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When you'll succeed with it, you can try to do th same thing in multiplayer with An-12, for example, on Poland or Russianland.
If it'll be ok too, you can try any map you want, but this map should have service scripts.
Nothing can be guaranteed if any other mods except CW/CW English are applied. If you still have problems, record your attempt on videp, but press alt+V first to make volumes visible (you'll see box near the cargo dor - it's load zone)
Still same ♥♥♥♥ - vehicle doesnt get loaded, but the parachute module gets spawned inside the plane.
So several more questions though, any plans to add su-27 maybe and f-15? And why does f-16 has such bad roll and yaw rates? Shouldnt it be more agile than Mig-29? Also, will more US and other nations' Navy ships be added? At the moment, US has basically one combat ship and one submarine, I reckon people would appreciate more marine content.
Also I already asked in the comments, but would like to hear an answer from you in particular, please, since you seem to be the main dev: Are there any plans to fully implement Ukrainian military? it seems like in the mod, there already are some Vehicles (the tanks; although I would argue about their ammunition, since apart from "Mango", "Vant"s are also more than used in UAF and as much as I know, bm-44u1 is also used already), and some textures for Ukraine (the aircraft textures for example), also one srange unit but he doesnt really seem anything alike modern Ukrainian soldier or whatever. So yes, question is - will UAF be actually, fully implemented, any time in the future?
"any plans to add su-27 maybe and f-15?" - yes for F-15, but as for Su-27 - well, we could add something like Su-30 family (Su-27 is obsolete), but we already have 3 fighters for VKS, we don't need more.
"why does f-16 has such bad roll and yaw rates?" - because we use F-16 as strike plane. With 6 AMRAAM+2 AIM-9 and typical air patrol mission (500km to target, 500km patrol distance, 500km back) it will have in-game maneuvrability rating 6.4 hor./5.1 vert., (roll and yaw is for hor, dive/climb is vert)/ F-35 AA has 5.6/5, MiG-29K has 7.4/5.3 (note that MiG-29 non-K can't perform such mission due to low fuel amount). Horisontal maneuvrability (in-game) depends mostly of wing load and max G-load. F-16 has very high wing load (750+ compared with 370-400 for F-22, F-15, Su-35) and a bit lower G-load (7.5G vs 9G for the others). That's why it has lower maneuvrability (still, I must note that this applies for turn radius. I agree that because of small wingspan and low mass F-16 should have better roll rates, but to make a full round you still need low wing load).
"Shouldnt it be more agile than Mig-29?" - in case of such mission, F-16 will have a bit better trust-to-weight parameter.
Most difference comes from G-load. For F-16 Wiki says: capable of achieving 7.33 g with 80% internal fuel, and internal fuel mass is 3t only. That's why with 1100kg of missiles it can't exceed 7.5G - mass, equal to 80% internal fuel load for unarmed plane will be achieved with about 50% fuel, that's too low for this mission. As for MiG - it is claimed that it has 9G, most ptobably - for normal takeoff mass (18300). For this mission, it will have 20200kg mass above the target (at the beginning of the patrol, and 17500 at the end), so I've reduced G-load to 8.5.
If F-16 will be able to perform 8.5G maneuvers, its hor/ver rating will be equal to MiG, but it is possible in short-range missions. For example, for 200km range and 200km patrol distance rating will be 7.1/5.8, and if in this case G-load will also be 8.5, it will have 7.9/6.
"US has basically one combat ship and one submarine, I reckon people would appreciate more marine content." - the only good US multipurpose ship except Burke is Ticonderoga, but it is almost similar to Burke in terms of weaponry. Perrys are obsolete, LCS are too weak. Unlike other nations, US focuses on low number of good ship types, which allows to have large capable fleet. In case of Russia we were forced to make 4 destroyer/cruiser class ships because Russia does not have large enough unitype series like Tica or Burke.
"Are there any plans to fully implement Ukrainian military?" - No, but we'll deploy Ukrainian tanks for third Chineese brigade (SCO forces). Also we've already made set of UKR gear and skins.
"Why not su 27 though? basically su 35 without thrust vectoring and some very slight differences in charachteristics and model, so it shouldnt be actually too hard to also implement it, I guess?" - mostly because we have MiG-29. But its airframe differs from Su-35, so it's not a simple reskin, we'll need a full setup from 3DS MAX, it's time-consuming and unreasonable in presence of MiG.
"Also it is used by multiple militaries across the world including Chinese and Russian airforce (also in Kazakhstan and Ukrainian airforce), so why not?" - MiG-29 is much more popular. 12 non_Russian operators of Su-27 vs 27 for MiG.
"MiG-29 is much more popular. 12 non_Russian operators of Su-27 vs 27 for MiG."
Alright, fair enough I suppose, understandable, thanks for the answer.
"the only good US multipurpose ship except Burke is Ticonderoga, but it is almost similar to Burke in terms of weaponry. Perrys are obsolete, LCS are too weak. Unlike other nations, US focuses on low number of good ship types, which allows to have large capable fleet. In case of Russia we were forced to make 4 destroyer/cruiser class ships because Russia does not have large enough unitype series like Tica or Burke."
Well, AcKcHuaLLy - lets not forget about the Zumwalt-class destroyer, lol.
"No, but we'll deploy Ukrainian tanks for third Chineese brigade (SCO forces). Also we've already made set of UKR gear and skins."
Ok, hold on a second, I didn't really play much of campaign, so dont know what exactly is different in this alternative world, so uh explain please? Is Ukraine in SCO here or something? And if just tanks will be deployed, why add UAF gear though?
First - there was only one Zumwalt during mod's events (2018 for Leviaphan, if I remember correctly).
Second - antiship armament. It's better than Burke when you need to hammer seashore (even if its shells are $1 billion per one and not producted after 2016), has large salvo of Tomahawks, but lacks anti-ship capabilities almost fully (Burke can use SM-2 against ships, half of them have also quad Harpoon launchers): unguided (GPS-guided shells can't track maneuvering target) shell travels on 100km distance about 2 minutes. Simple turn of enemy ship will make shells miss. At close combat, 155mm shells are a bit heavier than 127-130mm Burke/956, but 10rpm fire rate is 2 times smaller than Mk45 and 9 (!) times smaller than one AK-130 (956 destroyer has 2 AK-130).
Third - AA defence. Can't say it's weak because of very large ammo (80 cells, max 1 Tomahawk/ASROC or 4 ESSM per cell - it can easily have more than 100 SAMs), but ESSMs have range only about 50km. Zumwalt can't hit incoming ASMs on long ranges, while they are not sea-skimming yet. It will be able to illuminate incoming sea-skimmer (assume 5m flight height) only on 30km mark, 30s before impact. Also it's unknown if AN/SPY-3 has enough illumination channels - because AN/SPY-1 had none, it uses external illuminators for SM-2 (on Burke top). And it's warheas is 1.5 times smaller than SM-2, which is important if you need to kill armored Russian ASMs like Granit.
Also, when you have 200km SAM, you can keep enemy aviation afar, but if your max AA range is 50km only, you can receive not only long-range ASMs like Granit, but also anti-radiation missile - much harder to kill.
"Is Ukraine in SCO here or something?" - yes. According to the plot, there was no coup, so Ukraine is still Russian ally and associated in SCO (anyway, the plot was written in 2011).
"And if just tanks will be deployed, why add UAF gear though?" - in the first SP mission we have UKR artillerists and base guards. Also, well, it's a very popular demand, so we've decided to make it for other modders. Also, it's not a very big deal, we've made 1-2 vests and one helmet.
" When I tried to load vehicles in Moscow Behind, it DID work," - great, then we just need to figure out what you're doing wrong.
First, you need to have link scripts on the map. Look at your script list in the right pannel. If you have "service" script group, it's ok.
Second, turn "start" button on.
After that, all should work. You can try to use linking on landing crafts, or towing tral (from Three Tankmen mission), they all use the same scripts.