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Fubar512

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Everything posted by Fubar512

  1. Yes, TK has stated that he will provide patches to bring SF/SFG, WoV & WoE up to the current level of FE & WoI.
  2. Yes, that's what happens in the real world. Show me the MFD's on an F-4, or an A-4, during the early 1970s, when they were capable of dropping early LGBs (BOLT-117-GBU-1/B, GBU-10). The Thanh Hoa (Dragon's Jaw) bridge was dropped on May 13, 1972, using LGBs dropped from F-4s, and again in October of that same year, with LGBs dropped from A-4s. Of course, back then, they relied on having another aircraft lase the target for them.
  3. Watching this video, I cannot help but think "What a dynamite RC model this would make". Imagine showing up at an RC airpark with this puppy.... http://www.liveleak.com/view?i=a94_1207919875
  4. Really? Then by your logic, carriers and ships don't work in campaigns, right?
  5. Well, you finally got it somewhat right. My experience has been, that the most effective teachers I've had, have always been those that forced one to think for one's self. You do not have to redesignate ships as tanks. There's no need to change the formations (though KillerBee and I did do that a few years ago, forcing ships into battle lines and destroyer screens through formation tweaks). All that's needed, is to simply place a friendly naval unit nearby (a sub, for example). Even if the enemy ships do not attack it, it will still report that it's coming under attack. Then you designate your strike package as "CAS", but with an anti-ship loadout. NOTE: This may not alway work with ASMs that use anti-radiation homing. In that case, try designating them for SEAD, with the aforementioned anti-ship loadout.
  6. No, everything you have must match the host's install. That's why most use an unmodded version for online play. In the story I linked to in my previous post, both USAFMTL and I had the same mods installed
  7. What that tells me is that there are no enemy units available because of a service-date issue. Which game did you install it in?
  8. It's not my knowledge, per say, it's TK's knowledge, and he's already shared it with you. In fact, you took the time and effort to post his reply...and that's where I saw the solution, so, thank you for doing that And that solution works, irregardless of whether it's my flight, or an AI flight that I'm escorting to the (naval) target. If you have WoV, play the Tonkin Gulf mission and listen to the radio chatter....Take your time and think about, and you'll figure it out...
  9. Another not-so-subtle hint: Gee, how come my entire flight attacked the patrol boats with Mavericks, and even hit & sunk them....?
  10. Nope, I'm talking about the AI attacking enemy ships with guided weapons. I just did it for the helluva it. If you've ever scripted an antiship mission, the clues are there.
  11. See, Basher is comparatively new to the series, and yet he's closer to the solution than you are.
  12. Nope. The obvious solution still evades you.
  13. Now, looking at TK's response, I see a possible answer. But, someone else doesn't.....
  14. New Idea(s)....lol..... It pays to sit down with a cup of your beverage of choice, and spend an afternoon or two searching through the SF boards here, at SimHQ, and at Third Wire. You'll learn quite a bit.
  15. I'd suggest that you'd me more specific. Every ground object has to have an .ini file in it's folder, or it will not work. You're obviously referring to the object's data.ini file. For the default objects, that file must be extracted from the objectdata.cat file.
  16. LOL..the first mission of that campaign, and I gotta fly in my newly scripted, crappy weather.
  17. In the WoeCamp2.ini: [CampaignData] CampaignName=790918 Red Lightning DataFile=woeCamp2_data.ini CampaignMap=GermanyCE Service001=USAF Service002=RAF Service003=WGermany Service004=USN <----add this And, at the end of the file (scroll down to the bottom)....add all of this [uSNUnit001] UnitName=VF84-1 'Jolly Rogers' ForceID=1 UnitID=45 StartDate=1979 DescFile=woe2Start.txt StartText=woe2Start1.txt
  18. AFAIK, you need to also add the unit to the corresponding woeCampX.ini file.
  19. A few minutes spent surfing our knowledge base yielded this: http://bunyap2w1.com/camptut2.htm In short, you must open up the campaign file and add the aircraft & its unit.
  20. There are no parameters in the terrain .dll file that determines at which point ( or distance) the shader effects become visible. You can merely switch it on, or off, or set the reflectivity, transparency, and specularity of the shader effect in question. And, TK knows that
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