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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) -
View File Airfields and Buildings lighting pack (SFP1/SFG) 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) Submitter comrpnt Submitted 06/22/2008 Category Ini Edits
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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.
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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
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Static Aircraft in WOE
comrpnt replied to gerwin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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. -
1,012 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. -
View File Operation Steel Dawn - Vulcan + Blue Steel (WOE) 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. Submitter comrpnt Submitted 06/06/2008 Category User Made Missions
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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.
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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.
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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.
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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.
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2,781 downloads
Falklands Mod for SFP1/SFG – comrpnt’s Mission Pack Welcome to comrpnt’s mission pack for the Falklands mod for SFP1/SFG. The missions contained within this pack replicate much of the action that took place over Port Stanley on the 1st May 1982. Details of which can be found here: http://www.naval-history.net/F34opsweek5.htm Acknowledgements I would like to thank Kesselbrut and the rest of this talented team for providing the excellent Falklands 1982 mod. It is without equal. I am grateful for being asked to contribute to it with these missions, which have been a long time in creation - over a year in fact - while the mod took shape. However, I think you'll agree, it's been worth the wait. Disclaimer If there are any problems with these missions and my own mods, then please contact me directly. 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 missions in this pack are quite complex and usually involve up to 25 Royal Navy, Royal Air Force and Fuerza Aerea Argentina aircraft in a single scenario. In each mission you can take the part of each key player and experience the mission from their perspective. The aircraft used on each side of the conflict, and their mission as specified in the pack, are detailed as follows: British Forces RN Harrier FRS1 departs HMS Invincible on CAP mission, prior to RAF Black Buck 1 strike RN Harrier FRS1 flight departs HMS Invincible on CAP mission, prior to Port Stanley strike RN Harrier FRS1 flights depart HMS Hermes on strike missions on Port Stanley airfield RN Harrier FRS1 flights depart HMS Hermes on strike missions on Goose Green airfield RN Lynx HAS2 departs HMS Alacrity on Anti-ship strike near Port Stanley RN Lynx HAS2 departs HMS Alacrity on ASW mission near carrier battle group (AI only) RN SeaKing flight departs HMS Hermes on ASW mission near carrier battle group (AI only) RAF Vulcan B2 departs Ascension Island (not modeled) on Black Buck 1 strike on Port Stanley airfield RAF Victor K2 departs Ascension Island (not modeled) to refuel Vulcan B2 en route to Port Stanley Argentine Forces FAA Skyhawk A-4C departs Stanley airbase on intercept mission of RN strike force FAA Beechcraft T-34B departs Goose Green airbase on intercept mission of RN strike flight FAA IAI Dagger departs Rio Gallegos airbase for attack mission on RN coastal bombardment group FAA Mirage III departs Rio Gallegos airbase on intercept mission of RN CAP flight FAA BAC Canberra departs San Julian airbase for attack mission on main RN task force FAA Lockheed C-130A departs Rio Grande airbase for supply dash to Port Stanley airfield FAA Lockheed KC-130 departs Rio Grande airbase on air-to-air refuelling tanker mission (AI only) 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 major player (as detailed above) for action on May 1, 1982 Detailed mission briefing packs for UK and Argentine forces Enhancements to the Malvinas targets file Enhancements to the Malvinas types file Enhanced planning maps Airfield lights enhancements for Stanley, Goose Green and Argentine mainland airbases Screenshots of some of the scenarios available in this mission pack are available on the following Web pages: http://www.simhq.com/forum/ubbthreads.php?...522&fpart=5 http://www.simhq.com/forum/ubbthreads.php?...718#Post2351718 http://www.simhq.com/forum/ubbthreads.php?...154#Post2498154 Any problems, please let me know. Thanks. Regards, comrpnt. -
View File Falklands 1982 Mod - Mission pack v1.10 Falklands Mod for SFP1/SFG – comrpnt’s Mission Pack Welcome to comrpnt’s mission pack for the Falklands mod for SFP1/SFG. The missions contained within this pack replicate much of the action that took place over Port Stanley on the 1st May 1982. Details of which can be found here: http://www.naval-history.net/F34opsweek5.htm Acknowledgements I would like to thank Kesselbrut and the rest of this talented team for providing the excellent Falklands 1982 mod. It is without equal. I am grateful for being asked to contribute to it with these missions, which have been a long time in creation - over a year in fact - while the mod took shape. However, I think you'll agree, it's been worth the wait. Disclaimer If there are any problems with these missions and my own mods, then please contact me directly. 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 missions in this pack are quite complex and usually involve up to 25 Royal Navy, Royal Air Force and Fuerza Aerea Argentina aircraft in a single scenario. In each mission you can take the part of each key player and experience the mission from their perspective. The aircraft used on each side of the conflict, and their mission as specified in the pack, are detailed as follows: British Forces RN Harrier FRS1 departs HMS Invincible on CAP mission, prior to RAF Black Buck 1 strike RN Harrier FRS1 flight departs HMS Invincible on CAP mission, prior to Port Stanley strike RN Harrier FRS1 flights depart HMS Hermes on strike missions on Port Stanley airfield RN Harrier FRS1 flights depart HMS Hermes on strike missions on Goose Green airfield RN Lynx HAS2 departs HMS Alacrity on Anti-ship strike near Port Stanley RN Lynx HAS2 departs HMS Alacrity on ASW mission near carrier battle group (AI only) RN SeaKing flight departs HMS Hermes on ASW mission near carrier battle group (AI only) RAF Vulcan B2 departs Ascension Island (not modeled) on Black Buck 1 strike on Port Stanley airfield RAF Victor K2 departs Ascension Island (not modeled) to refuel Vulcan B2 en route to Port Stanley Argentine Forces FAA Skyhawk A-4C departs Stanley airbase on intercept mission of RN strike force FAA Beechcraft T-34B departs Goose Green airbase on intercept mission of RN strike flight FAA IAI Dagger departs Rio Gallegos airbase for attack mission on RN coastal bombardment group FAA Mirage III departs Rio Gallegos airbase on intercept mission of RN CAP flight FAA BAC Canberra departs San Julian airbase for attack mission on main RN task force FAA Lockheed C-130A departs Rio Grande airbase for supply dash to Port Stanley airfield FAA Lockheed KC-130 departs Rio Grande airbase on air-to-air refuelling tanker mission (AI only) 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 major player (as detailed above) for action on May 1, 1982 Detailed mission briefing packs for UK and Argentine forces Enhancements to the Malvinas targets file Enhancements to the Malvinas types file Enhanced planning maps Airfield lights enhancements for Stanley, Goose Green and Argentine mainland airbases Screenshots of some of the scenarios available in this mission pack are available on the following Web pages: http://www.simhq.com/forum/ubbthreads.php?...522&fpart=5 http://www.simhq.com/forum/ubbthreads.php?...718#Post2351718 http://www.simhq.com/forum/ubbthreads.php?...154#Post2498154 Any problems, please let me know. Thanks. Regards, comrpnt. Submitter comrpnt Submitted 05/28/2008 Category User Made Missions
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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.
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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).
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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.
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I must be getting old, and my fuse is getting short, but I suddenly feel the need to sound-off and retort... [Rant On] Is it just me, or are some people never happy? I don't understand the difficulty in requesting permission from Capun to get access to the excellent models on his site. For the carrier missions I chose to use his models and that of the A-team. Yes, they used to be hosted here at CA, but now they're not. Big deal. They are still available and I've cleaned up the mission packs to make sure I only use models that are still posted on his site - rather than one or two that have now been withdrawn since I wrote the originals - so at least you have a current working solution with the reworked versions. I even rewrote the README using HTML links to each of the prerequisites, to make it as easy as possible to get the models to make it all work. If you really want to do this using the CA-hosted ships, then here's a list of possible candidates: USS Tarawa Carrier http://forum.combatace.com/index.php?autoc...p;showfile=2688 Coventry Destroyer http://forum.combatace.com/index.php?autoc...p;showfile=3351 Glamorgan Destroyer http://forum.combatace.com/index.php?autoc...p;showfile=3350 Cardiff Destroyer http://forum.combatace.com/index.php?autoc...p;showfile=3340 Yarmouth Frigate http://forum.combatace.com/index.php?autoc...p;showfile=1917 Plymouth Frigate http://forum.combatace.com/index.php?autoc...p;showfile=1915 Foch Battleship http://forum.combatace.com/index.php?autoc...p;showfile=2173 Cavour Battleship http://forum.combatace.com/index.php?autoc...p;showfile=2198 You'll need to encode each one as a type, and then add a new target definition which places them accordingly, to replace the one I used in the appropriate targets definition file. Oh, and you'll also need to rename the carrier that must be defined in each mission file, to coincide with the one defined in the targets file for the new fleet. To just use the CA-hosted ships to make up a wholly new fleet is one rework too far, when there are perfectly suitable ships available elsewhere. If you feel the need, then be my guest. [Rant off] Regards, comrpnt
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Anything else worth doing in Vancouver? I'm passing through there in late July and might have a couple of hours to kill. Cheers, comrpnt :-)
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Hi Cas, yes, I know. This is a bit of a problem as most of the ships have moved to Capun's site and some of them have become unavailable since I uploaded this pack. Give me a day or so and I'll rework the content and update the pack to point you towards alternative ships still hosted at CA. I have fixes for them all BTW, as Op. Rubicon was likewise affected and has since been patched, so it's just finding the time to do the updates. Regards, comrpnt.