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malibu43

+MODDER
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Everything posted by malibu43

  1. Yeah, the tailhook entry looks very different from that of other aircraft. It has no length or attachment points. Is that correct? Otherwise looks great!!! *edit* - don't mean to nitpick, but the loadout for the 'C' calls out the "dark" tank instead of the "light" one. The "light" one is in the data.ini. Again awesome work!!! :) *edit #2* - last two things, I promise. The F-35 gun has to be exported=true to show up on the B model since the B's nation is set as USMC and the gun is USN. Also, the loadout.ini for the B calls for GBU-31's (same as the A and C) but the load limit for those stations is set lower on the B for some reason and the weapons can't load. It either needs smaller weapons in the loadout.ini or the station load limit needs to match that of the A and C. Again, want to emphasize that this is meant ot be constructive and that I'm not trying to be debbie downer or an A-hole. Great work on the F-35's!
  2. PS3 vs XBOX 360

    Wow! I had seen the HOTAS for the 360 that comes with Ace Combat 6, but I hadn't seen this yet. Much cheaper than the full HOTAS setup. If I can get a joystick for $50 and games like IL-2: Birds of Prey at least somewhat live up to their PC counterparts, I may start doing some flight simming on my console. I know my 360's graphics sure beat the hell out of my laptop's.
  3. Well, it seems like it's safe to say that the default Strike/Attack/SEAD/Anti-ship loadouts for USAF F-4's probably wouldn't have IR missiles loaded if a TER is being used on that station. Just change the loadout.ini and leave the data.ini alone and you can always add them in the loadout screen if you have a feeling the mission will turn into a furball. Or then again, it's just a game and maybe we should all just cram as much ordanace on our virtual aircraft as we can so we can rack up as many kills as we can!
  4. Thanks guys. I knew I could count on the resident Phantom Phanatics to get me more info than I could possibly need!
  5. Thanks, but do you know when that picture's from? I know they could and did carry them, I'm just not sure when it became "the norm".
  6. My targets.ini file for WOV has entries like this for the enemy airbases: ... [TargetArea120] Name=Noi Bai Airfield Position=498000.00,804000.00 Radius=2828 ActiveYear=0 Location=3 Alignment=ENEMY AirfieldDataFile=vietnamSEA_NVairfield6.ini NumSquadrons=6 Target[001].Type=Runway6 Target[001].Offset=0.00,0.00 Target[001].Heading=90 ... I removed the NV and I was able to fly red on the WOV terrrain. Check your _targets.ini again...
  7. http://forum.combatace.com/index.php?autoc...p;showfile=3369 This looks like a good sound mod to try as well. Similar to stock sounds, just with some static and variations thrown in...
  8. Those horizon cloud tiles are from here: http://forum.combatace.com/index.php?autoc...p;showfile=1867 I'm sure you could get some great looking skies if you combined the right horizon clouds from that mod with wide sky...
  9. I wonder if we should put a "Where to get Helicopters" thread in the KB. This question seems to come up a lot. ...Oh wait, that's right, no one reads the KB anyway...
  10. I noticed the same problem in WOV when trying to fly red planes. The stock terrain uses different airfield.ini's for red that seem to not have more than 1 taxi postition specified. Open the vietnamSEA_targets.ini file (you may have to extract it from the .CAT file, see the knowledge base for instructions on that) and look at the airfield.ini's that are specified for all the different airbases. The N. Vietnamese will have "VC_" or something like that in front of them. Replace the VC airfield.ini entries with the ones from the USAF airbases and you'll be good to go. This may not make much sense as it reads here, but if you open up vietnamSEA_targets.ini and start looking around, you should be able to figure it out.
  11. TrackIR vs FreeTrack

    I've been using Free Track for over a year now, and aside from the initial profile tweaking that was required, I've found to be amazing for sim emersion. And, FWIW, free track supports 6 DOF, so you can (and will) be off axis sometimes if you move around too much...
  12. Aha! I'm pretty sure it was from here: http://forum.combatace.com/index.php?autoc...p;showfile=1867
  13. I think I remember seeing those cloud tops in OTC...?
  14. Does anyone know if it's possible to rebase carriers in a campaign? For example, I want a squadron to start out in dixie station in a WOV campaign and then move up to yakee station (or vice a versa). I tried using the "rebase" lines for the squadron (rebasing from yankee to dixie) but it seems like no matter what, the game puts you where whatever carrier you have specified is based at. So I tried using the rebase lines to move the carrier unit to a different station, but that didn't work either. Anyone know if there's a way this can be done (other than creating to different air units that cover different periods of time off of different carriers)?
  15. Thanks. I've got all that (stock WOV has a dixie station target area already added). The problem that I have is there's no way for a USN squadron in a campaign to work from more than one carrier or carrier station. In other words, you have to pick your carrier, and that carrier is limited to one carrier station. There's no way to move that carrier to another carrier station 1/2 way through the campaign or switch to another carrier at some point during the campaign.
  16. Well, I don't have the 45 minutes it would take to walk you through adding all the ground units, creating the strategic nodes, and then adjusting campaign parameters to get the ground war to work... So instead, I'm going to point you to this download that already has all of that as two add on campaigns for WOV. There are a few additional download requirements... http://forum.combatace.com/index.php?autoc...p;showfile=7730 *edit* - if the link isn't working (like it isn't for me right now) go to downloads-->strike fighters/WOV/WOE/WOI-->missions and campaigns-->campaigns-->WOV Ground War Enhancement v2.1 (on page 2) Also, don't post in the knowledgebase. I'm sure an admin will move this to the general discussion section...
  17. Yes, there are "tours" with start and end dates defined for each carrier unit, but there is nothing there with locations. Just start and end dates...
  18. Yeah, I know the SF2V patch fixed it, and I posted on TW forums hoping TK might give a hint as to whether or not the fix could be (or would be) implemented in WOV, either through another patch or something a user could mod. I never got an answer. I really doubt he will patch WOx anymore. It doesn't make sense from a business standpoint if he wants people to buy the new product.
  19. I think I experimented with naming the SA-13 launcher "a_SA-13" or something like that once. I can't remeber for sure, though. I still got SA-8's more than others...
  20. What I did (rather than editing the weapons data for the acutal SA-8 missile) is edit the availability of the SA-8 ground object (launcher). If you look at the availability and export availability, they are set to Common and very_rare (respectively). Now in single missions (game generated), there is no specific enemy nation that you are fighting, so the game engine uses the regular availability for the object ("common" in this case). As a result, SA-8's get used A LOT in random single missions. On the other hand, in campaigns, you are fighting against a specific enemy nation, and (in the case of WOI) they are not the nation of origin for the SA-8. As a result the campaign engine will use the export availability to determine the frequency with which the SA-8 shows up in campaign missions. So during campaigns, the SA-8 should not show up nearly as much ("very_rare"). So, long story short, the way I fixed this issue was to make sure both availabilities for the SA-8 ground object are set to "Very_rare". It should reduce the frequency with which they show up. However, I have noticed that the TW game engine (in other titles as well, ie - WOE) really seems to like the SA-8, and it will sometimes still show up more than it should. But anyway, give the availability change a try. Or you could just delete the SA-8 from the ground objects folder all together.
  21. I know USAF Skyraiders used M-47 bombs a lot, but I can't find any info on whether or not USN Skyraiders used them as well. Anybody know? Any additional info on USN Skyraider loadouts for CAS and Recon during the early years of Vietnam war would be appreciated as well. Thanks!
  22. Does anyone know what in Green Hell 2 would cause this? Problem does not happen on the range terrain or a clean VietnamSEA terrain. I tried tweaking some of the Green Hell 2 data.ini entries to make them match the range map, but nothing worked. Thanks! FWIW, it only happens with the '06 patch. No issues with the latest patches. Unfortunately, I don't use the latest patches in WOV... *edit* - changing rederinorder= to FALSE for alphaobjecttexture fixed it, but then trees show up through clouds, which has already been noticed in WOE 4 seasons. For now, I'll just deal with the cloud/prop issue. *edit 2* - there is a render in order option for cloud material in environmentsystem.ini. I might try that when I get a chance...
  23. There was a fix posted for the MiG-25 radar for ODS that was supposed to make the aircraft a little more deadly. I want to apply it to another MiG-25, but I can't find it for the life of me. Can anyone point me to that thread?
  24. Still haven't found this... Anyone know where it's at?
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