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gerwin

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Everything posted by gerwin

  1. It is working a little, but not quite. Friendly ground units dissappear from the map after one succesful offensive. In the game I never actually see the 3D patrolboats. [CampaignData] StartDate=12/17/1983 StartDateDeviation=5 ForceWithInitiative=1 SurpriseAttack=FALSE MaxMissions=30 NormalMissionRate=2 NormalMissionRateDeviation=2 OffensiveMissionRate=1 OffensiveMissionRateDeviation=0 StartScreen= StartText= CampaignBaseScreen=CampaignStart4.JPG CampaignEndWinScreen=CampaignEndWin1.JPG CampaignEndLoseScreen=CampaignEndLose1.JPG CampaignEndStallScreen=CampaignEndWin1.JPG CampaignEndKIAScreen=CampaignEndLose1.JPG CampaignEndWinText=CampaignE4Win.txt CampaignEndLoseText=CampaignE4Lose.txt CampaignEndStallText=CampaignE4Win.txt CampaignEndKIAText=CampaignE4Lose.txt [Force001] Alignment=FRIENDLY Nation=USN BaseArea=Levu Vana AirOffensive[001].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[001].Secondary=WAREHOUSE AirOffensive[002].Primary=COMM_BUILDING,EW_RADAR AirOffensive[002].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[003].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[003].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[004].Primary=COMM_BUILDING,EW_RADAR AirOffensive[004].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[005].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[005].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[006].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[006].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[007].Primary=BRIDGE AirOffensive[007].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[008].Primary=BRIDGE AirOffensive[008].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[009].Primary=COMM_BUILDING,EW_RADAR AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[010].Primary=ANY AirOffensive[010].Secondary=ANY StartGroundOffensive=0 StartInterdiction=5 Morale=100 Supply=50 NormalSupplyRate=20 OffensiveSupplyRate=-20 DefensiveSupplyRate=-10 SupplyForOffensive=60 AircraftReplacementTime=15 AircraftReplacement=30 GroundUnitReplacementTime=15 GroundUnitReplacement=100 RandomTransportType=ANY WeaponResupplyTime=180 StartAirDefenseLevel=2 MaxSecondaryStrikes=0 RandomCAP=FALSE AllowRandomAceCreation=TRUE [Force002] Alignment=ENEMY Nation=SOVIET BaseArea=Gavabutu AirOffensive[001].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[001].Secondary=WAREHOUSE AirOffensive[002].Primary=COMM_BUILDING,EW_RADAR AirOffensive[002].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[003].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[003].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[004].Primary=COMM_BUILDING,EW_RADAR AirOffensive[004].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[005].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[005].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[006].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY AirOffensive[006].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[007].Primary=BRIDGE AirOffensive[007].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[008].Primary=BRIDGE AirOffensive[008].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR AirOffensive[009].Primary=COMM_BUILDING,EW_RADAR AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE AirOffensive[010].Primary=ANY AirOffensive[010].Secondary=ANY StartGroundOffensive=10 StartInterdiction=0 Morale=100 Supply=50 NormalSupplyRate=20 OffensiveSupplyRate=-20 DefensiveSupplyRate=-10 SupplyForOffensive=60 AircraftReplacementTime=15 AircraftReplacement=30 GroundUnitReplacementTime=15 GroundUnitReplacement=100 RandomTransportType=ANY WeaponResupplyTime=180 StartAirDefenseLevel=2 MaxSecondaryStrikes=0 RandomCAP=FALSE AllowRandomAceCreation=TRUE //----------------------------------------------------------------------------- //---- NATO Air Units [AirUnit001] AircraftType=F-14A MercenaryUnit=TRUE StartingFunds=100000 Squadron=VF32 UnitName=VF32 Fighter Squadron ForceID=1 Nation=USN DefaultTexture=USN_lovis1 BaseArea=Levu Vana Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=100 Morale=80 Supply=80 Intelligence=40 MissionChance[sWEEP]=70 MissionChance[CAP]=50 MissionChance[iNTERCEPT]=50 MissionChance[ESCORT]=70 MissionChance[sTRIKE]=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER [AirUnit002] AircraftType=A-7E Squadron=VA27 UnitName=VA27 Attack Squadron ForceID=1 Nation=USN DefaultTexture=USN_lovis1 BaseArea=Levu Vana Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=100 Morale=80 Supply=80 Intelligence=90 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=70 MissionChance[CAS]=40 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=40 MissionChance[RECON]=25 UpgradeType=NEVER //----------------------------------------------------------------------------- //---- WP Air Units [AirUnit003] AircraftType=MiG-29A MercenaryUnit=TRUE StartingFunds=100000 UnitName=12 IAP Fighter Squadron ForceID=2 Nation=SOVIET DefaultTexture=EuroCamo1 BaseArea=Gavabutu Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=50 Morale=80 Supply=80 Intelligence=90 MissionChance[sWEEP]=70 MissionChance[CAP]=50 MissionChance[iNTERCEPT]=50 MissionChance[ESCORT]=70 MissionChance[sTRIKE]=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER [AirUnit004] AircraftType=MiG-27 UnitName=7 FBAP Attack Squadron ForceID=2 Nation=SOVIET DefaultTexture=SovietCamo1 BaseArea=Gavabutu Airfield BaseMoveChance=0 RandomChance=100 MaxAircraft=10 StartAircraft=8 MaxPilots=10 StartPilots=8 Experience=50 Morale=80 Supply=80 Intelligence=90 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=70 MissionChance[CAS]=40 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=0 MissionChance[ANTI_SHIP]=40 MissionChance[RECON]=25 UpgradeType=NEVER //----------------------------------------------------------------------------- [strategicNode001] Area=Gavabutu ConnectTo[001].Target=Tokaroa Island ConnectTo[001].BasePoint=564085,581240 [strategicNode002] Area=Tokaroa Island ConnectTo[001].Target=Gavabutu ConnectTo[002].Target=Levu Vana ConnectTo[001].BasePoint=548630,539601 ConnectTo[002].BasePoint=543591,526277 [strategicNode003] Area=Levu Vana LocalObjective=True ConnectTo[001].Target=Tokaroa Island ConnectTo[001].BasePoint=535864,505815 [FrontLine] HideOverWater=FALSE [GroundUnit001] GroundObjectType=PatrolBoat UnitName=1st Marine Fleet ForceID=1 Nation=USN BaseArea=Levu Vana RandomChance=100 StartObjects=80 MaxObjects=100 Experience=60 Morale=40 Supply=40 UpgradeType=NEVER [GroundUnit002] GroundObjectType=PatrolBoat UnitName=1st Marine Fleet ForceID=2 Nation=Soviet BaseArea=Gavabutu RandomChance=100 StartObjects=80 MaxObjects=100 Experience=60 Morale=40 Supply=40 UpgradeType=NEVER
  2. no. 1 and 2) photoshop color adjustments of the stock terrain tiles (also DESERT / ISRAEL2 ground environment update by stary): SFP1 Desert. no. 3 and 4) photoshop color adjustments of the stock terrain tiles (also Deuces treemod): WOV VietnamSEA. no. 5 ) photoshop color adjustments of the stock terrain tiles: WOE GermanyCE Also the skycolor is modified.
  3. Wrench. I am wondering which tileset is used in the screenshot of the F4U, It looks like VietnamSEA except that mountain top on the left is different: Mud instead of sand.
  4. List is attached, but it is a big list. july2011.zip
  5. Okay, thanks for the thorough explanation Baltika! Somewhere in the coming days I will modify the campaign like this, and report back.
  6. Thanks for the info. Even for ship battles, the distance between the two bases may be too small. I guess I will just have to manually conclude the campaign when the enemy is out of air units. Despite that little flaw the campaign is still enjoyable.
  7. I know there is now Third Wire's official cat extractor which will work better for most of u. Still I updated this program a little for my own usage. See update notes above / in the readme.
  8. Waterworld_water.bmp is there. I regret putting the data ini there.. as it is for SF1 with deuces treemod. I put the data ini there to show how one can exclude many unused vietnam tiles, so it loads faster.
  9. Here is the fixed water and some other tweaked bits. For example the map was a bit off. You can include it no problems. Also I put my version of nothingness in there, called wastelands. Mediafire Waterworld bits and Wastelands
  10. Yes, I read the readme allright. Have the VietnamSEA cat there too. Was confident I could get it running. Was searching for the not-sinking issue in the forums. but I failed to find the answer you just gave me. Thanks for clearing this up. (Regarding the Sumner Fram LOD, If it would just sink then a destroyed lod would not be necessary, as it would be convincing enough.)
  11. This is a very welcome addon terrain. thanks for uploading this. I have a question, When doing a random single mission for the red side, strike, one can get ships as a primary target: Oil Tanker (target no144) and Sumner Fram 2. Oil Tanker was invisible, but when I set groundobjecttype to tanker instead of oiler, it is visible (waterworld_types.ini). Anyways, when hit the sumner fram 2 disappears and the tanker shows a damaged LOD. neither of them sink. Can they be made to sink? so far my efforts failed. "Sinktime" seems to be ignored. (For now I am using it in WOI, 2010 patched)
  12. File Name: MiG-21MF/bis WOI-Style Silver Skin File Submitter: gerwin File Submitted: 1 May 2008 File Updated: 4 May 2008 File Category: Mig-21 MiG-21MF/bis WOI-Style Silver Skin (for Third Wire model) Posted by Gerwin 1-5-2008 UPDATE 1.1: Added orange lines around the canopy. DESCRIPTION: With Wings over Isreal the 'MiG-17/19/21 + Su-7 + Il-28' series of enemy aircraft have received higher resolution skins with some subtile weathering effects. All aircraft have either one or more desert camo skins and one silver skin... Except the MiG-21MF and bis which have no silver skin available. Using parts of the sand camo MF skins and parts of other MiG-21 variants I compiled a silver skin for the MiG-21MF. It can also be used (as TW does) for the MiG-21 bis. The decals and numbers configuration files included are a copy of the default soviet configuration. TIP FOR WINGS OVER EUROPE USERS: You can copy the WOI silver skins of the 'MiG-17/19/21 + Su-7 + Il-28' to each matching WOE aircraft. This will give you sharp and consistent skins for all adversary fighters. INSTALLATION: Copy the included folder with contents to the folder that contains the MiG-21MF files, for example: WOI\Objects\Aircraft\MiG-21MF When in the game select the skin in the loadout screen. THANKS TO: Third Wire for the Strike Fighters Based Games, including the MiG-21MF model and skins. Click here to download this file
  13. Outstanding modelling and skinning work! Much enjoyed. Cockpit is not up to that high standard, but that don't bother me as I use it as an AI aircraft.
  14. Some info is written here: http://combatace.com...n-enemy-forces/ Answers: 1. Because there is no stock red campaign. 2. It represents how much info on that enemy unit will show on the campaign map. Maybe it does more, but I would not know.
  15. I modified a few stock campaigs in order to play the red side with them. Now, when you start the campaign and check the map, you will see that by default the red side has hardly any data on the blue air units. I found out that this can be remedied by adding this line to blue air and ground unit entries Intelligence=XX (with XX being 20 to 80 usually) Now I was excited about the idea of putting Intelligence=100. Because I would like to have some more feedback when an enemy unit was badly shot in previous mission. But even at intelligence 100 it says: unit strength: 15+ (estimated) regardless. Is there any way to show the enemies exact unit strength on the map?
  16. >wonder if it transfers to SF2 tis capablity It does, every stock campaign has it set, but only for the blue side point of view. I was playing operation kadesh last week and got the egyptian airforce in full retreat in the lower left corner of the map. Still every enemy unit said 15+ (estimated) until they seemed to be gone a few missions later. Thus it seems to me the map can only say "healthy unit" and "dead and gone unit", and nothing in between? Which is not much feedback at all. What I would like to see is the enemy unit reading "MiG-15bis; 5+ (estimated) combat ineffective", then thinking: that mast be the unit we decimated last mission. PS. Maybe wooden mockups should be a feature in SF1/SF2 too "You destroyed all primary targets, but it was a failure anyways" ;)
  17. Why then even peek in the dusty SF1 forums? ignore it. ;) Correction: "Backdating" is very much possible (only the the SF2 Exp pack 2 models cannot be ported to WOI 2010)
  18. Impossible to use these LOD models with the 2008 SF1 series. But when you install WOI addon released in 2010 you should be able to to use these LOD's, as well as .DDS and Unicode ini files. (I found only the December 2010 SF2E Expansion pack 2 models, such as the Lightning, cannot be used with the WOI addon game) ...Why are the distance LOD's of the L-39 hardly any smaller then the main LOD?
  19. Wow, a Red-side carrier and Yak-38, should be fun! Any SF2 object can run in SF1 2010 (WOI addon), Textures can always be shrunk by the user to lighter weight. Hi poly models cannot be adjusted by anyone but the author, but usually marcelo Supplies a good set of distance lod's.
  20. How much $$ would you pay? just two figures probably. Normally a program with the same input will give the same predictable output. unless you use certain random number generators. but you can use predictable number generators based on a seed value. So with that settled I would not know what would keep TK's program from repeating a game. It would take effort of course, and I would not care much either.
  21. Considering that, wouldn't it be more worthwile to drop the ambitions for WOI specific speech, and better go for an overhaul of the speech in generic/english. With minimal local accents. One doesn't have to do it all at once, there is wingman 1 then the other flight members, then red crown and such. There is a download for an english speech pack at combatace which replaces some of the wingman speech. It was promising, but the samples are 'clipped', like the recording volume was to high for the sound format used.
  22. Looking at the Alphasim Skyray: it is without any distance lods, without any damage overlays. cockpit and skin folders are a mess. Cockpit textures look nice, but that is all. Not worth paying for it in the past.
  23. Why would that be? I agree .dds is interesting because it has so many subtypes. one of them (8.8.8) basically replacing .bmp But AFAIK both .jpg and .tga still have their strongpoints. .dds is poorly documented, here is some good info though: http://www.poopinmym.../dds_types.html Edit: looking at the link I gave, I don't trust the filesizes he writes down. my .dds files are slightly smaller. So contrary to what it says there I think .dds can do the same as .tga and .bmp with the same filesize.
  24. The problem with this thing is synchronisation with the actually installed aircraft. A lot of the info comes from the game's ini files. It would be better to read it from the actual ini files directy. I noticed kreelin's KMD editor having a parser that does this to some extend. Most beautiful solution would be if TK added a reference section in the game (with a 3D aircraft preview with skin selector :) ). Then every aircraft should also contain an ini file with just a wikipedia like description of the aircraft and tactical advise, which can then be displayed, like F-4E_info.ini. Well the reference can be made as an external program, but then it would not be able to display the aircraft models, at most it could display screenshots made beforehand.
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