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malibu43

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Everything posted by malibu43

  1. Yep. I'm using a tweaked version of TeTeT's targets.ini and movement.ini files. There are VC camps in laos/cambodia that are fragged duing strikes, and I added truck routes between them so you get some armed recon in the mountains of laos/cambodia. I just need someone to answer my question regarding ground unit replacement, and then I think we'll be all set with a full vietnam ground war!
  2. OK, I posted this question a the TW forum, but haven't gotten a response yet. I'll try here: OK, one more question. What is GroundUnitReplacement time measured in? Is that day's, offensive missions, etc...? What other factors affect this? Essentailly, I want ground units for both sides to replenish immediately (or as quickly as possible) so that ground offensive can happen as much as possible. What value would I want for GroundUnitReplacementTime and what other factors affect it? Thanks! I know someone here knows the answer to this... I'm sure that GroundUnitReplacement time is number of offensive missions or number of days before units are replaced, but I have no idea what GroundUnitReplacement is. Any help is appreciated!
  3. A little editing of the frontline entry in movement.ini, some carefully placed nodes and ground units, and... Bam!!! I haven't really tested this much yet, but nodes are placed and limited such that either side shouldn't advance more than one postition past their starting positions (which are shown on the map). So, the frontline shouldn't really move around too much. The way the stock WOV campaign's are written, the North never really goes on offensive at all, so I modified some of the supply levels and requirements to hopefully enable the north to go on small quick offensives every once in a while. But there's still one thing I really need help with... The RT campaign is 3 years long, and after a couple offensives (a few months) the North is completely out of ground units (if you're doing your job right!). I can add addtional ground units with start dates every few months, but to keep all three of the fronts alive for three years wil require probably 80-90 ground unit entries. Yuck. So, I noticed that there's a GroundUnitReplacementTime= and GroundUnitReplacement= entries in the campaign_Data.ini. Can anyone tell me what these values are exactly and how they're measured? Any additional infor regarding what effects when/how ground units are replaced? For example, what do I need to do to have ground units replaced almost as soon as they're destroyed (as long their base area is still on their side of the front line)? Thanks!
  4. Hi all, I'm hoping someone can answer this question for me. Let's say I have these nodes defined in my campaign_Data.ini: [strategicNode006] Area=Khe Phat ConnectTo[001].Target=Dong Hoi ConnectTo[002].Target=DMZ South West ConnectTo[003].Target=DMZ South ConnectTo[004].Target=Quang Tri Per Bunyap's post link to from the KB, this would mean that units start at Khe Phat and have a random chance of moving to one of these four locations next. This means that a ground unit could go straight from Khe Phat to Quang Tri. The way I've interpreted this, is that units starting in Khe Phat must move to Dong Hoi, then to DMZ South West, then to DMZ South, and then finally arrive in Quang Tri. My own personall experimenting seems to show that this is the way it works, but I still seem some random Node jumping or skipping every once in a while. Can anyone shed some light on this for me? Thanks!
  5. That is freaking awesome!
  6. That would probably help with the frontline extending way into Thailand. However, another thing I noticed, is that sometimes a ground offensive will be taking place while you're tasked with a strike mission or CAP or something not totally related. In this case there's nothing you can do to affect the outcome of the ground battle, and the enemy will end up gaining ground. A couple missions like this, and Hue can be overun. Like I said, this is all part of the game, but historically not accurate. I think the best way to handle it is to set up all the nodes such that one side can't get too far past the front line. I made some changes to what I posted earlier, and the result is the NVA and VC attempting to cross the DMZ, but go no further. The US should fight to retake the South DMZ positions, but never cross into the North. [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=South West ConnectTo[002].BasePoint=537600,558000 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 I don't know if I'll have a chance to try it out, but it may be possible to place friendly nodes that are "unreachable" by NVA/VC forces (not connected) around Thailand, and then create battles similar to what I have above all around south vietnam. This would ultimately be a more realistic scenario. More complicated, though.
  7. I'm working right now on reworking the nodes and ground units so a ground offensive from either side will stall out on either side of the DMZ. It seems to be working so far. What this will do is result in both sides battling back and forth along the DMZ, but not enough ground being gained to cause the frontlines to get all crazy or any squadrons to be re-located. Here's what I have. This also results in battles in two different locations along the front, to keep things exciting. It works at least throught the first offensive. I haven't seen what the losing side does yet after they've had time to re-supply and mount a counter-offensive. Both sides need to have groundoffensiveallowed set to true for this work. [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit003] GroundObjectType=M113 UnitName=1/9 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= StartDateDeviation= [GroundUnit004] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/7 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit006] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North West RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit007] GroundObjectType=US_Squad UnitName=1/5 Marine Regiment ForceID=1 Nation=USMC BaseArea=FSB Athena RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit008] GroundObjectType=NVA_Squad UnitName=4th NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Khe Phat RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= //----- Nodes [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ North West ConnectTo[002].BasePoint=529300,567800 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint=529300,567800 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=DMZ North ConnectTo[002].BasePoint=550300,567900 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 *edit* - if a mod wants to merge this with the other thread I have that discusses almost the same thing ("Strange Frontlines in Rolling Thunder"), that would be fine. Sorry for the redundancy!
  8. There won't be any ground war at all, which is essentially the same as the stock campaign. I'm working right now on reworking the nodes and ground units so a ground offensive from either side will stall out on either side of the DMZ. It seems to be working so far. What this will do is result in both sides battling back and forth along the DMZ, but not enough ground being gained to cause the frontlines to get all crazy or any squadrons to be re-located. Here's what I have. This also results in battles in two different locations along the front, to keep things exciting. It works at least throught the first offensive. I haven't seen what the losing side does yet after they've had time to re-supply and mount a counter-offensive. Both sides need to have groundoffensiveallowed set to true for this work. [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit003] GroundObjectType=M113 UnitName=1/9 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= StartDateDeviation= [GroundUnit004] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/7 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit006] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North West RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit007] GroundObjectType=US_Squad UnitName=1/5 Marine Regiment ForceID=1 Nation=USMC BaseArea=FSB Athena RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit008] GroundObjectType=NVA_Squad UnitName=4th NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Khe Phat RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= //----- Nodes [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ North West ConnectTo[002].BasePoint=529300,567800 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint=529300,567800 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=DMZ North ConnectTo[002].BasePoint=550300,567900 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900
  9. So, long story short, I was using modded campaign files by TeTeT that add a full ground war to WOV. However, because of the way the units are placed, the front line gets all squirrely after one offensive move and most of Thailand turns "red" and squadrons get relocated and all goes to hell. This works alright in fictional campaigns, but we all know this isn't how Vietnam played out... So, what I want to do, is basically fix where the ground war will take place and not allow friendly or enemy units to progress past a certain point. But I do want the ground war to be continuous and last for a long time. One idea I'm toying with, is to have a friendly unit that's "indestructable" (just don't associate it with a .lod or model) so that the enemy will continuousely attack that area, but never be able to capture it. I'm not sure if this will work, though... Anyone have any other ideas or suggestions for how this might be able to work? Thanks.
  10. You could add the types and add a target area, but you'd have to figure out the placement and the tiles wouldn't be quite right. I have a FOB I pieced together using the FOB objects from the Falklands mod that I placed in WOV. I can post it up here later if I get a chance, but keep in mind some of the objects required are from the Falklands mod, and the runway is made of Marston Matting, which I'm not sure was around back then.
  11. Hey JSF_Aggie, You might want to take a look at the positioning of Kleinalmerspann Highway Strip. I started a Red Lightning in an A-10 at that strip and had ZSU's in all the AAA emplacements, making it very difficult to take off! According to the briefing map, it's still in friendly territory, but maybe it's too close to the front...? After I failed the mission, the debrief said the squadron was being re-located... Otherwise, lookin' good!
  12. Has anyone else noticed the same thing with the SAM's, or am I the only one?
  13. Not really, unfortunately. If you read through a lot of the threads in this forum, you can gain a lot of information. The best way to learn, is to take an existing campaign, and start by changing the nations, dates, aircraft types, weapons, etc... to what you want, then try it. It almost certainly won't work the first time, but you'll start to figure out what you need to do and work your way through it. When you hit road blocks, post your questions in this thread and I'm sure people will try and help as best as they can. Good luck!
  14. Actually, the ground battle location would be dictated by ground units, nodes, and offensives in a campaign... not the movement.ini files.
  15. MISC works. It actually worked in the last patch too. All you need to do to update the steel Tiger campaign is update your types.ini and campaign_data.ini files to utilize the Misc target type instead of warehouse, add the RulesOfEngagement=True and GroundOffensiveAllowed=True lines to the campaign_data.ini. Then you should be good to go. If you increase the N_Vietnam supply starting supply qty's and supply rate, you should get lot of ground offensive with CAS and Armed Recon. That combined with your targets.ini and types.ini files makes for a WOV experience that's very different (and much more fun) than the out of the box campaigns. Also, TeTeT, you should consider uploading the types.ini, targets.ini and campaign_data.ini files (once MISC has been added) as a separate download here in the downloads section. I consider it a must have for WOV.
  16. Yeah, that will correct the F-15 flight model problem, but then some weapons may not work. All the stock aircraft in WOE/WOV get new data.ini's from the weps pack, so using this method you will either have a porked flight model (using bunyap's data.ini's) or porked weapons with every aircraft (renaming bunyaps data.ini's). So, again, the only real way to fix it is to install bunyaps pack into a separate directory, don't copy over the updated aircraft folders but copy everything else, then extract all the patched up data.ini's and apply the changes as described in the KB. Lot's of work.
  17. I'll take this one step further and add that you have to extract the data.ini's for all stock aircraft and apply fixes listed in the knowledgebase. Quite a bit of work... I would recommend the MF weps pack instead, which doesn't require the data.ini edits...
  18. Haven't posted in a while... Sure would be nice if this mod gets updated for post-patch...
  19. That's nuts... ...I mean balls...
  20. I'm no professional photographer, but I thought I'd share my 2008 reno airrace pics if anyone's interested. http://s262.photobucket.com/albums/ii103/m...mview=slideshow
  21. Quite impressive it was...
  22. Well, 1 in 10 was an estimate. The point was that they're a lot less accurate than I think they were before. However, to your point, after I posted, I found some stats that indicated during various campaigns in Vietnam, the accuracy was as low as 1.5% and up to 5-8%, I think. So maybe this change does make things much more realistic. I still haven't found any info on the accuracy of SA-9's and or SA-13's. I know for sure that these are far less accurate after the latest patch (at least that's what my testing shows...). I'll keep looking...
  23. Has anyone else noticed that SAM's in general seem to be a lot less accurate after the sept patch? Fly an Iron Hand mission in WOV, set air defenses to heavy. Hit the autopilot to fly straight and level, and watch as the SA-2's take off all around you, but seem to by aimed/guided poorly. Flying straight and level, I'd say about 1 in 10 will actually hit. Try this with the old patch and you won't last long at all. I've seen similar issues with the SA-9 and SA-13; pre-patch if you flew straight and level over one you'd get toasted. Now they're nothing more than entertaining to watch as the smoke trails flail aimlessly around and behind your aircraft. The data.ini's for the launchers and missiles used are the same pre and post patch, so is it possible this is something that's hardcoded into the sept 08 patch? I haven't decided if I like the new SAM's or not. It makes missions over Hanoi a little more survivable, but Germany's less dense air defenses suffer from this. Maybe it's a little more realistic... I don't know. But I question if there's a point to adding SA-9's and SA-13's if they're just replacing a ZSU that has a better chance of hitting you...
  24. You mean like an MFD kind of display? I don't think there's an easy way to do that... You'd have to modify the cockpit and do all sorts of things I'm not familiar with. Did F-111F's have MFD's in real life? I don't know where/if they actually were able to view what the laser designator was looking at. Maybe some of the resident experts will chime in...
  25. Yeah, I already did that. I was trying to figure out if they had the same bright exhaust as the SA-2 in real life. Thanks for your help!
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