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Mod Guide 3 - Comments, Questions, and Typos

 
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Mod Guide 3 - Comments, Questions, and Typos - 2/23/2014 2:18:13 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
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Folks I'm going to have a thread for each guide in order to catch any errors, typos, missed information, new info, requests, or anything else that needs to be added or fixed in the guide. Since we control these documents and can update periodically and release new PDF versions I want one place to gather the info and this thread is it!

Thanks for your help!

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Post #: 1
RE: Mod Guide 3 - Comments, Questions, and Typos - 3/8/2014 2:55:00 PM   
JAS Gripen


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Joined: 2/21/2011
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You might want to check the mod guide links on the main forum page :

550 /pub/FlashpointCampaignsRedStorm/FPC Modding Guide 1 Maps and Map Values.pdf: No such file or directory
550 /pub/FlashpointCampaignsRedStorm/FPC Modding Guide 3 Artwork and Sound Effects.pdf: No such file or directory

(in reply to CapnDarwin)
Post #: 2
RE: Mod Guide 3 - Comments, Questions, and Typos - 3/8/2014 3:35:35 PM   
cbelva


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Joined: 3/26/2005
Status: offline
I downloaded from them both yesterday.

(in reply to JAS Gripen)
Post #: 3
RE: Mod Guide 3 - Comments, Questions, and Typos - 3/9/2014 11:48:33 AM   
JAS Gripen


Posts: 19
Joined: 2/21/2011
Status: offline
link in Flashpoint Campaigns: Red Storm >> Mods and Scenarios
ftp://ftp.matrixgames.com/pub/FlashpointCampaignsRedStorm/FPCModdingGuide3ArtworkandSoundEffects.pdf (works)

link in Flashpoint Campaigns: Red Storm
ftp://ftp.matrixgames.com/pub/FlashpointCampaignsRedStorm/FPC%20Modding%20Guide%203%20Artwork%20and%20Sound%20Effects.pdf

Doesn't work. tried Firefox, IE and Chrome. Space is problematic in links.


(in reply to cbelva)
Post #: 4
RE: Mod Guide 3 - Comments, Questions, and Typos - 3/9/2014 4:18:41 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
I fixed the front page message to not show the busted links and refer to ones that work. Thanks for the post.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to JAS Gripen)
Post #: 5
RE: Mod Guide 3 - Comments, Questions, and Typos - 9/2/2014 8:53:29 PM   
SteveD64

 

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Joined: 10/26/2006
From: Shaker Hts, Ohio, USA
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I added the colored silhouettes to the Common folder (and deleted the black ones) yet the black silhouettes are still showing up. What could I be doing wrong?


(in reply to CapnDarwin)
Post #: 6
RE: Mod Guide 3 - Comments, Questions, and Typos - 9/2/2014 9:38:37 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
The colored ones will show up in two situations:
1.) You make a new scenario.
2.) To see them in an existing scenario you need to load a scenario and run the Refresh sub-unit images from disk item in the View menu.

The sils and backgrounds get saved in the scenario file.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to SteveD64)
Post #: 7
RE: Mod Guide 3 - Comments, Questions, and Typos - 9/2/2014 9:40:20 PM   
SteveD64

 

Posts: 570
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From: Shaker Hts, Ohio, USA
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Beautiful, thanks!

(in reply to CapnDarwin)
Post #: 8
RE: Mod Guide 3 - Comments, Questions, and Typos - 12/17/2017 6:34:44 AM   
delfosisyu

 

Posts: 12
Joined: 11/25/2014
Status: offline
Hi, I started modding this game, today.

I have some questions about National Database.


1)Effective Range of tank gun affect its penetration value?

2)If I give Tank Gun Tanderm Warhead(TW) ability, is its APFSDS going to ignore ERA?

3)Does ACM(Active Protection) work for the units to intercept heat warhead? I heard it doesn't.


< Message edited by specialforcesoda -- 12/17/2017 6:36:21 AM >

(in reply to SteveD64)
Post #: 9
RE: Mod Guide 3 - Comments, Questions, and Typos - 12/17/2017 12:42:44 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Let me see if I can drop some quick answers.
1). Effective range set the base point for the pen value in the data (value is scaled up or down depending on actual range to the target) and is also the inflection point for setting the base hit chance curve for the gun. While you could make some small adjustments to better capture muzzle velocity, making large changes will break the curve leading to unrealistic ballistic weapon performance.

2). This one will require me to look at the code. I'm not sure how that special will work with a tank gun off the top of my head. Give me a couple days to pull that answer. I'm heading out of town shortly for a funeral service for a good friends mother.

3). ACN, GSR, and I cat think of the other are listed but not hooked up for use in Red Storm. The listing in the manual should note those not in use right now.

Hope that helps.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to delfosisyu)
Post #: 10
RE: Mod Guide 3 - Comments, Questions, and Typos - 9/2/2018 12:33:11 AM   
delfosisyu

 

Posts: 12
Joined: 11/25/2014
Status: offline

1)So AP for Kinetic round is value at 0 meter range?

(in reply to CapnDarwin)
Post #: 11
RE: Mod Guide 3 - Comments, Questions, and Typos - 9/2/2018 3:30:28 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
At zero meters you will be at max AP pen based on Pen value and effective range combination as set by extrapolation of our curve formula.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to delfosisyu)
Post #: 12
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