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Timmy

FW PII is Released

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The FW P.II. is released at combat ace. Hurray! I don't have to look at it any more! :clapping:

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It's very cool! I love having something totally different, being the inventor of the whole "What If.." genre for the SF series!

 

I've already dialed in all the lights, added landing lights, and "fixed" the reversed decal problem (for the < kommadore marking). It was a super easy fix, as I recently ran into the same problem whilst trying to update the MTO JG27 109F

 

1) open ALL the luftnum decals in you favorite graphics program (PS, PSP, Gimp, as long as it won't mess with the alpha channel)

 

2) Flip the image HORIZONTALLY -- this will reverse it.

a}"Save As.." and add the letter R when asked to

ie: 'luftnumR***.tga', *** = whatever the number is. This will make the < face front.

 

3) Edit the decal ini to read; in our example below is the JG1, other would be the same:

 

[Decal014]

MeshName=Fuselage

DecalLevel=2

DecalFacing=RIGHT

FilenameFormat=PII/JGI/D/luftnumR <-- this here, changed

Position=-1.2,0.25

Scale=0.7

DecalMaxLOD=3

 

 

(you can see that I also renamed the "decals" folder down to "D", this will shorten the path)

 

Do this for all the other decals, for the other JG's as well.

 

The only unfortunate thing is, you wind up with double the decals in each folder. For us with giant HDs, it's not a problem. But it sure does make it look better!! This is basically that same thing I used on the 633 Sqdn Mossie skin, and several of the last sets I've just released. It's a cheat, but it works superbly!!

 

Can't do a thing about the R4M rack, but I'll keep trying. It just looks "off", and there's no real place to put it, due to the length of the main gear leggs, and alerion placement. But I'm NOT giving up!!!

 

Want to add lights? (and you all know how much I hated electrical work when I was fixing cars.....) Open the PII_DATA.INI and scroll down to the relevant sections....

 

( where the {} is really the square bracket)

 

adding missing taillight:

 

in the {Tail} section, add

 

SystemName{002}=Taillight

 

In RightWing add:

SystemName{004}=RightLandingLight

 

In LeftWing add:

SystemName{004}=LeftLandingLight

 

add the following OVER the exisiting light callouts:

 

[LeftPositionLight]

SystemType=LIGHT

Position=-4.89,-0.35,0.42

LightSrcOffset=-0.0,0.00,0.00

Color=0.88,0.25,0.25

Brightness=0.03

LightSrcRange=0.5

CanFlash=FALSE

 

[RightPositionLight]

SystemType=LIGHT

Position=4.85,-0.35,0.42

LightSrcOffset=0.00,0.00,0.00

Color=0.25,0.88,0.25

Brightness=0.03

LightSrcRange=0.5

CanFlash=FALSE

 

[TailLight]

SystemType=LIGHT

Position=0.0,-5.50,0.75

LightSrcOffset=0.00,0.00,0.00

Color=0.88,0.88,0.88

Brightness=0.04

LightSrcRange=0.3

CanFlash=FALSE

 

[LeftLandingLight]

SystemType=LIGHT

Position=-1.20,0.6,-0.12

LightSrcOffset=2.6046,49.0560,3.50

Color=0.98,0.98,0.98

Brightness=0.10

LightSrcRange=150.0

LightRange=45.0

CanFlash=FALSE

IsLandingLight=TRUE

 

[RightLandingLight]

SystemType=LIGHT

Position=1.20,0.6,-0.12

LightSrcOffset=2.6046,49.0560,3.50

Color=0.98,0.98,0.98

Brightness=0.10

LightSrcRange=150.0

LightRange=45.0

CanFlash=FALSE

IsLandingLight=TRUE

 

This'll put the landing lights in the main gear wells. I'm assuming a retracting landing light, like the Mustang's. Since it's all guesswork, what the hell, right??

 

I also changed the gunsight to a Revi 16 that I have the tga's for, from the PappaRomeo EAW gunsight pak.

You can get that tga in the Fw-190A8R2 upgrade pak at my site, or here at CA.

 

Open the PII_cockpit ini, and copy/paste the following OVER the existing gunsight section:

 

HasGunsight=TRUE

GunsightMilSize=65

GunsightName=LWRevi16B_GUNSIGHT.tga

LeadComputing=FALSE

MaxDepression=0

DefaultDepression=0

 

I've not researched German gunsights, so I don't know if any of them were lead computing. If so, I'll post the fix.

 

And Timmy, thanks again for creating it!!! :good:

 

Wrench

Kevin Stein

Edited by Wrench

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