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But it would be cool if they add it in future. Especially if you could allow or disallow loadouts that are otherwise available for a plane, like if you want to make an airbase a small fighter base that doesn't really have the munitions and planes for EWAR or SEAD, and another that has a bunch of planes that have anti-ship loadouts made available.
All airbases are .ini files, they are in the SeaPower Steam Folder, use a text editor
Asking somebody to MAKE AN ENTIRE MOD just to be able to, say, have an airbase have / not have a type of plane is a little bit of a weird and extensive ask (as outlined by Bambi about how its effectively asking people to make a mod to avoid the file they add being overwritten or messed with by Steam).
Changing the Planes available on an Airfield takes a few Seconds and you can save it with copy/paste into a Text file, when a Patch changes the Airbase ini you can simply copy it back. Since release only 4 out of 234 Files in the Land Units Folder got patched.
My concern though is that since we are editing our own .ini to create custom flight decks, I am thing that these custom flight decks will not work for others (say if uploaded to workshop) since they will be missing the new (modified) .ini file to pull the data from.
Any input form devs would be amazing!
I'm also not sure which one has priority if they are named the same, which means you might want to rename your custom airbase. Make sure you also drag over the corresponding language_xx and make custom entries in those as well or your custom airbase will be borked in the editor.
Not sure if I did something wrong but it seems we cannot add addition .ini files to the list, only edit current ones.
Took the data of small airbase and saved it as user/land_units/civ_airport_1.ini. Stripped out all the military aircraft and changed the civilian ones to:
civ_707=Squadron7,5
civ_dc-10=Random,0
Which gives it 5 707s of the KAL variety.
Also copied the small airbases variety ini to user/land_units/civ_airport_1_variants.ini with no changes.
Then copied original/language_en/land_units_names.ini to user/language_en/land_units_names.ini and after the entry for [airfield_small_1] added a new entry:
[civ_airport_1]
Type=Airbase
Default=Airport -small,Airport
Variant1=Airport -small (YURO),Airport
Variant2=Airport -small (US),Airport
Everything was correct in the scenario editor for the flight deck and when I tested the scenario I could launch [up to 5] KAL 707s... though admittedly the taxi and takeoff was a bit wonky as I don't think the small airbase was supposed to handle 707s...
Here is an example of an airbase with custom planes only described in the ini file. The last 4 lines are doing the job, and you'll have to add them after each time you save from the ingame editor. Also work with naval carrier
[Taskforce1LandUnit1]
Type=airfield_small_1
VariantReference=Variant1
MissionType=NoMission
WeaponStatus=Free
RadarsActive=False
CrewSkill=Trained
Stores=Depleted
Damage=None
RelativePositionInNM=172.42,low,-77.94
Nation=us
Heading=0
CustomAirGroup=True
usn_p-3c=Default,1
usaf_b-52g=Default,2
usaf_f-15c=Default,5