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Posts posted by Richo
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On 9/21/2015 at 4:52 AM, yubba said:Awesome video!
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Thanks fellas for the comments great stuff Wrench. I thought maybe the DF loop would give it a distinct look from all the other Goony Birds and this one is for sure The USMC VMJ/VMR-152. Also thanks to you guy's I got Bunums for the Squadron and will now work on them.
13 hours ago, Nyghtfall said:I guess his question is about the loop antenna under the nose.
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8 hours ago, charlielima said:Handsome Gooney Bird there Richo.
CL
Thanks buddy! Just need an antenna and some serial numbers
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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?
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you guys are a crack-up
Good point however I do enjoy the game and it keeps out of trouble.
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yea for sure however I have been in Maintenance and trouble shooting and fixing things all my working life. Its great when you can work it out and make it work again in SF2.
Keeps the trouble shooting skills up and Sharp.
Sure would like to check out the 0-1 Birddog.
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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:)
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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:(
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Thanks Wrench I sure will Cheers and Happy New Year:)
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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.
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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:)
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Thanks delrey, I will try this one out as well. I am still practicing on some decals. Looks like I still need some practice.
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Thanks fella's I am trying to make some decals. Just learning and maybe these will help...Cheers
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Hi Gunny Sonic, All my SF2's are all modded. You will have lots of fun when you get back into it.
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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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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=2.0Also 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 -
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 -
Thanks Welches I will for sure try this out and thanks for the information.
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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=262Here 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=FALSEThis 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.
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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=100I 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, 0Also 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.iniI 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 lineThen 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=ANYI hope this did help a bit? -
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 -
You also can use the Single mission editer to see how your ship performs as well.
This is a very handy tool to use for testing ground objects.
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Thanks for the help I will check this out now. I hope I can get some done:)
Yes that is a good one. I did some Decals using your link a while back and still use it.
I guess I will keep trying. I see if I can up load one so everyone can see what I am talking about.
gun control
in Thirdwire: Strike Fighters 2 Series - General Discussion
Posted
I hate that when they do not follow orders! You have to make sure they got bullets for there gun:) Also in the Data ini you need to make sure the aircraft is set for attack or fighter.
Are these all set and in place.