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Old 12-05-20, 05:44 PM   #34
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by vdr1981 View Post
Not really...SH5 airplanes are equally incompetent on all veterancy levels...
So I thought lol

Quote:
Originally Posted by vdr1981 View Post
I'm pretty much sure that it can be done, why not? Even fishing boat can be made as AC, 3D model is quite irrelevant IMO. It's only a matter of CFG file and unit type...
Sure, but my idea was to keep the original unit types for correct ship usage within generic traffic. I don't think that air groups will be on any use in the .cfg file of a battleship, cruiser or merchant -type ship, but probably non one has tested that in SH5...

Quote:
Originally Posted by vdr1981 View Post
I may do one more test since I already have one mission wit AC in it but I'm not very optimistic...
Wait, now that you to rethink about it, I seem to remember that for that patch to work correctly carriers needed an extra bone to be used as spawning point for their aircraft, but don't quote me on that. It has been a long time since I had that conversation with TDW, but the discussion should be somewhere in TDW's patcher's thread

Quote:
Originally Posted by vdr1981 View Post
I'll take Azores AB again as an example. This airbase since it's active from 1943 (TP campaign) shouldn't be present in campaign files from TG, HT, WA and other campaign chapters prior the TP...And in TP campaign it should be active right from the campaign start...
That is reasonable anyway, there would be no point in having that base in early campaigns (thus increasing loading times and memory usage), if it won't be active.

Quote:
Originally Posted by vdr1981 View Post
That wouldn't be a safe solution IMO. It will cause problems sooner or later...
Why? Due to the way I want to set up airbases (according to their real usage by squadrons whose duty was relevant to naval warfare) there might be several gaps between an air group and the next one. Going by your experience, those gaps might cause problems similar to airbases whose first air group is inactive early on. My idea is to fill those gaps with "filler air groups". They would be identical to regular air groups except for the fact that they would include a small number of unharmed aircraft with a very limited range. I don't see why they should cause problems...

Quote:
Originally Posted by vdr1981 View Post
I don't remember all the trick I did to bypass these problems, it was several months ago, but I do remember that I had to carefully inspect all airbase layers from all the campaigns and set them accordingly. I also remember that I had to create new (clone) airbases in Final years campaign because of this but I dont remember exactly why...


You can download the archive and inspect the files for your self if you like, it can be opened with winrar or 7zip...
Yes, I would like to study your files, where can I download the zip version of TWoS?
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