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Soviet ScudB's too powerful

Posted: Tue Dec 08, 2015 9:02 pm
by JPFisher55
I am playing the "Next War 79" scenario as the NATO player. The Warsaw Pact Scuds are destroying my air force.

In the Persian Gulf War, these missiles were virtually useless since they had a CEP of more than one mile. Few fired by Iraq
hit their intended target.

I hope that TOAW IV corrects this error.

RE: Soviet ScudB's too powerful

Posted: Wed Dec 09, 2015 7:14 am
by Oberst_Klink
ORIGINAL: JPFisher55

I am playing the "Next War 79" scenario as the NATO player. The Warsaw Pact Scuds are destroying my air force.

In the Persian Gulf War, these missiles were virtually useless since they had a CEP of more than one mile. Few fired by Iraq
hit their intended target.

I hope that TOAW IV corrects this error.
What version/patch are you using? Unless the Scuds target your airfields, how else can they destroy your air-force?

More data needed.

You always can check out and apply the WW3 equipment database some chaps tweaked and corrected.

Klink, Oberst

RE: Soviet ScudB's too powerful

Posted: Wed Dec 09, 2015 1:22 pm
by JPFisher55
Yes, the Scuds are targeting my airbases. In the Persian Gulf, Iraq targeted US airbases with Scud B's. They seldom hit an airbase.

I'll try one of the modified WW3 databases that you mentioned. Thanks.

RE: Soviet ScudB's too powerful

Posted: Wed Dec 09, 2015 2:18 pm
by Tcao
You can use equipment editor to reduce Scud's anti-personal value

RE: Soviet ScudB's too powerful

Posted: Wed Dec 09, 2015 2:21 pm
by Oberst_Klink
ORIGINAL: JPFisher55

Yes, the Scuds are targeting my airbases. In the Persian Gulf, Iraq targeted US airbases with Scud B's. They seldom hit an airbase.

I'll try one of the modified WW3 databases that you mentioned. Thanks.
There you go...

fb.asp?m=3552136

Klink, Oberst

RE: Soviet ScudB's too powerful

Posted: Wed Dec 09, 2015 8:35 pm
by JPFisher55
Klink, thank you for your replies. I downloaded the last modern equipment database. Then, I created a folder in my graphics folder under the same name as the next war 79 scenario that I want to play since it lacked a folder in my graphics folder. Then I copied the downloaded modern equipment database into the newly created folder. This did nothing when I tested. So I renamed the equipment file to the same name as the scenario with the .eqp extension. This did nothing. So I downloaded and used an equipment editor to reduce by 90% the AP value for the Scud B missiles, but this did not work.

What am I doing wrong? Thanks.

RE: Soviet ScudB's too powerful

Posted: Thu Dec 10, 2015 9:23 am
by Oberst_Klink
ORIGINAL: JPFisher55

Klink, thank you for your replies. I downloaded the last modern equipment database. Then, I created a folder in my graphics folder under the same name as the next war 79 scenario that I want to play since it lacked a folder in my graphics folder. Then I copied the downloaded modern equipment database into the newly created folder. This did nothing when I tested. So I renamed the equipment file to the same name as the scenario with the .eqp extension. This did nothing. So I downloaded and used an equipment editor to reduce by 90% the AP value for the Scud B missiles, but this did not work.

What am I doing wrong? Thanks.
I forgot to point out that using an existing scenario and replacing the standard .EQP file ain't work. A scenario has to be created with the modified .EQP file in order to use/show the modified equipment in question.

What you can do is to modify the standard .EQP, e.g. the values for the Scud B missile. You do use Andy's equipment editor I take it? That should do the trick, but the modified .EQP with the adjusted Scud B values will be used by all other scenarios, too. What version of TOAW III are you using btw? The latest 3.4.19?

Regarding the scenario; best bet is to ask Bob Cross himself. I am sure he's more than happy to shed light on your questions. His website:

http://crossrl1.wix.com/my-toaw-site#!t ... -1979/cekq

Klink, Oberst

RE: Soviet ScudB's too powerful

Posted: Thu Dec 10, 2015 2:16 pm
by JPFisher55
The only equipment editor that I found cannot modify the standard equipment file. It can only modify the equipment file used in certain scenarios. I'm pretty sure it is Andy's program.

So I used the force editor in the scenario editor to lower the number of the Scuds to about 1/9 in the original scenario. This worked pretty well when I tested it. Destruction of aircraft when airbase was bombarded by these scuds was substantially reduced.

RE: Soviet ScudB's too powerful

Posted: Thu Dec 10, 2015 2:59 pm
by Lobster
ORIGINAL: JPFisher55

The only equipment editor that I found cannot modify the standard equipment file. It can only modify the equipment file used in certain scenarios. I'm pretty sure it is Andy's program.


Right, to modify you have to make a copy and rename it. Then you can modify it and save it with the name of the scenario you are using it for or give it some other name. I thought TOAWIII Equipment Editor came with TOAWIII.

Oh, that makes me wonder if it works with TOAWIV. I'll ask in that forum.

RE: Soviet ScudB's too powerful

Posted: Thu Dec 10, 2015 4:27 pm
by Curtis Lemay
I'm not sure what basis there is for changing the AP of the Scuds - but then I'm no expert on that subject. Just remember that the scenario has half-week turns, so it represents a lot of Scuds being fired over any given fire mission. Quantity has its own quality as they say. I also don't know if you can judge Soviet use of Soviet equipment by the example of Iraqi use of it.

Regardless, at some point the game usually goes nuclear - that's when the Scuds become deadly.

RE: Soviet ScudB's too powerful

Posted: Thu Dec 10, 2015 4:33 pm
by JPFisher55
Thanks Lobster, renaming the equipment file opened it to Andy's editor. Then I edited and changed the name back to its original. Then, I had to changed the numbers of scuds back to the original and everything worked.

RE: Soviet ScudB's too powerful

Posted: Tue Dec 15, 2015 2:55 pm
by josant
I think that decrease the AP value with the editor is not a solution. The scud B has a payload of more than 900kg of TNT (very good), but his CEP (accuracy) is very bad so I think that for toaw IV the AP combat must be reworked and must include an accuracy variable (like in the AT combat who have the targeting system from none to targeting++++).