Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: Checkyersix on July 03, 2011, 08:53:45 PM

Title: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 03, 2011, 08:53:45 PM
(http://www.sas1946.com/images/imageshit/dead/dead.gif) (http://www.sas1946.com/images/imageshit/dead/dead.gif)

Since my retirement I've been tinkering with my C&C objects, and have come up with several new ones. This package represents a complete overhaul of the C&C and Randomizer objects, now included in one download. Details are in the included readme, but some of the new features include:

- New objects, including "Special Effects" objects like running soldier spawns, box barrages, and dynamic city fires (with 30km visibility).
- Many objects now have variables that can be added to a mission to switch between different modes, set delays before objects go active, or adjust areas of effect.
- Refined Dynamic weather object that starts off with the mission-default weather. I've also included a "StormFront" object that lets you place bad weather in a mission.
- New "Vector" object that acts like a GCI station for AI planes and will vector them to incoming targets.
- New "Jamming" object which will cause AI planes to lose target tracking.
- New universal in-flight refueling object for players and AI.
- More sophisticated FAC which can read terrain, warn of AAA in the area, and give players a BDA at the end of a mission.
- Object which allows L-5's and T-6's to act as airborne FAC's, complete with smoke marking.
- "Aimpoint" object which allows players to act as pathfinders. Player bombing accuracy will affect group bombing. Can also be used to make fighter-bombers drop bombs like level bombers.
- Many small tweaks to improve previously included objects. Many objects now have new features - check out the readme for more!

Download (v 2.0): http://www.mediafire.com/?n5w5d63wzzmpklg

Patch for 4.09 Users: http://www.mediafire.com/?49jjc1im8ysa47w

*note: Please remove previous versions of both the C&C and Randomizer mods. This package replaces both of them.

This package has been tested with HSFX 5.1 and DBW.

Thanks to:

Slipper for help testing, suggesting new ideas, and research.
Sputnikshock for help testing and new ideas.
Jt189 for help testing.
Beo for support and ideas.

Enjoy!

CY6.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: acred99 on July 03, 2011, 09:03:01 PM
Does it work on V4.09 UP 2.01 ?  I have not bothered with all the new packs out there. Is it worth doing ? There are so many now ! respectfully Jon, hail to all modders !
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 03, 2011, 09:08:42 PM
The Arty(g), Arty(n), Box, and Barrage objects will not work in 4.09 and will cause a crash if you try to use them. The other objects *should* work.

I may release a 4.09 patch for the problem objects.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Slikk on July 03, 2011, 10:35:36 PM
I may release a 4.09 patch for the problem objects.

That would be great. 8)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Malone on July 04, 2011, 12:00:24 AM
ahh, the good ol' 409'ers..... ;D
thanks for this update, mate, it's really a fantastic mod.
good to see retirement seems to be treating you well... 8) :D
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: gianluca on July 04, 2011, 03:27:40 AM
please Check! a 409 version too!!!
big thanks to your work!
Gianluca
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: redfox on July 04, 2011, 04:07:52 AM
I'll add my request for a 409 version as well.

Redfox
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Mick on July 04, 2011, 04:18:56 AM
... me too ...!!  ;)

Say CY6, now that you have "retired", so to speak, you must have quite a lot of leisure time to devote to ...modding ...  :-\
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Epervier on July 04, 2011, 04:23:47 AM
I may release a 4.09 patch for the problem objects.
Thank you very much in advance!  :) :)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: US_GRANT on July 04, 2011, 04:44:14 AM
CY6, I take it this will not work in UP3 as your original C&C is included in SFS and cannot be removed. I would think it would just override it though.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: fritzofpeace on July 04, 2011, 08:50:30 AM
Running just a vanilla SASModact 3.0, works fine so far. ;D
Worth downloading just so I can have troops scattering as I come in to strafe an airfield. :P :P
Many thanks, Six!!! ;)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 04, 2011, 08:51:13 AM
It should override the previous version, yes.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 04, 2011, 12:07:08 PM
Okay, 4.09 patch is up.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Slikk on July 04, 2011, 12:16:22 PM
Thanks for the 4.09 patch. Downloading now.  ;D
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: gianluca on July 04, 2011, 01:41:23 PM
thks a lot Check!
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: ggrewe on July 04, 2011, 04:16:27 PM
WOW! Checkyersix this is awesome!   8)
The spawning soldiers are so cool - been waiting for this for a long time - thanks so much  ;)
I get a CTD with the SLD2 for some reason, but SLD work brilliantly - having so much fun with these & all the other goodies.
Really like your kind of retirement  ;)

Edit: Thanks Slipper - added CY6 Motar Mod & SLD2 is now working - cheers  ;D
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: slipper on July 04, 2011, 04:37:40 PM
ggrewe

To use SLD 2 you need the prone infantry included in CY6's Infantry and Mortars Mod, see here

http://www.sas1946.com/main/index.php/topic,9530.0.html

You probably need to add this to your install.

regards

slipper
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 04, 2011, 07:47:36 PM
Woops, correction to the readme. The AimpointRange variable should actually be AimpointError
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Jimdandy on July 04, 2011, 10:13:19 PM
Outstanding Mod Thank you CY6.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Pull Out An Eye on July 05, 2011, 02:08:07 AM
Thank you  :) This mod gives almost every thing that I was dreaming about  :)

One question: my spotter (SPR) is blind, he never reports me about enemy ships, even if distance is less then 300m.

I installed it over the DBW 1.1 with UP3.0RC3. I have deleted old entries in the *.ini file and pasted the new ones.

Is my install sick or I misunderstood the usage of this object?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 05, 2011, 03:05:50 AM
Hmmm, I didn't change anything in the update. You're using a multi-crew plane right? Or flying with wingmen, during the day?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Pull Out An Eye on July 05, 2011, 03:23:10 AM
I have figured out that it reports only once when I fly exactly above the ship.

I am flying Wellington combined with NAV and GNR objects. Any chance to increase the range of detection? or maybe make it report more often?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 05, 2011, 03:48:45 AM
The range increases with altitude, to a maximum of 6000m @ 3000m. I could make it larger for ships I suppose, I guess you could see them from farther off...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Pull Out An Eye on July 05, 2011, 05:26:28 AM
The range increases with altitude, to a maximum of 6000m @ 3000m. I could make it larger for ships I suppose, I guess you could see them from farther off...

It can report me about enemy ship after my attack, when I just flied above the u-boat.  :'( I think it would be better to increase distance  :)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Des on July 06, 2011, 04:11:13 AM
In MDS 1.2 and others we can destroy radar stations. Is it possible here to destroy this objects to off them?
In the archive that I downloaded the file does not exist "add to stationary.ini" Also the UP 3 do not have a stationary.ini file
?? , ????? ???? ????????? ????? !
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 06, 2011, 09:44:38 AM
I'm not going to make them destroyable right now, it would make things too complicated and unreliable.

Try downloading the archive again, it should be in there. Make sure you get the main archive, not just the patch.

I'm not sure where the stationary.ini file is in UP3, but it must be in there somewhere...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: redfox on July 06, 2011, 06:37:22 PM
Great immersion mod Checkyersix.

Am I correct that only bombers trigger the Box and Fire objects, dive bombers (e.g. Stuka) don't seem to, and fighters don't trigger the Box object.

Cheers - Redfox
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 06, 2011, 06:55:36 PM
Yes only bombers trigger the Box and Fire objects. Box barrages were for use against large formations of heavy bombers.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: gianluca on July 07, 2011, 05:06:11 AM
quick question Check, using Dynamic Weather have I now to add [Mods] BestClouds, WorstClouds, DWInterval at the bottom of the mis.file (after of course having placed the object)?
it was not needed in the 1.11 C&C version.
thks in advance,
Gianluca
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 07, 2011, 12:29:01 PM
No, you don't need to add those, it will just use default values if you don't.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: gianluca on July 07, 2011, 03:49:55 PM
Roger!
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Vepe on July 08, 2011, 06:54:41 AM
Hi, I just downloaded this mod, and I´m just reading the readme and I have a suggestion for you.

Would it be possible to include some STOL planes like L-5, Storch or R-5 to the RESCAP object to simulate WWII era rescue ops?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Plowshare on July 18, 2011, 08:38:15 PM
Checkyersix:

+1 on what Vepe said above - this would also set things up for if/when someone comes up with the Lysander and we could plant/evacuate spies, er, members of the underground (there were no spies were there?).

Also, could you extend the Dead Zone object to remove vehicles, trains and, ships? From what I've read the Random Ships and Random Ships2 may or may not remove ships. I have missions where the support vessels don't keep up with the Task Group and fall behind far enough to not be seen when the flying is over. This would reduce the load on the computer at a time when it could be used for the battles. Maybe a time delay to let the Task Group get out of range of the DZ?

Just thoughts...

Haven't used this mod yet - still adding the lines of text and moving them around into an order I find more logical for me. I'm especially looking forward to using the Storm Front object.

I'm confident that this mod will exceed my expectations as the last one did.

Bob

edit:

I just flew using the StormFront object. You've delved into this weather thing very well and have put in time delays and variable weather with user-defined parameters. Is there some way to incorporporate all of this into one step further - a storm cell. Can this current StormFront be reduced in radius to, say, 20km - just under 11 nautical miles? Could there be the inclusion of BestClouds as in Dynamic Weather?

What I'm seeing in my mind is a violent thunder storm cell that can be flown through or avoided. Or, in the case of the Battle of the Phillipine Sea, a storm that separates Japanese Forces "A" and "B" in Admiral Ozawa's Mobile Fleet on Tuesday, June 20, 1944.

As always, just thoughts...

Bob
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Ala13_Kokakolo on July 21, 2011, 11:40:19 AM
Hi CY6, I'm really enjoying this mod beyond believe, but one suggestion if I dare to say. I know this mod is intended for single mission but with a small change it will be possible to be used by coop players as well. Why not doing all objets colour dependant? I was trying to do a mission today of night bombing and I have just realised that if I place MONICA on the map both the german nightfighter and the british bombers will be feeded with information of any plane on their tail. This is a similar problem with the rescue objects. Both sides are feeded with info whatever the colour of the object. But this is not the case with all the objects, for isntance the CGI is colour dependant and only feeds the planes of the same side. If you make ALL objects color dependant it will be possible use them in coop missions with 2 sides. Cheers!!
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: BT~Teacher on July 27, 2011, 07:31:49 AM
Is it possible to limit the number of artillery barrages? So like, instead of firing it for 1492 times, you could only fire it once or twice?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Kiosk on August 19, 2011, 03:00:53 PM
Works great in 4.09m ( w/ patch of course ) re-wrote zeuscat's excellent floatplane missions to incorporate random weather,arty(n),GCI,CWs etc. ( no more "spawn crashing" planes to simulate arty hits too ! )

- outstanding, oorah !
Bob
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: NS~mati140 on August 20, 2011, 01:30:30 PM
Can I suggest something? Could you make GNR object spot incomming missiles too? Would be much helpful when playing JetWar missions on realistic settings.

EDIT: I found a small issue: On UP3 + DBW (not sure if it occurs at pure UP3, but it probably does) infantry is called by FAC as armor.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Slink on August 25, 2011, 06:40:31 AM
CY6, have a big request; is it possible to make the variables also function through the Conf.ini [mods] section? At least for vector/GCI?

Setting them in each mission can't be used for dynamically generated campaign missions, so only the defaults are valid.
This would be crucial for my BoB campaign mod, I'm using the vectors to direct RAF squadrons to incoming raids, but can neither stop them intercepting fighter sweeps nor control detection height at range, which would pretty much let me recreate the chain home network (well, sort of), and stop the RAF flying out toward France.
How many such objects can be realistically used simultaneously (with a heavy aircraft load)?

Can storm front be made compatible with dynamic weather, the one overriding the other?  Could storm front also be a moving object? Have a timer?
Can the text reports be made neutral, since, as mentioned above, both sides currently receive the warnings from GNR, OBS, etc; but if there were no enemy/bombers/fighters distinction players would have to go out and get a visual to ID a contact, just as in reality for early radars at least (although in my case the RAF had IFF in the BoB, but generally). Maybe single/small/large formation contact reporting instead? I could get around double OBS reporting with two campaign maps, and it would cut down the numbers too, but is less important, but I would really appreciate getting the vectors/GCI working in dynamic DCG campaigns, it changes everything.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Whiskey_Sierra_972 on August 25, 2011, 01:43:29 PM
CY6, have a big request; is it possible to make the variables also function through the Conf.ini [mods] section?....

+1
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: NS~mati140 on August 26, 2011, 12:41:41 PM
Small suggestion: could you make aimpoint object work with dive bombers, to simulate low level attacks?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Kiosk on September 11, 2011, 06:52:28 PM
After playing around with the excellent C&C features a few things came to mind.

- Is it possible to make a FARPs version of the FUEL item? ( helos refuel + rearm ) perhaps with a timeout ?
- Is it also possible to extend that object for airfields ( maybe a minimum time to stay within range of it like the SAR/RESCAP before any effect ) ?
- can your SLD/SLD2 be adapted for merchant marine use somehow ? ( would be neat to see some sailors jumping off ships when it's in bad shape )

- anywho just some rambling ~ cheers , Bob
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Sharkzz on September 13, 2011, 05:17:08 AM
oh my. I never knew this existed, is the stuff in it hard to get a handle on how to use ?
looks scarry. :D
Can't wait to try it out Thank You what a terrific mod !!! and can we really re fuel in the air ??????????? sweeeeeet.....
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on September 13, 2011, 10:08:28 AM
I really wonder how you come up with some of these concepts and figure out how to put them in a game. Amazing how you do it.

I notice that a previous version of this mod is already in DBW, but it does not contain many newer - and from my pov, unmissable - objects. Such as for instance the storm front, Soldiers objects and so on.

So my question is, can I simply add this mod OVER the normal DBW 1.6 ... or should I remove the DBW stationary.ini entries first .... and then go on to add a new install of this mod?

I know I shouldn't muck around too much with DBW, but the new features of this mod look like a Must Have ....
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Hally on September 14, 2011, 03:54:03 AM
Hello

Thx for this amazing Mod

I have a question about SAR
Is it normal that both side can read on the Hud the message ?
i made a mission with a british pilot to rescue on the chanel et both german et british can read the message SAR need at XXXXX

Other question is it possible that the recue and sar message can appear with more time beetween two anonce
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on September 14, 2011, 07:04:57 PM
I really wonder how you come up with some of these concepts and figure out how to put them in a game. Amazing how you do it.

I notice that a previous version of this mod is already in DBW, but it does not contain many newer - and from my pov, unmissable - objects. Such as for instance the storm front, Soldiers objects and so on.

So my question is, can I simply add this mod OVER the normal DBW 1.6 ... or should I remove the DBW stationary.ini entries first .... and then go on to add a new install of this mod?

I know I shouldn't muck around too much with DBW, but the new features of this mod look like a Must Have ....

Yes you can install newer version over older ones.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on September 15, 2011, 01:18:30 AM
Yes you can install newer version over older ones.

I tried it out with DBW and installed the new version ... but unfortunately it caused DBW to crash upon mission start-up. The game loads fine, you can set up a mission in FMB no problem, but as soon as any type of mission, QMB or FMB starts to load, wham, the game crashes and you get an 'exception' message ...

This is the same as if too many new planes were added manually ...

I sincerely hope this newer version will be included in a DBW update ...

Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on September 15, 2011, 02:03:05 AM
That's unfortunate...

If it helps, you can install only the entries for the objects you need and leave out the others. The game doesn't count classfiles it doesn't have entries for.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on September 15, 2011, 02:16:27 AM
That's unfortunate...

If it helps, you can install only the entries for the objects you need and leave out the others. The game doesn't count classfiles it doesn't have entries for.


I did that too ... I really wanted to try out different possibilities ... maybe I will see about only adding the 3 or 4 objects I am really crazy about,such as the storm front and spawning soldiers ...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: slipper on September 15, 2011, 04:05:09 AM
Agracier

I have installed C&C 2.0 over DBW 1.6 with no problems mate, been running it for a while know.

I deleted all the stationary entries for CY6's C&C mod in default DBW 1.6, added the ones for C&C 2.0, dropped the C&C 2.0 folder into my #DBW folder, and away to go.

I would therefore say, that maybe you have reached your game limit of mods, maybe try disabling some other mods, and then try CY6's C&C 2.0.

I do not think you have the ability to add to many mods under DBW, as the java limit is reached quite easily, unfortunately i do not think there is a solution to this at present, if at all.

cheers

slipper
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on September 15, 2011, 06:03:08 AM
Thanks for all the suggestions. I finally extracted the few entries that i really wanted to keep - dynamic weather, barrage and a few others and deleted all other entries in the stationary.ini ... and now the game works without crashing.

And i do already have a number of mods added to DBW, both planes and mods ...

This thing with the classfiles or java or whatever it is being so limited in DBW is really hard to get around. There are just too many good new planes and mos around not to be using them ... I wonder if something like jsgme, an off/on switch could not be developed for DBW, so that one could install new plane mods quickly prior to starting up the game, instead of having to manually install them because of the java limits ...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: RealDarko on September 15, 2011, 08:06:07 AM
I created a mission with a AFAC, and a T6 Texan. Communist troops aproaching a allied stronghold. Me flying a F-80. Mission loads until 100% and then crash. Any idea? I'm on UP3 4.10.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on September 15, 2011, 11:06:06 AM
The F-80 works otherwise? Have you tried the mission without the AFAC as well? Usually 100% crash is something to do with a plane, not a stationary object...

Could also be a mod limit issue, like Agracier was having.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Hally on September 16, 2011, 03:06:26 AM
ello

Thx for this amazing Mod

I have a question about SAR
Is it normal that both side can read on the Hud the message ?
i made a mission with a british pilot to rescue on the chanel et both german et british can read the message SAR need at XXXXX
Mission in UP3 RC4 version with CC 1.1
Other question is it possible that the recue and sar message can appear with more time beetween two anonce
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Kiosk on September 17, 2011, 11:04:19 PM
Been having AFAC 100% crashes as well on good ol 4.09 ( using the L-5 switched to AI only, the one by flakitten ) could I somehow gotten hold of the wrong bird ? also there is a bit of a memory problem when I place more than 1 SLD object, but otherwise I can't live without C&C ! 
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Sharkzz on September 21, 2011, 05:02:30 AM
fantastic mod , works like a charm..no probs at all.
by the way  is there any missions available anyone has made with this yet ??   :P
thanks for this great work..~S~
Sharkzz
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Malone on September 26, 2011, 06:55:59 AM
hi CY6
i'm having real issues with DBW 1916 and this mod - i read your advice earlier about removing unneeded entries, and the only object i'm wanting to use is the barrage, for a nice WW1 ground battle - unfortunately, the mission keeps crashing about a minute in - the barrage objects seem to be working well up to this point, but the crash is consistent, to within 5 seconds of the same point in the mission.
i tried removing every other object except for the barrage, but still it crashes.
a real pity, as this mod has really wonderful potential.
d'you think you could look into the barrage object specifically for me if you get a few free moments?
alternatively, if you could point me to which specific classfiles are used by the barrage object, i could take a peek myself... ;)
thanks in advance, mate.  8)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on September 26, 2011, 07:06:19 AM
Malone,

I did the same as you .... I left in Barrage, Box and Dynamic Weather - and deleted all other entries to this mod, including the default entries that came with DBW. And it all works very well in the truncated install.

On a first try, I left Soldiers in as well and that gave me crashes as well. But once I took out the spawning soldiers objects, everything was OK.

I can't say much about DBW 1916 though. The above is for the normal DBW version.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Malone on September 26, 2011, 07:17:47 AM
lol, i must apologise - i just checked again, and i still had one of the soldier objects in, and this was indeed causing the crash, not the barrage as i thought.
so, yes, very happy about that.
then again, i think a WW1 scenario, such as 1916, it would be awesome if we could manage to get the soldiers working a bit better without crashing.
because of the low 'n slow nature of WW1 flying, having awesome eye-candy like running soldiers is much more appreciated than in a higher, faster paced WW2 onwards scenario. to my thinking, anyway.
oh well, let's hope we can persuade CY6 to come out of permanent retirement for a day or two on this....;)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: MANYSH on September 27, 2011, 06:17:44 AM
Sorry,i am confused a bit, this mod is in UP 3 ?  when I read ,readme file it looks the same, apart from that:

Quote
Soldiers (SLD and SLD2)
These objects spawn running soldiers (like the ones who run from trucks)
when the player is within 10km of the object. The SLD object will spawn
soldiers from the object itself. SLD2 will spawn soldiers from "prone
infantry" units within 5000m of the object (designed to give infantry
battles more life on the ground). Intended to create a sense of activity
and panic during ground attacks, airfield strafing, etc.

and this is what i need :) it sound amazing, it must be something like this http://www.youtube.com/watch?v=T-pROAl5JgA&feature=channel_video_title (http://www.youtube.com/watch?v=T-pROAl5JgA&feature=channel_video_title) im right ??
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Hally on October 11, 2011, 10:00:11 AM
sorry to ask again for a problem with this mod

as i said un previous post

I have a question about SAR
Is it normal that both side can read on the Hud the message ?
i made a mission with a british pilot to rescue on the chanel et both german et british can read the message SAR need at XXXXX
Mission in UP3 RC4 version with CC 1.1
Other question is it possible that the recue and sar message can appear with more time beetween two anonce

thanks for an answer
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: ansons on November 26, 2011, 04:34:03 AM
 :( Hello, I cannot find the add_to_stationary .txt file in the downloaded 7z archive. Anyone can post it ?
I am playing DBW1.6 and I would like to add the dynamic front weather to my install.
Thanks for your help.

ansons
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on November 26, 2011, 04:49:37 AM
:( Hello, I cannot find the add_to_stationary .txt file in the downloaded 7z archive. Anyone can post it ?
I am playing DBW1.6 and I would like to add the dynamic front weather to my install.
Thanks for your help.

ansons

Here you go:

You don't need the entire list if you only wish to install one or two components. Find which you wish to install and then copy only those lines.
_________________________________________________________________
Add the following lines to your stationary.ini file in the [StationaryObjects] section:

FAC           vehicles.stationary.FAC$FACUnit     1
AFAC         vehicles.stationary.AFAC$AFACUnit    1
GCI(m)        vehicles.stationary.GCI$GCIUnit     2
GCI(ft)       vehicles.stationary.AGCI$AGCIUnit     1
RCGCI         vehicles.stationary.RCGCI$RCGCIUnit 2
Vector        vehicles.stationary.Vector$VectorUnit 1
OBS           vehicles.stationary.OBS$OBSUnit     1
CW            vehicles.stationary.CW$CWUnit     1
FUG202        vehicles.stationary.FUG$FUGUnit     2
FUG218         vehicles.stationary.FUG218$FUG218Unit 2
SN2         vehicles.stationary.SN2$SN2Unit 2
SN2b         vehicles.stationary.SN2b$SN2bUnit 2
Naxos         vehicles.stationary.Naxos$NaxosUnit 2
Flensburg     vehicles.stationary.Flensburg$FlensburgUnit 2
AImkIV         vehicles.stationary.AImkIV$AImkIVUnit 1
AImkVIII      vehicles.stationary.AImkVIII$AImkVIIIUnit 1
AImkX         vehicles.stationary.AImkX$AImkXUnit 1
AImkXV         vehicles.stationary.AImkXV$AImkXVUnit 1
Serrate       vehicles.stationary.Serrate$SerrateUnit 1
Monica        vehicles.stationary.Monica$MonicaUnit 1
GTW         vehicles.stationary.GTW$GTWUnit      2
GNR           vehicles.stationary.GNR$GNRUnit     1
Corkscrew     vehicles.stationary.Corkscrew$CorkscrewUnit 1
Window         vehicles.stationary.Window$WindowUnit 1   
Jammer         vehicles.stationary.Jammer$JammerUnit 1
RO            vehicles.stationary.RadioOperator$RadioOperatorUnit 2
NAV         vehicles.stationary.NAV$NAVUnit   1
OBOE         vehicles.stationary.OBOE$OBOEUnit 1
H2S         vehicles.stationary.H2S$H2SUnit 1
Aimpoint      vehicles.stationary.Aimpoint$AimpointUnit 1
SPR           vehicles.stationary.SPR$SPRUnit     1
ASD         vehicles.stationary.ASD$ASDUnit     1
ASG         vehicles.stationary.ASG$ASGUnit     1
ASVmkIII      vehicles.stationary.ASVmkIII$ASVmkIIIUnit     1
ANAPS4         vehicles.stationary.ANAPS4$ANAPS4Unit   1
Taki         vehicles.stationary.Taki$TakiUnit     2
RESCAP         vehicles.stationary.RESCAP$RESCAPUnit 1
SAR         vehicles.stationary.SAR$SARUnit 1
DZ         vehicles.stationary.DZ$DZUnit 1
Arty(g)         vehicles.stationary.NGS$NGSUnit 1
Arty(n)         vehicles.stationary.NGS1$NGS1Unit 1
Barrage         vehicles.stationary.BRG$BRGUnit 1
Box         vehicles.stationary.Box$BoxUnit 1
SLD         vehicles.stationary.SLD$SLDUnit 1
SLD2         vehicles.stationary.SLD2$SLD2Unit 1
Fire         vehicles.stationary.Fire$FireUnit 2
Refuel         vehicles.stationary.Refuel$RefuelUnit 1
RandomPlanes  vehicles.stationary.RandomAircraft$RandomAircraftUnit 2
RandomPlanes2 vehicles.stationary.RandomAircraft2$RandomAircraft2Unit 2
RandomGround  vehicles.stationary.RandomVehicles$RandomVehiclesUnit 2
RandomGround2 vehicles.stationary.RandomVehicles2$RandomVehicles2Unit 2
RandomWeather vehicles.stationary.RandomWeather$RandomWeatherUnit 1
DynamicWeather vehicles.stationary.DynamicWeather$DynamicWeatherUnit 1
StormFront    vehicles.stationary.StormFront$StormFrontUnit 1
RandomTime    vehicles.stationary.RandomTime$RandomTimeUnit 1
RandomSkill   vehicles.stationary.RandomSkill$RandomSkillUnit 2
RandomTrains  vehicles.stationary.RandomTrains$RandomTrainsUnit 2
RandomShips   vehicles.stationary.RandomShips$RandomShipsUnit 2
RandomShips2  vehicles.stationary.RandomShips2$RandomShips2Unit 2
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: ansons on November 26, 2011, 05:39:47 AM
 :)Thanks alot Agracier !
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: FANATIC MODDER on December 10, 2011, 04:11:18 AM
I am still confused if V2.0 is included in UP & DBW.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: agracier on December 10, 2011, 04:35:06 AM
I am still confused if V2.0 is included in UP & DBW.

Just go to your stationary.ini file and start checking. Use the first part of the lines I posted above and do a search for each item.

For instance: FAC or Corkscrew ...

Once you find one, you'll know it has been installed ... if you don't find any then you'll know it hasn;t been included.

For what it is worth, though I may be wrong, some elements of the mod are included from when the mod was less extensive ... though not with all the lines you now see above.

I can't really remember since I did some extensive changing around of the entries on my own.

But just check and see for yourself.

The stationary.ini file is located ...#DBW/STD/com/Maddox/Il2/objects ....

And if you wish to change anything, backup the original file first. It's a doozy to fix once something is entered incorrectly ....
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: smg13 on January 11, 2012, 06:20:24 PM
Hello. i have one question/problem and one suggestion:

1. I am having problems with the FAC and AFAC objects. If I make a mission with an AFAC (and the L-5 plane) it crashes when i try to load the mission. If I try with a FAC, I can load the mission and fly, but as soon as the enemy tanks get within range of the FAC, it crashes the game. Seems that the FAC object when it tries to load into the mission, it crashes. Any ideas?

All other obejcts seem to work....randomplanes, spotters, artillery, gunners, ect... and I am using DBW.

2. The suggestion - would it be possible to link the random object in such a way that if you have two randomplanes2 for example for two different groups of planes if one of them gets to be disappeared the other group will stay... that way you could make missions where you would always get a group of enemies coming in, but 50% they come in from starting point A or 50% from starting point B... or for example, you could make sure you will always get a train moving in the map, but sometimes it will be in one spot, other times in another....

BTW, this is an amazing mod!

Thanks.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: smg13 on January 11, 2012, 10:03:44 PM
Sorry for the double-post, but I have another question: how do you use randomtrain or randomground? I am trying to use it but it doesn't seem to work... can you use only one type of each per map? Because I am setting up one train coming out of St. Lo and another out of Caen in a Normandy map, and each has a randomtrain object... but I check and both trains always appear; at least 8 times in a row (that is how many times I tried... if I am doing everything correct, and I am having such luck with 50-50 odds of the trains always coming up, I am off to Vegas tomorrow :P).

The same with ground veichles. I set up a number of convoys all over the map, each with a randomground2 less than a km close by, but they all keep appearing. Am I doing something wrong? BTW I am using DBW.

Thanks
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: smg13 on January 16, 2012, 01:03:48 AM
Sorry for asking again... but I can't use the FAC or AFAC objects. Once the mission start, as soon as the enemy tank gets within range of the FAC, the game crashes, or if using an AFAC, the mission crashes when it loads. I am usind DBW 1.6. The only other mods I have is two or three planes and the NavAids mod.

I tried using in SAS Modact 3 and it works. But with DBW it crashes  :(

Thanks.

edit- Today I decided to try with version 1.11 and the FAC works perfect! So it must be something with the new 2.0 version...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: smg13 on February 11, 2012, 09:42:37 PM
Anyway... I figure out a long time ago my previous problem was that I needed to install the mortar mod to make it work...

My question now is: if I am using two different randomplane2 objects, one of them to be for a group of planes appearing at mission start, and the other for a group I want to appear 45 minutes after mission start, how do I write the delay in the mission file? I know I have to use RADelay switch in a Mods section.... but how do I make it work with the randomplane2 for the second group only?

Anyone has any ideas? Thanks.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: lowfighter on February 23, 2012, 06:37:20 AM
This is a great mod!Thank you! 8) 8) 8)
I tested Randomground and I think it works only with moving ground objects (moving trucks) etc.
I thought it would be nice to have a similar randomizer but acting on the static objects, static aircraft, static trucks etc.

Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: sputnikshock on February 26, 2012, 07:38:54 AM
just looked up which objects are included in the DBW 1.71 stationary.ini

This is can't be version 2. Must be some older version. Your missing the AFAC, Vector, H2S, Aimpoint, Barrage, Box, SLD, SLD2, Fire, Refuel, Stormfront, Dynamicweather and the Randomizer objects.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: sputnikshock on February 26, 2012, 11:04:38 AM
Quote
because as in the old 1.6 the full version give some CTD

I have C&C v2 installed over DBW 1.6 in the #DBW folder. Runs without any trouble.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Whiskey_Sierra_972 on February 26, 2012, 11:07:33 AM
---EDIT---

I removed my previous post and modify this because I have read better my footnote and remember that my deactivation of C&C items on my old 1.6 was to overcome java plane limits....I have enabled all again in DBW 1.71 and all work flawless!!!!

Sorry for the wrong indication!!!

walter
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Ibis on March 05, 2012, 11:51:59 PM
Could someone tell me where I can find the special effects objects, I can find most of the others but not the special effects mainly the running soldiers.
 thanks,
 Ibis.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: RooMan296 on March 06, 2012, 08:15:09 AM
Could someone tell me where I can find the special effects objects, I can find most of the others but not the special effects mainly the running soldiers.
 thanks,
 Ibis.

I believe it's the SLD or SLD2 stationary object(s)...

Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: saab ja26 on March 06, 2012, 08:28:45 PM
Hmmm the readme's install instructions state to add the entries from the 'add to stationary ini' file but unless I'm blind I'm not seeing it anywhere. Does anyone have a copy of the add to ini file for this?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: sputnikshock on March 06, 2012, 08:38:11 PM
Code: [Select]
Add the following lines to your stationary.ini file in the [StationaryObjects] section:

FAC           vehicles.stationary.FAC$FACUnit   1
AFAC       vehicles.stationary.AFAC$AFACUnit    1
GCI(m)        vehicles.stationary.GCI$GCIUnit   2
GCI(ft)       vehicles.stationary.AGCI$AGCIUnit   1
RCGCI       vehicles.stationary.RCGCI$RCGCIUnit 2
Vector        vehicles.stationary.Vector$VectorUnit 1
OBS           vehicles.stationary.OBS$OBSUnit   1
CW            vehicles.stationary.CW$CWUnit   1
FUG202        vehicles.stationary.FUG$FUGUnit   2
FUG218       vehicles.stationary.FUG218$FUG218Unit 2
SN2       vehicles.stationary.SN2$SN2Unit 2
SN2b       vehicles.stationary.SN2b$SN2bUnit 2
Naxos       vehicles.stationary.Naxos$NaxosUnit 2
Flensburg     vehicles.stationary.Flensburg$FlensburgUnit 2
AImkIV       vehicles.stationary.AImkIV$AImkIVUnit 1
AImkVIII      vehicles.stationary.AImkVIII$AImkVIIIUnit 1
AImkX       vehicles.stationary.AImkX$AImkXUnit 1
AImkXV       vehicles.stationary.AImkXV$AImkXVUnit 1
Serrate       vehicles.stationary.Serrate$SerrateUnit 1
Monica        vehicles.stationary.Monica$MonicaUnit 1
GTW       vehicles.stationary.GTW$GTWUnit   2
GNR           vehicles.stationary.GNR$GNRUnit   1
Corkscrew     vehicles.stationary.Corkscrew$CorkscrewUnit 1
Window       vehicles.stationary.Window$WindowUnit 1
Jammer       vehicles.stationary.Jammer$JammerUnit 1
RO            vehicles.stationary.RadioOperator$RadioOperatorUnit 2
NAV       vehicles.stationary.NAV$NAVUnit 1
OBOE       vehicles.stationary.OBOE$OBOEUnit 1
H2S       vehicles.stationary.H2S$H2SUnit 1
Aimpoint      vehicles.stationary.Aimpoint$AimpointUnit 1
SPR           vehicles.stationary.SPR$SPRUnit   1
ASD       vehicles.stationary.ASD$ASDUnit   1
ASG       vehicles.stationary.ASG$ASGUnit   1
ASVmkIII      vehicles.stationary.ASVmkIII$ASVmkIIIUnit   1
ANAPS4       vehicles.stationary.ANAPS4$ANAPS4Unit 1
Taki       vehicles.stationary.Taki$TakiUnit   2
RESCAP       vehicles.stationary.RESCAP$RESCAPUnit 1
SAR       vehicles.stationary.SAR$SARUnit 1
DZ       vehicles.stationary.DZ$DZUnit 1
Arty(g)       vehicles.stationary.NGS$NGSUnit 1
Arty(n)       vehicles.stationary.NGS1$NGS1Unit 1
Barrage       vehicles.stationary.BRG$BRGUnit 1
Box       vehicles.stationary.Box$BoxUnit 1
SLD       vehicles.stationary.SLD$SLDUnit 1
SLD2       vehicles.stationary.SLD2$SLD2Unit 1
Fire       vehicles.stationary.Fire$FireUnit 2
Refuel       vehicles.stationary.Refuel$RefuelUnit 1
RandomPlanes  vehicles.stationary.RandomAircraft$RandomAircraftUnit 2
RandomPlanes2 vehicles.stationary.RandomAircraft2$RandomAircraft2Unit 2
RandomGround  vehicles.stationary.RandomVehicles$RandomVehiclesUnit 2
RandomGround2 vehicles.stationary.RandomVehicles2$RandomVehicles2Unit 2
RandomWeather vehicles.stationary.RandomWeather$RandomWeatherUnit 1
DynamicWeather vehicles.stationary.DynamicWeather$DynamicWeatherUnit 1
StormFront    vehicles.stationary.StormFront$StormFrontUnit 1
RandomTime    vehicles.stationary.RandomTime$RandomTimeUnit 1
RandomSkill   vehicles.stationary.RandomSkill$RandomSkillUnit 2
RandomTrains  vehicles.stationary.RandomTrains$RandomTrainsUnit 2
RandomShips   vehicles.stationary.RandomShips$RandomShipsUnit 2
RandomShips2  vehicles.stationary.RandomShips2$RandomShips2Unit 2
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: saab ja26 on March 06, 2012, 08:58:18 PM
Thanks sputnikshock!! 
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Ibis on March 07, 2012, 04:29:27 PM
  Thanks RooMan296
  cheers,
   Ibis.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: MANYSH on March 09, 2012, 02:22:00 PM
hey guys

i can't make work  SLD or SLD2 in up3 ?? please help
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Monty27 on March 27, 2012, 06:36:52 PM
Thanks for all the suggestions. I finally extracted the few entries that i really wanted to keep - dynamic weather, barrage and a few others and deleted all other entries in the stationary.ini ... and now the game works without crashing.

And i do already have a number of mods added to DBW, both planes and mods ...

This thing with the classfiles or java or whatever it is being so limited in DBW is really hard to get around. There are just too many good new planes and mos around not to be using them ... I wonder if something like jsgme, an off/on switch could not be developed for DBW, so that one could install new plane mods quickly prior to starting up the game, instead of having to manually install them because of the java limits ...

Absolutely the right track IMHO.  Wind is working on this right now.  I have been testing some new packs created for my new campaigns, and I believe this excellent mod is one of the latest now being trialed, after CY6 worked with us to put the Ambient Sounds into the DAF pack.

http://www.sas1946.com/main/index.php/topic,19921.0.html (http://www.sas1946.com/main/index.php/topic,19921.0.html)

Thanks for this wonderful set of mods CY6, this has everything on the mission maker's wishlist.  All of my campaigns use C&C features and the latest - The Flying Tigers - is replete with the new items from C&C2.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Kazegami on April 10, 2012, 09:39:32 AM
I'm trying to use aimpoint to make a bomber stream drop their bombs, but when I start the mission it says "aimpoint error 14318" and the bombers drop them immediately. Anyone else have this problem? Is this incompatible with anything?
DBW 1.71.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: NS~mati140 on April 10, 2012, 10:13:34 AM
I'm using DBW 1.71 + AI, Hotkeys, Engines and Carriers v 2.5 and the game crashes when using FAC object from C&C 2.0 as soon as it starts broadcasting.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: slipper on April 10, 2012, 01:51:06 PM
Kazegami

It sounds like the aimpoint error is working ok mate. Not at my gaming computer at the moment, so can't confirm 100%, but only the player recives an aimpoint error message to let them know how far from the designated aimpoint they have dropped bombs, in your case about 14km.

Now the AI drop within a random value of the aimpoint (i think up to 300m default, although this can be changed), unless the player drops his bombs first, then the players bomb release point becomes the new aimpoint.

So it would appear to me either the player controlled plane has dropped bombs to early, or maybe the player controlled plane is not loaded with bombs, so that the AI thinks the player has released bombs at mission start, and hence the AI drop straight away.

Regards

Slipper
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: NS~mati140 on April 12, 2012, 01:35:27 PM
Hmmm... I investigated my problem with FAC further and I still need your help I think.

Here is my log after crash from when first warnings start to the end (I used instant log by Storebror to keep it all, bc previously it just broke in half-word somewhere in buttons loading part) - note the highlighted parts:

Code: [Select]
WARNING: Clear VBuf 119644
WARNING: Clear IBuf 327456
WARNING: Clear VBuf 119650
WARNING: Clear IBuf 327438
java.lang.NoClassDefFoundError: com/maddox/il2/objects/vehicles/artillery/ArtilleryCY6$ProneInfantry
at com.maddox.il2.objects.vehicles.stationary.FACGeneric.danger(FACGeneric.java:314)
at com.maddox.il2.objects.vehicles.stationary.FACGeneric.access$300(FACGeneric.java:46)
at com.maddox.il2.objects.vehicles.stationary.FACGeneric$Move.tick(FACGeneric.java:128)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
(here the log ends and game crashes)

note this part:

java.lang.NoClassDefFoundError: com/maddox/il2/objects/vehicles/artillery/ArtilleryCY6$ProneInfantry

does this mod require any additional mods which DBW doesn't have?

Besides that there are some entries about messages here.

Any ideas what's wrong?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on April 12, 2012, 01:59:22 PM
Yes, you need my infantry and mortars mod: http://www.sas1946.com/main/index.php/topic,9530.0.html
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: NS~mati140 on April 13, 2012, 03:50:03 PM
Yes, you need my infantry and mortars mod: http://www.sas1946.com/main/index.php/topic,9530.0.html

Thank you CY6, it works like a harm now!
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Fly! on April 20, 2012, 11:01:31 AM
Thanks a lot CY6, reminds me of the good old days Of WW2 Fighters & strafing. :)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: spartangrayteam@yahoo.com on April 21, 2012, 10:48:20 PM
Not sure if anyone has encountered this, but every time I use a F9F panther or create an AI flight, they seem to directly ignore aimpoint even if flying straight over, with bombs- this problem does not appear in any other jet, and has hampered my "one pass, haul ass" strikes >< Is there anything that can be done about this?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: clayp on June 02, 2012, 08:14:31 AM
Is there another place to get CC? Mediafire dosent work and its not on Game front... ;D

BELAY that!!!.... :-[
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Epervier on June 02, 2012, 10:08:24 AM
Links work fine...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: clayp on June 02, 2012, 12:38:23 PM
It was me... :-[
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: clayp on June 02, 2012, 04:47:20 PM
You know what,I just went to install this CC and I dont have a "mods" folder..Any suggestions?.. ???
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Kazegami on June 02, 2012, 07:54:05 PM
Get SAS Modact. You need it to install mods without a mod pack. The mods folder in Modact is called #SAS.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: clayp on June 03, 2012, 03:00:02 PM
I tried to install that modcat the other day and it messed my game up..
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Kazegami on June 05, 2012, 04:35:46 PM
Try again ::) :)
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Ibis on June 21, 2012, 08:47:11 PM
     I'm having problems with the "aimpoint" mod in that I must fly the mission myself
in order to get the AI to drop their bombs on the target and not at takeoff.  I am unable
to find a command that forces the AI to fly to the target and drop their bombs unless I have
 led them previously.
 This becomes tedious if you are trying to get multiple flights engaged at the one time.
I notice that in the readme it's stated
 AimpointMode (1=on
 AimpointRange (default 300
 AimpointNoMark ( 1=on
However I am unable to find these parameters.

Perhaps my install of the mod isn't correct?

Any help appreciated
 thanks,
  Ibis.

Ok, after a more thorough  "read the instructions stupid"  I think I've fixed it, thanks anyway.
  cheers,
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Eldo on June 22, 2012, 04:03:06 AM
Exactly how do you set up a 'refueling' point? I am trying to figure it out, but currently the AI planes are not refueling, at the point.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: David Prosser on June 27, 2012, 05:21:14 AM
Thanks,Checkyersix. I think I've heard Monty, and Poltava raving about this mod. I just installed the Infantry and Mortars mod. I will try the C&C mod in my upcoming Balaeric Breguets campaign. The random weather, barrage, and Arty G/N look promising. Night fighter fans like it too. As for me. Once the lights are out, I don't fly.

cheers

David
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: March_Hare009 on June 27, 2012, 11:04:26 PM
Hey CY6,

Love the mod! Curious thing though...I'm running DBW 1.71 with the C&C mod installed. I set up a RESCAP mission, everything went great, found my downed pilot, but he "wouldn't get in the damn chopper!" In other words he would not stop broadcasting his position, and the little infantry guy didn't disapear. I know the readme says I need to get within 30m of him, but I taxied over to him and actually ran him over. Is this an instance where I need to install your mortars mod, or might this be something else? Thanks again for the mod and any insight you might have on this.

March Hare
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: ChrisD on July 03, 2012, 02:10:43 AM
I would like to use some of the random weather settings, but have no idea what these are called or where in the objects lists they are.   I have read the read me, but it doesn't say.  Please could some kind soul make a list of the all mods, what they are called in the object list, & in which object list they are. I think others would appreciate this, also.  Thanks in advance & also many thanks to CY6 for his hard work on this Mod.   ChrisD
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: sputnikshock on July 03, 2012, 02:50:36 AM
1.
Make sure you have C&C version 2.
There are C&C objcts already included in DBW 1.6, but those are from an earlier C&C version. IIRC the same is true for DBW 1.7.
To be on the safe side, it's best to manually install C&C version 2 on top of your DBW.
Make sure you also add the correct stationary.ini entries as explained in the "add to stationary.txt" that comes with the download.

2.
Read the readme. Apart from the info on the particular objects you are planning to use also read the part that explains how to handle [Mods] entries in .mis files.

3.
The names of C&C objects in FMB are generally the same as their names in the readme. They appear in FMB in Stationary Objects section.


Hope this helps. Happy mission building.
sputnikshock

 
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: ChrisD on July 03, 2012, 04:06:55 AM
Thanks Sputnikshock.

1)  I do have V2 & some mods I have used (RESCAP, FAC, CW) work perfectly in FMB.
2)  I have read the read me & the info on objects & used them - see above.
3)  The names of the ones I particularly want - Random Weather, Dynamic Weather & Storm Front - I cannot find in the Stationary Objects section under those names.  I am not at my games PC at the moment so I could be wrong. I couldn't find any initials that look as if they were for these mods - hence my post.
Any further help would be appreciated.  Thanks.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: sputnikshock on July 03, 2012, 04:30:31 AM
Well, Random Weather, Dynamic Weather & Storm Front are called RandomWeather, DynamicWeather and StormFront in FMB.
If they don't appear, double check your stationary.ini.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: ChrisD on July 03, 2012, 05:44:04 AM
The penny has just dropped!  I did a complete re-install recently & transferred the old #DBW folder to the new game but forgot to transfer the stationary.ini.  I had used the FAC, etc in the old game but not in the new installation - hence my confusion!!  Thanks for pointing me in the right direction.  ChrisD
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Jenato on July 04, 2012, 10:57:10 AM
I have 4.09 UP2.01 and whatever I try, it does not seem to work. The game won't load, i.e it loads just to 60% and crashes. If I delete some lines in stationary.ini like the Arty(g), Aty(n) Box and Barrage the loading goes till 70%. Deleting the first 8 lines results in the same 70% crash. I did that to see if far less things to load could make it easier.
I installed the 4.09 patch over the original install (paste and overwrite). Nothing helps. I would like to try the Mod in combination with the AIRPCC Mod to see the effect of the German radars in a nightfighter like the Me110. Can something be done about my problem? :-\

Greetings,

Jenato

Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Bombsaway on July 05, 2012, 12:59:15 PM
I read you could just add the lines for what you wanted from this mod but it doesnt work for me. I'm running DBW1.7 and added the running soldiers because they were not in the DBW. The game loads and I can place them on a map but as soon as they are supposed to work, the game crashes.
Does anyone have any suggestions?
Thanks.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 05, 2012, 01:08:39 PM
There's a new version up here:

@edit: Dead link removed

With a much smaller java footprint, so it should reduce over-loading errors.

@Bombsaway silly question, do you have my infantry objects installed? You need prone infantry to make the SLD object work, not sure if they're in DBW...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Bombsaway on July 05, 2012, 01:25:53 PM
Thank you Six. That may be it. Do you know if they were included with DBW1.7?
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: MANYSH on July 05, 2012, 02:54:55 PM
Checkyersix I been waiting for this update :)

But I can't get this work with UP
dynamic weather and SLD do not work :(
Installed
1 http://www.sas1946.com/main/index.php?topic=9530.0
2 http://www.sas1946.com/main/index.php/topic,16973.0.html
3 @edit: Dead link removed

what I doing wrong ?
Regards
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: redfox on July 05, 2012, 03:05:34 PM
Thank you Six. That may be it. Do you know if they were included with DBW1.7?

No they weren't Bombsaway but they are available on this site.....somewhere? I downloaded them not long ago, but can't remeber in which Topic...Sorry

Cheers - Redfox
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 05, 2012, 03:09:04 PM
You should remove v 2.0 if you're using v 3.0.

I'll check out the SLD and Dynamic Weather objects, something might be bugged still...
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: SAS~Bombsaway on July 05, 2012, 04:25:42 PM
Thank you Six. I'm greatful for your help.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: redfox on July 05, 2012, 05:21:33 PM
Hi Six I couldn't find anything in the readme as to what the 'Spawn' object does. Is it implemeted yet?

I dropped it in a mission in FMB but just got a frozen screen at 100% loading.

Cheers - Redfox
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 05, 2012, 07:30:41 PM
The Spawn object randomizes ground vehicle placement around pre-determined points (it should really be called "Scatter").

You have to place a number of stationary ground objects around the Spawn object, then place stationary motorcycle objects in places where you want the objects redistributed (the motorcycles are just markers, they'll disappear after the object is finished working.

It might crash if there are no stationary units around the Spawn object or there are no motorcycles around the map.

I should note that it also works for ships, and will place them on water if there are motorcycles on water as well. Otherwise it will ignore them.

CY6.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 05, 2012, 07:35:51 PM
Also people should note that the FAC in C&C v 3.0 is a little different. It now directs AI planes to attack the targets it selects (like the WP smoke rockets for my OV-10), so it's more "hands off" from the player's perspective - you no longer need to assign GATTACK waypoints for flights around an FAC in the mission builder, and the planes will not make more than one or two passes at enemy units. You can also more closely control ingress and egress routes this way, as flights will fly back to their "perch" waypoints between attacks. I find it increases the survival rate of ground attack jets immensely.

CY6.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: RooMan296 on July 05, 2012, 07:43:20 PM
Christmas in July!!!! Thanks once again for a great update to one of my all time fav mods.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: redfox on July 06, 2012, 01:10:42 AM
Thanks for that Checkyersix

Cheers - Redfox
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: Checkyersix on July 06, 2012, 01:38:45 AM
New version up (3.01) which should fix some of these problems.
Title: Re: Command and Control Mod v 2.0 (C&C + randomizers)
Post by: MANYSH on July 06, 2012, 02:04:24 AM
This 3.1 is corect version? you left few unhash classes in it ;)