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Everything posted by malibu43
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The problem is that installing bunyap's weapons pack adds a data.ini file for all the aircraft, which is out of date when compared to the latest patch (and possibly the patch before that... I'm not sure). Not only is this data.ini out of date, it is also incompatible with the MF weapons pack and/or the stock weapons. If you just go into all the aircraft folders and delete the data.ini's that are there, that should fix the problem. However, bunyap's weapons pack also installs some other files and effects that either may not be compatible with and/or are not needed with the new patch and MF weps pack. Your aircraft and weapons should work after just deleting the data.ini's for all the aircraft, but there might be other issues that the other files cause that don't manifest themselves until later. Unfortunately, the best and cleanest way to fix the problem will be to start from scratch with a clean, patched install and then install only the MF weps pack. Maybe someone more familiar with the contents of both weapons packs will be able to tell you weather you need a re-install or just delete the data.ini's. Good luck!
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Hmmm... you shouldn't have to edit any .ini files to be able to carry the sparrow, and the nose up problem was an issue with Bunyap's weapons pack, I think. The MF weapons pack requires no modding after install to be compatible with the latest patch. Are you sure you're not talking about Bunyap's weapons pack?
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There was another thread here recently that discussed this: http://forum.combatace.com/index.php?showtopic=32720&hl And then here is another thread at the TW forums trying to get it to worl properly: http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=5747 The overall results were that we couldn't get it to work.
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As I understand it, the truck routes don't actually affect supply or anything like that. See this response I got from TK when I asked about armed recon: http://bbs.thirdwire.com/phpBB/viewtopic.p...p;t=5089#p35337 4/5. StartInterdiction is the number of missions you need before getting ArmedRecon mission, so if you want Armed Recon mission, you want this number to be low. ArmedRecon are generated if the truck routes are in movement .ini files, and if they're near the primary target area (either main strike area or main ground offensive area). So the best thing to do it you want lots of armed recon is add truck routes connecting as many of the target areas (in ways that make sense of course) as you can so that primary targets for strike missions will always have a chance of Armed Recon missions being near by.
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Just out of curiosity, why not use the auto-sync feature or whatever it's called? Do you only want certain songs on there? I just keep my ipod sync'd with my itunes library, and that way if I want to update the ipod I just plug it in and walk away...
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No F-111A CAS loadout...?
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I tried that one already, and it didn't work... *edit* - Problem solved, kinda... I was doing all my testing on the Range terrain. I know there aren't any ground battles set up in the movement.ini for CAS, but I didn't think that would effect the loadout. Anyway, plane loads out fine on the VietnamSEA map. -
Can anyone tell me why I get a full loadout for stike missions in the F-111A, but empty stations for CAS? // Station 1 = Left Wing Outboard Station // Station 2 = Right Wing Outboard Station // Station 3 = Left Wing Inboard Station // Station 4 = Right Wing Inboard Station // Station 5 = BombBay* // Station 8 = Rear ECM Station // Station 10 = RIGHT BOMBBAY ECM Station* // Station 11 = Gun Bay* // * these cannot be used together Loadout[01].WeaponType=M117R Loadout[01].Quantity=6 Loadout[01].RackType=BRU3A Loadout[02].WeaponType=M117R Loadout[02].Quantity=6 Loadout[02].RackType=BRU3A Loadout[03].WeaponType=M117R Loadout[03].Quantity=6 Loadout[03].RackType=BRU3A Loadout[04].WeaponType=M117R Loadout[04].Quantity=6 Loadout[04].RackType=BRU3A Loadout[08].WeaponType=QRC-160-1 Loadout[08].Quantity=1 Loadout[10].WeaponType=QRC-160-1 Loadout[10].Quantity=1 [Attack] Loadout[01].WeaponType=M117R Loadout[01].Quantity=6 Loadout[01].RackType=BRU3A Loadout[02].WeaponType=M117R Loadout[02].Quantity=6 Loadout[02].RackType=BRU3A Loadout[03].WeaponType=M117R Loadout[03].Quantity=6 Loadout[03].RackType=BRU3A Loadout[04].WeaponType=M117R Loadout[04].Quantity=6 Loadout[04].RackType=BRU3A Loadout[08].WeaponType=QRC-160-1 Loadout[08].Quantity=1 Loadout[10].WeaponType=QRC-160-1 Loadout[10].Quantity=1 They look the same to me... I don't get it. This is in WOV with the latest patch. I can load the CAS loadout manually, but no matter what I do, I can't get anything to show up automatically...
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Yeah... I'll post the .rar file in the next couple of days. Wrench - I don't know what the ETA is for the updated Korea Mod. Will it be worth while for me to post the corrected ground objects, campaign_data, etc... in the downloads section, or should I continue to shell it out on an as needed basis?
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I agree with Fubar512 - it must have been AAA. You usually can't see them from the cockpit unless you know they're there and you are very close. As for it not happening since, maybe you haven't had to go to the same target area from the same base and the other routes you've flown just happen to have less AAA...?
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Anyone know if/where there's a SEA camo 450 gal tank for the F-105, other than the one in bunyap's pack (which appears to be the same as the ones that come with the 105 at C5). The one in bunyap's pack has a different model than the stock one, and it sits too high on the pylon and interferes with the flaps. I don't know of anyway to fix that other than creating separate wing stations just for the SEA camo tanks, and I don't want to do that... Thanks! *edit* - I using the stock WOV F-105, btw.
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OK, I've got another question. Pre-patch, an F-105 fully loaded with 6 m117's and fuel tanks will hit 815 kts indicated at sea level. Post patch, a clean 105 tops out about 605 kts indicated at sea level. Fully loaded is a little lower around 580 or so. So, different on-line resources I looked at said the F-105 topped out at about 830 kts at sea level, which seems pretty close to the pre-patch number. Given that the pre-patch number is with a full strike loadout, the in game performance may be a little better than real life. However, I find it hard to believe that the post-patch number is a little lower than it should be (can't go supersonic at sea level in a clean jet). Anyone more knowledgable on the subject want to confirm or deny this? Is the new f-105 more realistic, or is it porked now? This is the stock F-105, btw. I haven't checked this with any other aircraft. *edit* - FWIW, I dropped the old F-105 into my install with the latest patch and got the same results as I did in the pre-patch install, so it seems to be an issue with some of the new/different values in the 08 patch F-105. I did some level sea level cruising in the A-6A and got values that seem pretty close to what I got with the old patch, so it's not an issue with all aircraft, but the F-105 for sure. Any FM gurus know what numbers need to be tweaked to get faster performance?
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All Enclusive Weapons Pack
malibu43 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
So does the default value of '0' placed by the weps editor make for a bunch of super weapons? -
Serperate Installs? How?
malibu43 replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Something no one else has mentioned that I usually do - remove the game from the Add/Remove programs list... see below. Install the game, then rename the game folder temporarily (so windows can't find it...). The go to Add/Remove programs and "uninstall" the game from the add/remove programs tool. Since you've renamed the folder, it won't actually delete anything, but it will remove the program from the list and the computer will no longer think the game's installed. Then you can go back and rename your folder whatever you want and it will work fine. Then, if you want to do another install, temporarily rename (or move) the folder again (or permanently, if you want - ie "WOE_modded" or "WOV_clean_patched" or however you want it labeled). Then install the game again. It won't find the program listed in Add/Remove Programs and the correctly named folder won't be found in the default location, and it will let you install. Repeat these steps for as many installs as you like. -
All Enclusive Weapons Pack
malibu43 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hmmm... what's CEP? -
All Enclusive Weapons Pack
malibu43 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Does anyone know if there are plans for a new, SP5, WOE/WOV MF weps pack? -
Anyone think this sim will have a remote chance of running with an integrated graphics chip? (I think I already know the answer... ) I know there's supposed to be a demo, so I'll probably give that a try when it comes out.
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Line Backer III v1.1
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
It is the MF FA-18A with .ini edits to make it function as a C. Should be easy to integrate once the real one is released. -
Hmmm... when I set it up like that, I can't ever get any offensives. For example with these nodes and ground units, no one ever moves: [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=Quang Tri RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=100 MaxObjects=100 Experience=50 Morale=40 Supply=100 Intelligence=20 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit003] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=50 Morale=40 Supply=100 Intelligence=20 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit004] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=50 Morale=40 Supply=100 Intelligence=20 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/3 Marine Regiment ForceID=1 Nation=USMC BaseArea=Hue RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [strategicNode001] Area=Dong Hoi ConnectTo[001].Target=DMZ South West [strategicNode002] Area=DMZ South West ConnectTo[001].Target=DMZ South [strategicNode003] Area=DMZ South ConnectTo[001].Target=Quang Tri [strategicNode004] Area=Quang Tri ConnectTo[001].Target=Hue [strategicNode005] Area=Hue ConnectTo[001].Target=Quang Tri [strategicNode006] Area=Quang Tri ConnectTo[001].Target=DMZ South [strategicNode007] Area=DMZ South ConnectTo[001].Target=DMZ South West However, if I use the nodes in the other campaign files I posted in the other thread (which are similar to the one at the start of this thread), I get an offensive that works. However, sometimes, some of the nodes get skipped if they are not in the most direct path to the other side's homebase. I should also point out that the other sides home base doesn't have to be defined as a node if I do it this way, and then the campaign won't ever end due to one ground offensive capturing the other sides home base. There are some things I definitely don't understand about it, but it seems to be working the way I've done it. The way you explained it makes more sense, but I can't seem to get it to work for me. Also, since there are mulitpble threads discussing the same thing, let's close this thread and continue the conversation here: http://forum.combatace.com/index.php?showt...iew=getlastpost
