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malibu43

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Everything posted by malibu43

  1. how about some anti-pirate missions? "CAS" protecting merchant vessels from smaller pirate boats. Recon/Armed-recon searching for "mother-ships" and then anti-ship missions to sink them. You could also have CAS on special-ops raids into pirate ports/villages and then strikes on targets found or discovered. It could be a great little mini campaign!
  2. The SA-8 uses a different (and smaller) smoke trail than the larger SA-2/SA-6's. If you open the SA-8 missile with the weps editor, you can change the effect from MissileInFlightEffect to LargeSAMTrailEffect. Although, I think the MissileInFlightEffect is probably closer to being realistic. If you are getting engaged by too many SA-8's, try changing the avialability (in the SA-8 launcher data.ini file) to rare or Very_rare. I had to do that in WOI after installing the MF weps pack. Otherwise, in generated single missions, I would get nothing but SA-8's for all the AAA. That was pretty much impossible.
  3. Confusing

    I hope you mean USAF and not USA.
  4. I run mine off of WOV just fine. I think everything that needed to be done was mentioned in this thread.
  5. In single missions, you can change the aircraft type of your wingmen, but the only weapons available to load onto their aircraft will be weapons that were available for the aircraft you originally chose and are flying (A-1's don't carry A/A ordinance, so there isn't any available for the F-5's) First, careful about hijacking someone else's thread. The dates aircraft are available is in the top section of it's data.ini file located in the aircraft's folder. In single missions, the game engine randomly picks aircraft that have service dates that match when you're flying. So, Mig-21's, F-4's, and F-14's all were in service at the same time, so they will show up in the same missions. The only way to stop that from happing is to play campaigns, build missions using the missions builder, or alter the service dates of the aircraft (which results in screwed up dates and makes things complicated and confusing in the long run...). This is one of the downsides to adding lots of aircraft to one install of the game. The historical accuracy (in Vietnam, for example) starts to go out the window.
  6. OK, I'm back for one more question. Did the N. Vietnamese have the KS-30? Thanks.
  7. OK, I'm about done with this one. Added the networked AAA from ODS, and while I was being tracked frequently by the FireCan and I had flak bursting all around me, I still did not get hit once after several attempts. I posted in the TW forum, and TK's suggestion was to increase the ballistics computer and range finder values, as well as the gun accuracy. However, even he didn't seem confident that this would ensure flak hits. Tried it and it didn't seem to make a difference. Oh well. It's still fun. Also (slightly OT), are there any Vietnam Era RWR sounds available for download? I'm think something more like "deedle deedle deedle" for missile launch warnings instead of the rappid beeping we have now.
  8. Some of the AAA is networked with a Firecan in ODS. I'm going to throw it into WOV and see how it compares.
  9. F-22 Raptor Cut today?

    I think one of the key differences between what we're discussing in this thread and what happened with Vietnam, is that aircraft then weren't being designed at all with dogfighting or CAS in mind. We had to make due with what we had and wait for new designs/equipment to be developed and designed to adapt to the new situation. With the current situation, we'll have F-22's and F-35's available should the need arise. And if we really needed more, it would be a matter of re-starting production vs starting the entire design/development cycle. I'm not say restarting production is as easy as flipping a switch, but it can happen relatively quickly if we need it to. In other words we have aircraft built with future large scale conflicts in mind; we're just not getting WWIII quantities made up just yet.
  10. Unfortunately for me, dropping $$$ for YAP is just not an option. I'm sure it can be done. Like I said above, the smaller automatic stuff seems to have no problems hitting my aircraft, so I know it's possible. It's just a matter of understanding the variables and how they interact enought to make the changes. Maybe someone with some better expertise will crack it.
  11. I can echo your statement that it seams for the most part to be for effect. I also tried most of the things listed in this thread and still have not been hit by any flak (even while stalled @ 85 kts directly over ZSU-57's firing 20 round bursts at 120 rounds per minute). I did add the lines to all the appropriate entries in bulletobject.ini, and no change. For now, I'm OK with it being there for effect. SAM's and small caliber automatic fire still get me every once in a while. That'll have to be enough.
  12. Also did some more AAA and SAM tweaking on Sunday. I changed the fuse distances for the SA-2's to 75m, however, this resulted in missiles that should have been a direct hit detonating before they reached the jet and not doing any damage. So I set that all back to 25m. I did notice, however, that the noise rejected and CM rejection values in the stock weapon data.ini are much higher for the SA-2's than they are after installing the MF weps pack. I increased those to match the stock values, and started getting downed by some SAM's. The entire time I was trying to get hit by SAM's, I was really slow over some flak, and never got hit. I'm giving up on actually getting hit by flak at this point, and just leaving there for effect. I did double the particle lifetime for the flak cloud in flakeffect.ini, and got some nice lingering streaks of flak over target areas.
  13. OK, this question is slightly OT, but someone posted something regarding this in the last day or so, and I can't find that thread now. Does anyone know what typical fusing distances were for the SA-2, SA-3, SA-6, etc... ? I was trying out the "flying telephone pole" mod that Fubar just uploaded, and had an SA-2 go streaking right past my canopy with not detonation. I started digging through the weapon data, and found fuse distances of 10 - 25 m. Someone in a thread somewhere posted that they changed their values to 100m. Anyone know what would be realistic?
  14. What do you think about uploading your firecan and AAA as a "Networked AAA" mod?
  15. Yes, I think I have seen that video before. We do seem to go in circles on this stuff sometimes. So, to piggyback on Canadair's question, what exactly does one need to do to get flak like that in campaigns and single missions? Just drop the firecan radar into the ground objects folder, then add "AAA" network type to the data ini's for the ZSU-57, KS-19, and Firecan? (I have also adjusted the burst amount for the ZSU-57 from 1 & 2 to 5 & 5).
  16. My 57mm and 100mm guns both have timed-fuze checked.
  17. H.A.W.X.

    I just watched some youtube videos of Over G, and I think it's at least worth a rental. It looks like it's actually very playable from the cockpit, and as far as "hard-core-ness" goes, it looks like it's only just a little lighter than the TW series. Didn't really seem like there was much landing and taking off, which is usually a fun part, but worth a rent, none the less.
  18. As someone already mentioned increasing the rate of fire and the burst rate might be necessary in this game regardless of the gun accuracy. In real life, targets were protected by tens or hundreds of guns. In the game, most target areas have a few AAA entires, and so you get a couple small caliber guns and maybe two flak guns. Increasing the rate of fire might help to make up for this. What would be really fun would be to double, triple, or quadrouple the number of AAA entries in the targets.ini!
  19. Well, last night I tried altering the gun accuracy in the gundata, as well as upping the rangefinder and ballisticscomputer values in the ground objects data, and neither one of these seemed to get the KS-19 any closer to hitting me. Are the values for rangefinder and ballistics computer simply on a scale from 0-10, ten being the best, or is there more to it than that?
  20. H.A.W.X.

    I'll check it out when it comes out, but, yeah, that is along the lines of what I was talking about... I guess I'm also curious how a 360 controller will work/feel vs a computer gaming joystick...
  21. H.A.W.X.

    I just watched some youtube videos. Graphics are amazing. Everything else looks godawful. It's really too bad they won't do a halfway decent sim (something like the TW games) on a console with HAWX quality graphics. I'd buy it in a heartbeat.
  22. I remember that thread, and I think he increased the values for the range finder and the ballistics computer in the gound object's data.ini. I tired the same thing, and got so-so results. I bumped both of those values up to 9 for my KS-19, and I still never get hit. I think I'm going to try increasing the accuracy in the gundata.ini next. Regarding the radar networking, I tried the radar networked KS-19 that Wrench uploaded a while back, and again, the flak didn't seem to get much deadlier. Maybe I did something wrong, though. Plus, the RWR constantly beeping whenever I was within range of the FireCan was driving me crazy. Maybe that's realistic, though. Fubar, are your radar linked guns up for download anywhere?
  23. Do you have any suggestions for new values for the 100mm and 57mm? I was looking at the accuracy rate (pretty low, in the 60's for both) and thought that might be a good place to start as well. Based on what I've read the 57 mm should have a pretty high rate of fire, but were not very accurate. But the 100mm stuff was supposed to be radar guided and should have been pretty accurate...
  24. Thanks!!! I'm going to "merge" this with the WOE air defense mod to get full Hawk and Nike networks for the blue side!
  25. It's not so much that I don't know how to place targets, but more that I don't think I'll ever have the time to place dozens of SAM sites throughout the GermanyCE terrain and then double check the positioning of each one to ensure it's not in a city or on a river. Maybe the easiest way would be to find positioning for the radar and launchers relative to an airfield. If you position them right, maybe that positioning could work for all the different types of airfields. Then you could just copy and past those target lines to the bottom of the all the friendly airfields in the targets.ini. Wrench, would you mind sharing your GermanyCE_targets.ini (assuming that one has Hawks added?
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