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Everything posted by comrpnt
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Libya - Version 3.0 Ulitmate Final -
comrpnt replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Good work! Many thanks for this Wrench - something for me to base my future project "Operation El Dorado Canyon" on ;-) Cheers, regards, comrpnt. :-) -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Miscellaneous shots while testing the latest Beta Regards, comrpnt. -
Useable stock aircraft shelters A and B for WOE and Germany terrain
comrpnt replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Works fine for me. Vulkan, try looking inside your GermanyCE_targets.ini file at the airfield entries relevant to the airfield where you expect to see these shelters. For example, in WOE, at RAF Wildenrath you'll need the following entries: [TargetArea327] Name=Wildenrath Airbase Position=223000.000000,501000.000000 ... ;Added ground objects below - comrpnt ; ;QRA support buildings and vehicles ; QRA crew quarters Target[096].Type=building2 Target[096].Offset=127,-1276 Target[096].Heading=270 ; Q-shed for A/C-1 Target[097].Type=ShelterA Target[097].Offset=99,-1276 Target[097].Heading=180 ; Q-shed for A/C-2 Target[098].Type=ShelterA Target[098].Offset=154,-1276 Target[098].Heading=180 ; A/C 1 generator Target[099].Type=powercart Target[099].Offset=89,-1283 Target[099].Heading=185 ; A/C 2 generator Target[100].Type=powercart Target[100].Offset=144,-1283 Target[100].Heading=190 ; A/C 1-1 Target[101].Type=bombtrailer Target[101].Offset=109,-1286 Target[101].Heading=190 ; A/C 1-2 Target[102].Type=bombtrailer Target[102].Offset=109,-1280 Target[102].Heading=195 ; A/C 1-3 Target[103].Type=bombtrailer Target[103].Offset=109,-1275 Target[103].Heading=185 ; A/C 2-1 Target[104].Type=bombtrailer Target[104].Offset=164,-1286 Target[104].Heading=185 ; A/C 2-2 Target[105].Type=bombtrailer Target[105].Offset=164,-1280 Target[105].Heading=190 ; A/C 1 Target[106].Type=oildrum6 Target[106].Offset=109,-1270 Target[106].Heading=180 ; A/C 2 Target[107].Type=oildrum9 Target[107].Offset=163,-1271 Target[107].Heading=180 ; A/C 1 Target[108].Type=fueltank3 Target[108].Offset=99,-1255 Target[108].Heading=90 ; A/C 2 Target[109].Type=fueltank3 Target[109].Offset=154,-1255 Target[109].Heading=90 ; ;RAF Rescue South buildings and vehicles ; Crew quarters Target[110].Type=building2 Target[110].Offset=154,1275 Target[110].Heading=270 ; RAF Rescue generator Target[111].Type=powercart Target[111].Offset=110,1280 Target[111].Heading=355 ; RAF Rescue trailer Target[112].Type=bombtrailer Target[112].Offset=112,1270 Target[112].Heading=345 ; RAF Rescue fuel tank behind hard stand Target[113].Type=fueltank3 Target[113].Offset=100,1250 Target[113].Heading=270 Then use this mssion to test it works: [MissionHeader] AircraftType=F-4M MissionMap=GermanyCE MissionType=RECON StartTime=16:30:00 StartDate=09/18/1979 [MissionData] FriendlyAirActivity=1 EnemyAirActivity=1 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 [Weather] WeatherType=SCATTERED WeatherAlt=1100 WeatherThickness=1000.0 HasHighLayer=FALSE HighLayerAlt=12000 FogAmount=0.6 ContrailAlt=12000 StartWindDirection=0.0 StartWindSpeed=0.0 //******************************************************************** // *** Player's Aircraft *** [AircraftMission001] AircraftType=F-4M Name=Tiger FormationType=USFighter Texture=RAFCamo1 Squadron=19RAFAircraftNumber=1 Size=1 RandomChance=100 MissionType=RECON CarrierBased=FALSE ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE // Start in QRA shed Position=415380,626848,0 StartTime=0 Heading=270 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT Nation=RAF // QRA Aircraft 1 (nearest runway) [AircraftMission002] AircraftType=F-4M_static Name=QRA-1 F-4M Static FormationType=Single Texture=RAFCamo1 Squadron=19RAF AircraftNumber=3 Size=1 StartOnGround=TRUE Position=415380,626900,0 StartTime=0 Heading=270 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=0 Loadout=FAC Nation=RAF See here for pictures: http://forum.combatace.com/index.php?showt...mp;#entry233978 This should get you started. Regards, comrpnt. -
Starting inside hanger
comrpnt replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Al, new ones work fine for me too! :-) Using the following test mission for WOE (RAF Wildenrath) [MissionHeader] AircraftType=F-4M MissionMap=GermanyCE MissionType=RECON StartTime=16:30:00 StartDate=09/18/1979 [MissionData] FriendlyAirActivity=1 EnemyAirActivity=1 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 [Weather] WeatherType=SCATTERED WeatherAlt=1100 WeatherThickness=1000.0 HasHighLayer=FALSE HighLayerAlt=12000 FogAmount=0.6 ContrailAlt=12000 StartWindDirection=0.0 StartWindSpeed=0.0 //******************************************************************** // *** Player's Aircraft *** [AircraftMission001] AircraftType=F-4M Name=Tiger FormationType=USFighter Texture=RAFCamo1 Squadron=19RAFAircraftNumber=1 Size=1 RandomChance=100 MissionType=RECON CarrierBased=FALSE ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE // Start in QRA shed Position=415380,626848,0 StartTime=0 Heading=270 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT Nation=RAF // QRA Aircraft 1 (nearest runway) [AircraftMission002] AircraftType=F-4M_static Name=QRA-1 F-4M Static FormationType=Single Texture=RAFCamo1 Squadron=19RAF AircraftNumber=3 Size=1 StartOnGround=TRUE Position=415380,626900,0 StartTime=0 Heading=270 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=0 Loadout=FAC Nation=RAF Regards, comrpnt. -
Useable stock aircraft shelters A and B for WOE and Germany terrain
comrpnt replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Bigal: this is a very nice addition. Thank you. :-) Vulkan: see here for hangar start instructions - for single missions: http://forum.combatace.com/index.php?showtopic=31591 Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hi guys, there are a few tutorials around that teach the basics of 3D modelling etc. I even annotated a mission file once, and posted it here in the knowlegebase section, in case anyone wanted to know what most of the script tags mean. There's always something you can do and plenty of source code around to reverse engineer the work that has gone before. I was interested in mission design, so I started by butchering those missions supplied by the game, and then some that were in the downloads section to see 'how it was done'. So, I guess it's all down to "what do you want to do?". Someone here will be happy to help you to get started - then we all benefit from what you produce. There are plenty of free tools around to help you skin or create 3D models. For writing mission scripts I only use a simple text editor. Ok, now on with more screen shots... Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Carriers? Yes...we have carriers...and more besides. Something for everyone I'm sure. Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
It's close...I can feel it.... comrpnt. -
Starting inside hanger
comrpnt replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Problem still exists for stock ShelterA object. YAP have an alternative hangar that solves this problem, and there are some in the downloads /Object Mods/ section which you could experiment with. Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Something wicked this way comes... comrpnt. ;-) -
High Pucker Factor...
comrpnt replied to Lt. James Cater's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Into the hornets nest...SEAD into the outskirts of Rostock, April 1979... not expecting to come back after this one... -
WOV - Target Object Placement Interface Tool WIP
comrpnt replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Very nice work Swambast - this will save a lot of tedious effort. I look forward to trying it out. Kind regards, comrpnt :-) -
WOE: Training missions
comrpnt replied to Lange_666's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hi Lang_666, you could try these: http://forum.combatace.com/index.php?autoc...p;showfile=5989 They're carrier-based and not tested with the latest patch due to their age, but you could give them a try. Also have a look at these ground-based missions: http://forum.combatace.com/index.php?autoc...p;showfile=5559. They'll probably suffice for radar and intercept training in most weather types and at night. Regards, comrpnt. -
Help with static aircarft
comrpnt replied to scouserlad13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi folks, with my statics you will have to place them by hand in single missions at the airfields of your choice - have a look at the VMFA-531 Single Missions packs in the downloads section here at CA for examples of missions that include definitions on how to do this - especially for Da Nang and Phu Cat. With the new Oct 08 patch you can always edit the airfield _AIRBASE.INI files and modify the Parking[nn] entries to suit your needs. Of course you'll have to rely on the game engine to populate these randomly with suitable available aircraft but it may save you plenty of work. Also of course you could alter these entries so as not to obscure the manual statics that you want to put in future missions, such as aircraft on the line etc. Regards, comrpnt. -
VMFA-531 Mission Pack IV is now up and awaiting approval here at CA. When approved it should be here: http://forum.combatace.com/index.php?autoc...p;showfile=7546 Here are a couple of briefing screens and in-game screenshots from one of the missions in this Pack: "I marked the target for you..." "Tally ho!" "Break, break" "Target destroyed, RTB" Regards, comrpnt.
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One day in April 1965...there I was...part IV...
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I think you misunderstood my previous posting. Mission pack IV, from which the screenshots above were taken, is available NOW: See here: http://forum.combatace.com/index.php?autoc...p;showfile=7546 I was hinting at the one that will come after this pack to complete the series, pack V, due in January 2009. So, go get Pack IV... regards, comrpnt :-) -
One day in April 1965...there I was...part IV...
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
You're very welcome. The final installment should be available at the end of the year or very early in January 2009. Kind regards, comrpnt. :-) -
Warships on antiship single missions?
comrpnt replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You mean like this... Regards, comrpnt. -
VMFA-531 Mission Pack IV (April 25-27, 1965) for WOV
comrpnt posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: VMFA-531 Mission Pack IV (April 25-27, 1965) for WOV File Submitter: comrpnt File Submitted: 26 Oct 2008 File Updated: 13 Jul 2009 File Category: User Made Missions VMFA-531 Mission Pack IV, for Wings Over Vietnam (WOV) This pack covers missions flown by Marine Fighter Attack Squadron 531 (VMFA-531) between the dates of April 25 through April 27, 1965. Where possible I have tried to keep as close as possible to the historical write-up of Mike Wanamaker and Lee R. De haven, given the constraints of the publicly available aircraft and ground objects in WOV. Where necessary, certain bespoke ground objects and pre-requisites are used. 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 pack contains the following missions: 1. [650425]#95013 - target buildings under the jungle canopy 52 miles South-East of Da Nang 2. [650425]#95014 - target buildings in a wooded area 46 miles South-South-East of Da Nang 3. [650425]#95015 - target suspected enemy buildings near those found in mission #95013 4. [650425]#95016 - target suspected VC buildings 39 miles South-East of Da Nang 5. [650425]#95018b - provide fire suppression for a combat foot patrol, where US troops are in contact with the enemy (FAC assisted mission) 6. [650426]#95086 - strike suspected VC caves complex North-East of Qui Nhon, Binh Dinh Province, II CORPS 7. [650426]#95087 - strike suspected VC caves complex North-East of Qui Nhon 8. [650426]#95088 - strike suspected VC caves complex North-East of Qui Nhon 9. [650426]#95089 - strike suspected VC caves complex North-East of Qui Nhon 10. [650427]#95172 - target VC shelters area 21 miles West of Da Nang 11. [650427]#95173 - target small bridge in the area of VC shelters from mission #95172 12. [650427]#95175 - provide support of MPQ-10 radar-bombing calibration of MASS-2 unit (bombing training mission) 13. [650427]#95176 - target VC shelters and housing area, in the vicinity of those shelters from mission #95172/73 14. [650427]#95177 - similar to mission #95176, in the same target area For each mission NAV waypoints are defined to guide you to the target area and back to your home base. 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 these missions and my own mods, then please contact me directly, not the authors of the prerequisites. Released under the CombatAce Fair-Use terms: http://forum.combatace.com/index.php?showtopic=26131 Contents This Pack includes the following: 1. 14 x Missions taken from the historical accounts of VMFA-531 for the dates April 25 through April 27, 1965 2. Detailed installation instructions 3. Detailed Mission Briefings (as .jpg files) containing more details about each mission 4. Static aircraft definitions for F-4B, O-1E, F-100D and A310 MRTT 5. New loadout definitions for the F-4B and O-1E 6. New 'type' definitions 7. New 'target' definitions for each mission 8. New enemy cave ground object files for use with missions #95086 - #95089 (Just one more pack to go!) Any problems, please let me know. Good luck! comrpnt. Click here to download this file -
Static Aircraft after patch
comrpnt replied to snakeman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi Snakeman, welcome to my world! The alignment bug with statics has plagued them since their inception. It is caused by the AI for the static being set to "AVOID_GROUND", which is something I've never managed to resolve - as in what causes this to happen. It must be in the game engine somewhere. From the mission definition extract above "Position=415380,626900,0" is critical as it is the absolute position of the aircraft on the terrain, and has nothing to do with offsets from the centre of the air field. Offsets come into play when you're defining target locations in the _targets.ini file in the Terrain folder. In mission definition files (.msn files) absolute locations on the terrain (i.e. map coordinates) are used only. BTW, the airfield alignment has not changed, only the way the game perceives the static aircraft. The heading is the thing that gets screwed up by the AI attempting to turn the aircraft into wind, or at least onto the take off heading of the runway. As it has no means of propelling itself, then the static will just sit there, skewed from the heading you define - such as 0 degrees. One possible fix, which I have not had time to test is to replace the Coefficient values from the original _data.ini for the aircraft in question. It will probably be trial and error. I will have a go this evening if I can find time - so far I've not run anything on my new patched WOV installation or WOE installation so I guess it's time! What Wrench was alluding to above was to include parking definitions in the air field ini file, in place of or as well as, those already there, but have them on the locations of the QRA sheds. For this you will need the offsets, as these positions are offset from the centre of the air field in the _targets.ini file. Look in the _targets.ini file for an appropriate air field. Then look at the file pointed to by the entry "AirfieldDataFile". You'll need to amend or add to the [Parkingxx] entries for the extra parking positions that also include the QRA sheds. Then the game itself will use these as population locations for auto-generated statics, and the mission files can be edited to remove the ones I've defined. So, there are two ways it could go - use the game itself to park aircraft in the QRA sheds by editing the AirfieldDataFile entries...... OR..... I fix the statics I designed and you continue to use the mission files that define statics in the QRA sheds. Watch this space...I'll see what I can do. Regards, comrpnt :-) -
Static Aircraft after patch
comrpnt replied to snakeman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Add the following lines to the file Flight/HUDData.ini [Debug] DisplayDebug=TRUE Debug=TRUE 1. Load a mission that places you at the airbase where you want to plot parking positions. 2. Once the mission loads press CTRL+F12 (HUD toggle) - or use an equivalent keypress that is assigned for HUD toggle. 3. Use the camera pan keys (ALT+arrow keys) and zoom keys to move freely around the terrain. 4. The offset position from the origin point of the target area you're in, say the air base's runway centre point, is shown as the value of "Offset" at the bottom of the details in the debug information shown on screen. 5. Where ever the cross is placed, that's the offset you need to use in the targets.ini file, or mission .msn file. 6. One word of warning - if the air field runway heading is NOT zero, then temporarily set this to zero (in the targets.ini file) before recording the offsets you need, otherwise you'll be using skewed values. Reset the heading of the runway to the original value when you're done. I use this technique all the time to place any object in the game, either on the ground or even in the air. Hope this helps. Regards, comrpnt. -
Static Aircraft after patch
comrpnt replied to snakeman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi Snakeman, your attached picture looks strangely familar. I guess I'd better have a look myself - looks like your using my statics design. Will let you know if there's a fix. Regards, comrpnt. -
Marine beach landings
comrpnt replied to WDH's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This can be done in a single mission, using primarily the StartTime= attribute. The idea is to time, from the moment the mission starts, the number of seconds elapsed until the landing craft hits the beach. Using waypoints these craft can be made to stop on the beach surf line by setting Speed=0 at the desired x/y coordinate. Then, at that moment, in terms of elapsed seconds, let's say 120 seconds elapsed, you define your GroundMission that defines the Marines to come to life (so, StartTime=120). The x/y location of the Marines is defined to be just off the front of the landing craft's position at rest - and assign the Marines a speed of say 1 (Speed=1) and if it all comes together you create the impression of a landing and storming off the beach. Tie that in with the moment your aircraft goes overhead and the simulation of this situation is complete. For the ground objects you'd have something like this... // Landing Craft [GroundMission001] GroundObjectType=LandingCraft Name=First landing craft to hit the beach FormationType=Single Size=1 // Start immediately the mission loads StartTime=0 ObjectiveID=0 Position=710000,420000,0 Heading=270 Speed=10 Alignment=FRIENDLY Nation=USMC // Stop when you reach the beach Waypoint[01].Command=WAYPOINT Waypoint[01].Position=700000,420000,0 Waypoint[01].Size=10 Waypoint[01].Speed=0 // Marines on the beach as the landing craft arrives [GroundMission002] GroundObjectType=US_Marines Name=US Marines moving up the beach FormationType=Single Size=1 StartTime=120 ObjectiveID=0 Position=699990,420000,0 Heading=270 Speed=1 Alignment=FRIENDLY Nation=USMC // Move up the beach and stop a short way inland Waypoint[01].Command=WAYPOINT Waypoint[01].Position=699800,420000,0 Waypoint[01].Size=10 Waypoint[01].Speed=0 Regards, comrpnt. -
Colour picker
comrpnt replied to p10ppy's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Hi P10ppy, this is very useful to people like me who do airfield lighting. This tool replaces the earlier swatches I put up at CA. It's just the job. Many thanks :-) Cheers, regards, comrpnt. -
Mission Creation Woes for a Noob
comrpnt replied to Arrow's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
For launches with more than 1 aircraft (that is, with at least one AI wingman), the direction of departure can be affected by changing the direction of the wind. For example, with StartWindDirection=0.0 AI aircraft will take off facing one direction. With StartWindDirection=180.0 they line up and take off facing the opposite direction. See if this fixes the problem. Regards, comrpnt.