KAPSET 3
sensory deprivation
Welcome to
KAPSET 3 the third FA custom lib from Kaptor .
The goals of this patch were to improve both realism AND gameplay by
modifying the base elements of the sim and to add new objects. It focuses
primarily on the years 2000-2020. I’ve added or included ships,
artillery,armor,and planes for USA, Russia,China,England, and France.You’ll
find that all aircraft have been modified from stock to improve their flight
characteristics,RADAR cross section, IR signature and to adjust their relative
survivability and weapon carrying ability.
In addition, all RADARs and sensors
in KAPSET3 Have been modified to represent a more realistic detection
capability. If you fly with an enemy off your 9 or 3 o’clock position (directly left or right) the enemy will not
detect you with his RADAR until you are within visual range, thus this LIBs
title “Sensory Deprivation” naturally if an enemy is flying with YOU on his 9
or 3 o’clock YOU wont see him on your display either. Helicoptors are just plain
hard to detect at all due to their slow speeds.
Infrared and FLIR sensors
will also fail to display an aircraft unless that planes tail is somewhat
pointed in your direction.
I’ve tied 4 of the campaigns
together in sort of a global war that I have called “Valiant Ranger”. I didn’t
really do anything to the campaigns themselves, just tweaked the storylines and
time events around a little to let the campaigns make sense with each other.
In KAPSET3 you will notice that
just about everything is armed even the soldier and troops have greatly
increased firepower as is the tendancy on the modern battlefield. You’ll also
find that most weapons are MUCH more lethal than you’re used to (some of the
Air to Air weapons have parts of their range that are basically a no escape
zone), that’s why the extra ECM has been made available ( if you’re used to
just out maneuvering missles, you may have to get used to something else:
EJECTING !!). There is no more conflict with the AWACS and JSTARS in the same
mission, use them freely when building missions. I have added many new planes,
many many new vehicles, and many many many new ships(with accurate skins, and
greatly enhanced destroyed skins for the ships), these are there to increase
the variety in the building of custom missions for you and me. Except for the
helicopters, all the planes have the 1st harpoint slot occupied by a
visual sensor which is usually not needed, so you can use the Mission file
hardpoint editing trick to add any weapon you want in a particular mission even
if I didn’t put it on the aircraft in the first place, just use “hard 0”.I’ve
also removed the National markings from most of the skins, so (for example) now
an F-8 Crusader can serve with the US navy or French forces. As in my previous
Lib. there are many driveable vehicles and ALL the helicopters are flyable, and
more controlable than you’re likely to find in any other Lib . My helos can
hover ( if you’re careful ! ) to pick off targets while hiding behind buildings
or other cover (pay no attention to the stall horn in the helos, real helos
don’t really stall and neither do mine). The helos also feature several new
engine/rotor sounds particular to the size and performance of the helo. My
driveable vehicles can actually climb OVER large hills and mountains unlike
some other Lib.s ( aint that annoying !) if you look carefully you’ll also
notice my driveable vehicles don’t have aircraft shadows either. I’ve added
many new weapons (all I could fit in ) and modified the rest because blowing
things up is more fun than just about anything !! When building your own
missions you’ll find something unusuall in the “choose object “ lists, there
are 2 versions of many land vehicles. This is because of how the AI (Artificial
Inteligence) of the game treats these objects. Drivable vehicles for instance
are treated by the game as aircraft that can’t fly, so they wont follow
waypoints (since they haven’t taken off yet ) and can only be set at airports
to start the game.The driveable vehicles are marked with an asterick * to tell
them apart from the AI objects. Use the vehicles marked with * in a mission as
the ones you want “player” to operate,and the ones without the * for the
computer to operate, this doesn’t affect aircraft so you can use any of
them,any way you want. The weapon ICONs have their ranges and target types in
the ICON picture. I haven’t overwritten very many of the original
aircraft/vehicle names in FA so most or all of the regular (or custom) missions
will be playable although they may be much easier or harder depending on the
weapons that the aircraft in that mission happen to be carrying. If you need a
good laugh place the “**means flyable/driveable” entry into a mission, and try
to destroy it ,or drive it yourself!J. There is more object
specific info in the mission builder docs. There should be enough room left
over for at least 20-30 custom missions, if you get the error message “FA has
caused a fault in FA.EXE”, it’s because there are too many custom missions in
the FA folder. I made a folder called “mission vault”, and I can just transfer
the extra missions out of there.
WORKING THE STUFF:
My vehicles weapon ranges are usually stated with the title of the vehicle.
Some of them can hit targets MANY miles away but if it’s more than about 5 miles
you’ll have to give the vehicle a waypoint and then designate a target for it
to hit on it’s way to that waypoint (the waypoints can be very short and don’t
have to be anywhere near the target) . You designate a target by clicking on
the waypoint then in the gray panel at the right of the screen click where it
says “no target selected” then click on the targets ICON on the map (a dashed
yellow line will appear between the vehicle waypoint and it’s target) you can
have many waypoints for the vehicle and
a different target for each waypoint. If the targets are close (5 miles or so)
you can just give it 1 waypoint and click those SAM, SHIP, AAA etc boxes in the gray panel and let it go, it’ll chase
down and attack anything it can find
according to those boxes you click. The same technique applies to ships but
they can find their own targets within about 20 miles instead of 5! I have included a list of the ships and what
ranges their weapons have because they all have multiple weapons with different
ranges, OH yeah-please don’t get within gun range of the Russian Kirov class
ships, you wont make it back J. My drivable land vehicles can be set anywhere on
the map to start a mission from but you HAVE to use the “Drivables Launch Pad”,
or an airport,to start them from, just drop it wherever you want to start the
drivable vehicle from, then set the vehicle on it. You can set other regular
vehicles in the area and drive with them as an attack force ! One odd
note,sometimes when you start a mission in a driveable vehicle it wont reach
it’s top speed, it’ll top out around 28 kts or so. If that happens quit the
mission and then start the mission again (you don’t have to leave the game,
just the mission) and then the vehicle will go properly ! Weird !
Known Issues: So far it’s been quite fritzy(a lot of CTD crashes)in the
Baltic campaign when flying with the cheats on(all planes all weapons etc.).
But it’s been very solid with the recommended planes/weps( but some CDTs when
you try to re-enter a mission). The other campaigns have been very stable with
or without the cheats. It’s been rock solid in Single Missions , Quick Missions
and custom/Pro missions (no CDTs at all there).
CREDITS:
All major testing (and many good ideas): “Pappy”
J.K.Peterson (Zephyr) for
endless help, there would be no working ships or vehicles if it weren’t for
him. He also allowed me to use a few of his weapon ICONs (I added the JKP to
those ICONs)which I felt I could not equal.
Centurian for various help.
CAG Hotshot for the Gray
SU-35 pic and sh with white nose, and
other help and info.
Scorpion/AIM-120s for the light gray/silver MiG-15 shape (I did the skin
for it).
CW3 Paul M. Steele for help
developing the AH-64 Apache flight models.
Pictures: The Internet.
Sounds:
Nicola McLean: Recon Pod
Voice
I got the GAU-8 sound from JKP. I think the Vulcan sound
came from VarkLib, all other sounds by Kaptor.
Steven Chen for missle launch sound.
Sources:
I’ve tried to base all of the objects and modifications on at leaste 5
different sources of information, among them being:Bill Gunstons The
Illustrated Encyclopedia of Aircraft Armaments.
Bill Gunstons The Encyclopedia of Modern Warplanes.
The Aviation Week and Space Technology Source Book, and many articles from
the weekly magazine.
Kalbach Books U.S.Aircraft & Armament of Operation Desert Storm.
Doug Richardsons Stealth:Deception,Evasion and Concealment In The Air.
Online resourses were primarily FAS, Russian Aircraft Museum, the
voluminous writings of Joe Baugher, and the Aircraft database at
Danshistory.com, but I got stuff from all over the web.
If you need any help or find any problems, don’t hesitate to contact me at:
boomer@fidmail.com or at