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Canadair

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Everything posted by Canadair

  1. To give some updates on this; I did the campaign But the altitude problem is still there, as much as you lower it in missioncontrol.ini But what is worse is the tendency of having CAP and SWEEP assigned to helicoptes, which willl try to engage at 14000 ft,, And even worse the lack of ground 2 air reaction from the tanks attacked,,,a solution mabe could be to have prepositione AAA in areas where ground combat is going to take place, but this is beyond my pay-grade.. Still it is worth trying,, any othe rideas? NOTE to the swedish WIzard, julhelm. Even if this post sounds a little grim that does not mean that you are allowed not to give us your GREAT models,, that is if you still have fun making them that is...
  2. Probably already said but labeling the nukes as highexplosives, (with the proper nuke effects of course) should do the trick and allow desctruction of things and vehicles, althoguh I never dropped ona town
  3. ...and which takes way, the one in types.ini or the one in the groundobject used, should the types.ini entry poits to a specific one?
  4. After a few experiments; Max visable distance in objects data.ini does the trick for BVR; both for air and ground targets. Wingman will engage bvr, and launche anti-ship missiles at ships targets. something alnog the line of maxvisbaledistance=40000 for ship works better, althoguh I am still experimenting. there is this other thread... http://forum.combatace.com/index.php?showtopic=24773 On the other hand having radar wil have also 3&4 engaging maybe because they might think it is airdefenses.....
  5. Wrench I don't know I tried setup 80000 for both entries for sa-6 and striaghtflush. My idea was to setup a strike against samsite in campaign which can be done easily, by declaring launchers and sam as comm_building or misc (since campaign ignores happily sam_launcher and sam_radar), and with using groundobjects=true. My idea was to be able to pick froma distance the various launchers and the radar, (yes I know I can launch harms, and it works but it would be cool to launch arms and then launch mavericks to the launchers, or command the wingman, etc). Still the ground objects even at 80000 don't get visable but at a distance of about 2.5 miles, and even so they are difficult to switch from using E; i mean,, I acquire, I switch I lose the target. Would be cool , to be able to use E to switch among all the targets (including buildings!)within a certain range....but I guess this is game limitation. But still there must be a work out for this ditance thing
  6. Carrier stations along the way; and only land assets as soviet big bombers, and p-3
  7. Thanks Canadian Friend! I am half-canadian myself... anyway, let me know, I am starting to work on the ini I think thic could be a test-bed and a feasibilty-test for a major GIUK campaign
  8. I was thinking DBS, but that would require copying the terraina and doing everything from scratch; and I would like a 1:1 terrain for long range engagements tests
  9. This is the project: Friendly convoys defined as ground units in the campaign data, with cargo ships and tankers defined as tanks. they would follow the movement routes only to be engaged by submerged subs folllowing routes in a movement.ini CAS would be triggered, and P-3 and S-3 (from a carrier station) would be launched from one side, and long range bomber from the other; loadout [attack] would have to be changed for the proper anti ship and anti sub missiles, we have plenty of operational and tested cruise missiles antiship for badgers and blinders. Fixed convoy and carrier stations (carrier made stationaty with modifications at the movement enrty in data.ini, could be placed targeted to spice up the fight with strike mission (again with proper loadout suitable for ship-only targets.) ship targets can be made intersting to the campaign system by raising the target value entry in the types.ini oh and ships maxvisibility must be increased,I increased up to 40000 in the data.ini, but probably even more to benefit of the long range of anti-ship missiles. aircraft visabiliy increased to allow B VR shots at the bomber formations. Might require a single install, or the creation of dedicated ship used as tanks, (running the risk of having them show up in single -mission random generated CAS mission, but who careS) And yes GIUK is no feasible And yes , I can see Bears and Backfires, and kiev and kirov. But not yet, now I need the terrain. just water; just big, a patch of land with an airfiled in a corner and another one at the other corner,. no types.ini or targets.ini, entry excpet thoe required for the airports. I will do the rest
  10. Not only that; but with a sea-moslty terrain we can identify the ships as tanks, therefore moving them in the map, according to movement ini; they could be defined as groud untis in campaign ini, and perhaps engage enemy similar ground-ship units. and CAS mission, (now anti-ship) would be triggered agaist them. eh eh picture a group of submerged november attacking a convoy with the air cover of S-3b just one idea. IT is feasible with current means please someone make the terrain, please!
  11. Yes, that works too; with the mod thoguh it gets evem tougher; in campaing might work the following entry in campaign data inis. under the force id: startairdefenselevel=3
  12. This comes form the types of cuba latest version. first question. Is there a reason why soviet cargo and wrship are embedded in the terrain instead of using the groundobjects? Second question: [TargetType079] Name=Freighter2 FullName=Russian Freighter ModelName=shipcargo2.LOD TargetType=NAVAL_BASE ActiveYear=0 TargetValue=700 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=400.0 ArmorType=0 RepairRate=0 StartDetectChance=80 StartIdentifiedChance=80 IncreaseDetectChanceKey=0 MaxVisibleDist=10000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel=shipcargo2_w <------------------------------- SecondaryEffect=ShipDestroyedEffect SecondaryChance=100 in the highlited line is missing the extension .lod . The destroyed model (shipcargo2_W) is included obviously in the terrrain folder. Is it a mistake or a typo? I don't think so, since in this enrty, which is a standard entry from the standard unmodded desert types we read: [TargetType002] Name=barrack2 FullName=Barrack ModelName=barrack2.lod TargetType=MISC ActiveYear=0 TargetValue=20 UseGroundObject=FALSE DamagePoint=10.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DamagedModel= DestroyedEffect=MediumShortStructureCollapse DestroyedModel=barrack2_destroyed <----------- AGAIN .lod is missing SecondaryChance=25 SecondaryEffect=SmallExplosionEffect Now being this barrack a standard object, is it a mistake, (the missing of .lod) of ALL the types.ini written so far, (according to the standard one) or is it a proper entry, i.e. extension .lod is not needed in the destroyed model line? I know is it easy to test bombing and targeting a barrack, but still, I am curious.. Thanks
  13. Thx for the explanations JSF. I had noticed already and used the Naval_base entry and used in some campaigns; also MISC could work for ship, but naval_base is more direct, since MISC wil necessarily include stuff other than ships. Intesresting that .lod extension is not required in this case. A little case of "forgiveness" from the demanding SFP1'inis!
  14. I made a mod a while ago that makes AAA somewhat more dangerous; http://forum.combatace.com/index.php?autom...p;showfile=4856 Give it a try; make sure you read the readme file and feel free to experiment more; I get hit much more by AAAwith this, but please do experiment
  15. yeah seems that the engine does not care; OTH very strange; how many cockpit added to planes and planes not usable because of the missing .ini extension in the data; the game is indeed quite picky with extension and in general! the question is: let's bomb a docked ship in cuba, and see what happens.. I'll write it on the list of SFP1 experiments to be done hanging at the monitor's side..
  16. I meant are useless, in terms that I was loking for a way to implement anti-ship in campaign fror a "Red Storm Rising" project. And I already faced SAM-launghing ships..sigh
  17. With all due respect single-mission anti-ship are useless. The only way to implement in campaign is create target area and populate with ships(assigned either as misc or naval_base targets). So far this has been observed. The only big problem is plane loadout, because the campaign system will use obvioulsy the strike loadout instead of the anti-ship loadout. For planes using guided missiles not a big deal, although you would like A-6 to use harpoons agians ship and bombs agians other things. For big soviet bomber should be no problem, since the asm (modelled either as CGR, or EOGR, or maybe ARM can attack groubd targets too), although each campaign with naval and ground targets might turn into a cruise missile party
  18. Ok. One thing is anti-ship in campaign one thinf is random-mission In campaign, I say again, should a squadron be tasked 100 anti ship, campaign CTD in the standard desert-campaign, korea, madagascar, lybia. I will try more but I think it is safe to say that there are NO nti-ship mission in campaign at the current patchin level. Any other idea? because I hope to be wrong
  19. Thx Wrench, for answer I am talking about SF and I was mentioning the Burning sand campaign; unmodded otherwise but for a squadron for anti-ship 100, it CTD immediatley after the little window at campaing begining where you type the save file name. And I do get strike generated on convoy ststions, which are obviously, STRIKE missions at stationary ship groups, used as ground targets. I will try with other terrains. any idea for the targeting questions?
  20. Wait Wait; do you get Antiship mission in campaigns? If I have a squadron tasked 100 anti ship, I always get CTD; tested in DBS-72 campaign, and lybia redone by wrench , and madagascar. Oh and desert, standard burning sand
  21. Titoli di film di aerei in italiano

    Controcorrente Dio ci scampi dalle frecce; Ne conosco molte e sono brutta gente
  22. Intersting because right yesterday I was trying to seup a campaing mig&Su VS Mig, as in etiopia-eritrea conflict it was actually madagascar vs sooviet navy I succeded in having them display the proper weapon by using a mock friendly force in the campaign ini, and keeping the mig-29 as madagascar in the campaign squadron entry. you need a friendly and enemy for the campaign, but weapons are divided in some friendly and enemy category. I think (i say again, I think) that if a nation is degigned as enemy in the nations.ini, it will lose weapons in campaign if used as friendly force in the campaign.ini.
  23. I hope it is not to late to join the UP the IRONS scream. Who knew so many Eddie's discpiles here!
  24. Thx for the explanations; I had not yet figured out that EOGBs could not go on multiple racks. One never finishe learning in SFP!1 universe. Thx to FC for the explanations about the GBU-40 which makes a lot of sense. Still, my question was about the guidance,, which again is a simple edit with wpn editor. GPS homing EOGR missile, without the tv camera screen that is..
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