Campaign upgrade and corrections, new campaigns

Terrain / Theater editing

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Campaign upgrade and corrections, new campaigns

Post by molnibalage » 2007-09-16 10:40:36

1. I played many campaigns and there is a huge problem. The A-10 is an ultimate holy weapon (and the SU-25 is very weak, sometimes the 2D campaign engine is vey unreal)

I play in ACE settings now in Rolling fire. The A-10 squadron has destroyed so far 1490 veichles with only 29 sorties. It is a VERY far from the reality!! This means 51(!!) kills in ONE sortie! (average)

How can I change this? I know that with F4 Browse but where/how exactly?


2. I want to make new campaign(s) but there are some things that I have to know for this.

- I want to simulate the reinforcements. How can I do this? I tried with Tacedit in this window. I changed the spot time, but it didn't work. Why?

Image


- I want to set new ATO and targets priorities for AI. How can I do this?

- I want to change the squadrons priorities. How can I do this? (I want change the types of sorties for some ACs, for ex. the J-5s and J-6s do more CAS and interdiction.) I tried with F4 Browse, but it was absolutly uneffective.

I plan to make a Korea campaign in the late '70s and a European campaign for the '80s. (early and late)


Thx.
Last edited by molnibalage on 2007-09-17 06:31:30, edited 2 times in total.

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Post by Snake Man » 2007-09-16 15:06:00

I have told already that there is no posting of links without any content because the outside sites go down most of the times.
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Post by Snake Man » 2007-09-16 18:48:55

Opened on request, waiting for the relevant data :)
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Post by molnibalage » 2007-09-17 06:32:06

I did it. Thx.

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Re: Campaign upgrade and corrections, new campaigns

Post by Snake Man » 2007-09-17 07:51:29

molnibalage wrote:How can I change this? I know that with F4 Browse but where/how exactly?
The 2d war hmm, I dont know which part the unit effectiveness is configured. Need to figure it out.
I want to simulate the reinforcements. How can I do this? I tried with Tacedit in this window. I changed the spot time, but it didn't work. Why?
Its not the spotted part, its the Unit Properties tab and there Reinf, but was that minutes or hours I do not know. I searched our forum but there was no match so you have a good question here.
I want to set new ATO and targets priorities for AI. How can I do this?
I think there was some setting in Tacedit to do the priorities. Its on the Teams -> Bonus/Priorities but I'm not sure if this is the one which sets the ATO... it is priorities though.
I want to change the squadrons priorities.
Yeah thats with F4Browse, again I'm no expert on this but there should be some tab/field where to setup these.

Hopefully we get full answers for you and at the same time can supplement the PMC Editing Wiki :)
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Post by molnibalage » 2007-09-17 18:50:34

I want ot ask about TACAN chanels and stations.dat file. Here is an example from the file.

# Kangnung - ex Gangneung (Kangnung)
869 056 X 38 50 1 111.5

So here are that I know and some that I don't know.

896 - campaign ID
056 X - TACAN chanell
38 - ??
50 - ??
1 - ??
111.5 - FREQ

I aked this, because some AB don't have TACAN and I want to upgrade the Kore128 theater. If I do a new Korean campaign it is possible that I will try with this theater too.

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Post by Snake Man » 2007-09-17 19:06:39

Here is the PMC Editing Wiki: Tacan page.
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Post by molnibalage » 2007-09-17 19:35:21

Oh, Thx. About the sequential no. So there are three words for radio communicating.

0 - 45
92 - 137
184 - 229

These three lines linked to the voices. So if I make a TACAN chanel for a new airbase, I can select only from the existing airbases "voices". Correct?

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Post by marvin157th » 2007-09-19 13:11:26

If you look in the existing stations_ils.dat it will have the format listed on the top. I helped with some of the editing with the new manual radio codes.

There is a way to have the tower names not used VIA a number. I forget what that number is, but if you search through you will learn as many ABs such as used in the Balkans theater have this number which basically tells the code to not use a tower name.

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Post by molnibalage » 2007-10-14 09:28:13

I figured out many things. Any help or idea?

http://forums.frugalsworld.com/vbb/show ... p?t=124082

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Post by Snake Man » 2007-10-14 11:01:57

Please dont paste links, post the information here.
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Post by molnibalage » 2007-10-14 11:08:42

I figured out how it works the reinforcements but it is not 100%. So open with Tacedit the save01.cam file in \campaign\save direcory. Go to to units part and order to the units with the reinf column. No 701, J-8B squadron. You can see the 1 value in reinf. I think this means 1 hour from start. I started the campaign and I waited the one hour and I waited the next X hour and five miunutes to refresh the stats. On the map you can see the 54th squadron and the in Tacedit you can see this.

Image

The numbers are the same. The problem is that you can see the squadron only on the UI you can't see in OOB and the minimap when choose a squadron. VERY interesting. Other interesting part is of this the flags and Airbase ID and roster!

Image

The reinforcements squadron sometimes have 0 Airbase ID sometimes no. Sometime have parent and Inactive flags sometimes don't. And I don't konw what is it the roster but it is not constant.

I tried to copy this but my work didn't work my reinforcement squadrons didn't appear on the UI.

So I understand nearly how it works but I can't reproduce the event and reach that you fly with the new squadrons.

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Post by Sherlock » 2007-10-14 15:19:46

You need to check the inactive box on the Unit Flags dialogue box. Also, if you want a ground unit to be a part of a brigade you need to assign a parent in the unit properties dialogue box.

For squadrons you must assign an airbase ID otherwise they will appear in the OOB not assigned to any airbase.

The best thing you can do is go look at the old SP4 korea campaign SAVE0.CAM file and make lots of notes on how those reinforcements are set up in their tacedit screens.
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Post by molnibalage » 2007-10-14 16:07:40

Thx. the info. My expericences are bit different. I placed an F-22 squadron and an F-15C with 5 and 3 REinf value. The F-15C squadron is appeared on UI screen after the first hour but don't flied mission after this more than 4 hours. The F-22 squadron arrived after 3 hours and flied mission 5 hours. I left and reentered in the campign once. If you want I can make a video abuot this, how it works exactly.

I had to select inactive and parent flags too, beacuse if I didn't the whole thing didn't work.

(I tested this on a degradeted campaign I deleted most of the units.)

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Post by marvin157th » 2007-10-14 22:49:45

Can someone explain the "parent" flag option to me? I see this in other campaigns. However, I built campaigns with units hainvg no flags, and everything seems to work alright?

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Post by Sherlock » 2007-10-15 01:25:04

marvin157th wrote:Can someone explain the "parent" flag option to me? I see this in other campaigns. However, I built campaigns with units hainvg no flags, and everything seems to work alright?
The flag ParentID, at least in my experience, is used primarily to denote the top of a heirarchy of units, e.g., the brigade to up to 5 battalions. I'm not totally sure as to what all it means either but I've only seen it used that way or as a carrier "parent" to squadrons which are assigned to it.
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Post by marvin157th » 2007-10-15 04:32:22

Thanks

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Post by Snake Man » 2007-10-17 05:46:03

Any more information about the reinforcement feature in campaign?

Is the Tacedit Reinf value digit a hour or minute?
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Post by molnibalage » 2007-10-17 06:57:58

It counts in hour. The mechanism is still a little strage, under testing.

There is a "night" flag. What is it? I have to check to squadron can fly night time? It will be very nice feature but as I notice that doesn't work. Under testing too.

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Post by molnibalage » 2007-10-22 20:52:17

I want to extend the numbers of aircraft types but with the original 3D models. How can I create a new a squadron and new AC? For example I want to create a MIG-23MLD and MIG-23MS vith orginal MIG-23 3D modells and everything only the RWR, radar and chaff/falre will be different from other versions. Or the SU-27 of the '80s and the modernized SU-27 that can use AA-12.

I could create different radar datas for AA-9 and AIM-54A and C verisons, so in my mod these missiles have different capabilities.

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Post by ccc » 2007-10-23 00:06:58

molnibalage wrote:I want to extend the numbers of aircraft types but with the original 3D models. How can I create a new a squadron and new AC? For example I want to create a MIG-23MLD and MIG-23MS vith orginal MIG-23 3D modells and everything only the RWR, radar and chaff/falre will be different from other versions. Or the SU-27 of the '80s and the modernized SU-27 that can use AA-12.

I could create different radar datas for AA-9 and AIM-54A and C verisons, so in my mod these missiles have different capabilities.
search PMC forum, there's a tut by Pookie? long time ago.. or search thread like " adding new...."

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Post by ccc » 2007-10-23 10:30:00

link deleted.
Last edited by ccc on 2007-10-23 13:21:24, edited 1 time in total.

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Post by Snake Man » 2007-10-23 10:56:37

CCC that was the last time you post only link without any actual data, I even just warned about that issue in THIS topic.

The same tutorial can be found on our forums too, here.
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Post by molnibalage » 2007-10-23 11:15:28

Uh...!! That is very complicated for me at first sight. :(
I will try, but not now.

- So I create a new squadron and create after this new ACs for the
squadron?

- Where can I get the info what CT numers are free? I can see with F4
Browse the CT numbers but not in one place. VERY hard to find a free
number..

I did little step forward. I separeted the AIM-54A and C verison and the AA-9. Now they have different capabilities in my MOD.

The J-6 has now radar. (RWR shows old AC radar symbol)

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Post by ccc » 2007-10-23 14:06:39

you have to master two editing tools first- F4browser and LodEditor.

backup your falcon files and enjoy the tweaking trials.

new CT can be added with tools. just try f4browser.

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Adding Stuff to DB

Post by ranger822 » 2007-10-23 20:41:40

When I get clear of this RV-ITO project I intend to put some info at the PMC Wiki . . . that should not be too long now.

Time for some other folks to step up to the plate :P

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Post by molnibalage » 2007-10-26 21:31:27

So the situatuon is now that I can simulate the reinfocrements for ACs squadrons and ground units. I understand tri files for events (and I feel that I can create new if it is necessary). I need help for some other things.

1. Correct minimap for the campaign both for squadron selection and in the UI screen.

2. Correct PAK map.

3. Editing the campaign selection pictures and description.

Image
Image

These pictures made with EKT theater. I try do a new campaign in this theater, but if I can't do this I do a new one in the original.

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Post by Snake Man » 2007-10-26 22:02:00

These pictures made with EKT theater. I try do a new campaign in this theater, but if I can't do this I do a new one in the original.
Well since EKT or Korea128 is my doings I'm surely going to help you out on here. However we should and must coordinate in detail of the work so there is nothing lost or duped.

So first, are you just creating additional campaign or basically upgrading/fixing the existing ones? Hmm actually we should move straight into the Korea theater area so we dont move "offtopic". Feel free to open topic there for this campaign work so we can discuss it further.
1. Correct minimap for the campaign both for squadron selection and in the UI screen.
2. Correct PAK map.
You can find tutorial to create those in PMC Editing Wiki - IA / TE / CAMPAIGN MAPS, let me know if you run into any problems and I'll try to help you out.
3. Editing the campaign selection pictures and description.
There is topic for this just recently created called Editing Campaign Descriptions and Names which should help you out. In fact I was first looking it from our wiki and noticed its missing, so now I added it to the TODO list. One step at the time... ;)

Let me know if you need any more help with the pics & descs.
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Post by molnibalage » 2008-01-06 10:50:44

I have problem with engineer untis. I placed my of them boh side because there are not enought for a good campaign.

I placed all new units with "reserve" order using Tacedit. New units are close at airbases. The problem is that these unit's don't do anything not even any objects damagen close to the untis? I can't add orders manually.

So what order should I select when place these units?

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Post by Snake Man » 2008-01-06 13:01:36

All my ground units through TCL are placed on Reserve orders. So it should be okay.
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Post by molnibalage » 2008-01-06 13:17:56

Snake Man wrote:All my ground units through TCL are placed on Reserve orders. So it should be okay.
But why can't start repairations on objects?

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Post by Snake Man » 2008-01-06 14:06:29

Maybe its missing brigade and division information? Or does that even matter... I dont know.
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Post by molnibalage » 2008-01-06 18:57:40

Snake Man wrote:Maybe its missing brigade and division information? Or does that even matter... I dont know.
I think I found the problem, I set reserve but without Aobj!!

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Post by molnibalage » 2008-01-06 21:00:00

I don't understand this. The origianl engineer units have the same settings (reserve and Aobj 0) that my new engineer units, but my units don't do anything.

When I set reserve order and I put the unit to that object that I set in Aobj I can give orders and unit in the game. Only problem that the reserve order don't cange when arrived the engineer unit a damaged object.

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Post by derStef » 2008-01-06 21:27:33

Snake Man wrote:All my ground units through TCL are placed on Reserve orders. So it should be okay.
in the case of Taiwan theater it's not ok. ground units weren't moving or capturing.....

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Post by molnibalage » 2008-01-10 10:03:58

You can add reserve orders without Aobj (using Tacedit).
In that case you can't add ANY orders the unit, just stands and do nothing.

If you add an object with Aobj option (Camp ID needs this) and place the unit at this object you can add orders (destination) to the unit in the UI. The problem is when an engineer unti reaches a damaged object the unit doesn't start repair order doesn't change repair XY object remains reserve. :(

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