Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 6 ... 26   Go Down

Author Topic: Command and Control Mod v 1.11  (Read 104981 times)

0 Members and 2 Guests are viewing this topic.

CorsairKira

  • member
  • Offline Offline
  • Posts: 121
Re: Ground Control Mod v 1.02
« Reply #24 on: January 27, 2011, 01:36:57 AM »

Splendid!  Works wonderfully!   8)
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1219
  • Dr. Frankenplane
Re: Ground Control Mod v 1.03
« Reply #25 on: January 27, 2011, 03:42:56 AM »

Another day another update, check above 8)

This one adds bomber gunners / wingmen (no sound yet Malone...) in two flavors - ones who will call out enemy fighters and ones who will call out ground units.
Logged

blomsky

  • member
  • Offline Offline
  • Posts: 19
Re: Ground Control Mod v 1.02
« Reply #26 on: January 27, 2011, 03:48:01 AM »

I like the idea about calling out bandits, should be perfectly do-able.

I remember that in the days of Forgotten Battles when I was flying some Stuka missions I already got audio messages like "rechts wegbrechen" (break right) or something like that from the rear gunner when we have been attacked by fighters. So, if I´m not mistaken some sort of this feature has already been in the game once.
Unfortunately I scraped all my old CDs of the series to only stuck with 1946. So I can´t have a look through the .wav-files any more.

Did someone experience / remember this too?
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1219
  • Dr. Frankenplane
Re: Ground Control Mod v 1.03
« Reply #27 on: January 27, 2011, 03:51:29 AM »

Those .wavs are still mostly in the folders, I came across them when I was putting together my "no chatter" mod. There are even "o'clock" call outs. Once I figure out how the speech files work, I'll try to implement them for some of these mods...
Logged

SAS~Tom2

  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 7954
  • no sweat
Re: Ground Control Mod v 1.03
« Reply #28 on: January 27, 2011, 04:45:52 AM »

Checkersix, that would be much appreciated..
A textual/audio or audio only version for some of these controllers could be great.
Please don't take this comment as respectless. I never modded anything here and I suppose editing classfiles is a huge amount of work.
I also realize for anyone being deaf text messages are priceless.
This mod is clearly something very big with regard to immersion.
I tested it with a Sinai campaign yesterday and got constant info on enemy bandits.

Cheers

Tom


Logged

shardana

  • member
  • Offline Offline
  • Posts: 850
Re: Ground Control Mod v 1.03
« Reply #29 on: January 27, 2011, 05:18:22 AM »

Just a question, maybe silly, Check.......... what if I would change a map with your gorgeous mod in order to have all my missions relate to it..... I mean I would like to change cannon's map putting your mod in it, but once for all and for all missions that I have..... is it possible to modify a map so that everytime I fly on it I get this mod? thanks and forgive me if I'm saying something really stupid... :-)
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1219
  • Dr. Frankenplane
Re: Ground Control Mod v 1.03
« Reply #30 on: January 27, 2011, 05:27:15 AM »

Well I'm flattered that you want to use this mod all the time :D

But I don't see how that's possible. One thing you could do is just add the objects you want in the places you want on a blank mission, then copy those object lines into the other missions you want to use it on. Unfortunately active objects like these (or smoke, lights, etc) can only be placed in missions, not on maps.
Logged

CWMV

  • Kalashnikov connoisseur
  • Modder
  • member
  • Offline Offline
  • Posts: 2706
  • A free people ought to be armed and disciplined.
Re: Ground Control Mod v 1.03
« Reply #31 on: January 27, 2011, 07:02:00 AM »

Another day another update, check above 8)

This one adds bomber gunners / wingmen (no sound yet Malone...) in two flavors - ones who will call out enemy fighters and ones who will call out ground units.
Oh my freaking god!
Ok im seriously going to have to go into some campaings and add this. I just cant keep playing without this since Ive been doing nothing but Nachtjagd lately.
now I have a reason to figure out FMB.
Logged

Whiskey_Sierra_972

  • Modder
  • member
  • Offline Offline
  • Posts: 6417
  • In memory of my beloved hero: Saburo SAKAI!
Re: Ground Control Mod v 1.03
« Reply #32 on: January 27, 2011, 07:06:47 AM »

Hi mate!

I'm sorry to haven't yet installed this beauty but after the last months of RL issue as I got some free time I got some HD trouble not yet solved that stell keeping me out of IL2!!

About the FuG radar operator , did it have a relative cone and distance from plane envelopment?

All the best for the award nomination....my vote 'll be surely for you!!!

walter
Logged

[URU]Fox

  • member
  • Offline Offline
  • Posts: 99
    • Escuadr
Re: Ground Control Mod v 1.03
« Reply #33 on: January 27, 2011, 08:43:57 AM »

Doesn't have conflicts with Zuti MDS at least at a class level. I'll test it better when i get home.

BTW, it's an outstanding idea, and a great MOD. Thank again!
Logged

SAS~Malone

  • flying as #46 with the FAC
  • Editor
  • member
  • Offline Offline
  • Posts: 14562
  • proud member of that 'other' site
Re: Ground Control Mod v 1.03
« Reply #34 on: January 27, 2011, 08:49:21 AM »

and yet again i feel i simply have to do this:


 8) 8)
Logged
.....taking fun seriously since 1968.....  8)

tonywizzz

  • member
  • Offline Offline
  • Posts: 63
Re: Ground Control Mod v 1.03
« Reply #35 on: January 27, 2011, 01:43:50 PM »

Brilliant absolutely brilliant, I am in awe, well done all involved, one of the very best additions. 8)
Logged
Pages: 1 2 [3] 4 5 6 ... 26   Go Up
 

Page created in 0.036 seconds with 25 queries.