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malibu43

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Everything posted by malibu43

  1. I'm working on a mid 90's campaign in Isreal (to use the new AV-8B!) and am looking to add a carrier station. I can copy stuff from the Vietnam yankee station stuff in the targets.ini to get most of it, but was wondering if someone could provide me the position values for a possible carrier station? I know nothing about terrain editing or how to determine what the positioning should be... Thanks!
  2. In all pics I've seen, the LANTIRN pod would be hanging where you have the fuel tank. Also, FWIW, you can use the LGB's on a strke mission without the targeting pod, since primary strike targets in Thirdwire games are always being "lazed" by "special forces". But if you want to use LGB's in SEAD or CAS, then yes, you would have to load a designator pod. But if anyone has any input on my orginal (well... second) question about the Rockeye loadouts and load limits for the #2 pylons, it would be much appreciated!
  3. I've tried everything I can think of, but the only GBU's that will show up in the loadout screen for the AV-8B+ are the 16 and 123. Needless to say, they aren't showing up if I leave the default Strike loadout set either. To double check, I tried a mission in the same year with the stock WOE A-10, and was able to load the GBU-12D/B just fine. Changed the aircraft to the B+, and there was no GBU-12 available. The attachment types and mass limits seem fine. I'm using a merged WOV/WOE with lots of mods and Bunyaps weps pack. But seeing as the GBU-12 will show up on other aircraft, I don't get why it wouldn't show up for only the B+. Any suggestions? *edit* - figured it out. The nation is listed as USAF for the GBU-12D, and exported is not checked. The nation for the AV-8B+ is USMC, so it won't ever be able to be loaded. I changed the GBU-12D to exported (shouldn't have a big effect since the attachment type still has to be USAF), and it works now. However, I did also discover that the SEAD loadout has 3 rockeyes on each of the #2 wing pylons. However the load limit for these stations is set too low to allow 3 rockeyes. I'm not an AV-8B expert, so I don't know if 2 rockeyes is more accurate and the weight limit is correct, or if the load limit should be increased. Anyone know what would be correct? Maybe we should add the AV-8B+ to the KB loadout fixes...?
  4. Thanks guys. It makes a little more sense now. So what would be considered "normal" missions (vs offensive)? Gocad, I would think there would be a connection between the mission rates and ground offensives. If the start groundoffensive value is higher, and the offensive mission rate is high as well (many days between missions), wouldn't it take longer for the ground offensive to start?
  5. Curious what the difference is between NormalMissionRate and OffensiveMissionRate, and what units do those numbers represent? Days between missions? Number of missions/day? I'm trying to determine the relationship (if any) between these values, and getting grounds offensives to start and CAS missions generated. Some campaigns (Red Lightning) have values of 1 for these fields, and others (rolling thunder) have values like 180. Thanks!
  6. Check out this thread. http://forum.combatace.com/index.php?showtopic=22873 Download the steel tiger campaign linked there, and add the targets.ini and types.ini to your vietnamSEA terrain folder (don't neccissarily install the entire campiagn, unless you want to). Then also make sure to add the Green Hell mod for the vietnam terrain. By doing these simple tasks you've accomplished the following: 1. Trees galore. You are really flying over a jungle now. 2. By adding the targets and types .ini's, there are now targets all over vietnam, not just north of the DMZ and up around Hanoi. You'll get strike missions where you're tasked to take out artillery or trucks or enemy positions. This really breaks up the monotony of the stock campaign missions (strikes on bridges and warehouses over and over again). I did this just recently, and fired up an A-6 LBI campaign this morning. The first mission I was tasked to take out some trucks (like a "suspected truck" park in flight of the intruder) somewhere in South Vietnam. The mission took place at night, and once I got to the target area, the jungle below me (thanks to the green hell mod) lit up with flashes and tracer fire. Quite an exciting and immersive experience, especially compared to the stock campiagns. Also in that thread, are modified rolling thunder and Linebacker I campaign_data.ini's. Drop these into the campaign folder, and you'll now have a ground war which will generate CAS missions similar to WOE campaigns. So, anyway, I'd give those a try.
  7. Wow. I'm really glad someone pointed this thread out to me. I've been messing with a 1980's vietnam campaign, and the ground war part of it has me pretty confused. This thread is clearing a lot of it up. In the meantime, while I work on my own campaign, I definitely want to add the ground war to the stock WOV campaigns. I have the infantry pack already, so I just need to drop the campaign_data.ini files in. To get the static targets in South Vietnam, can I just rename the steel tiger_targets.ini to vietnamSEA_targets.ini and drop it in the terrain folder? Do I need to add the types.ini or movement.ini as well? Thanks!
  8. You need to have 'EOGR' (electro-optically guided rocket) as an available type for the specific weapons station. You will also need to be sure the load, diameter, length, and attachment type will accomodate the weapon you are trying to load. That mostly answers turtle's question, which he already solved. Regarding the load quantity, for AGM's, you will need to add 'TLR' (triple launch rack) as an available type for the weapon station (as well as EOGR). If you are trying to load three missiles on a station, you will need to make sure the weapon station load limit will accomodate that. If the load limit is too low for 3 missiles, you may end up with only 2, like in your pic. Regarding the weird loadout in the pic: If you are using a default loadout from the loadout.ini, check to see which rack is specified. It may be some weird or corrupted type of TLR that has some funky attachment positions. If you are customizing that loadout before the mission starts and you are selected multiple AGM's, the game will look in the weapons.ini and find the first TLR listed and use that. So, once again, if there is some weird variant of a TLR in the weapons data and it's listed before the plain 'TLR', the game will use that one. I would make sure that the TLR that's acutally named 'TLR' (this is the plain TLR) is the first weapon of TLR type listed in the weaponsdata.ini. That way you'll get the correct rack.
  9. Just out of curiosity, what does changing the Landing difficulty actually do (with regards to all aircraft, not just the Harrier)? Does it effect the way the gear interact with the ground? Does it alter the aircraft's ability to withstand the impact of rough landings? Does it change anything in the way the aircraft handles during the approach? edit - FWIW - changing landing to easy fixed the problem.
  10. Yeah, I have everything on Hard. Maybe I'll give it a try on medium. If that fixes it, that would be great. Thanks for your help!
  11. Thanks FC. I downloaded the AV-8C and that seemed to work better. Takes-offs are fine now. However, after a successful VTOL landing, the plane will sit a moment and then the tires squeel and the plane does a back flip and explodes. I even tried a more traditional landing on the Tarawa, and caught the wire with the tail hook. The plane sat motionless for a second and then flipped and exploded. I don't have this problem when landing other aircraft on the normal aircraft carriers, so I'm thinking it must be an issue with either the Harriers or the Tarawa. ???
  12. Thanks! You should think about adding it to the download section!
  13. I've been trying for the life of me to add a CCIP to the AV-8C harrier. I tired just adding the CCIP part of the HUD from the AV-8A, and replacing the entire HUD. I couldn't get any of it to work. I followed the directions posted in the knowledgebase, but the AV-8C is a little different, as the HUD symbology is all called out in the cockpit.ini and not the avionics.ini. Can anyone help me out? Thanks!
  14. Someone told me about this, and I remember seeing it once, but I can't find it now. Is there a fix somewhere that makes the WOE AV-8A handle better on the ground (or carrier deck for that matter)? Thanks!
  15. Also, for what it's worth, the campaign is till WIP. I'm still tweaking a lot of stuff, so if you come across any issues, let me know and I'll try and get them fixed.
  16. You'll need aircraft from WoE, and carriers and Terrian from WoV.
  17. Check the read me in the Varks package. There's a link to download the cockpit. www.schmidtwerner.de
  18. I tried to post say the same thing on the first page of this thread, but obviously it went un-noticed or wasn't clear enough. Cheers to for spelling it out like this. Another way to look at it - If you want a Porsche, don't buy a Hummer and try to tweak it to perform like a Porsche. Just buy a freakin' Porsche!
  19. What do you mean by "flew off by hand"? Is there a way just to take off from the carrier without using the Catapult? I think I've always had the issue with the AV-8A (never tried AV-8C...) on carriers, whether it's the Tarawa or any other aircraft carrier. They bounce around after a VTOL landing and blow up (with flight model on hard). What's the flight_deck issue you speak of?
  20. Well, I was able to fix it (kind of) by changing the second value for the end point for all 6 CAT's to about 175.01. This means the jet is on the cat until well past the bow, but the player aircraft and all the AI will get airborne. Unfortunately, executing a standard fixed wing carrier landing was very difficult (I couldn't do it successfully...). I did get a near perfect vertical landing, but since aircraft don't handle normally on aircraft carrier decks, the plane started bouncing around and blew up as soon as I touched down. So I changed the base for the squadron back to Da Nang, and I'm giving up on flying harriers off and AC Carrier for now... PS - Everything seemed to work fine without any editing as long as the flight model was set on easy... but who want to do that?
  21. I'm sure this has been addressed before, but I couldn't find it. I added the USS Tarawa to a campaign with AV-8A's on it. But when I release the break, the aircraft balloons up in the air and starts back flipping and eventually crashes. AI all do the same thing. Is there a fix for this?
  22. Thanks. I knew I could try all that, but I was more just looking to find out what kind of rocket pod the AV-8A would carry in real life. Thanks though!
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