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ChampionsVA56

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Posts posted by ChampionsVA56


  1. I'm using the July 2012 version........of 10 naval units I have put together, I have 2 that spawn the third and fourth,fifth,sixth,etc. ship in the same spot as number two. So its not every unit, just a few (weird huh?). I have kinda figured out a way to "save" the situation by pairing a much slower ship with a much faster one......so they separate quickly to save the "eyecandy" aspect. It's kinda funny to watch one ship "lay a turd" and produce a ocean tug. See photo. Anyone else have any idea on this? Just gotta wait for another patch I suppose.

    post-52878-0-13690200-1350747395_thumb.jpg

    post-52878-0-28693400-1350747409_thumb.jpg


  2. When building NAVAL UNITS......are there any restrictions/maximums to how big the unit can be, how many carriers,how many naval units you can create,max number of ships.......etc. Are there any settings that affect these and can be adusted? I sometimes have 2 ships occupy the same space in a naval unit and futher added ships do not appear. Is this a bug? Anyone......ANYONE....Bueller?


  3. How can one crank up the mission rate so you fly a mission every other/few days instead of weeks/months between missions on a campaign? I'm assuming these are the key entries. Anyone have any bits of wisedom in this area and wanna share?

     

    [CampaignData]

    StartDate=03/02/1965

    StartDateDeviation=0

    EndDate=11/01/1968

    RunCampaignBeforePlayerStart=FALSE

    ForceWithInitiative=1

    NavalCampaign=TRUE

    MaxMissions=50 <-----------------------------------------------------?

    NormalMissionRate=180 <-----------------------------------------------------?

    NormalMissionRateDeviation=10 <-----------------------------------------------------?

    OffensiveMissionRate=30 <-----------------------------------------------------?

    OffensiveMissionRateDeviation=15 <-----------------------------------------------------?

    StartScreen=CampaignStart4.bmp

    StartText=

    CampaignBaseScreen=CampaignStart4.bmp

    CampaignEndWinScreen=CampaignEndWin2.bmp

    CampaignEndLoseScreen=CampaignEndLose2.bmp

    CampaignEndStallScreen=CampaignEndWin2.bmp

    CampaignEndKIAScreen=CampaignEndLose2.bmp

    CampaignEndWinText=wovRTEnd.txt

    CampaignEndLoseText=wovRTEnd.txt

    CampaignEndStallText=wovRTEnd.txt


  4. Yep...thats what I was trying to do....HOWEVER...even after merging NA in....I still can get naval units to work at Yankee Station. I have the NavalCampaign=TRUE statement in, a VIetnamSEA_WATER.bmp and the NavalMap=TRUE statement........still no dice. The campaign will start up but places my carrier squadrons at land bases....oh well........maybe someday.


  5. No DICE. You sure I don't need SF2NA installed to use naval unit entries? I don't have NA.......just SF2V with the gold package. I was able to use Wrench's target layout idea to get the surface ships there....but now all i have is STATIONARY ships with carriers moving around them.......not exactly what I wanted. Any suggestions on how to edit the movements.ini to make the ships (convoy) move would be appreciated. Maybe I'll just stick to making planes and skins.......this is not my area.


  6. Well....I'd like to get some ships to be near the carriers on Yankee station. That would mean moving along with the carriers. I tried adding a naval unit after the carrier units in the Rolling Thunder Campaign (below) and making sure I had a VietnamSEA_Water.bmp file and the Naval Map=TRUE comment in the ini. Still no luck. I suppose I could fool the game by telling it that a destroyer is a carrier and setting up a bogus catapult for a helo or something. There's gotta be an easier way....Champ

     

    [NavalUnit001]

    UnitName=Long Beach SAG

    ForceID=1

    Nation=USN

    RandomChance=100

    MaxObjects=5

    Experience=100

    Morale=100

    Supply=100

    Intelligence=30

    StartPosition=600000.00,610000.00

    ObjectivePosition=600000.00,610000.00

    HomePortPosition=600000.00,610000.00

    MinFleetSpeed=10.289

    Ship[01].Type=CGN-9

    Ship[01].Name=USS Long Beach

    Ship[01].Number=9

    Ship[01].Texture=USNGrey1

    Ship[02].Type=Atlanta

    Ship[02].Name=USS Tucson

    Ship[02].Number=98

    Ship[02].Texture=USNGrey1

    Ship[03].Type=Fletcher

    Ship[03].Name=USS Fletcher

    Ship[03].Number=623

    Ship[03].Texture=USNGrey1

    Ship[04].Type=Fletcher

    Ship[04].Name=USS O'Bannon

    Ship[04].Number=450

    Ship[04].Texture=USNGrey1

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