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Dave

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Everything posted by Dave

  1. Open FlightEngine.ini (It Might have to be Extracted from FlightData.CAT) Copy and paste that in and save, it should fix your problem. [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=16384 MaxModelType=2048 MaxMeshPerScene=2048 MaxModelPerScene=4096 MaxLightPerScene=1024 AspectRatio=1.333333 MinPixelSize=1.0 Also you can try reszing your skin bitmaps to a smaller size. Example some skins are 2048x2048. That can lead to low FPS on some systems. So if you open your favorite paint program and resize the bmp to 512x512 that should help improve your FPS greatly
  2. I love it where can I get it?
  3. If you pick a terrain that does not have large bases then when you pick a plan ethat requires a large base it will CTD. Now I changed this: [MissionData] NationName=SOVIET ServiceStartYear=1975 ServiceEndYear=1993 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=TRUE ExportStartYear=1976 ExportAvailability=VERY_RARE PrimaryRoles=INTERCEPT SecondaryRoles=SWEEP,CAP,ESCORT NormalMissionRadius=1249 MaxMissionRadius=1730 Ceiling=20700 MinBaseSize=LARGE <----------- change it to small I can now use it on all terrains. Its not a perfect fix as you might be trying to take off from small base in a Tu-22. But it did stop all my CTD's. I recoomenrd trying this with varions aircraft and in the Iran/Iraq Mod for those who are getting CTD's in those single missions as well. I state again it fixed all my CTD's. That info is found at the top of the data.ini of each aircraft. Ok folks lets see if it works....
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  4. Dave

    Hey guys, i'm back

    Hey zag did you a SFC Hobbs? He was 11th ACR. Just left for Camp Shelby.
  5. We did a Combat Lancer campaign using single missions. You can get it here at Combatace when the downloads section. It is based on real mission data that Sag and I could dig up.
  6. Dave

    donwloads

    Mike.....you are a prick....
  7. Adding the aircraft carriers to SF and WOE is easy. This article will explain how to extract the Kitty Hawk-class carrier and add it to either SFP1, SFG or WOE allowing you to fly from it during campaign missions. For the purposes of this article I will make the assumption that you are adding the carrier to Strike Fighters Gold. This procedure also applies for a 3rd party carrier. But with a 3rd party carrier you dont have to extract a thing. Going here http://forum.combatace.com/index.php?showtopic=11815 will explain that. Ensure however, that any add-on carrier files you do extract from zip/rar files are in their own folder within the GroundObject folder. You will need the following: Legal copy of SFP1 or SFG or WoE with latest Service Pack Legal copy of WoV with latest Service Pack SFP1E Extract Utility Kreelin's Mission Editor (Optional) A text editor. I use EditPadLite, it's tabbed multiple document browsing and find/replace tool makes multiple, simultaneous INI editing and comparison a much faster and tidier procedure than Notepad. Step 1: Extract the Carrier From WoV Open the SFP1E Extract utility and browse to your Wings Over Vietnam installation. Locate and open the ObjectData.CAT file, which should be located in "C:Program FilesWings Over VietnamObjects" if you have installed using the default path. Once you have opened ObjectData.CAT with the Extract Utility, you need to browse to the bottom portion of the file and extract all files whose names begin with either CV63, CV-63 or CVA-63. There are a total of 28 files that need to be extracted. When done, all of the files will appear in your WoV Objects folder. Step 2: Open C:Program FilesWings Over VietnamObjectsGroundObject, and copy the CVA-63 folder to your SFG GroundObject folder. Step 3: Copy the 28 files extracted from WOVObjectData.CAT to the new CVA-63 folder in SFG. The bitmap texture files can be copied to the 'USN Grey' sub-folder if you wish. Step 4: Extract INI Files From SFG You will need to edit several INI files to add the new carrier to SFG. These files are: Campaign1_Data.INI Desert_Nations.INI Desert_Targets.INI Check to see if Campaign1_Data.INI already exists in the SFGCampaignsCampaign1 folder. If it is already there, you do not need to extract it. If it s not present, use the SFP1E utility to open MissionData.Cat located in the SFGFlight folder. Extract Campaign1_Data.INI and copy it to SFGCampaignsCampaign1. Next, open the SFGTerrainDesert folder and look for Desert_Nations.INI and Desert_Targets.INI. If they are already present, you can move on to the next step, otherwise, use the SFP1E utility to open SFGTerrainDesertDesert.CAT and extract them. Caution: If any of the above files already exist in the target folders, DO NOT extract them. This probably means you have installed some other mod using these file, and if you overwrite them with files from the CATs, those mods will stop working. Step 5: Modify INI Files Browse to your SFGCampaign1 folder and open Campaign1_Data.INI. You need to add a carrier unit to the campaign. To do this, scroll to the bottom of the file and add the following: [CarrierUnit001] CarrierType=CVA-63 CarrierNumber=64 UnitName=CVA-64 USS Constellation ForceID=1 Nation=USN BaseArea=Echo Station NumSquadron=5 BaseSize=MEDIUM Experience=100 Morale=100 Supply=100 Note that the CarrierType must remain CVA-63, but the CarrierNumber and UnitName can be changed to whatever you want, so you could use the CVA-63 model to represent any Kitty Hawk class carrier. To prove this I have changed the Kitty Hawk into the Constellation, CVA-64 in this example. If adding a 3rd-party carrier, enter the carrier's folder name as it appears in the SFGObjectsGroundObject folder While your are editing the Campaign1_Data.INI file, you must make at least one of the player air units carrier based. To do this, scroll up towards the top of the file and find [AirUnit006]. This is VMFA-531, The Grey Ghosts, flying the F-4B. Change "BaseArea=D1 Airfield" to "BaseArea=Echo Station" then insert the following lines beneath the BaseArea entry: CarrierBased=TRUE CarrierNumber=64 Remember that the carrier number entered must match the number you chose for the carrier when you added it to CAMPAIGN1DATA.INI. Save and close CAMPAIGN1_DATA.INI Now browse to the Desert folder in your Terrain folder. Open DESERT_NATIONS.INI and under [Theater] add the following line to the sequence: Location003=Straits of Dhimar Save and close DESERT_NATIONS.INI Finally, open DESERT_TARGETS.INI and scroll to the bottom of the file. Add the following lines [TargetArea074] Name=Echo Station Position=700000,700000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Make sure that the number in [TargetAreaXXX] is actually the next number in sequence. Note that I have set the position of the carrier station to "700000,700000". This puts the carrier in a good position off the Parani coast. You can use Kreelin's Mission Editor to select any position you like though. Just open the Desert map with the editor and locate the coordinates you prefer. Enter them on the "Position=" line. Save and close DESERT_TARGETS.INI Start SFG, and select a new Burning Sands campaign, flying for the USMC. In the Splash screen, you should see your squadron location appear as 'Echo Station, Straits of Dhimar'. Click 'fly'and you should see something like this: The procedure above may seem a little complex but if you walk through it step by step you should have no problem. You can then use the same methods to extract and add the small-deck carrier to your SFP1 game as well. With a little work, you can add carriers to any SFP1 map and campaign that you want to! This guide was updated by Platinum Rogue on November 4th 2006
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  8. PM gramps, he knows how to do that.
  9. Did you lock anything up with the Phoenix's? If you didnt they wont fire.
  10. You can only get the desert.cat from strike fighters.
  11. Adding a plane from that list depends on the year the aircraft was availible and the mission you are on. I do it all the time.
  12. All the above aircraft are being worked. However we have tons of Soviet weapons made and they are in the latest weapon packs. There is a great variety of Russian aircraft made so they are getting plenty of attention. Stormknight you need to do a search because there is a ton of Soviet stuff out.
  13. Dave

    Glad it's back

    Yes everyone needs to thank Erik and Fates big time. They are the true heros.
  14. Wait Wait Wait, Erik and Fates did all the work! I didnt do a thing to get it up but pace around. I just handle forum ops. Those 2 guys are the true heros.
  15. You can by installing more planes to your install. What planes did you want to add?
  16. Well yes how else do you pick the plane you want to fly. You are going to have to explain it better you lost me. You cant pick what you fly against. The sim does that for you.
  17. Sky Captian, Have you Checked the Knowledge Base thread?
  18. No that just gives me way more targets to shoot at.
  19. 177 downloads

    Alternate Main Screen For Kouts USNF theme. More Navy Birds.
  20. You need kouts USNF Main Screens form the link below. http://forum.combatace.com/index.php?download=2704 The USAF ones are here. http://forum.combatace.com/index.php?download=2781 The USN ones will be up shortly.
  21. Not its, Military Training Leader, which was my old career field in the USAF>
  22. The [MissionData] section is the first part of each aircraft data INI. It defines the nationality, role and other basic information about how the acraft was/is employed. Here is an example from the Mirage IIIC: [MissionData] NationName=France ServiceStartYear=1963 ServiceEndYear=1990 AircraftRole=FIGHTER AircraftCapability=DAY_AND_NIGHT Availability=COMMON Exported=TRUE ExportStartYear=1963 ExportAvailability=COMMON PrimaryRoles=SWEEP,CAP,INTERCEPT,ESCORT SecondaryRoles=STRIKE,CAS,SEAD,ARMED_RECON,ANTI_SHIP,RECON NormalMissionRadius=600 MaxMissionRadius=1000 Ceiling=17700 MinBaseSize=MEDIUM Getting this information right is foundation upon which the rest of your flight model will be built. I'll describe each entry below. NationName= The name of the nation that is the primary operator of the type/model. This should correspond to a nation found in the file nations.ini. ServiceStartYear= ServiceEndYear= The year that the aircraft entered service and the year it was withdrawn from service with the primary operator. The ServiceEndYear will not affect export users of the aircraft. AircraftRole= Defines the tactical role of the aircraft. Active Options are FIGHTER, ATTACK, BOMBER and TRANSPORT. Other options exist in the game DLLs but are apprantly not active. This affects the formation and tactics used by the AI when flying the aircraft. AircraftCapability= Options are DAY_ONLY or DAY_AND_NIGHT. Defines weather or not the aircraft has a night/all-weather capability. Availability= Options are RARE, COMMON and VERY_COMMON. Determines the likelihood that the aircraft will appear in a randomly generated mission. Exported= TRUE or FALSE. Defines whether the aircraft was exported to nations other than the primary. ExportStartYear= Sets the first year during which the aircraft is availalbe to export users. ExportAvailability= The same as Availability above, but for export users. PrimaryRoles= SecondaryRoles= The aircraft's primary and secondary missions. Choices are SWEEP, CAP, INTERCEPT, ESCORT, STRIKE, CAS, SEAD, ARMED_RECON, ANTI_SHIP, RECON and TRANSPORT. Other roles exist in the game DLLs but are not active. This defines the missions the AI may use the aircraft for in randomly generated missions, as well as the mission types available to the player when selecting the aircraft. NormalMissionRadius= MaxMissionRadius= The combat range of the aircraft under normal conditions. This usually requires some fudging, but it is safe to use the "combat radius" specification of the aircraft for the Max, and reduce it by 10% or so for the normal. This parameter tells the game how far away a target can be for it to be assigned to the aircraft. Ceiling= The aircraft's combat ceiling, in meters. MinBaseSize= Defines the required runway length for the aircraft. Choices are SMALL, MEDIUM and LARGE. CarrierBased= Set this to TRUE for aircraft capable of launching and landing on an aircraft carrier. Set to FALSE for all others.
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