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Author Topic: Command and Control Mod v 1.11  (Read 104998 times)

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PO_MAK_249RIP

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Re: Command and Control Mod v 1.11
« Reply #240 on: April 03, 2011, 08:29:11 AM »

Hi Corsair could be you copied to the wrong part in the Stationary.ini or missed something when copying and pasting - i'm at work so cant really check where you may have gone wrong!

Also have you downloaded the correct version? Theres one each for 4.09 & 4.10
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the_corsair

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Re: Command and Control Mod v 1.11
« Reply #241 on: April 03, 2011, 03:58:26 PM »

I figured it out. The lines where in the wrong place, even tough theywhere in the stationary objects.I just moved it a bit up and it works perfectly.Wonderfull job btw!:)
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v1710

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Re: Command and Control Mod v 1.11
« Reply #242 on: May 18, 2011, 07:56:49 AM »

Hi, total noob here. I have downloaded the mod, but i cant find the stationary.ini file. I can find one in IL21946/files/com/maddox/il2/objects but it won't let me paste the text in! I am running 4.09 with up2.01. Can anyone help?
cheers
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Stratodog

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Re: Command and Control Mod v 1.11
« Reply #243 on: May 18, 2011, 08:34:02 AM »

Hi, total noob here. I have downloaded the mod, but i cant find the stationary.ini file. I can find one in IL21946/files/com/maddox/il2/objects but it won't let me paste the text in! I am running 4.09 with up2.01. Can anyone help?
cheers

Don't mess with the one you quoted.  There will be one in your Mods folder - mods/std/com/maddox/il2/objects - back it up first.
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v1710

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Re: Command and Control Mod v 1.11
« Reply #244 on: May 18, 2011, 08:47:01 AM »

thanks for the prompt reply!
mods/std/com/maddox/il2/objects has only one file called "static". It seems to only have buildings listed in it. Should i paste the text in this file?
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Stratodog

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Re: Command and Control Mod v 1.11
« Reply #245 on: May 18, 2011, 12:09:34 PM »

v1710

The file is actually called "stationary" and you need to put the entries in the [StationaryObjects] section of that file.  If you scroll down the list in that file you'll see [Artillery] then [StationaryArmor] then [StationaryObjects].
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slipper

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Re: Command and Control Mod v 1.11
« Reply #246 on: May 19, 2011, 03:08:42 PM »

CY6,

I noticed in your thread about your mission randomizers mod that you intend to merge and update that mod with this one.
I was wondering if you have the time and the interest in doing it if you may be able to implement a few things please?

For the nav option, would it be posible for the navigator reports to become more unreliable the further from base the player aircraft is? for example up to 100km a chance of a  10 km error, up to 200km a chance of a 20 km error etc. maybe even the distance from base and error could be random values aswell.

Most reports i have read, seem to suggest that AI intercept radar was affected by ground clutter, and therefore the practical usefull range was reduced the nearer to the ground a plane was, could this be implemented? I believe ther is some info on ranges for allied radar in the two books i posted on the mission randomizer thread.

could the minimum height of GCI radar also be a random height, or increase the further a plane is from the radar, that way the player would not know at which exact height radar is detecting them.
Tied in to the above could a new object be made so that when a plane is flying below the minimum operating height of GCI that there is a much reduced chance of computer controlled planes detecting the low flying plane? maybe restricted to visual range with maybe different values for day and night.

Lastly is there anyway that placing a GCI object gives computer controlled planes a chance of vectoring onto incoming planes, at a range greater than the default visual range, so that the computer controlled planes get the same benefits as player controlled planes operating with GCI?, this subject to the change asked for above this for GCI?

I realise you are retired mate and so would not ask unless you yourself posted about making a new combined updated mod. I fully understand if you do not want to take on any further work, it was just a few observations i had about making my most favourite mod a tiny bit better  ;)

Thanks again mate, wishing you all the best.

regards

slipper
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #247 on: May 19, 2011, 04:44:58 PM »

I'll think about implementing some of these. The last one is something I've wanted to try as well. I'm pretty busy with RL stuff right now, but when I have some time I'll see what I can do.
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slipper

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Re: Command and Control Mod v 1.11
« Reply #248 on: May 20, 2011, 04:09:06 AM »

Thanks CY6 for answering and considering any of the above. Like i said above this really is my favourite mod, and i am more than happy with what you have achieved so far.

Really looking forward to any updates you are able to pull off.

regards again

slipper

p.s if you are looking for any help on gathering details and info, let me know and i will see what i can find. Its the least i can do to help in anyway.

cheers mate
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slipper

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Re: Command and Control Mod v 1.11
« Reply #249 on: May 21, 2011, 04:58:50 PM »

CY6,

Sorry mate there was one further request i missed off the above list, and that was for some form of allied jamming to affect both player and AI controlled planes.

There were a vast ammount of allied jammers, but all fell into two categories, those that generated noise and those that tried to jam enemy GCI,AI and EW radar. As the effective area, range and coverage of the jamming is hard if not immpossible to model, i would maybe suggest that two jamming objects are considered.

A generic jammer for German Airborne Intercept radar, and a generic jammer for GCI/EW radar. I thought maybe two messages could be generated saying "AI being jammed" and "GCI being jammed" on which the player would not recieve any targeting information from the affected system.

As most jamming equipment was carried by a small proportion of aircraft spread throughout the bomber stream, maybe the jamming could be given a random chance of appearing, at a random location or locations along the bomber stream and only last for a random time in any one location to represent the moving of the jamming aircraft (also some jamming equipment was automatically switched on and off to stop German aircraft detecting the jamming craft). The jamming could then reappear somewhere else in the stream.


I realise you have a lot on your plate, but it was something i meant to ask in the above list, i more than understand if you do not have the time to do it but it was an other idea i had.

cheers CY6

regards

slipper
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #250 on: May 21, 2011, 09:50:53 PM »

Not a bad idea. What I'd like to do is make some of these options "switchable" in the mission [Mods] section, so that you don't need different GCI objects etc. That way you could even set the level of jamming and customize different effects. The biggest issue right now though is that the "save mission params" mod doesn't seem to be working for 4.10, which makes all the other stuff moot, so I have to get that working before I can start really playing with in-mission variables.
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SAS~Poltava

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Re: Command and Control Mod v 1.11
« Reply #251 on: May 22, 2011, 03:08:07 AM »

Making it switchable seems like a good idea to me. I for one is quite happey with the basic version, as it brings a completely new dimension to the game. Adding a lot of goodies seems quite fun, but making that optional makes a lot of sense. The simplicity of the first version is attractive in itself.
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