to make all of the BoB skins/planes released by Wrench flyable squadrons. I had also been messing with a little project to make all the Hurri squadrons show the correct markings (and enabled as flyables) and similarly with Spit squadrons - thanks to Gocad's Spit skins based on Wrench's templates. So far as the Hurris are concerned, that has likely been superseded by mppd's superlative Hurri skin - with more promised, can't wait, cheers Mike On my wishlist (i.e. I have poked around a bit but made no real progress) are data.ini edits to improve the Bf-109 FM for the different BoB variants, at least so far as engine rating, gross weights and armamant are concerned. B Bandy RFC and Heck have been doing some good work re the 109 FM, see here: http://forum.combatace.com/index.php?showtopic=31665 mppd has also pointed out that the code exists to make the RAF units move around airbases in historical progression, and that is a simple enough job to implement, if somewhat time-consuming. Hmmm, what else? Bandy has done some great work on implementing hitboxes for Luftwaffe bomber gunner positions, which would be really good to see included Oh yeah, (but don't mention this to Gepard ) I have a little notion for another BoB-themed speechpack to complement my previously released RAF one - again, not really a difficult job, but very time consuming and very tedious. And my German is a bit rusty When any of the above will materialise in any coherent form is impossible to say. For all the usual reasons, my development cycles have stretched out to months rather than weeks, so expect any upgrade when you see it. And, to be clear, there is no coherent plan, strategy or "team" at work here. One of the things I really enjoy about this project is that when people come across it, they get enthusiastic, and contribute. It is a very organic process, and doesn't run to any sort of timetable. I've said it before, but it's worth saying again - thanks to everyone whose work is featured, and who has contributed in any way, be it by mods, feedback, encouragement, suggestions, or simply by d/ling the package and giving it a whirl. Tally-ho!
  13. Great tip, thanks That always kinda bugged me, but I had no idea how to fix it. Cheers
  14. Hi CA, I have cleared out my inbox but nothing has come through, please could you send again Cheers and Happy New Year everyone
  15. Looks great Mike, Thanks for working on these
  16. Hi Mike, One of the things I have been fiddling with for the next update is a system of decaling for the Spits/Hurris so that all squadrons have the correct squadron code designations, and that by extension I can make all squadrons flyable, with the correct markings. Wrench was kind enough to send me his new Hurri template a while ago so I have a "new" early ETO Hurri base skin with Wrench's all new panel lines, rivets wear and tear and associated goodness. However, I hit a bit of an artefacting problem detailed in this thread: http://forum.combatace.com/index.php?showt...47&hl=hurri The issue seems to be an open mesh on the Hurri model which will require a 3D modelling guru to fix, which is out of my capability. It is worked round on the DAT Hurri skin inlcuded in the BoB d/l pack (by Gramps) by having the squadron code painted onto the skin .bmp itself. Problem with that is, you need a separate skin for each squadron, and I think the game would grind to a halt trying to load a separate one for each squadron. The other issue is decal level settings for serial numbers. How do I set it up so that each squadron gets the correct serial number codes when you are using the same base skin for all your Hurris? That is, I want each squadron to display a separate set of serial numbers. As best I can do just now, every squadron will have the same serial numbers, and that seems a shame as that sort of info is readily available, almost down to the level of each plane that participated in BoB.
  17. @dsawan, Yup, Kursk '43 is still a WIP map. Like Wrench, I have been lost over the Pacific for some time, but I will find my way back onto dry land. . . eventually Meantime, there is great stuff going on for your PTO install :yes:
  18. And here is all this put into practice, JSF_Aggie's WoE Highway runway mod transplanted to a glacier somewhere on Iceland, with Gepard's 500x20 strip re-textured for a more snow-bound look: Of course, some adjustment is needed: Aggie's highway runway has two FARPS at each end of a long stretch of highway, so you really get two FARPs close together for the price of one, and his associated airfield.ini file will place your plane on either end of a long strip - much longer than 500m. I have got round this by placing three of Gepard's runways end on end, but really I need to write a new airfield .ini file which only covers one strip, or simply re-use Gepards SLB Kurz.ini, but then I would have to re-place all the targets and Aggie's template wouldn't work. And, duh! That green camo net must stand out like a sore thumb on the snowfield :blush2: But it is all do-able.
  19. Sorry, my fault for not explaining properly. Here's the drill: Go to one of Gepard's WW2 terrains, in this example I will use his Battle of Britain, latest version (1.4 I think). In the main terrain folder you will find a file called "Runway500x20.LOD" which is the basic 500m x 20m airstrip. Run it through a hexeditor, you will see the associated .bmp file for the texture is "CONC1.BMP" which is a stock Thirdwire concrete texture contained in all the terrain .cat files. You can hexedit the .LOD file to call out any texture of your choice, even one you create yourself. For my WIP Kursk terrain, I have created a texture called GRASS1.BMP and hexedited the LOD to call that out for a grass airstrip. You will also need the associated runway .ini file, also in the terrain folder, called: "AIRFIELD_SLB Kurz.ini" Copy those two files into the ANW terrain folder. Then, you need to go to the terrain_TYPES ini and find the entry for that runway LOD. In BoB terrain, it is this: [TargetType140] Name=SLB kurz <-------- This name calls out the target type in the terrain_TARGETS.ini file FullName=Runway <-------- This name appears in game when the runway is selected as a target ModelName=runway500x20.lod <------- This name calls out the LOD file we have been discussing TargetType=SMALL_RUNWAY <-------- This is the Target type, obviously ActiveYear=0 TargetValue=300 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 So, you have to add that entry to the ANW terrain_types .ini. You can change the names to whatever you want, so long as it calls out the correct .LOD file, eg: [TargetType140] Name=FARP1 FullName=Forward Arming and Refueling Point ModelName=runway500x20.lod TargetType=SMALL_RUNWAY ActiveYear=0 TargetValue=300 UseGroundObject=FALSE etc, etc. Then, in the terrain_TARGETS.ini, you add the airstrip just like any other target, using airfield entries as a template, eg: [TargetArea033] Name=Vatnajokull FARP Position=902500,728249 Radius=2000.0 ActiveYear=0 Location=11 Alignment=FRIENDLY AirfieldDataFile=AIRFIELD_SLB Kurz.ini NumSquadrons=1 Target[001].Type=FARP1 <---------- This entry to match the Name in your terrain_TYPES.ini file Target[001].Offset=0.00,0.00 Target[001].Heading=90 Target[002].Type=CamonetParking Target[002].Offset=60.00,635.00 Target[002].Heading=0.0 Target[003].Type=CamonetParking Target[003].Offset=60.00,740.00 Target[003].Heading=0.0 Target[004].Type=CamonetParking Target[004].Offset=60.00,820.00 Target[004].Heading=0.0 (The above entries are based on JSF_Aggie's Highway runway mod). You can also change the name of the airfield .ini file, this file controls taxiing and parking co-ordinates, and you may want to adjust those to suit the layout of your runway. So long as the name of the airfield .ini file is called out correctly in the terrain targets.ini, you are good to go. you can also change the name of the .LOD file if you want to have different runway textures for different FARPs, so long as you have an entry for each type in the terrain_TYPES .ini. Well, I hope that explains it all properly. Any questions, fire away. Thanks to Gepard and JSF_Aggie for giving us these fab mods to play with
  20. If these are based off JSF_Aggie's Highway Runway Mod for WoE, it should be easy enough to add in a strip - just one more object in the TargetArea list :yes:
  21. Oh yes. . . Love to see this bird fly. . . Great work Cheers
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