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malibu43

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Everything posted by malibu43

  1. Ya, it's a great command to use. It can also really add to immersion. If you use that command instead of simply pressing E or T, it forces you to get your eyes on the target you want before you unleash mavericks, LGBs, or your wingman on it.
  2. I got all the nodes and ground units done yesterday and after some trials and bug fixes, I have a working ground war in the campaign. Once I have Do335's permission, I'll get it out for some people to help me test. Wrench, is there any chance of adding some additional target areas along the eastern side of South Korea? One of my concerns about the ground war is that it may be too easy for they player to lose the entire right side of the map early in the campaign due to the straight shot from Kangung to Yongchong. Some other target areas to add as nodes might help slow the ground war down a little. If adding more target areas isn't an option, we may be able to address it with fine tuning the supply levels rates in the campaign. It may be tricky to find the right balance between keeping the player from winning or losing the campaign quickly, but also have plenty of action to keep the Skyraiders, Corsairs, and Mustangs busy. Only testing will be able to answer that. Also, I have to add hats-off to the KAW team! The way this mod was released in little pieces for some reason left me with the impression that it would feel unfinished and maybe lacking in quality in some places. After getting the entire thing installed, that is clearly not the case! All the planes and cockpits look great. The terrain is excellent! Great work! Just out of curiosity, what is preventing all the pieces from being packaged together as all-in-one mod? It would certainly make it more accessible.
  3. There's a similar command that is "target closest to center of view" or something like that. I've used it for a while (I think I assigned it to U). It helps eliminate the mindless cycling of the E and T keys.
  4. This part was easy enough. Entering all the node entries and ground units for a campaign takes a while though... And then of course we'll have to see if it actually works.
  5. Okie dokie. Wrench, can you point me to a map of Korea that uses city/location names that match what you used in the targets.ini file? I'm going to try to create a campaign with a ground war (probably using this as a starting point http://combatace.com/topic/76391-campaign-for-kaw/). I found some maps online and started mapping out nodes but I found that a lot of the city names were not in targets.ini. I'm guessing names have changed over time, and I want to make sure I'm starting on the same page as your targets.ini file.
  6. For whatever reason (whether you did it or the game did it automatically), the action that is the 'E' key by default is assigned to your Joystick Button 2. So that button should cycle through your ground targets. All the other 'E' related key combinations are just different ways of cycling through the same targets (previous target, closest target). You can use any one of those to lock up a ground target. The little red box on your screen will show you which ground target you actually have locked up. As far as actually hitting targets with LGB's, it's tricky in this game since the game lacks some of the other avionics/indicators that help real life pilots drop within the correct parameters. The F-16 in real life would have additional symbology on the HUD that would tell you where to steer and when to release to get the highest chance of a hit. Since we don't have that, you'll just have to practice. I would suggest starting pretty high up (8K-10K feet...?) and about 10+ miles out from the target*. Fly a nice steady approach and pickle off the bomb when you think you're about where a regular dumb bomb would score a hit. Take note of whether the bomb falls short or long, and then go back and try it again, adjusting the distance from the target you pickle based on whether the previous bomb was long or short. *If Erik's pdfs or someone with more recent experience suggests a different altitude and distance from target to pickle the bombs, start with those numbers. I'm just making mine up as I type.
  7. Hey guys. I just downloaded everything linked in this thread to build a KAW install. Is there anything that's been released since that I might be missing? Also, any good suggestions for how to make my install KAW only? Can I delete unwanted aircraft and ground objects after I run the .exe and then drop in all the KAW files?
  8. Can you drop laser guided bombs are tanks in a CAS mission? If you can, the designator is working and it's just getting the image to show on the display. Compare the avionics.ini files for both F-16s and look for something regarding "TV" or "EO Display" listed under Radar Modes that might be missing from your Blk40.
  9. As Fast Cargo said, stop spamming multiple threads. Especially when they're threads that haven't been active in 6 years. It makes it hard for people who are actually trying to help you follow your progress. 1. Where exactly did you post "SystemName[xxx]=LaserDesignator" and what numbers did you use for "XXX"? 2. Regarding your question of where to post the rest, I believe it can be posted anywhere. Just add it to the very bottom.
  10. Maybe I misunderstood you here, but by "get your hands dirty" we didn't mean keep posting in multiple threads until someone does the work for you. What we meant was dig into some .ini files to try to figure it out for yourself. When you run into issues, people will be more than happy to help you if you post exactly what you're trying to do, what changes you made (actually post the modified lines in the post using quote tags so we can see), and what result you got. Folks will be more than happy to help you find the other changes/corrections that need to be made. Also, just so you understand, there is no secret "link that explains how to do it" that we are hiding from you. There is no link that specifically tells you how to add a laser pod from whatever weapons pack you have to whatever F-16 you've downloaded. For me to give you step by step instructions, I'd have to download all the pieces, experiment and try it myself, and then write step by step instructions for what I did. I don't really have time to do that right now, and even if I did I don't have the gen1 games installed anymore, so I couldn't. When people tell you the information you're looking for is out there, they mean it's burried in bits and pieces in the knowledge base and posts throughout the forums. So, along the lines of my previous post. Why don't you tell us specifically what you tried and what the result was. Then maybe we can help you.
  11. Folks, I recently downloaded and installed the F/A-18A from the latest package listed at CA. After playing with it for a while and tweaking some things, I have a couple of questions. I'm hoping someone with SF2 Avionics/HUD expertise can help me out. 1. Bank Angle Indicator - The little "carat" or triangle pointer part of the gage is very far off to the left so that it's actually off of the HUD. You can only see it slip onto the HUD briefly when you bank to the right, or if you zoom way in on the HUD and pan slightly to the right. Here, is the entry from the avionics.ini file: [HUD_BankIndicator] SymbolType=ROLL_INDICATOR ImageFilename=cockpit\hud\HUD_BKI.tga ImagePosition=0.0,0.030 ImageSize=0.35 ScaleImageFilename=cockpit\hud\HUD_bankindic.tga ScaleImageSize=0.133 ScaleImagePosition=0.0,0.030 Scale=1.0 MaxValue=31 MinValue=-31 HorizontalAlignment=CENTER VerticalAlignment=CENTER I tired adjusting the ScaleImagePosition= to all sorts of different values to move it onto the HUD, but it seemed to have no effect. Does anyone know why it behaves the way it does and what needs to be changed to get it to work? 2. Adding a waypoint marker under the heading scale - The HUD landing mode currently has an instrument called HUD_Steerline. [HUD_SteerLine] SymbolType=STEERING_CUE ImageFilename=cockpit\hud\F-18_steering.tga ImageSize=0.100 Scale=0.50 I added the instrument to NAV mode as well, but it utilizes the large, vertical steering line that you would expect to see in ILS/landing mode. I wanted to change it to a smaller tick mark that would sit near the heading scale. I made modifications to F-18_steering.tga using gimp, but was not able to get my new tga to show up. Is there anything special I need to know about format, alpha layers, etc... to ensure my new HUD symbols display properly? Also, can I use the MinValue= and MaxValue= entries so that the tick mark rests at either edge of the heading scale instead of disappearing when the waypoint is off to one side or behind the aircraft? Thanks! PS - While I was in there, I created a new gage called HUD_Courseline that is identical to HUD_Steerline only the symbol type is COURSE_DEVIATION, and added this gage to landing mode in place of HUD_Steerline. Now the ILS properly guides me to the course line of the carrier instead of straight to the carrier from wherever I'm at.
  12. I just did a quick look through the D/L section and couldn't find the GAU8 Avenger sound files I've downloaded before. I have the Avenger sound .zip saved on a external drive at home. I will try to get it to you later if I remember.
  13. First of all, it may feel overwhelming, but don't be discouraged. Everyone started with questions like yours at some point. My first questions regarding WoE back in 2007 were... wait for it... how to drop LGBs against tanks from an A-10 and then how to add a laser designator to the A-10 when I was told that's why they wouldn't drop. One thing you have working against you is that you're using WoE (gen 1) when pretty much everyone else is using SF2E (gen 2). That means that most of the people that would be able to solve your issue are limited in how much they can help since they don't have the gen 1 games and mods to play around with. If you can get SF2E, you'll be in a much better position to ask for help and also learn at the same time. In fact, there are already F-16C's with LGB/laser pod capability in the downloads section for the gen 2 games. It would be a simple download and drag-n-drop. If you can't get SF2E, you're either going to be limited to what's already available or you're going to have to roll up your sleeves and start "learn by doing". I can point you to this download that includes an F-16C with LGB/laser pod capability. http://combatace.com/files/file/6970-linebacker-iii-beta/ I would create a separate "test" install of WoE to add this to. Make sure to follow the instructions carefully and install all the required files. Once you do, see if that F-16C suits your needs. You could probably just stop there if you wanted and use that install if it works OK for you (there may be some issues since you don't have the Vietnam terrain). However, I recommend that you then start reading through each of the .ini files associated with the F-16C to see how that laser pod has been added and works. You know the old saying - "give a man fish, feed him for a day. teach him to fish, feed him for life..." I have learned so much about military aviation from the 60's onward by digging under the hood with this game and trying to do things. It's almost more fun than actually playing the game.
  14. The question in this thread isn't about whether or not clouds are locked. It is why do they show up at different heights in different terrains?
  15. I think this is the one I have installed: http://combatace.com/files/file/11067-sf2-series-range/ I would LOVE to get the clouds in my other terrains down as low as the clouds on this terrain...
  16. Do you have any WIP files you can share?
  17. It's not that each terrain has it's own environment.ini file - unfortunately it's not that simple. It's something secret that's hard coded somewhere, but I haven't been able to figure out what it is. You'll notice that the Range 2 terrain has clouds that start at around 6K!!! It looks so much nicer than in the other terrains. My guess is that it's hard coded somewhere to start X thousands of feet above the highest point on the terrain (does India include the Himalayas?). The Range 2 is a very flat terrain.
  18. New video posted at Jet Thunder

    I kinda thought the same thing. Way back when the first videos were shown, it looked a little better than SF/SF2. But what I've seen lately leaves a lot to be desired.
  19. Cool! Looks like you are already on it! No need to double effort, then. If you want any help or would like me to test, let me know.
  20. Piecemeal, I'm really enjoying this terrain. I was just trying out some soviet weapons and was assigned to strike an offshore oil rig. When I got there, there was nothing there. It looks like the desert4_types.ini is calling for a ground object called "oilrig", but it's not included with the mod. Did I miss something?
  21. File Name: SF2 Campaigns for Desert4 File Submitter: malibu43 File Submitted: 28 May 2014 File Category: User Made Campaigns SF2 Campaigns for Desert4 Mod Readme This mod updates the stock SF2 campaigns to make use of Piecemeal/Centurion1's Desert4 terrain, as well as places USN and some of the USMC squadrons in those campaigns on a carrier. Additionally, if you have a merged install with SF2V, SF2E, and SF2NA, you can add F-8's and A-7's to the stock campaigns and a new 1978 campaign with A-7's, F-15's, HarrierGR3's, F-14's, and A-10's as well. Requirements: SF2 and SF2V (for the carriers) are required. SF2E and SF2NA are optional but recommended. To install: 1. Install both Desert4 and the Mountain regions add-on: http://combatace.com/files/file/14551-desert-terrain-v4/ http://combatace.com/files/file/14702-desert-4-mountain-regions-addon/ 2. Drag the "campaigns" folder included in this package into your mod folder. 3. That's it! Credits: - Campaings by malibu43 and Homefries I am a member of the free-ware mods group at Combatace. This may be used in any free-ware mods as long as appropriate credit is given. It may not be used in payware. PM me with any issues. Thanks. malibu43 Click here to download this file
  22. Thanks, Blaze95. I missed that. I'll add it in an update.
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