Kurile Island conflict 1.0 for BMS 4.33
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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.
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Is this a good theater to run a CV/F18 with?
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Two things I’ve noticed. One, it freezes. With 1.1 it seems to take sometime before it freezes. The second, with 1.1 I’m getting a numbers for the airports. This isn’t the case for the other campaigns.
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Many thanks to Gavin for his kinds words, I was happy to help.
Many thanks also to ccc for his beta test and positive feedback, great to know the work was worthwhile.
Starrats and I are going to further improve the campaigns, units specifically, in the new year to hopefully iron out any lingering issues.
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Two things I’ve noticed. One, it freezes. With 1.1 it seems to take sometime before it freezes. The second, with 1.1 I’m getting a numbers for the airports. This isn’t the case for the other campaigns.
Would you be able to be more specific about these issues please? Perhaps screenshots of the numbers for airports, and descriptions of what’s happening when the freezes occur. Ta.
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Should existing saves work after updating to 1.1?
Also, does anyone have recommended LAT/LON coordinates for use with zygrib or similar realistic weather tools?
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Should existing saves work after updating to 1.1?
Also, does anyone have recommended LAT/LON coordinates for use with zygrib or similar realistic weather tools?
Existing saves won’t be compatible, far too much has changed.
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Would you be able to be more specific about these issues please? Perhaps screenshots of the numbers for airports, and descriptions of what’s happening when the freezes occur. Ta.
The numbers instead of airport names was in the New Millennium campaign. The freezes happen in that campaign also.
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another campaign report :
first campaign, fly RED side. RED side wins on Day 2 1125, by GU capturing Bifuka obj.
as Blue has strong air and land power in the beginning, I ordered some aggressive red spearhead GUs holding their advance or moving backward…waiting the result of opening air war.
At the cost of losing many fighter/attacker/bombers(by adding package), the only US carrier was sunk and most blue fighter/attacker bases was disabled…thus i established Red air dominance over Hokkaido.
i also added package to destroy all blue army bases - the choppers do lots damage to GUs!once most air threats disabled, all air power concentrated on pre-CAS, hammering Blue GUs, to open a safer way for red GUs… even so, ground war still happened at several hot spots - i added more pre-CAS packages to help GU breaking thru the blue defense.
of course i joined 3d world flying for critical AA/AG/Antiship missions…lots fun like intercepting A-10, shooting AH-64, CAS over ground war hot zone is really cool. as for antiship missions, AS-20 works nicely… but AS-6 causes CTD. AS-10 cannot boresight, AS-17A no working.
in short… the kurile mod works almost as good as default korea. great job.
PS - i do encounter freeze at 2nd or 3rd loading pie for twice… reboot, and no more cTD.
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Is this a good theater to run a CV/F18 with?
the carriers are set up right with radios and all have f18s that cat launch off if thats what you mean. old has f18a and the rest have Cs and new has the superhornets. so theres always a f18 option.
If you dont watch out though there are Russian Bears Launch a lot of cruise missiles at carrier group. I had lots of fun testing this.
wrongway–this is save1 millinum camp maybe you dont have the right save1 file somehow, but i will pm you after i check it out.
OK i see what you mean names show up on map view in tac-edit but squadron airbase shows like this the problem is I forgot to hit rebuild squadrons! ugh…. after i did it is right and looks like this sloppy mistake sorry Chuckles!
Here is same camp folder i just downloaded KURILE and hit rebuild squadrons on save1 and added M IA file for moving mud https://www.mediafire.com/?ip23vvh1hkc0fwu
this should fix my problem Wrongway pointed out.
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Hotfix 1
Here’s a hotfix for a minor issue with the Save1 cam files.
https://www.mediafire.com/?ip23vvh1hkc0fwu
Please extract and overwrite and files in your campaign folder located at:
X:\Falcon BMS 4.33 U1\Data\Add-On Kurile\Campaign
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one bug report -
in my last test campaign(the cold war),
- several red reinforcement GUs show up in the sea, outside NE coastline of northern Hokkaido. some GUs closer to coastline can move back on land. one in deep water can’t.
BTW the thread title should be V1.1 now.
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one bug report -
in my last test campaign(the cold war),
- several red reinforcement GUs show up in the sea, outside NE coastline of northern Hokkaido. some GUs closer to coastline can move back on land. one in deep water can’t.
BTW the thread title should be V1.1 now.
. hi ccc. i noticed this also and have a fix i think but i need to talk to malc about it. i need to check it out some more and pm him but it is posibly an easy fix with tile bin. i will get back to you after i talk to malc. cheers