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Fuza

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About Fuza

  1. Yes, they are nice. I am designing scripted mission for fun. I find the MiG-21 always up agianst either F-4 or the KirfC fighters. They have many air-2-air missiles. It is not quite possible to win them. So I have this thought. I want to bring the performance down a bit. I mean the Aim-7 and also their Aim-9 missiles so to get a more balanced opponent. Can you suggest how to tune these missiles I mean what data I should give to these missiles to make them less lethal....
  2. I have tried that, but that's doesn't help at all. HOWEVER, if you place another Fansong to the original one as a ground object using a mission editor like KMD, you got locked on right away. I guess the strength is multiplied but whether the range is I am not quite sure and can't confirmed, perhaps you can test it and share us with your results. *_*
  3. I suppose you are referring to the complete pack http://combatace.com/files/file/7596-mig-21-complete-pack-13-for-sf1-line/ ?
  4. Anyone can suggest me a good 1) MiG-21 cockpit as there are a great number of them up there in the Download Section 2) MiG-19 cockpit as there are a great number of them up there in the Download Section THANKS THANKS!
  5. It's a very good feeling, TK doesn't patronize. Another name I recall is Matt Wagner, he also replied to my threads many years ago.
  6. Jesus Christ in heavens!! He did reply to my thread!!! A game designer replied to his customer questions in person!!!! Wow this is incredible!!!!! He's great!!!!!!! http://bbs.thirdwire.com/phpBB/viewtopic.php?f=3&t=8099&p=50664#p50664
  7. I used Wrench empty theatre, what you said is working fine! I was 210nm from the F-4J and Red Crwon calls out the bogie position.
  8. YOu might have read a thread started by me and replied by the others tellign you that! The Red Crown calls out bogies at 50nm away ALWAYS! This is "an limitation" of the game. No matter the bogies are at 60 70 or 100nm, Red Crown always call out bogies at 50 miles. If you want engress without ground threat, you should fly very low. My experience could have been wrong, but I played Typhoon before. Normally your bomb flight will be at 500 feet hugging the ground. As you engress you raise to 1500ft assuming your dropping dumb bombs. For LGB you must be at 4500 to 7000 ft. However you have brought up a good topics for research. If I were you I would use Wrench Empty DEserrt to test out the "LINK" of EWR By the way the game theatre is 1,000,000 meters times 1,000,000 meters which is 500nm X 500nm. So you use 2 Barlock will be sufficient for any "Early Warning".
  9. The game picks up randomly what SAM to fill the map. But I don't understand the reasons! From SFP1, WoV, WoE to WoI, all the SAM sites has a ring structure with 1 radar and 6 launchers. If the game picks up SA-2 that's fine. In WoI when the game picks up SA-6 it's a night mare, because the SAM sites now installs 6 SA-6 luancher each woth 3 missiles giving us a total of 18 missiles! This is mad! I still insist that the game should not use this algorithm: should allow terrain be modified for placing chosen SAM units.
  10. GroundObject.dll shows RECON, I used Hex Editor to check it.
  11. BREAKING DISCOVERY!!! This is what I defined (messed around) in DESERT2_TYPES.INI: [TargetType061] Name=Fansong FullName=SAM Radar TargetType=RECON UseGroundObject=TRUE ActiveYear=1959 TargetValue=200 RepairRate=0.555 StartDetectChance=80 StartIdentifiedChance=20 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion SecondaryEffect=VehicleFireEffect SecondaryChance=100 And this is what I messed around with Fansong_DATA.INI [MissionData] NationName=EGYPT ServiceStartYear=1967 ServiceEndYear=2000 GroundObjectRole=SAM_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1967 ExportAvailability=COMMON Experimentally I put this in DESERT2_TARGET.INI: [TargetArea007] Name=Al'Qo Position=782000.00,400000.00 Radius=7800 ActiveYear=0 Location=2 Alignment=ENEMY Target[001].Type=Watertower1 Target[001].Offset=0,0 Target[001].Heading=270 Target[002].Type=Fansong Target[002].offset=100,100 Target[002].Heading=0 Target[003].Type=_FlatFace Target[003].offset=-100,100 Target[003].Heading=90 Guess what...my RWR beeps!!! So the game ignores the line TargetType=RECON !!
  12. The SAM placement still not working..in the sense that the game picks up the SAM unit at random. This is so tedious...I can't make anything out now...
  13. Illuminating!! Why didn't I realize! The booster effect is smokeless...so I should prolong the Booster action...THANKS!!!!!!!!!!!!!!!!!!!!!
  14. I can't find it in the KMD Tutorial. Any friends can point me to the right document that explains how to read the contour in an opened map in the KMD mission Editor THNAKS!!!!!!!!!
  15. I have tried giving the Booster a value of 0.5 sec rather than 0, the launcher burst and exploded on the spot, hot and vibrant looking! The game renders so well in that aspect!!!
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