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#3555931 - 04/13/12 08:06 PM Re: Koolhoven FK58 [Re: Moggy]
Moggy Offline
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Registered: 08/27/00
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Loc: A slit trench at RAF Gravesend
Well, scenario builders will pretty much build their scenarios the way they want them, and include whatever aircraft they want, they have, can make, or can scive. smile

Ray - the CAW map includes the Phillipines if you want somewhere to fly those planes ...




Meanwhile - thanks for your time on that Koolhoven.

Moggy DCM
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#3556064 - 04/14/12 05:32 AM Re: Koolhoven FK58 [Re: Moggy]
Rotton50 Online   smile
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Registered: 02/06/06
Posts: 2754
Loc: Cape Charles, Virginia, USA
I didn't know that about the CAW scenario so I guess that takes care of 2012, 2013 and maybe the first quarter of 2014.

No problem on the Koolhoven. Heck I like working on it just for the name.

I'm out of town today and tomorrow but I'll get back to it on Monday.
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#3556070 - 04/14/12 06:12 AM Re: Koolhoven FK58 [Re: Moggy]
Moggy Offline
EAW Old Timer
Hotshot

Registered: 08/27/00
Posts: 6131
Loc: A slit trench at RAF Gravesend
CAW is kind of sitting there like those Spitfires in the crates.

I'm trying to put together a 128-friendly version of what we have at the moment, so let me know if you want a copy.

Meanwhile, some shots of the rest of the map ....

The Marianas and Truk




and the Carolines



and inner and outer Truk ...




Moggy DCM



Edited by Moggy (04/14/12 06:26 AM)
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#3556074 - 04/14/12 06:46 AM Re: Koolhoven FK58 [Re: Moggy]
Rotton50 Online   smile
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Registered: 02/06/06
Posts: 2754
Loc: Cape Charles, Virginia, USA
What we need to do ( and by need, I mean Ralf and Jel ) is to see if the strategic portion of PAW is still in the EAW code.

I'm referring to the function in PAW where you set up fleets of ships and had scouting planes go out on patrol to find them. You then attacked the fleets and the game scored your results to see if you were victorious. True dynamic campaigning.

Way over my pay grade although I'd be very willing to do the modeling.
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#3556082 - 04/14/12 07:14 AM Re: Koolhoven FK58 [Re: Moggy]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 11941
Loc: Fleet, Hampshire, England.
Hi Ray.

I remember looking through a lot of the remains of the PAW code, and we have big chunks of the Ship AI code, which made the ships take avoiding action if attacked. There were also sinking and damage routines, but a lot of the PAW code was adapted into EAW, so the missing bits are there, just heavily changed for EAW use. We should not forget we do have some code for FD, which was the forerunner of PAW, and might help fill in the missing bits.

The only problem is knowing how to add in these chunks of code and make them work properly.

We still have a number of more important code updates to finish, not least of which should be updating the Glide routines to handle 512x512 textures, and get HM2 working. wink
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