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UllyB

HAT IN THE RING
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Everything posted by UllyB

  1. How should I rename the TGA file to match the F-16A stock planes ? The modded TGA is f16glass.tga. The stock one , I think I saw into CAT file is canopyglass.tga.
  2. I found a nice F-16A green shade canopy glass and I'd like to change my stock canopy glass with this one (WOI). The Mirage factory F-16A_Blk10-IDF has the f16glass.tga file into its folder. I saw in Objects.CAT (WOI) file that there is a..."generic" canopyglass.tga file. I put the f16glass.tga into f-16 stock folder and renamed it to canopyglass.tga but it didn't work. I looked into F-16A stock cockpit.ini but there is no reference to canopyglass.... What should I do to have that modded canopy glass instead of the stock one for F-16A ? Thank you in advance.
  3. So you are just fixing the terrain only.....Hmmm...Well it's still good news. I wish I knew how to make a campaign for a terrain and one that works. I failed miserable into implement the attrition campaign into gepard & yours Israel2 ver 2.5 terrain. I guess I can learn only if someone tells me how and whips me in the same time...lol You know...even if I wasn't able to make Israel2 to work with a campaign , it is still a joy to use it in single missions or when testing some planes I make. It has a realistic light on things and it looks so real from above.It's amazing. I wish I knew do such wonderful things.
  4. thank you Kevin and... very good link , helpful , thank you also.
  5. What should I modify in the gear section of data ini aircraft to get rid of that image of gear sinking into the floor and that balancing up and down ? Some MIG models have this issue. Would be enough just to compare a stock file which works well and change the data values accordingly ?
  6. I found the solution . It is on this very site. http://combatace.com.../35346-gun-jam/ For realism the new guns jam feature is kinda cool, but it can also get annoying. Real pilots are forced to deal with it, however us simmers have another option. There are two steps you need to do to cheat and unjam your guns inflight... As mentioned above you will need to change the aircraftobject.ini section from AllowUnjamAttempt=FALSE to AllowUnjamAttempt=TRUE. Now in WOE at least, TK did not add a keybinding to unjam the guns, so you will need to open the woe/controls/Default.ini (Or whatever control INI you are using) and add UNJAM_GUN=* (* can be any unused key you want to assign) Finally, if you go to the key commands option screen you will lose the "UNJAM_GUN=" statement so you are better off if you right click on Default.ini and click the READ ONLY checkbox. You will need to make the file writeable again if you need to change a keybinding so make sure its correct before you add "UNJAM_GUN=" and make the file read only. And it works. You have to tape a few times and a message appears that the gun is unjammed and you can fire with it. I , personally bound K for that command.
  7. I see. Thx for the article. Interesting. How can a dll file be edited ? I always thought it's in binary written.
  8. You mean it??? Someone is taking care of that campaign NOW ? That's good news. If so...I'll wait to see it done. Where should I look or ask to follow the work progress for that campaign/terrain ? You ?
  9. I have SF1 , too. The game must be playable at that time level.I have all the incremental patches from that time, too. But the main issue is that the graphic is....old among other things...
  10. Can the campaign made by modders before oct 2008 official patch (SF1 series I mean) be played ? Is there a way around or I just have to stick to the old patches from that time ? For instance I tried to play Iran vs Iraq campaign and it's all....white:) I really would like to play that campaign, it's interesting.
  11. That's interesting. Is this simulated in game for real or it's just your idea and it's just pure chance ? BTW how did TK simulate this jamming ? Is it hardcoded ?
  12. Is there anything to be done to get rid of that annoying "cannon jammed"( when the dogfight becomes more interesting) ? I saw somewhere in the past an unjamming command in a config file.Did it work or was not referring to gun jamming ? It really pisses me off when the cannon is jamming, really! I hate that. I tried to fire short burst to avoid jamming but no luck. Any help appreciated.
  13. You are right, what was I thinking...? Yes, the map was made by Gepard and Wrench long before the WOI. It's not their fault , I was just not thinking straight, a sort of...lol I apologize. Wrench and Gepard are masters of terrains modding and they helped me in the past when they could. Well I rewrote the nodes for Sinai (I changed the names accordingly to the map loaded with the editor and make some new nodes connection I saw fit) to see if there is any progress but ...there is none. No (new) egyptian troops are shown on the map. Something I don't do right or... I don't understand the connection between the frontline and the display of the troops. There is no sense (in my logic) why if it's all screwed up (no correct names in nodes, corresponding to names in Israel2 targets ini), the base in south west of Sinai it is shown ??? That means , at some point/level...the reason for airbases to show up on the map has no connection with nodes...But if so...why only that airbase showed up ? And if you don't change anything (nodes names, frontline)... Egyptian AND Syrian airbases show up on the planning map, but not ALL of them, according to campaign data ini file. The key is in that frontline and how it DICTATES the rules. Who knows how that frontline affects exactly the whole thing ? TK must know exactly how it works I presume...he designed the whole thing.. If I knew how the frontline works...I might have a chance but , not knowing is like I am trying to make something precisely but I lack the eyesight. I ran out of ideas. I am one step close to...give up.
  14. I solved the map issue , I disactivated the task bar (autohide).Ok I made a better conture of the frontline but only a part of Syrians bases showed up and just one Egyptian airbase showed up. Man I'm so pissed... So it's not all to draw the correct frontline. I think the nodes are messed up and I'll have to make a titanic work to sort things out. Maybe it could've been an easy job if the authors of the map would keep the original names. I wonder why did they change them if the map was supposed to serve for other people from comunity to make campaigns, missions on it. For example Kibrit base (name) is EL Kabrit in the Israel2 and instead of "suffix" airbases they chose "AB". They complicated a lot the job because one have now to rewrite all the names, practically you build from scratch the nodes and airbases for aircraft into the campaign data ini file etc. And , if things were not already complicated, they erased some of the bases (there is no a list for that to know which) and they added new things, even new bases (which is a good thing, more targets, more variety) I'm afraid my enthusiasm won't be enough to make this map work in campaign. I am so depressed because the map it's beautiful, it looks so right and I won't be able to fix things in the end !
  15. I noticed the editor gives you the coordinates in any point if you move the mouse but if I choose 1:1 I can't come back to the "window" mode to see the coordinates of a chosen point. I even tried to modify the monitor resolution , thinking I could "cheat" the editor stubborn settings...lol ... I looked into readme file but it doesn't say how to switch between the two modes. Do you know the key or key combinations please (I think you ran , also, into this issue) ?
  16. Wow...neat tool this editor !!!! I think I'll be busy for a while...lol...Damn! I wish I had some popcorns! lol Thank you! I'll try to draw a decent frontline now I have this editor. I'll be...back after I accomplish some things here.
  17. I modified as you told me (0.0, 1000000.0 first line and 1000000.0, 0.0, last line ) and voila, the syrians appeared on the map ! But still , although the frontline is wrong drawn, the egyptian troops ended up into the wrong side of the frontline ! Why is that. As I understood, if you draw wrong the frontline, they won't show up at all so...what is the explanation they still did? oh god I can't load the pic to show you, I overtook the uploading quota, I'll upload the pic tomorrow but you have the idea , if you read now my post.if you read it tomorrow , you'll see the pic.
  18. well I have a clue now what's the deal with strategic nodes but the work is getting thicker and harder. I consulted the nodes in campaign data ini file and I opened the stock targets ini file and the Israel2 corresponding targets.ini file. The other nodes which connects to one node chosen I understood they don't need coordinates anymore , due to the latest patch which simplifies that. In stock target ini file...the locations stated in campaign data ini file are valid, in Israel2 targets ini file they are not valid. So one should just switch/match with Israel2 targets ini file locations into campaign data ini file location nodes. That would be simple IF...I had a detailed map of the region with ALL the main point (airbases, cities, objectives etc) but I don't...lol so how am I suppose to know that, for instance...near cairo node is...Tel El Kebir node and Gafra node ? // Sinai Front [strategicNode001] Area=Cairo LocalObjective=TRUE ConnectTo[001].Target=Tel El Kebir ConnectTo[002].Target=Gafra is there a map or something with ALL the "names" and detailed regions ? Otherwise...I don't stand a chance to...rebuild the nodes accordingly to....Israel2 targets ini file... man, what a titanic work , and this is just part of it, is this simulator ! I am impressed. How many people were initially at Third Wire when they build this ?
  19. I am using just SF 1 (no SF2 yet for me), I have WOI, WOE and WOV. You said the frontline split the map in two halves.What halves are we talking about here ? If there are more than one foe and one friendly how does the things with "two halves" work (Israel + Egypt + Syria + eventually Jordan) ? Or it doesn't matter how many foes are ? It's a bit tricky to grasp the "two halves" matter, thinking of what I mentioned or maybe I am just asking the wrong questions ? On the other hand you say "it must split the map in two halves", but the front line seems to coincide with the israel border itself so it' s confusing. What I should follow ? Just the idea that the frontline split a map or...are there consequences if the frontline is wrapping , practically, the Israel ? I saw /noticed the strategic nodes, though I'm just staring at them , they are far away , for now, from my understanding. What do you mean exactly by : "The strategic nodes must connect the ENEMY and FRIENDLY base nodes together through a network of points" ? How do you connect, PRACTICALLY, how is it done, nodes between themeselves ? For instance if you look to that "attempt" of map I "draw"...lol... you'll notice that egyptian tanks are outside Egyptian frontline border, so it's again confusing. If I understood correctly, the enemy units must appear near the frontline at best, but in enemy territory, right ? If so...why those tanks are outside ? So..."wrong side of the border" notion is confusing to me...for the time beeing "I suggest the next thing you check is whether the strategic nodes in the campaign_data.ini file match up with target areas as defined in the israel2_TARGETS.ini file." I'll check that, maybe that is the key... I know some may not appear by chance in campaign missions but even so...they appear as squadrons on the planning map ! They always do! They don't appear on planning map only if they are restricted by STARTING DATE parameter. I checked that. I'll check the link you gave me, too. Thank you and , please stick around when you've got time, I still need guidance, I think in my endeavor...lol Something hit me with those strategic nodes. In the first tutorial from the first link you gave me he explains that strategic nodes are ....places that enemy or you must take, one by one, in order to win the campaign but...I already said (have you noticed please ?) the ATTRITION CAMPAIGN DOESN'T HAVE...a ground offensive, it is disabled! So , knowing this, how important are those nodes if no one will "take" them (me or the enemy). Does that modify at all what you said above or it doesn't matter ?
  20. I found a map with X and Y (a rough though, from 100 to 100 units) and I ended up with this (49 points for frontline coordinates): After loading the correction (the new map) as you see , some egyptian units appeared. What is the connection between building these borders (frontline) and the appearance of the Egyptian and Syrian units on the map ??? That is the big mistery. It has to be a connection but which is that ? Does that got to do with those ...nodes or something ?
  21. Thank you so much for this detailed lesson. Well...I think this map+campaign is different , because beeing about Attrition war, there is no fronline movement, as I said above in a previous post, it is disabled for obvious reasons. I had a hunch (I said it above) that the map is bigger and that could be a cause, but lacking the background knowledge I couldn't be sure. I understand that the map must (the frontline I mean) be crossed in a detailed manner. I guess the only way, physically to do that is to wander and pay attention to the coordinates (X and Y). But that could be a problem , too because the in-game map doesn't specify the names of the airbases etc so how could I know which one is which ? I noticed what you said , the [frontline] section into campaign data file which overrides the movement.ini file. (it has 62 positions, btw) The order of solving , one by one, the problems , would be this: First the frontline set correct (building it practically almost from the scratch) , then the enemy troops proper set to appear on the map and in game, of course. When I corrected the order number of airunit the Egyptian aircraft enabled but the Syrians didn't. I looked hours line by line in campaign data file and in targets.ini file, I rewrote the airbases (game was keep crashing because the airbases names were different in format, AB instead of airbase X etc), it took me days to get it ! lol Anyway if people help me I am determined to make this map and this campaign work. Truth is I like this map (Israel 2), it's beautiful and it looks realistic from above when you look to the ground. You could help me if you point me , step by stept into the right direction telling me what must I do exactly to get the job done. Thank you , and thank you all for helping. if I would be by myself , I guess I would've been staring even now to the map, having a stupid look on my face.
  22. I checked and the campaign works flawlessly with stock map.All forces appear on the map (red line is shown correctly) , the syrians air and ground and egyptians , air and ground. Well it seems that there is something wrong with the Israel2 targets ini file or Israel2 map or both...I'm stuck.
  23. one more thing, at first the egyptian aircraft didn't show up at all in combat but after detecting a mistake of their order number, in data campaign file, they showed up, but the syrian didn't. I can't figure out where the mistake is with the syrian aircraft (an Iraqi ,too)
  24. The map you saw is in the beginning of the campaign. It's the custom made attrition campaign which use the Wrench ver2.5 Israel2 terrain. This campaign has the ground troop movments CLOSED (ground attack offensive) for obvious reasons. The map, in campaign looks the same no matter how missions you take. In other words the game doesn't update the front line (though it is wrong crossed from the beginning) because the scenario is made with the idea that no "borders" are moved along the campaign, so my guess is that is something wrong in the beginning with the red line and the map. If the red line would have beeen wrong configured , it hadn't looked right in the stock map, but it DOES ! So I don't think the red line is wrong, there is something with the map. I know that this map is bigger than the stock one. If I play the stock map with this campaign , the campaign map looks alright. So maybe it's the size of the map. Maybe the line is crossed as it should, but because the map is bigger, it looks funny because it is distributed proportional. It's a thought.
  25. Well there is a slightly problem. In single mission the map is shown correct , just in campaign it is shown wrong.I attached pics. So...if I fix the border for one, it will be shown wrong in the other one ? Or the things don't work that way ? If it would be a way to eliminate completly that red line everybody would be happy I guess..Is there a way to erase that border line ?
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