Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 6 ... 10   Go Down

Author Topic: Command and Control Mod v 2.0 (C&C + randomizers)  (Read 41181 times)

0 Members and 3 Guests are viewing this topic.

Des

  • member
  • Offline Offline
  • Posts: 4
  • Wlcome to il2.kupikolesa.ru
    • IL2 Full History Server UP2.01 + ServerMod
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #24 on: July 06, 2011, 04:11:13 AM »

In MDS 1.2 and others we can destroy radar stations. Is it possible here to destroy this objects to off them?
In the archive that I downloaded the file does not exist "add to stationary.ini" Also the UP 3 do not have a stationary.ini file
?? , ????? ???? ????????? ????? !
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1221
  • Dr. Frankenplane
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #25 on: July 06, 2011, 09:44:38 AM »

I'm not going to make them destroyable right now, it would make things too complicated and unreliable.

Try downloading the archive again, it should be in there. Make sure you get the main archive, not just the patch.

I'm not sure where the stationary.ini file is in UP3, but it must be in there somewhere...
Logged

redfox

  • Modder
  • member
  • Offline Offline
  • Posts: 374
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #26 on: July 06, 2011, 06:37:22 PM »

Great immersion mod Checkyersix.

Am I correct that only bombers trigger the Box and Fire objects, dive bombers (e.g. Stuka) don't seem to, and fighters don't trigger the Box object.

Cheers - Redfox
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1221
  • Dr. Frankenplane
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #27 on: July 06, 2011, 06:55:36 PM »

Yes only bombers trigger the Box and Fire objects. Box barrages were for use against large formations of heavy bombers.
Logged

gianluca

  • member
  • Offline Offline
  • Posts: 719
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #28 on: July 07, 2011, 05:06:11 AM »

quick question Check, using Dynamic Weather have I now to add [Mods] BestClouds, WorstClouds, DWInterval at the bottom of the mis.file (after of course having placed the object)?
it was not needed in the 1.11 C&C version.
thks in advance,
Gianluca
Logged

Checkyersix

  • Modder
  • member
  • Offline Offline
  • Posts: 1221
  • Dr. Frankenplane
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #29 on: July 07, 2011, 12:29:01 PM »

No, you don't need to add those, it will just use default values if you don't.
Logged

gianluca

  • member
  • Offline Offline
  • Posts: 719
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #30 on: July 07, 2011, 03:49:55 PM »

Roger!
Logged

Vepe

  • member
  • Offline Offline
  • Posts: 41
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #31 on: July 08, 2011, 06:54:41 AM »

Hi, I just downloaded this mod, and I´m just reading the readme and I have a suggestion for you.

Would it be possible to include some STOL planes like L-5, Storch or R-5 to the RESCAP object to simulate WWII era rescue ops?
Logged

Plowshare

  • Modder
  • member
  • Offline Offline
  • Posts: 639
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #32 on: July 18, 2011, 08:38:15 PM »

Checkyersix:

+1 on what Vepe said above - this would also set things up for if/when someone comes up with the Lysander and we could plant/evacuate spies, er, members of the underground (there were no spies were there?).

Also, could you extend the Dead Zone object to remove vehicles, trains and, ships? From what I've read the Random Ships and Random Ships2 may or may not remove ships. I have missions where the support vessels don't keep up with the Task Group and fall behind far enough to not be seen when the flying is over. This would reduce the load on the computer at a time when it could be used for the battles. Maybe a time delay to let the Task Group get out of range of the DZ?

Just thoughts...

Haven't used this mod yet - still adding the lines of text and moving them around into an order I find more logical for me. I'm especially looking forward to using the Storm Front object.

I'm confident that this mod will exceed my expectations as the last one did.

Bob

edit:

I just flew using the StormFront object. You've delved into this weather thing very well and have put in time delays and variable weather with user-defined parameters. Is there some way to incorporporate all of this into one step further - a storm cell. Can this current StormFront be reduced in radius to, say, 20km - just under 11 nautical miles? Could there be the inclusion of BestClouds as in Dynamic Weather?

What I'm seeing in my mind is a violent thunder storm cell that can be flown through or avoided. Or, in the case of the Battle of the Phillipine Sea, a storm that separates Japanese Forces "A" and "B" in Admiral Ozawa's Mobile Fleet on Tuesday, June 20, 1944.

As always, just thoughts...

Bob
Logged

Ala13_Kokakolo

  • member
  • Offline Offline
  • Posts: 27
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #33 on: July 21, 2011, 11:40:19 AM »

Hi CY6, I'm really enjoying this mod beyond believe, but one suggestion if I dare to say. I know this mod is intended for single mission but with a small change it will be possible to be used by coop players as well. Why not doing all objets colour dependant? I was trying to do a mission today of night bombing and I have just realised that if I place MONICA on the map both the german nightfighter and the british bombers will be feeded with information of any plane on their tail. This is a similar problem with the rescue objects. Both sides are feeded with info whatever the colour of the object. But this is not the case with all the objects, for isntance the CGI is colour dependant and only feeds the planes of the same side. If you make ALL objects color dependant it will be possible use them in coop missions with 2 sides. Cheers!!
Logged

BT~Teacher

  • member
  • Offline Offline
  • Posts: 152
    • Black Tails
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #34 on: July 27, 2011, 07:31:49 AM »

Is it possible to limit the number of artillery barrages? So like, instead of firing it for 1492 times, you could only fire it once or twice?
Logged

Kiosk

  • member
  • Offline Offline
  • Posts: 57
Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #35 on: August 19, 2011, 03:00:53 PM »

Works great in 4.09m ( w/ patch of course ) re-wrote zeuscat's excellent floatplane missions to incorporate random weather,arty(n),GCI,CWs etc. ( no more "spawn crashing" planes to simulate arty hits too ! )

- outstanding, oorah !
Bob
Logged
Pages: 1 2 [3] 4 5 6 ... 10   Go Up
 

Page created in 0.043 seconds with 24 queries.