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Baltika

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Everything posted by Baltika

  1. Hmmm. . . CA_Stary posted that as a mod to his own WW2 effects pack, so it may be something from that is needed. It's here in the d/l section at CA, effects mods section. http://forum.combatace.com/index.php?autoc...amp;showcat=310 I'm not sure what you would need to take from there, though, and I suppose you probably don't want to install the whole thing. Sorry I can't be of more help
  2. Take a look at post #63 in this thread, from CA_Stary, of course http://forum.combatace.com/index.php?showt...30473&st=60 Those are for his WW2 effects pack, but may be what you are looking for.
  3. Nice work, thanks - goes straight into my Red-side flyable install, cheers
  4. @FastCargo, I rushed home from work today to try out the very procedure you described. . . Too bad it doesn't work. But the lines must be there for some reason? Maybe it's something that simply hasn't been implemented yet. We will see what TK has up his sleeve :yes:
  5. Just had a look at the NATIONS.INI file in /Flight folder, and there seems to be a flag which suits our purpose:- [Nation004] Name=USMC DisplayName=United States Marine Corps Alignment=FRIENDLY PilotNameList=NamesUSNMC.lst RankList=RanksUSMC.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat <<<<-------------------- THIS ONE! SpeechTextFile=USAFSpeechText.cat Medals=MedalsUSN.ini MedalTextFile=MedalsUSN.str UseFAC=TRUE [Nation005] Name=Soviet DisplayName=Soviet Air Force Alignment=ENEMY PilotNameList=NamesRussian.lst RankList=RanksRussian.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=NORMAL GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat <<<<<<<<<<<<<<<----- HERE IT IS AGAIN! SpeechTextFile=USAFSpeechText.str However, all the nations listed have that file set to USAFSpeech.cat, and I am not aware of any such .cat file existing in any version of the game. So perhaps this has not been activated?
  6. Gramps, Thanks for this one. Great mod, a lot of work involved, as I know from my BoB RAF Speech pack, it is appreciated. Cheers mate Baltika
  7. Veltro. . . You are Da Man!!!! Oh yes :yes:
  8. Gorgeous model, gorgeous pit. . . I remember flying F-117 stealth missions in Jane's USAF, keep low, avoid the radar, hit the target, some of the most intense sim flying I have done. . . Marco, we'd love you to release this one :yes: Cheers mate And, yes, whilst I'm here, thanks for the Flanker :yes:
  9. Hi pcpilot, Glad you're enjoying the add-on, and whilst as a Scot who got my first taste of real flight in an RAF Chipmunk trainer at school, and spent a fair whack of my teenage years square-bashing around RAF bases in Germany on Cadet Force "holidays" getting my arse kicked by the SAS, for the avoidance of doubt I am resolutely pro-West and pro-democracy, and hugely supportive of our men & women in the armed forces - although the damn politicians have a lot to answer for - I, too, have that "different" curiosity about flying Red side. The fact that, being as I am, more of WW2 prophead, yank and bank is more my style, so the early MiGs have that edge, helps as well :yes: But it really comes down to the fact that, in my personal dawn of PC gaming, I much preferred flying TIE Fighter to X-Wing. . . Perhaps I should change the Mainscreen.wav to the Imperial March from Empire Strikes Back - Da Da Daah Daah Da-Da Daah Da-Da Anyway, it is good advice to know thine enemy. I am still waiting to hear that Iceland HAVE accepted that Euro 4Bn bail-out offer from Moscow, and that as a quid-pro-quo the Soviet Air Force WILL be taking up residence at the former BIKF Keflavik NAS. . . . . . Which would add some some spice to those North Atlantic campaign scenarios I have in mind for when I finish Iceland terrain. But I am sure this is all getting too political To take a completely neutral gaming perspective, it seems to me to make sense to make both sides flyable where that is possible. I must say the response in terms of downloads has been more than I expected, so there must be an interest. To that end I am working on expanding the flyable types (MiG15bis, MiG15bisBS, Yak-25, Su-9A etc) and looking at some other existing campaigns for "conversion" - JSF_Aggie's Harrier campaign is so well put together it is crying out for a Red-side conversion, and the thought of "WARPAC Fighters" is irresistable (if only to see what C5 would say about it - well, he has signed up to the "fair use" agreement, so I guess I don't really need his permission to make his NATO Fighters campaigns Red-side flyable ) So, to that end, suggestions, requests, and comments on further "Red Wings" campaigns are most welcome - what do you want to fly, and where, and we'll see what we can whip up :yes: Cheers all, Baltika
  10. Now approved and available in the campaign d/l section. Cheers Dave
  11. 627 downloads

    RED WINGS OVER DHIMAR Campaign mod for SFG by Baltika ******************************************************************** This is a very simple .ini edit to enable Red-flyable squadrons in the stock Burning Sands campaign for SFG. It is tested only in SFG with the Oct 2008b patch, although it should probably work fine in SFP1 as well, and the level of patch should not really be an issue. It WILL NOT work in WoV/WoE/WoI unless you have the stock desert terrain installed to those games, so be warned. Of course, I spent a day putting this together and then found the old Red Wings campaign lurking on a back-up of my old SFP1 mods. I can't remember where this was d/led from, and it certainly doesn't seem to be available now (maybe at avsim?). Anyway, the art of making Red-side flyable campaigns seems to have fallen by the wayside, so it's probably no bad thing that this version be uploaded for all to use. The campaign files will not write over the stock Burning Sands campaign, so don't worry if you have a modded stock campaign, eg with vinman's Burning Sands upgrades. This is a back-to basics mod. I run it on Stock SFG Patched to October 2008b No weapons packs or anything else. If you have Bunyap's pack installed, you may beed to edit the supply entries for each flyable air unit (in the campaign_data.ini) to get the correct weapons to show up. You will need to make the stock MiGs flyable - but if you are d/ling this campaign, you've already done that, right ;-) If not, you will need to install these pits:- MiG-19S Pit by ordway http://forum.combatace.com/index.php?autoc...p;showfile=6519 MiG-17F Pit by ordway http://forum.combatace.com/index.php?autoc...p;showfile=6469 Su-7BM Pit by Kukulino, modded from boopidoo's Su-15TM pit http://forum.combatace.com/index.php?autoc...p;showfile=6159 MiG-21F / PF / PFM pit by Paladrian http://forum.combatace.com/index.php?autoc...p;showfile=1919 MiG-21MF Pit by Paladrian http://forum.combatace.com/index.php?autoc...p;showfile=1745 I STRONGLY ADVISE that you DO NOT use the modded aircraft_DATA.inis supplied with some of these pits - they do not incorporate all the FM and AI tweaks to the stock FMs included with the new patch, so you will be busting your MiG down to a previous version if you do. Also, I have not included hangar screens or loading screens for the MiGs, but there are such things available if you want to add them in. I have set up the d/l package so it should be obvious where everything has to go. I have included a new mainscreen and title music, and Badger's Red-side Pilot Record Screen which is definitely Red-side orientated, so do not install the items in the SFG/Menu folder if you want to keep your existing mainscreen and title music. For that full-on Soviet experince, you may want to go the whole hog and install one of the Soviet comms mods available at CA. Any questions, give me shout on combatace. Cheers, Baltika 31 October 2008 Credits: MainScreen.wav "White Army, Black Baron" A famous march from the Russian Revolution, by Pokrass and Grigoriev Sung by the Red Army Choir For the Original "Red Wings — Soviet Campaign for Strike Fighters: Project One" Credit due to: R. Lee “Banger” Sullivan Beta testing by Jeff "STORM" Stoermer Pilot-record screen by Joe “Badger” Younger
  12. View File Red Wings Over Dhimar v1.0 RED WINGS OVER DHIMAR Campaign mod for SFG by Baltika ******************************************************************** This is a very simple .ini edit to enable Red-flyable squadrons in the stock Burning Sands campaign for SFG. It is tested only in SFG with the Oct 2008b patch, although it should probably work fine in SFP1 as well, and the level of patch should not really be an issue. It WILL NOT work in WoV/WoE/WoI unless you have the stock desert terrain installed to those games, so be warned. Of course, I spent a day putting this together and then found the old Red Wings campaign lurking on a back-up of my old SFP1 mods. I can't remember where this was d/led from, and it certainly doesn't seem to be available now (maybe at avsim?). Anyway, the art of making Red-side flyable campaigns seems to have fallen by the wayside, so it's probably no bad thing that this version be uploaded for all to use. The campaign files will not write over the stock Burning Sands campaign, so don't worry if you have a modded stock campaign, eg with vinman's Burning Sands upgrades. This is a back-to basics mod. I run it on Stock SFG Patched to October 2008b No weapons packs or anything else. If you have Bunyap's pack installed, you may beed to edit the supply entries for each flyable air unit (in the campaign_data.ini) to get the correct weapons to show up. You will need to make the stock MiGs flyable - but if you are d/ling this campaign, you've already done that, right ;-) If not, you will need to install these pits:- MiG-19S Pit by ordway http://forum.combatace.com/index.php?autoc...p;showfile=6519 MiG-17F Pit by ordway http://forum.combatace.com/index.php?autoc...p;showfile=6469 Su-7BM Pit by Kukulino, modded from boopidoo's Su-15TM pit http://forum.combatace.com/index.php?autoc...p;showfile=6159 MiG-21F / PF / PFM pit by Paladrian http://forum.combatace.com/index.php?autoc...p;showfile=1919 MiG-21MF Pit by Paladrian http://forum.combatace.com/index.php?autoc...p;showfile=1745 I STRONGLY ADVISE that you DO NOT use the modded aircraft_DATA.inis supplied with some of these pits - they do not incorporate all the FM and AI tweaks to the stock FMs included with the new patch, so you will be busting your MiG down to a previous version if you do. Also, I have not included hangar screens or loading screens for the MiGs, but there are such things available if you want to add them in. I have set up the d/l package so it should be obvious where everything has to go. I have included a new mainscreen and title music, and Badger's Red-side Pilot Record Screen which is definitely Red-side orientated, so do not install the items in the SFG/Menu folder if you want to keep your existing mainscreen and title music. For that full-on Soviet experince, you may want to go the whole hog and install one of the Soviet comms mods available at CA. Any questions, give me shout on combatace. Cheers, Baltika 31 October 2008 Credits: MainScreen.wav "White Army, Black Baron" A famous march from the Russian Revolution, by Pokrass and Grigoriev Sung by the Red Army Choir For the Original "Red Wings — Soviet Campaign for Strike Fighters: Project One" Credit due to: R. Lee “Banger” Sullivan Beta testing by Jeff "STORM" Stoermer Pilot-record screen by Joe “Badger” Younger Submitter Baltika Submitted 10/31/2008 Category User Made Campaigns
  13. Absolutely I have found a workaround for the issue re the camaign screens, which was no biggie anyway, so I am uploading the campaign mod as we speak. Capitalist oppressors beware
  14. Just for fun, a quick mod to my newly-updated SFG Oct 2008b install: With all due credit to the creators of the original Red Wings campaign, R. Lee “Banger” Sullivan Beta testing by Jeff "STORM" Stoermer Pilot-record screen by Joe “Badger” Younger Cheers guys, Wherever you are. New Red Wings campaign is ready to go, except for this issue:- http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=5822 Any of you campaign building gurus come across that, or found a solution? Tally-ho! Baltika
  15. Bananimal, You are correct in saying that a small number of tiles are used over and over again in TE. It is possible to use Google Earth imagery to create new tiles, essentially what Brain32 has done with his various excellent repaints, but you are still stuck with your core tileset, and transition tiles between each main tile type. I think what you are asking about is true photoreal terrain, whereby the entre satellite scan imagery of, say, a whole country, is imported into the Thirdwire engine. Technically, that is possible - but you would have to make a separate tile for each 2km x 2km area and hand-tile each one into TE. That would take, probably, centuries The complete tileset in Germany_CE terrain consists of 123 different tiles, and that includes a lot of duplicates of "plain" tiles for roads and rivers. For my Iceland terrain WIP, I have 9 main tile types: TypeName001=A Sea TypeName002=B Grass TypeName003=C Volcanic TypeName004=K Cliff TypeName005=L Lava TypeName006=M Snow TypeName007=N Rock TypeName008=O High Rock TypeName009=P Glacier I also have a number of inland water tiles (lakes to those at the back of the class ) TypeName011=D Thingvallavatn TypeName012=E Oskjuvatn TypeName013=F Thorisvatn TypeName014=G Myvatn TypeName015=H Hvitarvatn TypeName016=I Hagongulon TypeName017=J Blondulon TypeName018=R Apavatn And then I have special category, which may interest you: TypeName010=Q Photoreal The problem is this: Each main tile type has to intersect with each of the others individually in 3 main ways, 25%, 50% and 75%. Then, TE enables each tile type to intersect in a three-way junction with all of the others, so you have 50% sea with 25% grass and 25% cliff, and so on for every main tile type you create, in every combination Stephen Hawking can think of. You don't have to be a mathematician to realise that the maximum number of possible combinations gets very large, very quickly. Each one has to be hand-blended to tile seamlessly with every other possible combination. It requires a lot of good source material, good imaging programs (I use a comination of PAINT.net AND gimp, both are free and between them cover what photoshop will do) and a lot of time. Now, TE allows you to specify parameters for auto tiling, so depending on your terrain you may never have to create a tile where lava flow meets glacier meets sea, or where city meets snow meets high rock - but with Iceland, pretty much everything mets everything else somewhere. As to that Q catgory - TE allows you to specify that some tiles will not be randomly placed, but you can hand-tile them after your basic terrain is built. I have 4-tile scan of BIRK REYKJAVIK airport (looks great from altitude, but too blurry to make a working runway on the ground - I have a workaround solution, I think) which I can hand place on the map - voila, photoreal airport - from altitude. And provided you blend those tiles in to match the surrounding "standard" tiles. Likewise, I define BIKF KEFLAVIK NAS as a runway in-game, but I have a four-tile scan of Njardhvikur, the neighbouring town, to place next to that runway as a photoreal "insert" to the terrain. Then, you add your city buildings to the .TOD file for those tiles and you are well on the way to making a realistic surrounding for your airfield. Well, that's the plan, anyway. My tileset currently has 155 tiles (cf Germany_CE) and I am not even close to completing all the cominations TE needs to make the terrain tile properly. I admire the elegance of Doghouse's ANW Winter thaw tileset (based on work by Deuces) which has 2 main tile types, and the three fractional combinations between them (25, 50 and 75 per cent) for a total of five tiles for the whole terrain - which is still one of the best looking terrain tilesets out there. So - true photoreal terrain is probably a practical impossibility. But it doesn't stop us trying
  16. I love the Draken, I love the Jolly Rogers - put the two together - oh yeah :yes: It is crazy, but it works :yes: Great skin, cheers
  17. Excellent work, looking forward to this one Consolidation gets my vote as I always found the different ANW sets confusing
  18. Use "DefaultTexture=" flag in the campaign_DATA.ini for the particular air unit. Enter the name of the folder which contains the skin you want that unit to use, e.g. [AirUnit002] AircraftType=Hurricane1 Squadron=303RAF ;StartDate=08/16/1940 // Historical operational date ForceID=1 Nation=WWII Poland DefaultTexture=303 <---------------- This entry tells this unit to use the "303" skin folder StartNumber=0 BaseArea=Northolt RAF FC RandomChance=100 BaseMoveChance=0 MissionRate=1 MaxAircraft=13 StartAircraft=13 MaxPilots=24 StartPilots=24 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=0 MissionChance[CAP]=60 MissionChance[iNTERCEPT]=100 MissionChance[ESCORT]=30 MissionChance=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 Supply[001].WeaponType=100lb_bomb Supply[001].Quantity=180 Supply[002].WeaponType=250LB_BOMB Supply[002].Quantity=180 Supply[003].WeaponType=500LB_BOMB Supply[003].Quantity=120 Supply[004].WeaponType=RAF250 Supply[004].Quantity=180 Supply[005].WeaponType=Tank075_P51 Supply[005].Quantity=80 UpgradeType=FIXED ;Upgrade[01].Year=01/01/1941 // Historical upgrade date Upgrade[01].Year=08/01/1940 Upgrade[01].Type=Spitfire1A Upgrade[01].Texture= Upgrade[02].Year=03/01/1941 Upgrade[02].Type=Spitfire2A Upgrade[02].Texture= Upgrade[03].Year=05/01/1941 Upgrade[03].Type=Spitfire2B Upgrade[03].Texture= Upgrade[04].Year=10/01/1941 Upgrade[04].Type=Spitfire5B Upgrade[04].Texture= Upgrade[05].Year=11/01/1943 Upgrade[05].Type=Spitfire5BL Upgrade[05].Texture= Upgrade[06].Year=04/01/1945 Upgrade[06].Type=Mustang1 Upgrade[06].Texture=RAF The "Texture=" flag in the upgrade section does the same for your squadron type upgrades.
  19. Please read post #2 in this thread which explains how it works in detail:- http://forum.combatace.com/index.php?showtopic=31321 Any questions, fire away
  20. Fixing the sealevel issue in SCal terrain would be relatively straightforward once it is properly set up in TE. . . for which you would probably need the original terrain texturelist.ini used to create the terrain. Anyone happen to have that lurking around somewhere, as it doesn't appear to be contained in the SCal d/l available here? It is possible to create a texturelist from scratch in TE with just the tiles, but that will likely substantially alter the characteristics of how the terrain is tiled. [Oops - my bad for total thread hijack, sorry ]
  21. Alternative low-res (256x256) summer tileset, early WIP:-
  22. I have posted detailed instructions on how to make working sea tile .tgas using gimp right here:- http://forum.combatace.com/index.php?showt...a+channel\ Good luck with that, the more terrain tilers we have around, the better. Cheers, Baltika
  23. Thanks very much for this one, it is greatly appreciated Cheers mate, have a VR pint on me, and a real one if I ever get the chance
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