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by Sireyn
Sat 24 Nov 2018 19:16
Forum: Modding
Topic: Aircraft ETA
Replies: 1
Views: 112

Re: Aircraft ETA

The easiest way is to open the NDF_Win, open gfx\everything, then search for "Airport". This will bring up the SupplyDescriptor that determines how fast the airport rearms aircraft. Fortunately, this reference is only used by the airport, so you can edit it without creating anything new. h...
by Sireyn
Wed 14 Nov 2018 05:56
Forum: Modding
Topic: Modding Questions Thread
Replies: 1547
Views: 121169

Re: Modding Questions Thread

Hi guys! Is it possible to increase the number of slots in the airport? From 9 to... 15-18, I guess? Note: I mean airport slots in battle, not aviation slots in deck. I don't believe so, but I'd be happy to be proven wrong. Is it possible to load A-10A Thunderbolt with bombs without dismounting Mav...
by Sireyn
Thu 25 Oct 2018 04:06
Forum: Modding
Topic: Modding Questions Thread
Replies: 1547
Views: 121169

Re: Modding Questions Thread

Thanks for the info, I will try a bit more. But perhaps you can help solve me another mystery? I tried to increase the range of missiles on planes with no results. I thought it could be because of line of sight, so I increased the altitude of the aircraft, but that only made it worse. To specify - ...
by Sireyn
Mon 22 Oct 2018 21:15
Forum: Modding
Topic: Modding Questions Thread
Replies: 1547
Views: 121169

Re: Modding Questions Thread

Wouldn't that duplicated turret have separate ammo? 8 normal missiles and 8 anti-sead seems kinda op I meant that you could add a second TMountedWeaponDescriptor within the existing turret. Regarding ammo counts, you can assign whatever weapons you want to whichever SalvoStockIndex you want. When y...
by Sireyn
Mon 22 Oct 2018 17:35
Forum: Modding
Topic: Modding Questions Thread
Replies: 1547
Views: 121169

Re: Modding Questions Thread

I'm sure everything is filled correctly. Perhaps flakpanzer and tunguska gun behave differently. I tried rather radically to replace its gun with ciws from udaloy ii. It seemed to work more or less, but I guess SEAD missile just flies too fast - there were barely any time to lock on it and shoot do...
by Sireyn
Mon 22 Oct 2018 14:05
Forum: Modding
Topic: Modding Questions Thread
Replies: 1547
Views: 121169

Re: Modding Questions Thread

I meant that I tried exactly what you did. I gave the Flakpanzer an anti-projectile range on its main gun, added a damage module to the SEAD missile, set its InGeoDb to true, and added the two UInt32 flags. I would double check to make sure you filled in the data correctly. If it is, then could you ...
by Sireyn
Mon 22 Oct 2018 00:49
Forum: Modding
Topic: Modding Questions Thread
Replies: 1547
Views: 121169

Re: Modding Questions Thread

Is it possible to intercept SEAD missile CIWS style? I tried to do the following to Tunguska-M guns and Tornado ESR missile AGM88: -set porteemaximaleprojectile for tunguska guns ~200k (got [def] in armory) and InterdireTirReflexe to true (not sure what for) -added for sead missile new module "...
by Sireyn
Sun 21 Oct 2018 23:08
Forum: Modding
Topic: Question on modding missiles
Replies: 4
Views: 560

Re: Question on modding missiles

Thank you for confirming that it works. I wonder if the invisibility has something to do with the way units are spotted. There might be a flag you can add that allows a unit's Scanner module to work against missiles. https://forums.eugensystems.com/viewtopic.php?f=187&t=42266&p=1032526&h...
by Sireyn
Tue 16 Oct 2018 06:52
Forum: Modding
Topic: Wargame: Airland Dragon
Replies: 106
Views: 20436

Re: Wargame: Airland Dragon

Thank you for your reply! Hm, you have a point about the T-72BU pricing. Glad to hear you've adjusted the price of the T-55AH. Now that I've looked into it a bit more, the Finnish T-55M Matti could get a 5 pt price increase as well, since its stats are identical to the Merida except it has 1 more A...
by Sireyn
Mon 15 Oct 2018 14:36
Forum: Modding
Topic: Question on modding missiles
Replies: 4
Views: 560

Re: Question on modding missiles

That is a very interesting question, but I don't know if its possible. You should find something with a stealth rating and copy it's Visibility module to the missile's TUniteDescriptor's module list. I don't think missiles are spotted in the same way as normal units because you can see its model wit...

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