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Mod Guide 3 - Comments, Questions, and Typos
Posted: Sun Feb 23, 2014 12:18 pm
by CapnDarwin
Folks I'm going to have a thread for each guide in order to catch any errors, typos, missed information, new info, requests, or anything else that needs to be added or fixed in the guide. Since we control these documents and can update periodically and release new PDF versions I want one place to gather the info and this thread is it!
Thanks for your help! [8D]
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sat Mar 08, 2014 12:55 pm
by JAS Gripen
You might want to check the mod guide links on the main forum page :
550 /pub/FlashpointCampaignsRedStorm/FPC Modding Guide 1 Maps and Map Values.pdf: No such file or directory
550 /pub/FlashpointCampaignsRedStorm/FPC Modding Guide 3 Artwork and Sound Effects.pdf: No such file or directory
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sat Mar 08, 2014 1:35 pm
by cbelva
I downloaded from them both yesterday.
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sun Mar 09, 2014 8:48 am
by JAS Gripen
link in Flashpoint Campaigns: Red Storm >> Mods and Scenarios
ftp://ftp.matrixgames.com/pub/Flashpoin ... ffects.pdf (works)
link in Flashpoint Campaigns: Red Storm
ftp://ftp.matrixgames.com/pub/Flashpoin ... ffects.pdf
Doesn't work. tried Firefox, IE and Chrome. Space is problematic in links.
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sun Mar 09, 2014 1:18 pm
by CapnDarwin
I fixed the front page message to not show the busted links and refer to ones that work. Thanks for the post.
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Tue Sep 02, 2014 5:53 pm
by SteveD64
I added the colored silhouettes to the Common folder (and deleted the black ones) yet the black silhouettes are still showing up. What could I be doing wrong?
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Tue Sep 02, 2014 6:38 pm
by CapnDarwin
The colored ones will show up in two situations:
1.) You make a new scenario.
2.) To see them in an existing scenario you need to load a scenario and run the Refresh sub-unit images from disk item in the View menu.
The sils and backgrounds get saved in the scenario file.
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Tue Sep 02, 2014 6:40 pm
by SteveD64
Beautiful, thanks!
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sun Dec 17, 2017 4:34 am
by delfosisyu
Hi, I started modding this game, today.
I have some questions about National Database.
1)Effective Range of tank gun affect its penetration value?
2)If I give Tank Gun Tanderm Warhead(TW) ability, is its APFSDS going to ignore ERA?
3)Does ACM(Active Protection) work for the units to intercept heat warhead? I heard it doesn't.
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sun Dec 17, 2017 10:42 am
by CapnDarwin
Let me see if I can drop some quick answers.
1). Effective range set the base point for the pen value in the data (value is scaled up or down depending on actual range to the target) and is also the inflection point for setting the base hit chance curve for the gun. While you could make some small adjustments to better capture muzzle velocity, making large changes will break the curve leading to unrealistic ballistic weapon performance.
2). This one will require me to look at the code. I'm not sure how that special will work with a tank gun off the top of my head. Give me a couple days to pull that answer. I'm heading out of town shortly for a funeral service for a good friends mother.
3). ACN, GSR, and I cat think of the other are listed but not hooked up for use in Red Storm. The listing in the manual should note those not in use right now.
Hope that helps.
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sat Sep 01, 2018 9:33 pm
by delfosisyu
1)So AP for Kinetic round is value at 0 meter range?
RE: Mod Guide 3 - Comments, Questions, and Typos
Posted: Sun Sep 02, 2018 12:30 pm
by CapnDarwin
At zero meters you will be at max AP pen based on Pen value and effective range combination as set by extrapolation of our curve formula.