Jump to content

PureBlue

+MODDER
  • Content count

    1,437
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by PureBlue

  1. I think Anti-Ship missions are setup as they were before NA. Barring the 'Pr'mary target' bug mentioned in another thread. The shipping routes are defined in the Terrain Movement file, you list a start/end area and the coordinates of waypoints. Now with the NavalMap=TRUE, the colors in a watermap only are in effect in Single missions, which will place carriers/transport groups randomly for a Naval Strike mission. This is my understanding. Because in campaigns you already define your naval groups in the campaign_data file, their start and final objective points. As TK mentioned in a thread today, the naval group will sail at their set speed and the game will calculate their movement even when you are not flying. So he says the naval group will move as much as the whole map distance in 1 or 2 days! They take a straight course from start to finish.. That's why he kept the NA campaign so short, a few days... I hope I'm not leading you the wrong path, Jonathan might give more insight here, since he's released a few campaigns using these parameters.
  2. Every terrain has 3 planningmaps that show up in the Mission Design/Map menu in the game. They correspond to different zoom levels. They should be in Terrrain's folder, in a CAT file if stock terrain.. If I'm not mistaken all the in cockpit map shows is one of these bmp files.
  3. Interesting, I just tried a few anti-ships in Desert and Anatolia, I do get ships as primary targets. (though my target is always the MV Nordic Ferry, without any special SF2NA edits to it)
  4. another question, what's the size of the map and location coordinates for those two bases? Are they in the outer %10 of the map?
  5. I remember something like, the first target areas for both enemy and friendly, shouldn't contain airbases. Insert some other areas there and see if that fixes it Ant.
  6. @steelflanker, it messes the weapon/missle views in the Action Cam right? Perhaps you can create a new view and not touch the default weaponview, just like I did for the alt+8, "view all weps" Edit: doesn't having CycleNextControl and Prev assigned to the same key cause a problem...? @peter, I think Skatezilla had a great post about multiple monitors and FOV, either in Thirdwire or simhq boards.
  7. More controls are in AIRCRAFTAIDATA.INI Though you might consider altering it per aircraft. Example from stock TU-16_DATA.INI: [LevelBombAI] ReleaseAlt=6096.0 ReleaseCount=24 ReleaseInterval=0.1
  8. Thanks. I've been researching and found pretty good info on h1,h2 and rest of the airfields from Iraq's super-base project. Acig.org has a good article. The names h1, k1 etc are taken from closeby oil pump stations.. It would be nice to get some roads & rivers along with some of these missing target areas.
  9. Fubar, I just tried this. Disabled the start times for RAF aircraft on Keflavik, I can see these squadrons in the Campaign map but in the game no parked aircraft is visible. So it looks like, in Single Missions we get parked aircraft, campaigns we don't. That's too bad because hitting the enemy airfield and their aircraft reduced their strength..
  10. I've been reading the Strike Eagle 'Flying the F-15E in the Gulf War' by William Smallwood. The first strikes of some of the F-15E's are to Scud Sites in Al-Qaim close to the Syrian Border, and a few clicks south of here to Scuds near H2 air field. So I'm designing a few single missions around these. Searching the DS Map, H2 is not included (neither is H3). Now my Gulf War knowledge is not that good, so were these airfields used for air operations by Iraq, or only utilized for various facilities/missiles sites? There is an Al Muhammad Airbase nearby defined in the Map, but I can't find any concrete info about it on the 'Net.. Suspect a naming confusion on my side.. It's certainly understandable for every single target area not be included in the Mod, I just want to hear designers' ideas before I go in and add bunch of stuff for my install. Thanks in advance. Here's a good map. The Western Scud sector is in my current interest.
  11. Thanks HomeFries, enjoying this very much .
  12. Similar thing happens when your aircraft is heavily damaged but it can still fly, either on takeoff or in an engagement. Wingmen vocally responds to commands but does not follow them just goes on his waypoints.. Though this is be design IMHO.
  13. Best way we have is to turn on DEBUG in HUDDATA.INI Then in the game, note down coordinates.
  14. Do you have any carrier_based=true italian aircraft in your install ? I'm assuming you have the carrier set as Italian.
  15. I don't think the game uses the PATROL_BOAT types, yet. The anti-ship mission only spawns CARGO_SHIP. And I don't get any randomness with them either, it's always the first alphabetically named CARGO_SHIP type folder. From old discussions, 4 of these type could exist in an install and the game would randomize but I don't get that anymore. But this is another discussion.. For SF2NA, perhaps another way to use the Subs would be inserting them as TRANSPORT or other Warship type so they would be spawned in naval missions. But then we don't have control over that naval group formation, in Single Missions and the subs location could be obvious. Of course in campaigns this would be a viable technique..
  16. Thank you Eric. Edit: Good call on the Carrier Deck, CollisionMesh=CVN71/CVN_Flight_Deck.lod. I've been updating all my 3rd party carriers with the respective folder inserted in there.
  17. Seen the same thing with AI flying various stock/mod aircraft. Haven't pinned down the cause for it yet..
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..