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malibu43

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Everything posted by malibu43

  1. Hmmm... OK. I tried it and I couldn't get it to work. I'll go back and look again to see if I missed something.
  2. Right. So, if I understand this right, I can't use the stock A-4 300 gal wing tank on a different aircraft, correct?
  3. Is it possible to allow two different fuel tanks types on one weapon station, or do I just need to duplicate the weapon station and allow the second fuel tank type on the duplicate?
  4. Did you get anywhere with this, Wrench? I'd like to have a default attack loadout, a loadout for ARMED_RECON during a certain time period, and then a separate nation-specific attack loadout for that's different from the first two. I can't get it to work... [Attack] ... [Armed_Recon] StartDefaultDate=1964 DefaultFor=Armed_Recon ... [Attack_USN] Nation=USN StartDefaultDate=1964 DefaultFor=CAS,Armed_Recon ... Do you think it could have anything to do with the order they're listed...?
  5. These are fun to read. You guys are really handing it to the Iranians!
  6. Well, to be honest, if your not following the instructions that come with the mission, I wouldn't expect the mission to work properly. That's probably your problem. Like LIma said, try some of the randomly generated single missions and see if you have better luck there.
  7. Yes. They show up in the mission builder. I did some more testing, and found (in my case) I couldn't have more than one nation using alternative loadouts. Just SVietnam or just USAF work fine. But when I try to have both, only the ones that are first in the loadout.ini work (ie - if the USAF loadouts are listed first, they work but the SVietnam ones don't. Or it could be the other way around). I also tried to list two nations for one alternative loadout (Nation=USAF,SVietnam) but then the loadout didn't work for either of the countries. In my case, I'm able to work around this since I only have 3 nations that use the aircraft (USN, USAF, and SVietnam) and 2 of those nations share the same loadouts (USAF and SVietnam). So I made the USAF/SVietnam loadouts the default and used nation-specific loadouts for the USN loadouts. That works for me in this case. But I agree. Maybe something to ask TK about.
  8. I thought about that, but when I select South Vietnamese Air Force, it's not that the some of the weapons aren't showing up. It's actually giving me the default loadout instead of the specified one. For example, if I select a CAS mission, I get the loadout with LAU-10's, LAU-3's, and Snakeyes. I should get the loadout with the gunpods, M47A4, and CBU-25's. I doubt many people fly as the VNAF, so maybe it's not a big deal that the wrong loadouts show up. The other option would be to make the USAF/VNAF loadouts the default ones, and then just specify different loadouts for the USN. That may work.
  9. I'm just going to BUMP this once. Then I'll figure something else out. (I thought for sure Wrench would have been all over this within minutes of me posting it! )
  10. As far as campaigns go, the game/campaign engine doesn't work in a way that those mission types would work in a campaign. However, scripted single missions can recreate those. I've actually thought about writing some Sandy missions, but I don't have time right now. Maybe that will be something I'll work on once eburger68 and I get the next update out. PS - while there are no Sandy missions at this time, the next update will include Sandy loadouts for the A-1:
  11. Here is the first of several parts for the WoV version: http://combatace.com/files/file/10281-wov-air-ground-war-expansion-pack-gold-part-1/ Here is the first of several parts for the SF2V version: http://combatace.com/files/file/10189-sf2v-air-ground-war-expansion-pack-v20-gold-part-1/ There are 5 or 6 .rar files to download in total for either version.
  12. Fuel usage is still the same and there is no aerial refueling. Most people get around this by setting fuel usage to normal or easy. The stock game still just has the Rolling Thunder and Linebacker campaigns with a focus on N. Vietnam. However, look at the SF2 campaign download section and look for the SF2V Air and Ground War Expansion Pack (comes in several parts). This adds: - Steel Tiger and Easter Offensive campaigns that focus on CAS/Interdiction/Strike missions in S. Vietnam, Laos, and Cambodia. - Lots of additional flyable aircraft - some AI made flyable, some 3rd party. The "AI only" A-6 is made flyable again with this mod. - Tons of weapons and effects that make North and South Vietnam much more deadly and exciting places to fly. This mod was created in an effort to rectify just the situation you described. The stock game completely ignores the ground war aspect of the conflict. This mod tries to fix that. If you still have WoV, there is a version of this mod for WoV (in the SF1 campaigns download section). That way you can try it out and see if you like it. If you do like it, I suggest you buy SF2V and get the SF2V version of the mod since it is the one still being updated and it includes more.
  13. Below is my loadout data for my A-1H. The USAF loadouts work perfectly, but the VNAF/SVietnam loadouts don't work at all. When I select South Vietnam as my nation, I get the standard attack or strike loadout - not the ones specified below. I've tried using both VNAF and SVietnam for the nation. Any thoughts?
  14. Some nation specific loadouts I'm working on for the next SF2V AGXP update... USN and USAF A-1H/J loadouts: USMC F-4's: "Snakes and Nape"
  15. Well I'm relieved MW3 sucks. It makes it easier to decide which tolken, pre-xmas, FPS to get. I'm not surprised. I thought BFBC2 was way better than CODBO or MW2. Recycled crap for sure.
  16. I hear you Icarus. I found some old screen shots with widesky when it looked the way it was supposed to at older patch levels. Wow - did it look better than what we have now!
  17. Well, TK's done it again. Something new is broken. It looks like the game is ignoring the "enemymissiontypes=" entry under [allowedmissiontypes] for terrains during generated single missions. I just flew a strike in South Vietnam from the SF2V AGXP in an A-1 and was intercepted by a MiG-21. The only enemy mission type allowed should be transport. If this is the case it really screws up the SF2V AGXP, with all the CAS and interdiction aircraft that are supposed to fly hassle-free in South Vietnam. Can someone double check this? edit - maybe not totally screwed. The range still works. Maybe we just need to remove all red airbases... edit again - removing red airfields seems to fix it. But there were friendly CAP and Escort flights which means the game is ignoring allowed mission types for friendly forces as well.
  18. Man, I thought I had it for a second. I set the SUU14 as a BFT with zero fuel and set the weapon station as jettison not allowed. The only attachment type allowed at the station was BFT. I was using "rackspecificstationcode=CBU25" to only allow the SUU14 and "specificstationcode=CBU25" to only allow the SUU14. However, it looks like if you use "specificstationcode=" on a weapon station with a BFT, the BFT can't be loaded. You can limit what BFT is loaded with "rackspecifcstationcode=", but if "specificstationcode=" is present at the same weapon station, it disallows the BFT. In other words, it looks like you can't limit a single weapon station to a specific BFT and a specific bomb with the (rack)specificstationcode= entries. So unless anyone has any ideas, it looks like the MER method works the best. I'll just have to deal with still having the ability to load the sub-munition without the dispenser.
  19. Actually, Wrench, that's exactly what I did last night! I changed the dispenser to a MER (which is perfect since the SUU14 has 6 dispenser tubes) and changed the BLU-3 to a regular cluster bomb. I added "SpecificStationCode=CBU25" to both the rack and the bomb. I also added "SpecificStationCode=CBU25" and "RackSpecificStationCode=CBU25" to the new weapon station on the A-1. I haven't done a lot of testing so far, but it looks like it will work exactly how I want it to! There was one negative (although minor) side affect of using this approach. When I go to the dropdown menu in the loadout screen for a weapon station with the SpecificStationCode added, I have the option of loading 1 BLU-3 or 6 BLU-3's with the SUU14 as a rack. If i select 1 BLU-3 and start a mission, the one submunition is just sitting there below the weapons pylon. It looks pretty silly. Like I said, this is a minor issue and will only come up if someone doesn't know what they're doing at the loadout screen. But, is there any way to prevent this? Is there any way to force a specific weapon or specific weapon station to always use a rack?
  20. There are a couple weapons out there (JP 233, CBU-14, CBU-25) for SF2 that simulate cluster bomb dispensers. They do this by defining the dispenser as a rocket pod and the sub-munition as a rocket with 0 (or nearly 0) booster. This works fine for player aircraft. However, AI aircraft get confused because the weapon is technically a rocket. When the AI goes to use these weapons, they start climbing over the target and appear to try to point the @$$ end of the plane at the target. The result is that they stall over and over again on run after run and never take a shot. I'm sure this has something to do with the AI trying to use the weapon like a normal rocket pod. Bottom line is that it doesn't work. I would REALLY like to use the CBU-25 as part of the default loadout for USAF skyraiders in the SF2V AGXP. But if I do this, AI flights or AI wingmen become totally useless. I'm trying to think of other work-arounds for the issue that the AI wouldn't have issues with. One scenario I'm thinking of is to define the sub-munition(s) as cluster bombs and simply load those on the aircraft. This would allow the AI to use them correctly. But, the dispenser (SUU-14, in this case) won't show up. Is it possible to: Change the dispenser to a rack via .ini edits (probably a MER)? Create new weapon stations that use "Stationspecificcode=" so that only the sub-munition (BLU-3A in this case) can be loaded there. Also add the "stationspecificcode=" to the BLU-3A so it doesn't get loaded anywhere else. For the new weapon stations created in #2, specify that the new SUU14 rack is the racktype used when that station is used in the loadout? Similar to the way certain aircraft only load rails when IR missiles are loaded. This would allow the SUU14 dispenser to only show up when the sub-munition is loaded. And it wouldn't disappear when the BLU-3A is released. #2 I think I can figure out. #1 I probably can too. #3 is what I'm really not sure about. Is that possible? Can anyone point me to any other mods that are doing something simlar? Thanks! PS - the strategy I laid out above is ideal, in that it allows the weapon to be loaded (or unloaded) via the loadout screen without any issues. Another option would be to create new weapon stations as I described. But define the dispenser as an ECM pod or something like that (so it cant' be dropped). The weapon station for the ECM pod/dispenser would be in the same location as the hardpoint for the submunition so it looks like the sub-munition is coming out of the dispenser. This would probably work, but it is less than ideal since it can only be made to work via _loadout.ini. Trying to loadout the aircraft like this from the loadout screen would be confusing and could result in weirdness. So again, I'd prefer to try and find a way to get the first strategy I listed to work. Any thoughts? Brainstorming is welcom!
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