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Gepard

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Everything posted by Gepard

  1. Habe ich gerade bei Facebook gefunden: :biggrin: https://www.facebook.com/fruehstuecksfernsehen/posts/1460486494023793
  2. Which terrain? Post screenshot here.
  3. Since i have a new computer, i scroll trough my old, never finished terrain projects and found the terrain Rigaer_Bucht (Bay of Riga), which covers a small part of the Baltic Sea. In focus are the two latvian island (which were during WW1 russian of course) There the german Hochseeflotte made a successfull landing operation to take away the islands from russian hands, which was called Operation Albion. I took my old terrain of 2010 and fitted it with the Jan Tuma made tiles. The result you will see in the screenshots, which show a recon mission with Albatros D III. The ingame map: on the way: enemy appears: and was shot down: over a small town: More screenshots: Other towns: the german fleet in fire exchange with russian forces: and back home:
  4. Its not difficult. Create a new game folder and call it whatever you want. For instance WingsOverAfghanistan. Then copy all files (without the not needed terrains and planes) from WoE to WoA. Install Afghanistan terrain and the needed planes. Then run the game and enjoy Taliban or Mudjaheddin hunting. And one hint for Afghanistan terrain. Dont use area bombing or oversized ammo. There are a lot of civilists in the area. And killing them gives massive minus points.
  5. E'm, the Afghanistan air war was always one sided. Only one side had had planes. The other not. Thatswhy the airfields are all only FRIENDLY. If there would be ENEMY airfields, you would have a taliban air force, which never exist. In the readme of the terrain, you will find the suggestion, to make Afghanistan as a single installation, with no other terrains. If you install the changed nations.ini, you will have all nations as friendly, only Afghanistan is enemy. (But this setting would mix up the behavior of other terrains, where soviets and americans are in war with each other. Thatswhy make a separate installation for Wings over Afghanistan) The soviets are Friendly, the americans are friendly. The timeframe of the planes should be adjusted soviet from 1979 till 1989 and western planes from 2001 up today. The designation ENEMY and FRIENDLY in WoX world is confusing. It has nothing to do with reality, it is only the designation of a side. FRIENDLY is the blue side, ENEMY is the red side. You can set all nations FRIENDLY or ENEMY. It depends only in which "team" you want to see the single Air Forces.
  6. The size of the terrain with 16.6 MB is okay. But only if you have WOI. With WOE you must download the WOI tileset which you will find in the downloadarea. Without this tileset you will see only white mountains. In the Afghanistan.ini you must change the line CatFile=..\IsraelME\IsraelME.cat into CatFile=..\GermanyCE\GermanyCE.cat perhaps it will work.
  7. White ground means missing tiles. I guess you dont have WOI. In the download area is a WOI tileset. Install it and the time of white ground is over.
  8. When does the game crash exactly? Crashs it during briefing, or while you are looking on the map? Or does it crash during the loading screen? If last, at which percent of loading the game crash? The planes do you use are working fine with other terrains?
  9. Gepard

    Eure Meinung

    Die Idee finde ich nicht schlecht. Aber mal ein leicht abschweifender Gedanke. Du willst ja das Terrain fast komplett überarbeiten, zumindest was die targets betrifft. Da frage ich mich, warum Du nicht mein altes Ostseeausgänge (Baltic Entrance) terrain für Dein Projekt nehmen könntest? Die Marineflieger haben ja des öfteren Einsätze bis Südnorwegen geflogen und rund um Dänemark. Das wäre mit Baltic Entrance möglich. Es wäre auch möglich Zivilmaschinen auf gescripteten Einsätzen zwischen Hamburg, Olso, Kopenhagen oder Stockholm fliegen zu lassen. Der Nachteil besteht natürlich darin, dass nur Norddeutschland abgebildet ist. Falls Du ganz Deutschland abbilden willst, dann geht das damit natürlich nicht. Ich hatte mal vor ewig langer Zeit angefangen ein 1:1 terain von Deutschland zu machen. Das ist aber über eine frühe Alphaphase nie rausgekommen.
  10. For the flickering water problem try this quick and dirty fix. First step: make a backup of the _data.ini of the terrain Second step: open the file xxx_data.ini (xxx stands for the terrain) Third step: Overwrite the relating lines at the top of the file with following lines: (all lines from TerrainMesh till NoiseTexture blocks) [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=TerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [backgroundMaterial] UseEffectShader=TRUE EffectShaderName=FarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=1.7 ResolutionFactor=4.0 StartFadeDistance=200.0 EndFadeDistance=500.0
  11. Gepard

    Eure Meinung

    Ist das Terrain eigentlich in der Größe 1:1 dargestellt oder hat es die üblichen 66% der realen Größe?
  12. The strange looking water with the flickering, appears, IIRC, at some terrains which were developed befor one of the latest WoX patches. There was a fix for it. I will try to find it. It has something to do with the xxx_data.ini of the terrain. For the missing tiles problem you could use one terrain tileset, which is basing on the desert.cat. For a quick and dirty solution of the missing tile problem try this: http://combatace.com/files/file/3778-desert-tileset-beta/ It is not perfect. Give it a try. Dont let overwrite tiles, that you have already installed.
  13. With a new computer now i had the chance to try out Vosges terrain. I must say, it has become a great terrain. Well done. Its a very welcome improvement of my old Vogesen terrain. Only one thing i would like to criticize. The terrain is called "Vosges, France". This is historically incorrect. From 1871 to 1918 the Vosges Mountains were part of the german Empire. It was part of the "Provinz Elsass/Lothringen", which belongs to the "Königreich Preussen", which was part of the "Deutsches Kaiserreich". So the terrain should be named "Vosges, Germany".
  14. For SF2 it is better to have a 3.7GHz DuoCore, than a 3.3 Quadcore. Make sure, that you have a good graphic card and enough RAM. Then is the question which Windows you want to use. Till Win7 SF2 runs without problems. Win8 or 10 can be tricky.
  15. For WoE i made a version of the Saab Draken, where a camera was working in the cockpit. You could toggle between radar modes and camera. I dont know, wheter it would work in SF2 world. It is a simple camera. You cant select a target and you cant move the field of view. http://combatace.com/files/file/10765-saab-j-35-draken-with-changed-flightmodel-for-oct2008-patch/
  16. Em, the lack of hydraulically boosted controls was only in the first batches of the MiG-17. Later built planes had hydraulically boosted controls to increase the agility at high altitudes. In the east german Air Force LSK the planes with hydraulical boost were called MiG-17H, the others MiG-17glatt.
  17. The flightmodel which is used in First Eagles fits better for prop planes than the other games. Thatswhy FE is first choice.
  18. The difference between a tornado in the USA and in Central Europe is the effect on the houses. In central europe usually only the roofs are blown away, the houses stands still. In the USA all is blown away. Perhaps you should start to build massive houses instead the cheap, tiny wood constructions, you call house.
  19. Arresting cables are standard on european NATO airfields as emergency landing stopping device. The WP airfields used nets for this issue.
  20. For me it is better to create the SAM as own target areas. So you can create a SAM network for area defence. With including SAM or Flak into an existing target area you create only a local point defence. Point defence is important, as protection for bridges and airfields. But to defend an area, you need independent SAM sites. AND dont forget. ONLY 16 SAM or Flak are active at ONE target area. If you put more on a target area, not all Flak or SAM will appear in game.
  21. The best would be if you would post a screenshot here. So i can only guess, that the white squares could be missing tiles. Suez2 and Persischer Golf are made for use with desert.cat file as basic. Desert.cat is included in stock desert terrain by TK.
  22. A 20:1 would be impressive and overwhelming in a scenario red F-16 vs blue F-35 with equal numbers, without F-22 fighter escort and AWACS. With a support in that oversized scale the F-35 had during Red Flag, one should expect a 82:0 ratio, like the turkey shooting over the Lebanon in 1982. But not a 20:1. To loose 3 birds in 126 missions is simply bad. Give a F-18E or F-15E strike force, a suitable F-22 escort, massive Growler support and AWACS, you will get a very similar result.
  23. Including Feb 3rd, 126 missions were flown by F-35. All escorded by F-22. F-35 had AWACS support and support by Growlers. As enemy acted up to 20 F-16, which were alsways outnumbered by blue force planes and had neighter AWACS nor EW support. During the missions 3 F-35 were counted as shot down. Not really overwhelming, if you ask me.
  24. Some SF2 models will not work in WoX world, even not with WoI Operation Kadesh. Its a trial and error. If the LOD is not visible in WoI Op Kadesh, then you have no chance to get the plane to fly in the first gen sims.
  25. With patch 2008 you can put decals in the Decals folder too, like in SF2.
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