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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Quality time with good old TE and almighty Gimp. After all, does this look anything close to Athens yet? I gotta fill that place up with ships! I wish we had some alternative GERMANYCE_SC25* tiles, maybe Stary is cooking some for the repaint Mechanized Army Bases are springing up like mushrooms. (Wrench magic at work again) I got almost all the Turkish Jet Bases where I want (Some interesting takeoff & landing opportunities) Slowly moving on to last HAF fields on the map. Then on to rest of the good stuff.. I'm thinking sub pens at naval bases Flying missions is fun already
  2. Korean with leather helmet is tight!
  3. Hmm, I'm not into campaigning yet, so I'll let the gurus answer that. Check the KB for tutorials though, and lots of good threads about campaign development around here.
  4. Extract them from the MissionData*.cat files.
  5. I haven't had a crash when quitting a mission, since the patch. Seems like its been solved. (XP user)
  6. Now this is a big improvement, I suggest you give it a go too scourser, thanks bob
  7. I just checked again, something is weird about that pit. I play 1680x1050 with 16x AA AF and the same gauges that you are having a problem w/ I get shimmers. When I zoom in to look closer they look perfect, but when I pull back to normal seating position they shimmer but not like yours. If you look at the gauges bmp in the cockpit folder, you can sorta see why this happens. Either the textures are too high rez (512x512) or they were higher before and during downsizing they got messed up. Look at the lines... I don't know thats just my Opinion, I always had this problem with Tornado's pit.
  8. I've got Hercules, Hawk and S-10 sites in my map. Defined in the types.ini of the terrain and used from groundobjects. They show up correctly and work perfect, beating me to the ground! The problem is NONE of the search/tracking radars register on my RWR. I don't see them searching nor get a warning when locked on. All I hear is my wingman calling SAM Launch.. This is on SF2:E, and I tried different aircraft, stock A-10, F-4s, converted over Netz,F-18.. It's the same with all. No problem with the ZSU-23s, M113 ZPUs , they all can be seen w/ RWR. I checked the data.ini's and they are similar, of course not including the new frequency range and radar family parameters. (I tried adding but no change..) So anybody got a clue? or experiencing this? Thanks for the help.
  9. Thank you for your time MB I think I've found the culprit. If I let the game place them as SAM_RADAR and STATIC_SAM, they work as they should. SA-11 lights up on my RWR. BUT if I place them myself, using an entry in the _TYPES.INI, they will not register as radars for the game engine. I had Hercules, Hawk and S-300 sites acting the same. Now this I will investigate more. It wasnt broken in the classic series and if it's really broken here, we got a problem. Don't you all think so? Wrench or any other terrain guru, can you please try something similar to this and see whats up? I know column5 is not using this technique for NF4+. He would've come by it already. Well, I'll report back again tonight.
  10. Hells yes, and they'll never catch this baby! Thank you Dels,Dave & Co.!
  11. Yes, followed your kb article, put in a default aircraftname_rwr.lst with everything listed. But that cant be the problem, because for troubleshooting purposes I'm trying the mission with the stock A-10. It sure doesnt need any modifications, right? The Shilkas are visible, the Flaplid which is exactly configured as a Shilka, is a ghost radar.. I copied the whole ZSU-23 DetectSystem to Flaplid_data, the range is messed up but it still fires at me. Here's a shot: There's ZSU at about 20 miles behind me, and this Flaplid with 2 SA-10L right in front, chugging missiles, surely got me locked. edit: yeah thanks for the help, remember these are hand placed sites using types ini definitions. I'll try using them as Mobile_AAA and other generic types see whats up..
  12. What's this, you slowed down the audio or what? This can't be a like the real thing...
  13. I thought if these new parameters weren't defined it would show up as an "unknown". Now, I just copied the frequencies and other new parameters from ZSU-23, put it inside Flaplid and defined it RadarFamilyName=ZSU-23. Basically making it a Shilka. This is just messed up.., zero, nada on my stock A-10 RWR. My wingie calls spike so he is aware, but me that SA-10 is on me in a few seconds. I must be having a brain freeze, I double triple checked everything, but still can't figure it out.. Surely you guys got Nike,Hawk or SA-10s working??
  14. Good work Veltro, airliners such as this will come in handy for some of the single missions I got in mind.
  15. Jarhead Scourser can we get a screen, I've never seen it happen, so some of the instruments get distorted? Could it be an anti aliasing issue, which cockpit is this in?
  16. Yes Ironhands and Beach's tutorial videos were great, and some background story adds to the experience. I wish TW sims had some kind of replay functionality to do voice overs and stuff, but I guess you can do that in real time if you wanted. Will some of these be designed to fly with the Hard flight model? If the aircraft is suitable, could be an option.
  17. This is great guys, training missions w/ trainer aircraft, designed by people who've really been there and done it :) Also maneuvers, procedures, tactics, the knowledge.. we all read from books/internet from time to time, but nice to gather them under a Training Squadron Site, and present it w/ WoX series.. great idea Eric
  18. Wrench; For SF2:E, both Start/EndYear are set to zero. The problem is AAA groundobjects, M113, M55, tanks, etc. , most of them expire in the 80s and 90s. Friendlies had zero air defenses, enemy had shilkas everywhere. So I had go in there and set the dates. I got Turkey set as friendly and Greece as enemy. This seemed logical, design wise, because they use more Soviet equipment, Turkey has none (except helos maybe) You're right, some objects and weapons will need editing. I just made a test mission, the objects defined in the types.ini will work both for enemy and friendly. Example the hawk sites and a Meko200 Frigate. As longs as the weapons they use are exported and the export dates cover the current time, they will fire on any opponent.. So it's only necessary to create duplicates for generic sam and aaa, trucks etc.. and of course aircraft :) But that can be done in a campaign perhaps, and only the needed object.ini files would come w/ the terrain. I'm already listing the mods needed, compiling a readme, before it gets out of hand. Eric, I'm testing inside an SF2:E install but only the .fx definitions need to be changed in the terrain_data.ini for it to work in WOE. JA37_Viggen is adding some goodies and runs it fine, I decided to continue on 2nd gen., that seems to be the flow ;)
  19. Sounds like a bug to me Just kidding.. Check the textureset.ini for the country setting. And for squadrons you have to have them listed in squadronlist.ini. Which is in the CAT files, extract it to your PilotData folder. Knowledge base should have more info, as usual.
  20. I put the Anzac as a ground object. Just defined it inside types.ini as so. Works perfect w/ weapons and everything. [TargetType150] Name=Anzac FullName=Anzac FFG ModelName=Yavuz-R0h.LOD TargetType=MISC ActiveYear=0 DamagePoint=100 ArmorValue=0 ArmorType=0 TargetValue=100 UseGroundObject=TRUE GroundObjectType=ANZAC RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel= DestroyedEffect=ShipDestroyedEffect DestroyedModel= SecondaryEffect=MediumOilFire SecondaryChance=100
  21. Yeah definitely interested in this Malibu, the one for the classic series was a must-install IMHO :)
  22. Thanks for the encouraging words, most of the visuals are made possible by you fellow modders So, working on placing a few SAM sites, this one is on top of Karaburun, at 1100m height. It's a Nike Hercules (by Erikgen and Fubar512) battery, looking west to the open Aegean, from the boot shaped land near Izmir. Development is on SF2:E right now and the missiles work as advertised, firing one by one, within own parameters. A few things to consider though, when I fly sead on the HAF side, I don't get anything on the RWR, while the SAM site opens up on me. Tried stock F-4s and a few more addon plane, perhaps I should check the RWR definitions.. The Nike Radar should be covering 360 as its on a 2x2 flat spot, the highest point there. How efective it is we'll see, Nikes are long range high altitude so easy to beat I guess if you're headed towards it. But if dogfighting near it could be a suprise..? Another thing I noticed, my wingman takes matters in his own hand, telling me he's got a spike and goes after the site on his own :) I placed a few AAA around the hilltop, but first they didn't show up, I had to change the dates, SF2:E didnt cover after year 2000, that reminds me, what would be suitable AA platforms around here, any suggestions? After this it's down to Crete and Nemfi Range, placing Hawks at Souda Bay.
  23. After this spray to nowhere, he cut inside me and to my six.... <click>
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