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Marlboro
Elite Member Warnings: 1


Registration Date: May 2009
Location: Bucuresti
Posts: 114 |
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I am having great trouble making MiG 25 carry weapons and buildable at the soviet airfield. Using the .big file editor i edited command buttons and command sets, i used the Su 27 data .ini file to make edit properties of the MiG 25 but when attempting to create and\or modify weapons, making the jet exaust animations i can't start CWC, i am not aware of the rules of the unit ini files, what are the requirements of these files in order to work correctly?
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04.10.2009, 17:29 |
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RPG777
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Registration Date: January 2009
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Posts: 44 |
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Check the ZH folder in My Documents. There should be created some feedback about crash reason (there should be file "crash info" showing file caused problem). It is very easy to misspell there.....
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07.10.2009, 21:59 |
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raptor6
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Registration Date: December 2008
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RPG777 right.
Check for "ReleaseCrashInfo.txt" in
......My Documents\Command and Conquer Generals Zero Hour Data\
Also I think if you want to give weapons to Mig25 you should also provide graphic for it.
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08.10.2009, 22:03 |
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Marlboro
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Registration Date: May 2009
Location: Bucuresti
Posts: 114 |
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Now i managed to make the MiG 25 buildable, it's fine except for a few graphic glitches, but the game works well. I'm trying to make CWC air to air missiles fly for a shorter period, if you have any suggestions pls share
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09.10.2009, 12:15 |
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raptor6
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In the object INI file there must be missile object. It has such parametr like FuelLifeTime.
For example in Sa11 case:
In CWCruSa11.ini file there are defined CWCruSA11Missile object. This object contains:
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 10000
IgnitionDelay = 1
InitialVelocity = 0 ; in dist/sec
DetonateOnNoFuel = Yes
DistanceToTravelBeforeTurning = 30
IgnitionFX = WeaponFX_CWCgenLargeMissileIgnition
End
Speed of a missile is defined in locomotor.ini file:
Locomotor CWCruSA11MissileLocomotor
So in case of air-to-air missiles you ll do in simialr way.
Post last edited by raptor6 on 09.10.2009, 13:03.
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09.10.2009, 12:58 |
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Marlboro
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Registration Date: May 2009
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In missile locomotors what can you tell me about those parameters?
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09.10.2009, 14:48 |
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raptor6
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As I remember there all is explained in comments or is clear from the name of parametr.
If you want to make higher speed: I advice you to change
Speed (Turn Rate, Acceleration, Lift, breaking also is logic to change then) parametrs. I would advice you to try increasing those parametrs in proporitonal way. Like if want to increase speed of a missile + 20%, you rise "speed" value +20% then rise also other mentioned parametrs values (except for preffered heigh and minspeed/turn speed).
Post last edited by raptor6 on 09.10.2009, 15:17.
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09.10.2009, 15:15 |
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Marlboro
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Registration Date: May 2009
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Not really, cut in half the turn radius and thrust angle , so the missile won't be so agile, it has the same speed and same acceleration. I set the fuel time to something like 3000ms. MiG speed is 300, acceleration is 180 (normal fighters have 150speed and 120 acceleration). If the map is big enough the plane can evade missiles, without countermesures , although missile speed and acceleration is twice as fast as the mig's
Post last edited by Marlboro on 09.10.2009, 17:33.
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09.10.2009, 17:31 |
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raptor6
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Can you send me your version? I would like to see real Mig25 stats ingame?
Thanks.
P.S Why arent you in at least one of CWC networks?
Post last edited by raptor6 on 09.10.2009, 19:12.
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09.10.2009, 19:10 |
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Marlboro
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Registration Date: May 2009
Location: Bucuresti
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I hope that you don't need to register to dld the file.
Well i'm trying to balance it in game so i decided not to make the mig buildable, so you can call it with the spyplane general power and use the plane like anyother fighter. Also in order to make some balance for it 1 mig 25 uses 30 fuel, and it's missile minimum range is 350(max is 849 same as f15), so in close combat f-16 and mig 29 can beat it with ease. Also the mig won't auto attack targets when idle
Post last edited by Marlboro on 12.01.2010, 16:07.
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09.10.2009, 21:07 |
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raptor6
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Thanks!
Already checked. Really nice! You did a good job.
P.S IMO Mig-25 deserves to be buildable.
Post last edited by raptor6 on 09.10.2009, 22:01.
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09.10.2009, 21:43 |
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Marlboro
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Registration Date: May 2009
Location: Bucuresti
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Can you tell me if missile fueltime is ok? i'm trying to check that but the darn AI doesn't build planes. i'm trying to make the missiles to have the maximum range the same with fueltime...(somehow i think that makes sence better then the actual system)
Post last edited by Marlboro on 09.10.2009, 22:30.
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09.10.2009, 22:27 |
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raptor6
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As far as I notied it is ok.
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10.10.2009, 09:24 |
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Marlboro
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Registration Date: May 2009
Location: Bucuresti
Posts: 114 |
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I made a new version with a buildable MiG25PD(interceptor).
MiG25PD
Good stuff
*speed is twice the speed of normal fighters
*it carries 4 MRAAMs, rage is 849(same as F15) primary damage is 39(same as Su27 R27E missile, a bit smaller than the F15s 40 damage)
*it has 50% more acceleration than normal fighters
*it is availabel at rank 2 by purchsing the MiG25 call in you get recon MiG25 and ability to build MiG25PD at airfield
Bad stuff
!missile minimum range is 350
!because of the Mig high speed it will get close very quickly to enemy fighters
!in close fight it losese badly
!it uses 30 fuel
!it costs 3500$
!it only carries 4 missiles, and has no close range capability
!!!MiG25PD won't auto fire on enemies when idle
Also i changed the air to air missiles capabilities they now have half the thrust angle and half the turn rate they previously had. Also the fuel time for AAMs is now 3000ms (previous 10000ms).
I believe dogfighting will be more interesting because planes can evade AAMs with some skillful turns.
In game play it means if you ran away from enemy plane but he managed to fire a missile form a distance you can evade that missile with some turning skill; but so can he, soo in order to make sure he will not evade some skill is necessary to position the plane before launching missiles and a bit of management to make a route back to the airfield.
PLS try it before you post, also i tried to balance the MiG25PD but i don't think i succeded. Meanwhile have fun with it, make the F15 feel like it's steampowered
Because i'm new to editing these files i haven't found out how to edit the text information, sorry!
Give me a thumbs up if you at least had fun with this patch
Post last edited by Marlboro on 12.01.2010, 16:08.
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12.10.2009, 22:39 |
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raptor6
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Looking promising. Will definately check it.
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12.10.2009, 22:44 |
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Marlboro
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Registration Date: May 2009
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Posts: 114 |
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I'm a bit sad i have no feedback for this patch...
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15.10.2009, 11:20 |
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raptor6
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Well, this was done very good. Already tried some escaping from AA missiles - it works quite nice.
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15.10.2009, 12:25 |
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Fenix
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Registration Date: October 2008
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Excellent job!!!
Best addon ever for the best mod ever!
Thank you, thumbs up!
Post last edited by Fenix on 14.01.2012, 15:41.
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13.12.2009, 20:52 |
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Marlboro
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Registration Date: May 2009
Location: Bucuresti
Posts: 114 |
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Good to know someone still reads this...
Can i be helped? How can i add graffic for missiles, and the missiles should apear hanging from the planes' pylones (hardpoints). I already have a graffic file for the missile (from dot's version of the MiG-31), but it doesn't appear in game.
And how can i make the plane fire 2 missiles at once, or in very close succesion (besides modifying the delay betwen salvos) as the Su 27 sometimes fires 2 missiles at once.
I want to make something like this:
http://www.youtube.com/watch?v=TJzFxSRa5y0
I guess editing MiG25's lights on the running gear will give me another headache 
Post last edited by Marlboro on 17.12.2009, 21:36.
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17.12.2009, 21:26 |
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Robok
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Registration Date: June 2007
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I think you need to add the missiles to the plane's actual model, and have different states with missiles and without missiles, might want to check out one of the current planes' INI file for more detail.
As for salvos, I don't think they are possible, the Su-27 just shoots all its missiles in close succession, it shoots 2 missiles because the target probably enters the missiles' minimum range, thus it can't fire more.
However you can do pseudo-slavo style missiles where you fire one missile, but have it look like 2 missiles instead (i.e. Su-25T missiles) and then adjust the rate of fire accordingly.
General rule of thumb is learn from examples, that's what I usually did when I went INI-digging. I also found some rather interesting web sources while googling for INI editing advice, so you might want to do that as well.
__________________

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20.12.2009, 01:35 |
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