IKAROS Theater v4.1.0
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Thanks a lot, also for your time to answering me, Raptor.
With best compliments again and regards,
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Apologies if this is the wrong place or if these issues have already been raised; I just thought it best to mention just in case.
- AI are not taking off from several airbases; instead they just drive around in circles on active. I’ll get the names of the bases later. (EDIT: Araxos is one of them I believe.)
- Empty equipp-able pylons (cool feature!) are showing in the SMS as weapons.
Using the TE DB in Ikaros Settings.
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Plz see first post regarding the airbases.
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Plz see first post regarding the airbases.
Thanks Mystic. I saw that but I thought it meant that all other bases were generic; I hadn’t realised there were problems as this is the first time I’ve used Ikaros
Thanks!
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How to choose the Turkish side in the campaign?
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I found another problem: Dogfight mode furball doesn’t count correctly points. Every aircraft downed counts backwards to minus, so a furball match never ends……
Ok, it’s a small prob, I can dogfight in Korea instead of Agean sea, there the counter works correctly. -
To be honest, we haven’t look Dogfight mode at all. We rarely use it. We will check it next time.
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Thanks.
Meanwhile I switched NATO and Hellas to allied parties with Mission Commander. In fact both are set to enemies at war by default in Hellas Theater which is very strange and should be changed for those who don’t use MC. Now it’s possible to leave the carriers NATO and fly mixed sorties/squadrons from them. Even with MC it wasn’t possible to sail the carriers under Greek flag as working landing objective, because owner changes in objective list weren’t saved correctly, the carriers always stay NATO with MC.
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You can play with relations in campaigns, but for TE everyone should be at war with each other, otherwise you might have issues.
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Has anyone reported TGM-65* not coming off the rails yet? Seen it with D model at least.
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That is correct, the TGM’s are modeled not to be fired at all as per real, so only used for proper targeting. There are some internal requests to model all the captive weapons just like the current a2a weapons, fully working but no damage on target/impact. Maybe we will go this approach in next release.
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That is correct, the TGM’s are modeled not to be fired at all as per real, so only used for proper targeting. There are some internal requests to model all the captive weapons just like the current a2a weapons, fully working but no damage on target/impact. Maybe we will go this approach in next release.
Thanks for clarifying Raptor.
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First of all, I would like to thank both the devs of BMS and of Ikarus for giving us such an amazing sim and such an amazing theater, respectively. That having been said, I would like to ask a question (which might be stupid, but I can’t seem to find an answer to). I have created a small TE using a flight of 4 HAF F-4 AUPs to act as a main strike package against Dalaman AFB. I have armed each aircraft with two GBU 24s (among other things) and tried to fly the TE. Now, the F-4 AUP can carry a Lantirn pod (at least in the sim, and I also think in RL too) but I can’t seem to find the DED in order to set the laser to COMBAT mode. I am not even sure that the actual aircraft has a DED in real life, so I wouldn’t be surprised if the aircraft doesn’t have one in the sim either. If that is the case, how do I set the laser to COMBAT mode in order to release my bombs? I now I can RTFM but I already tried to and wasn’t able to find an answer. Perhaps I gave up to easily but still I don’ t think that there may be a keystroke that toggles between the laser modes, is there? Anyway, any help would be appreciated and once again I would like to express my gratitude to all the devs involved with this amazing sim and theater. I hope to see new versions of the theater with even more campaigns and stuff in it.
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First of all, I would like to thank both the devs of BMS and of Ikarus for giving us such an amazing sim and such an amazing theater, respectively. That having been said, I would like to ask a question (which might be stupid, but I can’t seem to find an answer to). I have created a small TE using a flight of 4 HAF F-4 AUPs to act as a main strike package against Dalaman AFB. I have armed each aircraft with two GBU 24s (among other things) and tried to fly the TE. Now, the F-4 AUP can carry a Lantirn pod (at least in the sim, and I also think in RL too) but I can’t seem to find the DED in order to set the laser to COMBAT mode. I am not even sure that the actual aircraft has a DED in real life, so I wouldn’t be surprised if the aircraft doesn’t have one in the sim either. If that is the case, how do I set the laser to COMBAT mode in order to release my bombs? I now I can RTFM but I already tried to and wasn’t able to find an answer. Perhaps I gave up to easily but still I don’ t think that there may be a keystroke that toggles between the laser modes, is there? Anyway, any help would be appreciated and once again I would like to express my gratitude to all the devs involved with this amazing sim and theater. I hope to see new versions of the theater with even more campaigns and stuff in it.
Real aircraft does have DED… For now in the sim you can only see the ded in the HUD display as there isnt any AUP cockpit unfortunatelly you can find the Laser settings in the “list” pages of the DED.
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Real aircraft does have DED… For now in the sim you can only see the ded in the HUD display as there isnt any AUP cockpit unfortunatelly you can find the Laser settings in the “list” pages of the DED.
First of all, i 'd like to say thank you Manos for your immediate response to my question. I followed your advice and used the keyboard Shift+H keystroke to make the DED appear on the HUD and then the numpad keys to implement its various functions. This way I was able to use the GBUs properly. I wish one day someone would come up with a functional AUP cockpit for the F-4, but either way your solution also works just fine. Ευχαριστώ φιλε. να 'σαι καλά.
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So, I have a question regarding the skins of the M2000 EGM/BGM and M2000-5 of the HAF in the Ikarus theater. I used these aircraft on several TEs that i have created (nothing much, just simple engagements) and I cannot get them to appear in HAF skins; they always appear in French Airforce skins, even though I use the Change skin button on the loadout page when loading the aircraft with weapons. I have read in the camo.cfg file that all I have to do is change the number 0 ( i.e 1 331 0) for the actual number of the HAF skinsets , which I can get from LOD editor, in order to get these skinsets to be applied to the corresponding aircraft in the theater. I also downloaded LOD editor and tried to use it but I came up with nothing, since I don’t want to do anything to screw up my database. So I just “opened” the aircraft skins using the skinset viewer and that’s about it. My question is how do I find which number corresponds to the HAF skinset for the two versions of M2000 in the HAF, using LOD editor? I understand that it is probably an extremely dumb question for someone who has used LOD editor before, but for someone who runs LOD editor for the first time it is a daunting task, since any mistake could screw up the entire database. I also watched a couple of videos on youtube about LOD editor, but they were mostly about installing new skins and couldn’t find anything helpful (or maybe it was there and I missed it). So if someone could help by either explaining how I could find out the correct skinset numbers with LOD editor or by simply telling me what these numbers are, I would really appreciate it. Thanks, in advance to anyone who may try to help me. Also, if my understanding of the procedure for setting the proper skinsets in camo.cfg is in any way mistaken please do correct me.
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Hi m8, help incoming!
What you need to do IS:
- Create and save the mission, then exit BMS.
- Open Mission Commander, find and open the mission file.
- Go to 3rd tab “Units” and press the 3rd button “Squadrons”.
- In the (aircraft type) “Name” find the squadron you desire and double click on it, another window will open.
- In the “Squadron Name” manually write the number of the real squadron you desire. E.g. for HAF Mirages are the 331 (using the -5 model EGM/BGM) and 332 (for the older variant). Note the “Default Skin” etc below values changing just on the right to reflect the camo.cfg settings. You can cross-check skin & aft model through the two buttons bellow.
- If you desire, you can also change the “Squadron Patch” on the left, use the arrows to find the appropriate real patches (for M2K’s are the #1 & #2).
- Hit “Apply” on the bottom right, that window will close and return to previous.
- Hit “Save” on top right to save the mission with the new assigned skinsets setting.
- Exit MC and go fly.
Extra info about LE, on how to view skinsets a model is wearing: (this is informational, is not required for Icarus Theater since all the planes in interest are already predefined in the camo.cfg file, on the bottom of it you can read some more info about the assigned squadrons/countries/versions etc).
- Open LE, find a plane model and hit 3-D Viewer.
- When viewing the plane on the new window, click keyboard Space, a smaller window will appear.
- Click to expand “Display”
- On the “Texture Sets” write the number of skinsets the model uses. (You can check how many sets the model has in “Normal” > “Texture Sets”).
- On the “Use Set” bellow write or play with the arrows to view each skinset on the model.
- Esc to return back anytime.
Remember that numbering starts from 0, so 1st set is 0, 2nd is 1, etc etc.
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Ok, first of all Raptor thanks for the help; it was really something that I could never have come up with by myself. So, this is what happened when I followed your instructions and used Mission Commander. I did exactly like you said and the skins didn’t change at first. BUT when I used the “Change Skin " button on the loadout page the skin changed to the correct one in both the loadout page and in the 3D word while flying. So I am assuming that your solution requires that I edit each TE with Mission Commander first and then change the skin in the loadout page, which is quite easy and simple actually.
However I am confused about something that I read in the camo.cfg file in the Ikaros Theater, where it says the following:
_” Camouflage override feature. Now is possible to override default texture set computation and specify exact texture set for sqadron via txt cfg file called camo.cfg in campaingn/save folder (each theter can have its own)Format of camo.cfg:
First line is number of specified sqadrons (max 256). Add 1 on the total for each line you write below it.
Then each sqaudron is defined on 1 line by 3 numbers.
First number is Team ID. For Ikaros Theater 1 is Greece, 2 is Turkey, etc. Check Mission Commander for the rest numbers / countries ID’s.
Second number is Squadron Name. This must be a number, most likely the real Squadron number.
Third number is the desired texture Skin Set for the Squadron. Check the corresponding 3D model on LodEditor to determine and arrange the Skin Sets as appropriate.
Note: Skin Sets is counted from 0."_The way I understood all that was that if I changed the skinset number for these aircraft in the camo.cfg file from 0 (default value) to 5 (which seems to be the correct skinset from MC) I would get the correct skins in the game for all TEs and campaigns regardless of any additional processing with MC or any other software. This apparently has not been the case, so was I wrong in my original understanding of the quote in camo.cfg, and if yes, what does that quote really mean ? Anyway, you already provided me with a more that adequate solution to my problem which seems to be working perfectly, so my interest in this is now simply out of curiosity. Anyway, once again thank you for your answer and keep up the great work with this amazing theater that has so much more to offer ( I would really love to see some HAF A-7s someday in the future and I can only hope for a cockpit for the A-7 too :D, but I guess the devs know best and I have absolute confidence in them).