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comrpnt

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  1. Version

    919 downloads

    Gunnery Practice and Formation Flying Training Missions for WOV Welcome to a small set of training missions for WOV that concentrate on Air-To-Ground gunnery and formation flying, using the F-4B from USMC VMFA-531 and the F-100D from USAF 416th TFS respectively. The action takes place on a squadron training day in April 1965 at Da Nang air base, South Vietnam. Update v1.10 This mod has been updated on request to remove direct links to any Capun and A-team prerequisite models. Instead, please contact Capun for access - details enclosed. Missions Included in this Pack This is a small mission pack containing two missions: 1. [650423]Sqn Gunnery Training – fly a F-4B and engage drone enemy ground targets on a specially prepared gunnery range. 2. [650423]Sqn Formation Training – fly a F-100D as part of a diamond-9 formation and take part in a fly-past of Da Nang air base. Acknowledgements & Disclaimer Thank you to all those modders that have provided the prerequisites I have used in my mission packs, with special thanks to Sundowner for providing me with the TriRack definitions used in this pack to complement the F-4B weapon loadout. If there are any problems with these missions and my own mods, then please contact me directly, not the authors of the prerequisites. Contents This pack contains the following: Detailed installation instructions Mission definition files Detailed training mission briefings New training target areas Experimental Tri-Rack loadout for the F-4B (courtesy of Sundowner) Formation definitions to allow you to take part in a Diamond-9 formation Definition files required to create Static (parked) F-4B and F-100D aircraft to populate the dispersal area at Da Nang air base A full set of inert enemy (NVA) drone ground objects, white-washed for use as gunnery practice targets Released under CombatAce Fair-Use terms (See here: http://forum.combatace.com/index.php?showtopic=26131) Regards, comrpnt.
  2. I expect that you'll get lots of personal choices on this topic - this question has been seen here before. For myself I use the CH Products USB FighterStick and ProThrottle (http://www.chproducts.com/retail/index.html), which I've found to be simple to program and robust in construction. Also they give me a fine level of control, especially useful for simulated A2A refuelling and carrier landings. I researched the opposition at the time of my purchase as, I'm sure you know, most HOTAS systems are not cheap. The alternatives at the time were the Thrustmaster Cougar HOTAS (http://cougar.frugalsworld.com/) and Saitek X52 HOTAS system (http://www.amazon.com/Saitek-X52-Flight-Co...4664&sr=8-1) - the Saitek Pro system not being released at that time (http://www.amazon.com/Saitek-X52-Flight-Sy...4664&sr=8-2). In the end I shortlisted the Cougar and the CH setup. For me, the reviews I read on problems with the Cougar's build quality won the day for the CH Products lineup, and I've been very happy with my choice. In summary, the CH kit I have is comfortable to hold, has a solid feel, is stable on the desktop, has plenty of programmable buttons (I rarely touch the keyboard when flying these days), and is responsive to my smallest inputs. So for me it gets the job done admirably. If you get the chance to get your hands on all of the competitors before you buy, then I guess that would help you choose, together with what fits into your budget. As I said at the start, it's a very personal choice. Regards, comrpnt.
  3. Hi Jack, you were too quick off the mark for me with this public request before I had a chance to respond to your PM. No matter. Here is the response in the public forum. As you can see, since these packs were posted things have moved on. Capun's models are now only available at his site. Email him at "capun1950 at yahoo dot com" requesting access. You highlight a good point though - as you no doubt appreciate by now, it's like building on shifting sands. At the time I wrote these two mission packs I had to make use of other 3rd party models to get the level of realism required to simulate these historical USMC missions. My intention now though is to clean up these packs and possibly use public models where possible to avoid this happening again. Mostly I've found over the past few months that some of the ships in the fleet are difficult to come by. Here's what I suggest... Download the following from Capun: CV-59 Forrestal carrier FFG OH Perry FFG OH Perry Helo carrier SS Jeremiah O'Brien Spruance DDG Notice that SumnerFRAM2, as referenced in Pack I, is no longer available :-( ... so ... ...change references in the VMFA-531 mission files #94422 and #94422b from "SumnerFRAM2" to "Spruance" instead. For example... [GroundMission001] GroundObjectType=SumnerFRAM2 Name=USS Allen M Sumner FormationType=Single ShipNumber=1 Size=1 StartTime=0 NavalObject=TRUE Carrier=TRUE Position=720000,174000,0 Heading=180 Speed=0 Loadout= ObjectiveID=1 Alignment=FRIENDLY Nation=USN ...becomes.. [GroundMission001] GroundObjectType=Spruance Name=USS Allen M Sumner FormationType=Single ShipNumber=1 Size=1 StartTime=0 NavalObject=TRUE Carrier=TRUE Position=720000,174000,0 Heading=180 Speed=0 Loadout= ObjectiveID=1 Alignment=FRIENDLY Nation=USN As far as the fleet is concerned, this should at least get you going. You'll also need the UH-1D static Huey and the H-34 Choctaw, both also available from Capun, as used in Pack II in missions 94593, 94594, 94603, 94604 and 94604b. Eventually I'll collate the missions packs for VMFA-531 and clean up the pre-requisite issues - I hope - until then the 'fix' described above should help. Let me know if you still have problems setting it all up. Regards, comrpnt.
  4. This collage came out ages ago for SFP1 - I can't remember who posted it though*. I keep a copy so that I can place targets and lights on various objects - it works fine for SFP1/SFG, WOV and WOE. The sizes are grid points in the game which are more useful than ft, inches, mm or cm measurements. *(Credit to the original creator - this really is a useful guide. Thank you.) Regards, comrpnt.
  5. Thank You MK2

    Many thanks MK2, you're support has been very much appreciated here. All the best, kind regards, comrpnt
  6. It's Birthday time again...

    Many many thanks. Glad to be a part of this happy family! I am now officially the age of the "Answer to the Ultimate question". If you haven't got me anything yet, here's what I'd like... Thanks in advance Kind regards, comrpnt
  7. You could also try here: http://forum.combatace.com/index.php?autoc...p;showfile=6299 Again, there are lots of prerequisites, but I think it's worth the investment. Regards, comrpnt.
  8. I've now posted my airfield lighting mod for SFP1/SFG. It adds approach lights, and buildings & structures lights to ALL friendly airfields in SFP1/SFG (similar to my earlier work on WOV and WOE airfields). This mod now completes the original set of three - if I ever get around to getting WOI and do the same, then I guess that will become the set of four! Find it here: http://forum.combatace.com/index.php?showtopic=29476 For example, airfield type 4 (layout 1 of 1): Regards, comrpnt.
  9. File Name: Airfields and Buildings lighting pack (SFP1/SFG) File Submitter: comrpnt File Submitted: 22 Jun 2008 File Updated: 8 Jul 2009 File Category: Ini Edits Airfields and Buildings lighting pack (SFP1/SFG) Welcome to the Approach and Airfield Lighting pack for ALL friendly airfields for Strike Fighters Project 1 (SFP1) and Strike Fighters Gold (SFG). This pack puts approach lights at the end of each runway and anti-collision lights on all tall buildings and structures, for each type and layout of runway for all friendly airfields. Updated for October 2008 Thirdwire Patch: Alternative airfield lighting definition files are now included that work with the October 2008 patched version of the game. Acknowledgements, Disclaimer and Terms Thank you to TK and all modders who have provided the platform and prerequisites I use in my packs. If there are any problems with this pack and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that prerequisites have their own terms and conditions that may differ from those defined for this pack. Note: There are no prerequisites for this pack. Released under Fair-Use terms, as defined at CombatAce Update v1.01 Fixed a bug in D5 airfield runway definition in _targets.ini - I forgot to set the heading back to 60 degrees (set to 0 degrees for development only.) Update v1.10 Added alternative airfield lighting definition files, compatible with the Thirdwire October 2008 version of the game. Removed test mission file and supporting files, to simplify the download content and installation process. Contents New lighting definition files for all friendly airfield types and layouts Replacement _TARGETS.INI file to make use of new lighting files comrpnt (June 2008, revised July 2009) Click here to download this file
  10. Has anyone else noticed that ActiveDate/InactiveDate, as defined for target area objects in _targets.ini, appears to be broken when you're flying a campaign? This was reported to me w.r.t the Falklands mod and I confirmed it on my system. I tried a few variations on ActiveDate/InActiveDate set to range over the entire target area or individually on objects within a target area. But, the result is the same. The target is still active and can be chosen by the campaign (this is the bit I'm most unsure about - how are targets chosen in a campaign?), even if the date of the mission is out of range of the dates specified by Active and Inactive date. For example, the following targets I defined in my mission pack appeared during a campaign mission I flew on May 24, 1982 - clearly out-of-range of the Date definitions: [TargetArea050] Name=coastal waters bombarding Stanley airfield Position=855700,355630 Radius=5657 ActiveDate=05/02/1982 Location=3 Alignment=FRIENDLY // HMS Alacrity Target[001].Type=Type_12 Target[001].Offset=0,0 Target[001].Heading=257 Target[001].InactiveDate=05/03/1982 // HMS Arrow Target[002].Type=Type_12 Target[002].Offset=1000,-130 Target[002].Heading=260 Target[002].InactiveDate=05/03/1982 // HMS Glamorgan Target[003].Type=Type_42 Target[003].Offset=2000,-100 Target[003].Heading=262 Target[003].InactiveDate=05/03/1982 Perhaps this is a Falklands Operation Rosario campaign bug. Not being a campaign writer, or player for that matter, I've not noticed this before. I'd be interested if anyone else has seen this when playing the Falklands mod in campaign mode, as the Argentinian forces. You shouldn't be able to fly against targets defined in the missions I wrote beyond May 2, 1982. From recent tests it appears that you can. And not only is the target area active but the targets DO appear in the target area beyond the dates I specified. For single missions all is well - the behaviour of the game follows my instructions. So, campaign writers - if you have a moment, please could you scan through the Malvinas1 campaign files and let me know if anything strikes you as the cause of this. I'd be grateful. Many thanks, regards, comrpnt.
  11. Thanks chaps. Glad it's not just me. I'll send this over to the TW forums and see if it resonates. Cheers :-)
  12. The following annotated single mission is written for use with WOV, but the meaning of the tags is the same, whether you're using WOV, WOE, SFP1, SFG or WOI. For WOV users simply copy the content between the CODE tags, save to a .msn file in your Missions folder and 'go fly'. Hope this helps. Regards, comrpnt. // Start of Mission File // // // at the start of a line denotes a comment line // // This simple mission performs a clockwise circuit of Da Nang // airbase in South Vietnam, performing a recon of Chu Lai airbase en route. [MissionHeader] // This is the aircraft used in the briefing & hangar screens AircraftType=F-4B // This is the terrain used on Objects/Terrain MissionMap=VietnamSEA // This determines the LOADMISSION text values and briefing page // layout of the text MissionType=RECON // Set this according to aircraft and weapon availability // Note: use MM/DD/YYYY format StartDate=10/20/1969 // Time in 24 hour clock (e.g. 1:15AM=01:15, 3.30PM=15:30) StartTime=15:30 [Weather] // Other options are CLEAR, BROKEN, INCLEMENT, OVERCAST and RANDOM WeatherType=SCATTERED // In meters WeatherAlt=1100 // Thickness above and below WeatherAlt // e.g. if thickness = 500m then cloud-base=750m, cloud-top=1250m WeatherThickness=1000.0 // High-alt clouds (TRUE/FALSE) HasHighLayer=TRUE // Alt in meters HighLayerAlt=8000 // Mist setting. 1.0 = white-out FogAmount=0.6 // Alt of contrail appearance ContrailAlt=8000 // Compass bearing e.g. 270.0 = from due West StartWindDirection=0.0 // Meters per second (I think). StartWindSpeed=0.0 [MissionData] // Avg. friendly activity (for campaigns) // Values are: 0=none, 1=few, 2=lots, 3=maximum available FriendlyAirActivity=1 // 0 = no friendly SAM defences FriendlyAirDefenseActivity=0 // 1 = some enemy air defences (campaign) EnemyAirActivity=1 // 2 = lots of enemy SAMs EnemyAirDefenseActivity=2 // Which AircraftMission (below) are you going to be? // VERY IMPORTANT if multiple aircraft defined in mission file and // you don't want to be AircraftMission001 (see below) // NOTE: can cause CTD if set to value where no AircraftMission exists PlayerMissionID=1 // Use if AircraftMission 'Size' > 1 // Determines player's aircraft in formation (1=lead, 2=port wingman etc.) PlayerPositionID=1 // Erm? Not sure. I never change this. MissionNumber=1 // Related to PlayerPositionID // Set to TRUE to start mission on taxiway in position // signified by value in PlayerPositionID above. AdjustStartPosition=FALSE // Again, not sure. I never change this value. AdjustBaseWaypoint=FALSE ////////////////////////////////////////////////////// //Player's Aircraft [AircraftMission001] // Which type of aircraft from Objects/Aircraft are you? // Name must be spealt exactly as per the folder name! AircraftType=F-4B // Lots of choices here, choose from: // Anvil,Asp,Austin,Bison,Buick,Chevy,Cobra,Cowboy,Crab,Dallas, // Dagger,Denver,Dodge,Ford,Gopher,Gunslinger,Hammer,Kingfish, // Lion,Mamba,Memphis,Olds,Oyster,Python,Rambler,Ramrod,Showtime, // Tampa,Tiger,Tomahawk,Trout,Tuna,Viper,Wolfpack,Zebra Name=Tiger // Single for Size=1 missions (see next line) // Can also between: USFighter, USBomber for appropriate type of // aircraft if NATO origin (see Nation= below) // Can also choose: SovietFighter, SovietBomber for enemy aircraft FormationType=Single // How many aircraft in this flight? // E.g. multiple aircraft line up behind you on taxiway prior to take off. // Also uses FormationType value above if Size>1 Size=1 // Skin choice of aircraft - must match sub-folder name in // chosen aircaft folder Texture=USMCGrey1 // If defined in aircraft .ini (e,g F-4B.ini) then can be used // -1 denotes 'not used/ignore' Squadron=-1 // Determines Letter decal used on Skin choice (usually 1...12) // E.g. 1 = letter A, 2 = letter B, etc... AircraftNumber=1 // % value. Only used in campaigns for existence in auto generated missions RandomChance=100 // Can this aircraft be based off a carrier? CarrierBased=FALSE // Determines mission briefing text and whether _targets.ini targets // or GroundMission targets get chosen. // Note: RECON appears broken and missions of this type seems to // be successful as soon as the aircraft takes off!! Other mission // types rely on destroying enemy aircraft or ground targets according // to the RatingForSuccess % defined below. // Other values can be STRIKE, CAS, ANTI_SHIP, TRANSPORT, // ARMED_RECON, SEAD, ESCORT, CAP, INTERCEPT, FAC, SWEEP MissionType=RECON // Target area name - taken from the Terrain _targets.ini file // E.g. In WOV, in file Terrain\VietnamSEA\VietnamSEA_targets.ini // entry "Chu Lai airbase" has an origin of 664000,458000 TargetArea=Chu Lai airbase // Context sensitive // - For Strike missions this is the index number of the target in // the target area defined above. // - For CAS missions this is the GroundMission index number // defined at the end of the mission file (not illustrated in this example) // Index [001] for Chu Lai airbase entry in the _targets.ini file is "Runway". ObjectiveID=1 // How much of the mission to complete (%) before success is signified? RatingForSuccess=50 // Start on the ground - wheels down, parked, engine running StartOnGround=TRUE // Map coords where aircraft is located at mission start // Position = x,y,z (x is across, y is up/down, z is altitude in meters) // Use the map view to find out the X,Y coords for the chosen terrain. // Tip: PrintScreen the map view, save it and view off-line when // planning your own missions. CombatAce has a couple of downloads // of mission planning maps for WOV, WOE etc. They're very useful :-) Position=636000,490705,0 // Start this aircraft immediately the mission loads. // Denotes a delay in seconds from mission loading. // Will not work for player's aircraft - only AI aircraft StartTime=0 // Compass heading of this aircraft at mission start Heading=0 // Speed in meters/sec of this aircraft at mission start Speed=0 // Who's side in this aircraft on (FRIENDLY or ENEMY) Alignment=FRIENDLY // Full load of ammo (%) AmmoPercent=100 // Full load of fuel (%) FuelPercent=100 // Type of loadout (according to aircraft's _loadout.ini content) // E.g. in WOV the stock F-4B_loadout.ini defines loadouts of AirToAir, // AirToAirLongRange, Anti-Ship, SEAD, FAC, Attack, Strike, Recon Loadout=Strike // % of tracer rounds per ammo load TracerMixRatio=50 // Quality of control over aircraft (an AI setting) PilotTrainingStandard=EXCELLENT // Determines roundel decals and affiliation to Alignment setting Nation=USMC // // WAYPOINTS // // Tip: Leave enough room between waypoints to allow the aircraft // to turn onto next one - otherwise it will keep trying to // turn onto it but be too fast to turn sharp enough to hit it // // Commands available are: // TAKEOFF denotes perform takeoff at suitable speed // DEPARTURE signifies transition to normal flight // WAYPOINT point in space to fly to (a CIRCLE on the in-game map) // INITIAL_POINT prepare to release weapons (speed settles down) // OBJECTIVE_POINT release weapons at this point - target coords // APPROACH prepare to land - speed drops off // LAND_LINEUP - gear/flaps down - on finals // LAND_TOUCHDOWN - landing coords Waypoint[01].Command=TAKEOFF // X,Y,Z for takeoff position (according to map coords and height in meters) // Aircraft will still only take off when travelling fast enough Waypoint[01].Position=636000,492000,0 // Size of virtual box into which aircraft will hit this waypoint Waypoint[01].Size=50 // Speed in meters per second at this waypoint (don't think this works!) Waypoint[01].Speed=90 // Note: Index numbers (e.g [2]) MUST follow in sequence // Missing waypoints from a certain point in-game is usually // caused by index numbers being out-of-sequence Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636000,520000,2000 Waypoint[02].Size=50 Waypoint[02].Speed=200 // Head East Waypoint[03].Command=WAYPOINT Waypoint[03].Position=658000,510000,3500 Waypoint[03].Size=50 Waypoint[03].Speed=250 // Head South. Go into RECON run from this location // Give aircraft space to settle into its 'run in' // before weapon release point. // Represented by a SQUARE on the in-game map. Waypoint[04].Command=INITIAL_POINT Waypoint[04].Position=664000,478000,3500 Waypoint[04].Size=50 Waypoint[04].Speed=250 // RECON target at these coords // If this were a Strike mission these would be the // coords of the bomb impact point. // Represented by a TRIANGLE on the in-game map. Waypoint[05].Command=OBJECTIVE_POINT Waypoint[05].Position=664000,458000,3500 Waypoint[05].Size=50 Waypoint[05].Speed=250 // Usually associated with command OBJECTIVE_POINT to // signify successful delivery of weapons. // Note: Not necessarily a successful mission! Waypoint[05].Objective=TRUE // Continue heading South, onto downwind leg Waypoint[06].Command=WAYPOINT Waypoint[06].Position=664000,445000,3000 Waypoint[06].Speed=220 Waypoint[06].Size=50 // Head West onto approach Waypoint[07].Command=WAYPOINT Waypoint[07].Position=640000,455000,2500 Waypoint[07].Speed=220 Waypoint[07].Size=50 // Head North onto finals // Give aircraft time to settle into approach before finals Waypoint[08].Command=APPROACH Waypoint[08].Position=636000,470000,2500 Waypoint[08].Speed=200 Waypoint[08].Size=50 // Gear down - on short finals from here // Give aircraft time to settle into finals before landing Waypoint[09].Command=LAND_LINEUP Waypoint[09].Position=636000,481000,1500 Waypoint[09].Speed=180 Waypoint[09].Size=50 // Touchdown point. Welcome home! Waypoint[10].Command=LAND_TOUCHDOWN Waypoint[10].Position=636000,491000,0 Waypoint[10].Speed=10 Waypoint[10].Size=1 // End of Mission File
  13. For statics at various NATO and a few East German airbases in WOE try this mod (using Capun's static models) - http://forum.combatace.com/index.php?autoc...p;showfile=6299 Look in the "Add to GermanyCE_targets.ini" file I provided at the extra entries to the following airfields: Diepholz Fassberg Gutersloh Jever Laage Putnitz Wunstorf The longevity of the statics can be controlled using the InactiveDate command per entry in the targets definition (e.g. Target[XXX].InactiveDate=04/30/1979) Also, look at the supplied README for details how to increase the stock max number of ground objects the game supports (you'll need to do this, otherwise you'll get a CTD). Regards, comrpnt.
  14. File Name: Operation Steel Dawn - Vulcan + Blue Steel (WOE) File Submitter: comrpnt File Submitted: 6 Jun 2008 File Updated: 13 Jul 2009 File Category: User Made Missions Operation Steel Dawn (for WOE) Welcome to Operation Steel Dawn (for WOE) This missions pack contains two scenarios using the Vulcan B2 and Blue Steel standoff nuclear missile. The objective of the first scenario is to attack and destroy the Soviet Northern Naval fleet undergoing repairs and maintenance in Rostock Naval Yard, East Germany. This scenario requires installation of comrpnt’s Operation Rubicon mission pack for WOE. The second scenario’s objective is to destroy a Soviet regional Command & Control HQ located at Wittstock air base. This scenario is standalone for WOE and does not require any prerequisite objects in order to play – only small modifications to selected INI files. Both scenarios are offered in both clear and bad weather formats. Disclaimer If there are any problems with these missions and my own mods, then please contact me directly, not the authors of the prerequisites. Thanks. Update v1.10 This mod has been updated on request to remove direct links to any Capun and A-team prerequisite models. Instead, please contact Capun for access - details enclosed. Missions Overview The aircraft used and details of their missions for each scenario in this pack are as follows: NATO Forces Scenario 1 – Attack on Northern Soviet Fleet based at Rostock USAFE F-4G departs Diepholz AB on SEAD mission to IG border SAM sites RAF Vulcan B2 departs RAF Wunstorf on nuclear strike mission to Rostock naval base Scenario 2 – Attack on Regional Command & Control HQ at Wittstock AB RAFG F-4M departs RAF Wunstorf on CAP mission S-East of Wittstock AB RAFG F-4M departs RAF Wunstorf on SEAD mission S-East of Wittstock AB RAF Vulcan B2 departs RAF Wunstorf nuclear strike mission to Wittstock AB Warsaw Pact Forces MiG-21PFM departs Wittstock Airbase to intercept radar threats South-West of Wittstock AB Prerequisites There are a few prerequisites for this set of missions and links to each of them are included in the HTML ReadMe file. Contents Comprehensive installation guide (i.e ReadMe) Combat missions for each scenario detailed above (clear and bad weather variants) Detailed mission briefing document for each scenario - with planning maps Loadout enhancements for F-4M, Vulcan B2 and MiG-21PFM Some screenshots of each scenario are available here: http://www.simhq.com/forum/ubbthreads.php/.../Number/2524342 Any problems, please let me know. Thanks. Regards, comrpnt. Click here to download this file
  15. Version

    1,010 downloads

    Operation Steel Dawn (for WOE) Welcome to Operation Steel Dawn (for WOE) This missions pack contains two scenarios using the Vulcan B2 and Blue Steel standoff nuclear missile. The objective of the first scenario is to attack and destroy the Soviet Northern Naval fleet undergoing repairs and maintenance in Rostock Naval Yard, East Germany. This scenario requires installation of comrpnt’s Operation Rubicon mission pack for WOE. The second scenario’s objective is to destroy a Soviet regional Command & Control HQ located at Wittstock air base. This scenario is standalone for WOE and does not require any prerequisite objects in order to play – only small modifications to selected INI files. Both scenarios are offered in both clear and bad weather formats. Disclaimer If there are any problems with these missions and my own mods, then please contact me directly, not the authors of the prerequisites. Thanks. Update v1.10 This mod has been updated on request to remove direct links to any Capun and A-team prerequisite models. Instead, please contact Capun for access - details enclosed. Missions Overview The aircraft used and details of their missions for each scenario in this pack are as follows: NATO Forces Scenario 1 – Attack on Northern Soviet Fleet based at Rostock USAFE F-4G departs Diepholz AB on SEAD mission to IG border SAM sites RAF Vulcan B2 departs RAF Wunstorf on nuclear strike mission to Rostock naval base Scenario 2 – Attack on Regional Command & Control HQ at Wittstock AB RAFG F-4M departs RAF Wunstorf on CAP mission S-East of Wittstock AB RAFG F-4M departs RAF Wunstorf on SEAD mission S-East of Wittstock AB RAF Vulcan B2 departs RAF Wunstorf nuclear strike mission to Wittstock AB Warsaw Pact Forces MiG-21PFM departs Wittstock Airbase to intercept radar threats South-West of Wittstock AB Prerequisites There are a few prerequisites for this set of missions and links to each of them are included in the HTML ReadMe file. Contents Comprehensive installation guide (i.e ReadMe) Combat missions for each scenario detailed above (clear and bad weather variants) Detailed mission briefing document for each scenario - with planning maps Loadout enhancements for F-4M, Vulcan B2 and MiG-21PFM Some screenshots of each scenario are available here: http://www.simhq.com/forum/ubbthreads.php/.../Number/2524342 Any problems, please let me know. Thanks. Regards, comrpnt.
  16. Has anyone else encountered a bug reported to me today regarding UK ships still being in position, AFTER their inactivedate? Basically, my changes defined the UK fleet over two days, to represent 1 May, 1982 morning (AM) and afternoon (PM). This is achieved in-game by having my AM missions as 1 May, 1982 and my PM missions and 2 May, 1982 - that was the only way I could work it. BUT, on 3 May, 1982 any missions flown should not find any of the UK fleet I defined as targets, as I set inactivedate to the latest date of 05/03/1982. One player noted that he still sees the UK ships after 2nd May bombarding Stanley airfield, so has anyone else tried this? BTW, my install base is SFG and for me everything is working as I intended. Over to you chaps now - report in if you've seen anything unusual related to this topic. Many thanks, regards, comrpnt.
  17. This looks like a missing BMP and LOD file in your weapons folder. The entry for this weapon in WEAPONSDATA.INI is: [WeaponData134] TypeName=Pescador FullName=Martin Pescador Guided Missile ModelName=AGM-12B ... So you need the AGM-12B.BMP and AGM-12B.LOD files. I just checked the Falklands download and these files are not in the weapons folder () - so, if you have Bunyap's latest weapons pack in another TW install simply copy them into your Falklands install weapons folder from there. Failing that, you'll have to wait for a fix to be posted. Hope this helps, regards, comrpnt.
  18. Sure Typhoid, be my guest. Glad you like it. If you want a source file for the briefings PPS then PM me - I'll send it along. Cheers, regards, comrpnt.
  19. The new campaign text files have the word "_new" appended to them (this was left over from testing ). To use the new files you'll need to rename them to the same name as the originals in each of the Campaign folders when you copy them across (i.e. remove the word "_new" from the end of each file). This will then replace the originals and the Campaigns will pick up the new files. Regards, comrpnt.
  20. The mission briefings have to be read outside of the simulation, using the Powerpoint viewer application. I use ALT-TAB to switch between the Sim and the briefings. To include the briefings inside the game will require a major re-write of the menu system to point at each one. While this can be done it will also mean that you change the behaviour of the menu system and this makes it difficult to change or expand the menus for future missions as they come available. I hope that this answers your question. Glad to hear that you like the missions. :-) Regards, comrpnt.
  21. Well, may be, or you could try the existing AI in this mission, if you haven't see it http://forum.combatace.com/index.php?autoc...p;showfile=4911 or mission #94509b in this pack http://forum.combatace.com/index.php?autoc...p;showfile=5675 Looking something like this... Either will give you the chance of being Misty for a day, coordinating with AI Alert birds out of Da Nang. ;-) Regards, comrpnt.
  22. Hi Joe, the readme in the latest version (V2.00) of the download for that pack has details on requesting access to Capun's web site to get those ships. Regards, comrpnt.
  23. Hi Mike, I've had some experience with this topic during development of Operation Rubicon for WOE, so I expect WOV will behave the same - see the following dialogue for details: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=9&t=5173 In summary, you need to be looking at the [ObjectGroup009] entry in ObjectsList.ini file, in the Objects folder (which you'll have to extract from ObjectData.Cat first I expect). Regards, comrpnt (Paul).
  24. Sounds just right! Incidentally, take a look at the content of this mission pack http://forum.combatace.com/index.php?autoc...p;showfile=6299. In it I've used Capun's statics numerous times throughout WOE. You'll see lots of examples of what you need to do for WOV in my _types.ini and _targets.ini additions. Regards, comrpnt.
  25. Hi Swambast, have a look at the last entry I posted in this article http://forum.combatace.com/index.php?showtopic=21970. If you're still not having any luck, then please get in touch with me. Regards, comrpnt.
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