Kurile Island conflict 1.0 for BMS 4.33
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Just downloaded and read your manual. You give me far too much credit, Chuckles. All I’ve ever done is dabble with .cam files. What you and the team have done is leaps and bounds above anything I’ve ever contributed.
Thank you very much for your kind words, but the hard work rests upon the you all. Great job- I look forward to giving it a try soon.
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I encountered another CTD when entering 3d world, seems a random case…no CTD in following campaign for days.
Blue starts offensive on day 1 2320, red GUs are hammered intensively by “add package” increasing pre-cas sorties from f16. A10,fa18a/d and choppers. Barcaps are set manually between Hokkaido and kurile to intercept red attackers.
The blue ground offensive order continues to day 3… Blue GU movement is limited…I did not control GU movement yet.
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I ran the cold war campaign till Day 6 and decide to stop.
first I try not to touch GU movement, I just work hard to wipe out all Red GUs on Hokkaido around day 1-4, then wait blue GU moving north to capture Wakkanai.
Blue GUs showed very limited movement - so I take the control from HQ AI, order some units moving north on late day 4. my touch probably exposes some bugs in NW road network of Hokkaido…all bridges are intact, but roads to Wakkanai are broken. No wonder no GUs can move north.
The broken road network, may due to missing bridges, obj-linking, incorrect tile type, or crazy values of “moving cost thru the road/terrain elevation”.
to check the road network bug, you may set up a TE, place some GUs and order them to run thru a road at 64x time compression.
=> I do some GU test, confirm the road network is broken. in TE,
uncheck GU controlled by HQ, the goal circle cannot be moved, or cause CTD after seconds. only few short, broken routes are usable. -
Do I need the F-2A texture package and skins for this theater?
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CCC, I will take a look at the terrain and cam paths and see where the network is broken. I’ll do a bunch of 2d world tests once a get a possible fix. I will add that to the next 1.1 update.
Do I need the F-2A texture package and skins for this theater?
ATM, Kuriles does not include this aircraft or skins. If there is a JDF F-2A skin that fits on the default BMS f-16, please pm me and I will add it to page one downloads.
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I did some troubleshooting last night and this morning. it looks like the terrain types created high movement costs for ground troops. Using terrain editor, I changed the terrain type in Hokkaido to plains. As you can see, the ground movement is much better in Kuriles:
I ran the 2d clock in 16x. Without any change to the priorities, I used the set by HQ tab, I won the campaign in three days. Here is a picture of Wanneka. As you can see, the blue dot means the city is now occupied by NATO equipment.
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Hi Chuckles,
Good work on this Kurile theater, the map layout and campaigns make for a very different and intense experience.
Remembers me a lot also of the Panama theater.
Did have some strange issue while browsing the tactical reference, my windows system almost stalled completely after selecting the F16 aggressor (blue camo), dont know yet if this is also in stock Korea, but I can imagine that in 3d world this could lead to serious hickups?
Also hope you can find something to show weather info in briefings.
Again great work and I have been testing the first ‘old style’ campaign now for some time without major show stoppers.Cheers Obi1
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Great!
Adjusting move cost is ok, better make sure all road network open and complete…
A good road network system makes following campaign variants work properly.
You may test in 2d with 64x time compression, place several GUs under your control, let them move thru different routes…should speed up the work. -
CCC, I took a good look at the ground paths as well as the cam file links. All of the ground paths are correct and without breaks. The camp file links have minimum (5) movement costs. Ran the campaign in 64X for all three scenarios. Everything proceeds smoothly with a win on Day 3. I will try to address the weather briefing issue and then release a full version with the included updates.
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Update 1.0A
Changelog:
Updated terrain tiles type to plains in order improve movement of ground units.
Changed Weather.ini coordinates in order to better match theatre location.Mediafire link on page one updated to include latest full version 1.0A. Ground units should now move smoothly across the map. Static test show that campaign win will occur in 3 days. Human flying will greatly reduce time required to win campaign. Patch only changes weather and terrain tiles. No changes are made to campaign files so in progress campaigns should not be affected.
While the weather.ini fix corrected some issues, the blank weather briefing page is still not corrected. Both Kuriles and the Nordic Theatre are affected by this issue, If anybody has a fix, please pm or post a message in the thread.
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I just went for a familiarization flight in this theater, 3rd campaign, day 1 9:02, F-16 52CM, doing a RAMP start.
BMS locked up when I requested QNH from the tower (Monbetsu AB). The sound was still playing, but everything else just froze and I had to kill the BMS process using the task manager (win7 64 bit, BMS 64 bit as well).
I’ll try a taxiway start next and report back.
All the best, Uwe
EDIT: Committing to taxi worked, I was able to take off in an emergency scramble, however this time BMS locked up while I was airborne with my wingman declaring “engaging 7 o clock low” (again I had to kill BMS via the task manager). Other theaters work fine without any lockups. Is anyone else experiencing this?
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hmm…my campaign cannot win with latest update.
first campaign, i wiped out all red GUs and naval ships around day 2, from day 3 on no serious red threats… ground posture on major offensive, no GU movement thru day 3.
I re-started another 1st campaign for test - run at 64x. blue GUs have limited movement and always choked at some spots to Wakkanai.
unchecking “set by HQ” cannot force them move further north…they just cannot cross choking spots along east and west coast road of northern Hokkaido, not via mid course either. -
CCC, I’ll take another look at the ground paths in the map.
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A question to the devs: is there a way to add weapons to Mud Moving IA F-16? The mission starts with the Viper bereft of all weaponry… It’s OK in the Fighter Sweep variety, though. TIA
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There is a m file missing from campaign folder. it will be added to a future update but I will post a link to it in a second… or just copy all files that have IA (Instant Action)from original KTO to Kurile Campaign folder
The m file has the starting load out info for moving mud. just like the f file has the dogfight load outs. I think it got deleted on accident or wasnt needed in 4.32.
here is an M file it goes in add on Kuriles/campaign folder
https://www.mediafire.com/?bwm44eehm6h6nkc
this is the file you would adjust with a text editor if you want an even load out too. instead of a different weapon on each pylon.
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Done. Everything is fine with the m.ia file added. It contains the loadout I was after. Thanks again!
Oh, btw, this theatre looks very nice when the season is set to fall. Just my vho.
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Great work Chuckles, SO many thanks and kudos to you!!!
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Update 1.1
I want to give a big thanks to Malc for coming forward and spending the last month rebuilding the terrain along with the cam files. He has cured stability and ground movement issues. Kuriles’ three campaigns can now be won within 2 days. Also, another big thanks to Starrats who joined with me and coordinated the work done by Malc and his own personal fixes so that we had one stable release. Finally, I also want to give a give a really big shout out to CCC1TW for beta testing this release.
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Great job!
Big thanks to dev working on this mod - I am very happy with ground war result - GU controlled by AI can move to capture Wakkanai in the end.
in my beta test, I add aircraft package to do more BARCAP - prevent red attackers to hammer my GUs. and add pre-CAS package to help wiping out Red GUs/protect blue GU spearheads.
if you don’t add ac package, the campaign will run longer to win - just watch out your precious GUs.I am now in first campaign again, fly for Red side. it’s hard to face blue air power in the beginning… once you add lots package to wipe our carrier group and disable all blue key airbases… life gets easier on day 2. Red GUs now heading south heheh.