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MigBuster

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Everything posted by MigBuster

  1. 1. Think theres already a few threads on that 2. AFAIK only have ground objects of type TANK that are actually tanks - the new code may put in a few AAA units anyway which makes it a bit more realistic at least.
  2. It may run - but If its got old ini files that replace the newer ones updated in game then its not going to be good - so a big NO from me.
  3. Cant say without trying it out tbh - but it should work in the data.ini too (with the new patch, campaigns in WOV haven't been changed to include [frontline]) Pre patch in movements.ini - but this will affect the whole install
  4. Gawd - bloody typical that ! Dont bother with backup apps myself - I just use Windows explorer - which means you have to do it manually - but at least I can blame myself for not doing it :) .
  5. You can just change the coordinates to whatever you want [FrontLine] Position[001]=0.0,724000.0 Position[002]=208375.0,592311.5 Position[003]=241062.5,568561.5 Position[004]=247812.5,553749.0 Position[005]=245062.5,550311.5 Position[006]=244937.5,516811.5 Position[007]=245062.5,491249.0 Position[008]=245000.0,468999.0 .......... Noticed that in WOI the frontline is now in the actual campaigns data.ini
  6. What ive done in the past is leave the target waypoint on the map and fly around it till they make the snoopy call - but didnt time it tbh
  7. The starting frontline was defined in the terrain movements.ini before the patch - you could also set it to show or hide parts of the line.
  8. See the other threads on Bunyaps pack - it will replace aircraft_data.inis with old ones so remove them if you have installed the whole lot. open up weapondata.ini in the "weapons" folder with the LATEST weps editor and see what weapons are listed - then save it.
  9. Yeah that feature was in WOI - makes things much better. SAM radars are protected with AAA in WOI though I havnt got round to checking if thats been changed in WOV/WOE also.
  10. How long have you waited around for? Previously in WOE/WOV I could just bomb it to the target and they would appear as soon as I hit the IP - in WOI though if I fly there at over 400 kts for example I have to wait around a bit till they start to roll. I remember this happening in SFP1 - but in WOI it seems to be part of the game.
  11. I tried exactly that in WOV - exported the A-10 tgas into the cockpit folder for the A-6 - and it didnt work I also copied over WOEs objectdata.cat and got WOV to use that - didnt work either hmm
  12. The game doesn't come with static aircraft in the "GroundObject" folder - with the new patch it will just use any aircraft from the "Aircraft" folder . the higher you set the graphics the more planes you will get - sometimes they are only placed at certain airfields so use F6 to see them
  13. Try putting cockpit textures to the top setting in graphics->options If its already there you may need to bump the AA/AF settings up for your graphics card
  14. Yep - uses the in game dynamic shadows
  15. Yeah should be press E - try diving on the target - from high - never had much luck with standard Walleyes -flippin useless.
  16. Instead of going high you go low - this should help maintain a bit of energy too
  17. Easier to use cannon in 1967 or 1973 as the missiles are pants and the Shahak/Nesher only had poor short range heaters like shafrir1/2 AIM-9B/D The AIM-120 came in in about 1996 for the IDF - they were both long gone by then.
  18. The distance depends on how much kinetic energy you can give a bomb before releasing it - as it has no power of its own. With JDAMs it comes down to the speed and height of the A/C. However with LGBs only - depends on the weather as it cant see through clouds etc - modern pods can laze upto 40,000ft, 90s pods maybe 25K or more- problem is the aircraft has to keep lazing the target the whole time till the bomb hits.
  19. Just thought this was just to make it a bit more life like - the pilot would have to select the target manually by moving crosshairs over it first AFAIK.
  20. The real MiG-17 has a very poor/slow roll rate maybe its down to that too :)
  21. Noticed in the WOE 1979 default campaign - in WOECAMP2_data.ini the F-4E squadrons have a typo: //----- Player Unit [AirUnit017] AircraftType=F-4E Squadron=313TFS ForceID=1 Nation=USAF DefaultTexture=USAFCamo2 <------meant to be USAFGreen1 Whether it cause any issues - I dont know because ive fixed it before playing.
  22. When putting older A/C into wov/woe from my previous install I have opened the xxx.ini (eg f-16a.ini) and changed the shadow code to this: [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800
  23. did it CTD before you added the Berlin Crisis in? Berlin Crisis may need some changes before it works in the new version
  24. Yes agree - the first one to feel good out of the box - helped a lot by the first good stock terrain. The planeset you get with it is pretty comprehensive - although I don't like the menu screen - luckily Kout has provided some free ones for download. After playing a lot of default campaigns which are very good with everything set to Hard - Have added better high level flak, SA-7s , better sky, runway, and some missing weapons like the GBU-15, and early ECM pods used by the F-4s in 73.
  25. TK said it does destroy the actual amount the enemy and yourselves have. Also hitting warehouses reduces supply - should be the same for wov/woe.
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