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Everything posted by Baltika
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Burning Sands 1944 Upgrade
Baltika replied to Baltika's topic in Mission/Campaign Building Discussion
My pre-release v1.0 had carrier ops - HMS Victorious (I think) and USS Enterprise, with appropriate squadrons, showing up late on in the campaign to give the Allies some much-needed assistance. However, there was a fair bit of fiddling involved to get the carriers working, and even then, 9 times out of 10, my plane blew up on take-off. So I pulled that part of it for v 1.0. It may have been that I was doing something wrong, but who knows? Since then (i.e. the release of v 1.0) WOLF257 was generous enough to re-release his planes (of which many are listed above) and I was in hog heaven flying them (many of which I missed first time around) and adding them in to the campaign. So getting the carrier ops working took a bit of a back seat. Then, as you know, BoB campaign was released as a beta and the response has been great, so all my modding time has been taken up with that. But Burning Sands '44 is still very much in my mind (v1.0 is a rough cut) and I certainly intend to get the carrier stuff together at some point. That's not a priority for the next release, however. As to more historic ships, well, as I have said before, I am a humble .ini editor standing on the shoulders of giants. If something is available, I will put it in. What, specifically, did you have in mind? More 110s, no problem. The main difference for the new release is that the campaign timeline is extended to cover the course of the war, and squadrons will transition up through early types to later types according to the historical information I can get my hands on. And, I have massively extended the strategic node network to poke into corners of the map we never got to see in stock Burning Sands. And did I mention that the USAAF are in it Cheers, Baltika -
Burning Sands 1944 Upgrade
Baltika replied to Baltika's topic in Mission/Campaign Building Discussion
Hi CA, Current (working) builds of the Burning Sands '40 and Burning Sands '44 campaign files feature:- B-17G B-24D & J B-25B Beaufort Beaufighter family Bf109 E,F & G Bf-110E Blenheim MK1 Boston C-47A Do-17Z Do335A & B Fw190 a4, a5 & Wurger He111H6 Hs129B3 Hurricane family Ju-88A4 & C4 Ju 87b Mc-200, 202, 205 Me-262A & A1U4 Me-410A1U4 (family to follow) Mustang MkIII P-38H & L P-39D P-40E P-47D-20 P-51A P-51B-10 Re 2000, 2001, 2002 SM-79 Spitfire family Tomahawk No Seafires or Sea Hurris in this release, I suspect, but I haven't forgotten them. Just to be clear, I suspect I am a while away from a release date given everything that's going on with BoB just now. Oh, and the above are "featured", not "included in the download", just to be clear. All are currently available at combatace. OTOH, if you think I have missed anything out you'd like to see, I am open to suggestions - although I have tried to restrict it to things that look like they'd fit in the MTO, given the great skins that are available. Cheers, baltika -
Indeed I can assure all concerned that the Home Guard will feature heavily in the event of invasion. Any 3d modellers care to rustle up long woolly scarves and pitchforks to re-equip the standard squaddie?
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World War Two effects pack development screens
Baltika replied to Stary's topic in Mods/Skinning Discussion
Looking good, CA -
Hi Bandy, As ever, deceptively simple once sussed out, but of course, the last thing I thought of to try. The number of times I re-worked strategic nodes from the ground up, to no avail It seems to work like this:- The campaign engine controls the front line on the basis of each Force's possession of strategic nodes. Nodes are defined in the [campaign]_data.ini, and must match TargetAreas as defined in the [terrain]_targets.ini. There are various rules for setting up strategic nodes which are covered in detail elsewhere on these boards. TargetAreas with airfields can be used as Strategic Nodes - various of my working builds were set up that way, and I had ground units showing up at Airfields which were also defined as strategic nodes. All hunky-dory, except Western France. After the Offensive Phase started (when a Force's overall supply level exceeded the SupplyForOffensive= value) all the airfields in Western France turned allied. BUT, confusingly, the front line didn't appear to move. Cue months of frustration. The other night, I had a good long look at the map, aided by a glass or two of German vino. What was different about France? Answer:- Only 1 TargetArea which did NOT have a runway, namely the Freya Radar station near Calais. While Britain has a proliferation of non-runway target areas - ports, Factories, RDF stations etc. The solution:- Add a few non-runway target areas along the Northern Coast of France, defined as ENEMY in the [terrain]_targets.ini. In my working build, I plonked an extra 7 Freya Radar Stations strung out from Dunkirk to Brest. The result:- All the occupied airbases in France now remain Axis when the campaign enters offensive phase. The frontline behaves as it should (i.e. rock solid across the Channel), and all the Allied and Axis Air Units stay at their assigned bases. Halleluyah! I should say, that an immediate side effect is that I can now ensure that the Luftwaffe remain more or less in a permanent series of AirOffensive phases, and that air activity (on both sides) is substantially increased as a result. Things are looking good Now, we can spend the next hundred years arguing about whether Sealion was (a) militarily feasible standing the Royal Navy's dominance, and (b) anything other than a feint to increase political pressure on Britain to come to the negotiating table, but, this is a game, and it seems to me that it would be entertaining, depending on how well your campaign goes, to see the Panzers rolling across England's green and pleasant land, or not. It would give each mission a definite sense of purpose, and I have to say, flying for the RAF and looking at a planning map with Division after Division of tanks lined up along the French coast waiting for the starter's gun, really gives you a sense of impending threat. Adds a certain sense of urgency to intercepting those bombers when you know a clock is counting up successful air offensives to a total required to launch an invasion. . . Of course, I now have to re-work those strategic nodes, again Any info on ground units greatly appreciated, thanks very much Cheers, baltika
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Nailed that sucker. Just been checking my diary. I first started speculatively typing the RAF & Luftwaffe OOB for BoB into a campaign file over a year ago. Shelved the damn thing a couple of months later because of the above bug. That was what stopped this campaign being anything other than a beta. To say that I am happy this evening is the understatement of the year. I put it down to a rather nice Reisling which my wife brought back from Germany for me, and which I cracked open tonight after we put the bairn to bed. It was obviously stimulating the old brain cells Just opened up all sorts of interesting possibilities. Anyone know which Wehrmacht units were stationed in France in 1940? We shall fight them on the beaches. . .
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Thanks guys The really hard work is done by the terrain builders and plane builders - guys like Edward, Charles, Gepard, all of the A-team members, RussoUK, WOLF257 etc etc - there are many others who have put all the building blocks in place. Thanks also to everyone who ever posted an answer to a question on the boards about how these sims work, or ever posted a mod here at combatace (or wherever). And while I'm at it, thanks to everyone who ever downloaded a mod and said something nice - although personally I thought someone would have pointed out by now that my RAF Blenheim squadrons in BoB campaign are flying THE WRONG TYPE OF BLENHEIM I feel rather disappointed no-one has. Don't worry, it will be fixed in v0.60. As I say in the readme, feedback welcome, good or bad, and I am thick-skinned. Everyone rocks (Group hug)
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Wellington gets my vote.
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Hi keith, Thanks for the encouragement, glad you're having fun with it, but of course I am merely standing on the shoulders of giants. Cheers to all devs and modders whose work is featured, without which this campaign would not exist. Further progress update:- Success! I have got the phase campaign working. It's all to do with the interaction of individual unit supply levels compared to the SupplyForOffensive= flag in the [Forcexxx] section of the campaign_data.ini. We now progress nicely through Channel Convoy/ Port facility missions, Airfield and Radar defence suppression, warehouse/industrial targets, and finally terror attacks on London - Just loved it when I was tasked to attack Buckingham Palace for the first time, re-creating that infamous (Brit propaganda?) raid. But this has brought the "scrunching" of air units bug back with a vengeance. The problem is, this now tasks the Luftwaffe to strike missions on airbases in Western France. Everything west of, and including, St Andre de L'Eure Bomberhorst turns allied. Like I said, you nail one sucker and another little problem pops up. I still haven't given up. Meantime, if everyone who has seen this bug could please tell me at what stage in their campaign it happens, I can maybe work out a pattern. I have been running missions for what feels like months with a tweak here and there, and still don't have it nailed down. Cheers for now, baltika
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World War Two effects pack development screens
Baltika replied to Stary's topic in Mods/Skinning Discussion
Fantastic stuff, CA I am loving your beta release which I now use for my WW2 installs, and it's great Looking forward to the full package. Great work, Cheers, baltika -
Hi keith, A little bit of .ini editing is required to the [aircraft]_data.ini to implement gun convergence, and in this (as in real life during BoB) there are differences of opinion as to what works best. Personally, I have my guns harmonised to converge at 250 metres, or 225 yards, which falls nicely into the 200 - 250 yards harmonisation I have read about the RAF using. Others may like it a little bit closer, or a little bit further away, depending on personal preference. Anecdotally, (Len Deighton is good for this) pilots would talk to their mechanics to fix their guns just how they liked them. I know that B Bandy RFC has added a little bit of y-axis positive pitch to help with lead pursuit targetting, which seems pretty fair. So I probably won't go so far as to alter the settings for the planes included in the package. I would require permission from the authors concerned before doing so in any event, and not everyone may like my settings. A reasonable compromise would appear to be to include edited.ini files to be dropped in to the aircraft folder if people wish to do so, which would take away the hassle of having to do all the editing, but would not impose a so-called "standard" setting on everyone - as no such setting existed in RL. In general, my preference would be to implement things where possible, and to make the package as much of a one-stop install as possible. All 3rd-party contributors have been extremely understanding and helpful in that respect, so I don't anticipate any problem. Thanks to all concerned. Progress update:- Following some helpful advice from Wrench and others over on the "adding Destroyers" thread, the phased campaign is coming along, although, as ever, I get to the bottom of one problem to find another spring up in its place. Targets for strike missions are picked according to the target type set in the "AirOffensive.[XXX]=" series of flags in the campaign_data.ini for each force. Those correspond to the targettypes set in the [terrain]_types.ini The problem is, not all types seem to be implemented, eg EW_RADAR appears as a type in the terrain file, but even if I set every AirOffensive flag to that setting, all i get are endless recce missions. Change the setting to WAREHOUSE, HANGAR, OIL_REFINERY, or, say COMM_BUILDING, and the campaign will fix strike missions on Radar masts, provided you change the setting in the terrain_types.ini to an implemented type. Yahoo! (Took a long time to figure that out!) Problem is, I now only get one strike mission, interspersed with the odd Anti-ship mission, and stacks of recce missions, and the engine does not want to advance beyond the first AirOffensive type. I'm still scratching my head over that one, but I haven't given up yet. Cheers all, baltika
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Burning Sands '44 has Boston, He-111 and Ju 87B as flyables, but of course that is Desert terrain, not Euro. As you say, CA, there are Luftwaffe bomber squadrons available in BoB campaign. v0.60 of BoB (I am getting there, just slowly) will have a Blenheim Mk1 flyable bomber squadron, so that counts as Euro WW2 Bomber campaign. However, Gepard's BoB map is (deliberately) light on continental European target zones, so Blenheim raids will be restricted to airfield harrassment - which is fine, as that is historically correct for the BoB timeframe. (OK, destruction of German invasion barges was also on the agenda. I'm working on it ) As to "In the works," well, a gleam in my eye is the Channel Front 41-44 Campaign for the excellent Euro WW2 terrain hosted at Major Lee's Aerodrome. That has a stack of continental target areas, extends all the way to Berlin for a full-on strategic bombing campaign, and has recently had an SP4 face-lift courtesy of Sopwith Snipe hosted here at combatace. Currently my favourite terrain to fly over. The concept was born out of some (understandable) frustration that folks are having trying to shoot down German bombers with 8x .303 MGs on Spit 1As and Hurri 1s in the BoB campaign. The more I read about it, the more I reach the view that it's as hard as it should be in the BoB campaign - I keep finding pictures which say "This Do-17Z had 300 bullet holes in it when it returned to base - that would require 2 Spitfires to release their full ammo load at it to achieve, on average." Of course, extend the campaign timeline into '41 (and beyond) and lots of juicy cannon-armed machines become available. Then, of course - realisation dawns - to do so I'm going to have to find out a lot more about Eighth Air Force and a stack of "Pursuit Squadrons" (whatever the hell they are) to do it justice. However, my current list of priorities is this:- 1. Get BoB v0.60 out (days, not weeks, hopefully - promises, promises ) 2. Burning Sands '44 v1.1 - A huge expansion to 1.0, extending the campaign timeline from '40 to '44 (and beyond) with Regia Aeronautica, SAAF, RAAF, RCAF and, yes, finally, a stack of USAAF flyable squadrons (slow to catch on, these Yanks ) - including B-17 and B-24 flyable squadrons. More or less done, but stacks of screenies to do, various squadron texts and campaign intro/win/lose messages to write, many permissions required, and, most problematic, I have to put together an install package - ouch 3. North Africa '40 & '42 campaigns for Edward's outstanding North Africa terrain. At the playtesting stage, a few problems with Strategic Nodes to sort out, but at least I know now how to sort them. Would somebody please release a Gladiator and maybe a CR.32 & CR.42, else we will be flying appropriately badged Tiger Moths over the Western Desert? (Not that there's anything wrong with that ) 4. Just read Osprey's "Kasserine Pass" campaign title, and am fired full of inspiration for Edward's Tunisia terrain. That campaign can easily be built on the work I've done for Burning Sands '44 v1.1, so makes sense to be next in line. Plus, I like the idea of Rommel vs US forces in a historical setting where the outcome is, um, less than predetermined, shall we say OK, I just realised I have to give up work and family life. Shame Cheers, baltika
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Hi - squashed this particular bug, which embarrassingly enough I caused myself by borking my attempt to create a separate "armed" CargoShip, which crashed the game every time it tried to fly an antiship mission. Cheers to Typhoid for putting me on the right track. I have gone with a modded CargoShip which is armed, but which doesn't crash the game. A release of v0.60 is therefore creeping ever closer. Any requests, comments, bug reports meantime? Cheers, (It's friday night and mine's a) baltika
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Hi Wrench, I think what you are describing is what I am playing about with for Destroyer-escorted Cargo Ship Channel convoys for the BoB campaign (I have posted some screenies at Post #62 in the BoB Campaign Feedback thread for some examples). And yes, the armed ships attack incoming bandits, which is great, but of course, the ships don't move. I am having difficulty forcing the campaign engine to pick the ships as targets - I understand about the terrain_types.ini, but it appears some types are not implemented. I note that you say define the ships as "MISC" objects - does it have to be that? I see in the excellent WW2 Euro terrain that there is a degree of "creativity" in the target types, eg AIRCRAFT_FACTORY, NAVAL_BASE. Are these implemented, in the sense that if I put them in the Airoffensive flag in my campaign.ini, they will be selected as objectives in strike missions? Or is it a degree of wishful thinking? I have been testing this, and, for example, I can't get the campaign to select EW_RADAR as a strike mission target, despite that being a "stock" TargetType. Obviously a pain when you are trying to get Erpr.Gr.210 to take out radar stations. Fubar - thanks for the tip, I see where you are going with that, but does it really address the question of mixed types i.e. Carriers with Destroyer escorts? Cheers, baltika
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Ground units in Campaigns
Baltika replied to {FL}Hausser's topic in Mission/Campaign Building Discussion
Hi FL, As I understand it, ground units will only show up at target areas which are also defined as strategic nodes in the [strategicNodeXXX] section in your Campaign_DATA.INI file. So the first thing to check is whether your strategic nodes are set up properly, connected to one another and ultimately to the enemy BaseArea. As to start dates for Ground units, this can be defined so that a particular ground unit will show up only at a fixed date later in the campaign, but that is set by the "StartDate=" flag for each ground unit - it's not something the game will decide for itself. I have had trouble with ground units disappearing after an offensive phase when the strategic nodes are set too close together, but from the look of your map that's not the problem you are having. Good luck, baltika EDIT: Check this out:- http://forum.combatace.com/index.php?showtopic=19858 -
This thread over at SimHQ seems to suggest it is possible to have wingmen give directional calls to targets - or SAM launches at any rate. Not much use for BoB, but calls to bandits also seem to be possible. Deuces has done some work on this and posted his results, so I will take a look at it and see how (if?) it can be modded for BoB. http://www.simhq.com/forum/ubbthreads.php?...rue#Post2115490 Thanks to our voice artist volunteers The above thread also has info about the content of the various voice files, as I said there are a lot, but I will see if I can track down the main ones. Re-cycling wavs from "abandoned" sims would be a good short cut, but I don't want to run into licensing issues. CA - have been using your updated WW2 effects and they are fantastic - great stuff Cheers all, baltika
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Wings over Europe 6 : Fires of Liberation
Baltika replied to kei nagase's topic in General Discussion
Thanks- It seems a shame the full mod won't be forthcoming, as it's good to have something with more of a story than the usual SFP1/WOV/WOE campaigns. . . Nice idea, great video. -
Wings over Europe 6 : Fires of Liberation
Baltika replied to kei nagase's topic in General Discussion
Excellent What is it the girl who doesn't know much about war HAS to tell you? -
Hi Typhoid, I have checked my install and I see that I have only 4 ships set to CARGO_SHIP:- The stock Cargo Ship My Allied Cargo Ship (same as stock but packing 4x .50 cal MGs for added bite) Destroyer KriegDestroyer I get each of these types from time to time on anti-ship missions. I have other ships installed, but they are set to WARSHIP. Did you change all of yours to CARGO_SHIP?
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Red, this sort of thing has been discussed previously, and so far as I understand it, it is possible. What is required is replacement of the game's various voicefiles with more theatre-appropriate alternatives. There are a lot of files, so it is a big job, but perhaps we can enlist some community assistance? If we identify what's required and share it out, with some suitably-accented volunteers we can maybe put something together. My Scots brogue might be alright for the token drunken Glaswegian of 602 Squadron ("Ah'm jist aff tae stick the heid on thae hun, ya bams") but what we really need are some BBC English Home Counties accents. Of course, BoB was a truly international affair, so Canadians, Poles, Czechs, Ozzies, Kiwis, South Africans and all the various nationalities from the Commonwealth should feel free to apply. We'll even take the odd gung-ho Yank pretending to be Canadian to circumvent Uncle Sam's ban on its citizens actively participating in hostilities against Germany at that stage in the war. (And no, I haven't forgotten the Eagle Squadrons, thanks guys, but as I understand it they weren't operational until early '41). So how about it? Who wants to be the new voice we hear bursting into our headphones, "I say chaps, Jerry at 3 o'clock, Tally-ho!" Toodle-pip for now, baltika
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Redddevil911 & CA_Stary, Hi there & welcome to the fold - glad you're enjoying the campaign. I am also loving the BoB music pack, kudos to allenjb42 for putting that together - cheers mate Red, so far as damage effects are concerned, what you need are The Wrench's damage tgas which add bullet-hole effects for damaged aircraft, voila:- You can get them here at Combatace, in the skins section. There are three packs which between them cover the main WW2 planes. Wrench has granted permission for them to be included in the next update for the main BoB package, but as I said earlier, the changelog for v0.60 just keeps getting longer. Meantime, grab 'em & install them yourself for added battle damage. CA - OMG those screens of your new WW2 weapon effects are INCREDIBLE I use your earlier weapon effects pack on all my installs, so thanks for that, I think it's great, and d*mn right I would be interested in your new effects - the WIP shots are just stunning. Thanks for posting a sneak preview, I am off to D/L and install right now - well, my parents have gone home, I have put the baby to bed - she is sound asleep bless her - and my wife asked me if it was OK for her to have an early night - I could hardly deny her, now could I Time to take to the skies :yes: BTW, glad you're enjoying Burning Sands '44 - I have not forgotten my promised v1.1 upgrade, and it is coming together extremely well - it is a massive upgrade to the original. The reason it's not out yet is that I fired out the BoB campaign as a beta for those who may be interested, and I was simply stumped on how to take it forward, but the response has been great and it has absorbed all of my modding time recently. S! to all the WW2 propheads round here. I'm having a great time with this thanks to this community. Cheers all, baltika
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In the ship's _data.ini, make sure this flag is set as follows:- GroundObjectRole=CARGO_SHIP The game engine only picks Cargo ships for anti-shipping missions. Setting the Ground Object Role as above will mean that sometimes those ships will be picked. I don't think it's possible for more than one type to be picked at a time, though.
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Thanks Bandy, I hope this will work out. BTW, for those who missed it, RussoUK2004's Bf-109E-3B Fighter Bomber and 3 Staffel/Erpr.Gr.210 as a flyable unit equipped with it are included in the latest Hotfix to the Campaign pack, v0.59, available as a separate download to the main pack (currently v0.56). I have a release version 0.60 which will consolidate the two main packages, but it has been delayed due to the above, and a few other things which hopefully will be included which are more straightforward, but a bit time-consuming. Meantime, to get up to date, you have to install v0.56 then install v0.59 over the top of it. Cheers, baltika
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OK, here are a few WIP shots to show you what I'm getting at:- Quick pass over convoy to ID targets Coming round to start my attack approach Lining up - Watch that defensive fire! Closing in - is that small arms fire coming from those Cargo ships? What the. . . Dodging flak on final approach to target - at least my wingman is diverting some heat from the destroyer escort Cargo Ship shooting back Too low for comfort. . . Watch out for the blast! Egress from target zone - a few ships going to the seabed. Getting out of there before the destroyers get lucky. Successful mission, generated by campaign engine - then CTD after pressing "accept" at mission result screen. WTF?
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Probably, yes, however:- All strike squadrons are already tasked a high percentage of anti-shipping missions, e.g. "MissionChance[ANTI_SHIP]=60". Those Missions are assigned, as I understand it, depending on the "StartInterdiction=" flag for each force, the variable being the number of successful strike missions carried out. So, the lower the number, the higher proportion of anti-ship missions you get. The problem is, for that type of Anti-Shipping Mission, the game engine will only pick CARGO_SHIP objects as targets (which is why many warships have that as their object role) and only one type of ship. So it is impossible to generate convoys of cargoships with, say, Destroyer escorts, as a pure Anti_shipping mission. My workaround has been to add target areas with a mix of destroyer and cargoship targets, which at least looks like a convoy, and ensures you get a ton of flak fired in your direction when you are lining up to bomb a cargo ship - just more fun that way. So, if you have a low StartInterdiction number, you get a lot of anti-ship missions, or at least you ought to. I am finding that the way the game assigns strike mission targets is less than clear - at least to me. I am trying to set it up so you get a distinct phase of Channel Missions, followed by anti-airfield missions, followed by attacks on London. So far, it's not really working out. I will keep plugging away. There are so many variables that it is difficult to work out what exactly is happening when you change things, and get a CTD for your trouble. Next thing to try is effectively separate campaigns for each "phase" - but that will take a little time to set up. Cheers, baltika
