Will's Gunship page

Contact me

These pages are hosted at 2 sites:
http://mywebpage.netscape.com/baldwinwh/GunshipTool/Gunship.htm, and
http://members.fortunecity.com/whb11/GunshipTool/Gunship.htm <---this is more reliable lately

If your browser has problems with one site, please try the other.

The links you see below that have double underlines, open up commercial advertisements which help offset the costs of hosting this site.


'Will's Gunship Mission Editor'

I've spent 3 years & hundreds of hours developing this software.  Please, if the software has been helpful to you and increased your enjoyment of the game, click this button to donate your choice of amount.  It's fast and easy, and it's free.  Credit cards accepted.  Thank you.

New! Click here for an new, simpler method to make pics from Gunship!'s aerial maps that can be used in the map/grid editor.

Updated! 09/30/07: You can download version 5.35 here.  Click here for a screen shot of the main editing screen.  Click here for a screen shot of the map/grid editor.  Click here to see some of the new drawing tools.

Version 5.35 changes: When dragging an icon or other graphic from the Drag & Drop toolbox or Explorer, the program now shows the graphic itself, rather than the mouse cursor, as you drag it across the work image, allowing more precise positioning.

Version 5.33 added the ability to automatically add evenly spaced radial lines/pie slices when drawing circles, and some other new circle enhancements.  Click here to see an example.  Also you can now use any scaling you want in the map/graphics editor, from 10 to 160,000 units or more, so you can use it as a general purpose CAD tool in addition to Gunship! map making, if you like.  Also, you can change the background and grid line colors and save them between sessions.  Also, a user preference was added to display angles using math conventions or as compass bearings.

Version 5.29 fixed some minor problems in the bitmap manipulation functions.

Version 5.28 added some new bitmap manipulation functions.

Version 5.26 added an option, when selecting a 'Random battle to play', to also make the program randomize the time of day and weather, which makes them even more interesting. Don't forget to re-save it under a different name after playing it, if you like the mission.

Version 5.24 added the ability to edit battles that have the 'BATTLESIZE: x y' parameter.  If that line is left out of a mission, Gunship! uses a 16k by 16k battlefied, but you can use 8000 or 32000 instead, for other battlefield sizes.

Click readme.txt for installation and operation instructions, and recent enhancements.


'Tactical Reference browser'

I've spent 3 years & hundreds of hours developing this software.  Please, if the software has been helpful to you and increased your enjoyment of the game, click this button to donate your choice of amount.  It's fast and easy, and it's free.  Credit cards accepted.  Thank you.

Updated 02/14/07: Click here to download Gunship Tactical Reference browser 2.32.  With this, you can browse and see detailed descriptions of all the platoons, vehicles, and weapons used in any U.S. or U.K. version of Gunship!  Click here for a screenshot.  Download, unzip to an empty folder, then double click the .exe to complete installation.

Version 2.32 was created to support the latest update to Objective and miscellaneous patch version 3.26, shown below.  If you use that program to change vehicle 111 to be the Comanche, you need to use this version of the Tactical Reference to browse the game.

Version 2.31 added the thermal skin for the Burke, which was left out of the prior package.  See the readme.txt for installation instructions.  Also, it changes the 'Killtypes' field of the weapons combobox for the Coax machine guns (#'s 49 & 65) and the 140mm FRAG (# 74) to say that Gunship! will use them against infantry only.  Because of an ambiguity in the tables, Gunship! incorrectly reported to TacRef that the Coax guns are also used against vehicles and the 140mm FRAG also used against helo's, but I found that neither is true.  The game will use both against infantry only.

Version 2.29 fixed a bug where the program wouldn't display all the parts of some 3d objects when you click 'Display 3d Object Data'.  Mostly, the problem occurred with turrets of ground vehicles.  Now, it does correctly display turrets and all other parts of all objects.

Version 2.28 fixed a bug in the previous version that sometimes would cause the U.K. version of the game to CTD when ending a mission that had a Burke artillery ship involved.  Also, it fixes the problem when switching the Havoc to use the longer range laser missiles.  Previously, after equipping the Havoc this way, they would, in some cases, refuse to launch when you fired them in a mission.

Version 2.22 added the ability to create your own Gunship! platoons, using any combination of helo's, infantry, ground vehicles, and CAS aircraft. As a bonus, if you configure a platoon to include any helo, that helo becomes flyable in the game, even the Kiowa, Osprey, Blackhawk, etc.

Oops! Versions prior to 2.17 had a bug when adding a Burke that could cause CTD's, so you should download this one, then run it on a fresh Microprose-patched copy of gunship.exe.  This version also has a bunch of new features, including the ability to define the Burke's armor strength, sighting, artillery rounds, and more.  The browser part now shows the artillery rounds/call for artillery platoons, sighting for each vehicle, and heat value, blast value, blast radius, and re-load time for each weapon.

If you also use my Target & Miscellaneous Patch (below), you also need to install the new version of that, because the previous version didn't recognize that the Burke is in the game.

Version 2.16 added the ability to to add a Burke artillery ship to the red or blue side.  This is really cool!  It includes a mission which you can play and see the Burke in action immediately.  Besides artillery, this ship also has AA and other weapons.  Half the fun is watching it defend itself against enemy attack, and it does real well at it, shooting even helo's and jets out of the sky.  Make sure you read the instructions before using.

Image hosted by Photobucket.com

Version 2.11 added the ability to toggle the Cobra's ATGM weapon between Hellfires and wire-guided TOW2 missiles.  Firing TOW2's from the Cobra is more challenging than the fire and forget Hellfires.  You can fly Cobra's in fng2k's 2.0 and 2.3 betas, or in any version of Gunship! if you pick the option to move the Cobra to vehicle 111 in the Objective and miscellaneous patch below.

Version 2.9 added a new function to list the .3dz component parts that Gunship! uses to render each 3d object.  This is very handy for modders.  Also, the # of chaff/flares is now shown for each helo and jet.


'Objective and miscellaneous patch'

I've spent 3 years & hundreds of hours developing this software.  Please, if the software has been helpful to you and increased your enjoyment of the game, click this button to donate your choice of amount.  It's fast and easy, and it's free.  Credit cards accepted.  Thank you.

Updated! 09/15/07: Click here for Objective and miscellaneous patch 3.27, originally written to fix the problems regarding _PROTECT: and _TARGET: objectives described in this thread at SimHQ.  Corrections to post-mission briefing missile range circles, and several other patches have also been added.  Click here for a screen shot.

New! 09/15/07: I fixed a skin anomaly on the underside of the Chinook that had caused a thin line of transparent pixels when using some video cards.  See more about this in this thread.

Version 3.27 fixes the 20mm cannon sound for the Cobra and Comanche.  Previously, even if you held the trigger, you'd only hear one round, but the gun actually kept firing as long as you held the trigger.  This bugged me because if I don't hear the rounds, I assume that I'm Winchestered.  This has now been fixed so that you hear the rounds firing as long as you hold the trigger.

Version 3.26 changed the option 'Move Cobra to vehicle 111' to instead allow you to move either the Cobra or Comanche to vehicle 111.  This allows it to be flyable, and makes the game always display the helo's weapon racks in the game.  If you use this program, you also need to upgrade to the latest version of Tactical Reference browser above.

Version 3.25 fixed the problem with the Chinook that previously caused the entire top to swing left and right during the game if you had armed it with a machine gun.

Version 3.21 added a new Chinook to the game.  It also fixed the shadows for all helo's.

Image hosted by Photobucket.com

Version 3.20 added an option to add landing gear to the Osprey.  This option requires that you also download the updated gunship_NoCD_Ospreys.exe package below.

Version 3.17 added support for the UK version of Gunship!  I don't believe it works for the French or German versions, however.

Version 3.16 added the ability to change Platoon 20 UAV from Blue to neutral, enabling the UAV battlefield observation camera in any mission that it is used in, and no matter what side you're playing on, red or blue.  See this thread at 1st Bear Hunter Squadron for details.

Version 3.10 added an option to move the Cobra helo to vehicle 111 so that its weapon racks are always displayed in the game.  Because of some limitation, the stock game doesn't usually display the Cobra's weapon racks, but with this fix, they will always be displayed.  This is especially nice if you've downloaded some of the custom Cobra skins below.  Also, this change allows you to fly the Cobra in any version of the game.

You can toggle the Cobra's ATGM's between Hellfires and TOW2 missiles using Tactical Reference browser above.

Version 3.7 changes:

Version 3.7 added several new options.  The first option lets you change platoon 134 to be all Ospreys, all Sea Stallions, or a combination of both.  To enable Ospreys with this, though, you first have to have installed gunship_NoCD_Ospreys.exe (see below), because that package has the Osprey 3D files which are necessary for this to work.

Another new option lets you fix the following problems with the Sea Stallion (platoon 134):

1) The main rotor now spins.
2) The vertical tailwing is now straightened..
3) The tail rotor now spins correctly on the Y axis (The original one spins all over 2 or 3 axes).

This option also fixes the Kiowa's squirrely tail rotor. The Kiowa is used in fng2k's v2.0 and v2.3 beta versions of the game.

This fix requires that you also download and install the Sea Stallion/Kiowa rotor patch (Updated 06/30/06) below.  See this thread at 1st Bear Hunter Squadron for more details.

Another new option lets you add 9M114 wire-guided missiles to the Havoc, which were apparently accidentally left out by the developers.  See readme.htm for details on this.


'New Salta World for Gunship'

Updated 02/27/06: samovar6 has created a new world for Gunship! Gunship! comes with 5 stock 'worlds': North Poland, Central Poland, Slovakia, Ukraine, and Belarus.  Several people developed methods for creating new worlds using real satellite, elevation and other data, so samovar6 made 'Salta' which is a region in Canada.  Click here to download it.  I recommend it.  It has very nice rolling hills.

Update 02/27/06: A number of features were fixed or enhanced.  See the readme for details.

Update 12/11/05: Salta is now seamlessly integrated into Battle Builder, so there is no need for file or folder renaming or swapping anymore.


'Cobra, Blackhawk, Super Stallion, & Kiowa'

Updated! 09/13/07: A bug in the Cobra's and Sea Stallion's main rotors causes them to not spin in the original game.  They have been fixed.   Click here for the fixed Cobra & Super Stallion rotors.  It also fixes the Kiowa's squirrely tail rotor.  To use this package, you must also download and run the Objective patch above, making sure to select 'Apply the Sea Stallion & Kiowa rotor fixes'.

Update 09/13/07: It also now fixes the gaps/seams that appear on the Blackhawk & Super Stallion when the game is run on an nVidia or SiS video card.  See more details in this thread.

Update 03/15/06: Some polygons at the top of the Super Stallion's tail boom and around the engine were fixed that had previously been invisible in the game.  Landing gear was added and the airframe was changed so that the wheels sit on top of the ground instead of sinking beneath it.  Thermal overlay was added for the landing gear.

This package was updated 08/19/05 to be consistent with the 8/19/05 changes to the Objective patch above.


'V22 Osprey'

Updated 03/21/06: Click here for a package that lets you enable V22 Ospreys in any version of the game.  They always were in the stock game, but not included in any platoons.  To use, just unzip the files into your regular Gunship! directory. They can coexist with your regular game files and won't harm them.  Make sure to read the readme.txt for more information.

Update 03/21/06: Landing gear was added.  To enable it in the game, you have to also download and run the Objective patch above.

Update 11/17/05: samovar added engine nacelles, rotors, and a very nice new skin:

  Gunship! Osprey (landing gear added by me)

After you install the Ospreys, you can then use the patch above, to change platoon 134 in any version of the game to be all Sea Stallions, all Ospreys, or a mixture of both.

Update 08/19/05: This package was changed to be consistent with the 8/19/05 changes to the Objective patch above.


'3dz model editing'

I've spent 3 years & hundreds of hours developing this software.  Please, if the software has been helpful to you and increased your enjoyment of the game, click this button to donate your choice of amount.  It's fast and easy, and it's free.  Credit cards accepted.  Thank you.

Updated 08/31/07: Click here for 3dz Analyzer 2.37 for Gunship! and EAW 3dz files.  It allows you to re-calculate the Normals for all elements at once, distances between all the points and elements, and generate and display the binary RS tree.

Version 2.37 fixes a problem where sometimes an element's normal wouldn't be calculated correctly if the insert/body part of one of it's nodes didn't match the insert/body part of other nodes that are part of the same element.  Please see the readme for details.

Version 2.36 added the ability, when calculating Normals, to copy the old _f (body or insert part) values.  It also adds to the readme.txt a caution about making concave poly's.

Version 2.34 added the ability, when calculating Normals, to copy the old Normal for type 255 elements, the same as you already could do for types 1 and 2.

Version 2.33 added a way to create an RS for individual parts of a 3dz file, which you can then glue together with other parts to make a complete RS.

Version 2.32 added a new alternative, when recalculating Normals.  It can't calculate Normals for type 1 or 2 elements (see the readme for why), so, previously, it would just write 'Colored line' or 'Hardpoint' in the Normals section for those, but now, you have a new alternative which is to let the program just copy the old Normals for those elements.  This saves some time and makes things easier.

Version 2.31 added some tips to the manual about how to create Normals for type 1 and 2 elements, and how to generate a better Rendering Sequence.  To display the manual, just press F1 after running the program.  Some minor enhancements to the program were also made.

Version 2.30 adds a function to generate an RS, or Binary Space Partition tree.  It also adds a function to display the distances between element centers, as well as between points.

Version 2.22 added the ability to override the outputted normals' _f (body/insert part) values.

Version 2.21 changed the program so that it displays 'Null element' when the Normal is calculated for a 255 element if the 'Calculate normals for null elements' is not checkmarked.  Please see the readme for further explanation.

Version 2.19 added a new function to display a 'Distance table' that shows the distance between all the points in the .3dz file.  This is helpful when moving and re-arranging points and elements and when mapping to the .pcx texture.  Another new feature is the ability to save the output to disk.

The binary RS tree function also now gives more visual feedback as each element is processed, and some tips about what to do if the program seems to have gone into a loop.

Version 2.15 added an option to make the program calculate Normals for type 255 (null) elements if a valid element follows the '255' on the line; otherwise, it will write all 0's for those.  I added this option because some people temporarily disable an element by inserting a 255 in front of it in the 3dzToText dump, but want the Normal for it to be calculated anyway.

Version 2.9 improved the Normals calculator.  For each element, the program reads the points in the order defined in its 'Ennn=' line until it finds 3 consecutive non-co-linear points.  Previously, it would stop at the last point, but now, it will wrap around from the last point to the first, if necessary, to find the 3 points.

2.9 also seemed to fix the problem in the binary RS tree function, where the program previously would sometimes incorrectly swap nodes toward the bottom of the tree.  Make sure you read the instructions for further information about this though.

Also, for the binary RS tree function, a new field was added to allow you to adjust the spacing of the branches.  Press F1 to see the instructions about this.

3dz Analyzer needs the output from Alessandro Borges' 3dzToText converter, version 1.8a, to work properly.  You can download that here.

Here are some SimHQ threads that discuss model editing:
Gunship!/EAW 3dz Resources
Gunship! 3dz/3db differences w/EAW
Gunship! 3dz and skinning projects


'3-d pilot heads'

New 07/02/06: Click here for 3dz models of pilot heads that can be added to EAW and Gunship! models.  They are self-contained, with skins, accurate Normals and RS.  You can even paste your own face onto them.  Here's how they look in Gurney's 3dz Studio:

Image hosted by Photobucket.com


'Cobra skins'

Updated! 06/30/06: Polak and Pretzel created new Cobra skins for Gunship!  These look great with the regular terrain or with the desert scenery from ModM8.  Click here to download the package.

Update 06/30/06: Over the last several months, I've improved the Cobra skins in various ways, cleaning up rough areas, improving the transparent canopies, etc.  I recommend you re-download and install this improved package.

Update 11/17/05: The Cobra's thermal overlay was fixed.

Update 10/31/05: A 60's Vietnam era skin by Pretzel was added (see below).

Update 09/04/05: The transparent cockpit was cleaned up and an explanation added about how to use the thermal texture overlay.  Also, an optional camo skin was added.

  Polak's Cobra w/2 blade rotor (optional 4-blade rotor is also included in package).

  Polak's Cobra camo skin.

  60's Vietnam era skin by Pretzel.

Don't forget, if you want to also fly the Cobra, you can in fng2k's v2.0 and v2.3 beta versions of the game.


'Improved ground vehicles'

Improved 08/09/06: This package improves the Gunship! ground vehicles in the following ways:

  1. The muzzle flash now works on the turret machine gun for the following vehicles:

    Red: T80UM2 BLACKEAGLE, T80U SNOW LEOPARD, MTLB, MTLBK, BRDM2, BTR80, BTR80K, T72 (B1 & M1), T90
    Blue: HMMWV M2, HMMWV AVENGER, M113A3, and AAV7A1.

  2. The M113A3's turret gunner can now rotate 360 degrees to face targets, like the other vehicles above.  Previously he was stuck facing the front of the vehicle, although I think he was able to fire in any direction.
  3. I fixed the radio antenna's on the M1A2 Abrams, so they're now rendered by the game.

Image hosted by Photobucket.comMuzzle flash


'Gulf war ground vehicle skins'

New 06/15/05: Stratos, aka CaptainStratos, has created some new skins for Gunship! vehicles which very accurately replicate the look of tanks, trucks, and other vehicles during the 1991 Gulf War.  These are especially effective when used with the desert scenery from ModM8.  Click here to download the package of skins, then unzip into your Gunship!\Data\Textures directory.  Included are skins for the T-72M1 tank, Frog launcher, Zil Tanker, Zil 35, BMP, and ZSU-23 Shilka.

  One of Stratos' new skins and ModM8 desert scenery.


New 12/01/05: Click here for an Australian repaint of the Tiger insignia, done by samovar6:

Also includes instructions for making Spanish, French, and other insignia.


Click here for a package of sounds to replace Gunship!'s AAM (air to air missile) search and lock tones. They aren't as loud and irritating as the original Gunship! .wav's.

Right-click here for a .bat file to fix 'File creation error' messages when you use the Adobe ModM8.pdf file, as described in this thread at SimHQ.  Right-click, then download, rename to BatFix.bat, then open in Notepad to read the instructions.


'Mission Briefing movies'

Here is a program that can convert many media formats to a format that can be used in Gunship! mission briefings.


New 02/26/05: Click here for 2 of my own missions, Run the Gauntlet 2.0, and Thread the Needle 2.0.

Updated 02/26/05: Click here for a package of selected Gunship!'s missions that I have improved in various ways, by correcting commands and direction facings, rearranging enemy helo waypoints to make them more effective, adding 1 or 2 anti-aircraft units, etc.


Updated w/new instructions 01/06/05: Click here for a mod to toggle the UAV Pioneer spawn altitude in gunship.exe between low and high.  This is really handy when making missions.  It is designed to work with fng2k's ModM8 program, which he invited people to enhance or modify if they want.  If you have the Acrobat writer, you can add this mod to that menu.  Otherwise, you can run it by just double clicking UAVAlt.bat in Explorer.  Full instructions are included.


Updated 12/13/04: Click Gunship! tips for some playing tips I've collected over the years.

Updated 12/13/04: Click Gunship! mission building tips for some guidelines I use.


Updated 02/12/05: Click here for 2 new versions of GunshipUnits.csv to use with Will's Gunship! Mission Editor.  One created for editing missions for the 'Times of Sand' expansion pack, the other for the Gunship beta v2.  Instructions are also included about how to create multiple (side by side) installations of Will's Gunship! Mission Editor.


Live mailbox animated GIF  Email: baldwinwh (at) netscape (dot) net    ICQ Logo


Gunship! playing tips:

  1. Help! I lost or never received the Gunship! Quick Start Guide.  This has a few things that aren't in the manual, and is nice to have.  Click here for a .pdf version of it.  I forget who sent me that, but thanks whoever you are.

  2. How to use the Comms (Tab) menu:

    The major aggravation here is that when you hit the Tab key, then the flight #, you see the waypoint parameters for the current (first) waypoint, but, if you change one of the parameters, it changes it not for the first waypoint, but for the waypoint # (usually the last one) highlighted in white on line 2 of the right column.  If you want to change an order for the current waypoint instead (which would usually be the case), first select 1 (Waypoint number) from the menu, then press 1 to set the highlighted waypoint to waypoint #1.  I make a habit of pressing Tab, 1, 1, 1, Tab, Tab at the start of the mission, which sets it and returns me to flying.  After that, when you return to the Comms menu, the highlighted waypoint # will always be waypoint #1.

    After you change an order for the current waypoint, sometimes it seems to help to then press 6 (Orders), then 4 (Activate current waypoint) to make sure the wingmen get the new orders.

    The first 2 choices on the Orders menu, 'Fire at will', and 'Hold fire', don't appear to work.  They don't work from the Map screen, under the 'Orders' button, either.

    One extra option that the Map screen gives you that you won't find anywhere else, is the ability to change a waypoint speed to Hover.  I do this sometimes if I want to jump out of my own helo temporarily (F9) to view something, and don't want the AI to wander off in the meantime.  Another reason might be if you want your wingmen to stay in one spot while you go do some scouting on your own.

  3. Sometimes, in Map view, you move your cursor over a waypoint and it won't light up to allow you to move or delete it.

    When this happens, sometimes it helps to first click on the actual Waypoint # on the right panel, and/or hit Z and X to zoom in and out on the map. Then, the cursor sometimes will light up over the waypoint, allowing you to move or delete it.  Left click the waypoint to move it, right click to delete it.

  4. According to the manual, "Below 7 knots, the IHADSS switches into Hover mode.  In Hover mode, a position box represents the helicopter's location when the hover began.  If the helicopter drifts, the position box moves across the display.  If you want to return to the original hover point, simply return the position box to the centre of the screen."

    The manual unfortunately doesn't explain how to make the 'position box' appear on the screen.  You need to press Shift-H and then you'll see the symbol (only works w/realistic IHADSS, I think).  No more disorientation during engagements!  This tip was provided by Lozz.

  5. Another new key command found by Lozz:

    From the pilot's or external cockpit, press shift-F.  Now, you can pan around using the joystick without having to hold button 2.  You can do this in LOS or TADS mode.  If you see a target, you can lock if necessary, then fire at it, or press the B key to fire at the CP/G's target instead.  In his words, "Try this: Pull into a hover, bring up the full screen IHADSS view by pressing 'I' twice, hit the shift+F keys and then scan around for targets, use the Z&X keys to take a closer look, lock up any targets with button3.  Bingo!  A perfect Stealthy attack with the benefit of full screen situational awareness thrown in!"

    To return to the normal joystick mode, press shift-F again.

  6. Help! The link I followed to download the Gunship demo doesn't work.

    Some of the sites that originally hosted the demo no longer do.  Here are 2 links where you can still download it (18 megs): http://www.3dgamers.com/dl/games/gunship3/gsdemo.exe.html or, http://downloads.gamezone.com/demos/d8462.htm

  7. Why can't I kill dismounted infantry with my cannon?

    When using your cannon against enemy infantry, switch off the TADS (Target Acquisition and Designation System) and use your Mark I eyeball instead. The AI always shoots low and will miss almost every time. If you're in the gunner's seat you should unlock the target (with the L key or joystick button 4) and shoot freehand.

  8. Why does my wingman sometimes lag, stay in one spot, and not progress to the next waypoint?

    It could be that his helo is too badly damaged to continue.  Or, perhaps his gunner is trying to shoot infantry with the cannon and is shooting too low (see previous item).  If you don't want to wait for him, you can hit the map screen, change speed to Hover, hit F9, jump into the other helo, finish the target, then jump back into your original helo and continue on.  Another thing that could cause this instead, is if your computer is low on resources.  Low resources can cause other numerous odd things to happen in Gunship! like, for instance, pulling your trigger but no weapons fire, missing or odd graphics, etc.

  9. How to use the F4 and F9 keys.

    F4 is the chase view.  If you press F9, it looks like a chase view, but it actually will release your current helo to the AI's control, and let you view all the other vehicles that are on your side.  After pressing F9, then press F12 to view the next vehicle, or F11 to view the previous (You might have to press them twice the first time to get them to respond).  You can instead press shift-F11 or shift-F12 to jump to different platoons, instead of having to go thru every vehicle in every platoon.

    If the vehicle you're viewing is a flyable helo, you can then press Shift-F1 to take control of it, and then F1-F4 to choose the cockpit you want.  If you press shift F1 to take control of it but the game doesn't give it to you, hit F12 to the next vehicle, then F11 back to the previous and try again usually works.

    Note: The custom.ini setting HOLDONMAP = 'True' changes how the AI takes over the helo.  The most reliable way I've found, if you want to completely release both pilot and CP/G to the AI, and you want them to continue the mission on their own, is to first press F2, then 'w', then F9.  This is a handy way to go look at the map, for instance, but know that your helo and platoon will continue with the mission (and ignore the HOLDONMAP setting).  When you're ready to get back into battle, just press one of the F1 thru F4 keys.

  10. How to force the game to ignore the 'HoldOnMap' setting when necessary.

    See the previous paragraph.

  11. Why does the first waypoint sometimes get deleted by itself at the start of the mission?

    There is an anomaly where the first waypoint sometimes gets deleted (You hear the radio say 'Lightning, continue with mission.  Out.', and you know it got deleted).  This seems (to me) to happen only when you're flying certain helo's and then hit 'N' to see the map as soon as the mission starts.  If instead, I press F2, 'w', then F9 (as detailed under #5 above), then 'N', it seems to prevent it from happening.  If you have more information as to why/when this happens, please let me know and I'll update this.

  12. Is there a way to change my flight model, HUD mode, or other settings after a battle starts?

    Yes there is.  Hit 'Q', then click on the 'Options' button.  You can't change local settings during a multi-player game, however (all players use the host's settings).

  13. Some mission designers add helo waypoints, but don't explicitly specify the desired speed, flight profile, battle mode, and/or target priority at each waypoint.

    Example:
    ORDER_MODE_WAYPT:
    ORDER_WPT_CURRENT: 1
    ORDER_ASMBLY_ASSMBLY:
    ADDWAYPT: 96210 99301
    ORDER_ASMBLY_BATTLEPOS:
    ADDWAYPT: 94553 99449
    ORDER_ASMBLY_LZ:

    , i.e. only the waypoint types are added, and speed, flight profile, battle mode, and target priority, are left to default.

    When you play the battle, here is how Gunship! fills in the missing parameters:

    1. If the player only views the 'Mission Planning' screen prior to battle (regardless of whether or not they make any changes), each waypoint that doesn't have those parameters explicitly specified, will copy the values from the immediately preceding waypoint (except flight profile), even if that means copying the values from the prior helo platoon's final waypoint.  This applies to all waypoints of all helo platoons, both friendly and not, flyable or not.  ORDER_WPT_SETDELAYTIME: seconds are always reset to the default value for each waypoint type, regardless of whether the mission writer explicitly specified them or not in the mission text.  ORDER_ASMBLY_EAST: and other facing commands are dropped from the mission.

    2. If the player does not view the 'Mission Planning' screen prior to battle, each waypoint that doesn't have those parameters explicitly specified, will take the default values that are defined for the waypoint type (Patrol, BP, Assembly, etc.)

    3. In either case, the flight profile (NoE, Contour, Cruise) for each waypoint is always overwritten with the game default for that waypoint type, regardless of whether it is explicitly specified in the mission text or not.  The only way for the player to use a different flight profile is to change it after the mission starts, in the map screen or the Comms menu.

    For more about this behavior and some workarounds, check this SimHQ thread, and the ideas below.

  14. Another issue, related to the above, is that Gunship! will ignore _PROTECT: and _TARGET: objective orders if used under a helo platoon and the player views the 'Mission Planning' screen before the battle.  Click here for a link to a patch that fixes this and a thread on SimHQ that further explains the anomaly.


Mission building tips:

Here is what I have found about making missions:

  1. Set each air and ground platoon's initial spawn facing direction correctly, to help prevent unnecessary delay and collisions.  See the manual for details.

  2. Experiment w/artillery support before using it in a mission.  You should also use the Gunship! Tactical Reference to make sure the range of the artillery unit's weapons is far enough for the expected targets in the mission.  Check this thread for more information.  Gunship! Tactical Reference now also displays the number of rounds that each vehicle will fire each time the platoon is called for artillery support.

  3. The Hind's (platoon 61) ATGM's are relatively weak and short-ranged, so, if the mission you're building is for the original .exe, and you need good anti-armor capability, add Havocs or Hokums, or write it for fng2k's v2.0 beta (in which the Hind's ATGM's have greater range and effectiveness) instead.

  4. Use the ORDER_PRIORITY_HQ: command sparingly, if at all, because it makes the AI give highest targetting priority to tents, fuel and supply trucks, leaving the platoon vulnerable to real threats, like tanks, Anti-Aircraft, infantry, etc.

  5. Experiment w/initial formations for helo's because some formations lend themselves to collisions, which cause loss of altitude and delay.

  6. Make sure the spawn altitude is high enough that the helo's won't spawn inside or under a tree or other obstruction.

  7. Don't use LOGIC: commands for helo platoons, because, if the player views the 'Mission Planning' screen before battle, Gunship! will ignore the command(s), and simply direct the platoon to fly to the first and only waypoint.

  8. At each waypoint stop (and every pause on the way to _BATTLEPOS: and _PATROL: waypoints), helo's will face their direction of travel, except the first, at which they will always face north.  Troops that dismount from transport helo's at _LZ waypoints follow the same rules.  If you want helo's or their dismounted troops to face a different direction, rearrange or insert a _CHKPT: waypoint before it.  ORDER_ASMBLY_NORTH and other direction commands are unreliable when used for helo's.

  9. ORDER_FORM_ altitude commands are ignored in the game; instead, Gunship! sets the helos' altitude from the waypoint type, so, if the altitude is important for a waypoint, you have to change the waypoint type, or change the altitude while playing the game.

  10. Using the _SETDELAYTIME: command for helo's is unreliable since Gunship will sometimes replace them with the defaults, which are Assembly: 5 minutes, Patrol: 4, BattlePos: 3, _LZ: 30 seconds, and _SAR: 45 seconds.

  11. Be careful of which waypoint parameters of altitude, speed, battle mode, and target priority, that you omit and leave to default because, in many cases, you can't rely on Gunship! to fill them with what you want or expect.  Better to explicitly specify all 4 parameters at each waypoint.  All flight mode templates can be easily copied and pasted from below.

  12. For the very first waypoint for each helo platoon, explicitly specify the waypoint type, and all 4 waypoint parameters, otherwise, in some cases, Gunship! will copy them from a prior helo platoon's final waypoint.

  13. Scan your helo orders for each platoon and make sure that no commands are repeated or contradict each other, ie. that there is only one order for each of altitude, speed, battle mode, and target priority per waypoint, otherwise Gunship! will sometimes give 'left over' commands to another platoon.

  14. Insert _HELO_S_AND_D: & _PRIORITY_ARMOR: commands at transport helo _LZ: waypoints if you want their dismounted troops to fight aggressively.

  15. If transport helo's don't reliably pick up troops at _SAR: waypoints, try inserting an _LZ: ahead of the _SAR: waypoint to allow the helo's to drop off their current load of troops first.  I believe that at the start of missions, transport helo's begin with a full load of troops, so I always make their first waypoint an _LZ: waypoint to insure that they fly with an empty compartment, if their task is search and rescue.

    According to the vehicle table in the game, which I found by means of one of fng2k's spreadsheets, each transport helo has the following initial load:

  16. Don't add ADDWAYPT: or other commands under SUPPORT: lines because, at least in some cases, Gunship! will give the waypoint(s) & commands not to the support unit as expected, but to a previous unit instead.

  17. Don't add a _PROTECT: or _PROTECT2: command under a helo platoon unless the platoon to be protected is Raider or Sandy (the 2 transport helo callsigns).  One rule of thumb I follow is to only insert these 2 commands under the actual platoon that is to be protected, although they otherwise could be placed anywhere else in the mission.

    Note: Although the Mission Editing guide says that the Raider and Sandy callsigns do not work, they actually do work everywhere in the game except when you display the map screen during the battle; there, they are erroneously listed as Lightning instead.  The Raider and Sandy callsigns work fine in the pre and post-flight briefings and elsewhere in the game, and can therefore be used as _PROTECT: ID's.  Lately, I've had a lot of fun playing missions where the objective is to protect one or more transport platoons during flight to and from landing zones, so I've been using _PROTECT: 48 or _PROTECT: 49 for those.

  18. Don't forget to apply these same guidelines to all the other helo platoons besides the player platoon, including non-flyable and enemy helo's, since they are all subject to the same flight and game rules.

  19. Choose quality over quantity.  Don't just sprinkle the whole battlefield with air and ground units unless they are actually important to the mission.  Excessive, unnecessary units just steal processor power, making the mission unplayable by those w/slower computers.

  20. Get in the habit of using unique callsigns for each platoon.  That makes the mission easier to follow, and easier to use the F9/F11/F12 keys to jump between platoons.

  21. Add comments liberally and arrange platoons in logical groups, helo's at the top, etc. because most advanced players like to tweak even 3rd party missions to their own tastes.
These helo waypoint templates have the default altitude, speed, battle mode, and target priority, so they can be copied and pasted into missions:
ORDER_MODE_WAYPT:
ORDER_WPT_CURRENT: 1

ADDWAYPT: x y
ORDER_ASMBLY_CHKPT:
ORDER_ADV_FAST:
ORDER_FORM_CRUISE:
ORDER_ASMBLY_HELO_ENGAGE:
ORDER_PRIORITY_AIRDEF:

ADDWAYPT: x y
ORDER_ASMBLY_ASSMBLY:
ORDER_ADV_FAST:
ORDER_FORM_CRUISE:
ORDER_ASMBLY_HELO_BYPASS:
ORDER_PRIORITY_AIRDEF:
ORDER_WPT_SETDELAYTIME: 300

ADDWAYPT: x y
ORDER_ASMBLY_PATROL:
ORDER_FORM_CONTOUR:
ORDER_ADV_MED:
ORDER_ASMBLY_HELO_ENGAGE:
ORDER_PRIORITY_AIRDEF:
ORDER_WPT_SETDELAYTIME: 240

ADDWAYPT: x y
ORDER_ASMBLY_BATTLEPOS:
ORDER_ADV_SLOW:
ORDER_FORM_NOE:
ORDER_ASMBLY_HELO_S_AND_D:
ORDER_PRIORITY_ARMOR:
ORDER_WPT_SETDELAYTIME: 180

ADDWAYPT: x y
ORDER_ASMBLY_LZ:
ORDER_ADV_MED:
ORDER_FORM_CONTOUR:
/* ORDER_ASMBLY_HELO_BYPASS: */
/* ORDER_PRIORITY_AIRDEF: */
ORDER_ASMBLY_HELO_S_AND_D:
ORDER_PRIORITY_ARMOR:

ADDWAYPT: x y
ORDER_ASMBLY_SAR:
ORDER_ADV_MED:
ORDER_FORM_CONTOUR:
ORDER_ASMBLY_HELO_BYPASS:
ORDER_PRIORITY_AIRDEF:

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