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Wrench

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Posts posted by Wrench


  1. Further reporting....

     

    Both the Suez and Isreal2 are working fine, when referenced to the GermanyCE.cat (desert cat, obviously, works perfectly). I had to transfer the terrain tiles from I2 to Suez (cause I was lazy and didn't want to d/l another set , or go hunting on my HD -- where I KNOW I've got Polak's unzipped somewhere)

     

    I just want to know WHY I can't get the vietnamsea.cat point to work...that just bugs the s**t outta me!! I'm usually the guy that has NO problems with any terrains in any game

     

    The only thing I haven't actually tried in move the VNSEA.cat into Suez and rename, like we used to do in The Bad Old Days.

     

    Like Johan said, we want to make this as 'easy as possible' for folks --

     

    CA: i've noticed that too...kinda interestering!!

     

    Further reporting....

     

    Both the Suez and Isreal2 are working fine, when referenced to the GermanyCE.cat (desert cat, obviously, works perfectly). I had to transfer the terrain tiles from I2 to Suez (cause I was lazy and didn't want to d/l another set , or go hunting on my HD -- where I KNOW I've got Polak's unzipped somewhere)

     

    I just want to know WHY I can't get the vietnamsea.cat point to work...that just bugs the s**t outta me!! I'm usually the guy that has NO problems with any terrains in any game

     

    The only thing I haven't actually tried in move the VNSEA.cat into Suez and rename, like we used to do in The Bad Old Days.

     

    Like Johan said, we want to make this as 'easy as possible' for folks --

     

    CA: i've noticed that too...kinda interestering!!

     

    opppy edit..hit the wrong button... :crazy:

     

    Johan, if you want to use the Suez (provided it works), I can easily add truck routes shipping routes. I remember it was a little 'short' on them. It really needs a lot more of them!!! The only reason I'm 'pushing' for Gepard's maps, as the Cyprus airbases are already there. We can 'dress up' this old lady with more objects and such easily.

     

    I'll keep experimentating....there's too much good stuff already done to waste!! :grin:

     

    Wrench

    kevin stein


  2. You can make the mod for youself, but the original author might have issues with them being distributed. The IDF50s Pilot and the Euro pilot got a 'special dispensation' to allow them to remain up for download and use.

     

    That was the deal.

     

    Now, having said that, my suggestions would be to possibly use the helmet/visor set up from the 'geneau' (sp?) that came with one of the French jets -can't remember which, or off my "RedAir1" guy. Might want to have a look at the 'Argentine Pilot' over at my site as well. They have the old style exposed, slides-over-the-top kind of visor.

     

    Wrench

    kevin stein


  3. WEll, after spending over 8 hours today (from the time I posted above, till 4pm PDST), I did nothing but try to get Suez to work using the VietnamSEA cat.

     

    I'm saddend to say, it beat me. Not only do the airfields NOT show up, but neither do any of the standard eye candy building AT said airfields.

     

    Changed the names of the airfielddataini= to match the 'veitnamSEA_airfield*.ini', added the tiles from Isreal2 (which worked wonderfully), and nothing. It's real bugger!!!! Even extracted ALL the lod files for the physical airfields (runways), and only got bare white; no skins.

     

    Even tried a cheat and used the tile info from the IsrealME_data.ini; got a partily tiles map, but still no airfields.

     

    So....I have no idea where to go from here with that one. It' works with the GermanyCE.cat, obviously with the desert cat...just not with Nam.

     

    I just do NOT want to spend the time creating a complete cities.ini for IsrealME; not with 290 target areas....and trying to (hopefully) get the TE to work and add the Cyprus airfiled Johan wants.

     

    I guess I'll just try defying gravity.....

     

    Wrench

    kevin stein


  4. Spectre: ground object disappear all the time...I've actually watched them 'pop' out of existence; just without the transporter sparlking effect :haha:

     

    They're populated by the game engine at their various locations; say a vehicle depot or docked ship, when the player is at an as yet undetermined (at least by me) distance. I think the engine does that to save on on computing cycles; it only seems to happen for those set as "GroundObjects" Plays hell when trying to get that docked tanker at the oil terminal...or a Silkworm launcher to show up.....

     

    Items set as 'terrain objects', like a country flag or buildings, fer instance, and possibly because it's LOD is so small, remain permantently visible. SAMs, AAA, tanks, trucks, APCs, EW & SAM radars, etc are all removed beyond a certain distance.

     

    Wrench

    kevin stein


  5. Let's have a look at this....

     

    Gepard's terrains WILL work in WoI provided you DO NOT use the IsraelME.cat. All the naming conventions for tiles, the new terrain objects, airfields and some etcs are different.

     

    I have the Israel2 working using the GermanyCE.cat, as it has it own terrain tiles. Theoretically, it should also work with the VietnamSEA.cat from a fully patched version of WoV; as all the needed 'desert_airfield inis, lods bmps and tgas to get them working.

     

    OTH, the Suez map does NOT have any tiles as it was designed to use those from the SF desert.cat. BUT....

    it's a simple matter to copy over the needed tiles; bmps, tgas and tods from the Isreal2 folder, as they are identical. This i what I did; it took less than 5 minutes to ID and copy the needed files.

    Again, it could possibly use the VietnamSEA.cat for it's airfields, once proper terrain tiles are installed.

     

    I guess I'll be spending today double checking and triple checking these findings.

     

    Even if desert_airfield3 (the dirt strip) is missing, there are 2 paved versions of available ... one by Fubar here in D/L section, and another in my ASW and SoCal maps. -- but these already exist in the GermanyCE and VietnamSEA cats.

     

    Now, another important statement.....

    After spending the last 12 days inside the IsraelME terrain, it is my considered opinion that it NOT be used for historic missions, campaigns, etc pre-dating 1963. It would take far too much work to recreate what's already available; or to rebuild the map to add airfields and other target areas far to close to "The Wall". TK has built this map for what he wanted it for... the 6 Day War and Later. That dosen't mean it can't be used, it just means that History will need a little 'adjustment' as to operations and basing.

    We're tying to reinvent the wheel here, and it's not necessary. A little work can bring the existing, ready-to-use maps up to WoI spec, or make them usable for pre-63 mission sets.

     

    Wrench

    kevin stein


  6. So, to answer the original question....

     

    You can only have 2 sides in this game...FRIENDLY and ENEMY. Any nation classed as 'neutral' will not have it's assets show up, or their 'target areas' (as defined in the targets.ini) attackable (is that a word??)

     

    Already been there with the Iran/Iraq rebuild. Kuwait City, Doha, Dharan are all set as 'netural'. You can fly down there, manually, but are not tasked to hit anything. Seems to also work against anti-shipping missions, as I built routes running from Umm Qsar to Doha, and it never was assigned.

     

    Sometime I wish this was more like XvT or XWA; they have 4 and 6 sides...you can assign all kinds of different alignments

     

    Wrench

    kevin stein


  7. I tried the same thing with parked birds for the SoCal upgrade...for some reason, even when entered into the terrain types* ini, hexedited/created a new d_LOD, new destroyed texture, they just disappeared. Only thing left was the destryed effet "vehiclefireeffect'' works nice, although 'mediumoilfire' is more smokey.

     

    Even in WoI, there's no destroyed model...they just go "poooofff" and vanish. On a side note, you can always use the 'destroyed model' for the B-17 from the WW2 maps for a blown out Herc. Just a suggestion... :wink:

     

    As to placing them, I'd wait a bit before spending a lot of time on it. I'm sure the patch, when it comes out, will upgrade the existing games to WoI status, in relation to parked aircraft.

     

    Wrench

    kevin stein

     

     

    *I use them as terrain objects; gives a much finer control on what you can do


  8. As promised, some shots of upgraded target areas, and some of the new ones...

     

    upgrade-1.jpg

     

    Suez refinery, with docked tanker. The positioning of these object is off, as in R/L, they'd be at/near that slightly 'open' area on the waterfront, near the center of the city tiles.

     

    upgrade-2.jpg

     

    Another view of Suez port; the 2 cargo ships in the foreground are 3rd Wire placed, the upper center I added. Just above the crane to the right, you can see 3 parked patrol boats.

     

    upgrade-3.jpg

     

    Arab army camp; very generic in style.

     

    upgrade-4.jpg

     

    IDF army camp; note the parked Centurion variants and Magach's. Note the new flag!! (every country gets their own)

     

    Still working out some sites; just found a reference to Syrian FROG batteries used against the norther settelments; there's supposed to be a refinery/oil terminal near Latakia -- have to find where THAT is, as well as to where to 'hide' the FROGs

     

    Haven't tested the 'new' ship route down the Gulf of Suez to Bir Hac-tooey, or whatever it's called...near the southern edge of the map.

     

    Speaking of ships....has anyone given any thoughts to the various navy's involved??? We know Osa's...what about the IDF? and other Arab nations?????

     

    Wrench

    kevin stein


  9. The only things I want to add are:

    - Port Fuad

    - El Gamil airfield

    - (static) ships in Port Said and Port Fuad

    - RAF Akrotiri and RAF Tymbou on Cyprus

    - shipping lane in the Red Sea

     

    There are 232 stock target areas....the targets ini I have now has 261, and I'm not done yet!!!

     

    I forsee some problems with Cyprus...the northern/northeastern part of the island is at "The Wall" . Found this out when I added the target area "Limassol" (ok, one building! -- just needed a start point for the shipping route). Akrotiri is to the west, IIRC, near the southwestern peninusla?? Have to pop back to google earth again...

     

    There are static ship in Said on both sides of the Canal mouth; Fuad dosent' exist, as they've spread Said to BOTH side of the canal. It would be a pretty easy matter to 'split' the zone by adding Faud, and centering the 0,0 coord just east of the canal. I have the tank farm placed west of the city, about where the r/l airport is, as that was the only spot big enough to lay it down in.

     

    Airfields are pretty easy to add...it's flattening them that's the bitch!!! We'd need a few things not supplied with the game before attempting to create a new HFD and TFD:

     

    1) complete city list - not that difficult, just time consuming.

    2) unsure the TE, as it is, actually works with the new format of WoI -- and I'm afraid to test it!!! Even with 3 installs of WoI, my paranoia is showing for blowing up HFD/TFD files.

     

    You said you don't have SF or WoE..I assume you have WoV?? Try this:

     

    copy the VietnamSEA terrain file into WoI

    Get Gepards Israel2, as it has it's own terrain tiles.

    Adjust the cat pointer to the VietnamSEA.cat;

    Test fly.

     

    It should work!

     

    I haven't tried this myself, as I have, well, ALL version of the game, and am using the desert cat for Suez (needs the tiles--but these can be transfered over from Isreal2), and the WoE GermanyCE.cat for Isreal2. They work fine ... excepting for some oddities with the Mc-205 -- explodes on the runway)

     

    As to your Red Sea shipping routes, a target area will need to be added at the bottom of the Gulf of Suez, out in the Red Sea somewhere. I'm assuming you want them only to go from Suez to the Ocean?? Running ship up the Canal will be problematic; due to formation sizes...we'd want single file only, otherwise we'd get Elric's "Ship That Sails Over Land and Sea" again.

     

    Carrier stations, again no problems. Just pick a spot in the ocean...

     

    [TargetArea***]

    Name=CV Station Eagle

    Position=***

    Radius=4000

    ActiveYear=0

    Location=1

    Alignment=FRIENDLY

    CarrierStation=TRUE

     

    If you want ships permanently stationed there, you can add them into the targets ini. I should have a CVTF formation around here somewhere...

     

    location=1 makes it Israeli, but you can always add Royal Navy to the terrain's nations ini. It'll become #13...

     

    [Theater]

    TheaterName=Middle East

    Location001=Israel

    Location002=Egypt

    Location003=Syria

    Location004=Jordan

    Location005=Lebanon

    Location006=Saudi Arabia

    Location007=Iraq

    Location008=Sinai

    Location009=West Bank

    Location010=Gaza Strip

    Location011=Golan Heights

    Location012=Cyprus

     

    Just some thoughts...I hope to have the updated targets, types, movement and nation ini, plus the 'terrain objects' ready in the next day or so. There will, of course, be objects needed to add to people's GroundObjects folder ... Geo's Sherman E8 (with idf skin), M-3 half trak, the AMX-13 and BTRs from the pasko pak, the HAWKs from TMF pak, and etc.

     

    I'll post some screenies later today

     

    Wrench

    kevin stein


  10. Yup. I don't know about indirect fire, as I've usually placed the batteries within LOS...juuuust out of range of each other.

    OTH, the Kytusha mod IS indirect, non-LOS

     

    Pasko's D-20 and my mod of his KS-19 into a 'passable' M-59 (although it looks just like what it is ...) are in the D/L section.

     

    Should be doable for FE; I don't have the expansion pak, but adding stuff to the existing guns should be pretty straight forward

     

    Wrench

    kevin stein


  11. Florian, brother, you crack me up!!! Almost perfect!!! Since I'm in the proces of quitting smoking, the ashtray isn't necessary, unless you want to store spare change in it... :wink:

     

    Is that squashed Milky Way I see on the rudder pedal???

     

    Might have to move the pizza oven down to the weapons panel; it IS blocking the monitor for the DVD player....

     

    Wrench

    kevin stein


  12. Johan: you going to edit the targets ini??? I've got an updated one nearly ready, adding IDF HAWK launchers, adding an additional nation (Cyprus) as a base for a new ship route, several new truck routes in Israel.

     

    I was also thinking of 'borrowing' some of Gepard's target areas from the Isreal2 map to add...Haifa fuel stroage, Port Said fuel storage, Port Fayd (sp?)

     

    I've actually been giving the terrains a good going over...Gepards Israel2 works fine, as long as you have the germanyce terrain folder in, to reference back to for terrains objects -- for some odd reason, Suez needs the desert cat; even with the terrain tiles from Is2. Very strange.

     

    For historical, 48 and 56, I'm thinking that his maps ARE the way to go, as everything is already in place. Of course, lots of them can easily be added to the IsrealME map -- have the positions already plotted out

     

    Tel Aviv Insdurstial

    Haifa Fuel storage

     

    Ashod Munitions storage

    Netanya Motor Works

    Herzila IAI Factroy (these last 3 will need new target areas, as I can't cross match them to the IsME map...have to find the closest 'location'

     

    Tanta barracks

    the oil field in southern Egypt, on the Red Sea.

     

    These can also be easily added. Parked ships is a total no-brainer!

     

    Wrench

    kevin stein


  13. You'd need an entirely new terrain; which could be quite easy to build.....

     

    The ANW series offers many possibilities....just remove the enemy airbases (ie: remove the airfield data ini line, thereby rendering it a terrain object), add the usual suspects target areas, various and sundry truck routes, and viola...a new Mountain Bombing Range, with plenty of ingress routes down twisty turny canyons.

     

    The only things that would be missing are the 'range grids'....the nuke target circle, simulated SAMs bases, all those are Range particular tiles. The parking rivetment, parked planes, various and sundry buildings are easily re=added.

     

    Wrench

    kevin stein


  14. I think Gepard's Arab F-16 is the first post in the WoI Weapons Fixes Thread!

     

    Looks like I'll have to go out and get the others, and see whats what with whom that needs something that I lost my train of thought on.... :haha:

     

    I should have an updated targets, types and movements ini for WoI ready in the next day or two. Added HAWKs for the IDF, some truck routes for the Arabs to attack, and a new shipping route for them too. Plus a bunch of flags for the various airbases.

     

    Wrnch

    kevin stein


  15. Umm....you CAN'T have anti-shipping missions on any of the Ranges...

     

    THERE'S NO OCEAN!!! It's in the middle of the freeking desert!!! It represents the standard USAF Bombing Range like you'd see near Yuma or Nellis.

     

    Have you read the original readme, if any, that comes with the ORIGINAL range downloads?? I'm pretty sure Deuces stated that pretty clearly. And it should be patently obvious, that there's no place for ships to sail, if there's no ocean...(mind you, that dosen't mean it couldn't be simulated...as ships is pretty dumb, and don't KNOW they're not supposed to travel over land)

     

    As to the objects, they're there. They're listed in the types ini, listed in the targets ini, and the physical models are ALL inside the terrain folder.

     

    Have you flown out to the Range, and looked for them???? They're off to the west of the bombing range, in the nice flat area. Kinda hard to miss, expecially with the smoke stacks belching pollution at the Industrial Center; the locomotive smoking at the train station...

     

    I don't know what to tell ya...it's been 14 months since I first released the WW2 ranges; 4+ years since Deuces released the originals, and no one has every mentioned anything wrong.

     

    It's quite possible you've hosed your range installs...I'd suggest deleting them, and starting with a fresh download of the STOCK STANDARD, unmodified, modern; place this into you game install (WoE for instance), and fly that before attempting to add the newer stuff. Follow any and ALL instructiions in the readmes (if any!). Follow the instructions in the Knowledge Base for adding 3rd Party Terrains...

     

    Also, they've NOT been tested in WoI, and will most likely NOT work, due to differences in internal naming conventions. You never did mention which version of the game you can't get it to work in...

     

    Wrench

    kevin stein


  16. That's displaying .5 Mach. Look at the numbers...1, 1.5 mach.

     

    The cockpit ini shows the gauge only has 2 displayed values...

     

    [MachIndicator]

    Type=MACH_NUMBER_INDICATOR

    NodeName=machscale

    MovementType=ROTATION_Z

    Set[01].Position=0.0

    Set[01].Value=0.0

    Set[02].Position=220.0

    Set[02].Value=2.2

     

    Interesting to note, the A-4B shows a few more...

     

    [MachScale]

    Type=MACH_NUMBER_INDICATOR

    NodeName=mach wheel

    MovementType=ROTATION_Y

    Set[01].Position=0.0

    Set[01].Value=0.0

    Set[02].Position=-202.5

    Set[02].Value=0.5

    Set[03].Position=-269.0

    Set[03].Value=0.8

    Set[04].Position=-329.0

    Set[04].Value=1.2

     

    To add more readouts, you'd just need to figure out the needle postions for which ever you want, and add them to the cockpit ini

     

    You can always cross check with the HUDData ini set to 'DisplayDebut=TRUE", which will give you IAS, TAS, and Mach number.

     

    Wrench

    kevin stein


  17. Mirage 5D LARAF (stock 3rd Wire)

     

    First off, we'll need to make this a flyable aircraft. There are 2 ways to do this, one is super easy, and the other is a bit more involved.

     

    1) Use the existing Nesher bits

    2) Use the cockpit bits from TMFs Mirage 5BA (the Belgian one)

     

    Now, I'm not sure which is more accurate...did the Lybian's have a RWR in their Mirages? Don't know! But for the quick and dirty fix, you can do use the following data to use all stock, in game items...

     

    Open the "Mirage5D.ini" and add the following line:

     

    CockpitDataFile=Nesher_cockpit.ini

    AvionicsDLL=Avionics60.dll

    AvionicsDataFilename=Nesher_avionics.ini

     

    If you want, you can even re-use the Nesher's hangar screen, but that might look a little funny; what with the wrong color camo paint on it and all...

     

    If you're wanting to use the TMF's Mirage 5BA version, you'll need to have it installed somewhere (most likely in your WoE or NATO FIghters install). Copy the ENTIRE cockpit folder into the Mirage 5D, along with the cockpit ini.

     

    Then, add the following to the Mirage5D.ini:

     

    CockpitDataFile=Mirage5BA_COCKPIT.INI

     

    This gives you the radar-less, RWR-less version.

     

    It's totally up to you which version you wish to use; now you have options.

    --------

    Weapons Loads:

     

    Well, this one AGAIN! falls into the 'trying to load friendly weapons on an enemy aircraft' category.

    After extracting the data and loadout inis, open the Data ini and scroll down to the weapons section. We're, again!, going to make this a very quick and dirty fix. Research has shown the LARAF didn't start equipping their Mirage 5 with A-A missiles until very late (1980s?) in life, so, were going to let them be able to load, but not GIVE them a load..

     

    Here's your weapons stations:

     

    [LeftOuterWingStation]

    SystemType=WEAPON_STATION

    StationID=1

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition=-3.07,-2.28,-0.67

    AttachmentAngles=0.0,-3.0,0.0

    LoadLimit=500

    AllowedWeaponClass=BOMB,RP,IRM

    AttachmentType=WP

    ModelNodeName=outer_pylon_L

    PylonMass=45.0

    PylonDragArea=0.02

    LaunchRailNodeName=missile_rail_L

    LaunchRailHeight=0.16

     

    [RightOuterWingStation]

    SystemType=WEAPON_STATION

    StationID=2

    StationGroupID=1

    StationType=EXTERNAL

    AttachmentPosition= 3.07,-2.28,-0.67

    AttachmentAngles=0.0,-3.0,0.0

    LoadLimit=500

    AllowedWeaponClass=BOMB,RP,IRM

    AttachmentType=WP

    ModelNodeName=outer_pylon_R

    PylonMass=45.0

    PylonDragArea=0.02

    LaunchRailNodeName=missile_rail_R

    LaunchRailHeight=0.16

     

    [LeftInnerWingStation]

    SystemType=WEAPON_STATION

    StationID=3

    StationGroupID=2

    StationType=EXTERNAL

    AttachmentPosition=-2.12,-1.02,-0.82

    AttachmentAngles=0.0,-3.0,0.0

    LoadLimit=1000

    AllowedWeaponClass=BOMB,RP,FT

    AttachmentType=WP

    ModelNodeName=inner_pylon_L

    PylonMass=45.0

    PylonDragArea=0.02

    SpecificStationCode=JL100

    FuelTankName=Tank1300_Mirage

     

    [RightInnerWingStation]

    SystemType=WEAPON_STATION

    StationID=4

    StationGroupID=2

    StationType=EXTERNAL

    AttachmentPosition= 2.12,-1.02,-0.82

    AttachmentAngles=0.0,-3.0,0.0

    LoadLimit=1000

    AllowedWeaponClass=BOMB,RP,FT

    AttachmentType=WP

    ModelNodeName=inner_pylon_R

    PylonMass=45.0

    PylonDragArea=0.02

    SpecificStationCode=JL100

    FuelTankName=Tank1300_Mirage

     

    [bellyStationL]

    SystemType=WEAPON_STATION

    StationID=5

    StationGroupID=3

    StationType=EXTERNAL

    AttachmentPosition=-0.99,-1.61,-0.69

    AttachmentAngles=0.0,-3.0,20.0

    LoadLimit=500

    AllowedWeaponClass=BOMB

    AttachmentType=WP

    ModelNodeName=belly_pylon_L

    PylonMass=18.0

    PylonDragArea=0.02

    LaunchRailNodeName=

    MinExtentPosition=

    MaxExtentPosition=

     

    [bellyStationR]

    SystemType=WEAPON_STATION

    StationID=6

    StationGroupID=3

    StationType=EXTERNAL

    AttachmentPosition= 0.99,-1.61,-0.69

    AttachmentAngles=0.0,-3.0,-20.0

    LoadLimit=500

    AllowedWeaponClass=BOMB

    AttachmentType=WP

    ModelNodeName=belly_pylon_R

    PylonMass=18.0

    PylonDragArea=0.02

    LaunchRailNodeName=

    MinExtentPosition=

    MaxExtentPosition=

     

    [CenterStationRear]

    SystemType=WEAPON_STATION

    StationID=7

    StationGroupID=4

    StationType=EXTERNAL

    AttachmentPosition= 0.00,-1.18,-0.88

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=500

    LengthLimit=2.5

    AllowedWeaponClass=BOMB,TER

    AttachmentType=WP

    ModelNodeName=center_pylon

     

    [CenterStationForward]

    SystemType=WEAPON_STATION

    StationID=8

    StationGroupID=4

    StationType=EXTERNAL

    AttachmentPosition= 0.00, 1.06,-0.88

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=500

    AllowedWeaponClass=BOMB,TER,EP

    AttachmentType=WP

    ModelNodeName=center_pylon

    PylonMass=45.0

    PylonDragArea=0.02

     

    [CenterStationFT]

    SystemType=WEAPON_STATION

    StationID=9

    StationGroupID=4

    StationType=EXTERNAL

    AttachmentPosition= 0.00, 0.16,-0.88

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=500

    AllowedWeaponClass=FT

    AttachmentType=

    ModelNodeName=center_pylon

    PylonMass=45.0

    PylonDragArea=0.02

    FuelTankName=Tank625_Mirage

     

    And the Loadout ini:

     

    [AirToAir]

     

    [AirToAirLongRange]

    Loadout[03].WeaponType=Tank1300_Mirage

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=Tank1300_Mirage

    Loadout[04].Quantity=1

     

    [Attack]

    Loadout[01].WeaponType=UV32

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=UV32

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=UV32

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=UV32

    Loadout[04].Quantity=1

     

    Loadout[01].WeaponType=FAB250

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=FAB250

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=Tank1300_Mirage

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=Tank1300_Mirage

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=FAB250

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=FAB250

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=FAB250

    Loadout[07].Quantity=1

    Loadout[08].WeaponType=FAB250

    Loadout[08].Quantity=1

     

    [sEAD]

    Loadout[01].WeaponType=UV32

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=UV32

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=Tank1300_Mirage

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=Tank1300_Mirage

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=FAB100

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=FAB100

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=FAB100

    Loadout[07].Quantity=1

    Loadout[08].WeaponType=FAB100

    Loadout[08].Quantity=1

     

    [Anti-Ship]

    Loadout[01].WeaponType=FAB500

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=FAB500

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=Tank1300_Mirage

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=Tank1300_Mirage

    Loadout[04].Quantity=1

     

    [Recon]

    Loadout[03].WeaponType=Tank1300_Mirage

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=Tank1300_Mirage

    Loadout[04].Quantity=1

    Loadout[08].WeaponType=ReconPod

    Loadout[08].Quantity=1

     

    Like the Hunters, we've simply switched them over to use Soviet Weapons. You'll also note the lack of IRMs

     

    that should give Kadaffi something to fly, and let you shoot down!

     

    Wrench

    kevin stein


  18. I don't use their nations ini...although it's a simple matter to change it back. Could be why I never had the problem?

     

    All the Egyptian-style weapons exits in the BunyPak. It's easy thing to just import them over, or do the 'copy/adust nations/etc/' with existing stuff in TMF pak. Might just be easier to do the copy thing, as the parameters have changed, and the new WedEd just assigned generic valuse for some. It's something else I'm working on...and I'll be posting the results in the "WoI ONLY Loadouts Thread" in the KB

     

    Has anybody done EAF Mirage/Phantom skins???? With the Orange Flashes?? We'd also need a Mirage F-1 for Jordan, too. Eventually.

     

    So, you made a RJAF B winder??

     

    Wrench

    kevin stein

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