Pappa Goat
JAGDSTAFFEL 11-
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Everything posted by Pappa Goat
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Malibu, I noticed that in the ground war, as well as generated single missions, there are a few locations where the enamy is always facing away from the advancing US troops, and cannot turn around, resulting in very one sided firefights. These are if I remember both areas in the DMZ, as well as Area West of Da Nang'. I was wondering if it had something to do with the units, but the VC and NVA squads seem to work fine in other locations, so I was wondering if it had to do with the map information or target placement? Any ideas? Secondly, I've noticed that in the game the napalm is kinda a dud. It'll drop right next to an infantry squad, and throw fireballs all over them, but unless its a near direct hit they don't get touched... Wondering if you had any ideas on modding this? I'm currently upping the amount of 'explosives' in the weapons.ini but it still doesn't cut it.
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Here are two questions: 1. Whenever one does a CAS mission in campaign or as a quick mission there are other aircraft rolling out too. How could one have it so that when doing CAS in S. Vietnam, there is always a FAC over the target armed with smoke, marking targets? I have thoughts of, and will try, creating a FAC squadron in S Vietnam.... using bird-dogs or broncos, and having the loadout as smoke for 'attack' missions. BUT how could one edit the game so that: 1. The squadron is involved in almost every CAS mission. 2. When the squadron flies only one bird is sent up. 3. It is based close enough or already in the air so that it will be on target roughly when you arrive so you can see where it is marking. 2. Is there any way to edit the game so that friendly troops pop smoke on their position when they call for support, and keep on popping smoke? Maybe one of the 'turrets' in the squad could pop smoke instead of fire his rifle, and do so every 2 minutes or so whilst in contact with the enemy? Only problem is then every squad would be popping smoke, when only one is needed. ANY IDEAS?
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The ground war enhancement for WOV requires the D-20 artillery mod download and places it as a target on the map, on the side of a hill near the DMZ, when you have ground troops int he area the artillery fires at them... although they're always out of range so the shells go on a flat trajectory and plop into the dirt way way short. Perhaps this would be the best way to use the artillery here? Static artillery sites. ALSO, this would call for something in WOV that is very much miss missing, firebases where troops are stationed and artillery is dug in to provide fire support to patrols.
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In the near future. I'm working when I get time on re-hauling the whole thing. I've looking at shots I've taken from across S.E Asia and think I'm going to painstakingly edit each tile individually, are by area as in jungle, arid rural, lush rural... or even field by field. In the meantime if people wanted I could upload what I've done so far? Here's a preview of what I've been doing recently, trying to tackle the rural tiles, whilst keeping the jungle as it is. It's only a tester I cooked up today, and it's not spot on by far, but its a step forwards. You can see the difference between the new and old rural tiles I've edited if you look in the background along the river (while testing I only edit the .bmp files). I'm suspecting that ultimately, I'm going to have to do each tile seperately, altering the trees and the grassy differently... sigh
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I've been working a lot on repainting the VietnamSEA tile-sets I have been using. I have Brian32's excellent tile sets drawn from satellite imagery and have been working on them to compensate for the things that effect such imagery, time of day, atmospherics, weather , time of year etc... I use photoshop a lot for my photography and currently live in S. E. Asia, having said that there's always room for improvement. These screen shots are from Mk.6 of my repaint. Here are some of the changes I have made: - Restored tiles to compensate for atmospherics that dull down the tones and contrast as well as give everything a blue hue. - Altered colour balances and channels to make the terrain better reflect that which I see around me. - Altered the colours of individual vegetation in the superb GreenHell2 mod to better reflect their true appearance and give a lot more vegetation variation in game. This has a huge impact on the look of things, just look at the jungle. - Altered the colour of rivers from green, to the more common tea brown one sees in this part of the world. The water is that colour due to that red dirt. I think the jungle is superb, having said that I'm still not completely pleased with the rural agrigultural areas, they seem far too dark, but this is also due to the areas in the tiles. The countryside around here is often like that, but then you get these huge areas of elephant grass or stretches of rice paddies which are this bright lime green, which aren't really reflected in any of the tile. I will post more screenshots as I come up with them, I hope you like...
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Tet '68 V1.1
Pappa Goat replied to scrapper's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Fantastic campaign. I have a problem though, it runs fine until I close WOV. When I restart it, and resume a campaign, all the missions are into N. Vietnam on strikes, SEAD and CAP's... no idea why... -
Thanks for the quick reply, sounds awesome, I'm in!
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Looking at purchasing OFF, but not living in the US it'll cost that bit extra. I had a few questions out of curiosity. 1. In aircraft with two forward firing machine guns, is it possible to fire them separately as one could in the real airframes? 2. What ground units are there in terms of infantry in column, advancing, or in trenches, or pillboxes and machine gun nests and do they fire at you? In other worst is there more AA than just flak? If you fly low over an enemy trench will anything happen? 3. If you are in a fighter or bomber with men manning machine guns eg FE2b, RE8 that operate and fire independently of you, can they likewise be killed? Do the damage models include the pilot or any other gunners being killed?
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Infantry Pack Update View File This is an update for the infantry pack for the WOV Enhanced Ground war Campaign. Thrilled ith a better ground war, yet unhappy with the lack of ground action I meshed parts of the object DATA files from the infantry pack with those of the superb Falklands mod. Result, you now have ground units that fire, including at you! Instructions: Just drop the appropriate DATA file intot he folder of each unit in your Ground Objects folder. Known Issues: I find sometimes that the VC squad will be facing the opposite direction from the US squad and will nto rotate all the way around to engage in a firefight. Next: Modding a special forces/ LRRP squad, and modding the M-113 ACAV squad to be a real ACAV squad and not special forces ith an ACAV which makes no sense. Also, to make the NVA Squad look like NVA. Submitter Pappa Goat Submitted 10/05/2009 Category Ground Objects Mods
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255 downloads
This is an update for the infantry pack for the WOV Enhanced Ground war Campaign. Thrilled ith a better ground war, yet unhappy with the lack of ground action I meshed parts of the object DATA files from the infantry pack with those of the superb Falklands mod. Result, you now have ground units that fire, including at you! Instructions: Just drop the appropriate DATA file intot he folder of each unit in your Ground Objects folder. Known Issues: I find sometimes that the VC squad will be facing the opposite direction from the US squad and will nto rotate all the way around to engage in a firefight. Next: Modding a special forces/ LRRP squad, and modding the M-113 ACAV squad to be a real ACAV squad and not special forces ith an ACAV which makes no sense. Also, to make the NVA Squad look like NVA. -
Yeh those are the links I've gotten to, thanks. What I mean is, for example... in the map modding tutorial there's instructions to do this or that.. but doesn't always say how, doesn't even say how to load the map data into the TE. For that campaign editor it says to extract from the missiondata.cat but doesn't say where that is, and I can't find it. I know these guides are made by good and willing people on their own time, I'm just behind the skill level curve and frustrated.
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ok... anyone have a link to where the .cat file extractor can be downloaded, the link in the Knowledge base is a dud, searched, can't find it. ...To be honest, the knowledge base isn't much help to me much of the time as everything seems to assume you already have a high level of modding knowledge already. For example, there's all these mapping tutorials but I don't even know how to load the map into the TE and no-one covers basic dumbass steps or extra bits that might be needed for that with that.
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Is there any way to get the DATA.ini files for the stock Linebacker campaigns in WOV to edit them? I wanted to change some of the squadrons and their aircraft. Also, is there a way to make more than one type of aircraft available to any squadron? For example, on A-6A campaigns I'd like to make the A-6B also available to that squadron to fly Ironhand as and when needed.
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Thanks.. now how do I load terrain into the editor???
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Where is the terrain editor (for WOV)?
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I'm wondering what the 'GUNNER' entries are for? [MissionData] NationName=RoyalNavy ServiceStartYear=1968 ServiceEndYear=2006 GroundObjectRole=TANK Availability=Common Exported=TRUE ExportStartYear=1972 ExportAvailability=Common [GroundObjectData] DamagedModel= DestroyedModel=UK_Squad\UK_SquadD.LOD DestroyedEffect= EmptyMass=720.00 Component[001]=Base [sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=AIR_AND_GROUND DataLink=FALSE OpticalSight=TRUE NightSight=FALSE VisualRange=2000.0 ViewportPosition=0.0,0.0,1.90 MaxVisibleDistance=2500.0 RadarCrossSection=3 [WeaponSystem] TargetType=AIR_AND_GROUND MissileRange=1000.0 MinMissileRange=20.0 PitchAngleRate=52 MaxPitch=10.0 MinPitch=-6.0 DefaultPitchAngle=0.0 YawAngleRate=51 YawLimited=FALSE ReloadGunAtAngle=FALSE MissileLaunchTime=10 GunStabilization=TRUE RangeFinder=5 BallisticComputer=5 Datalink=TRUE ViewportPosition=0.0,0.0,1.8 YawModelNodeName=Torso07 PitchModelNodeName=CarlGustaf LookAroundChance=80 [MovementSystem] MaxRoadSpeed=6.22 MaxOffRoadSpeed=6.22 PowerAvailable=187764.0 MaxTurnRate=1.0 MaxDeceleration=5.0 SuspensionConstant=30.0 [base] ModelNodeName=Base MaxExtentPosition= 8.36, 2.70, 1.80 MinExtentPosition=-8.36,-2.03, 0.00 HasArmor=False SystemName[001]=Engine SystemName[002]=Gunner1 SystemName[003]=Gunner2 SystemName[004]=Gunner3 SystemName[005]=FNFal1 SystemName[006]=FNFal2 SystemName[007]=FNFal3 SystemName[008]=Missile01 SystemName[009]=Missile02 SystemName[010]=Missile03 SystemName[011]=Missile04 SystemName[012]=Missile05 SystemName[013]=Missile06 [Gunner1] SystemType=GUNNER GunnerID=1 TargetType=AIR_AND_GROUND GunRange=1000 PitchAngleRate=12 MaxPitch=10.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=True MinYaw=-30 MaxYaw=30 YawAngleRate=50 DefaultYawAngle=0 GunMinAltitude=0.0 GunMaxAltitude=500.0 YawModelNodeName=Torso05 PitchModelNodeName=FNFal05 GunStabilization=TRUE GunRadarTracking=False DataLink=TRUE ReloadGunAtAngle=FALSE RangeFinder=4 BallisticComputer=4 VisualSearchTime=2.0 ViewportPosition=21.67,1.30,1.8 IndependentSearchChance=90 [Gunner2] SystemType=GUNNER GunnerID=2 TargetType=AIR_AND_GROUND GunRange=1000 PitchAngleRate=12 MaxPitch=10.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=True MinYaw=-30 MaxYaw=30 YawAngleRate=50 DefaultYawAngle=0 GunMinAltitude=0.0 GunMaxAltitude=500.0 YawModelNodeName=Torso06 PitchModelNodeName=FNFal06 GunStabilization=TRUE GunRadarTracking=False DataLink=TRUE ReloadGunAtAngle=FALSE RangeFinder=4 BallisticComputer=4 VisualSearchTime=2.0 ViewportPosition=21.67,1.30,1.8 IndependentSearchChance=90 [Gunner3] SystemType=GUNNER GunnerID=3 TargetType=AIR_AND_GROUND GunRange=1000 PitchAngleRate=12 MaxPitch=10.0 MinPitch=-5.0 DefaultPitchAngle=0 YawLimited=True MinYaw=-30 MaxYaw=30 YawAngleRate=50 DefaultYawAngle=0 GunMinAltitude=0.0 GunMaxAltitude=500.0 YawModelNodeName=Torso07 PitchModelNodeName=FNFal07 GunStabilization=TRUE GunRadarTracking=False DataLink=TRUE ReloadGunAtAngle=FALSE RangeFinder=4 BallisticComputer=4 VisualSearchTime=2.0 ViewportPosition=21.67,1.30,1.8 IndependentSearchChance=90 [Engine] SystemType=ENGINE MaxExtentPosition= 0.88, 2.70, 1.22 MinExtentPosition=-0.88, 1.27, 0.37 [FNFal1] SystemType=GUN GunnerID=1 GunTypeName=7.62MM_M60 MuzzlePosition=13.4,3.1,1.31 MaxAmmo=1800 TracerLoading=3 BurstAmount=5 EjectShells=True [FNFal2] SystemType=GUN GunnerID=2 GunTypeName=7.62MM_Rifle MuzzlePosition=-17.9,0.97,1.31 MaxAmmo=1600 TracerLoading=3 BurstAmount=3 EjectShells=True [FNFal3] SystemType=GUN GunnerID=3 GunTypeName=7.62MM_Rifle MuzzlePosition=-5.775,2.9,1.17 MaxAmmo=1600 TracerLoading=3 BurstAmount=3 EjectShells=True [Missile01] SystemType=MISSILE MissileID=1 WeaponTypeName=84MM_Bazooka WeaponPosition=0.16,0.0,1.61 ShowMissile=True IndependentPitchMovement=FALSE [Missile02] SystemType=MISSILE MissileID=2 WeaponTypeName=84MM_Bazooka WeaponPosition=0.16,0.0,1.61 ShowMissile=True IndependentPitchMovement=FALSE [Missile03] SystemType=MISSILE MissileID=3 WeaponTypeName=84MM_Bazooka WeaponPosition=0.16,0.0,1.61 ShowMissile=True IndependentPitchMovement=FALSE [Missile04] SystemType=MISSILE MissileID=4 WeaponTypeName=84MM_Bazooka WeaponPosition=0.16,0.0,1.61 ShowMissile=True IndependentPitchMovement=FALSE [Missile05] SystemType=MISSILE MissileID=5 WeaponTypeName=84MM_Bazooka WeaponPosition=0.16,0.0,1.61 ShowMissile=True IndependentPitchMovement=FALSE [Missile06] SystemType=MISSILE MissileID=6 WeaponTypeName=84MM_Bazooka WeaponPosition=0.16,0.0,1.61 ShowMissile=True IndependentPitchMovement=FALSE
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I have the superb Falklands mod installed and running and am quite impressed with it. I have been attempting to further tweak the infantry to make them more realistic. Ideally, the infantry armed with the SLR/ FinFal shouldn't fire in bursts but at a controlled rate of fire. For this I chose the rapid rate of fire that is around 1 round every 3 seconds. In the DATA file in each ground units folder I found the BurstAmount under each weapon type, and changed it from 3 to 1. [FNFal2] SystemType=GUN GunnerID=2 GunTypeName=7.62MM_Rifle MuzzlePosition=-17.9,0.97,1.31 MaxAmmo=1600 TracerLoading=3 BurstAmount=1 EjectShells=True In the GUNDATA.ini I also changed the rate of fire from 10 to 20 rpm. However it seems that only 3 of the infantry actually ever shoot. Does anyone know how I could successfully modify the files so that all the infantry in the squad shoot perhaps by modifying the below section of the object DATA files? [base] ModelNodeName=Base MaxExtentPosition= 8.36, 2.70, 1.80 MinExtentPosition=-8.36,-2.03, 0.00 HasArmor=False SystemName[001]=Engine SystemName[002]=Gunner1 SystemName[003]=Gunner2 SystemName[004]=Gunner3 SystemName[005]=FNFal1 SystemName[006]=FNFal2 SystemName[007]=FNFal3 SystemName[008]=Missile01 SystemName[009]=Missile02 SystemName[010]=Missile03 SystemName[011]=Missile04 SystemName[012]=Missile05 SystemName[013]=Missile06
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An example... US_Squad_DATA [MissionData] NationName=USMC ServiceStartYear=1960 ServiceEndYear=2000 GroundObjectRole=TANK Availability=VERY_COMMON Exported=TRUE ExportStartYear=1945 ExportAvailability=VERY_COMMON [GroundObjectData] DamagedModel= DestroyedModel=squad_destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=720.00 Component[001]=Bodylaw Component[002]=LAW [sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=GROUND DataLink=FALSE OpticalSight=TRUE NightSight=FALSE VisualRange=1500.0 ViewportPosition=0.0,0.0,1.35 MaxVisibleDistance=2000.0 RadarCrossSection=10 [WeaponSystem] TargetType=GROUND GunRange=600.0 PitchAngleRate=10 MaxPitch=15.0 MinPitch=-1.0 DefaultPitchAngle=0.0 YawAngleRate=50 YawLimited=TRUE MaxYaw=1.0 MinYaw=-1.0 DefaultYawAngle=0 ReloadGunAtAngle=True GunRecoil=0 GunStabilization=FALSE GunRadarTracking=FALSE RangeFinder=2 BallisticComputer=0 YawModelNodeName=Bodylaw PitchModelNodeName=LAW [MovementSystem] MaxRoadSpeed=5.0 MaxOffRoadSpeed=3.0 PowerAvailable=1000 MaxTurnRate=16.0 MaxDeceleration=5.0 SuspensionConstant=14.0 MovementEmitterName= MovementEmitterPosition= [bodyLAW] ModelNodeName=BodyLAW MaxExtentPosition= 8.36, 2.70, 2.60 MinExtentPosition=-8.36,-2.03, 0.00 HasArmor=False SystemName[001]=LAW SystemName[002]=GunBarrel1 SystemName[003]=GunBarrel2 SystemName[004]=GunBarrel3 SystemName[005]=GunBarrel4 [Engine] SystemType=ENGINE MaxExtentPosition= 0.88, 2.70, 1.22 MinExtentPosition=-0.88, 1.27, 0.37 [LAW] SystemType=GUN GunTypeName=66MM_LAW MuzzlePosition=0.00,2.00,1.5 MaxAmmo=15 EjectShells=False [GunBarrel1] SystemType=GUN GunTypeName=7.62MM_M60 MuzzlePosition=-2.88,0.95,0.17 MaxAmmo=800 TracerLoading=3 BurstAmount=9 EjectShells=True [GunBarrel2] SystemType=GUN GunTypeName=5.56mm_Assaultrifle MuzzlePosition=-5.45,-1,46.50,0.66 MaxAmmo=500 TracerLoading=3 BurstAmount=3 EjectShells=True [GunBarrel3] SystemType=GUN GunTypeName=5.56mm_Assaultrifle MuzzlePosition=6.02,1.70,0.17 MaxAmmo=400 TracerLoading=2 BurstAmount=3 EjectShells=True [GunBarrel4] SystemType=GUN GunTypeName=5.56mm_Assaultrifle MuzzlePosition=3.25,-0.77,0.66 MaxAmmo=400 TracerLoading=1 BurstAmount=1 EjectShells=True GUNADTA.INI [GunData072] TypeName=5.56mm_Assaultrifle FullName=M16_Assaultrifle Caliber=5.560000 ROF=800.000000 MuzzleVel=1200.000000 AmmoWt=0.005730 WarheadWt=0.000000 Reliability=97.000000 Accuracy=70.000000 AddLight=FALSE MaxLightRange=1000.000000 FireColor=0.150000,0.150000,0.150000 GunFireEffect=LmgFireEffect GunFireSound=50cal EffectClassName=LmgEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE BULLETOBJECT.INI [LmgEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=LmgGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LmgObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=LmgObjectHitEffect ArmorHitSoundName= AirBurstEffectName= AirBurstSoundName=
