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Gepard

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Everything posted by Gepard

  1. Here the libyan view: https://warisboring.com/the-libyans-describe-a-different-version-of-their-1981-battle-with-the-u-s-navy/ It comes from a book by Tom Cooper Libyan Air Wars, Volumes 1 & 2.
  2. The R-13M, Advanced Atoll, had not had a head on capability. It never had, not even under optimal conditions. The first soviet all aspect AAM was the late R-60 (AA-8 Aphid). If you read the american story of this dogfight you will find, hat the libyan Su-22 fired the missile at a range of 300 meters or less. This is deep in the so called "dead zone", also the distance were the missile is not guided and is flying only ballistically. The "dead zone" of a R-3S is 1.000 - 1.500 meters, the R-13M had a dead zone of 600 to 800 meters. In this zone the missile will hit nothing. And the pilots knew it very well. So it is doubtfull, that the fight happend so, as it is publicated in western media. The Libyans tell another story. They say, that the Su-22 came in the back of a F-14 pair and fired one missile, which hit one F-14. They showed this photo as evidence: This photo is not an evidence of a kill, but only of a hit. Maybe the Tomcat was only damaged and made it back to the carrier. The Libyans admit to have lost two Su-22 at this day. They say, that six F-14 were vectored toward the Sukhois to save the attacked Tomcat pair. And this six F-14 shot down the Sukhois.
  3. The R-3S (AA-2 Atoll) was a tail chaiser, not a all-aspect weapon. It was unable to lock on an incoming plane. Same with AIM-9B. No chance to lock on incoming planes. All changes, which make them all-aspect are unrealistic.
  4. Small discussion between Rebels and imperial Forces.
  5. Royal Navy Phantom over Sark island, east of Guernsey.
  6. Sark island is now populated with TOD objects.
  7. Post your campaign files.So we can have a look on it. It's surely only a small mistake in one or two lines, which cause confusion.
  8. My next book released

    I hope so. Perhaps the publishing house finds an english publisher, how it was with the Mi-24 book.
  9. Version 0.0.40

    823 downloads

    Donbass Beta 0.40 ***************************************************** Southern Ukraine and Crimean Peninsula Terrain THIS IS STILL A BETA VERSION!!!! ============================ ++++++++++++++++++++++++++++++++++++++++++ This terrain is written for SF2E. It works well with SF2NA. +++++++++++++++++++++++++++++++++++++++++ I. Short description: The south and the east of the Ukraine are battlegrounds in mid 2022. At the moment nobody knows how the war will end. This terrain covers the most parts of the Ukraine and some parts of the Russian Federation. But only the southern war theater and the crimean peninsula are included in this terrain so far. Airfields and some other target areas are placed on the map. Further improvements will come. I made the airfields in their shape as realistic as possible. Only 3 airfields are more or less freestyle. At the moment the terrain is made for scenarios around the Crimean peninsula. Offensive operations are more focused for the ukrainian side. In ukrainian strike missions you can fly against airfields, factories, depots, Sewastopol harbour and support facilities and a dense SAM network. For the russian side you can only fly against enemy airfields. At the moment possible mission types are: Sweep, CAP, Escort, Intercept, Recon, Strike and SEAD missions. The terrain is set as NavalMap=FALSE, but it is prepared for NavalMap=TRUE. If you use SF2NA as basic game you may change the setting, so that carrier vs carrier operations will be possible. ++++++++++++++++++++++++++++++++++++++++++++++++ II. INSTALLATION: To run this terrain you need SF2NorthAtlantic or SF2 Israel or SF2 Europe. Unzip all files into your saved game folder ...ThirdWire\StrikeFighters2XXXX Thats it. If you have SF2Europe installed you must do nothing more. If you miss SF2E and have SF2Israel you must open file Donbass.ini with Notepad editor and look for the lines: //CatFile=..\IsraelME\IsraelME.cat CatFile=..\GermanyCE\GermanyCE.cat change the entry into: CatFile=..\IsraelME\IsraelME.cat //CatFile=..\GermanyCE\GermanyCE.cat save the file ++++++++++++++++++++++++++++++++++++++++++++++++++ III. Credits. Tileset is basing on Jan Tumas tiles for First Eagles Shelter1 circular aircraft shelter taken from AirfieldDevKit_v1.1, made by Pureblue EWalls 500,100 and 50 m taken from AirfieldDevKit_v1.1, made by Pureblue SunShelter170m taken from AirfieldDevKit_v1.1, made by Pureblue D_Bunker taken from AirfieldDevKit_v1.1, made by Pureblue ControlTower.LOD made by RussoUK SA-6L i added Ukraine in the Userlist.ini StraightFlush i added Ukraine in the Userlist.ini SA-5 + SquarePair made by FastCargo, taken from SF2_SAMs_Pack, radar modded by me GK-P-14 Tall King Radar, made by GKABS GK-D-30Russia D-30 howitzer made by GKABS ShelterZuRoad made by AmokFloo Base_C.lod round parking area taken from AirfieldDevKit_v1.1, made by Pureblue Base_H.lod small parking area taken from AirfieldDevKit_v1.1, made by Pureblue ZIL-157 Sam Trailer made by ???, taken from SF2_SAMs_Pack, Factories made by Geezer T-72A i added tactical numbers and gave it a Fla-MG BTR-80A taken from eburgers PanzerPack for SF2 Plattenbau_4_Geschosse Made by Wingwiner as BlokW704P, i converted it from bmp to jpg Plattenbau_11_Geschosse Made by Wingwiner as BlokW7010p, i converted it from bmp to jpg Nitka_Ramp Made by Yakarow NitkaRezystorKompleks Made by Yakarow I hope i have not forgotten someone. . ++++++++++++++++++++++++++++++++++++++++++++++++ IV. This Terrain is Freeware. Commercial use is not allowed. And i say it again for the YAP, YankeeAirPirates file thiefs, the usage of this terrain and/or parts of the terrain for commercial use is not allowed!!!!! +++++++++++++++++++++++++++++++++++++++++++++++++ V. For remarks, comments, bugs, etc please use CombatAce forum or send me a PM. Hope you enjoy it. Michael (Gepard) Made in Germany 29. Oktober 2022
  10. You play with 3840x2160 4K resolution . Perhaps this is to high for the game engine. Test it with a lower setting. Maybe that this help. Your problem is strange. Never happened before.
  11. Campaign making is not easy. Especially if you want to create a proper ground war. This is what i found in an old modder description, which was made for SFP1. But it should be very similar to SF2: Campign Editing These notes are by Bunyap (http://bunyap462.com/) This tutorial will give you a basic understanding of how to create and edit campaigns for Strike Fighters: Project 1. The best place to start is in the C:\Program Files\Strategy First\Strike Fighters\Campaigns folder. This folder contains another folder named Campaign1. To create a new campaign make a copy of the Campaign1 folder and rename it as "Campaign2". Your C:\Program Files\Strategy First\StrikeFighters\Campaigns folder will now contain two folders. Each folder will contain the files necessary for a different campaign to run. In the new "Campaign2" folder you will find a file named "campaign1.cfg. Rename this file as "campaign2.cfg". You can edit it with a text editor such as "notepad". The file contains very basic information on the campaign it controls. For now just leave it alone and go back to it later. To edit the campaign you must extract the "campaign1_data.ini" file from the "missiondata.cat" file. This will require the .cat file extractor available at the check 6 site. Once the file is extracted, rename it as "campaign2_data.ini" and copy it into the "Campaign2" folder. You should now have two files in the folder. Basically, that's all there is to it. You will now have two campaigns available at the in game campaign selection screen. Until the two files are edited, however, the campaigns will be identical. Now: Use a text editor such as notepad to open up the campaign_data.ini file.I'll break what you will see down into the basic sections. I've removed some redundant and repetitive entries for brevity. The italicized entries are explanations of what each line does. The first part defines the basics and will look like this: [CampaignData] StartDate=09/01/1959 - This is the first day of the campaign. StartDateDeviation=30 - This entry randomizes the start date. Set it to 0 for the campaign to start at the same date every time. ForceWithInitiative=0 - I'm not sure exactly what it does. The entry will correspond to one of the "forces" defined below. MaxMissions=30 - Number of missions until the campaign automatically ends. NormalMissionRate=360 - The number of days between missions when no ground offensives are in progress. NormalMissionRateDeviation=120 - Not sure. I think it randomizes the number of days between missions. OffensiveMissionRate=45 - The number of days between missions when a ground offensive is in progress. OffensiveMissionRateDeviation=30 - Same as NormalMissionRateDeviation. CampaignEndWinScreen=Winner1.bmp - The .bmp file within the same folder displayed when the campaign is won. CampaignEndLoseScreen=Loser1.bmp - The .bmp file within the same folder displayed when the campaign is lost. CampaignEndStallScreen=Loser1.bmp - The .bmp file within the same folder displayed when the campaign is a draw. CampaignEndWinText=Campaign1Win.txt - The .txt file within the same folder displayed when the campaign is won. CampaignEndLoseText=Campaign1Lose.txt - The .txt file within the same folder displayed when the campaign is lost. CampaignEndStallText=Campaign1Stall.txt - The .txt file within the same folder displayed when the campaign is a draw. The next section defines who the combatants are: [Force001] Alignment=FRIENDLY - Either friendly or enemy. Self explanatory Nation=Dhimar - The name of the force. Must correspond to an entry in the nations.ini file. BaseArea=Muthala - I think this is the area that must be captured to win the campaign. AirOffensive[001].Primary=WAREHOUSE - These entries define the type of targets hit during strike missions. They must correspond to entries in the xxxx_types.cfg file located in the "Terrain/xxxxx" folder. Each pair of entries must follow in numerical sequence. I have no idea how or why the primary/secondary or different AirOffensive numbers work. AirOffensive[001].Secondary=FUEL_STORAGE AirOffensive[002].Primary=OIL_REFINERY,FUEL_STORAGE AirOffensive[002].Secondary=COMM_BUILDING StartGroundOffensive=2 - No idea. Lower numbers seem to make an offensive more likely but that's based on limited observation. StartInterdiction=5 - No idea. Morale=70 - I think it is the force's starting morale level. Supply=25 - I think it is the force's starting supply level. NormalSupplyRate=20 - Rate in which units are resupplied when no offensives are in progress. OffensiveSupplyRate=-20 - Rate in which a unit uses supplies when conducting a ground offensive. DefensiveSupplyRate=-5 - Rate in which a unit uses supplies while defending against a ground offensive. SupplyForOffensive=90 - Supply level required for a ground offensive to start. I don't know if this applies to the entire force or individual units. AircraftReplacementTime=240 - Number of days between aircraft replacements. AircraftReplacement=60 - percentage of planes replaced based on a 16 plane squadron GroundUnitReplacementTime=360 - Number of days between ground unit replacements. GroundUnitReplacement=100 - Something to do with the number of ground units received as replacements. Possibly the number of units replaced per replacement cycle RandomTransportType=ANY - No idea. WeaponResupplyTime=180 - Number of days between weapon resupply. [Force002] - Additional entries must follow in numerical sequence. Otherwise same as above. This section defines each force's air units: [AirUnit001] AircraftType=F-100D - Type of aircraft flown by the unit. Must correspond with a folder name in the Objects/Aircraft directory. Squadron=436TFS - The squadron markings carried by the aircraft. Corresponds to the markings available at the loadout screen's squadron pull down. StartDate=9/25/1959 - Date the unit shows up in the campaign. Date the campaign starts for player flyable units. ForceID=1 - Corresponds to one of the "force" entries above. Nation=USAF - Corresponds to an entry in the nations.ini file. DefaultTexture=USAFSilver1 - The markings used by aircraft from this unit. Corresponds to a directory in the Objects/Aircraft/F-100D (in this case) folder. BaseArea=D3 Airfield - Airfield the unit starts flying missions from. RandomChance=100 - I think this is the likelihood a unit will show up in the campaign. MaxAircraft=16 - Maximum number of aircraft available to the unit. StartAircraft=16 - Number of aircraft at the beginning of the campaign. MaxPilots=16 - Maximum number of pilots available to the unit. StartPilots=16 - Number of pilots at the beginning of the campaign. Experience=100 - Starting experience level of the unit's pilots. Morale=100 - Starting morale level of the unit's pilots. Supply=50 - Starting supply level for the unit. MissionChance[SWEEP]=90 - These entries define the likelihood of the unit flying these types of missions. MissionChance[CAP]=90 MissionChance[INTERCEPT]=90 MissionChance[ESCORT]=70 MissionChance=25 MissionChance[CAS]=50 MissionChance[SEAD]=50 MissionChance[ARMED_RECON]=25 MissionChance[ANTI_SHIP]=10 MissionChance[RECON]=50 UpgradeType=FIXED - Type of aircraft upgrade. "NEVER" for no upgrades. "ANY" also available. Upgrade[01].Year=1959 - Used for "FIXED" upgrades. Year the upgrade takes place. Upgrade[01].Type=F-104G - Used for "FIXED" upgrades. Aircraft the unit upgrades to. Upgrade[01].Texture=USAFSilver1 - Used for "FIXED" upgrades. Markings used be the upgraded aircraft. Corresponds to a directory in the Objects/Aircraft/F-104G (in this case) folder. Supply[001].WeaponType=Mk81 - These entries define the types and quantities of weapons available to a player flyable unit. They have no effect on computer controlled units. Each entry must follow in numerical sequence and correspond to a weapon defined in the weapondata.ini file. Supply[001].Quantity=180 Supply[002].WeaponType=Mk82 Supply[002].Quantity=120 [AirUnit002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. The next section defines each force's ground units. [GroundUnit001] GroundObjectType=T-55 - Type of unit. UnitName=1st Paran Tank Div - The name of the unit. ForceID=2 - Corresponds to a "force" as defined above Nation=Paran - Corresponds to an entry in the nations.ini file. BaseArea=Riqdur - Area the unit starts the campaign in. RandomChance=100 - I think it's the probability of a unit showing up in the campaign. StartObjects=100 - I think it's the number of individual tanks and vehicles the unit starts out with. MaxObjects=100 - I think it's the maximum number of individual tanks and vehicles the unit can have. Experience=75 - Experience level the unit starts out with. Morale=80 - Morale level the unit starts out with. Supply=100 - Supply level the unit starts out with. Intelligence=20 - Intelligence level the unit starts out with. UpgradeType=ANY - Same as in the aircraft unit section above. [GroundUnit002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. This section allows you to define different routes used in ground offensives. [StrategicNode001] Area=Muthala - Ground units in this area will be affected by these entries. ConnectTo[001].Target=Basari - Objective of ground offensives originating in the area defined above. ConnectTo[001].BasePoint=265000,672000 - I think these are the coordinated the ground battle will take place. ConnectTo[002].Target=Dhimaq - I think there is a random chance of either entry being the objective. ConnectTo[002].BasePoint=298000,688000 [StrategicNode002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. After you have the changes to the campaign_data2.ini ironed out the rest is easy. Some basic campaign properties can be defined in the campaign2.ini. (The italicized entries are explanations of each line's function) [CampaignData] CampaignName=Burning Sands (Fictional) -The name that will appear on the in game campaign selection screen. DataFile=Campaign2_data.ini - The name of the .ini file within the same folder that contains the more advanced campaign data. CampaignMap=DESERT - The name of the folder within Strike Fighters\Terrain containing map and target information. Service001=USAF - The first flyable nation selectable at the in game campaign set-up screen. Must correspond to an entry in the nations.ini file. Service002=USN - The second flyable nation. The numbers in these entries must be in sequence. [USAFUnit001] - The first flyable unit from the "USAF" section of the campaign set-up screen. UnitName=10th TFS, 50th TFW - The unit name that will appear when this unit is selected. ForceID=1 - The "force" the unit belongs to. Will correspond to one of the "force" entries in the campaign_data2.ini file explained above. UnitID=1 - The corresponding unit number as defined in the campaign_data.ini file. (1 for AirUnit001, etc.) StartDate=1960 - The date displayed at the top of the unit description. Has no bearing on the actual campaign start date. DescFile=10thDesc.txt - The .txt file within the same folder that will contain the unit description displayed at the campaign set-up screen. StartText=Campaign1Start1.txt - The text file within the same folder containing the description displayed immediately after the campaign is selected. [USAFUnit002] -Same as above except each additional entry's number must follow in sequence. [USNUnit001] -The first flyable unit displayed in the "USN" section of the campaign set-up screen. Otherwise, same as above. UnitName=VA-36 Roadrunners ForceID=1 UnitID=4 StartDate=1959 DescFile=VA36Desc.txt StartText=Campaign1Start1.txt Those are the basics. Once you have these files figured out more advanced changes to the theater and aircraft can be made by editing different .ini's. If you see anything I missed or if you can add or clarify anything please let me know. Galanti’s further SF Campaign Notes Galanti provided this further analysis of the campaign file. So, by default we have 10 stages of an air offensive, represented by the lines here: AirOffensive[001].Primary=WAREHOUSE,POWER_PLANT,FUEL_STORAGE AirOffensive[001].Secondary=FUEL_STORAGE,COMMAND_BUILDING AirOffensive[002].Primary=OIL_REFINERY,FUEL_STORAGE AirOffensive[002].Secondary=COMM_BUILDING,WAREHOUSE,POWER_PLANT AirOffensive[003].Primary=SMALL_RUNWAY,COMMAND_BUILDING AirOffensive[003].Secondary=WAREHOUSE,POWER_PLANT,COMMAND_BUILDING AirOffensive[004].Primary=POWER_PLANT,COMM_BUILDING,COMMAND_BUILDING AirOffensive[004].Secondary=OIL_REFINERY,FUEL_STORAGE AirOffensive[005].Primary=MEDIUM_RUNWAY,COMMAND_BUILDING AirOffensive[005].Secondary=HANGAR,AMMO_STORAGE AirOffensive[006].Primary=OIL_REFINERY,POWER_PLANT AirOffensive[006].Secondary=COMM_BUILDING,WAREHOUSE,POWER_PLANT AirOffensive[007].Primary=LARGE_RUNWAY,COMMAND_BUILDING AirOffensive[007].Secondary=MEDIUM_RUNWAY,SMALL_RUNWAY AirOffensive[008].Primary=CHEMICAL_WEAPONS_PLANT AirOffensive[008].Secondary=OIL_REFINERY,COMM_BUILDING,POWER_PLANT AirOffensive[009].Primary=COMMAND_BUILDING,WAREHOUSE,POWER_PLANT AirOffensive[009].Secondary=LARGE_RUNWAY,CHEMICAL_WEAPONS_PLANT AirOffensive[010].Primary=OIL_REFINERY,POWER_PLANT AirOffensive[010].Secondary=FUEL_STORAGE,COMMAND_BUILDING And here, the following entry indicates up to how many of the preceding ten stages an offensive will do before the actual ground attack: StartGroundOffensive=5 So, you could jack the above number up to like 300 or so, and you would have a 300 full strike missions, with SEAD and CAP escorts. The way I like it. But, each one of these offensive missions takes this much supply: OffensiveSupplyRate=-12 And when your supply falls below this value: SupplyForOffensive=80 No more offensive, thus, no more ground war. So I think you can easily juggle these figures to get a sustained air offensive without cutting out the targeting lines. Of course, the air offensive would be one sided. Plus, the defending side will put up very few fighters, so A2A junkies will have to scrounge for kills. This kind of campaign tweaking would probably be best for mud-movers. It would closely simulate the Vietnam war, where you have daily raids by the Americans, that are (sometimes) pounced on by MiGs. Or to get an endless stream of air skirmishes, set all the supply entries on both side to 0.Then, neither side will either lose or gain supply, and the air offensive will never be triggered. You get the same kind of mission as the first mission usually is in a campaign, where both sides are evenly matched. Campaigns - sundry To crank up the number of sorties up at a time adjust the "randomchance" lines in the campaign_data.ini file. [AirUnit001] AircraftType=F-100D Squadron=436TFS ForceID=1 Nation=USAF DefaultTexture=USAFSilver1 BaseArea=D3 Airfield RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[SWEEP]=00 MissionChance[CAP]=00 MissionChance[INTERCEPT]=00 MissionChance[ESCORT]=00 MissionChance=75 MissionChance[CAS]=90 MissionChance[SEAD]=50 MissionChance[ARMED_RECON]=90 MissionChance[ANTI_SHIP]=10 MissionChance[RECON]=20 It controls the chance of a unit appearing on the map but not whether or not it flies a mission. I guess, indirectly, this would up the sortie rate. I'm curious now. Let me mess around some more and see what I can come up with. I'd like to see more aircraft in the air too. You must also make sure you have the right UNIT on both thecampaign.ini and the campaign_data.ini [USNUnit002] UnitName=VF-111 ForceID=1 UnitID=7 <------------------- StartDate=1963 DescFile=VA36Desc.txt StartText=Campaign1Start1.txt [AirUnit007] <-------------------- AircraftType=F-4B Squadron=VF111 StartDate=8/16/1963 ForceID=1 Nation=USN DefaultTexture=USNVF111 StartNumber=1 BaseArea=D6 Airfield RandomChance=100 MaxAircraft=16 If those match then they will show up to be flyable. How to make ground units move: I also found the solution to my other question. I defined the target in the "strategic nodes" section for Muthala (the town my troops were in) as Suran. I bumped up their supply a little and voila:instant amphibious assault! I don't know why this didn't occur to me before...
  12. Sark island, made with tga files. So wave structures are to see now. There is still a little problem. The blue of the sea does not perfectly match with the blue of the island tiles. I dont know where i made the mistake. Perhaps the mask layer of the sea tiles does not match with the one of the ieland tiles. I will find it out, but this will need time.
  13. Attack tanks first with rockets, then with Napalm.
  14. Step 2 blendig the tiles with Sea tiles. (Stille jpg files, no tga, thatswhy no waves. Will come later.)
  15. As promised, i started to make Sark island by using sat pictures. So it looks at the moment: The height data does not fit to the tiles. I must adjust it later. For comparison, in front is Herm island, where the tiles already are finished, and in background is Sark island in a very early development state.
  16. Battle of Britain 2 of the 1960th terrain (WIP)
  17. This was my fault. Before i released the terrain in 2019 or so, i was curious how the Mosul Dam would look in this terrain. So i included it in the terrain and afterwards i have simply forgotten to replace it with the original dam file again. My fault. Sorry.
  18. Mr_Tayto, please check, what allenjb42 said, when he started this topic and follow the rules. Mandatory Screenshot:
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