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Everything posted by Richo
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United States Marines-decal
Richo replied to Richo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Wrench, That will help out a lot and would greatly appreciate the BuNums to complete this R4D. I am back for my week of R&R:) -
United States Marines-decal
Richo replied to Richo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here is a start on the R4D, VMJ USMC refuel supply. I work away and will have to finish decaling when I get back in a week:( -
United States Marines-decal
Richo replied to Richo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Wrench I sure will Cheers and Happy New Year:) -
Best payware mods?
Richo replied to zachtan's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I enjoy YAP planes and ground objects. However you need to be able to modify them for your use. Paulopanz did a good job on the Nimitz aircraft carrier. However you need to get the carrier from YAP. Which comes with the A-6. This will be a good starting point to see if you think it will be worth it. I also enjoy the A-6 as well and most all there aircraft and ships. -
Moding questions.
Richo replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks Logan for the information. I will try this out on some MiG-23's. I have been using the APU-60-II on my MIG23's. Cheers thank you:) -
FONTS HELP!
Richo replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks delrey, I will try this one out as well. I am still practicing on some decals. Looks like I still need some practice. -
FONTS HELP!
Richo replied to paulopanz's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks fella's I am trying to make some decals. Just learning and maybe these will help...Cheers -
MOD Soup
Richo replied to GunnySonics's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Hi Gunny Sonic, All my SF2's are all modded. You will have lots of fun when you get back into it.- 1 reply
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Gull Grey A-6 Intruder Skin for Third-Wire model V1.1
Richo reviewed gerwin's file in A-6/EA-6 Intruder Skins
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I am ex Navy and I did like having women on board our ship. However that quote from CL was probably pretty cool back in 1910. I sure hope the Coast Guard can find 7 missing Sailors? I will for sure keep my fingers crossed!!!!
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Why the soviet warship add-ons cannot fire anti-ship missiles?
Richo replied to F24A's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Here is one I added for the Slava Class and is in my SF2 mod as a Paran ship. I disabled the flight deck to get more boats in the game. //----------------------------------- [Gunner10] SystemType=GUNNER GunnerID=10 TargetType=GROUND MissileRange=130000.0 MinMissileRange=300 PitchLimited=TRUE PitchAngleRate=10 MaxPitch=45.0 MinPitch=0.0 DefaultPitchAngle=10.0 YawLimited=TRUE YawAngleRate=15 MinYaw=0 MaxYaw=360 DefaultYawAngle=180 MissileLaunchTime=6.0 ViewportPosition=0.00,2.05,7.54 IndependentSearchChance=100 LookAroundChance=100 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=2 YawModelNodeName= PitchModelNodeName= [sS-N-12Launcher01] SystemType=MISSILE MissileID=1 GunnerID=10 WeaponTypeName=P-500 WeaponPosition=9.0,40.0,6.5 ShowMissile=TRUE IndependentPitchMovement=FALSE ReloadCount=10 ReloadTime=15.0 MaxMissilesInAir=1 [sS-N-12Launcher02] SystemType=MISSILE MissileID=2 GunnerID=10 WeaponTypeName=P-500 WeaponPosition=-9.0,40.0,6.5 ShowMissile=TRUE IndependentPitchMovement=FALSE ReloadCount=10 ReloadTime=15.0 MaxMissilesInAir=1 //----------------------------------- //[Deck] //SystemType=FLIGHT_DECK //FlightDeckHeight=7.56 //FlightDeckLenght=42 //FlightDeckWidth=13.5 //LandDeckAngle=0.00 //LandingAimPoint=0.0,-82.0,7.56 //ParkingChance=0 //CollisionMesh=Slavadeck.LOD //MinExtentPosition=-6.75,-91.0,7.56 //MaxExtentPosition=6.75,-49.0,7.56 //[Cat1] //SystemType=CATAPULT //CatapultID=1 //StartPosition=0.0,-85.5,7.56 //EndPosition=0.0,-85.5,7.56 //LaunchTime=0.75 //LaunchEffect= //CatapultEffect= //ReadyAnimationID=1 //ReadyAnimationTime=2.0 Also here is the P500 that I moded as well. If I new how to up load I would just up load the hole file for you. Try this missle out. [WeaponData001] TypeName=P-500 FullName=P-500 SS-N-12 Sandbox ModelName=as-6 Mass=4600.000000 Diameter=0.900000 Length=11.700000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.370000 AttachmentType= SpecificStationCode= NationName=SOVIET StartYear=1970 EndYear=2010 Availability=2 BaseQuantity=54 Exported=TRUE ExportStartYear=1970 ExportEndYear=2010 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.200000 WarheadType=1 Explosives=550.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=3 Accuracy=88 MaxTurnRate=10.000000 MaxLaunchG=3.000000 LockonChance=85 LaunchReliability=97 ArmingTime=3.000000 SeekerFOV=45.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=15.000000 SeekerRange=550000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=5000.000000 MaxLaunchRange=550000.000000 Duration=900.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10400002 LoftAngle=0.000000 DescentAngle=24.000000 MaxLoftAltitude=300.000000 BoosterStart=0.000000 BoosterDuration=5.000000 BoosterAccel=12.000000 BoosterEffectName=LargeShipMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-4.740000,0.140000 SustainerDuration=600.000000 SustainerAccel=2.500000 SustainerEffectName= SustainerSoundName=Jetburner SustainerPosition=0.000000,-4.740000,-0.200000 InFlightEffectName=MissleInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=3.000000 ReleaseAnimationDelay=0.500000 EODisplayFlags=0 CEP=40.000000 -
Hi Everyone I am setting up some Tanks and Ships for battle and I am trying to work out what these settings are for? I have searched the Forum's and found nothing? Does any one Know and can give me some information? The settings bellow are from my T-55 in SF2I mod. [WeaponSystem] TargetType=GROUND GunRange=2500.0 PitchAngleRate=16 MaxPitch=21.0 MinPitch=-4.0 DefaultPitchAngle=0 YawLimited=FALSE YawAngleRate=24 DefaultYawAngle=0 ReloadGunAtAngle=TRUE GunReloadPitchAngle=17.0 GunRecoil=100 GunStabilization=TRUE GunRadarTracking=FALSE RangeFinder=8 <--------------------------------- ? BallisticComputer=3 <------------------------------------------- ? YawModelNodeName=turret PitchModelNodeName=barrel
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RangeFinder and BallisticComputer settings for GroundObjects
Richo replied to Richo's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I have done it as well for my Destroyers. If you make one Gun for ground only. The Weapon System to something like below. The Destroyer will fall out of formation and engage the enemy Ship banging away until it reaches this distance. This is from the USS Ward I modified. IF you have a Destroyer with a helicopter deck you have to disable it in order to get more than one Destroyer in the game. [WeaponSystem] TargetType=AIR_AND_GROUND GunRange=1500.0 PitchAngleRate=25 MaxPitch=60.0 MinPitch=0.0 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=20 MinYaw=-179 MaxYaw=179 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=50 GunStabilization=FALSE GunRadarTracking=FALSE RangeFinder=0 BallisticComputer=0 YawModelNodeName=GunDrtr PitchModelNodeName= The Data below is for a P-4_BOAT from WOV I modified. I use this little boat for gunnery practice for the US Navy in SF2V. [MissionData] NationName=China ServiceStartYear=1950 ServiceEndYear=2000 GroundObjectRole=PATROL_BOAT WarshipClass=Patrol_Boat Availability=RARE FormationSizeBase=4 FormationSizeVariation=4 Exported=FALSE //Exported=TRUE [GroundObjectData] DestroyedEffect=LargeExplosionEffect DamageEffect=ShipFireEffect SystemDamageEffect=ShipSystemFireEffect CollisionMesh=k-4 PatrolBoat/P-4_BOAT_COL.LOD SinkTime=10.0 EmptyMass=51709.5 Component[001]=Hull Component[002]=Bridge [sound] EngineSoundName=MarineDiesel MovementSoundName=MarineDiesel [DetectSystem] TargetType=AIR_AND_GROUND DataLink=FALSE OpticalSight=TRUE NightSight=TRUE VisualRange=5500.0 VisualSearchTime=5.0 ViewportPosition=0.0,2.42,6.04 MaxVisibleDistance=8000.0 RadarCrossSection=100 [WeaponSystem] TargetType=AIR_AND_GROUND GunRange=1400.0 PitchAngleRate=16 MaxPitch=75.0 MinPitch=-5.0 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=16 MinYaw=-160 MaxYaw=120 DefaultYawAngle=0 ReloadGunAtAngle=FALSE GunRecoil=50 GunStabilization=FALSE GunRadarTracking=FALSE RangeFinder=0 BallisticComputer=0 YawModelNodeName=turret_front PitchModelNodeName=guns_front [MovementSystem] MaxRoadSpeed=23.15 MaxOffRoadSpeed=23.15 PowerAvailable=1789680.00 MaxTurnRate=6.0 MaxDeceleration=0.17 SuspensionConstant=14.0 MovementEmitterName=ShipMovementEffect MovementEmitterPosition=0.0,8.16,0.00 MovementEmitterSize=0.2 MovementUseEffect=TRUE MovementPitchAngle=10.0 [Hull] ModelNodeName=P-4_hull EffectSize=1.0 MaxExtentPosition= 2.51, 9.44, 1.52 MinExtentPosition=-2.51,-9.52,-0.78 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12.7 Armor .Thickness=12.7 Armor .Thickness=12.7 Armor[REAR].Thickness=12.7 Armor[TOP].Thickness=12.7 Armor[bOTTOM].Thickness=12.7 SystemName[001]=Engine SystemName[002]=GunBarrel1 SystemName[003]=GunBarrel2 SystemName[004]=RearGunner SystemName[005]=GunBarrel3 SystemName[006]=GunBarrel4 [bridge] ModelNodeName=command_booth EffectSize=1.0 MaxExtentPosition= 0.95, 1.39, 2.94 MinExtentPosition=-0.95,-5.48, 1.26 HasArmor=TRUE ArmorMaterial=STEEL Armor[FRONT].Thickness=12.7 Armor .Thickness=12.7 Armor .Thickness=12.7 [Engine] SystemType=ENGINE MaxExtentPosition= 1.33,-2.47, 1.00 MinExtentPosition=-1.33,-6.00,-0.51 [GunBarrel1] SystemType=GUN GunTypeName=14MM_KPV MuzzlePosition=-0.70,4.05,2.45 MaxAmmo=5000 TracerLoading=40 BurstAmount=20 EjectShells=FALSE [GunBarrel2] SystemType=GUN GunTypeName=14MM_KPV MuzzlePosition=-0.70,3.84,2.70 MaxAmmo=5000 TracerLoading=5 BurstAmount=20 EjectShells=FALSE [RearGunner] SystemType=GUNNER GunnerID=1 TargetType=AIR_AND_GROUND GunRange=1200.0 PitchAngleRate=16 MaxPitch=75.0 MinPitch=-5.0 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=16 MinYaw=30 MaxYaw=330 DefaultYawAngle=180 YawModelNodeName=turret_rear PitchModelNodeName=guns_rear VisualSearchTime=10.0 ViewportPosition=0.0,-6.65,2.82 IndependentSearchChance=80 [GunBarrel3] SystemType=GUN GunnerID=1 GunTypeName=14MM_KPV MuzzlePosition=0.0,-5.00,2.22 MaxAmmo=5000 TracerLoading=40 BurstAmount=20 EjectShells=FALSE [GunBarrel4] SystemType=GUN GunnerID=1 GunTypeName=14MM_KPV MuzzlePosition=0.0,-5.21,2.48 MaxAmmo=5000 TracerLoading=40 BurstAmount=20 EjectShells=FALSE -
Want to share an amazing discovery
Richo replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks Welches I will for sure try this out and thanks for the information. -
RangeFinder and BallisticComputer settings for GroundObjects
Richo replied to Richo's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ok I found some information on the Balistic settings. I got it answered at ATeam forum so I will pass it on to my self and others on the CA forum. Charles A-Team found that the higher the values, the more accurate is the weapon. Standard values for the RangeFinder= and BallisticComputer= are: Infantry, WW1 tanks, and tanks MGs:0 and 0. WW2 Tanks with main guns up to 88mm: also 0 and 0 Post-WW2 Tanks are: T-54 (100mm) and Centurion 8: 2 and 0 M-48 (90mm) and Centurion 13: 3 and 2 T-62 (115mm): 5 and 1 M-60 (105mm): 5 and 4 T-72 (115mm) and Centurion 10: 6 and 2 I did some testing my self and found that you can make your tanks competitive in combat. The only hold back is the terrain it self and a little adjustment to the velocity of the gun. Then you can come to the rescue with some airpower. This is for the M50 Sherman: I know it does not really hold that much ammo, However who likes running dry, [Gunner] SystemType=GUNNER GunnerID=1 TargetType=GROUND GunRange=2750.0 PitchLimited=TRUE PitchAngleRate=25 MaxPitch=20.0 MinPitch=-10.0 DefaultPitchAngle=0.0 YawLimited=TRUE YawAngleRate=35 MaxYaw=140 MinYaw=-140 DefaultYawAngle=0 GunMinAltitude=0.0 GunMaxAltitude=1500.0 YawModelNodeName=turret PitchModelNodeName=gun_barrel GunStabilization=FALSE GunRadarTracking=FALSE GunRecoil=65 ReloadGunAtAngle=FALSE RangeFinder=8 <--------------------------------------- This Line BallisticComputer=8 < --------------------------------- I am still experimenting with this number VisualSearchTime=2.0 ViewportPosition=0.0,1.18,4.62 IndependentSearchChance=100 LookAroundChance=40 GunnerFireChance=100 GunnerFireTime=0.5 [GunBarrel] SystemType=GUN GunnerID=1 GunTypeName=75MM_CN75_50 MuzzlePosition=0.00,4.31,2.17 MaxAmmo=262 Here is the Gun Data for the 75mm_CN75_50 [GunData001] TypeName=75mm_CN75-50 FullName=75mm CN75-50 Tank Gun Caliber=75.000000 ROF=10.000000 MuzzleVel=1120.000000 <----------------------------- raise or lower this number AmmoWt=14.750000 WarheadWt=10.450000 CartridgeWt=4.300000 Reliability=100.000000 Accuracy=80.000000 AddLight=TRUE MaxLightRange=2000.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=TankGunFireEffect GunFireSound=TankGun EffectClassName=TankGunEffects EffectTime=0.100000 TracerTexture=Tracer3.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=6000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE This information probably should have been put into the mod section. However this little Sherman holds its own on the battle field with the bow gun working. -
adding ships to anti-shipping missions?
Richo replied to fedace101's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
In Desert plus or Desert4 terrain. I added these lines to the Targets in the Terrains folder Desert Plus for example here. I got the off sets from the Single mission edit. It does take some practice to get use to it. Just make sure you back up your mods folder. /// ---------------------------- New Targets ------------------------ /// All these ships function with torpedo's and Missle's with some ini modifications [TargetArea138] Name=Yankee Fleet Position=482543.00,530950.00 //MinFleetSpeed=10.289 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE Target[001].Type=CVA-63 Target[001].Offset=0,0 Target[001].Heading=085 Target[002].Type=DD-931 Target[002].Offset=-471,2149 Target[002].Heading=085 Target[003].Type=DD-931 Target[003].Offset=3457,-2881 Target[003].Heading=085 Target[004].Type=SumnerFRAM2 Target[004].Offset=-2881,-3457 Target[004].Heading=085 Target[005].Type=GearingFRAM1B Target[005].Offset=-3457,2881 Target[005].Heading=085 Target[006].Type=Adams Target[006].Offset=2881,3457 Target[006].Heading=085 Target[007].Type=DD-931 Target[007].Offset=2250,3897 Target[007].Heading=085 Target[008].Type=GearingFRAM1B Target[008].Offset=-2149,-542 Target[008].Heading=085 [TargetArea139] Name=Echo Station Position=400000.0,700000.0 Radius=5657 ActiveYear=0 Location=4 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea140] Name=Whiskey Station Position=550000,600000 Radius=5657 ActiveYear=0 Location=3 Alignment=FRIENDLY CarrierStation=TRUE /// ------------------------------------------------------------- /// I then added this ship to the target types: /// ----------------------------------- New Objects --------------------- //// [TargetType72] Name=Koni FullName=Parani Koni Frigate TargetType=WARSHIP ActiveYear=1955 DamagePoint=100 ArmorValue=0 ArmorType=0 TargetValue=500 UseGroundObject=TRUE GroundObjectType=Koni RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 DamagedModel=//Warship1_Destroyed.lod DestroyedEffect=//ShipDestroyedEffect DestroyedModel=//Warship1_Destroyed.lod SecondaryEffect=LargeOilFire SecondaryChance=100 I Then did a little mod to the DesertPlus in the Terrains folder: //MOD FILE by Baffmeister: DesertPlus ver 2.2 [Terrain] TerrainFullName=DesertPlus DataFile=Desert_data.INI TargetFile=DesertPlus_targets.ini TargetTypeFile=Desert_types.ini MovementFile=DesertPlus_movement.ini NationsFile=DesertPlus_nations.ini WaterMap=Desert_Water.bmp BriefingText=desert_briefing.ini DogfightFile=desert_dogfight.ini DogfightOnly=FALSE CatFile=..\desert\desert.cat GroundObjectTexture=tan LimitedNations=TRUE NavalMap=TRUE [Map] FilenameFormat=PlanningMap%d.bmp Width=1000000.0 Height=1000000.0 NumZoomLevels=3 [WeatherChance] ScatteredChance=50 BrokenChance=25 OvercastChance=4 InclementChance=2 [AllowedMissionTypes] FriendlyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,CAS,SEAD,RECON,ARMED_RECON,ANTI_SHIP,CRUISE_MISSILE,FAC EnemyMissionTypes=SWEEP,CAP,ESCORT,INTERCEPT,STRIKE,CAS,SEAD,RECON,ARMED_RECON,ANTI_SHIP,CRUISE_MISSILE,FAC [AllowedDates] StartDate=1948 EndDate=2020 /// --------------- Richo mods as well ------------------------------ /// Then I went into the Flight folder and opened up the Formation's ini and created a Navy Ship line as well as an EgyptBomberSq: You then can change the formation in the Nations ini as well. //----------------------------------------------------------------------------- [FormationType010] Name=ShipConvoy FormationType=NAVAL BaseLevel=1 Level[01].Name=Convoy Level[01].Size=12 Level[01].Formation[01]=ConvoyDouble [FormationType011] Name=PatrolBoats FormationType=NAVAL BaseLevel=1 Level[01].Name=Convoy Level[01].Size=12 Level[01].Formation[01]=PatrolBoatLine [FormationType012] Name=NavyShips FormationType=NAVAL BaseLevel=1 Level[01].Name=Convoy Level[01].Size=10 Level[01].Formation[01]=NavyShipLine ///-------------Adds-----------------// [FormationType013] Name=EgyptBomber FormationType=AIR BaseLevel=2 Level[01].Name=Squadron Level[01].Size=4 Level[01].Formation[01]=EgyptBomberSq Level[02].Name=Flight Level[02].Size=2 Level[02].Formation[01]=EgyptBomberFl Level[03].Name=Element Level[03].Size=2 [FormationType014] Name=USNBomber FormationType=AIR BaseLevel=2 Level[01].Name=Squadron Level[01].Size=4 Level[01].Formation[01]=USNBomberSq Level[02].Name=Flight Level[02].Size=2 Level[02].Formation[01]=USNBomberFl Level[03].Name=Element Level[03].Size=2 //----------------------------------------------------------------------------- //------------------------------------------- [EgyptBomberSq] Position[01].Offset= 0, 0, 0 Position[02].Offset= 0, -1400, 00 Position[03].Offset= 0, -2800, 00 Position[04].Offset= 0, -4200, 00 [EgyptBomberFl] Position[01].Offset= 0, 0, 0 Position[02].Offset= -100, 0, 5 Position[03].Offset= -100, -200, 50 Position[04].Offset= 0, -200, 55 // Position[01].Offset= 0, 0, 0 // Position[02].Offset= -200, -100, 20 // Position[03].Offset= 400, -200, 40 // Position[04].Offset= 600, -300, 60 [PatrolBoatLine] Position[01].Offset= 0, 0, 0 Position[02].Offset= 10, -100, 0 Position[03].Offset=-10, -200, 0 Position[04].Offset= 0, -300, 0 Position[05].Offset= 10, -400, 0 Position[06].Offset=-10, -500, 0 Position[07].Offset= 0, -600, 0 Position[08].Offset= 10, -700, 0 Position[09].Offset=-10, -800, 0 Position[10].Offset= 0, -900, 0 Position[11].Offset= 10,-1000, 0 Position[12].Offset=-10,-1100, 0 Position[13].Offset= 0,-1200, 0 Position[14].Offset= 10,-1300, 0 Position[15].Offset=-10,-1400, 0 [NavyShipLine] Position[01].Offset= 0, 0, 0 Position[02].Offset= 1978, 963, 0 Position[03].Offset=-3002, -200, 0 Position[04].Offset=-3619, -2674, 0 Position[05].Offset=1425, 4269, 0 Position[06].Offset=-4500, -36, 0 Position[07].Offset=1359, -4291, 0 Position[08].Offset=4500, 0, 0 Position[09].Offset=-2250, 3897, 0 Position[10].Offset=-781, -1432, 0 Also make sure in your terrains folder and then the targets ini that your ships match up what is in your Ground Objects folder. you can check that your ground objects are working by using the single mission edit. Then I went to the campaign folder and did some modifications to one of my favorite campaigns, I do not know at the moment who done it but job well done. I put a star at the end so I know its a mod from me. [CampaignData] CampaignName=590901 Operation Burning Sands* DataFile=Campaign7_data.ini I did get it from the download section on Campaigns. Just make sure you have Naval Campaign in there. [CampaignData] StartDate=09/01/1959 StartDateDeviation=30 ForceWithInitiative=0 SurpriseAttack=FALSE MaxMissions=30 NormalMissionRate=180 NormalMissionRateDeviation=120 OffensiveMissionRate=15 OffensiveMissionRateDeviation=30 StartScreen=CampaignStart2.JPG CampaignBaseScreen=DesertBase2.JPG CampaignEndWinScreen=CampaignEndWin1.JPG CampaignEndLoseScreen=CampaignEndLose1.JPG CampaignEndStallScreen=CampaignEndLose1.JPG CampaignEndKIAScreen=CampaignEndLose1.JPG CampaignEndWinText=Campaign1Win.txt CampaignEndLoseText=Campaign1Lose.txt CampaignEndStallText=Campaign1Stall.txt NavalCampaign=TRUE <----------------------------------------------- This line Then when you select Strike mission you will be able to get random fleet strikes. [AirUnit041] AircraftType=B-57B StartDate=09/01/1959 UnitName=2nd Royal Dhimar Bomber Sq ForceID=1 Nation=Dhimar BaseArea=Al'Aqar Airbase RandomChance=60 MaxAircraft=20 StartAircraft=20 MaxPilots=16 StartPilots=16 Experience=30 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=80 <--------------------------------This line MissionChance[CAS]=50 MissionChance[sEAD]=50 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=90 <----------------------------This line MissionChance[RECON]=10 UpgradeType=ANY I hope this did help a bit?