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Fubar512

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Everything posted by Fubar512

  1. In order to have escort vessels provide a screen and maneuver with their carrier, you must make sure these two parameters are set like so in their ground unit entry (in the mission file): NavalObject=TRUE Carrier=TRUE The escorts will now point into the wind during the launch and recovery phase, hopefully maintaining formation with the carrier.
  2. Here's a short video I put together. I know this is going to generate a lot of questions, so: 1) No, it's not SP4 with it's animated water...this is what you can acheive with the current patch after a few judicious tweaks. 2) Yes, the escorts are "escorting" the carrier. 3) Yes, I plan on releasing a series of missions roughly based on material in the book "On Yankee Station". http://media.putfile.com/Three-Wire
  3. The issue is that carriers will only appear in either campaigns or custom (scripted) missions. They will not appear in game-generated missions. This cannot be fixed by anyone other than the game's developer. Any SF-series aircraft can be made carrier capable. The F-14 and F-18 already are.
  4. The flaps are set to automatic in the data.ini. Perhaps you're not traveling fast enough (over 310 kias) for them to retract. You can always edit the flaps DeploymentMethod from "AutomaticAerodynamicLoad" to 'Manual", in the F-5E_Data.ini
  5. Very nice, Tristan. Sky distance should be balanced to each terrain's environment, though. In this case, I wanted to blend in haze and horizon effects to recreate the skies over SEA. You can create an enviroment.ini for each terrain, place it an individual terrain folder, and add a reference to it in the terrain's ini file, like so: [Terrain] TerrainFullName=VietnamSEA EnvironmentFile=SEA_Environment.ini
  6. No offense, but have you tried raising them (by hitting the "V" key)?
  7. HAPPY BIRTHDAY SIDEWINDER86

    Happy B'day, Jim
  8. The prop speed on the OV-10 is fine in my install, and "guns not firing" usually means that the gun(s) in question have not been properly added to the gundata.ini, and/or not saved with the gun editor.
  9. Exactly my point. We'd have all sorts of ground objects, nasty, layered SAM defenses, and a tough EWR net to penetrate.
  10. Lexx, Have you considered Kamchatka?
  11. Sounds like a Java issue. I suggest that you go to www.sun.com , then download and install the latest Java.
  12. Perhaps Streakeagle might add to it, explaining how to use TWS and ACM mode on the F-15's radar.
  13. There's a very nicely-written and informative thread on this very subject, by Streakeagle. And best of all, you'll find it here, in OUR own (Combat Ace's) SF/Wov/WoE knowledge base.
  14. You've just reinvented the wheel....LOL Actually, it should have been in the knowledge base, as it's something we've been playing with for the last three years or so. It does have a few drawbacks, however, and it's not too accurate in WoV (with the exception of the B-52s and possibly radar/loran bombing by F-4s and '105s).
  15. In order for a cockpit reflection to work, it must be referenced in the cockpit's lod file. You, as a third-party modder, cannot add something to a finished lod. You only edit existing references in a lod file to use other bmps or tgas (pilot skins are the best example of this) Only the person who has the original F-16 cockpit source file can add the reflections.
  16. It's http://www.sfmods.com/terrain.html and it works fine (I was just there).
  17. In a word, yes. Although any gun system mounted on an aircraft can be turned into a flex-gun, it will still only target airborne threats. If TK were to introduce the necessary variable (and code) for "air_and_ground" targetting for flex-guns into the aircraftobject.dll, then it would be possible. So far, that variable is only available (and valid) for ground objects.
  18. Flak in WOV

    Try adding properly networked (radar-controlled) 85-130 MM AAA and see how long you last. I use the default SF-WoV KS-19 model as a KS-12 85 MM, and use Pasko's KS-19 and KS-30 100 & 130 MM guns, along with a SON-9A fire control radar (a model that's yet to be released).
  19. Thw WoE map is centered on Germany. You can fly as far west as the coast of the Netherlands, and as far North as Denmark, but that's about it.
  20. Only the air-to-air missile names need to be changed from NATO to Soviet/Russian designations. Air-to-ground ordnance already had the proper designations assigned to them.
  21. File Name: WoE Trees by Deuces File Submitter: Fubar512 File Submitted: 5 Jul 2006 File Updated: 4 Mar 2008 File Category: Environmental Mods File Version: No Information Website: No Information WoE Trees by Deuces These are actually the VietnamSEA .TOD files created by Deuces for Wings over Vietnam. At his suggestion, I've renamed them as per the WoE GermanyCE naming convention, and have been using them in WoE with no apparent issues. To install: Simply extract the enclosed GermanyCE folder into your Wings over Europe/Terrain folder and accept when asked (or warned) if you wish to overwrite the existing files in that folder (which it actually won't). Click here to download this file
  22. WoE Trees by Deuces

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    WoE Trees by Deuces These are actually the VietnamSEA .TOD files created by Deuces for Wings over Vietnam. At his suggestion, I've renamed them as per the WoE GermanyCE naming convention, and have been using them in WoE with no apparent issues. To install: Simply extract the enclosed GermanyCE folder into your Wings over Europe/Terrain folder and accept when asked (or warned) if you wish to overwrite the existing files in that folder (which it actually won't).
  23. The KS-12 is my mod using ThirdWire's orginal KS-19. The KS-30 is Pasko's model, and my ini file. Pasko also did his own KS-19 (which I'm sure you're aware of). I have to dig out my SON-9A fire control radar and send it to you.
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