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TeTeT

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Everything posted by TeTeT

  1. Thanks, there were some weird locations ... Do I get this right: The terrains movement.ini determines the action that takes place between strategic node, e.g. ground_attack or truck or shipping. The ground_attack RoutePosition determines the location of the icon on the map. The StrategicNode BasePoints determine where a battle between ground units take place,
  2. Does anyone happen to know which of these operated in Vietnam from when to when? On Wikipedia I read that Colorado, New York, Iowa, and New Mexico ANG F-100 units were based out of Phan Rang from 68 to 69.
  3. Awesome clip! Perfect timing for that missile.
  4. Found the fix for the terrain: Extract VietnamSEA.MFD and VietnamSEA.TFD from VietnamSEA.CAT, rename it to VietnamSEA-SteelTiger.HFD and .MFD and place it in VietnamSEA-SteelTiger.
  5. Here's the README: === BETA RELEASE === Operation Steel Tiger was a covert air operation against infiltration routes of the NVA in Laos. This campaign is based on the original Wings Over Vietnam Rolling Thunder Campaign and adds a number of stationary truck parks, named Base Area 6XX, and a more aggressive NVA infantry division to the list of targets. KNOWN ISSUES: Most CAS missions will take place at weird locations in Thailand rather than South Vietnam. CAS missions do not face AAA currently. Armed Recon missions are never scheduled, feel free to convert any regular mission to one and fly over northern Cambodia through Laos up to Vinh and look for targets of opportunity. Every strike against a Base Area will list only one truck, instead of a significant number of trucks. Strikes into North Vietnam Route Packages 4, 5, and 6 are still quite frequent. SOURCES: http://en.wikipedia.org/wiki/Operation_Steel_Tiger http://www.mistyvietnam.com/ CREDITS: Kout's loading screen is used as base campaign screen: These files are made available under the Creative Commons - Attribution-NonCommercial-ShareAlike 1.0 license Please visit http://creativecommons.org/licenses/by-nc-sa/1.0/ for details. LICENSE: All mods used in this campaign are subject to their own license, which is given in the CREDITS section. All changes original to this campaign are licensed under a Creative Commons Attribution-Share Alike 2.5 Canada License. Please visit http://creativecommons.org/licenses/by-sa/2.5/ca/ for details
  6. I've only taken a cursory glance at the update, here's my finding: Soviet weapons updated from AA- to R- designation, compatible with latest weapons pack now, changed for aircrafts and campaign Various updates to DRV aircraft flight models
  7. Here are some first results, the target positioning is not perfect at all yet and for whatever reason some didn't show up in the game: 1. Create a SVG in Inkscape, using Object->Properties to assign the right TargetType. Result: target.svg PNG rendering: 2. Convert SVG to INI with this python script. If the script is of general interest I'll convert it to Java and give it a rudimentary GUI. Result: target.ini 3. Add target.ini to the terrains target file, adding the necessary preamble. Image of the target area: Issues: one truck and the SAM radar went missing ...
  8. I'm currently exploring the following approach: Use Inkscape to create a layout of the targets in an area and save it as SVG. Take the x and y coordinates of the SVG objects to determine the relative location in the target area. The target type is determined by a label in the SVG object. Here's a sample SVG object, depicting a truck (well, in reality a blue rectangle, but who cares about graphics ;) <rect style="opacity:1;fill:#13e719;fill-opacity:0.43000004;stroke-width:3;stroke-miterlimit:4;stroke-dasharray:none" id="rect2168" width="22.857143" height="17.142857" x="326.57144" y="121.79076" inkscape:label="Truck" /> This is then translated to Target[002].Type=Truck Target[002].Offset=326.57144,121.79076 Target[002].Heading=180 I wonder if it is possible to determine the graphics for the tile a certain point in WoV is located? This could then be loaded as background image in Inkscape.
  9. The stock WoV Rolling Thunder campaigns mostly visit the upper route packages, with basically no armed recon missions. Is there a campaign for those available? If not (which I guess), how could this be achieved? From the knowledge base I take that strategic nodes can be used for ground movements. So an attempt to create traffic on the Ho Chi Minh trail would be to connect several strategic nodes from Haiphong all the way through Laos and Cambodia, next to Saigon. Would ground units (equipped with trucks) that are placed on the nodes, start to move towards Saigon?
  10. It's not exactly a separate terrain - you have to overwrite the vietnamsea_targets.ini _types.ini and _movement.ini. By default none of these are extracted from the cat file, so take care if you have mods installed for the terrain.
  11. If you feel that the Sparrow is overpowered, you might want to mod your weapondata.ini and change the chances and reliability values. I think quite a number of missiles failed due to high G maneuvers up front and probably less than perfect maintenance in the war zone. While the later can be expressed by a probability, the first limitation can not really be addressed in the game.
  12. I've uploaded the new terrain and campaign with five truck parks roughly along the trail. Please keep in mind that this work in progress and neither finished nor polished: Route Package 1 Campaign Truck Targets for Vietnam Terrain It seems that the AirOffense determines which missions are played one after each other. So a strike against a truck park will always compete against strikes versus warehouses ... Also the strike always targets only one truck, not all of them. I wonder if this can be changed somehow? Probably by assigning them as AAA, so it becomes a SEAD mission? Currently the trucks are quite heavily defended and the target area itself is just a cut'n'paste job with no variation. I'll try to come up with a good layout for flat terrain and then individualize those in the hilly terrain. And here two screenshots on a strike vs Truck Park 5:
  13. I was able to get one campaign mission against the trucks by declaring them as warehouses... The files have been updated: Route Package 1 Campaign Truck Targets for Vietnam Terrain I'll create some more target areas with trucks and see what happens.
  14. These are the TargetTypes that are currently defined in VIETNAMSEA_TYPES.INI TargetType=AAA TargetType=BRIDGE TargetType=CITY_BUILDING TargetType=COMMAND_BUILDING TargetType=COMM_BUILDING TargetType=EW_RADAR TargetType=FUEL_STORAGE TargetType=HANGAR TargetType=LARGE_RUNWAY TargetType=MEDIUM_RUNWAY TargetType=MISC TargetType=NAVAL_BASE TargetType=NVA TargetType=POWER_PLANT TargetType=RADAR TargetType=SAM_LAUNCHER TargetType=SAM_RADAR TargetType=SMALL_RUNWAY TargetType=TOWER TargetType=TRUCK TargetType=WAREHOUSE TargetType=WEAPON_FACTORY TargetType=WINDSOCK As quite a few missions are flown versus warehouses, I guess I change TRUCK to WAREHOUSE and change the actual WAREHOUSE to MISC and see what happens.
  15. Yes, I added two routes, one from Vinh to Khe Sanh and one from a new strategic node Dong Hoi to Khe Sanh. I only had one CAS mission against the NVA inf div and then it was at a completely weird place, e.g. north of Korat rather than between Vinh and Khe Sanh. [Route015] RouteType=GROUND_ATTACK StartArea=Vinh EndArea=Khe Sanh RoutePosition[001]=510619.0,603328.0 RoutePosition[001]=545000.0,544000.0 [Route016] RouteType=GROUND_ATTACK StartArea=Dong Hoi EndArea=Khe Sanh RoutePosition[001]=537000.0,578000.0 RoutePosition[001]=555000.0,544000.0
  16. Fun: Must have gadget

    Finally make all the skins on your shiny new iPhone. Heaven for any serious skin developer: http://www.layersmagazine.com/photoshop-for-iphone.html
  17. I very much believe so - I guess there is no tool for designing the target area? I've seen that this part on Bunyaps wiki is pretty empty. Though the information on targets.ini and target_types.ini is invaluable, as always... The following is just for testing and not meant as a release. I was not able to get a mission against the truck park, though the targets are there. It's located halfway from Ubon to Vinh Sonh, at the far end of some grass lands, coming from Thailand. I've placed a single SAM, so following your RWR will get you there. This zip contains a changed target_types.ini and targets.ini for VietnamSEA. For testing save the original file and unzip in the VietnamSEA directory: http://woffle.de/wov/Truckparks/VietnamSEA-trucks.zip Changes: Added TargetArea125, named Truck Park 1 Changed TargetValue for Trucks Changed DetectChances for trucks and brdms Changed TargetType for SovietTruck from MISC to TRUCK This zip contains a campaign where I tried to get some ground attacks going from Vinh and Dong Hoi to Khe Sanh, but with next to no success. It's modified to use the F-105D-25RE and skins as well: http://woffle.de/wov/Truckparks/RoutePackage1.zip Changed F-105D to F-105D-25RE for some squadrons and skins Added ground units for NVA Set AirOffensive[001] to TRUCK, to no avail Increased chance for CAS and ARMED RECON for some squadrons Any comment is welcome.
  18. You're right, it seems to be more involved than I thought. I added two ground units, one in Hanoi, one in Vinh, equipped with Zil-157 trucks. The one from Hanoi never moved anywhere and was not really picked up by intelligence. The one in Vinh attacked Khe Sanh in 1 out of 5 campaigns (only 5 missions in to each campaign, always ending with ESC). Your suggestion to add some truck parks and goodies in the woods looks good, I'll give it a try. I guess the best way to go ahead is to use KMD, design the new target areas, and then add it to the VietnamSEA terrain's target list.
  19. Some very good advice, Nicholas. I just want to add to this to strip the SEAD flight of gun ammo, nothing gets them killed quicker than those strafing runs.
  20. Can't wait to check out the updated F-105 and all the skins!
  21. Fully agree - I remember calling in a 'sick day' when another raid to Downtown was scheduled in a WoV campaign flying a A-4 ... The Thud at least has all the acceleration and speed you need to get you out of the mess once you've dropped.
  22. Just the other week I've been at Duxford air museum and saw one up close. Boy, it's huge! What a massive plane.
  23. EE2?

    I've just read through the first part of the preview on simhq. On the website I see it's ready for (pre-?) order and wonder if anyone here has played it yet. I admit I haven't been into EECH much, though I played LB2 back when it was fresh quite a lot... So, is EE2 a must buy?
  24. Here's how I structure my installs, though I don't have any WWII and Korea installed currently: Gun Age (WWII and Korea) Missile Age (Tainted Cigar and beyond) Europe Vietnam Israel Modern The 'Missile Age' base directory is WoE. I install the following mods to it Enhanced Explosions (latest addition) Deuces Effects Weapons Pack Modified viewlist.ini (shoulder view, quicker tranisition, etc) Modified HUDData.ini (no Radar in upper right corner) Modified fligtengine.ini The modified inis are based on advice and hints from the knowledge base. In fact, reading basically all of the articles in the knowledge base will is simply a must when you want to get some ideas on what to do and what not to do. For the different installs I add terrain and enhancements accordingly. Like Nato Fighters for Europe, Deuces Enhanced Terrain for Vietnam and so forth. When I want to base a new installation to cover, for example, Falklands, I start from the missile age base install. As my memory is not the best I do use a version control system (bazaar) to keep track of any modifications of ini files. I like to alter the default weapons loadout on the aircrafts, or normalize the cruise speed between different platforms. IMO both benefits campaign games (which I play mostly) considerably. Take a look at the aircrafts data inis and see the ServiceStartYear and ServiceEndYear for an indication where to put them. Also keep in mind that campaign games will change considerably if you add planes with Availability of COMMON or VERY_COMMON. Enjoy!
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