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malibu43

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Everything posted by malibu43

  1. 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?
  2. 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...
  3. 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=
  4. In case anyone is interested, here is a modified section of the movement.ini that corrects the issues of the British Amphious Task Force being on the Argentine side of the front line, and having british forces tasked to strike it. I just adjusted the front line a little... Copy and paste over the existing entries in the movement.ini: [FrontLine] FriendlyBase=Port San Carlos EnemyBase=Stanley Position[001]=900000.000,00000.000 Position[002]=900000.000,100000.000 Position[003]=900000.000,200000.000 Position[004]=900000.000,300000.000 Position[005]=880000.000,350000.000 Position[006]=856000.000,390000.000 Position[007]=820000.000,390000.000 Position[008]=800000.000,380000.000 Position[009]=792000.000,375000.000 Position[010]=786000.000,365000.000 Position[011]=778000.000,354000.000 Position[012]=750000.000,354000.000 Position[013]=760000.000,370000.000 Position[014]=760000.000,385000.000 Position[015]=720000.000,400000.000 Position[016]=720000.000,500000.000 Position[017]=760000.000,700000.000 Position[018]=760000.000,1000000.000 StartShow=1 EndShow=18 Also, I tried to find the other thread regarding this mod, so that it would show up in the recent posts on the home page, but I couldn't find it. If someone can get to that thread and link here, that would be cool.
  5. I just noticed that even with the height offset fix, I still get a little bit of shimmering at high altitudes and low sun angles. Is there a way I can tweak these values a little further to eliminate it completely? Thanks!
  6. Another thing to look at is the LockOnChance, LaunchReliability, and SeekerFOV values in the weapons data for the missiles. Bunyap's SA-9 worked without any problems before the patches, but I found I had to bump all these values way up to get any launches. Otherwise I'd fly circles over/around/next to it all day long and nothing would happen.
  7. I've been a fan of the F-151 Thunderjet ever since I was kid...
  8. Thanks! And just because I'm not great with gun effects, do you know which files exactly I'll need to copy from the megapack or edit to get them to work?
  9. Can I ask where you got that effect for the 57mm?
  10. That's OK. I tried adding the entire WW2 effects pack to a test install, and they still didn't work...
  11. Thanks. That looks like it's supposed to be it. I installed the zip file included in post #63, and added this to bulletobject.ini: [57mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=PomPomEffect AirBurstSoundName=SmallExplosion I then added the contents of the supplied effects folder. However, the end result is just a pixelated flash and no smoke cloud. What else am I missing? I'm not knowledgable at all when it comes to effects and guns.
  12. The tiles aren't "missing". The SAM sites are placed on the map in the location specified in the targets.ini file. The tile the SAM sites appear on will be whatever tile is in that location. I don't think having the SAM sites tiled onto the map would make sense the way the game uses the tiles to create the terrain. What might work is to creat a new object (call it SAM_SITE, or whatever) and have the object be just a star pattern. Then you would have to place this object at the center of every SAM site, and it would look like they are on a SAM site "tile". However, this won't work for any SAM sites that appear on uneven surfaces. I know a few in WOV are up on a hill. *edit* - Also, back to the 57mm, try changing the burst amount for each gun to 5 instead of 1 or 2. Much better.
  13. Hey folks, Is there a 57mm flak effect out there that results in smaller white clouds, as described in When Thunder Rolled. I saw the flak effect posted by Fubar, but those are still black clouds. I could have sworn I saw a download once that had the white clouds, but I can't find it now. thanks.
  14. No, I'm not going to go through my entire ground object folder and change everything to Soviet. It was never this way before. I think TK must have packed a WOI data.ini file into the WOE objects.cat by mistake. And it will make a difference, seeing as the Egypt one starts in 1970, and the ZSU-34 from WOE should start in 1965 (checked in an old install). Hopefully it's just this one file.
  15. Thanks for looking into this stuff. This will help make the WOV/WOE experience a little more intense. However, I noticed that you left "GunRadarTracking=" true on the ZU-23 and false on the KS-19. Shouldn't these be switched as well? Also, I think in your post above you are actually editing the data for the ZSU-23. The ZU-23 in the game is already set as optical. And it that's the case, I should point out that the zSU-23 wasn't used in vietnam and is supposed to be radar guided.
  16. I don't know if anyone noticed this, but I just extraced the ZSU-23 data.ini from the CATfile in my Oct 2008b patched WOE, and found that the nation name is Egypt and the start date is 1970...! KS-19 and ZSU-57 are fine, but something's definitely wrong with that ZSU-23. And I double checked that I downloaded the right patch... I'll post this over at TW.
  17. I have this problem too. It's not related to shadows at all, but I'm pretty sure it does have something to do with the effects. I'm not sure if it's the effects with MF weps pack, or something with the way the new patch handles the effects...
  18. Sorry, screwed up the FOB for the AV-8B's. Had to update again. Get the latest campaign data.ini and targets.ini out of the latest upload.
  19. If anyone's interested, v1.0 of Linebacker III was uploaded a couple weeks ago. I just updated the file again to fix some ground war issues. If you've already installed v1.0, all you need to install is the new LBIII_data.ini file and the new VietnamSEA_targets.ini. Thanks for playin'!
  20. Yeah, I could probably do the same. Especially since I added all the mods so recently, I know exactly what to grab It's all good... TK will take good care of us...
  21. Creating a new clean install and patching is no problem. But by re-install I meant mods and everything else. I had pretty much everything added and just had the terrain mods left when I found out about the tree issue...
  22. I hope that once TK does fix it, he'll tell us what files need to be specifically updated so we don't have to do a 3rd complete re-install in 1 1/2 months.
  23. OK, I'm just going to throw this out there... and I'm well aware the answer may be "no, do a fresh install", but I'm gonna try any way... I just (and I mean just) finished getting all my installs back to where they were before the last patch. It looks like there aren't that many changes from Sept 08 to Oct 08, and that maybe the changes would just have to do with a few of the core game files. Would it be possible (and easy enough) with this latest patch to install over a fresh install and then just copy the updated files over to a Sept 08 modded install? I guess what we'd need is what files exactly were updated in this newest patch... Does anyone know?
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