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Everything posted by Wrench
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cat pointer line? even for a cloned terrain, it needs to know what cat use
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Nice to have you back, my friend!! great job on these!!
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View File XvT-BoP: Imperial Training Missions Imperial Historical Training Missions = For XvT, with BoP add on (REQUIRED!!) = (Works with original XvT/BoP CD and GoG versions) This is a set of 20 Imperial "Historical" training missions. You may recognize them from TIE Fighter CD or the recently released GoG Win7 TF versions. It should also be noted, several of these DO already exist (in some form or another) in the Stock XvT/BoP Training missions. They have been converted to run in XvT with the BoP add on, as several things have been modified from their original 1990s release, and several ships required ARE only in the BoP add on (the B-Wing being the most important!). Also, there are =NO= missions that use the TIE Defender or Missile Boat. These HAVE been converted, but are not included until we can be sure a ship patch will work on the new GoG version. When (and if) that happens, those 8 missions will be released as an add-on to these. These are to be used/placed into your ...Balence of Power/Train folder. As these ARE training missions, and not (really!) full combat. Many of these missions have additional goals, messages (which are sometimes used as in-game hints), and "eye candy" added. I've tried, as much as possible, to keep the "feel" of the originals. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Note" section a read too, for well, notes! Good luck and good flying! Wrench Kevin Stein For the Glory of The Empire!! Submitter Wrench Submitted 02/18/2015 Category Star Wars Games
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21 downloads
Imperial Historical Training Missions = For XvT, with BoP add on (REQUIRED!!) = (Works with original XvT/BoP CD and GoG versions) This is a set of 20 Imperial "Historical" training missions. You may recognize them from TIE Fighter CD or the recently released GoG Win7 TF versions. It should also be noted, several of these DO already exist (in some form or another) in the Stock XvT/BoP Training missions. They have been converted to run in XvT with the BoP add on, as several things have been modified from their original 1990s release, and several ships required ARE only in the BoP add on (the B-Wing being the most important!). Also, there are =NO= missions that use the TIE Defender or Missile Boat. These HAVE been converted, but are not included until we can be sure a ship patch will work on the new GoG version. When (and if) that happens, those 8 missions will be released as an add-on to these. These are to be used/placed into your ...Balence of Power/Train folder. As these ARE training missions, and not (really!) full combat. Many of these missions have additional goals, messages (which are sometimes used as in-game hints), and "eye candy" added. I've tried, as much as possible, to keep the "feel" of the originals. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Note" section a read too, for well, notes! Good luck and good flying! Wrench Kevin Stein For the Glory of The Empire!! -
so, it's something like this?? this is for an external pod, (under belly for the Suhkois) but perhaps, making the MG itself the pod, and having it point at 45 degs down?? just throwing out ideas!
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one of the major issues you'll all forgetting is, the game engine sets recon missions BELOW 1000 feet. so, for high flyers like the U2 or SR71, you'll need to either hand fly the entire mission*, or --and nobody has ever tested this-- build them individually, and hope the waypoint altitudes "stick" in the mission *for those that haven't, might want to read the "notes" section in the SF2 U-2 Upgrade pack I did a few years ago. http://combatace.com/files/file/11575-lockheed-u-2a-for-sf2/
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is it a gun pod (per se), or the gun is part of the aircraft? I know in SF/SF2 we have gun pods that the angle is pointed down (3 pods for the Su-9/11). iirc, they're called SPPU-22(something) if the gun is aircraft part, what about the "AimAngles=" statement in the data ini? (below is from the B-57)
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I didn't know anyone was making one! on the Tunisia terrain, the southern half is there (from Rome down)
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there is no radar ground locking of targets in the SF series. It's usually IIR or laser designated (again, around 5nm). Not going to get into the 'GPS homing' and others, which are (also kind of, sort of) "fake worked around". and radar in search mode is very different from radar in "track while scan" and "single target track", which are only air-to-air modes in game.
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because at 50nm, you 45nm out of range
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hit the Tab key while in flight, and it'll bring up the wingman command menu.
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XvT-BoP Mission Pak - Rebel Operation: Wolf Pack
Wrench replied to Wrench's topic in Star Wars File Announcements
yes, both the rebel and mission lst files, as per the tutorial http://combatace.com/topic/85274-tutorial-adding-missions-to-xvtbop/ -
First off, I'd like to let you know things are going to have to slow down a bit. This is because, for the 3rd and HOPEFULLY!!! final time, I've had to have some repairs done to my right eye. This was to remove scaring on the corenea, and "fix" a recurrent coreneal abrasion. Think of that as like on your car tires when the tread seperates and/or you have a bubble in the side wall. The procedure is actually quite simple - it's Lazik that removes the outer layer of cells. The upside it, it corrects the vision (I'm massively nearsighted). The downside is it corrects the vision. Which mean new glasses. Not a big deal, but it takes 4-6 weeks to fully heal. This leaves me with one 'good' eye, and one (semi) functional one. I can still see, but what with the prescription have changed so drasticly (according the Dr. and my sister- who's an optician, about 2 diopters worth) So, you can see (pun intended!) that I'll have to be slowing down as looking at the screen kind of hurts, and with things out of focus, causes headaches and other bad things. ----- As to the mission sets themselves, this is what I'd been working on. Some a complete, some nearly so, some have to be rechecked on a mission-by-mission basis, and edited/rebuilt/scrapped as needed Most of these had been converted, by me, in the early 2000s, just before I got in Strike Fighters modding. So, given the time that's passed, I'm going through them all, one at a time, and making sure things work like they're supposed to. Alliance Mission Sets: XWCD: Tours 1-5, excluding the 2 Death Star missions (as no OPT exists for the surface and Trench Run that I'm aware of) Battle in the Outer Rim Territories (aka "ORT") a 5 tour set that in some respects mirrors the original XWCD tours. These are about 75% done. B-Wing Attack (20 mission set, started early this week. Look ok, but must be tested further) A New Ally Rebel operations to gain new allies against the Empire Strategic Retreat: an Alliance fleet being chased by Imp and Mercs/Pirates. Possibly taking place during the Evacuation of Hoth (?). Has the occasional BW, so possibly concurrent with XWCD TOD 5 Imperial Mission Sets: TFCD: All training mission (done, just need final testing and tweeking) Battles 1 - 13. (I've sent these to KJakker, as he is testing a ship patch that seems to work in the new GoG versions. The ship patch is a MUST, as the T/D, MIS, several capital ships and several cargo and starliners are needed, and we all know they don't exist in stock BoP Into the Unknown: fly with Thrawn as he seeks the lost starcharts to enter the Unknown Regions (oh man, do THESE need major reworking!!) There's a couple more, 2 inter-related sets, and maybe one or 2 others. The major problem with the Imperial sets, other than needing ships we ain't got, is the missions themselves were badly put together. New Republic Mission Sets: Bacta Wars (like the novels, chasing Isard and her SSD, battle of Thyferra, etc) Guns of the New Republic: my own set! ex-Imperials flying for the NR on the border between the Imperial Remnant, 'wild space' and so forth. You fly GUNs (hence the name!) Ship patch needed here, too. Unless I remove the 'surprise' ships. Operation Typhoon: right after the Battle of Endor, try to keep a captured, and damaged ISD, from falling back into Imperial hands Non-Alliance/Non-Imperial Mission Sets: Corbin Resists: their world destroyed by the Empire, the survivors try to regroup, and extract revenge. a couple of others I'm looking at; the "A Pirate Dawn" set is rather dark and bloody set (read: you murder people!) Coming Attractions: One project that I'd been researching, is the early days of the Galactic Civil War. You'd have a limited ship set (meaning: all stock!), that would culminate with the Battle of Turkana, and the combat debuts of the X-Wing and TIE Interceptor. Still doing research on this (wookiepedia has been a great help here!) So, there you have it. This is what's I've got going and planned. And I'm not giving up on my SF2 modding, as there are several aircraft yet to be finished for WW2, plus that giant CBI map. thanks for reading!
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View File XvT-BoP Mission Pak - Rebel Operation: Wolf Pack XvT-BoP Mission Pak - Rebel Operation: Wolf Pack *Note: these missions have been converted to BoP format. This is required, due to some of the ships needed for them are NOT in "standard" XvT. No ship patch or other mods are needed* This is an 11 mission campaign for Xwing vs Tie fighter. Introduction: Green Squadron flees the destruction of the Rebel Base at Hoth to the Sigma sector to raid Imperial shipping. Here it is hoped they can regroup, refit, contact other fleeing Rebel forces, and continue the Fight for Freedom in the Galaxy. This sector of the Empire is far removed from the front lines. This should be an easy (read: safe) hunting ground. Many of these missions have additional goals, messages (which are sometimes used as in-game hints), and "eye candy" added. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Notes" section a read too, for well, notes! Original Mission set by "rrobin", circa 199??? Updated/edited/etc by Kevin 'Wrench' Stein circa 2002, update for GoG version 2/2015 Good Hunting! Wrench Kevin Stein Submitter Wrench Submitted 02/14/2015 Category Star Wars Games
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22 downloads
XvT-BoP Mission Pak - Rebel Operation: Wolf Pack *Note: these missions have been converted to BoP format. This is required, due to some of the ships needed for them are NOT in "standard" XvT. No ship patch or other mods are needed* This is an 11 mission campaign for Xwing vs Tie fighter. Introduction: Green Squadron flees the destruction of the Rebel Base at Hoth to the Sigma sector to raid Imperial shipping. Here it is hoped they can regroup, refit, contact other fleeing Rebel forces, and continue the Fight for Freedom in the Galaxy. This sector of the Empire is far removed from the front lines. This should be an easy (read: safe) hunting ground. Many of these missions have additional goals, messages (which are sometimes used as in-game hints), and "eye candy" added. As always, PLEASE read this enclosed readme for full, detailed install instructions. Give the "Notes" section a read too, for well, notes! Original Mission set by "rrobin", circa 199??? Updated/edited/etc by Kevin 'Wrench' Stein circa 2002, update for GoG version 2/2015 Good Hunting! Wrench Kevin Stein -
Spiritual Successors to Jane's IAF and USAF?
Wrench replied to OrangeFr3ak92's topic in General Discussion
does no one use the Knowledge Base anymore??? There's like 3 or instances of the "how to extend the years" in there http://combatace.com/topic/68224-adjusting-beginning-end-year-spread/ and yes, as spinners posted you'll need to adjust the terrain's year spread too. -
great find! thanks for sharing!
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if you're NOT referencing the VietnamSEA.cat, you MUST put the Vietnam airfield inis IN the new terrain folder. Extract them from the VeitnamSEA cat, and toss them in.
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actually, missiondata001.cat if extracted, it GOES into the /Flight folder
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they already exist in the stock nations ini Croatia - Nation 145 Serbia - Nation 169
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indeed. when I uploaded the 'remod' pack, everything worked.
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yes, it'll pick from 000 to 024 but you STILL need to define the start and stop points For an example, take a look at any of my WW2 RAF birds (Spits, Hurricanes, etc). 26 letters, numbered 000 to 025, randomized [TextureSet] Name=411 "City of York" Sqdn RCAF Nation=RAF Squadron=411RAF StartDefaultDate=1 Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 DecalNumberRandomize=TRUE DecalNumberBlockSize=26 DecalNumberStart=0 DecalNumberEnd=25
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XvT-Bop "Patrol of the Liberator" mission set
Wrench replied to Wrench's topic in Star Wars File Announcements
thanks. a small error fix: the date of my 'updated' should be 2/2015 (like as in 'last week'!) -
decal number block size is the "limiting' factor -- you're telling the game engine that here are ONLY 16 numbers. decal number start decal number end tell the game engine WHERE to start adding those decals for instance... you need from BuNums 12345 to 12360 say, these decals are numbered BuNum015 thru Bunum030, so your entries would look like this: DecalNumberRandomize=TRUE DecalNumberBlockSize=16 DecalNumberStart=15 DecalNumberEnd=30 you entry in the decals in would be something like this: [Decal019] MeshName=Fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=***/***/D/BuNum Position=-3.65,0.10 Scale=0.5 DecalMaxLOD=4 they always be Level=2 decals you must define the start and end point (number) of the sequence also, for the record, TK has supplied 100 'modex' numbers. They are not always the proper sequence per squadon, either (100 series, 200 series, etc). But, iirc, there's 25 of each (ie: xx0 - x24) now, if you want all the C (112 production numbers) to use ALL 112 Bunums, your decal entry, assuming you created BuNum decals numbered 000 to 111 (0 always is the #1 spot), it would read like this: DecalNumberRandomize=TRUE DecalNumberBlockSize=112 DecalNumberStart=0 DecalNumberEnd=111 you may wind up making new modex number decals, of whichever series is needed, so to get the correct one on with their matching modex. I'm reasonably certain (without running down individuals), that you'll probably find them in differing squadrons. Meaning: some will have from 101-??? others 201-??? and so forth, depending on which of the ship's squadrons they were assigned to. (00 birds are usually reserved for the CAG)
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View File XvT-Bop "Patrol of the Liberator" mission set XvT-BoP Mission Set "Patrol of the Liberator" -Rebel Alliance Missions - for either original XvT/Bop CD or GoG versions - You are a recent graduate of the Alliance flight officer's school. Upon graduation, you are assigned to the Nebulon B-class Frigate LIBERATOR. The Liberator is an independent operations frigate. It's new tour is a nearly year convoy raiding mission into the Outer Rim Territories. These missions are in BoP format, so that's required. No other ship patch or mods are needed (At least for the new GoG versions). Original mission set for XWCD by M.J. Grover, 1993 Converted for XvT/Bop Use by me (circa 2000, but updated 2/2015). As always, PLEASE read the enclosed readme for full install instructions, as well as the expected "Notes" section. Good Luck, and Good Hunting! Wrench edit: fixed updated date to correct year Kevin Stein Submitter Wrench Submitted 02/10/2015 Category Star Wars Games
