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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Thanks Wrench, they go great with the Victorious. Firestreaks are pretty challenging to utilize.
  2. Thanks for the update Wrench Groundobject folder name is SF1 style.
  3. Sure, they were included since v1, mods made by other members here. Fly in the 50s and 60s and both sides have Nike batteries. Randomly placed by the game engine. Though they are pretty inaccurate still can score against high flying aircraft.
  4. Interesting part of history... Actually they were only deployed from 1961 to 1963. 15 missiles in total, at 5 sites around İzmir/Cigli. These models are new, I will include them in a future addon pack.
  5. You might also condiser decreasing the weight of the aircraft too.
  6. They're pretty much completely different tilesets, the first iteration was based on Stary's previous GermanyCE tileset, which he kindly included some modifications for Anatolia. For the v2 terrain, I decided to switch to size tileset again from Stary's GermanyCE rework v1.1. Both are 512 size. It's a matter of taste I guess but since v2 includes more modifications I can't guarrantee a switch back to v1 tileset would cover every possible situation
  7. All your work is top notch mate! Glad to hear you can spend more time with your hobbies
  8. Yahoooo... Can't wait to try this out. Thank you Dels :good:
  9. Yes I'll be implementing a few of these soon
  10. The R looks great Veltro Landing back at home base
  11. Thanks for the Electronics values mate Converted the Udaloy, Slava pretty easily, installed your updated Osa, Komar and other boats. Now both sides have a pretty good naval force. Been playing around with some naval engagement mission designs, seems like Udaloy and Slava need some more modding in missile ranges, which at the moment don't engage until close.. Other than that, all is pretty good. The LCS-1 RAM missiles seem to be the best example for surface engagements. Missiles in other projects such as the Meko,OHPerry etc. need comparing with the values of RAM.. Anyway, your work has showed the way to solving many naval problems the previous mods had, so thanks
  12. Great! About Malatya, I think the main F-4 base in the region, would be very useful in any future campaign designs. Because of the game limits, you'd have forgo accuracy, but oh well. Just putting it more to the east would be just fine. What size is the map?
  13. Forgot to add: If you decide to include Malatya Airbase, watch out for the game's Mission Generation limit. The game has trouble generating flights/target objects, in the outer %10 of the Terrain map. For example if the map is 1400x1400 kilometers, the airfields in the outer 140 km parts will mostly not generate flights.. Something to do with waypoints/targets being ignored in this region. It's a different concept than The Wall limits.
  14. Thank you very much for the praise Baltika As others suggested this map will allow many different scenarios. If I may suggest 2 more airfields for the Turkish Side; Malatya (7th Airforce Base) where F-4 squadrons are based, and Batman (2nd UAV squadron base) And please check where Duhok is, it should be further east. I will try to build some camps that could be used here and perhaps Afganistan
  15. A tod issue makes me think it's from the terrain data.ini Material sections. You use an old patch but Stary's TODs are working. There seems to be a few differences in my settings. Let's try this: Replace from Stary's rework 1.1 , GERMANYCE_DATA.INI to Anatolia_DATA.INI Sections: [solidObjectTextureMaterial] EffectShaderName= //terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=terAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE
  16. Wrench, I'm on Sep11 patch and bugs from previous patch are pretty much fixed AFAIK. Other than the small "skin change/patch stay the same" bug, haven't come across anything huge.
  17. I believe them :) There's a good chance of some new avionics to be released.
  18. Great work mate, love the mountains. Now I can fly some anti-terrorism anti-separatist missions there. CAS and special ops up in the 3000-4500m range
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