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Interviews

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Interviews with some very interesting members

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  1. Interview with Kim Crow

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  2. Special Announcement

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  3. Interview With SidDogg

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  4. An Interview with LouG

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  • Posts

    • I Typicaly Try To Match My Types File View Distances To My Ground Objects View Distances When Creating Types Entries And Then Peer Into The Dll's For Reference Entries That Can Be Added For Instance. ========================================================================================= notes about view distances MaxVisibleDist= TW Defaults buildings 15000 bunkers 12000 small buildings 8000 hangers 12000 shelters 25000//20000/15000 towers 8000 runways 50000 minimum small 4000//2000 ========================================================================================= notes about shadows [Shadow]
      CastShadow=TRUE
      ShadowCastDist=2000
      MaxVisibleDistance=100 is optimal for weapons [Shadow]
      CastShadow=TRUE
      ShadowCastDist=500
      MaxVisibleDistance=500 is optimal for ground objects [Shadow]
      CastShadow=TRUE
      ShadowCastDist=500
      MaxVisibleDistance=2000 is optimal for ground towers/buildings [Shadow]
      CastShadow=TRUE
      ShadowCastDist=100
      MaxVisibleDistance=200 is optimal for ground objects small ie power cart/bomb trailer etc [Shadow]
      CastShadow=TRUE
      ShadowCastDist=3000
      MaxVisibleDistance=3000 is optimal for large warships [Shadow]
      CastShadow=TRUE
      ShadowCastDist=500
      MaxVisibleDistance=2000 is optimal for medium warships/large cargo ships [Shadow]
      CastShadow=TRUE
      ShadowCastDist=500
      MaxVisibleDistance=500 is optimal for small ships [Shadow]
      CastShadow=TRUE
      ShadowCastDist=10000
      MaxVisibleDistance=800 is optimal for aircraft/seats/pilots/fixed aircraft attachments ========================================================================================= STRUCTURE LISTING DEFAULT Target Types Default TargetType=MISC
      TargetType=FUEL_STORAGE
      TargetType=HANGAR
      TargetType=TOWER
      TargetType=WINDSOCK
      TargetType=MEDIUM_RUNWAY
      TargetType=SMALL_RUNWAY
      TargetType=LARGE_RUNWAY
      TargetType=CITY_BUILDING
      TargetType=COMM_BUILDING
      TargetType=OIL_REFINERY
      TargetType=POWER_PLANT
      TargetType=COMMAND_BUILDING
      TargetType=WAREHOUSE
      TargetType=RADAR
      TargetType=CHEMICAL_WEAPONS_PLANT
      TargetType=AAA
      TargetType=EW_RADAR
      TargetType=SAM_RADAR
      TargetType=SAM_LAUNCHER
      TargetType=BRIDGE
      TargetType=WEAPON_FACTORY (POSSIBLE ADDITIONS LOCATED IN CAMPAIGN DLL) TargetType=NUCLEAR_POWER_PLANT
      TargetType=VEHICLE_FACTORY
      TargetType=AIRCRAFT_FACTORY
      TargetType=BIOLOGICAL_WEAPONS_PLANT
      TargetType=NUCLEAR_WEAPONS_PLANT
      TargetType=AMMO_STORAGE
      TargetType=RAIL_STATION
      TargetType=HARBOR
      TargetType=ARMY_BASE
      TargetType=NAVAL_BASE
      TargetType=HELI_PAD Target Types Setup xxx_TYPES.INI [TargetType#]
      Name=
      FullName=
      ModelName=(LOD)
      TargetType=SEE LIST ABOVE*
      ActiveYear=
      InactiveYear=
      ActiveDate=
      InactiveDate=
      TargetValue=
      UseGroundObject=
      GroundObjectType=SEE LIST BELOW*
      SetToGround=
      DamagePoint=
      ArmorValue=
      ArmorType=
      RepairRate=
      StartDetectChance=
      StartIdentifiedChance=
      IncreaseDetectChanceKey=
      MaxVisibleDist=
      CollisionMesh=(Airfield Objects)(_col.LOD)
      ZBufferOffset=(Airfields)
      FlatObject=(Airfields)
      DamagedModel=
      DestroyedEffect=
      DestroyedModel=(LOD)
      SecondaryChance=
      SecondaryEffect=
      Effect=(SmokeStacks)
      EffectOffset=
      AnimationID=(Radar Rotation ETC.)
      AnimationTime=(Time Rate EXE. ASR RADAR) GroundObjectRole=TANK
      GroundObjectRole=TROOP
      GroundObjectRole=APC
      GroundObjectRole=RECON
      GroundObjectRole=ARTILLERY
      GroundObjectRole=TRANSPORT
      GroundObjectRole=MOBILE_AAA
      GroundObjectRole=STATIC_AAA
      GroundObjectRole=MOBILE_SAM
      GroundObjectRole=STATIC_SAM
      GroundObjectRole=EW_RADAR
      GroundObjectRole=SAM_RADAR
      GroundObjectRole=COMMAND
      GroundObjectRole=CARGO_SHIP
      GroundObjectRole=PATROL_BOAT
      GroundObjectRole=WARSHIP SF2 GroundObjectRole Additions
      GroundObjectRole=LIGHT_AAA
      GroundObjectRole=AIRCRAFT_CARRIER
      GroundObjectRole=BATTLESHIP
      GroundObjectRole=CRUISER
      GroundObjectRole=DESTROYER
      GroundObjectRole=FRIGATE At Current Game Level GroundObjectType Is Being Defined By Folder Header Name Under GroundObject!!! Example: Name=Folder Heading GroundObjectType=Folder Heading Default List DestroyedEffect SmallTallStructureCollapse
      MediumShortStructureCollapse
      LargeShortStructureCollapse
      LargeTallStructureCollapse
      AmmoDumpExplosion
      SmallFire
      MediumOilFire
      LargeOilFire
      VehicleFireEffect
      SmallRocketGroundExplosion
      MediumRocketWaterHitEffect Default List SecondaryEffect SmallExplosionEffect
      MediumExplosionEffect
      LargeExplosionEffect
      MediumBombEffect
      LargeBombEffect
      VeryLargeBombEffect
      SmallFire
      MediumFire
      LargeFire
      VehicleFireEffect Default List DestroyedModels ASR_DESTROYED.LOD
      BARRACK1_DESTROYED.LOD
      BARRACK2_DESTROYED.LOD
      BUILDING1_DESTROYED.LOD
      BUILDING2_DESTROYED.LOD
      BUILDING3_DESTROYED.LOD
      BUNKER1_DESTROYED.LOD
      BUNKER2_DESTROYED.LOD
      COMMBUILDING1_DESTROYED.LOD
      CRANE_DESTROYED.LOD
      DRILLINGTOWER1_DESTROYED.LOD
      EOR_SHACK_DESTROYED.LOD
      FIRE_DEPT_DESTROYED.LOD
      FUELTANK1_DESTROYED.LOD
      FUELTANK2_DESTROYED.LOD
      FUELTANK3_DESTROYED.LOD
      GENERATORBUILDING1_DESTROYED.LOD
      GUARDTOWER1_DESTROYED.LOD
      HANGAR1_DESTROYED.LOD
      HANGAR2_DESTROYED.LOD
      HANGAR3_DESTROYED.LOD
      HQBUILDING1_DESTROYED.LOD
      ILS_SHACK_DESTROYED.LOD
      OILPUMP1_DESTROYED.LOD
      OILTANK1_DESTROYED.LOD
      SHACK1_DESTROYED.LOD
      SHELTERA_DESTROYED.LOD
      SHELTERB_DESTROYED.LOD
      TENT1_DESTROYED.LOD
      TOWER1_DESTROYED.LOD
      TOWER2_DESTROYED.LOD
      VBRIDGE1DEST.LOD
      VBRIDGE2DEST.LOD
      VBRIDGE3DEST.LOD
      VINDUSTRIAL1DEST.LOD
      VINDUSTRIAL2DEST.LOD
      VINDUSTRIAL3DEST.LOD
      VINDUSTRIAL4DEST.LOD
      VPOWER1DEST.LOD
      VPOWER2DEST.LOD
      VPOWER3DEST.LOD
      VTOWER1DEST.LOD
      WAREHOUSE1_DESTROYED.LOD
      WATERTOWER1_DESTROYED.LOD BRDM_DESTROYED.LOD
      CARGOSHIP_DAMAGED.LOD
      CARGOSHIP_DESTROYED.LOD
      JEEP_DESTROYED.LOD
      RADAR_DESTROYED.LOD
      SA-2_LAUNCHER_DESTROYED.LOD
      TANK_DESTROYED.LOD
      TANKER_DAMAGED.LOD
      TANKER_DESTROYED.LOD
      TRUCK_DESTROYED.LOD CRATER.LOD
      VERYSMALLCRATER001.LOD
      VERYSMALLCRATER002.LOD
      VERYSMALLCRATER003.LOD
      SMALLCRATER001.LOD
      SMALLCRATER002.LOD
      SMALLCRATER003.LOD
      MEDIUMCRATER001.LOD
      MEDIUMCRATER002.LOD
      MEDIUMCRATER003.LOD
      LARGECRATER001.LOD
      LARGECRATER002.LOD
      LARGECRATER003.LOD
      VERYLARGECRATER001.LOD
      VERYLARGECRATER002.LOD
      VERYLARGECRATER003.LOD ================================================================================================= Typical Example [TargetType313]
      Name=Chinook_HC_Mk1_Static
      FullName=HC Mk1 Chinook Supply Helo
      TargetType=MISC
      ActiveYear=1980
      TargetValue=20
      UseGroundObject=TRUE
      SetToGround=TRUE
      GroundObjectType=Chinook_HC_Mk1_Static
      RepairRate=0.555
      StartDetectChance=20
      StartIdentifiedChance=0
      IncreaseDetectChanceKey=0
      MaxVisibleDist=8000.0
      DestroyedEffect=MediumExplosionEffect
      SecondaryEffect=
      SecondaryChance=0 (GroundObject) (Chinook_HC_Mk1_Static) Folder Chinook_HC_Mk1_Static_data.ini [MissionData]
      NationName=RAF
      ServiceStartYear=1980
      ServiceEndYear=2020
      GroundObjectRole=COMMAND
      Availability=COMMON
      Exported=FALSE [GroundObjectData]
      DamagedModel=
      DestroyedModel=MEDIUMCRATER003.LOD
      DestroyedEffect=MediumExplosionEffect
      EmptyMass=10500.0
      Component[001]=Body [Sound]
      EngineSoundName=
      MovementSoundName= [DetectSystem]
      TargetType=AIR_AND_GROUND
      MaxVisibleDistance=8000.000000
      RadarCrossSection=16.0 [WeaponSystem]
      TargetType=AIR_AND_GROUND [Body]
      ModelNodeName=ch-fus
      MaxExtentPosition=2.260,9.644,5.758
      MinExtentPosition=-2.276,-7.935,0.000
      HasArmor=FALSE ================================================================================================= There Are Multiple Effects And Variations You Can Add To Ground Objects Plus Lighting And Gas Extrusions Like Refinery Burn Off Valves And Anti-Collision Lighting. There Are Enough Destroyed Lod's Out There To Create Bombed Out Terrain Effects For Enhanced Terrain Mapping The Possibilties Are Indeed Massive And Input Time Extensive. ================================================================================================= More Examples
      [TargetType298]
      Name=AN_FPS-90
      FullName=AN/FPS-6C/90 HF Radar
      TargetType=COMMAND_BUILDING
      ActiveYear=1957
      TargetValue=200
      UseGroundObject=TRUE
      GroundObjectType=AN_FPS-90
      RepairRate=0.555
      StartDetectChance=50
      StartIdentifiedChance=10
      IncreaseDetectChanceKey=10
      MaxVisibleDist=15000.0
      DestroyedEffect=LargeTallStructureCollapse
      SecondaryEffect=
      SecondaryChance=0 [TargetType134]
      Name=Floodlight12m
      FullName=Floodlight
      ModelName=Floodlight12m.lod
      TargetType=MISC
      ActiveYear=0
      TargetValue=0
      UseGroundObject=FALSE
      DamagePoint=0.010
      ArmorValue=0.0
      ArmorType=0
      RepairRate=0.050
      StartDetectChance=20
      StartIdentifiedChance=0
      IncreaseDetectChanceKey=0
      MaxVisibleDist=8000.0
      DestroyedEffect=
      DestroyedModel=
      SecondaryChance=0
      Effect=FloodLightEffect
      EffectOffset=0.00,0.01,12.00
    • All Good Things Get Done With Time Nice New Format Eric.
    • Lots of stuff I'm having to find and setup so bear with me while I sort this all out.
    • I also use a T-Flight Stick-X (so, the stick version, not the hotas version) and I find it to be no worse than the Logi Extreme 3D Pro.
      The stick "strength" adjustment on the base is a blessing (super nice to have), and the overall construction has proved to be very good, at least to me. Mine has over 2 years of constant use, no button issues, no calibration issues, just utter reliable. 
      My only real beef with it is that the fire trigger feels "cheap" and minimal in comparison (to Logitech's), otherwise I think it's extremely good bang for the buck.
      I'm not sure if this will solve your issue, but I often use XPADDER in those situations. If you're not up to pay for a 3rd parties app, then get the latest freeware version of XPADDER from the following link: http://www.majorgeeks.com/files/details/xpadder_(last_freeware_version).html
        How to use install and use it: Extract files to an empty folder of your choice - that'll be the XPADDER installation folder. :)
        You'll see the XPADDER executable.
      Make sure to change its properties ---- "run as administrator" rights and "Windows XP SP3" compability must be used for any Windows 7/8/10 based system PC.
        If you wish to do it all on your own, you have many good tutorials around, inclusively on youtube.
      For example:   https://youtu.be/HEbLO1htCcs (note that this is for the later, payware version, but it's very identical) I already have the T-Flight Stick-X joystick configured in it for a basic setup, so perhaps you prefer to use it instead. :)
      Extract this ZIP into the XPADDER 5.3 installation folder: https://www.dropbox.com/s/okjfduis2ot0n64/Xpadder5-3free__T-Flight-X.zip?dl=0

      If all works fine, then all you need is to adjust settings and key functions/combos for your own tastes, for any game.       
    • I have to say I dig the new donation function/feature!! Puts things in perspective.. 
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