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Richo

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Posts posted by Richo


  1. Thanks Wrench and daddy airplanes I will look up those in a few and get onto the serial numbers.   I do have a question on the Antenna below, It is Wrench's CBI antennae.  I can not get it to move anymore?  I have tried the cockpit and Fake Pilot.  I did not get anywhere The antenna now is set up as a GP and trying to get it to move as shown below.  Any one with any suggestions? 

     

     

     

    RD4-1.PNG.9c4cef8d0efe37ff82b716ef24727c46.PNG RD4.thumb.PNG.14264b79228613f00901a2cbf2ee5c63.PNG

     


  2. On ‎1‎/‎7‎/‎2017 at 7:56 PM, logan4 said:

    the apu60 rail name  in sf2na changes by type; for mig21 - it is MIG-21_TWIN_RAIL.BMP , for mig23 the same skin called MIG-23_TWIN_RAIL.BMP, in other SF2 games I think it is called APU-60-II.BMP very old SF1 variant I think was called APU-62.BMP unless this later was a mod variant.

    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:)


  3. 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!!!!


  4. 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
     

  5. 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

  6. 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.

    • Like 2

  7. 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?

  8. 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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