large formations in campaign spawns - Page 3
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Thread: large formations in campaign spawns

  1. #51
    Just tried the tree mod I ETO 1.50 and while the trees look better, I get these dark angular shadows or patches appearing for several seconds in some places. Only unusual thing I noticed is that I don't have a hiresscenerysheet01.dds in my assets folder before enabling the mod (via JSGME - paths etc are definitely right).


  2. #52
    This is probably a result of the large texture size( 2.66mb). Remove the "hiresscenerysheet01.dds" and "scenerysheet01.dds" from the highres folder and rename "lowres_scenerysheet01.dds"(682kb) to "scenerysheet01.dds". The sim uses the "scenerysheet01.dds". I should have made this clearer when I released the mod. I am now also using the smaller texture.

  3. #53

  4. #54
    I'm busy testing some Bob campaign spawn edits. I've added 4 to 6 aircraft fighter escorts to all German bomber spawns and set bomber formation altitudes to between 10000 and 15000 feet. 20000 feet is probably more accurate but climbing there is an absolute pain in the butt. It would be great to have the campaign player waypoints set to 10000 feet instead of the current 17000 feet, though I cant see where to adjust this setting, I don't think it has anything to do with the british spawns. Maybe Daiwilletti can help with his extensive knowledge. Diving to the deck from 17000 feet to intercept low level fighters is almost suicidal. 10000 feet seems more workable.
    Last edited by rince33; May 21st, 2020 at 05:18.

  5. #55
    SOH-CM-2023 mongoose's Avatar
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    Have you ever looked at Ruff's (Wulfman) spawns to see if they are amendable to ETO and what you want for the campaign? As I am redoing them for Clive's BoB, I note he was quite a prolific spawn maker.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  6. #56
    Had'nt thought of that, I'll have a look at those spawns. Have you gone through the missions that I sent you and are you adding more aircraft to the spawns? I originally reworked the Ruff missions for eto and just removed the 3g aircraft facilities. I think I also manually removed the spawns from the mission files.

  7. #57
    SOH-CM-2023 mongoose's Avatar
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    Looked but not done anything yet as still working on his JG26 missions.

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  8. #58
    Quote Originally Posted by rince33 View Post
    Have a look at this as well, more natural concrete harbour texture.https://www.sim-outhouse.com/sohforu...OCKS-RETEXTURE
    With the trees fixed as suggested and this applied, things look much better - very many thanks!


  9. #59
    Quote Originally Posted by rince33 View Post
    I'm busy testing some Bob campaign spawn edits. I've added 4 to 6 aircraft fighter escorts to all German bomber spawns and set bomber formation altitudes to between 10000 and 15000 feet. 20000 feet is probably more accurate but climbing there is an absolute pain in the butt. It would be great to have the campaign player waypoints set to 10000 feet instead of the current 17000 feet, though I cant see where to adjust this setting, I don't think it has anything to do with the british spawns. Maybe Daiwilletti can help with his extensive knowledge. Diving to the deck from 17000 feet to intercept low level fighters is almost suicidal. 10000 feet seems more workable.
    Sounds good. As in the name of that film, Angels One Five (should really have been 'Fifteen') is about as low as any Controller would usually dare send the boys to, and some leaders tended on experience to add a bit to whatever height they were given. So if the Huns are coming in between 10 and 15 thousand, 17 thousand for player waypoints (instead of the 21,000 we get now) would be fine I reckon.

    Four to six for a close escort is very low, even if the intercepting RAF squadron is operating with 8 instead of the default 12. Would be better than none, as often now. But if feasible 8-12 would be better; better still if there is an occasional (c.10%?) possibility of no escort, and an occasional possibility (say also 10%) of the player's squadron having an 'escort' or top cover (something you often get in stock CFS3 campaigns). This would represent the practice of 11 Group engaging a raid with multiple squadrons, initially intercepting independently (with whoever arrives first often 'stripping away' the escort) or later in the Battle, per Park's revised instructions, trying to get paired squadrons into action. Most main fighter bases accommodated two sometimes three squadrons, one issue if trying to operate as a pair being that each squadron operated by default on its own frequency and unless specially organised (which would have required exceptionally good radio discipline, especially after a contact) one squadron could not speak to others, at least on the TR9D HF radios used for most of the battle which had one frequency for ground control, and one other for Pipsqueak (radio direction finding used to plot the position of fighter squadrons, in the absence of true radar-based IFF which came later and was no use overland as the CH stations looked out to sea only. But I digress...)

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