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malibu43

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Everything posted by malibu43

  1. You know, I don't think it's that there are no working blue SAM's out there. It's more a matter of people (including me) not knowing exactly where to go to find them and what needs to be done to get them working. Would it be possible to put a "Blue SAM's" tutorial in the Knowledge Base? It would include: Links for the correct launcher downloads Weapondata.ini entries required terrain _targets.ini and _types.ini entries required A big deterrent for me is the _targets.ini update required. An even better idea (but more work for someone) would be to create an all inclusive Blue SAM's mod for download. It would include all the correct and updated launchers, weapons, and a Germany CE (maybe Desert as well) targets.ini with the SAM sites added. I know there's a NATO air defense mod that's close to this, but I never got it to work. Normally, I would say folks can do the homework themselves and get things working, but the Blue SAM's seem to come up over and over again, so maybe something more is requried...? What do you think? *edit* - I believe the WOE (NATO) Air Defense mod adds a belt of SAM's along the front line, which may be more realistic. But, in terms of how WOE works, is not really effective. We would need SAM sites around airfields and other target areas.
  2. The Linebacker III campaign in the campaign downloads section is just that. It's not set up to be totally realistic, since I just replaced all A/C in WOV LBI with their modern equivalents. There is a ground war, though.
  3. Ah ha! It was a Neptune! http://www.rcgroups.com/forums/attachment....hmentid=1371048 ...memories... I was thinking about this mod more, and wondering if we can get a runway made to look look like water (or maybe invisible, I that's already out there...) and then place some runways on a lake tile. Then we just add some Canadair's and PBY's with invisible landing gear, and now we have planes that can re-fill the water tanks by skimming a lake. We would also need some way to link a spray effect to the invisible landing gear's contact with the invisible runway. I'm getting really pumped for this (potential) mod! http://www.youtube.com/view_play_list?p=80...p;v=Qlrpvkp59kA
  4. Sign me up for this one!!! I can help with .ini editing if needed. This is one of my favorite painte schemes. They used to fly over my house all the time: http://images.google.com/url?source=imgres...irpj1qGCpRCu4_w There was another plane that had the same scheme, but it looked much more similar to an A-26 (not an S-2). Can't find a pic of it right now...
  5. You have to run the weapondata.ini through the latest weapons editor. This probably didn't make sense to you, though, so I'd suggest looking through the knowledg base forum. That's where you'll find your answers. As personal advice, I'd suggest using the lates Mirage Factory weapons pack. It'll be much less work to get it to work correctly. PS - there's an entire section of the forums dedicated to the Third Wire games.
  6. As far as I know, there are no tutorials for that. I would recommend looking through the data.ini's of different aircraft to get a feel for what to put in there. To start just copy the .ini's for another aircraft and then start tweaking them.
  7. I use F6 a lot to look around and find ground targets during CAS a lot. Been using F5 while actually flying and fighting some lately as well. Kinda fun to look at some of the really good looking newer models.
  8. Effects you could probably just drag and drop the entire folder. Weapons you can, but you'll need to run it through the newer weapons editor afterwards. Some weapons may have small issues, but you can trouble shoot them as they come up one by one. For aircraft, you'll only want to drag and drop individual aircraft folders (ie F-111A, F-15C, etc...), along with all the extra pilot and misc files that reside in the general 'Aircraft' folder. If you've modified any of the stock aircraft (or installed bunyap's pack), you'll want to re-mod them (don't use your old ones) since the aircraft_data.ini's are updated with the newest patch.
  9. That is not from a 3rd party, that is the official, latest Third Wire patch for the game. You can't install the patch over a modded install without screwing things up. You will have to start with a fresh install, add the patch, and then add your add-on aircraft and other mods. Check out the knowledgebase section for more info. FWIW - I'm not exactly sure why you get the mission accomplished message. Maybe haven't added any enemy aircraft that are available in the time frame you're flying in. For example, have you added soviet aircraft that are around in 2008 when the JSF is? But really, even if you get this fixed, you will continue to come across other problems until you start over with a fresh install.
  10. Yeah. I noticed that random single missions always seem to start in January...?
  11. I voted for campaign, for the reasons above. Also, I think a quick, easy fix that would really add to the immersion of flying 60's-70's era jets would be a bombsight with multiple depression settings, so we could actually plan a bomb run and use the sight, instead of just eyeballing it all the time.
  12. I posted this in the original file announcement thread... The default loadouts for the A-6E use CBU-58's, but they aren't included in the weps pack. I had to import them from Bunyap's. Also, wasn't there an upgrade to the MiG-25 radar to make them more formidable?
  13. Ahh... I did not know that was there. Good to know! Bigstone, I would also suggest increasing the MISSIONCHANCE[xxxx]= values for the squadrons in question. It is my understanding that those numbers are the % chance the campaign engine will select that squadron when that type of mission is available.
  14. Where did you make that change? You should be changing the values to something like 30, 75, or 100. Can you post the change you made?
  15. Messing with Formation.ini img00003.bmp
  16. CA_Stary, Your tree mods have really revolutionized they way these TW games look. Probably increased the "life" of the game for my by at least 10x. Thanks!
  17. Hey all, Just wanted to give a heads up on a campaign I'm working on. I'll try and post some screens later, maybe... It's a fictional war between Russia and Western Europe in 2018 (just imagine the cold war never ended or something like that...). The campaign is really just a copy of the Red Lightning campaign with the air units changes, and of course lots of AAA and SAM upgrades. Flyable units will include: USAF: F-22A F-22A Bock 20 F-35A USMC: F-35B USN: F/A-18E RAF: EF2000 F-35A F-35B Germany: EF2000 Russia: MiG-29SMT SU-27SM SU-39 AI Only: MiG-31 TU-95 One thing I'm aware of, is that by 2018, I'm sure we'd still have F-15's and F-16's making up some part of the mix, but for simplicity's sake, I just bumped up the timeline a little. Just use your imagination. Any suggestions or ideas, let me know.
  18. To be honest, I know very little about soviet aircraft. I just chose the most modern MiG's and SU's that are available for download (with the exception of a few that are available but don't fly very well...). Are there MiG-29M and SU-27M available for download? I don't remember seeing those. Also, the backstory for the conflict wasn't necessarily that Cold War never ended (I know I did post that above...). I changed it to something more like the cold war ended, but Russia became a super power again and another conflict broke out... So if I stick with that story, are my aircraft selections correct? In other words, I'm lazy and don't want to add any more aircraft. What backstory would I need to use to be able to stick with the aircraft I have? Thanks for you input!
  19. Then they would be showing up in the loadout screen. I think the version of the weps editor should be looked at.
  20. The files aren't just in alphabetical order. They're grouped by different types of files (aircraft related, vehicle related, etc...). So it will start at A and go through Z and then start at A again and go through a different set of files. Just look carefully...
  21. You have to go to the downloads section of this site and find the .CAT file extractor (its under WOE/WOV/WOI->utilities, towards the end). Then use that utility and navigate to the objects folder and open objects.cat. There, you will find weaponsdata.ini. Extract that file (it will go into the objects folder, you have to drop it into weapons). That's where you paste your tornado fuel tanks. Then you just need to use the weapon editor to open the modified weapondata.ini and then save it (I know that may not make sense, just do it). Then your tanks should show up. From there, every time you want to add new weapons, you just have to add the lines to weaponsdata.ini and then open and save with the weapons editor. Try this, if it doesn't work, read through the posts that FastCargo linked to again, and then try it again. Like someone else said, once you get it, it takes about 1 1/2 minutes to do. You just have to "get it" once first. Good luck
  22. Same story for me. A few hours of work and it was up and running. Much better than spending ~$150 or whatever the cost of TrackIR is (at least in my opinion).
  23. It looks like the WOE terrain using the modified .HFD file. You can find it in the downloads section under the terrain add-ons. It looks really cool in some places, but kinda weird in others. Which water shader is that? That river looks great.
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