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Everything posted by malibu43
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View File WOV Ground War Enhancement v2.1 Wings Over Vietnam Ground War and Targets Enhancement v2.1 by malibu43 This is an update of my original WoV ground war mod. This mod will add a "static" ground war to two new campaigns in WOV. I call them "static" because the nodes are defined in such a way that neither side can advance very far and capture the other sides base. The result is a front line that never really moves and continuous ground battles regardless of how much success (or defeat) you experience. This mod also adds VC camps and bases in South Vietnam and Laos, as well as armed recon routes moving between them. I decided to develop this after having a desire to fly campaigns in Skyraiders, F-100's, and A-7's that contained a more accurate mix of missions. I also noticed that with the game (WOV) in it's stock form, there is absolutely no reason to ever use Napalm... Vietnam with no Napalm?!?!? This mod fixes all of that... To Install: This is an enhancement of my original WoV ground war mod. It adds two completely new campaigns To Install: 1. Back up your campaign folder and terrain folder if you have any mods already installed (or just do it anyway... it's a good idea!). 2. Copy Terrain folders into your WOV directory. 3. Install the following add-ons: - Soviet Artillery: http://forum.combatace.com/index.php?autoc...p;showfile=6043 - Infantry Pack: http://forum.combatace.com/index.php?autoc...p;showfile=5350 - Mirage Factory A-7E: http://forum.combatace.com/index.php?autoc...p;showfile=6889 - Sky Raiders: Razbam Skyraiders Volume 1 and Volume 2 or free A-1H: http://forum.combatace.com/index.php?autoc...mp;showfile=747 If you use the free A-1H, you need to open both campaign files and change A-1E, A-1J, and AD-7 to A-1H wherever necessary. 4. Drop the F-100D_data.ini in the aircraft's folder. The aircraft roles are modified to get more A/G and less A/A, which is how the F-100D was used in Vietnam. The mission radius is also reduced to keep it mainly striking targets in S. Vietnam. 5. Go into the _data.ini's for whatever Skyraiders you're using and change the normal mission radius to 350 and the max mission radius to 375. This keeps the Skyraiders limited to striking targets in the south. (sorry this isn't included, but the Razbam stuff is payware...) NormalMissionRadius=350 MaxMissionRadius=375 6. Drop the 'campaigns' folder into your install 7. Go blow s**t up! PM me with any questions or feedback. Changes from 2.0 - Two new campaigns are included now instead of modifying the Rolling Thunder and Linebacker I campaigns. Credits - Thanks to TeTeT for the original modifications to the types and targets.ini files. Submitter malibu43 Submitted 11/25/2008 Category User Made Campaigns
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Sorry, I just saw your question... It's WOE, with a carrier station and the MF A-7E added to the 1979 campaign.
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Yeah, it broke my heart to retire that sim when I got my new laptop, but the newer chipset won't work with EECH graphics. If you can't get EECH to work, I would recommend Microprose's Gunship!. http://www.amazon.com/Gunship-Pc/dp/B00004...0719&sr=8-1 It's cheap, has decent graphics, and can run pretty well if you read through this site and apply all the updates. www.simwarrior.com
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Also, looking through the campaign_data.ini for the falklands mod, you don't even need a squadron defined. [AirUnit002] AircraftType=A-4C_A UnitName=Grupo 4 de Caza / I ForceID=2 Nation=Argentina DefaultTexture=camo2 BaseArea=San Julian AirBase ... However, you may end up without decals if you do that. Anyway, I've had mulitiple units with the same squadron before. It shouldn't matter.
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What I was getting at is that you don't need to add anything to the squadronlist.ini. Here is an entry from my modified WOE campaign: [AirUnit096] AircraftType=Tornado_GR Squadron=617RAF UnitName=No. 617 Squadron ForceID=1 Nation=RAF DefaultTexture=617 BaseArea=Brüggen Airbase ... 617RAF isn't in the squadron list.ini. If you add the 'UnitName=' line your squadron doesn't have to be one from squadronlist.ini, and the unit name will still show up in the beginning of the campaign. This way you can add whatever squadrons you want in the campaign_data.ini and just make the names whatever you want. So if the original entry looks like this: [AirUnit013] AircraftType=F-4E_IDF Squadron=119IDF You could then add: [AirUnit014] AircraftType=RF-4E_IDF Squadron=119IDF Rec UnitName=119 IDF Recon Section (or something like that...) You might even be able to leave the squadron for AirUnit14 as just "119IDF", I think. Then in campaign.ini... [israelUnit012] UnitName=No. 119 Bat Squadron ForceID=1 UnitID=13 StartDate=04/01/1974 AircraftType=F-4E_IDF DescFile=woi5Start.txt StartText=woi5Start.txt [israelUnit013] UnitName=No. 119r Bat Squadron Recon ForceID=1 UnitID=14 StartDate=07/01/1976 AircraftType=RF-4E_IDF DescFile=woi5Start.txt StartText=woi5Start.txt Then you'd be all set w/o any editing of the squadronlist.ini required. Also, I have the 13 in bold above, because it was 12 in your post above. If that was the case when you tried it, that would explain why it didn't work. You can't have two unit 12's. PS - and one last thing regarding inserting and renumbering vs adding to the end. You could add the squadron at the end in the campaign_data.ini, but then have it's corresponding entry in the campaign.ini file be in the correct location, as long as your unitID is pointing to the right thing. That would be only half as much renumbering, but maybe a little more confusing when trying to compare units between the two files...
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Right. That's how mine was. If I remember right (I'm not at home right now), the intake for cooling air is on the side that you have on the bottom right now. I got mine off the carpet, laid it down flat, and put a fan blowing cool air into that intake, and I haven't had any problems since.
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I think mipmapping is what causes the white borders. It's always been there for me. I also get pretty bad shimmering without mip mapping. Really looking forward to the reworked trees. I better illusion of speed would be awesome. If you want, you can send to me now and I'll let you know if the white borders are worse...
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How is it sitting and what is it sitting on? I had to send mine back twice after RRoD until I figured out that you can't have it on carpet and you can't have it standing on end.
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Yep. You were right. Added them to the types.ini did the trick. However, I know have another question about the carrier stations. Does anyone know how far from the center point of the carrier station the carrier will travel? I placed the excorts around the perimeter of the carrier station, and when the mission started, the carrier was perfectly centered in them. However, when I returned to the carrier, the escorts were nowehere to ber seen. So obviously the carrier travels well beyond the "radiu=5000" specified in the targets.ini. The other option would be to place the destroyers radiating out from the carrier station up to some greater distance, but then I run the risk of the carrier colliding with one during a mission, and that's what I was trying to avoid in the first place by placing them around the edge of the carrier station. *edit* - I guess the other option would be to equip the carrier with some SAM's. I'll search the d/l section...
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Let me start by saying I have almost no target placement experience. I added a carrier station to WOE, but was disappointed that enemy aircraft could jump me on final with no opposition from friendly ships. So I downloaded the Bristol destroyer from the downloads section and followed the instructions to install it. I then changed my carrier station in the targets.ini so it looks like this: [TargetArea335] Name=Echo Station Position=311000.000000,780000.000000 Radius=5000 ActiveYear=0 Location=9 Alignment=FRIENDLY CarrierStation=TRUE Target[001].Type=Bristol Target[001].Offset=4000,4000 Target[001].Heading=30.0 Target[002].Type=Bristol Target[002].Offset=-4000,4000 Target[002].Heading=0 Target[003].Type=Bristol Target[003].Offset=4000,-4000 Target[003].Heading=180 Target[004].Type=Bristol Target[004].Offset=-4000,-4000 Target[004].Heading=180 Target[005].Type=Bristol Target[005].Offset=0,-4000 Target[005].Heading=180 Target[006].Type=Bristol Target[006].Offset=-4000,0 Target[006].Heading=180 However, I'm using the HUD debug feature and flying all over the place, and I can't find any of the destroyers. Is there something I'm doing wrong? Thanks! PS - I placed the destroyer in a single mission and it showed up fine and engaged air targets... PPSS - also what does 'location=' do? What's the significance of that number?
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I find these two parts disturbing as well: "Biggs was dead by the time they got to his house around 3:30 p.m. Wednesday, Crane said. He had started blogging at 3 a.m. " "The elder Biggs said he was upset that Justin.tv streamed his son's suicide live. " The first quote is disturbing because it took nearly 12 hours for someone to call the police. The second one is disturbing because the dad is questioning why someone let this stream on the internet, not why his son wanted to kill himself and stream it in the first place.
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Has somebody tried the new X360 Dashboard?
malibu43 replied to Silverbolt's topic in Game Console Corner
I'm sure I could have, but that was what irritated me so much. I wanted to play CoD5, not mess around with a dashboard... -
Has somebody tried the new X360 Dashboard?
malibu43 replied to Silverbolt's topic in Game Console Corner
Wanted to play some CoD5 last night, so I had to update my dashboard. There's one word that immediately came to mind to describe it, but it's not PC to use. So I have to resort to calling it lame. Totally reminds me of the few times I've played Wi. It's all cartoony and looks like it's made for little kids (ok, well...) The worst part, was that before I could play, I had to pick an Avatar Character or whatever (JUST like on a Wii). I picked some dumb looking man/girl thing in a pink shirt with a mustache. Totally bugged the crap out of me... -
Hey folks, I'm using a macbook running XP through bootcamp to do all my PC gaming. The intel GMAx3100 driver that comes on the bootcamp disc runs the TW sims just fine. However, if I update the driver (done once on purpose, once on accident) I start getting some weird graphics issues. The end result is that I have to reformat the hard drive and reinstall windows in order to get the working driver installed off the bootcamp disc. Even though my modded TW installs are backed up, I still end up spending days reinstalling free-track, profiling software, HiTiles, etc... Not fun. Since I'm kinda paranoid about this happening again, I got Driver Magician Lite to back up my driver. It backs all the files up into a folder, but I'm not sure how to actually reinstall from that location should the need arrise. I sort of walked through the process up to the actual install point, but I just want to make sure I have it right. Through the device manager, I selected my graphics chip-->properites-->update driver. Then I did whatever was necessary to manually select the driver and selected 'Have Disk' when I had the choice. I opened the folder to where the driver was backed up, and I was able to select a .inf file. From there, I think it's a matter of just actually installing the driver. Is this correct? I know I could just try it, but I'm weary of a "learn by doing" approach on this one since the penalty for screwing up is a complete reformat and reinstall. Thanks!
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First, I wouldn't recommend re-numbering everything - that's a real easy way to screw something up. I would just add the new squadrons at the end. Second, the unit names shouldn't really matter. I've never tried two squadrons with the same name, but it might work. Can you post the campaign data with your changes highlighted? I've messed around with this a lot lately, and might be able to help.
