CombatACE: Battle of Britain Campaign Feedback - CombatACE

Jump to content

  • (16 Pages)
  • +
  • « First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Battle of Britain Campaign Feedback Rate Topic: -----

#61 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 03 July 2007 - 07:52 PM

View PostTailspin, on Jul 3 2007, 11:17 PM, said:

Would the convoy missions work better as Anti-Shipping?


Probably, yes, however:-

All strike squadrons are already tasked a high percentage of anti-shipping missions, e.g. "MissionChance[ANTI_SHIP]=60".
Those Missions are assigned, as I understand it, depending on the "StartInterdiction=" flag for each force, the variable being the number of successful strike missions carried out. So, the lower the number, the higher proportion of anti-ship missions you get. The problem is, for that type of Anti-Shipping Mission, the game engine will only pick CARGO_SHIP objects as targets (which is why many warships have that as their object role) and only one type of ship. So it is impossible to generate convoys of cargoships with, say, Destroyer escorts, as a pure Anti_shipping mission. My workaround has been to add target areas with a mix of destroyer and cargoship targets, which at least looks like a convoy, and ensures you get a ton of flak fired in your direction when you are lining up to bomb a cargo ship - just more fun that way.

So, if you have a low StartInterdiction number, you get a lot of anti-ship missions, or at least you ought to. I am finding that the way the game assigns strike mission targets is less than clear - at least to me. I am trying to set it up so you get a distinct phase of Channel Missions, followed by anti-airfield missions, followed by attacks on London. So far, it's not really working out.

I will keep plugging away. There are so many variables that it is difficult to work out what exactly is happening when you change things, and get a CTD for your trouble. Next thing to try is effectively separate campaigns for each "phase" - but that will take a little time to set up.

Cheers,

baltika
0

#62 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 03 July 2007 - 08:52 PM

OK, here are a few WIP shots to show you what I'm getting at:-

Attached File  Attack001.jpg (107.1K)
Number of downloads: 21
Quick pass over convoy to ID targets

Attached File  Attack002.jpg (92.76K)
Number of downloads: 20
Coming round to start my attack approach

Attached File  Attack003.jpg (105.33K)
Number of downloads: 13
Lining up - Watch that defensive fire!

Attached File  Attack004.jpg (117.97K)
Number of downloads: 15
Closing in - is that small arms fire coming from those Cargo ships? What the. . .

Attached File  Attack005.jpg (94.13K)
Number of downloads: 15
Dodging flak on final approach to target - at least my wingman is diverting some heat from the destroyer escort

Attached File  Attack006.jpg (103.97K)
Number of downloads: 14
Cargo Ship shooting back

Attached File  Attack007.jpg (119.92K)
Number of downloads: 23
Too low for comfort. . . Watch out for the blast!

Attached File  Attack008.jpg (108.29K)
Number of downloads: 13
Egress from target zone - a few ships going to the seabed. Getting out of there before the destroyers get lucky.


Successful mission, generated by campaign engine - then CTD after pressing "accept" at mission result screen. WTF?
0

#63 User is offline   Bandy Icon

  • Icon
  • Group: Senior Member
  • Posts: 599
  • Joined: 06-December 06
  • Location:Wishing I was in the La Cloche...

Posted 04 July 2007 - 04:45 PM

Baltika!!!

I'm loving the way this is looking! Hopefully an answer is forthcoming, it just needs that right person to see this thread.
I see from your Bf109 packing that you're implementing the Erprobungsgruppe 210 (the experimental squadron of strike fighters).

Nice... :victory:
Having a bad day?
Posted Image
0

#64 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 04 July 2007 - 04:57 PM

View PostB Bandy RFC, on Jul 4 2007, 11:45 PM, said:

Baltika!!!

I'm loving the way this is looking! Hopefully an answer is forthcoming, it just needs that right person to see this thread.
I see from your Bf109 packing that you're implementing the Erprobungsgruppe 210 (the experimental squadron of strike fighters).

Nice... :victory:



Thanks Bandy,

I hope this will work out.

BTW, for those who missed it, RussoUK2004's Bf-109E-3B Fighter Bomber and 3 Staffel/Erpr.Gr.210 as a flyable unit equipped with it are included in the latest Hotfix to the Campaign pack, v0.59, available as a separate download to the main pack (currently v0.56).

I have a release version 0.60 which will consolidate the two main packages, but it has been delayed due to the above, and a few other things which hopefully will be included which are more straightforward, but a bit time-consuming.

Meantime, to get up to date, you have to install v0.56 then install v0.59 over the top of it.

Cheers,

baltika
0

#65 User is offline   Redddevil911 Icon

  • Icon
  • Group: Valued Member
  • Posts: 234
  • Joined: 18-November 06
  • Gender:Male
  • Location:St. Louis MO

Posted 06 July 2007 - 01:22 PM

Great Camp, I love it. What adds a little something to the mod for me is the use of the music from the Movie The Battle of Britain. That was/is a great touch. If any of you have not seen The Battle of Britain (1969) look for for it or ask at your local vid store its a great movie. Just wish we had some English voice work in the camp, that wouls add a ton the the over all feel. As the idea every been kicked around to make to voice files, that way we could change the flight names to something more WWII sounding.
0

#66 User is offline   Redddevil911 Icon

  • Icon
  • Group: Valued Member
  • Posts: 234
  • Joined: 18-November 06
  • Gender:Male
  • Location:St. Louis MO

Posted 06 July 2007 - 03:12 PM

I did have one thing, no visible damage to my A/C I get the heck shot out of me and all that happens is my engine cuts out. No missing parts or bullets holes
0

#67 User is offline   Stary Icon

  • Icon
  • View gallery
  • Group: Premier Member
  • Posts: 1,883
  • Joined: 06-August 05
  • Gender:Male
  • Location:Krynica, very south of Poland

Posted 07 July 2007 - 06:17 AM

Great job Baltika :good: !!!

I really enjoy it's mood -old good EAW spirit- aswell as the Burning Sands 1944.

I started mayor rework of my previously released effects (guns_fx and enchanced_explosions) to make them more WW2 themed. Also working on new ones specially for your campaigns. Interested in it?
All below is WIP





completely new smoke tracers, I guess customisable for diffetent types of guns (thru weapon editor) but havent played with that yet



New smoke effects; darker, longer lasting, with nice little "bang" on start (screen from BS1944)
0

#68 User is offline   Redddevil911 Icon

  • Icon
  • Group: Valued Member
  • Posts: 234
  • Joined: 18-November 06
  • Gender:Male
  • Location:St. Louis MO

Posted 07 July 2007 - 08:13 AM

View PostCA_Stary, on Jul 7 2007, 06:17 AM, said:

Great job Baltika :good: !!!

I really enjoy it's mood -old good EAW spirit- aswell as the Burning Sands 1944.

I started mayor rework of my previously released effects (guns_fx and enchanced_explosions) to make them more WW2 themed. Also working on new ones specially for your campaigns. Interested in it?
All below is WIP

Attachment smoke_tracers1.jpg

Attachment smoke_tracers2.jpg

completely new smoke tracers, I guess customisable for diffetent types of guns (thru weapon editor) but havent played with that yet

Attachment engine_blow.jpg

New smoke effects; darker, longer lasting, with nice little "bang" on start (screen from BS1944)



WOW WOW WOW, that looks great. Can't wait until you are finished with that project! You are going to put it out for D/L right?

PLEASE!

Great work, it looks like the old gun cam shots from WWII doco's.
0

#69 User is offline   Redddevil911 Icon

  • Icon
  • Group: Valued Member
  • Posts: 234
  • Joined: 18-November 06
  • Gender:Male
  • Location:St. Louis MO

Posted 07 July 2007 - 08:19 AM

View PostB Bandy RFC, on Jun 24 2007, 05:46 AM, said:

Tarnation, you guys are fast on a good idea!!! :blink:

Here I slavishly "worked" at this all night, and didn't get around to seeing this thread at all... Even prepared some pics to show effects to those not convinced! Well, I'm posting my results anyways!!! :biggrin:
The values below will put the bullet convergence (4 lbs of lead per second!!!) right on the pip when the wingtips of a Bf 109 touch the margins of the ring sight.

STOCK AIM ANGLES for Spit:
Posted Image

My CONVERGENCE ANGLES:
Posted Image

AND CONVERGENCE AGAIN at Work:
Posted Image

AIM ANGLES I DECIDED UPON (No math, just trial and error, which appear damn close to the math!) I found the pitch convergence needed 0.5 (the middle number) and it landed right on the pip, maybe a wee bit high, which is fine for me since I go for lead pursuit everytime I can :rolleyes: I changed the last variable by up to 10 and saw no result in the path, and as I mentioned earlier, logically figured this was the case that it rotated the gun in the axis of fire. Not sure why TK kept that space there...

// Internal Guns------------------

[GunL01]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=-3.826,1.917,-0.315
LightPosition=-3.826,1.917,-0.315
AimAngles=1.0,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=-3.8260,1.02,-0.30
EjectVelocity= 0.0,0.0,-2.0

[GunR01]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=3.826,1.917,-0.315
LightPosition=3.826,1.917,-0.315
AimAngles=-1.0,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=3.826,1.02,-0.301
EjectVelocity= 0.0,0.0,-2.0

[GunL02]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=-3.02,2.01,-0.378
LightPosition=-3.02,2.01,-0.378
AimAngles=0.8,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=-3.02,1.10,-0.350
EjectVelocity= 0.0,0.0,-2.0

[GunR02]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=3.02,2.01,-0.378
LightPosition=3.02,2.01,-0.378
AimAngles=-0.8,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=3.02,1.10,-0.350
EjectVelocity= 0.0,0.0,-2.0

[GunL03]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=-2.695,2.01,-0.390
LightPosition=-2.695,2.01,-0.390
AimAngles=0.6,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=-2.695,1.10,-0.375
EjectVelocity= 0.0,0.0,-2.0

[GunR03]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=2.695,2.01,-0.390
LightPosition=2.695,2.01,-0.3590
AimAngles=-0.6,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=2.695,1.10,-0.375
EjectVelocity= 0.0,0.0,-2.0

[GunL04]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=-2.07,2.01,-0.450
LightPosition=-2.07,2.01,-0.450
AimAngles=0.5,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=-2.07,1.20,-0.435
EjectVelocity= 0.0,0.0,-2.0

[GunR04]
SystemType=FIXED_GUN
GunTypeName=303CAL_Browning
InputName=FIRE_PRIMARY_GUN
MuzzlePosition=2.07,2.01,-0.450
LightPosition=2.07,2.01,-0.450
AimAngles=-0.5,0.5,0.0
MaxAmmo=350
EjectShells=TRUE
EjectPosition=2.07,1.20,-0.435
EjectVelocity= 0.0,0.0,-2.0


Hey B, thanks for this gun fix, i added it last night went on a test flight over dover to check oil pressure (thats what i told the CO anyway) and mixed it up with the Germans I got two 110's before a 109 got in behind me, ended up hitting the silk and getting a ride home from a fishing boat! All's well that ends well, was in the Pub with the lads for a pint, just not looking forward to what the CO has to say in the morning! LOL :biggrin:

This post has been edited by Redddevil911: 07 July 2007 - 08:20 AM

0

#70 User is offline   Stary Icon

  • Icon
  • View gallery
  • Group: Premier Member
  • Posts: 1,883
  • Joined: 06-August 05
  • Gender:Male
  • Location:Krynica, very south of Poland

Posted 07 July 2007 - 09:50 AM

Reddevil911, sure it will be avaiable for D/L, but only when everything is finished, which will take "some" time, I assume. Matching with guncams is my priority
0

#71 User is offline   Stary Icon

  • Icon
  • View gallery
  • Group: Premier Member
  • Posts: 1,883
  • Joined: 06-August 05
  • Gender:Male
  • Location:Krynica, very south of Poland

Posted 07 July 2007 - 02:23 PM

Ok men, here's tiny preview of what I'm working on now:

New smoke tracers

New aircraft smoke

New guns effects

Unzip to your effects folder. If you have any of my previous releases let it overwrite older files.

!!! VERY IMPORTANT!!!

In your PARTICLESYSTEM.INI (if you don't have it in your Flight folder, extract it from FlightData.cat)

change the following (2nd row from top):
MaxParticlesPerEmitter=512
to
MaxParticlesPerEmitter=2048

otherwise it won't work&look as it should

Get it here:
Attached File  BoB_FX_preview.ZIP (84.12K)
Number of downloads: 34

EDIT:
Bad thing is that there's FPS impact which i will hopefully reduce in future. In TracerSmokeEmitter.ini is a line with descriptions how to change quality -you'll find it easily
Remember it's BETA

Feedback, opinions and suggestions welcome

This post has been edited by CA_Stary: 07 July 2007 - 02:35 PM

0

#72 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 07 July 2007 - 04:52 PM

Redddevil911 & CA_Stary,

Hi there & welcome to the fold - glad you're enjoying the campaign. I am also loving the BoB music pack, kudos to allenjb42 for putting that together - cheers mate :biggrin:

Red, so far as damage effects are concerned, what you need are The Wrench's damage tgas which add bullet-hole effects for damaged aircraft, voila:-

Attached File  BoBLoserZerstorer.JPG (54.65K)
Number of downloads: 8

You can get them here at Combatace, in the skins section. There are three packs which between them cover the main WW2 planes. Wrench has granted permission for them to be included in the next update for the main BoB package, but as I said earlier, the changelog for v0.60 just keeps getting longer. Meantime, grab 'em & install them yourself for added battle damage.



CA - OMG those screens of your new WW2 weapon effects are INCREDIBLE :good:

I use your earlier weapon effects pack on all my installs, so thanks for that, I think it's great, and d*mn right I would be interested in your new effects - the WIP shots are just stunning. Thanks for posting a sneak preview, I am off to D/L and install right now - well, my parents have gone home, I have put the baby to bed - she is sound asleep bless her - and my wife asked me if it was OK for her to have an early night - I could hardly deny her, now could I :wink: Time to take to the skies :yes:

BTW, glad you're enjoying Burning Sands '44 - I have not forgotten my promised v1.1 upgrade, and it is coming together extremely well - it is a massive upgrade to the original. The reason it's not out yet is that I fired out the BoB campaign as a beta for those who may be interested, and I was simply stumped on how to take it forward, but the response has been great and it has absorbed all of my modding time recently.

S! to all the WW2 propheads round here. I'm having a great time with this thanks to this community.

Cheers all,

baltika
0

#73 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 07 July 2007 - 05:15 PM

View PostRedddevil911, on Jul 6 2007, 08:22 PM, said:

Just wish we had some English voice work in the camp, that wouls add a ton the the over all feel. As the idea every been kicked around to make to voice files, that way we could change the flight names to something more WWII sounding.



Red, this sort of thing has been discussed previously, and so far as I understand it, it is possible. What is required is replacement of the game's various voicefiles with more theatre-appropriate alternatives. There are a lot of files, so it is a big job, but perhaps we can enlist some community assistance? If we identify what's required and share it out, with some suitably-accented volunteers we can maybe put something together. My Scots brogue might be alright for the token drunken Glaswegian of 602 Squadron ("Ah'm jist aff tae stick the heid on thae hun, ya bams") but what we really need are some BBC English Home Counties accents. Of course, BoB was a truly international affair, so Canadians, Poles, Czechs, Ozzies, Kiwis, South Africans and all the various nationalities from the Commonwealth should feel free to apply. We'll even take the odd gung-ho Yank pretending to be Canadian to circumvent Uncle Sam's ban on its citizens actively participating in hostilities against Germany at that stage in the war. (And no, I haven't forgotten the Eagle Squadrons, thanks guys, but as I understand it they weren't operational until early '41).

So how about it?

Who wants to be the new voice we hear bursting into our headphones, "I say chaps, Jerry at 3 o'clock, Tally-ho!"

Toodle-pip for now,

baltika
0

#74 User is offline   Redddevil911 Icon

  • Icon
  • Group: Valued Member
  • Posts: 234
  • Joined: 18-November 06
  • Gender:Male
  • Location:St. Louis MO

Posted 07 July 2007 - 08:10 PM

View PostBaltika, on Jul 7 2007, 06:15 PM, said:

Red, this sort of thing has been discussed previously, and so far as I understand it, it is possible. What is required is replacement of the game's various voicefiles with more theatre-appropriate alternatives. There are a lot of files, so it is a big job, but perhaps we can enlist some community assistance? If we identify what's required and share it out, with some suitably-accented volunteers we can maybe put something together. My Scots brogue might be alright for the token drunken Glaswegian of 602 Squadron ("Ah'm jist aff tae stick the heid on thae hun, ya bams") but what we really need are some BBC English Home Counties accents. Of course, BoB was a truly international affair, so Canadians, Poles, Czechs, Ozzies, Kiwis, South Africans and all the various nationalities from the Commonwealth should feel free to apply. We'll even take the odd gung-ho Yank pretending to be Canadian to circumvent Uncle Sam's ban on its citizens actively participating in hostilities against Germany at that stage in the war. (And no, I haven't forgotten the Eagle Squadrons, thanks guys, but as I understand it they weren't operational until early '41).

So how about it?

Who wants to be the new voice we hear bursting into our headphones, "I say chaps, Jerry at 3 o'clock, Tally-ho!"

Toodle-pip for now,

baltika


Well i can do the Engish after all thats where I'm from! It would not be a Hugh Grant English accent as I was not born with a silver spoon and all that. But i could still do my part.

T.T.F.N. for now old boy.
0

#75 User is offline   Stary Icon

  • Icon
  • View gallery
  • Group: Premier Member
  • Posts: 1,883
  • Joined: 06-August 05
  • Gender:Male
  • Location:Krynica, very south of Poland

Posted 08 July 2007 - 12:03 AM

About the Brit voice pack. Great idea indeed. But the 3 o'clock thing can be tricky. My wingmen often gives me warning of bandits on my tail, but full clock reference? Is it in SF? I haven't meet with it. And how about german chatter in background? There's mod for WoV with continuous carrier ops background chatter-so it's possible to do something like that for BoB. Also things like your unlucky teamate saying: "Damn I'm hit!" and german "Ich habe eine!" in the background. We always can borrow wavs from abandoned titles like Jane's WW2 Fighters :biggrin:

The odd thing is that they still say such things even when they vaporize in ground crash.

btw. Glad to hear about BS'44 update
0

#76 User is offline   keith Icon

  • Icon
  • Group: Valued Member
  • Posts: 81
  • Joined: 12-November 06
  • Gender:Male
  • Location:Portsmouth, England

Posted 08 July 2007 - 02:40 AM

Volunteer here for a Portsmouth (pawtsmiff) accent!
0

#77 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 08 July 2007 - 03:16 AM

View PostCA_Stary, on Jul 8 2007, 07:03 AM, said:

About the Brit voice pack. Great idea indeed. But the 3 o'clock thing can be tricky. My wingmen often gives me warning of bandits on my tail, but full clock reference? Is it in SF? I haven't meet with it.


This thread over at SimHQ seems to suggest it is possible to have wingmen give directional calls to targets - or SAM launches at any rate. Not much use for BoB, but calls to bandits also seem to be possible. Deuces has done some work on this and posted his results, so I will take a look at it and see how (if?) it can be modded for BoB.

http://www.simhq.com...rue#Post2115490

Thanks to our voice artist volunteers :good:

The above thread also has info about the content of the various voice files, as I said there are a lot, but I will see if I can track down the main ones. Re-cycling wavs from "abandoned" sims would be a good short cut, but I don't want to run into licensing issues.


CA - have been using your updated WW2 effects and they are fantastic - great stuff :biggrin:

Cheers all,

baltika

This post has been edited by Baltika: 08 July 2007 - 03:17 AM

0

#78 User is offline   Stary Icon

  • Icon
  • View gallery
  • Group: Premier Member
  • Posts: 1,883
  • Joined: 06-August 05
  • Gender:Male
  • Location:Krynica, very south of Poland

Posted 08 July 2007 - 03:39 AM

Thank for link, Baltika, reading it now. As for effects, wait until bigger release but no hurry. I will post some parts from time to time for your feedback
0

#79 User is offline   Stary Icon

  • Icon
  • View gallery
  • Group: Premier Member
  • Posts: 1,883
  • Joined: 06-August 05
  • Gender:Male
  • Location:Krynica, very south of Poland

Posted 10 July 2007 - 03:23 PM

Good news regarding ballistics and such. I did some ini tweaking and it turned out that we can have different smoke tracers for different gun types. Have been doing some fx tests, and now I have individual smokes for .303 Brownings or MG17 and other for 20 mm MGFF's. It gives you a nice view when bursting 3xMGFF and 2xMG17 at Blenheim.

Another thing. Haven't your morale dropped first time when it turned out that 8 machineguns can't reach that slow Dornier 0.5-0.6 mile away? The "dissapearing bullets" thing. Perhaps this matter was already discussed in other topic but anyway. It can be easily solved by changing one number in BULLETOBJECT.INI (in Objects folder).

Line:

MinBulletMach=0.7

defines minimal projectile's speed (in mach, about 533 Mph) below which it's simply removed from world. It's as simple as changing to sometching like
MinBulletMach=0.35 to extend the bullet's range. Downside is that more power is required for additional calculations, having some impact on my trusty old komp.

Cheers

CA_Stary
0

#80 User is offline   Baltika Icon

  • Icon
  • Group: Modder
  • Posts: 902
  • Joined: 31-May 06
  • Gender:Male
  • Location:Edinburgh, Scotland - 603 Sqdn Country

Posted 13 July 2007 - 09:44 AM

View PostBaltika, on Jul 4 2007, 03:52 AM, said:

Attachment Attack008.jpg
Egress from target zone - a few ships going to the seabed. Getting out of there before the destroyers get lucky.
Successful mission, generated by campaign engine - then CTD after pressing "accept" at mission result screen. WTF?



Hi - squashed this particular bug, which embarrassingly enough I caused myself by borking my attempt to create a separate "armed" CargoShip, which crashed the game every time it tried to fly an antiship mission. Cheers to Typhoid for putting me on the right track. I have gone with a modded CargoShip which is armed, but which doesn't crash the game.

A release of v0.60 is therefore creeping ever closer. Any requests, comments, bug reports meantime?

Cheers,

(It's friday night and mine's a)

Attached File  baltika_3.jpg (12.62K)
Number of downloads: 5

baltika
0

  • (16 Pages)
  • +
  • « First
  • 2
  • 3
  • 4
  • 5
  • 6
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users