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PFunk

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Everything posted by PFunk

  1. Thanks, guys. I'm using CS2 to edit my heightmaps, I have the .act file for the TE palette. I'll post a snapshot of what it looks like this evening.
  2. That is flipping outstanding. My next terrain, I'm trying Stary's 250m resolution procedure.
  3. That's a neat trick. How'd you do it? I'm still trying to figure out the 250m resolution trick. I'd love for this map to have higher resolution terrain.
  4. LOL. Kevin, you have no idea how much you're appreciated around here. Thanks for all of your help.
  5. I've seen it in a lot of terrains. I presume that means its okay to use...(Please, dear Lord...).
  6. That's another thing, stuff offered on ED's store doesn't have to go through Steam's QA testing, so it happens a lot faster there.
  7. Steam versions have the advantage of being automatically updated. The updates don't happen as fast with Steam because they have to go through a longer route, but you know the updates will have gone through QA and won't break your install.
  8. One of the things I will very likely do (depending on who gives me permission to do it) is to prepare some "Realistic" plane sets and campaigns and then some "What If" sets as well. I plan on using my own weapons pack for aircraft to insure it all works. This terrain is also being tested and used with the SARCASM v1.5 mod, so I can confirm it's completely functional. After everything is done and I'm satisfied with the product to the point I feel like I can release it here, before it gets posted, I'll make a list of all the assets I've used and post them in a thread so that people can give me a "yea" or "nay" on the use of their stuff before I released my work. Someone's already contacted me about one thing that needed to be removed because they didn't want their stuff used any longer. I have absolutely no problem with that, by the way. Also, who made "groundplatte2" and "groundplatte3"? Those are going to be two assets I'm really going to need for industrial targeting. I haven't used either of them yet, but I know I'm going to desperately need them. Here's a really dumb question: How many TargetAreas and TargetTypes can the engine handle?
  9. Reaching back into the olden days from my military history class in uni, we called the Evros region the Thracian Spike because the border thrusts upward into Europe. And yes, that's where the strategic nodes will all be, along with Forward Operating Bases on either side. That'll be where most of the ground combat will take place.
  10. Need a quick tip on placement. Is it better to make SAM sites as their own, independent TargetArea or incorporate their placement into a larger, more complex TargetArea? Also - and this is just to make sure of something - I wanted to confirm that the only way to get night missions in a campaign is make the terrain land-based only, and not a NavalMap. It's been a while since I've been in the game, and I'm trying to get back into it. By the way, thank you "mue" for the TargetArea Editor.
  11. Flankers as a replacement for the F-4. Greeks keep their Mirages and Vipers. Buy some retired Fencers and stuff them full of French, Indian, and Israeli electronics and use them in the strike role. The Greeks can't afford Strike Eagles, so they get the next best thing.
  12. I'm doing a terrain that is 1500km x 1500km, not the standard 1000x1000. There are two airbases that are not showing up unless I move them closer to the midpoint of the map. Is there a world setting I'm missing. Any advice for making terrains larger than the ordinary size?
  13. That's what I did. Guess the engine is just hard coded to that sort of thing. Oh, well. Added two civilian airports for ad hoc military use.
  14. The main .ini file is adjusted, but how do I adjust the wall?
  15. Ready to fly the Fencer with the new pit. Those look amazing.
  16. I would rather see some inroads being made to improve the avionics files so that we had full functionality of the RWR for modern environments instead of having to engage in various dances in order to fly anything older than 1992. Or the AI. Or the player control of AI through the radio commands.
  17. Thanks, Kev. I figured I was probably going to have to go that direction. I can still do dedicated SAM sites as their own TargetArea as long as it's far enough from other TargetAreas, right?
  18. Nvr mind. RTFM. EDIT: Holy. Crap. This thing is going to change everything. EVERYTHING.
  19. Is the Viggen only the attack variant or will we also get to fly the interceptor version as well? Not complaining, just curious.
  20. I just realized how long it's been since I played with the 3W Terrain Editor. My mistake lies in my height map, in that I took an area that was 1000km X 1000km and doubled the heightmap .bmp file's dimensions to get the distances scaled properly and while the mountains have the correct height, they do not appear to have the correct grade. The transit distances are accurate, but it doesn't look how I wanted it to. The mountains are....softer....I need them to be a little more imposing. Oof. Really don't want to restart.
  21. I've tried downscaling, too. That doesn't look right, either. Literally starting over from scratch. Sigh.
  22. Wow. That is impressive. Can't wait to play with it.
  23. Historical accuracy?! Feh...who needs it? (kidding...)
  24. Is this thing as useful as it looks? I'd love for targetization to be easier. Does it only use stock objects?
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