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malibu43

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Everything posted by malibu43

  1. Cluster bombs in the weps pack have both these entries, and was wondering what the difference is. [WeaponData143] TypeName=Rockeye ... Explosives=100.000000 FusingDistance=100.000000 ClusterBomblets=247 ClusterDispersion=0.500000 ... [WeaponData144] TypeName=CBU-24B ... Explosives=269.399994 FusingDistance=150.000000 ClusterBomblets=665 ClusterDispersion=0.500000 ... Thanks!
  2. Yeah... that's what I thought. Maybe it will be fixed in the next patch. :yes: ...not that that is one of the high priorities...
  3. A while back, I tried to assign a key to deselect visual target, and I don't seem to remember it working. Does anyone know if this command works? Maybe I was doing something wrong...?
  4. Ah... Did not know that little tidbit of info. That will be good to know. Thanks all!
  5. Actually, one more question while we're at. Do all the air units need to have different squadrons? In other words, what happens if I have to units with the same "squadron=__"? Thanks!
  6. Ahhh... I think I get it. Basically, the unit ID isn't just the whatever nth air unit you want to use, but it needs to be the nth air unit with ForceID=1... Thanks!
  7. Hey folks. Been playing around with the A-6a and A-6E a lot in WOV/WOE, and I noticed that the inner pylons on the E are outside only. The A isn't this way, and based on what I've seen/read, I always thought the A (and all other varients) could load a full six Mk82's on each of the inner wing pylons. However, I noticed that the way the E model is set up in the game, the inner ordanace would be bumping into the gear doors, and that's probably why those racks are outside only (in the game). Tried researching the issue online a little more, and based on the pictures I found, I'm wondering if this could be accurate. I never saw any E's with bombs loaded on the inside of the inner wing pylons, but I saw A's loaded both ways. These pictures show what I'm talking about: http://rds.yahoo.com/_ylt=A0S020vESVdIb3kA...nock/316890106/ http://rds.yahoo.com/_ylt=A0S020rVSVdIGtEA...a19/1554156021/ If you look at the picture of the E, it looks like there wouldn't be room to load more MK82's next to the gear doors, when there's clearly room in the pic of the A. But maybe the pics are deceiving - I don't know. Does anyone know if there is in fact a difference in the pylon positioning, or should they be the same? Thanks!
  8. OK, here is the .ini and data.ini files. If someone would try these out, I would appreciate it. There is one air unit added at the bottom (093) and it is set to be a USN unit. When you start the campaign, you get switched to the 7th TFS... ? woeCamp2.TXT WOECAMP2_DATA.TXT I've seen campaigns with more than 93 air units, so I know I must be missing something. If anyone can help, I would really appreciate it!!!
  9. Hi all, I've been able to add air units to campaigns before, and then make them flyable. Simply paste in the data at the bottom of the air-unit section of the campaign data and give it the next available number. Then go into the campaign.ini and add another air unit. However, I've been having a problem with the Red Lightning campaign in WOE. I've been able to change the aircraft for the existing air units, however, I have a problem when I create a new air unit and try and make it flyable. For example I coppied the data for one of the player flyable F-4E units and pasted it at the end of the air units. I assigned it the next available number (airunit093, I thin it was) and then added a new player flyable unit in the campaign.ini. When I go into the game, my new squadron is available in the dropdown list, but when I select it and start the campaign, the game always either defaults to the F-15 and changes the squadron to the Bunyaps...? I've done the same thing in custom built campaigns, and not had any problems. I can also simply change the aircraft type of an existing unit in Red Lightning and not have any issues. Does anyone know what the problem may be? Is there some limit on the number of air units or player flyable units? Thanks!
  10. Does anyone know how they're chosen? Based on some experimenting I did, missions played during the default years for the game 60's, 70's, 80's always default to either a T-55, T-62, or T-72 (seems to be the stock CAS targets). After that (90's and later) with the infantry pack installed, I get lot's of infantry units during CAS missions. Does anyone know how the game decides what units to use as targets during CAS missions? The infantry units all have service start dates in the 50's and 60's, so they could be showing up earlier. For some reason they don't... It'd be nice to get a good mix of tanks and infantry to change things up... Thanks!
  11. Just curious if anyone know what a typical loadout for F-111A's was for Strikes and CAS in vietnam...? I'm sure there were lots of Mk82's and snakeyes used, but was also wondering about rockeyes and/or CBU's. Thanks!
  12. You are correct. I resolved the issue by pointing to the appropriate CAT file. Once I fixed this, single missions worked, but campaigns still crashed. Solved the problem by copying the options.ini from my other WOV install and using it with the Falkland mod. Don't know what the issue really was, but this solved it. This mod is awesome!!!
  13. 1. I believe stock WOV has Mig-CAP missions, which are CAP. 2. If you have WOE, copy the singlemission.dll file from the menu folder. Rename the one in the WOV/Menu folder singlemission_orig.dll or something like that. Drop the one from WOE in the folder, and you will now have anti-ship missions. Also, the other mission choices will be renamed like in WOE (ie - MIG-CAP --> CAP, Iron-hand--->Air Defense Suppression...)
  14. I did a fresh patched install. The weight of the MK82 is 226, so you can load 6 of them off the bat, but still only 5 SE's. I upped the load limit to 1700, and still only the 5 SE's, so it seems to not have anything to do with the weps pack - the issue's there with a fresh patched install. I'm out of ideas. If anyone else can suggest anything or cofirm/deny the problem on their install, I would appreciate it! Thanks!
  15. Huh... That's weird. 1600 didn't work for me... I went all the way up to 15,000kg, and still couldn't load 6 MK82's or MK82SE's unless they were the default loadout. Hmmm....
  16. That would have been really helpful. Thanks! What I ended up doing was finding the rack that was showing up when I changed loadouts, and switched it's place with the BRU57 in the weps data, so the BRU57 was listed first. Now if I switch loadouts, the game finds the BRU57 first, and it's usually used.
  17. Just wanted to add some more info. I noticed that MK20's are available in the correct quantities, so I reduced the weight of the MK82's down to 215kg, and they worked fine. I got them to work at 230 kg as well. So that extra 24.02 kg per bomb is causing the problem. However, I tried one more time to increase the load limit by 150 and even 200 kg, and that did not solve the problem. So apparently it is some kind of weight issue, but it does not respond to changes in the weapon station load limit... Can anyone confirm that they are having the same issue?
  18. Hey folks, I'm using a merged install of WOV/WOE with bunyap's weps pack. The default loadout for all the phantoms for strike missions is 6 mk 82's on each of the outer wings stations, which would require a load limit of ~1515 kg. However, the load limits for the stations (per the KB thread) are set at 1400 kg. But that's no big deal, just up the load limit and your good to go... kinda. If you change the load limit to 1550, your default strike loadout of 6 mk82's will show up just fine on each MER. However, I was going in low for one mission and wanted snakeyes instead. Went to change the loadout and found that the game was only letting me load 5 snakeyes on each MER. Snakeyes are pretty much the same weight and size as the MK82's, so I don't see why I couldn't get 6 on there. I checked all the load limits and size limits for the weapon stations, racks, and weapons, and couldn't find any reason why this should happen. I loaded up a mission with the A-6, and was able to get 6 of both the MK82 and MK82SE on each MER, and I'm also able to load the F-4E centerline with 6 of either, so I don't think it's a MER issue. Then just to experiment, I changed the default loadout for strike missions to use MK82SE instead of MK82. Went back into the game and now I could load 6 snakeyes and only 5 MK82's. I selected an A/A mission, and then tried to adjust the loadout and found that I couldn't load 6 of either. So here's what I've figured out so far: 1. It doesn't appear to be a weapon or rack issue. Seems to be specific to the outer stations on the phantoms. 2. If I deviate from the default loadout, the game is putting some sort of load restriction that seems to be different than what's called out in the aircraft data. If I stick with the default loadout, the parameters in the aircraft data.ini seem to hold true. Anyone have any idea what's going on or seen this before? I'm out of ideas. I've seen issues with racks switching when you change from a default loadout, but never seen this issue with load limits. It's also worth asking the experts if maybe it's this way intentionally and F-4's are only supposed to have 5 weps on the MER's on the outter weps stations...? Thanks! edit - looks like 6 of either should be possible: http://airwarvietnam.com/F4Chart1.jpg http://airwarvietnam.com/F4Chart2.jpg
  19. What exactly do you mean by base areas must be connected? By nodes? I had hoped there wouldn't be a lot to do, since it was already a released campaign that I was modifying. Oh well, I'll set what I can get done...
  20. Do you not still need the MFD for the Maverick TV?
  21. I'm trying to make a basic campaign set in 2005 using the Israel 2 terrain. I started with the 1973 campaign out of the middle east wars pack, and for the most part just changed out the "friendly" aircraft for more modern counterparts. I also had to rename some of the air bases. Anyway, I got all the aircraft to work and the campaign to start, but the campaign always ends after the first mission, no matter what type of mission or the outcome (I blieve the actual message is "The enemy has been capitulated! The campaign is finished..."). I had a similar problem the other day with a Vietnam campaign I'm working on, and I found that lower the mission rate and/or increasing the length of the campaign fixed that issue. However, I tried that here and it did not help. I also increased the moral and supplly of the enemy nations, to give them a little boost, but that didn't help either. So, if any of the campaign gurus would like to help me sort this one out, I would really appreciate it. Here are the files: Isreal95.txt Isreal95_DATA.txt If you want to try flying in it, you'll need either the F-22A, F-22A_B20, F-15E, F-16D_Blk40, FA-18C, and/or the AV-8B+. The FA-18 and Harrier won't work unless you have carrier stations in your Israel terrain (and the Tarawa for the Harriers). I'm using Israel 2 v 2.1 in a WOV/WOE merged install. Also I should point out that this originally started as a 90's campaign (hence the Israel95 naming), so the aircraft listed in the squadron selection screen are 80's/90's aircraft, and not what's actually going to be used. The correct aircraft are what's listed in the data.ini. So, if anyone has any suggestions on how to make the campaign last more than one mission, that would be greatly appreciated. Thanks!
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