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malibu43

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Everything posted by malibu43

  1. Getting Gunship! to work in XP

    There is a patch, and there's also a no-cd.exe out there, so there are lot of different things you could try to get it to work. Check out this site, if you haven't already: http://www.simwarrior.com/gunship/index.html
  2. Also make sure you are using the latest weapons editor available from third wire. The old Bunyaps weapons pack (without modification) and the editor that came with it aren't compatible with the latest patches.
  3. Here's another useful nugget I discovered today... With certain squadrons, I'd get a CTD every 3 or 4 attempts to start a new campaign. 3 Escuadrilla de Caza y Ataque of the Argentine Navy was the worst, with a CTD maybe 1/2 the time. Tried changing CAT pointers and referenced airfields and everything else I could think of but I couldn't figure it out... Then I had another idea and took a peak at the mission percentages for the squadron... [ANTI_SHIP]=90. As we all know, anit-ship missions CTD in campaigns. And that is the highest mission chance for the squadron. So unless anyone thinks TK is going to fix anti-ship missions in campaigns any time soon, I would look through both campaign data.ini files and change the mission chance for anti-ship for all squadrons to 0. PS - some of those squadrons had really high anti-ship chances and low strike chances, so after you change anti-ship to 0, I would bump the strike chance up to whatever anti ship was before it was changed.
  4. Getting Gunship! to work in XP

    Did you ever get it working? It works fine for me in XP. What specific problem are you having?
  5. Yeah, the orginal creator mentioned that he would have an "SP5" version ready a couple months after the original release, but I don't think he's posted here once since then...
  6. Create a copy of the weapon in the weapons editor and change the name of the nation to whatever you want to use it on.
  7. Ok, I think you mis-understood me or maybe I wasn't clear. Yes, there are "scripted" anti-ship missions. But as far as randomly generated single anti-ship missions from the create mission menu, it can't be done because "anti_ship" is missing from the drop down list in WOV. You have to copy one of the menu files over from WOE so it shows up. Then you can select anti ship.
  8. Nope. First of all, anti-ship missions don't work in campaigns. So messing with campaign files isn't going to fix it. Second of all, I'm pretty sure that what I said in my previous post is what needs to happen. A stock WOV install doens't have anti ship missions listed in the single mission type menu. You have to copy one of the menu files over from WOE. I'm still can't remember which one though. Someone will have to check...
  9. CoD World at war is OUT!

    I think I definitely will, it will just depend on when/how much best buy gift cards I get! However, I did rent CoD5 this weekend. I only had a chance to play through the single player campaign for a few hours, and didn't get to try mulitplayer at all. I wasn't too impressed with single player, hopefully the mulitplayer brings a little more to the table.
  10. I'll try and check that out if i get a chance...
  11. I forget which one, but if you copy one of the single mission files out of the menu folder from WOE, you get the mission selection list from WOE that includes anti-ship. So look around in the menu folder, but back up the original folder first...
  12. CoD World at war is OUT!

    I did not know what this zombie mode was when I read this thread so I youtube'd it... Holy shee-it! That is what ever zombie game ever should have been! This game was already on my x-mas list, but it just edged its way above Bros In Arms Hell's Highway...
  13. Hey folks, I've got free-track and gunship running pretty well together now. However, I have to make a trade off between smoothness of panning and accuracy of small head movements/fine targeting. I won't get into the details of why... Anyway, if the chopper is stationary, I can use Free-track/IHADSS to spray targets that are relatively close. I say spray because it often involves having to walk a stream of fire around/through the target. Sometimes, I can actuall just get the cross hair on the target and fire a small burst. However, up above 30 kts or so, targeting anything off to the side of the chopper get very difficult unless I start spraying a lot of amo around. I was just wondering at what speeds/distances/situations is the real IHADSS targeting of the gun in the Apache successful, and in what situations/how often the pilot actually firing and targeting the gun using the IHADSS? Thanks!
  14. If you guys read the readme that came with the add-on, the creator says that it has problems with post WOI patches (the harrier is mentioned specifically). The A-4 problems could be related as well. I would recommend installing this mod on top of the old patch, or you will have issues for sure.
  15. I couldn't get some of the AIM-120's from bunyap's weapons pack to show up with the september and october patches, but they showed up fine in the old patches. I switched to the MF weps pack instead.
  16. Bunyap WP

    I had that problem with both the Sept and October patches, but never had that problem with the old SP4 patch.
  17. My load times are a lot longer too. I think that's just the price we pay for better AI and game performance. Did you copy your control file from an older version? I think a lot of people have had problems doing that, since there are some new commands implemented.
  18. Just be careful with that as that download is pretty old, and I'm not sure if any of the patches since then have changed any of the entries...
  19. The SA-6 launcher and Barlock radar that it's networked with have service dates that end after 2008. You need to extract their respective data.ini files from objects.cat and change the service end year dates. Then drop the data.ini files in the corresponding folders in the ground objects folder. You'll also noticed that there probably is not too much AAA either. You'll want to repeat the above exercise for the KS-19, ZSU-23, ZU-23, and a few other ground objects that are AAA. I can't remember all of them off the top of my head right now. If you look in the downloads section (object mods... I think) you'll find some more modern SAM's to place in the game (SA-19, SA-3) as well.
  20. Inspiration

    I just read that recently. Awesome book...
  21. I have a question. Does anyone know if there's a way to limit what areas certain squadrons fly missions in? (other than changing the mission radius for the aircraft...) The reason I ask is that I added USN squadrons to all three of the WOE campaigns a while back, but I found it annoying that my A-6A was tasked with striking a target on the bottom right corner of the map when there are a dozen USAF squadrons that are closer and would have to fly over less enemy territory to get to the target area. These missions were almost impossible sometimes because of the amount of SAM sites and enemy flights I had to engage to get to the target. As a result, I removed all the USN squadrons except the F-14's in the 1979 campaign (that's the only stock campaign out of WOE/WOV where the F-14 can be plugged in). So anyway, is there any way to only allow aircraft from Echo Station to flying missions in the top half of the map?
  22. A couple things: 1. One of the most important things is that you stated wind resistance isn't factored in (which is good that you stated your assumptions). However, wind resistance is factored in in this game. Well... not technically wind resistance, but air resistance. The weapons have drag factors, and drag is never considered in basic physics trajectories, and not in you equation either. So, the higher you get, the more off you're going to be. Different weapons have different drag coefficients, so it's going to be a different offsets for all altitudes and weapons. 2. I know someone else already kind of said this, but using the techniques they used in real life (low altitude, low level, a-la A-6A, or dive bomging, a-la F-105) provided better results in real life and I think provides better results in terms of this simulation as well. I think your equation would be appropriate if you're using something like a nuke, and you can work weapon drag into the equation. But good for you for trying to apply these physics equations. I haven't used any of those equations since I watched the video where the Cesna drops the orange ball into the water...
  23. I was pleased to find a mod to allow only 2 Mav's to be loaded onto the LAU-88, which is more realistic for A-10's and F-16's and such. Here's the thread: http://www.simhq.com/forum/ubbthreads.php?...086#Post2498086 I wanted to do the same thing with the TER, since that is how CBU's and other munitions are used on F-16's, etc (ie - only two bombs on a TER). This is what I created in the weapon data. It's just a copy of the TER data, with an attachment position removed: [WeaponData2057] TypeName=TERL FullName=A/A37B-5 TER ModelName=ter Mass=43.090000 Diameter=0.230000 Length=1.980000 AttachmentType=USAF,USN,UK,W_GERMANY,JAPAN NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TER NumWeapons=2 LoadLimit=500.000000 LengthLimit=4.000000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,2578.310078 Attachment02Position=0.000000,0.000000,-0.250000 Attachment02Angle=0.000000,0.000000,0.000000 [WeaponData2058] TypeName=TERR FullName=A/A37B-5 TER ModelName=ter Mass=43.090000 Diameter=0.230000 Length=1.980000 AttachmentType=USAF,USN,UK,W_GERMANY,JAPAN NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TER NumWeapons=2 LoadLimit=500.000000 LengthLimit=4.000000 MaxFuelAmount=0.000000 Attachment01Position=0.180000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,2578.310078 Attachment02Position=0.000000,0.000000,-0.250000 Attachment02Angle=0.000000,0.000000,0.000000 The problem is that the bombs loaded with a bomb on the inside attachment point instead of the outside, which is the opposite of the way it should be. I tried changed the x values to +/- and couldn't get it fixed. I'm so close! Can someone help me get it right? Thanks!
  24. We talked about the SA-7 a little toward the end of this thread. Some of this might help. Also, what I found recently with the SA-9, is that the lock-on chance, launch reliability, and seeker FOV need to be bumped way up in the weaponsdata.ini (look at the SA-13). Seems to get a lot more launches that way. *edit* - Here is the link I forgot to post: http://forum.combatace.com/index.php?showtopic=31601&hl=
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