Search found 69 matches
- 2011-09-16 22:52:04
- Forum: Terrain / Theater
- Topic: What's the proper procedure to convert PMC theaters for BMS?
- Replies: 24
- Views: 58033
Re: What's the proper procedure to convert PMC theaters for
Why not just note/name the tools that work or don;'t work (whichever is shorter list ) . From your taskbar i see LE , TacEditor , F4browse and few other not remember . I assume these work , as you have them open ? Work's: LOD Editor(Learning the BMSEditor ATM.....pretty cool) F4Browse TacEdit(SetPr...
- 2011-09-16 21:32:35
- Forum: Terrain / Theater
- Topic: What's the proper procedure to convert PMC theaters for BMS?
- Replies: 24
- Views: 58033
Re: What's the proper procedure to convert PMC theaters for
Why not just note/name the tools that work or don;'t work (whichever is shorter list ) . From your taskbar i see LE , TacEditor , F4browse and few other not remember . I assume these work , as you have them open ?
- 2011-09-11 16:04:43
- Forum: Falcon 4 General
- Topic: Terrorism Attacks in US
- Replies: 15
- Views: 21125
Re: Terrorism Attacks in US
yes, I remember watching the whole mess , towers crumbling an all ,it was covered a lot here in NY and every yr after the attack .
- 2011-06-28 17:28:46
- Forum: Theater Tools
- Topic: Beta AF Campaign Editor
- Replies: 60
- Views: 91706
Re: Beta AF Campaign Editor
You may have caught sight of the Carrier Group TF that is a huge amount of WP and the ship apparently revolves in a circle in a small area. Modification of such a "ball of thread" will be quite difficult for the user. Although Ed_1 stated in another post, that the carrier groups are better in folow...
- 2011-06-28 16:29:31
- Forum: Theater Tools
- Topic: Beta AF Campaign Editor
- Replies: 60
- Views: 91706
Re: Beta AF Campaign Editor
Navy waypoint code is extremely limited as mentioned above it just does a basic back an forth point to point . There tasks/roles are also limited by Navy code .
- 2011-06-02 19:15:35
- Forum: Falcon 4 General
- Topic: New 3d toys? VIII
- Replies: 276
- Views: 417577
Re: New 3d toys? VIII
http://i112.photobucket.com/albums/n192/ccc1tw_2006/Snap11saa2.jpg more SA-2 related lods.. PS- the old SA-2 missile lod is about 26.2ft in length(including booster).. the real ones ranging from 10.6-10.8m, about 35ft. i tweaked SA-2 related lods to fit correct dimension. A lot of ground vehicles/o...
- 2011-03-18 14:52:29
- Forum: Falcon 4 General
- Topic: AIM 9L/M spash into flares?
- Replies: 4
- Views: 12780
Re: AIM 9L/M spash into flares?
Is any way or f4browse value that the AIM 9L/M missile under specific sircumrtances .e.g bandit aircraft dropes 2 flares in specific time algorithm and make hard turn ... the lanched missile can follow that flares and splash on them..i mean there is algorith that the missile follow the locked a/c a...
- 2011-02-04 19:17:33
- Forum: Campaign
- Topic: Flights not planable by human
- Replies: 56
- Views: 66626
Re: Flights not planable by human
Thanks guys .... it worked. Had to replace the Falcon4.vcd and Falcon4.pd files in the "Objects" folder with older versions for the Type to become visible in Tacedit .... and then replace the original pd and vcd files back to run F4AF ..... but its all fine it worked. One thing I noticed in Tacedit...
- 2011-01-21 21:39:16
- Forum: Campaign
- Topic: Adding squads to a campaign and reinf/supply :)
- Replies: 28
- Views: 35850
Re: Adding squads to a campaign and reinf
Seems like this discussion is getting really close to the fuel/supply topic, I'd like to remind that we are discussing about adding squadrons to a campaign and reinforcements , so please lets focus solely on the squadron reinforcement "supply" in this topic. Thanks. Well the OP question was answere...
- 2011-01-21 18:41:28
- Forum: Campaign
- Topic: Adding squads to a campaign and reinf/supply :)
- Replies: 28
- Views: 35850
Re: Adding squads to a campaign and reinf
They do not appear to be resupplied via airlift, so we assume they have unlimited stores. I played long time ago full campaign with FFx.x. I can remember that my squadron could run out from AIM-54s BUT carrer squadron got resupply from AIM-54. I don't know how, but I was very happy to see this. :) ...
- 2011-01-19 18:36:00
- Forum: Campaign
- Topic: Adding squads to a campaign and reinf/supply :)
- Replies: 28
- Views: 35850
Re: Adding squads to a campaign and reinf
Only the ATM is fairly accurate with supply/fuel as ground units don't take into consideration fuel rates like aircraft do . That would be next "todo" in my book on fuel/supply issue . Same on weapons to 255 value means unlimited amounts and as in aircraft weapons loadouts in AF anything brought bac...
- 2010-12-16 15:11:58
- Forum: Campaign
- Topic: Flights not planable by human
- Replies: 56
- Views: 66626
Re: Flights not planable by human
not sure if its been mentioned but the class ID in Tacedit is a pointer to the squadron CT # or the squadron unit ct# in F4browse (just add 100 to F4browse # ). Thats the linkage between .
- 2010-12-15 13:03:08
- Forum: Campaign
- Topic: Flights not planable by human
- Replies: 56
- Views: 66626
Re: Flights not planable by human
If you got more than 1 version of F4 or store data in more than one place the paths can get messed up in Taceditor . I always try to make sure there right in properties after loading a cam file .
- 2010-12-14 14:10:50
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
I think its safe to go up to 7000 objectives as Balkans works fine for most part in AF . I can see you might need high population of objectives if the map area is large or it will look fake flying . What you want to make sure if there is high count, is what you add , So don't add bunch factories/ref...
- 2010-12-14 01:39:54
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
Interesting discussion gents. So for the larger theaters (128x128) what variable names for objectives should be set lower? And to what suggested value(s)? . Thats not a easy question as there are a lot of variables as mentioned above . It would depend on how much you would want the campaign to be a...
- 2010-12-13 13:06:49
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
If you look at the fuel/supply formulas the datarate gets divided in most of them so if you want a objective to give decent supply going to low would be bad an not rely on a supply-fuel objective to produce much . I am no expert in C++ to say what the value needed there for different conditions . Fo...
- 2010-12-12 22:15:34
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
Okay........So..let's say we reduce ALL Objective's DataRate to 1 or 2. I believe Zero is not a GOOD integer in this instance. That SHOULD slow some thing's down, I would think. I agree that the GU's need a "COOKIE" to keep moving to PRIMARY\Secondary Objective's as is Defined (Not sure,after 12 ye...
- 2010-12-12 20:43:17
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
Have you tried to reduce the DataRate of Non-WarProduction Objective's???? and if so 'did it reduce the Supply "POOL" ??? I believe.....Could be wrong though....that starting Team relation's effect the amount of supply available in the pool i.e. it is an aggregate of ALL related Teams.This idea is ...
- 2010-12-04 23:43:14
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
Just small update on my previous post, triggers do seem to work, I get China and Russia entering war by 3 day with no provocation to them. I have changed just about every data file dealing with supply/fuel to get it even close to working correct or what I would say correct IMO (seeing both ac and g...
- 2010-12-04 15:10:33
- Forum: Campaign
- Topic: Fuel and Supply levels in campaign
- Replies: 47
- Views: 89935
Re: Fuel and Supply levels in campaign
Just small update on my previous post, triggers do seem to work, I get China and Russia entering war by 3 day with no provocation to them. I have changed just about every data file dealing with supply/fuel to get it even close to working correct or what I would say correct IMO (seeing both ac and gr...
- 2010-11-28 15:03:16
- Forum: Terrain / Theater
- Topic: 3D model tweak - data format changes
- Replies: 57
- Views: 83802
Re: 3D model tweak - data format changes
So you are saying if you added slot data in LE to Osa II model (make sure parent matches) and then enable visible flag in osa-II VCD data (assuming SSn2 styx is set to ed entity (not abstract)) it won't show up on Osa-II ? i assumed you mean " it will show up on Osa-II ". yes - long time ago i trie...
- 2010-11-28 00:59:10
- Forum: Terrain / Theater
- Topic: 3D model tweak - data format changes
- Replies: 57
- Views: 83802
Re: 3D model tweak - data format changes
cool test screenies! BTW Using ground unit(tank/ ground vehicle) as a 3d model base has some advantages - if you add weapon slots on the 3d ship model, you can see weapons fired from correct locations, or SAM missiles visible on launchers.. just like SAM ground vehicles! BTW - this fake tweak may h...
- 2010-11-25 00:36:17
- Forum: Terrain / Theater
- Topic: 3D model tweak - data format changes
- Replies: 57
- Views: 83802
Re: 3D model tweak - data format changes
All of this is based on CT numbers, you would need to make ships ground units via their CT. I doubt this will work, but I'll think about it for the next few days. I think your over reaching, but sometimes Falcon surprises you. If I think what you mean, its not going to work . If you mean to alter a...
- 2010-11-20 02:43:15
- Forum: Campaign
- Topic: Falcon4 OBJECTIVES table
- Replies: 41
- Views: 48654
Re: Falcon4 OBJECTIVES table
Did you try creating a thr file with TerrainEditor? :wink: :wink: @Polak, I "THINK" the code remove's the BRIDGE Path from the List when it (the Bridge) is destroyed and then put's it back when it is repaired. Not sure,maybe Baldeagle can help there. @Ed_1, They were the one's out there just B4 LP,...
- 2010-11-18 12:23:54
- Forum: Campaign
- Topic: Falcon4 OBJECTIVES table
- Replies: 41
- Views: 48654
Re: Falcon4 OBJECTIVES table
Some Pic's from an "Unlocked" AF Campaign that I looked\hacked at year's ago,to help us along.(First @ Snakeman if the img is too big, delete them and I will resize,Second @ ED_1 don't shoot me!!!!) Here is how your Path's and Objective Link's should be defined: img]http://i632.photobucket.com/albu...
- 2010-11-17 18:27:10
- Forum: Campaign
- Topic: ECM strength
- Replies: 22
- Views: 26237
Re: ECM strength
In OF the mica ICD number is? its probably same 38 as OF is based off SP4.2 data. Just open the missile file in simdata.zip(misdata/micair.dat) and find this lines 0 # Seeker Type (0 means its a IR seeker type ) 38 # Seeker Version (this is the pointer for ICD data in f4browse ) 0 # Display Edit: i...
- 2010-11-17 16:05:13
- Forum: Campaign
- Topic: ECM strength
- Replies: 22
- Views: 26237
Re: ECM strength
I don't think ECM strength can be changed in OF.... I have tried changing the ECM strength for a mig29 and I can still burn thru at ~20nm. As for MICA IR, it's currently a super missile indeed (goes "pitbull" @20nm and no warning whatsoever....) But command+IR guidance simply isn't there. F4AF has ...
- 2010-11-16 21:09:53
- Forum: Campaign
- Topic: Falcon4 OBJECTIVES table
- Replies: 41
- Views: 48654
Re: Falcon4 OBJECTIVES table
Luke , looking at bridges objectives in TE, there mostly have flat flag set or mountain so try adding flat one as 95% use that . Also give fuel/supply some values plus a priority valve . AFAIK units need incentive to move (fuel/supply) .
I did not read whole thread so hope my answer helps .
Ed
I did not read whole thread so hope my answer helps .
Ed
- 2010-10-21 16:07:09
- Forum: Campaign
- Topic: Campaign Teams, who vs who?
- Replies: 5
- Views: 14284
Re: Campaign Teams, who vs who?
I think the relationship changes how supply/fuel and general forces are added to each side . If you didn't have them set allied the resources i don't think would be combined until this changes .Same for other side, if you set each team on in force graphs china for example will graph and once china e...
- 2010-09-07 12:29:04
- Forum: Theater Tools
- Topic: TerrainEditor Utility
- Replies: 195
- Views: 283009
Re: TerrainEditor Utility
How about trying any DLL files not in systems folder but root of the app (where the exe is) that fixes some issues of compatibility with OS DLL .
PS : Just throwing this out there, did not try program but have done this on few systems with other apps and it works .
PS : Just throwing this out there, did not try program but have done this on few systems with other apps and it works .
- 2010-09-03 14:29:18
- Forum: Falcon 4 General
- Topic: Slime lights question/poll
- Replies: 10
- Views: 17199
Re: Slime lights question/poll
That would work I guess .
Only issue i can think of using other switches (than light ones) is the AI only see's ones connected to lights (lights on ac stands out more for AI )
Ed
Only issue i can think of using other switches (than light ones) is the AI only see's ones connected to lights (lights on ac stands out more for AI )
Ed
- 2010-09-03 11:48:05
- Forum: Falcon 4 General
- Topic: Slime lights question/poll
- Replies: 10
- Views: 17199
Re: Slime lights question/poll
Switch 7 - tail strobe, 8 - wingtip lights, 9 - landing lights. The wingtips can be set to non flashing while ON but standard is that the wingtips will flash, AI will always have them set to blinking.. ok, Is that the same across most F4 versions , SPx , AF , OF , FF ? I looked in LE on AF F16 and ...
- 2010-09-02 22:35:28
- Forum: Falcon 4 General
- Topic: Slime lights question/poll
- Replies: 10
- Views: 17199
Re: Slime lights question/poll
During the night on (non blinking) but that can't be switched on or off in F4 since there is no switch for it. I can imagine that during "fence in" you don't want to give your position away (multi-player game?)... right, in F4 there not really lights light strobe ones, there no switch for it . If I...
- 2010-09-02 16:17:10
- Forum: Falcon 4 General
- Topic: Slime lights question/poll
- Replies: 10
- Views: 17199
Re: Slime lights question/poll
I think there the green an red on the sides on F16
Edit: Google it (slime lights ), this came up at top
http://www.arcforums.com/forums/air/lof ... 17002.html
Edit: Google it (slime lights ), this came up at top
http://www.arcforums.com/forums/air/lof ... 17002.html
- 2010-08-22 22:54:09
- Forum: Terrain / Theater
- Topic: How to Add Ready Aircrafts or Buildings Models in DB
- Replies: 5
- Views: 10366
Re: How to Add Ready Aircrafts or Buildings Models in DB
Eagle.......You need all 4 Models for DF.Beside's the Normal. Example: Viper,Eagle,Crimson...etc......they can be the same,just the CT's\Name's need to change. :wink: i'll post a pic. in a minute. http://i632.photobucket.com/albums/uu49/demer928/untitled-13.jpg demer Right, you need to add the 4 do...
- 2010-08-21 12:49:18
- Forum: Falcon 4 General
- Topic: F-4 phantom loadout
- Replies: 4
- Views: 12924
Re: F-4 phantom loadout
One thing you can't do if your trying to is 2 or more different weapons on 1 rack . If your trying to do like in this pic . http://www.fas.org/man/dod-101/sys/ac/f4c-002.jpg In FF5.x some F-4 have different 3D model and HP position than the mainly used F-4D/E. (F-4S, K as I can remember.) They can ...
- 2010-08-20 00:24:54
- Forum: Falcon 4 General
- Topic: F-4 phantom loadout
- Replies: 4
- Views: 12924
Re: F-4 phantom loadout
is it possible to edit the F-4 phantom's loadout on falcon to match the one mainly used in iron eagle II (Where it was used to portray the MIG-29) http://www.youtube.com/watch?v=gur_nP9mIXU that is the URL to the trailer. if you need explanation; on the two main racks that usually mount two sdewind...
- 2010-08-18 23:27:55
- Forum: Falcon 4 General
- Topic: subs in tactical engagement on skukworks AF mod?
- Replies: 17
- Views: 22183
Re: subs in tactical engagement on skukworks AF mod?
That would probably work if setup right (you have to setup ct data like carrier) . since subs have decent weapons that might work, At least in AF as I know work on carrier stuff was done so they fire on each other and move with waypoints. Tomahawk are another issue as there long range and setup rig...
- 2010-08-18 15:06:59
- Forum: Falcon 4 General
- Topic: subs in tactical engagement on skukworks AF mod?
- Replies: 17
- Views: 22183
Re: subs in tactical engagement on skukworks AF mod?
What about to make submarine as carrier replacement. Then it could make AI attacks and also lunch human drived suicidal "tomahawk" missiles(add package). This would be a replacement of some unused aircraft + unarmed. Imagine fantastic MP experience - defenders are trying to intercept oponents - the...
- 2010-08-06 21:34:11
- Forum: Campaign
- Topic: Analysis of the SAVE2.TRI trigger file from AF
- Replies: 2
- Views: 10383
Re: Analysis of the SAVE2.TRI trigger file from AF
I really can't help you here, tri files i never messed with much. Only thing the Flot ones are about flot line displayed on map AFAIK .