Vietnam Theater
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Right now we are not working on the theater. Let’s ask the team if thay have time to work on it… Check your PM’s guys
Pilots like me with no expertise in modding or building campaigns would greatly appreciate the effort. As one of the people late to the tester party last time, I for one would be happy to tip my hat into the ring on a 4.34 tester program if needed. Give me a to-do list and a test build and I’ll get cracking when I can
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Gentlemen, is work being done on the theater?
Every day I hopefully go to this thread. -
Gentlemen, is work being done on the theater?
Every day I hopefully go to this thread.Me too!
I use Visualping to monitor this thread. It checks it every day, and when there is a change it tells me and I immediately click it to check -
+1
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Currently there is not a team working on the Vietnam Theater to be available in 4.34. It is however fully functional in 4.33.
If this is wanted we/you can gather our talents and bring this one for 4.34: What do you pilots think? It’s a community project: so it’s us that’s making this not some distant hidden team of builders waiting for the phone to ring We released this to the community so feel free to take the lead
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i don’t think 4.34 Vnam could be done in short time.
stay with 4.33 Vnam, or try this 4.33 DB update sample for fun.
http://www.mediafire.com/file/hn33id2vj3agkdf/DB_Edit%253DAdd-On_Vietnam.zip/file
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I would greatly appreciate a port over to 4.34, IFF etc would be handy, as would just having newer more updated models (especially 3D troops!)
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i don’t think 4.34 Vnam could be done in short time.
stay with 4.33 Vnam, or try this 4.33 DB update sample for fun.
http://www.mediafire.com/file/hn33id2vj3agkdf/DB_Edit%253DAdd-On_Vietnam.zip/file
does this make your existing vietnam campaign work with .34?
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no. just DB upgrade for 4.33.
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I would greatly appreciate a port over to 4.34, IFF etc would be handy, as would just having newer more updated models (especially 3D troops!)
did they had iff in nam???
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did they had iff in nam???
IFF, in one form or another, has been around since the 40’s so yea . . .
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True but must not have been considered very reliable or widely used considering the ROE required visual id of aircraft to avoid a blue-on-blue…
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True but must not have been considered very reliable or widely used considering the ROE required visual id of aircraft to avoid a blue-on-blue…
IFF would still have needed Visual ID were it used.
in 1972 they did get something better called Combat Tree……a bit like IFF but it directly interrogated the MiGs SRO transponder instead. So a response from this was almost a guarantee of a MiG and they did get some BVR kills. But even here they still had to ensure there were no friendlies in a certain distance of the target.
Even so despite the accurate reply most CombatTree use still needed Visual ID from what I have seen. -
Well, Gentlemen… we have just got the ‘light’ version of it, as seems.
Now, it’s time perhaps to have it refined and some work for campaign creators, I guess…
With best regards.
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So… Is it possible to add the objects from the 4.33 Version? Now i mean with the rest of the job done at least…
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Ill post here as well maybe some of the gurus of the theater will help. Im trying to make a “modern era” campaign u know with all the “now” goodies, F-16s F-22 Su33 etc. I might be at my 20th attempt and the units going back issue emerges. I fixed a lot of paths (for now covered about 60%) of the North-South Vietnam area. put on some links more etc then recalculate costs bla bla bla… Usual things. I made a tri file based on NTO PV (thanks Kaos) with of course some cities that we have to capture and keep till to win the campaign. Therfore as (ccc told me he mention it before) Ground units seems to disagree to fight or go conquer a city and turn back. They do start to get the asigned city and after few minutes they turn back and go into the middle of SVA territory.
I tried everything as said i fixed likns, i did re-tile whole areas cause some paths where broken (alot better movement by the way now on the ground) but still Units wont go. I added some intersections to help minimize a bit the distances still no go. The only way for theese units to move is either “push” them by making them Human controlled (as in the original save0) or have them brainles meaning no “parent” or division or brigade to control them.number 1 is ok for someone that wants to have some fiddling in 2d campaign “design” no2 you basically loose your units cuse after they capture the city theystuck and you have to move them your self… Anyway i would like some help or some advise how to fix this. I really like the theater alot and already put some hours trying fixing it and why not if everything goes well share something far better with the community. But im stuck in a stalemate with the G.U’s.
Lorik aalso opened a vhannel i discorg for me (thanks a lot) for Vietnam.
Thanks in advance for any help i might get in time through here or Discorg!Cheers!
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Hi Manos,
Did you (re)create parents also in MC? And does your .tri files have working goals set for your Campaign?
Have the resupply and refuel values been set ?
Things that come to my mind. It would be cool to have an actual checklist of all criteria to be met for campaigns to work.Cheers Obi1
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Hi Manos,
Did you (re)create parents also in MC? And does your .tri files have working goals set for your Campaign?
Have the resupply and refuel values been set ?
Things that come to my mind. It would be cool to have an actual checklist of all criteria to be met for campaigns to work.Cheers Obi1
All theese done! AFAIK is a link/objective and path issue. Nothing to do with only those. Also noticed that a lot of secondary or not “wanted” objectives have very high priority. Witch drives the units to go there. I equalled most of the priorities to similar level and kept the Cities i want for the campaign to work and it seems that the units now move towards their goal. Still have to fix the link/path issue and probably in depth of time will “clean” objectives. They are too many objectives in this theater many of those not needed. It has too much detail in villages and bridges that i dont think they have a true reason to be there other than “break” the distance through major objectives. Always my opinion of course! But i have a good example to justify what i say. Take a look at EMF How many objectives had been used in 4.32 version and how many ar used now. Its down to half or more than half and the unit movement is fluid! I know it will take a lot of time to do it but its a chance to learn something new and also keep my self occupied while being unemployed and for the best reason of them all i wann a fly a full working Campaign without any human intervention in G. units on the SAM valley.
CheersPS: Also there are a lot of villages almost at the same tile with a bridge and that (again IMHO) confuses the GU movement.
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Dear bro,
sorry, deeply sorry for your personal news (it’s a nowadays shame, TBH), glad to hear this at the same time.
Need to get some testing help, maybe? I’m here.
Keep on saving your @§§ safe in this while. It’s well the worth, believe me on that.
With best regards.