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DarkAngel

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Everything posted by DarkAngel

  1. one of those rounds is way out of line.
  2. Are you sure you are in a woodland scenario and are you on blue or red side?.
  3. In regards to the briefing. Some handsome genius wrote a Briefing creation wizard, this is available on a case by case basis :sonic:.
  4. DarkAngel

    New to SB modding

    1. No 2. No 3. None 4. Not possible 5. you can't mod it. 6. None as there are none.
  5. Will only be true if unit x has 1 unit or more.you want:- Unit _x_ < 1 members DOH... I read it the wrong way around... ignore me!!!
  6. Good work again Dave. A couple of notes for you. In the circumstances that you are using its perfectly acceptable to use the new random variable. New creates a new number every time a unit reaches the waypoint. As you are using just a single unit and not coordinating a move then this is fine. The new is especially useful if you are routing a number of different units to a waypoint and then want them to branch off in a random direction. The X* are most useful for coordinated random branching. Say for example you had 2 units heading to 2 waypoints, each waypoint has 2 routes from it, a left and a right. Using the X* randoms means you can get both units to make the same move either right or left. If the 2 routes for each waypoint used new then their branching would be random. In the second conditional route for the single tank the second condition is unnecessary. I think I mentioned in a previous point that if you have a conditional route and a non conditional route heading from a single waypoint. If the conditions on the conditional route are true the unit will take the conditional route regardless of the non conditioned route. Conversely if the conditioned route is false it will take the non conditioned route. By the same token a unit will comply to the lowest true condition. So for the first route you are correct ( This unit is unit 4/6/A AND 0<= X1 <50). For the second route you only need the first logic ( This unit is unit 4/6/A). If the unit reaches the branch and X1 < 50 it will take the first route. If not it will take the second route. For the retreat if you don't need the (this unit is under direct fire). This behavior is inherent to Defend and guard battle positions. I don't remember the exact conditions for departing these types of battle positions but I'm sure its in the wiki.
  7. Hi Toyguy, I'd have put this in a PM but couldn't make an attachment there. Here is a preview of the requested map area so you know what you would be facing :sonic: T Weese_Voltlage_Area.rar
  8. I can help you with it for sure but like you I am busy for the next while. I have not found a source for native DTED data. That seems to be the province of military. I use other data and then convert to DTED using global mapper which is capable of exporting DTED 0 - 3. Which one I use depends on the data source. SB Pro is capable of importing all of them. For most of the world the only decent free data is SRTM (90m) its not the best data but its easily available and free. There is also ASTER data (30m) but the data is pretty dirty and has a lot of artifacts unless its of a barren waterless area. There is 1 arc second (30m) SRTM data available for continental USA. However now there is also a 1/3 arc second (10m) data available of the USA through USGS. This is some beautiful data and I have been making some heightmaps with it to replace some of the ones in SB. There is also 1 arc second (30m) data available for Canada. Links:- SRTM http://srtm.csi.cgiar.org/SELECTION/inputCoord.asp Aster http://www.ersdac.or.jp/GDEM/E/ USGS http://seamless.usgs.gov/website/seamless/viewer.htm Canadian http://www.geobase.ca/geobase/en/index.html
  9. But can you do the run in less than 12 parsecs?
  10. Here is an overlay of the OSM data on the exported bmp from SB. OSM_Hunfeld.rar
  11. Do you happen to know what state / political region the map is in?
  12. Is that full size or did you re-size it?
  13. I'm looking at the raw data which is available as shapefiles (ESRI) which I can load and manipulate through Global Mapper. It would be possible to export the SB map you have to a BMP and geo-rectify it in Global Mapper. Then see which roads are missing and only import them. http://download.geofabrik.de/osm/
  14. JohnO, Before you get too involved in adding roads to the Huane valley map there is a free data source which has pretty detailed Vector data for Germany (part of the Open street map project). It may be possible to extract from that a lot of the additional data you would need (and a lot less work than trying to digitize it yourself).
  15. Well that's a huge ask. You could write a book on all the tricks and tips of map editing. If you catch me on TS its far more likely i can help you more than I can typing. But basically it depends on what data is available to you for the area in question. If there is decent quality free vector data then you would be foolish to digitize a map yourself. If its not available then you either have to digitize the roads in google earth or from satellite or topo maps in global mapper. This data when saved as a shapefile can be imported straight into SB pro. I can't remember with that map whether GO used vector data to create the wooded areas or whether it was one that Sean or I did from satellite images using an earlier incarnation of SB mapper pro.
  16. Hey JohnO, Been meaning to reply to your messages but I have had a lot on in both Virtual and real world. There are several ways you can do things:- If you have some money to spare ($300+) there is a GIS program called Global mapper. This is one of the tools which myself and a few of the other map makers use. This won't do all the work for you but it is a good interface for loading and converting data between different types. Google earth can also be used to digitize roads and features. You need someone with a program like Global mapper though to convert the files into a form that SB pro can recognize. There are some sites too where, depending on the world region you are working on, you can get reasonable quality free vector data. The data though will need to be worked on. Open vector data tends to have the roads broken up into small pieces (usually between junctions). This has to be joined together and you will require a program like Global mapper to do this. Now the caveat with all of the above is that you will still need to find someone with SB pro to import the data for you. If I have time I can help with this, there are also a few other people on the forums here who have access to Pro. There is also a program called SB mapper pro. If you can show some level of commitment to map creation it may be possible to get a temporary license to use it. In regards to map scales its a bit tricky to pin it down. SB uses a map grid of 12.5 meters (both height and terrain). About the nearest equivalent is 1:25k. However the vector data (roads, streams and buildings) exist at a much higher resolution (about 7mm or 0.25").
  17. Difficult to say yet Luke. The T-72 has a 125mm gun with better penetration but the reload time on the Leo 1 is significantly shorter. T-72 has other advantages of its own though, lower silhouette and a TC's MG to name a couple. Its not an easy tank to use.
  18. Really? http://www.primeportal.net/apc/thord_wedman/cv9056/
  19. Well its a 4 byte unsigned integer for buildings so the limit would be around 4,294,967,295
  20. and make sure you have the "is snow" check box ticked.
  21. Are you still working on this Toyguy?. Been a while since the last installment.
  22. DarkAngel

    pick em

    Gay bunny hopping dick-headery... Why even bring them up on a sim site?.
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