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Everything posted by comrpnt
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Populating the stock Airbases
comrpnt replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
One hack you could try (which is mentioned by Luca w.r.t YAP) - and certainly I played with this for the ODS mod - is to recode the taxi positions on the airbase. The up side is that you can in theory taxi out from a ramp start and your wingmen could do the same. The down sides are: i) AI wingmen will always move up to the next taxi holding point in the list, unless an earlier one is free, so from a revetment start the AI will move the aircraft to the next revetment in line until the first one in line, and then out onto the taxiway, and then on to departure. So, in short AI aircraft will taxi through the revetments to the neighbouring one etc. ii) If a taxi holding point is free (and not necessarily the next in line in the order you specify leading back from the entrance to the appropriate runway) then the AI is a little too smart and jumps the queue and heads straight for that next available taxi holding location - effectively cutting across the grass and messing up the idea of following the taxiways around the edge of the airbase to the runway departure point. See?... NOTE THE BUFF TAKING A SHORT CUT IN THE TOP RIGHT CORNER OF THE PICTURE - cheeky blighter! ...and so on. So I stopped playing around at this point. This might be worth another investigation (as small fighter airbases might be easier to control) but I'm a little busy at present so if someone wants to take this on I'll talk them through what I know in detail to get them started. Cheers, regards, comrpnt. -
Populating the stock Airbases
comrpnt replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi folks - there is some excellent work going on here from all parties. Well done team! If you need help with lighting or ramp starts for missions let me know. Regards, comrpnt. -
@Comrpnt
comrpnt replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hello Uhu, as Fubar put it, nice to hear from someone who is actually there. You ask about technical reality and my short answer is "not much". But to qualify that further, this is because the stock terrain in WOE and the rest of the TW series is pretty basic and only a rough approximation of reality - as you can testify by looking out of your window. For Op. Rubicon I chose Rostock because it represented a Warsaw PACT port within striking distance of the NATO forces I wanted to use in this scenario. Other choices were Stralund and Greifswald which are too far East for a surprise attack by a large force, such as the one I had in mind. My motivation was to pull in as many air assets as possible in a coordinated attack on a single large well-defended strategic target. But of course there are other aspects of reality that can be written into a mission for the TW series - take the excellent work of the YAP team and their story telling based on real accounts. If you can find someone who was there to ask I expect that what YAP offers will give the player as realistic an experience that can be had on a PC to that felt by the folks who were really there. For Op. Rubicon I designed the attack in phases that I envisaged would be similar to how a real mission of this type would be planned - for example, opening up the border defenses with HARM attacks, followed by waves of bombers with A2A fighter cover. Not being employed by the military as a mission planner (in real life) I wrote it as I 'imagined' it would be done. If anyone reading this has real experience of how this type of mission would be planned then I'd love to hear their comments on how they would do it differently. So I guess, in summary, there are only degrees of reality you can ever hope to get from missions in this series of games. With the historical recreations I've done, mostly for VMFA-531 in Vietnam, and also now for the ODS mod, you can get a bit more depth to the feeling that you're reliving someone elses experiences. For this particular mission though one quote still makes me smile, made by Kopis n Xiphos, "a rare example for me, a moment when I actually start to sweat even though it's only a game". That's a great outcome for me. If I can work with the right tools, such as detailed terrains, and quality aircraft and ground models, then certainly the reality that can be put into this Sim is good, and certainly worth the work. I hope you get a chance to play this scenario, despite the large number of pre-reqs required. And if a bead of sweat starts to run as the SAMs start to fly when you're settled on your bomb run approaching the 'rough approximation' that is Rostock harbour, then I consider that Mission Accomplished. Now that is reality! Cheers, regards, comrpnt. :-) -
UPDATE - v1.0 Ready! - Upgrade WOV Ground War Enhancement to SF2:V...
comrpnt replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Ah, well, I solve this problem with a static version of the carrier - by simply nullifying the movement values in the _data.ini. It's a bit of a hack of course but has the desired effect and maintains the eye candy factor of the fleet. I guess you can' have it all ways but for myself I like the fleet to stay put. Not much use during a campaign though as time moves on and so does the action. Anyway, cheers. Regards, comrpnt. -
UPDATE - v1.0 Ready! - Upgrade WOV Ground War Enhancement to SF2:V...
comrpnt replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Erm, well, it might be possible. I'm not a campaign author but if you can make use of _targets.ini definitions then you could use something like this... // Yankee station(S) [TargetAreaXXX] Name=Yankee Station (South) Position=740000,500000 Radius=1000 ActiveDate=03/22/1972 InactiveDate=03/24/1972 Location=1 Alignment=FRIENDLY CarrierStation=TRUE // // 1st row (lead) (Centre) Target[001].Type=Cardiff Target[001].Offset=0,3000 Target[001].Heading=0 // 2nd row (West) Target[002].Type=Cardiff Target[002].Offset=-1000,1500 Target[002].Heading=0 // 2nd row (East) Target[003].Type=Cardiff Target[003].Offset=1000,1550 Target[003].Heading=0 // 3rd row (West) Target[004].Type=Cardiff Target[004].Offset=-1950,100 Target[004].Heading=0 // 3rd row *** Carrier *** (Centre) // *** Must also be defined in Mission file // *** to be able to land on carrier //PLACE HOLDER FOR CARRIER // *** // 3rd row (East) Target[005].Type=Cardiff Target[005].Offset=1900,-20 Target[005].Heading=0 // 4th row (West) Target[006].Type=Cardiff Target[006].Offset=-1100,-1500 Target[006].Heading=0 // 4th row (Centre) Target[007].Type=CargoShip Target[007].Offset=-550,-1000 Target[007].Heading=0 // 4th row (East) Target[008].Type=Cardiff Target[008].Offset=1050,-1550 Target[008].Heading=0 // 5th row (Center) Target[009].Type=Cardiff Target[009].Offset=20,-3000 Target[009].Heading=0 Any campaign authors care to comment? When I define naval fleets in my single missions I use the _targets.ini fleet definition above (or similar) and then only add the carrier as a groundmission object in the single mission script - otherwise it doesn't get treated as a valid landing zone for my aircraft or any other AI aircraft. That's all. The rest of the fleet though are defined in _targets.ini, and then it's only the active/inactive dates that govern the fleet's availability during my scripted missions, same as it would for a campaign. This is probably worth another look. Cheers, regards, comrpnt. -
KC-130F in SF1(V) post October 2008 patch
comrpnt posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi folks, I was thinking of using the KC-130F tanker in a set of WOV missions, but having tested this against my October 2008 install of WOV the Douglas tanks and hoses don't show up on the model's wings - it appears as clean wing. Anyone tried and succeeded in getting this working post October 2008? (BTW, all appears fine in the pre-October 2008 version I have on my machine, so this is a patch issue). The original model is here: http://forum.combatace.com/index.php?autoc...p;showfile=1906 Thanks, regards, comrpnt. -
KC-130F in SF1(V) post October 2008 patch
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
MB - you star! I'm using the Mirage Factory Weapons Pack 01/25/2009, which includes a BDouglas refueling pod - but strangely no entry for it in the WeaponsData.ini, so I added one, checked the attachment types, rebuilt the dat file and hey presto, it works. Thanks a lot for your help. :-) Canadair - did you copy that? Regards, comrpnt. -
Carrier lights
comrpnt replied to MaverickMike's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Mike, try DO's CVN75 carrier - its high quality, complex and has lights drawn onto it (using TGAs I think) - not the same as aircraft lights in terms of visibility from a distance, but still useful. See here: http://forum.combatace.com/index.php?autoc...p;showfile=2840 Cheers, regards, Paul. -
I'm in Vietnam at the moment and the fall out from this excursion is that I've revamped the WOV airfield lighting pack to cope with the October 2008 patch for series 1. I believe that this also now makes it compatible with SF2(V) - bonus! (party!). Available here (when approved): http://forum.combatace.com/index.php?autoc...p;showfile=3602 Cheers, regards, comrpnt.
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Thought you folks might be interested in this garage add-on... http://www.mailonsunday.co.uk/news/article...r-work-art.html In fact, it just gets better and better... http://www.style-your-garage.com/motive.ph...list&type=a Regards, comrpnt. :-)
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Wrench need a simple mission
comrpnt replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Not quite sure what you mean. If you want them to endlessly circuit the base, then simply comment out the LAND_LINEUP and LAND_TOUCHDOWN definitions, like this: // On final approach //Waypoint[04].Command=LAND_LINEUP //Waypoint[04].Position=301000,590000,1000 //Waypoint[04].Size=150 //Waypoint[04].Speed=160 // Welcome home! //Waypoint[05].Command=LAND_TOUCHDOWN //Waypoint[05].Position=301000,600050,0 //Waypoint[05].Size=1 //Waypoint[05].Speed=10 They'll reach the APPROACH waypoint and simply circuit it from there on. Hope this helps, regards, comrpnt. -
Wrench need a simple mission
comrpnt replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Try the attached test mission - for Strike Fighters Gold / SFP1. (Tested with SFG + Oct 2008 patch) 4 x F-4C departing D-6 airbase, they take off, circuit, then land. Simply hit Autopilot once the mission loads, then sit back and watch the show. Regards, comrpnt. :-) SFG_D6_Test_Circuitx4.zip -
Air Refueling Mission
comrpnt replied to redcorsair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You will need... 1. Wings Over Europe or Strike Fighters 2 (Europe) 2. FA-18A addon aircraft, such as this one http://forum.combatace.com/index.php?autoc...p;showfile=1553, or a newer model if you prefer. You will need to change the following lines however, to suit the newer model's aircraft name, texture name and probably squadron. [MissionHeader] AircraftType=FA-18??? ... [AircraftMission001] AircraftType=FA-18??? ... Texture=VMFA??? Squadron=VMFA??? ...OR... if you prefer, use a stock default aircraft already supplied by the WOE game, such as the F-15A. In which case the following line changes are required: [MissionHeader] AircraftType=F-15A ... [AircraftMission001] AircraftType=F-15A Name=Buick FormationType=USFighter Texture=USAFGray1 Squadron=53TFS ... Nation=USAF 3. The addon aircraft KC-135, available here: http://forum.combatace.com/index.php?autoc...p;showfile=7778 IMPORTANT REMINDER - air to air refueling is not modelled by the Thirdwire games. You will only be able to fly in close formation to a tanker aircraft. No fuel transfer is possible. Use this mission for practice only (it's still good fun though trying to stay in formation :-) ) Cheers, regards, comrpnt. -
Air Refueling Mission
comrpnt replied to redcorsair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Save the file attached to this post, unzip it and then copy the enclosed .msn file to your WOE/Missions folder and load as a single mission in the game. Good luck. Regards, comrpnt. A2A_refueling_practice.zip -
Air Refueling Mission
comrpnt replied to redcorsair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi Jeff - ha! Python just seemed right to me - with those long 'snake' hoses or probe hanging out of the back. All the best, regards, Paul. :-) -
I know some things, but I don't know this.
comrpnt posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Has anyone noticed with the SF1 series, with the October 2008 patch applied, how AI flights now take evasive action if they're likely to 'collide' with another aircraft? I first noticed it with the ODS mod work I did. At that time it wasn't an issue, but now I'm working on doing a tight formation, similar to this (done on a pre-October 2008 patched install)... ...and of course the AI is having none of it. :-( So here's what I don't know. Any ideas how to turn off this 'feature'? I looked through the various ini files you can get out of the Flight folder CATs but nothing jumped out at me. So, in summary, what used to work doesn't any more because the AI aircraft get twitchy when you get too close. Regards, comrpnt. -
I know some things, but I don't know this.
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi gwar, that's a negative on the AI following you IF the formation is defined so that you are AircraftMission(x) and the remainder of the formation are AircraftMission(y) in the mission file. Then you are free to roam as you will and the other flight will continue as programmed on to their next waypoint. Given the problems of AI claustrophibia in formation post-October 2008, consider this addition to Formations.ini for a missing man formation, where you take up position #3 in a four aircraft formation. The 3 AI aircraft will leave a space for you in the middle of the formation. Add the following to your Formations.ini file... // Additional Formation defns for Missing man formation // // o // o * // o // // * denotes position of player - aircraft #3. // // Replace XXXX with next index number in sequence // // comrpnt 2009. 1. Add the following to the end of the FormationType section // Size=3 because Player makes up 4th [FormationType0XX] Name=ftMissingMan_3 BaseLevel=3 Level[01].Name=nMissingMan_3 Level[01].Size=3 Level[01].Formation[01]=fMissingMan_3 2. Add the following to the very end of the Formation.ini file [fMissingMan_3] Position[01].Offset= 0, 0, 0 Position[02].Offset= -50, -50, 0 // Player position 50, -50, 0 Position[03].Offset= 100, -100, 0 Then consider the test mission I've attached to this note to try the formation out. Here are the results I'm seeing and all worked well. In formation with the AI flight - you are 2nd from the left in the picture Over the airfield - pull up! Keep going to perform the missing man... The view from the Tower Once past the airfield the AI flight splits left to return to base, while you continue on a short way at altitude The AI flight with missing man, on the downwind leg The AI flight returns to base, with you tucked in behind the last AI aircraft Regards, comrpnt. Missing_Man_Formation.zip -
F-4C 1965 (68TFS, 431TFS)
comrpnt replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Well done Mike, Crab_02 and team, this is quality work. I hope I can do it justice in a mission pack sometime soon. Cheers, kind regards, Paul. -
Air Refueling Mission
comrpnt replied to redcorsair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There are examples in the user missions downloads which you could modify to use the F/A-18 instead. For example, here's a modified version of an existing mission. Here I define a FA-18A and KC-135 tanker to RV with during a long circuit around West Germany. I haven't tested this but you might want to give it a try. Save the following text as a .msn file and copy it into your Missions folder. Then load it in the game. The mission is to take off heading East, turn South and RV with the tanker that takes off from a base South of you and will turn onto the same track as your navigation waypoints. Keep making turns 'Right' during the circuit until the tanker departs for home and then you turn onto finals. // Refueling Training Flight - Daylight - Good Weather [MissionHeader] AircraftType=FA-18A MissionMap=GERMANYCE MissionType=RECON StartDate=08/12/1982 StartTime=10:30 [Weather] WeatherType=SCATTERED WeatherAlt=1100 WeatherThickness=1000.0 HasHighLayer=FALSE HighLayerAlt=12000 FogAmount=0.6 ContrailAlt=12000 StartWindDirection=0.0 StartWindSpeed=0.0 [MissionData] FriendlyAirActivity=1 EnemyAirActivity=1 EnemyAirDefenseActivity=2 FriendlyAirDefenseActivity=0 // Id of player's AircraftMission aircraft PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE //******************************************************** // *** Player's Aircraft *** // Home = Wunstorf Airbase (417,627 offset 270) [AircraftMission001] AircraftType=FA-18A Name=Buick FormationType=USFighter Texture=VMFA122 Squadron=VMFA122 AircraftNumber=1 Size=1 MissionType=RECON TargetArea=Brüggen Airbase ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE Position=415440,627000,0 StartTime=0 Heading=90 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout= PilotTrainingStandard=EXCELLENT Nation=USMC // Perform anti-clockwise Northern circuit Waypoint[01].Command=TAKEOFF Waypoint[01].Position=417000,627000,0 Waypoint[01].Size=50 Waypoint[01].Speed=90 // Waypoint[02].Command=DEPARTURE Waypoint[02].Position=425000,627000,1000 Waypoint[02].Size=50 Waypoint[02].Speed=180 // South-East to RV point with tanker Waypoint[03].Command=WAYPOINT Waypoint[03].Position=430000,540000,4267 Waypoint[03].Size=50 Waypoint[03].Speed=180 // South Waypoint[04].Command=WAYPOINT Waypoint[04].Position=430000,440000,4267 Waypoint[04].Size=50 Waypoint[04].Speed=180 // West Waypoint[05].Command=WAYPOINT Waypoint[05].Position=219000,440000,4267 Waypoint[05].Size=50 Waypoint[05].Speed=180 // North towards target area Waypoint[06].Command=INITIAL_POINT Waypoint[06].Position=219000,480000,4267 Waypoint[06].Size=50 Waypoint[06].Speed=180 // North (Recon target area = Brüggen Airbase) Waypoint[07].Command=OBJECTIVE_POINT Waypoint[07].Position=219000,509000,4267 Waypoint[07].Size=50 Waypoint[07].Speed=180 Waypoint[07].Objective=TRUE // Mission over, turn North-East for home Waypoint[08].Command=WAYPOINT Waypoint[08].Position=219000,577000,4267 Waypoint[08].Speed=180 Waypoint[08].Size=50 // North to turn-for-home point Waypoint[09].Command=WAYPOINT Waypoint[09].Position=350000,627000,3000 Waypoint[09].Speed=180 Waypoint[09].Size=50 // East onto approach vector Waypoint[10].Command=APPROACH Waypoint[10].Position=380000,627000,2000 Waypoint[10].Speed=180 Waypoint[10].Size=50 // On finals Waypoint[11].Command=LAND_LINEUP Waypoint[11].Position=400000,627000,1000 Waypoint[11].Speed=160 Waypoint[11].Size=50 // Waypoint[12].Command=LAND_TOUCHDOWN Waypoint[12].Position=415850,627000,0 Waypoint[12].Speed=80 Waypoint[12].Size=1 // ***************************************************************************** // *** KC-135 Tanker (out of Gutersloh) // Home=Gütersloh Airbase // Origin=349000,577000 // (delayed start) [AircraftMission002] AircraftType=KC-135 Name=Python FormationType=Single Texture=KC Squadron=-1 AircraftNumber=1 Size=1 MissionType=TRANSPORT ObjectiveID=4 RatingForSuccess=50 StartOnGround=TRUE Position=347800,577000,0 StartTime=260 Heading=90 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout= PilotTrainingStandard=EXCELLENT Nation=USAF // Perform clockwise Southern circuit Waypoint[01].Command=TAKEOFF Waypoint[01].Position=349000,577000,0 Waypoint[01].Size=50 Waypoint[01].Speed=90 // Waypoint[02].Command=DEPARTURE Waypoint[02].Position=360000,577000,1500 Waypoint[02].Size=50 Waypoint[02].Speed=180 // South-East to RV point with FA-18 Waypoint[03].Command=WAYPOINT Waypoint[03].Position=428000,540000,4277 Waypoint[03].Size=50 Waypoint[03].Speed=180 // South Waypoint[04].Command=WAYPOINT Waypoint[04].Position=430000,440000,4277 Waypoint[04].Size=50 Waypoint[04].Speed=180 // West Waypoint[05].Command=WAYPOINT Waypoint[05].Position=219000,440000,4277 Waypoint[05].Size=50 Waypoint[05].Speed=180 // North to turn-for-home point Waypoint[06].Command=OBJECTIVE_POINT Waypoint[06].Position=219000,577000,4277 Waypoint[06].Speed=180 Waypoint[06].Size=50 Waypoint[06].Objective=TRUE // East onto approach vector Waypoint[07].Command=APPROACH Waypoint[07].Position=310000,577000,2000 Waypoint[07].Speed=180 Waypoint[07].Size=50 // On finals Waypoint[08].Command=LAND_LINEUP Waypoint[08].Position=330000,577000,1000 Waypoint[08].Speed=160 Waypoint[08].Size=50 // Waypoint[09].Command=LAND_TOUCHDOWN Waypoint[09].Position=348120,577000,0 Waypoint[09].Speed=80 Waypoint[09].Size=1 I expect you'll want to swap the FA-18A for the FA-18E and perhaps change the texture to suit one in the Super Hornet pack (which I don't have so I'm not sure what's defined in that pack). In which case AircraftType=FA-18A ... will become ... AircraftType=FA-18E Texture=VMFA122 ... will become... Texture= ???whatever textures directories come with the model Squadron=VMFA122 ... will become... Squadron= ??? whatever squadrons are defined for the models (otherwise just use -1, as in "Squadron=-1"). You'll get the idea! The KC-135 is found here: http://forum.combatace.com/index.php?autoc...p;showfile=7778 Good luck, regards, comrpnt. -
@Comrpnt
comrpnt replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Excellent - although I don't fancy the odds on coming through that extra lot! Some folks reading this thread might be thinking "Uh?" as I know there are quite a few prereqs and some are now hard to come by - from the archives you can see what's being hinted at above here: http://bbs.thirdwire.com/phpBB/viewtopic.php?t=5209 Cheers, comrpnt. -
Hey! I knew it! I need to go to the pub more often. Sorry to have missed your kind words. Here... have one on me... WOV Javelin CAS Mission - similar in profile to those carried out during the Malayan Crisis (or Sunda Straits Crisis) of 1964. //***************************************************************************** // Javelin Mission for WOV - similar to those carried out during the Malaya crisis // // *** PREREQUISITES // [1] Veltro2K's Gloster Javelin: // http://forum.combatace.com/index.php?autocom=downloads&showfile=8164 // // [2] Apply Javelin graphics fixes, described here: // http://forum.combatace.com/index.php?showtopic=34945&st=20 // // [3] Kesslebrut's Infantry pack for SP4 (updated by TeTeT): // http://forum.combatace.com/index.php?automodule=downloads&showfile=5350 // // *** IMPORTANT - Add the following to the Terrain/VietnamSEA/VietnamSEA_targets.ini file. // - Where XXX is the next number in sequence. // - Remove the comment characters "//" at the start of each line. // //[TargetAreaXXX] //Name=enemy activity reported in heavily wooded area //Position=596626,471157 //Radius=100 //ActiveDate=09/12/1964 //InactiveDate=09/13/1964 //Location=1 //Alignment=ENEMY // // // comrpnt (06/2009) //***************************************************************************** [MissionHeader] AircraftType=Javelin MissionMap=VietnamSEA // Determines profile of AI in flight // (and mission briefing initial text) MissionType=ARMED_RECON StartDate=09/12/1964 StartTime=09:43 [Weather] WeatherType=OVERCAST WeatherAlt=4000 WeatherThickness=10 HasHighLayer=TRUE HighLayerAlt=5000 FogAmount=0.25 ContrailAlt=5000 StartWindDirection=0.0 StartWindSpeed=0.0 [MissionData] FriendlyAirActivity=1 FriendlyAirDefenseActivity=0 EnemyAirActivity=1 EnemyAirDefenseActivity=3 // Player's AircraftMission value below PlayerMissionID=3 PlayerPositionID=1 MissionNumber=1 AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE //***************************************************************************** [AircraftMission001] AircraftType=Javelin Name=Tomahawk FormationType=USFighter Texture=60 Squadron=-1 AircraftNumber=1 Size=2 StartTime=0 MissionType=CAS TargetArea=enemy activity reported in heavily wooded area ObjectiveID=5 RatingForSuccess=50 StartOnGround=FALSE // Start Lined-up on runway 18 Position=636000,492000,100 Heading=180 Speed=180 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT Nation=RAF // Departure Waypoint[01].Command=WAYPOINT Waypoint[01].Position=636000,487000,500 Waypoint[01].Size=50 Waypoint[01].Speed=180 // Turn South-West for initial point Waypoint[02].Command=INITIAL_POINT Waypoint[02].Position=581000,431000,3000 Waypoint[02].Size=50 Waypoint[02].Speed=180 // Attack ground target from South-West Waypoint[03].Command=OBJECTIVE_POINT Waypoint[03].Position=596626,471157,2000 Waypoint[03].Size=50 Waypoint[03].Speed=180 Waypoint[03].Objective=TRUE // Escape vector North-East Waypoint[04].Command=WAYPOINT Waypoint[04].Position=600050,540050,3000 Waypoint[04].Size=150 Waypoint[04].Speed=180 // Head North-East for Approach vector Waypoint[05].Command=APPROACH Waypoint[05].Position=630000,530000,2000 Waypoint[05].Size=150 Waypoint[05].Speed=180 // Final approach for Da Nang Runway-18 Waypoint[06].Command=LAND_LINEUP Waypoint[06].Position=636000,510000,1000 Waypoint[06].Size=50 Waypoint[06].Speed=180 // Waypoint[07].Command=LAND_TOUCHDOWN Waypoint[07].Position=636000,492930,0 Waypoint[07].Size=1 Waypoint[07].Speed=15 //************************************ FLT-2(lead): // Da Nang origin = 636000,492000 // Target Origin = 667157,413098 [AircraftMission002] AircraftType=Javelin Name=Hammer FormationType=Single Texture=60 Squadron=-1 AircraftNumber=3 Size=1 StartTime=0 MissionType=CAS TargetArea=enemy activity reported in heavily wooded area ObjectiveID=5 RatingForSuccess=50 StartOnGround=TRUE // Start Lined-up on runway 18 Position=635990,493170,0 Heading=180 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT Nation=RAF // IMPORTANT: Mandatory waypoint Waypoint[01].Command=TAKEOFF Waypoint[01].Position=635990,492000,0 Waypoint[01].Size=50 Waypoint[01].Speed=90 // IMPORTANT: Mandatory waypoint Waypoint[02].Command=DEPARTURE Waypoint[02].Position=635990,487000,520 Waypoint[02].Size=50 Waypoint[02].Speed=180 // Turn South-West for initial point Waypoint[03].Command=INITIAL_POINT Waypoint[03].Position=581000,431000,3000 Waypoint[03].Size=50 Waypoint[03].Speed=180 // Attack ground target from South-West Waypoint[04].Command=OBJECTIVE_POINT Waypoint[04].Position=596626,471157,2000 Waypoint[04].Size=50 Waypoint[04].Speed=180 Waypoint[04].Objective=TRUE // Escape vector North-East Waypoint[05].Command=WAYPOINT Waypoint[05].Position=600050,540050,3000 Waypoint[05].Size=150 Waypoint[05].Speed=180 // Head North-East for Approach vector Waypoint[06].Command=APPROACH Waypoint[06].Position=630050,530050,2020 Waypoint[06].Size=150 Waypoint[06].Speed=180 // Final approach for Da Nang Runway-18 Waypoint[07].Command=LAND_LINEUP Waypoint[07].Position=635990,510000,1020 Waypoint[07].Size=50 Waypoint[07].Speed=180 // Waypoint[08].Command=LAND_TOUCHDOWN Waypoint[08].Position=635990,492930,0 Waypoint[08].Size=1 Waypoint[08].Speed=15 //************************************ FLT-2(wing): // Da Nang origin = 636000,492000 // Target Origin = 667157,413098 // (*** Player ***) [AircraftMission003] AircraftType=Javelin Name=Anvil FormationType=Single Texture=60 Squadron=-1 AircraftNumber=4 Size=1 StartTime=0 MissionType=CAS TargetArea=enemy activity reported in heavily wooded area ObjectiveID=5 RatingForSuccess=50 StartOnGround=TRUE // Start Lined-up on runway 18 Position=636010,493200,0 Heading=180 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT Nation=RAF // IMPORTANT: Mandatory waypoint Waypoint[01].Command=TAKEOFF Waypoint[01].Position=636010,492000,0 Waypoint[01].Size=50 Waypoint[01].Speed=90 // IMPORTANT: Mandatory waypoint Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636010,487000,500 Waypoint[02].Size=50 Waypoint[02].Speed=180 // Turn South-West for initial point Waypoint[03].Command=INITIAL_POINT Waypoint[03].Position=581000,431000,3000 Waypoint[03].Size=50 Waypoint[03].Speed=180 // Attack ground target from South-West Waypoint[04].Command=OBJECTIVE_POINT Waypoint[04].Position=596626,471157,2000 Waypoint[04].Size=50 Waypoint[04].Speed=180 Waypoint[04].Objective=TRUE // Escape vector North-East Waypoint[05].Command=WAYPOINT Waypoint[05].Position=600050,540050,3000 Waypoint[05].Size=150 Waypoint[05].Speed=180 // Head North-East for Approach vector Waypoint[06].Command=APPROACH Waypoint[06].Position=630000,530000,2000 Waypoint[06].Size=150 Waypoint[06].Speed=180 // Final approach for Da Nang Runway-18 Waypoint[07].Command=LAND_LINEUP Waypoint[07].Position=636010,510000,1000 Waypoint[07].Size=50 Waypoint[07].Speed=180 // Waypoint[08].Command=LAND_TOUCHDOWN Waypoint[08].Position=636010,492930,0 Waypoint[08].Size=1 Waypoint[08].Speed=15 //***************************************************************************** // Origin = 596626,471157 // Name=enemy activity reported in heavily wooded area [GroundMission001] GroundObjectType=NVA_SQUAD Name=#94487 target area FormationType=Single Size=12 StartTime=0 MissionType=STRIKE TargetArea=enemy activity reported in heavily wooded area ObjectiveID=6 Position=596626,471157,0 Heading=90 Speed=0 Alignment=ENEMY Nation=NVietnam [GroundMission002] GroundObjectType=ZIL-157 Name=ZIL Truck Texture=Green FormationType=Single Size=2 StartTime=0 Position=596570,471200,0 Heading=80 Speed=0 Alignment=ENEMY Nation=NVietnam [GroundMission003] GroundObjectType=US_Squad_early Name=#94487 target area FormationType=Single Size=5 StartTime=0 MissionType=STRIKE TargetArea=enemy activity reported in heavily wooded area ObjectiveID=4 Position=596926,471157,0 Heading=270 Speed=1 Alignment=FRIENDLY Nation=USMC // Try to take the hill! Waypoint[01].Command=WAYPOINT Waypoint[01].Position=596726,471157,0 Waypoint[01].Size=10 Waypoint[01].Speed=0 //End of mission file Cheers, regards, Paul (comrpnt).
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NF-104A High Altitude Research Flight (SFP1/SFG)
comrpnt posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: NF-104A High Altitude Research Flight (SFP1/SFG) File Submitter: comrpnt File Submitted: 9 Jul 2009 File Category: User Made Missions Lockheed NF-104A High Altitude Research Flight The mission contained within this pack reproduces the flight profile for a typical high altitude research flight carried out by a Lockheed NF-104A. More information on a typical zoom flight profile replicated in the enclosed mission can be found here: www.nf104.com NOTE: This mission pack has been tested with the October 2008 patch for Strike Fighters. Acknowledgements, Disclaimer and Terms Thank you to all those modders that have provided the prerequisites I have used in my mission 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. Released under Fair-Use terms, as defined at CombatAce: http://forum.combatace.com/index.php?showtopic=26131) Contents 1. NF-104A high altitude research flight mission 2. Detailed installation notes - readme 3. Detailed mission briefing Regards, comrpnt. Click here to download this file -
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Lockheed NF-104A High Altitude Research Flight The mission contained within this pack reproduces the flight profile for a typical high altitude research flight carried out by a Lockheed NF-104A. More information on a typical zoom flight profile replicated in the enclosed mission can be found here: www.nf104.com NOTE: This mission pack has been tested with the October 2008 patch for Strike Fighters. Acknowledgements, Disclaimer and Terms Thank you to all those modders that have provided the prerequisites I have used in my mission 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. Released under Fair-Use terms, as defined at CombatAce: http://forum.combatace.com/index.php?showtopic=26131) Contents 1. NF-104A high altitude research flight mission 2. Detailed installation notes - readme 3. Detailed mission briefing Regards, comrpnt. -
Just a quick heads up to say that I've revised my airfield and buildings lighting mod for SFP1/SFG. I've now also included definition files that are compatible with the October 2008 patched version of the game. Available here: http://forum.combatace.com/index.php?autoc...p;showfile=6863 Regards, comrpnt.
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Airfields and buildings lighting mod for SFP1/SFG revised
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You'll need separate mods for WOE and WOV as the layout of some of the airfields is different w.r.t the buildings. I'm working on a SFP1 mission at present so did this one first so I could use it immediately. I haven't got around to the other games yet (WOV, WOE) but I will put this task on top of my in-tray immediately I finish the new mission. Watch this space - should be done for WOE and WOV in the next week. As for the SF2 series - I don't have these games yet. I still need to make the change over but have one final SF1 series project left to do before I make the cut. However, as FC mentions in this thread, this revised mod is compatible with the SF2 series, so when I get the remaining two mods revised (for WOV and WOE) you'll have the full set for all flavors of the game. Cheers, regards, comrpnt.