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Content count
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Joined
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Last visited
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Posts posted by Gepard
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Wrench, i think we had spoken about different things.
If i put a convoi with the movements.ini on the map, and place groundobjects like artillery on his way, then the ari will open the fire.
I think this is what you mentioned.
My intention was different. I wanted to place the groundobjects only on the map. I wanted to make the truck convois with BR-60 and T-55 escord by hand and wanted to place the taliban with RPG-7 and AK-47 around the convoi in the kind of a trap or ambush, dont know the right english term, in german i would say Feuersack. The lines of such an example i will hang on below.
With the standard WOE (without September patch) i got a nice fireexchange with the end, that all Trucks and one or 2 BTR would burn, only the tank would survive and fight till all talibs would be killed or the ammo was off.
After installing the September patch talibs and convoi had no fireexchange anymore.
[TargetArea003]
Name=Convoi
Position=876000.0,681700.0
Radius=7071.067871
ActiveYear=0
Location=1
Alignment=FRIENDLY
Target[001].Type=BTR-60_E
Target[001].Offset=-150.00,0.00
Target[001].Heading=270.0
Target[002].Type=SovietTruck
Target[002].Offset=-100.00,3.00
Target[002].Heading=270.0
Target[003].Type=SovietTruck
Target[003].Offset=-50.00,5.00
Target[003].Heading=270.0
Target[004].Type=SovietTruck
Target[004].Offset=0.00,0.00
Target[004].Heading=270.0
Target[005].Type=SovietTruck
Target[005].Offset=50.00,3.00
Target[005].Heading=270.0
Target[006].Type=BTR-60_E
Target[006].Offset=100.00,5.00
Target[006].Heading=270.0
Target[007].Type=T-55
Target[007].Offset=150.00,5.00
Target[007].Heading=270.0
[TargetArea004]
Name=Taliban Feuersack Teil 1
Position=876000.0,682000.0
Radius=7071.067871
ActiveYear=0
Location=1
Alignment=ENEMY
Target[001].Type=RPG-7
Target[001].Offset=-150.00,0.00
Target[001].Heading=180.0
Target[002].Type=RPG-7
Target[002].Offset=-100.00,30.00
Target[002].Heading=180.0
Target[003].Type=RPG-7
Target[003].Offset=-30.00,50.00
Target[003].Heading=180.0
Target[004].Type=RPG-7
Target[004].Offset=30.00,50.00
Target[004].Heading=180.0
Target[005].Type=RPG-7
Target[005].Offset=80.00,50.00
Target[005].Heading=180.0
Target[006].Type=Taliban
Target[006].Offset=-180.00,50.00
Target[006].Heading=180.0
Target[007].Type=Taliban
Target[007].Offset=-130.00,50.00
Target[007].Heading=180.0
Target[008].Type=Taliban
Target[008].Offset=-80.00,50.00
Target[008].Heading=180.0
Target[009].Type=Taliban
Target[009].Offset=-40.00,50.00
Target[009].Heading=180.0
Target[010].Type=Taliban
Target[010].Offset=20.00,50.00
Target[010].Heading=180.0
Target[011].Type=Taliban
Target[011].Offset=50.00,50.00
Target[011].Heading=180.0
Target[012].Type=Taliban
Target[012].Offset=90.00,50.00
Target[012].Heading=180.0
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I think i found the cause of the problem of the non existing groundbattle. Its the latest patch. I tested Afghanistan terrain with WOE. In my WOE without the September Patch i had a very nice fire exchange, with the September patch it was silence on the battlefield.
Sh...t.
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Hinds? The work on my Mi-24D mod inspired me to make this terrain.
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They are placed on the map as targets like below:
[TargetArea019]
Name=Taliban attack position
Position=866000.0,671000.0
Radius=7071.067871
ActiveYear=0
Location=1
Alignment=ENEMY
Target[001].Type=RPG-7
Target[001].Offset=-150.00,0.00
Target[001].Heading=260.0
Target[002].Type=RPG-7
Target[002].Offset=-100.00,30.00
Target[002].Heading=260.0
Target[003].Type=RPG-7
Target[003].Offset=-30.00,0.00
Target[003].Heading=260.0
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Perhaps we should ask Capun.
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The last hours i tried to make ground objects firing each other, but i failed. My intention was to build soviet vehicle convois encircled by mudjahedin warriors which would have a fire exchange with escorting APC. Or an other idea was to have taliban mortar or rocket attacks from the mountains down in to the airfields and barracks.
I know i had some times ago made ships firing each other for a very nice seabattle, I set TargetType=Warship for it and placed them on the map, but i was unable to do it with tanks or soldiers. The stupid things looked nicely each other, but dont opend the fire. Could it be, that in WOI ARTILLERY and WARSHIP will not work for ground attack?
Wrench, nice idea. Will see.
Brain, a new tileset is very welcom for all guys who dont have WOI, but one of the other sims.
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will be corrected in the next Beta
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The preview is uploaded and available at the download section.
Please read the READ ME. Especially the point with the seperate installation which i think is the best way for Afghanistan terrain. If you dont want a seperate installation then dont install the files in the flight folder.
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Afghanistan terrain preview
Afghanistan Terrain Preview
========================
I.
AFGHANISTAN Terrain IS MADE FOR WINGS OVER ISRAEL (WOI) !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This package is a work in progress preview. It should allow you a short view into this project. It is far away to be finished. Also, dont worry if you find bugs.
***************************************
II.
From December 1979 till now Afghanistan is a land in war. Soviets, Dushmans, Mudjahedin, Warlords, Taliban and Americans (OEF) destroyed the once florish land nearly completly.
-At the moment i have only 2 airbases operational as skeleton airfields. They still have to be finished.
-The terrain is only made between Bagram and Jalalabad. There you will find Taliban pockets of resistance.
- Missions which can be flown are CAS, Armed Recon, Recon, Strike,SEAD
-Air to air missions are impossible, because no taliban airfield is set (as historical correct)
-I recommend a seperate installation of WOI for Afghanistan terrain. The new nations.ini would otherwise make trouble with other terrains. (I set all nations = friendly, only Afghanistan= Enemy
So you can fly for the Soviets and the OEF troops( USA,UK,NL etc) against the same Enemy)
You can delete not needed planes (for instance Mirages) and groundobjects (SAM, Radar,most tanks etc) and you can include needed planes, like the Mi-24 or the A-10 more easily.
*******************************************
III.
INSTALLATION:
-Unzip the file into your Wings over Israel
Thats it!
******************************************
IV. Credits
At this place i want to say thank you to Geo for his permission to use his SquadCent files which i modified into Taliban warriors etc. And to Wrench for the Stinger site which i modified into Blowpipe and Strela site.
*******************************************
V.
Afghanistan Terrain IS FREEWARE. COMMERCIAL USE IS NOT ALLOWED.
Sharing of Groundobjects which are part of this package needs the permission of their makers.
If you find bugs please post them in StrikeFighters section of Combatace.com forum.
*****************************************
VI.
Hope you enjoy it. Good Hunting along the Jalalabad road!
Michael (Gepard)
============================================
VII.
Made in Germany
Oktober 2008
============================================
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Submitter
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Submitted10/07/2008
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Category
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My handmade version. Its not perfect, but it seem to work. Perhaps some small errors included:
[TerrainData]
TerrainTileSize=2000.000000
HeightScale=100.000000
[ObjectMap001]
MapFilename=terobject_buildings1.bmp
MapClass=0
ObjectTypeCount=7
ObjectType001.ObjectName=BoxBuilding1
ObjectType001.ShapeType=0
ObjectType001.CastShadow=0
ObjectType001.SizeDeviation=0.000000
ObjectType001.Width1=15.000000
ObjectType001.Length1=15.000000
ObjectType001.Height1=15.000000
ObjectType001.TextureCoord01=0.000000,0.500000
ObjectType001.TextureCoord11=0.250000,0.750000
ObjectType001.TextureCoord02=0.250000,0.500000
ObjectType001.TextureCoord12=0.500000,0.750000
ObjectType001.TextureCoord03=0.500000,0.500000
ObjectType001.TextureCoord13=0.750000,0.750000
ObjectType001.TextureCoord04=0.250000,0.500000
ObjectType001.TextureCoord14=0.500000,0.750000
ObjectType001.TextureCoord05=0.000000,0.250000
ObjectType001.TextureCoord15=0.125000,0.375000
ObjectType002.ObjectName=BoxBuilding2
ObjectType002.ShapeType=0
ObjectType002.CastShadow=0
ObjectType002.SizeDeviation=0.000000
ObjectType002.Width1=20.000000
ObjectType002.Length1=20.000000
ObjectType002.Height1=20.000000
ObjectType002.TextureCoord01=0.500000,0.000000
ObjectType002.TextureCoord11=0.750000,0.250000
ObjectType002.TextureCoord02=0.750000,0.000000
ObjectType002.TextureCoord12=1.000000,0.250000
ObjectType002.TextureCoord03=0.750000,0.000000
ObjectType002.TextureCoord13=1.000000,0.250000
ObjectType002.TextureCoord04=1.000000,0.000000
ObjectType002.TextureCoord14=0.750000,0.250000
ObjectType002.TextureCoord05=0.125000,0.250000
ObjectType002.TextureCoord15=0.250000,0.375000
ObjectType003.ObjectName=LongBuilding1
ObjectType003.ShapeType=0
ObjectType003.CastShadow=0
ObjectType003.SizeDeviation=0.000000
ObjectType003.Width1=10.000000
ObjectType003.Length1=30.000000
ObjectType003.Height1=15.000000
ObjectType003.TextureCoord01=0.000000,0.500000
ObjectType003.TextureCoord11=0.500000,0.750000
ObjectType003.TextureCoord02=0.750000,0.500000
ObjectType003.TextureCoord12=1.000000,0.750000
ObjectType003.TextureCoord03=0.250000,0.500000
ObjectType003.TextureCoord13=0.750000,0.750000
ObjectType003.TextureCoord04=0.750000,0.500000
ObjectType003.TextureCoord14=1.000000,0.750000
ObjectType003.TextureCoord05=0.625000,0.375000
ObjectType003.TextureCoord15=0.750000,0.500000
ObjectType004.ObjectName=FlatBuilding1
ObjectType004.ShapeType=0
ObjectType004.CastShadow=0
ObjectType004.SizeDeviation=0.000000
ObjectType004.Width1=10.000000
ObjectType004.Length1=10.000000
ObjectType004.Height1=5.000000
ObjectType004.TextureCoord01=0.500000,0.250000
ObjectType004.TextureCoord11=0.750000,0.375000
ObjectType004.TextureCoord02=0.750000,0.250000
ObjectType004.TextureCoord12=1.000000,0.375000
ObjectType004.TextureCoord03=0.625000,0.250000
ObjectType004.TextureCoord13=0.875000,0.375000
ObjectType004.TextureCoord04=1.000000,0.250000
ObjectType004.TextureCoord14=0.750000,0.375000
ObjectType004.TextureCoord05=0.750000,0.375000
ObjectType004.TextureCoord15=0.875000,0.500000
ObjectType005.ObjectName=BoxBuilding3
ObjectType005.ShapeType=0
ObjectType005.CastShadow=0
ObjectType005.SizeDeviation=0.000000
ObjectType005.Width1=20.000000
ObjectType005.Length1=20.000000
ObjectType005.Height1=20.000000
ObjectType005.TextureCoord01=0.000000,0.750000
ObjectType005.TextureCoord11=0.250000,1.000000
ObjectType005.TextureCoord02=0.500000,0.750000
ObjectType005.TextureCoord12=0.250000,1.000000
ObjectType005.TextureCoord03=0.500000,0.750000
ObjectType005.TextureCoord13=0.750000,1.000000
ObjectType005.TextureCoord04=1.000000,0.750000
ObjectType005.TextureCoord14=0.750000,1.000000
ObjectType005.TextureCoord05=0.250000,0.250000
ObjectType005.TextureCoord15=0.375000,0.375000
ObjectType006.ObjectName=FlatBuilding2
ObjectType006.ShapeType=0
ObjectType006.CastShadow=0
ObjectType006.SizeDeviation=0.000000
ObjectType006.Width1=15.000000
ObjectType006.Length1=20.000000
ObjectType006.Height1=5.000000
ObjectType006.TextureCoord01=0.000000,0.000000
ObjectType006.TextureCoord11=0.500000,0.125000
ObjectType006.TextureCoord02=0.250000,0.125000
ObjectType006.TextureCoord12=0.500000,0.250000
ObjectType006.TextureCoord03=0.000000,0.000000
ObjectType006.TextureCoord13=0.500000,0.125000
ObjectType006.TextureCoord04=0.250000,0.125000
ObjectType006.TextureCoord14=0.500000,0.250000
ObjectType006.TextureCoord05=0.875000,0.375000
ObjectType006.TextureCoord15=1.000000,0.500000
ObjectType007.ObjectName=FlatBuilding3
ObjectType007.ShapeType=0
ObjectType007.CastShadow=0
ObjectType007.SizeDeviation=0.000000
ObjectType007.Width1=15.000000
ObjectType007.Length1=15.000000
ObjectType007.Height1=5.000000
ObjectType007.TextureCoord01=0.500000,0.250000
ObjectType007.TextureCoord11=0.875000,0.375000
ObjectType007.TextureCoord02=0.625000,0.250000
ObjectType007.TextureCoord12=1.000000,0.375000
ObjectType007.TextureCoord03=0.625000,0.250000
ObjectType007.TextureCoord13=1.000000,0.375000
ObjectType007.TextureCoord04=0.625000,0.250000
ObjectType007.TextureCoord14=1.000000,0.375000
ObjectType007.TextureCoord05=0.500000,0.375000
ObjectType007.TextureCoord15=0.625000,0.500000
[ObjectMap002]
MapFilename=terobject_trees1.bmp
MapClass=1
ObjectTypeCount=2
ObjectType001.ObjectName=Tree1
ObjectType001.ShapeType=8
ObjectType001.CastShadow=0
ObjectType001.SizeDeviation=0.400000
ObjectType001.Width1=15.000000
ObjectType001.Height1=20.000000
ObjectType001.TextureCoord01=0.000000,0.000000
ObjectType001.TextureCoord11=1.000000,1.000000
ObjectType002.ObjectName=SmallTree1
ObjectType002.ShapeType=8
ObjectType002.CastShadow=0
ObjectType002.SizeDeviation=0.250000
ObjectType002.Width1=10.000000
ObjectType002.Height1=10.000000
ObjectType002.TextureCoord01=0.000000,0.000000
ObjectType002.TextureCoord11=1.000000,1.000000
[TextureTypeList]
TypeName001=Sea
TypeName002=Desert
TypeName003=Farm
TypeName004=Green
TypeName005=Valley
TypeName006=Mountain
TypeName007=City
TypeName008=Town
TypeName009=Airbases
TypeName010=Kanal
[sea]
Water=1
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=0
MaxAltitude=1
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Desert]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=1
MaxAltitude=500
CheckCity=0
MinCityDistance=0
MaxCityDistance=50
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Farm]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=1
MaxAltitude=900
CheckCity=1
MinCityDistance=0
MaxCityDistance=100
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=10
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Green]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=500
MaxAltitude=1000
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Valley]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=1001
MaxAltitude=1500
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Mountain]
Water=0
UseAutoPlacement=1
CheckAltitude=1
MinAltitude=1501
MaxAltitude=10000
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[City]
Water=0
UseAutoPlacement=0
CheckAltitude=0
MinAltitude=0
MaxAltitude=0
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Town]
Water=0
UseAutoPlacement=0
CheckAltitude=0
MinAltitude=0
MaxAltitude=0
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Airbases]
Water=0
UseAutoPlacement=0
CheckAltitude=0
MinAltitude=0
MaxAltitude=0
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[Kanal]
Water=0
UseAutoPlacement=0
CheckAltitude=0
MinAltitude=0
MaxAltitude=0
CheckCity=0
MinCityDistance=0
MaxCityDistance=0
CheckSlope=0
MinSlope=0
MaxSlope=0
Priority=0
RandomFactor=100
GroupingFactor=0
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
[TextureMapList]
Filename001=ISSEA.bmp
Filename002=ISSEA2DESERT25.bmp
Filename003=ISSEA2DESERT50.bmp
Filename004=ISSEA2DESERT75.bmp
Filename005=ISSEA2FARM25.bmp
Filename006=ISSEA2FARM25B.bmp
Filename007=ISSEA2FARM50.bmp
Filename008=ISSEA2FARM75.bmp
Filename009=ISSEA2GREEN25.bmp
Filename010=ISSEA2GREEN50.bmp
Filename011=ISSEA2GREEN75.bmp
Filename012=ISSEA2CITY25.bmp
Filename013=ISSEA2CITY50.bmp
Filename014=ISSEA2CITY75.bmp
Filename015=ISDESERT1.BMP
Filename016=ISDESERT2.BMP
Filename017=ISDESERT2FARM25.BMP
Filename018=ISDESERT2FARM50.BMP
Filename019=ISDESERT2FARM75.BMP
Filename020=ISDESERT2MOUNTAIN25.BMP
Filename021=ISDESERT2MOUNTAIN50.BMP
Filename022=ISDESERT2MOUNTAIN75.BMP
Filename023=ISFARM1.BMP
Filename024=ISFARM2.BMP
Filename025=ISMOUNTAIN1.BMP
Filename026=ISMOUNTAIN2FARM25.BMP
Filename027=ISMOUNTAIN2FARM50.BMP
Filename028=ISMOUNTAIN2FARM75.BMP
Filename029=ISCITY1.BMP
Filename030=ISSEA2VALLEY25.bmp
Filename031=ISSEA2VALLEY50.bmp
Filename032=ISSEA2VALLEY75.bmp
Filename033=ISCITY2FARM25A.BMP
Filename034=ISCITY2FARM25B.BMP
Filename035=ISCITY2FARM50A.BMP
Filename036=ISCITY2FARM50B.BMP
Filename037=ISCITY2FARM75A.BMP
Filename038=ISCITY2FARM75B.BMP
Filename039=ISSEA2CITYFARM.bmp
Filename040=ISSEA2DESERTFARM.bmp
Filename041=ISMOUNTAIN2FARMVALLEY.BMP
Filename042=ISSEA2FARMCITY.bmp
Filename043=ISSEA2FARMDESERT.bmp
Filename044=ISSEA2FARMGREEN.bmp
Filename045=ISMOUNTAIN2VALLEYFARM.BMP
Filename046=ISSEA2GREENFARM.bmp
Filename047=ISCITY2GREEN25.BMP
Filename048=ISCITY2GREEN50.BMP
Filename049=ISSEA2DESERT50B.bmp
Filename050=ISCITY2GREEN75.BMP
Filename051=ISSEA2FARM50B.bmp
Filename052=ISSEA2GREEN50B.bmp
Filename053=ISDESERT3.BMP
Filename054=ISDESERT4.BMP
Filename055=ISDESERT5.BMP
Filename056=ISDESERT6.BMP
Filename057=ISDESERT7.BMP
Filename058=ISDESERT8.BMP
Filename059=ISMOUNTAIN2.BMP
Filename060=ISMOUNTAIN3.BMP
Filename061=ISMOUNTAIN4.BMP
Filename062=ISFARM3.BMP
Filename063=ISFARM4.BMP
Filename064=ISFARM5.BMP
Filename065=ISVALLEY1.BMP
Filename066=ISVALLEY2.BMP
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Filename068=ISVALLEY4.BMP
Filename069=ISVALLEY5.BMP
Filename070=ISVALLEY6.BMP
Filename071=ISCITY2.BMP
Filename072=ISCITY3.BMP
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Filename075=ISGREEN2.BMP
Filename076=ISGREEN3.BMP
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Filename098=ISGREEN2FARM75.BMP
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Filename103=ISDESERT2FARM75B.BMP
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Filename107=ISGREEN2VALLEY50.BMP
Filename108=ISGREEN2VALLEY75.BMP
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Filename110=ISVALLEY2FARM50C.BMP
Filename111=ISVALLEY2FARM75B.BMP
Filename112=ISGREEN2FARM50B.BMP
Filename113=ISGREEN2FARM50C.BMP
Filename114=ISGREENAB.BMP
Filename115=ISDESERTAB.BMP
Filename116=ISFARMAB.BMP
Filename117=ISVALLEYAB.BMP
Filename118=ISMOUNTAINAB.BMP
Filename119=ISCITY2FARM25C.BMP
Filename120=ISCITY2FARM25D.BMP
Filename121=ISCITY2FARM25E.BMP
Filename122=ISSEA2CITY50B.bmp
Filename123=ISSEA2CITYGREEN.bmp
Filename124=ISSEA2GREENCITY.bmp
Filename125=ISFARM6.BMP
Filename126=ISCITY2FARMGREEN.BMP
Filename127=ISCITY2GREENFARM.BMP
Filename128=ISCITY2GREEN50B.BMP
Filename129=ISMOUNTAIN5.BMP
Filename130=ISGREEN5.BMP
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Filename151=ISRIVER11.bmp
Filename152=ISRIVER12.bmp
Filename153=ISRIVER13.bmp
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Filename155=ISRIVER15.bmp
Filename156=ISRIVER16.bmp
Filename157=ISTOWN2.BMP
Filename158=ISTOWN3.BMP
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SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSTOWN1.BMP]
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Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
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Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
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HeightMapScale=2.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
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RoadType=0
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ExcludeMinX=0
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SolidObjectTexture=terobject_buildings1.bmp
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Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER4.bmp]
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TransitionType=2
TransitionTo=2
3WayTransitionTo=0
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RoadType=0
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ExcludeMinY=0
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Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
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[iSRIVER5.bmp]
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ExcludeMinX=0
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ExcludeMinY=0
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Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER6.bmp]
TextureType=4
DetailType=2
HeightMapScale=2.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=1
RoadType=0
RandomFactor=100
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ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER7.bmp]
TextureType=1
DetailType=2
HeightMapScale=2.000000
TransitionType=2
TransitionTo=4
3WayTransitionTo=0
RiverType=1
RoadType=0
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ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
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[iSRIVER8.bmp]
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3WayTransitionTo=0
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ExcludeMinX=0
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ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER9.bmp]
TextureType=2
DetailType=2
HeightMapScale=2.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=2
RoadType=0
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ExcludeMaxX=0
ExcludeMinX=0
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ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER10.bmp]
TextureType=4
DetailType=2
HeightMapScale=2.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=2
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
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Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER11.bmp]
TextureType=1
DetailType=2
HeightMapScale=2.000000
TransitionType=2
TransitionTo=0
3WayTransitionTo=0
RiverType=5
RoadType=0
RandomFactor=100
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ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
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Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER12.bmp]
TextureType=4
DetailType=2
HeightMapScale=100.000000
TransitionType=2
TransitionTo=0
3WayTransitionTo=0
RiverType=5
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER13.bmp]
TextureType=2
DetailType=2
HeightMapScale=2.000000
TransitionType=2
TransitionTo=0
3WayTransitionTo=0
RiverType=5
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER14.bmp]
TextureType=4
DetailType=2
HeightMapScale=2.000000
TransitionType=2
TransitionTo=2
3WayTransitionTo=0
RiverType=1
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER15.bmp]
TextureType=0
DetailType=2
HeightMapScale=2.000000
TransitionType=3
TransitionTo=1
3WayTransitionTo=0
RiverType=5
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSRIVER16.bmp]
TextureType=2
DetailType=2
HeightMapScale=2.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=4
RoadType=0
RandomFactor=100
ExclusionRegion=0
ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSTOWN2.BMP]
TextureType=7
DetailType=0
HeightMapScale=100.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
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ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
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Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
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[iSTOWN3.BMP]
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TransitionType=0
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3WayTransitionTo=0
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RoadType=0
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ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
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[iSTOWN4.BMP]
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DetailType=0
HeightMapScale=100.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
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ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSTOWN5.BMP]
TextureType=1
DetailType=0
HeightMapScale=100.000000
TransitionType=0
TransitionTo=0
3WayTransitionTo=0
RiverType=0
RoadType=0
RandomFactor=100
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ExcludeMaxX=0
ExcludeMinX=0
ExcludeMaxY=0
ExcludeMinY=0
LimitRotation=0
Allow0deg=0
Allow90deg=0
Allow180deg=0
Allow270deg=0
SolidObjectTexture=terobject_buildings1.bmp
AlphaObjectTexture=terobject_trees1.bmp
[iSCITY2VALLEY25.BMP]
TextureType=6
DetailType=0
HeightMapScale=100.000000
TransitionType=1
TransitionTo=4
3WayTransitionTo=0
RiverType=0
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ExcludeMaxX=0
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SolidObjectTexture=terobject_buildings1.bmp
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[iSCITY2VALLEY50.BMP]
TextureType=6
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ExcludeMaxX=0
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SolidObjectTexture=terobject_buildings1.bmp
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[iSCITY2VALLEY75.BMP]
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[iSCITY2MOUNTAIN25.BMP]
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ExcludeMaxX=0
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ExcludeMinY=0
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SolidObjectTexture=terobject_buildings1.bmp
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-
I think tomorrow i will release a first preview of Afghanistan terrain. At the moment it covers the Kabul, Bagram, Jalalabad area. It is far away to be finished. Its only to show you how it could look.
And by the way, if someone want to help with lets say to make an replacement tileset or groundobjects, like DSHK gunners, taliban with AK-47, Taliban with mortars, civilists etc, then feel free to do it.
-
I think WOI will be the best basic game for Afghanistan terrain. The tileset looks already "afghanish".
At first i will make the area around Kabul. Lets see where it will end.
-
Has someone an Afghanistan terrain in development? If not i would start to develope one.
-
Intercept missions you can fly if you fly for the Vietnamese in one campaign. In single missions it is impossible.
-
Which terrain do you use?
It seems to be the old blue ribbon problem.
Open file flightengine.ini and change the SceneClips into following lines
[FarSceneClip]
FarClipDistance=160000.0
NearClipDistance=3500.0
[NormalSceneClip]
FarClipDistance=140000.0
NearClipDistance=250.00
[NearSceneClip]
FarClipDistance=25000.0
NearClipDistance=1.2
-
Mi-24D Hind "Dora"
Mi-24D "Dora" NATO Code Hind
========================
I.
This package does NOT INCLUDE the file mi-24-R4b.LOD
You must copy this file from Capuns original Mi-24 or AllenJBs Mi-24 mods.
***************************************
II.
This package is a mod of Capuns Mi-24. It is also different from AllenJBs Mi-24D.
Differences:
* other Cockpit. I use the Su-15TM cockpit of Mago
* working HUD. (A mod of the HUD i made for the MiG-23MK)
* some improvements in the data.ini (No stand still rotors in WOI, No heli jumping on the runway, etc)
* new gun 12mm_JakB
* gun now is operated by AI gunner on the frontseat as it is in reality (fires only at air targets at the moment)
* new weapons: Anti Tank Guided Missiles Falanga (laser guided) and Matjulka (wire guided), Areal Weapon Dispenser KMGU, Flare Dispenser ASO-3W(from 1982 onward), Gun pods GUW (12.7mm JakB gatling) and GPW-9 (GSha-23)
* Roundels and Bordnumbers are not longer part of the skin, they are decals now. If you change the nation, you see the correct insignia on the heli.
* minor fixes in the skins of the heli
*******************************************
III.
INSTALLATION:
-Unzip the file
-folder Mi-24D must into objects/aircraft folder
-files from weapons folder put into objects/weapons
read the instructions in this folder!!!!!!
- file heli.wav put into your sound folder
******************************************
IV. Credits
At this place i want to say thank you to Capun for the Mi-24 files, Mago for the cockpit, the guys who worked on the weaponpack from which i took some weapon files, and of course to TK the developer of the great SFP1 sim family.
*******************************************
V.
Mi-24D Dora IS FREEWARE. COMMERCIAL USE IS NOT ALLOWED.
If you find bugs please post them in StrikeFighters section of Combatace.com forum.
*****************************************
VI.
Hope you enjoy it. Good Hunting!
Michael (Gepard)
============================================
VII.
Made in Germany
Oktober 2008
============================================
-
Submitter
-
Submitted10/02/2008
-
Category
-
-
Not only the best looking insignia also each single plane had had a unique camo sceme.
-
Which game? WOE?
With the original texturelist it should no give problems.
-
Try this lines in the data.ini
[MissionData] NationName=USN ServiceStartYear=1961 ServiceEndYear=1994 GroundObjectRole=WARSHIP Availability=COMMON FormationSizeBase=1 FormationSizeVariation=0 Exported=FALSE [GroundObjectData] DamagedModel= DestroyedModel= DestroyedEffect= EmptyMass=3007317.0 Component[001]=Hull Component[002]=Superstructure [Sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=AIR_AND_GROUND RadarSearchTime=2.0 RadarSearchRange=30000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=20000.0 RadarTrackStrength=75 RadarPosition=0.0,4.0,24.0 DataLink=TRUE OpticalSight=TRUE NightSight=TRUE VisualRange=15900 VisualSearchTime=13.0 ViewportPosition=0.0,3.80,24.00 MaxVisibleDistance=10000.0 RadarCrossSection=1000 [WeaponSystem] TargetType=AIR_AND_GROUND GunRange=15900 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=-120 MaxYaw=120 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=20 GunMinAltitude=10.0 GunMaxAltitude=8000.0 GunStabilization=TRUE GunRadarTracking=TRUE RangeFinder=8 BallisticComputer=5 YawModelNodeName=Turret_2 PitchModelNodeName=Turret_2_Guns LookAroundChance=0 [MovementSystem] MaxRoadSpeed=18.78 MaxOffRoadSpeed=18.78 PowerAvailable=17151097.0 MaxTurnRate=1.5 MaxDeceleration=0.10 SuspensionConstant=5.0 MovementEmitterName=ShipMovementEffect MovementEmitterPosition=0.0,48.17,0.00 MovementEmitterSize=1.0 MovementUseEffect=TRUE [Hull] ModelNodeName=Hull EffectSize=1.0 MinExtentPosition=-6.07,-65.09,-4.58 MaxExtentPosition= 6.07, 47.66, 6.75 StructuralFactor=5000.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=25.4 Armor[RIGHT].Thickness=25.4 Armor[LEFT].Thickness=25.4 Armor[REAR].Thickness=25.4 Armor[TOP].Thickness=6.35 Armor[BOTTOM].Thickness=25.4 SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=FrontGunner SystemName[004]=RearGunner SystemName[005]=GunBarrel1 SystemName[006]=GunBarrel2 SystemName[007]=GunBarrel3 SystemName[008]=GunBarrel4 SystemName[009]=GunBarrel5 SystemName[010]=GunBarrel6 SystemName[011]=Missile SystemName[012]=Missile1 [Superstructure] ModelNodeName=MainSuperstructure EffectSize=1.0 MinExtentPosition=-3.90, 7.76, 3.71 MaxExtentPosition= 3.90,17.60,12.25 StructuralFactor=10000.0 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12.7 Armor[RIGHT].Thickness=12.7 Armor[LEFT].Thickness=12.7 Armor[REAR].Thickness=12.7 Armor[TOP].Thickness=12.7 Armor[BOTTOM].Thickness=12.7 SystemName[001]=Radar1 SystemName[002]=Radar2 SystemName[003]=FireControlRadar [Engine1] SystemType=ENGINE StructuralFactor=10000.0 MinExtentPosition=-4.00,-49.00, 0.00 MaxExtentPosition= 4.00,-39.00, 1.50 ExhaustEmitterName=ShipSmoke ExhaustPosition=0.0,-0.33,15.04 ExhaustEmitterSize=1.0 [Engine2] SystemType=ENGINE StructuralFactor=10000.0 MinExtentPosition=-4.00,-59.00, 0.00 MaxExtentPosition= 4.00,-49.00, 1.50 ExhaustEmitterName=ShipSmoke ExhaustPosition=0.0,-14.99,13.63 ExhaustEmitterSize=1.0 [Radar1] SystemType=RADAR YawModelNodeName=Main_Radar_Base RadarSearchTime=3.0 RadarType=SEARCH [Radar2] SystemType=RADAR YawModelNodeName=Small_Radar RadarSearchTime=2.0 RadarType=SEARCH [FireControlRadar] SystemType=RADAR YawModelNodeName=Radar_Turret RadarType=FIRE_CONTROL [FrontGunner] SystemType=GUNNER GunnerID=1 TargetType=AIR_AND_GROUND GunRange=15900 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=-140 MaxYaw=140 DefaultYawAngle=0 GunMinAltitude=10.0 GunMaxAltitude=8000.0 YawModelNodeName=Turret_1 PitchModelNodeName=Turret_1_Guns VisualSearchTime=3.0 ViewportPosition=0.0,30.21,5.65 IndependentSearchChance=50 LookAroundChance=0 [RearGunner] SystemType=GUNNER GunnerID=2 TargetType=AIR_AND_GROUND GunRange=15900 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=50 MaxYaw=310 DefaultYawAngle=180 GunMinAltitude=10.0 GunMaxAltitude=8000.0 YawModelNodeName=Turret_3 PitchModelNodeName=Turret_3_Guns VisualSearchTime=3.0 ViewportPosition=0.0,-49.60,5.65 IndependentSearchChance=50 LookAroundChance=0 [Missile] SystemType=GUNNER GunnerID=3 TargetType=AIR_AND_GROUND MissileRange=15000.0 MinMissileRange=100 PitchAngleRate=12 MaxPitch=85.0 MinPitch=-5.0 DefaultPitchAngle=40 YawLimited=TRUE YawAngleRate=20 MinYaw=-120 MaxYaw=120 DefaultYawAngle=0.0 MissileLaunchTime=10.0 RangeFinder=10 BallisticComputer=10 Datalink=TRUE YawModelNodeName=Turret_3 PitchModelNodeName=Turret_3_Guns VisualSearchTime=3.0 ViewportPosition=0.0,-49.60,5.65 IndependentSearchChance=50 LookAroundChance=0 [GunBarrel1] SystemType=GUN GunnerID=1 GunTypeName=40MM_L60 MuzzlePosition=0.92,35.47,6.59 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [GunBarrel2] SystemType=GUN GunnerID=1 GunTypeName=40MM_L60 MuzzlePosition=-0.92,35.47,6.59 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [GunBarrel3] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=0.92,26.05,8.53 MaxAmmo=1000 BurstAmount=1 EjectShells=FALSE [GunBarrel4] SystemType=GUN GunTypeName=5IN_MK12 MuzzlePosition=-0.92,26.05,8.53 MaxAmmo=1000 BurstAmount=1 EjectShells=FALSE [GunBarrel5] SystemType=GUN GunnerID=2 GunTypeName=40MM_L60 MuzzlePosition=0.92,-44.76,4.27 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [GunBarrel6] SystemType=GUN GunnerID=2 GunTypeName=40MM_L60 MuzzlePosition=-0.92,-44.76,4.27 MaxAmmo=1000 BurstAmount=5 EjectShells=FALSE [Missile1] SystemType=MISSILE MissileID=1 WeaponTypeName=Hawk WeaponPosition=-0.92,-44.76,6.27 ShowMissile=False IndependentPitchMovement=TRUE
-
How can i change the time envelope of the game?
In WOI, for instance, we have a time envelope from 1960 to 1985. What you must do to increase this time span to, lets say 1995?
Step 1: Open file: OPTIONS
Step 2: look for: [singleMission]
some lines below you will find
StartYear=1960
EndYear=1985
change it to
StartYear=1960
EndYear=1995
Step 3: save the file
Step 4: Extract the file: SINGLEMISSION.INI from MISSIONDATA.CAT (You will find it in Flight folder) (I use for this job the SFP1E Extract Utility)
Step 5: Open SINGLEMISSION.INI and add following lines:
[Years]
PeriodStart=1960
PeriodEnd=1995
MaxServiceLife=5
Step 6: Save the file.
Thats it.
-
1
-
-
While the patch of WOI seems to be very fine i have to complain about the WOE patch. It does not accept anymore moded weapon lists, so that my Mirage 2000 and Su-22 etc now stands there without armament. It also does not shows target areas which are away from the flightpath. Also a "sight seeing tour" to visit ports and airfields is not possible. Strange thing!
-
Same problem with freezing screen when firing gunpods.
Have ATI Radeon X850,latest Dircect-X 9.0c and Ati Catalyst v 8.7 (XP) driver.
Hope that TK will fix it soon.
-
modern time: MiG-29 armed with R-73 (AA-11)
vietnam time: MiG-21PFM
WW2: Me-109F
WW1: Fokker DVII
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Simple rule of this community: If you want something, then do it yourself or you will have to wait endless.
Weapon adding problem
in Thirdwire: Strike Fighters 1 Series - General Discussion
Posted
There are two versions of Weapon editor and gun editor.
For WOI and the other sims after latest patch you need the new version, for SFP1 and WOE, WOV before the September patch you need the old one.
Using the wrong WE causes problems