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RE: Focke-Wulf mod v1.14

Posted: Tue Aug 25, 2015 9:22 am
by Turner
I can't believe how they have messed up the locations (positioning) on the map. To a european it's obvious that this game was coded by americans. [:D]

RE: Focke-Wulf mod v1.14

Posted: Tue Aug 25, 2015 2:33 pm
by warshipbuilder
Minor point, the txt files in 1.14 both read 1.13, so is it 1.14 or did you just not change the txt files?

RE: Focke-Wulf mod v1.15

Posted: Tue Aug 25, 2015 2:41 pm
by Turner
Just about to upload v1.15 then I'll take a break from this.

The changelog is simply cosmetic changes to airfield locations around Bremen, the positioning was quite backwards. Also name corrections (some, there are many more) and corrected airfield and industry locations around Graz-Klagenfurt-Steyr triangle. You'll see how it makes much more sense now, especially if you play Axis. If you're only playing Allies you'll at least enjoy bombing (more) historically accurate locations now. [:D]

Lots more can be done, but it's tedious work and I'm not sure it's worth the effort since we're on this old 2D map anyway.

Blue Skies!

RE: Focke-Wulf mod v1.15

Posted: Tue Aug 25, 2015 3:09 pm
by warshipbuilder
You could always make a new map [8D]

RE: Focke-Wulf mod v1.15

Posted: Tue Aug 25, 2015 3:13 pm
by Turner
v1.15 is up!

RE: Focke-Wulf mod v1.15

Posted: Tue Aug 25, 2015 3:19 pm
by Turner
ORIGINAL: warshipbuilder

You could always make a new map [8D]


There's the Feldgrau Map Mod I made, it's not perfect but almost. [:D]

Otherwise it's the 3D spherical map with correct navigation and 3D simulation of altitudes and intercept/combat angles, firing distances etc etc that I'm waiting for. It'll take time to make something like that but if you pay me I can do it... [8D]

RE: Focke-Wulf mod v1.15

Posted: Tue Aug 25, 2015 3:26 pm
by Turner
By the way, I'm still investigating how the game handles jet fighters. There may be a need to list them as ordinary fighters to work around some intercept issues. I see them slowing down to 200 mph when getting close to bombers, which is slow enough for B29s to outrun them (!) and is quite retarded regardless. The main weapon of jet fighters is pure speed, it's why they were built. Any intercept should make use of that speed advantage and it seems the ordinary prop fighters don't have this problem. It could be related to the R4M Orkan rockets, WGr210s, or doctrine used (bounce vs direct). Also I don't like the issue of not being able to switch a unit back from jets to props once they've converted to jets.

Just throwing that out there for the open discussion.

RE: Focke-Wulf mod v1.14

Posted: Tue Aug 25, 2015 4:46 pm
by AlterEgo
I really wanted to add the guided Ruhrstahl X-4 Surface-to-Air Missile system as a FlaK device, but since it is not possible to make it a delayed arrival, it's a no-go. AlterEgo do you know anything about what the possibilities are of making such a device delayed?

I'll investigate if it's possible.

RE: Focke-Wulf mod v1.14

Posted: Tue Aug 25, 2015 5:37 pm
by warshipbuilder
There's the Feldgrau Map Mod I made, it's not perfect but almost.

Ok I d/l'd it, I will see if fits with my vision of how things should look from my Allied pov.
It'll take time to make something like that but if you pay me I can do it...

If I ever win the lottery, you have a deal.[;)]
Also I don't like the issue of not being able to switch a unit back from jets to props once they've converted to jets.

Really? I didn't know that. I am assuming you are referring to Me-262 units and such. Does the same apply to Meteor and F-80 squadrins as well? I have yet to get that far in to a game and have them in my OOB.


RE: Focke-Wulf mod v1.14

Posted: Tue Aug 25, 2015 5:52 pm
by Turner
ORIGINAL: warshipbuilder
Also I don't like the issue of not being able to switch a unit back from jets to props once they've converted to jets.

Really? I didn't know that. I am assuming you are referring to Me-262 units and such. Does the same apply to Meteor and F-80 squadrins as well? I have yet to get that far in to a game and have them in my OOB.


That's a good question, let's find out!

RE: Focke-Wulf mod v1.14

Posted: Thu Sep 03, 2015 12:48 pm
by AlterEgo
ORIGINAL: Turner

I really wanted to add the guided Ruhrstahl X-4 Surface-to-Air Missile system as a FlaK device, but since it is not possible to make it a delayed arrival, it's a no-go. AlterEgo do you know anything about what the possibilities are of making such a device delayed?

Turner, I can't extend the device data structure with an extra delay field without loosing the
compatibility with the vanilla game.

The only way to include a delayed Ruhrstahl X-4 system is that I'll add the delay for this device
manually within my EDBTR_Launcher.
So you can use device 72 (not in use in the vanilla game) for it.
Just a suggestion...


RE: Focke-Wulf mod v1.14

Posted: Fri Nov 27, 2015 11:20 am
by solops
Am I correct in assuming that this mod is a continuation of the Focke-Wulf DB mod in another thread?

RE: Focke-Wulf mod v1.14

Posted: Fri Nov 27, 2015 11:27 am
by solops
Also, would there be a problem using this with Target v2? Both mods loaded at the same time?

RE: Focke-Wulf mod v1.14

Posted: Fri Nov 27, 2015 8:45 pm
by Mac Linehan
ORIGINAL: solops

Also, would there be a problem using this with Target v2? Both mods loaded at the same time?

Same question here. Good work, Turner!

Also- would this Mod work with Alter Ego's Mod?

Mac

RE: Focke-Wulf mod v1.14

Posted: Sat Nov 28, 2015 10:20 am
by simovitch
ORIGINAL: Mac Linehan
ORIGINAL: solops

Also, would there be a problem using this with Target v2? Both mods loaded at the same time?

Same question here. Good work, Turner!

Also- would this Mod work with Alter Ego's Mod?

Mac
One is a graphic mod, one is a database mod, and one is a game engine mod, so no conflicts there.[:)]

RE: Focke-Wulf mod v1.14

Posted: Sat Nov 28, 2015 4:26 pm
by Mac Linehan

simovitch-

Thank You, for your immediate help. Have not looked at the Target v2 Mod yet; but will do so and install all three.

Cricket Mac

RE: Focke-Wulf mod v1.14

Posted: Sat Nov 28, 2015 9:29 pm
by solops
What and where is the Alter Ego Mod?

RE: Focke-Wulf mod v1.14

Posted: Sat Nov 28, 2015 9:54 pm
by Turner
ORIGINAL: solops

Am I correct in assuming that this mod is a continuation of the Focke-Wulf DB mod in another thread?

That is correct.

RE: Focke-Wulf mod v1.14

Posted: Sat Nov 28, 2015 11:10 pm
by simovitch
ORIGINAL: solops

What and where is the Alter Ego Mod?
It's a mod created by a guy named alter ego that reverse-engineered the game using an injection dll programming/hack technique, fixing several issues in a matter of weeks that we waited for years from the developer to do.

here's the thread:ae mod

RE: Focke-Wulf mod v1.14

Posted: Sat Nov 28, 2015 11:23 pm
by warshipbuilder
here's the thread:ae mod

The d/l link is on page 5, post 133