+bigal1 Posted January 12, 2009 Posted January 12, 2009 Just wondered if starting inside hangers every got sorted , Last thing i remeber reading was something about a collision problem but after that i'm unsure how it ended up ?? Quote
+comrpnt Posted January 12, 2009 Posted January 12, 2009 Just wondered if starting inside hangers every got sorted , Last thing i remeber reading was something about a collision problem but after that i'm unsure how it ended up ?? Problem still exists for stock ShelterA object. YAP have an alternative hangar that solves this problem, and there are some in the downloads /Object Mods/ section which you could experiment with. Regards, comrpnt. Quote
+bigal1 Posted January 12, 2009 Author Posted January 12, 2009 Problem still exists for stock ShelterA object. YAP have an alternative hangar that solves this problem, and there are some in the downloads /Object Mods/ section which you could experiment with. Regards, comrpnt. Thanks for the info, in the end i decided to remake hanger3 ( always wanted the large hanger as a starting point ) so i opened up the doors and added some light fittings inside then sorted out the collision problem . So far everything seems fine have set middle of hanger3 as starting position in custom mission and all works great , the collision box is still present on the hanger found out when i powered up a bit too much and went through the rear wall of the hanger lol . Quote
zmatt Posted January 12, 2009 Posted January 12, 2009 Yeah I have tried going into the stock hangers, ended up taking the wings off me even though I didn't touch the walls. Quote
+Spectre_USA Posted January 12, 2009 Posted January 12, 2009 Have done the same taxiing too close to the blast shields. It is a bummer ending a mission like that. Would love to start one in a hangar or hardened area by default... Quote
+EricJ Posted January 12, 2009 Posted January 12, 2009 Dunno bigal1, a more "tactical" size would be cool fo sho. Quote
fallenphoenix1986 Posted January 12, 2009 Posted January 12, 2009 Was just thinking about this the other night, thinking back on Janes IAF and starting in the alert shelters, kinda miss that old game. Craig Quote
+bigal1 Posted January 13, 2009 Author Posted January 13, 2009 Problem still exists for stock ShelterA object. YAP have an alternative hangar that solves this problem, and there are some in the downloads /Object Mods/ section which you could experiment with. Regards, comrpnt. I've managed to make the stock shelter a and b types useable although there is no back wall collision point yet . Quote
+Spectre_USA Posted January 13, 2009 Posted January 13, 2009 Cool! Now all we need is a little guy waving around a pair of Lackland Lasers around to guide you. What? Sure, yeah, I was kidding. It is just rare when you can get the LL term in a sentence, so I had to go with it... Quote
Wrench Posted January 13, 2009 Posted January 13, 2009 Actually, that's NOT a bad idea. It would require a 'new' ground objcet, oh, let's call him/her/it "Aircraft Director". since he/she/it would only be used ON an airfield, you could possibly add the lights, like runway lights, once the positions are figured out (standard coord, just like any other ground object) Just like comprnt did for the additonal lighting on the towers, fuel tanks, buildings, etc. The new lights would be added to the airfield's data ini. Wrench kevin stein Quote
+Spectre_USA Posted January 13, 2009 Posted January 13, 2009 OK, sure, it could be good decoration, but as you approach, if it has an animation, it would steer you through a TabVee wall! Oh, look, another little used word utilized! Man, this thread delivers... :yes: Quote
+EricJ Posted January 13, 2009 Posted January 13, 2009 bigal1, nice stuff man but what about wingmen? Would that also be an issue? Quote
+76.IAP-Blackbird Posted January 13, 2009 Posted January 13, 2009 This animation stuff is possible, look ad radar tower, you can even make vehicles drivving around the airfield. Quote
+bigal1 Posted January 13, 2009 Author Posted January 13, 2009 bigal1, nice stuff man but what about wingmen? Would that also be an issue? Hmm not sure to be honest , i was thinking is there a way to define a new starting position for the AI and maybe new taxi points for them . If so then maybe we could have the AI starting in the sheds along side yourself and taxi to the runway ?? Quote
+EricJ Posted January 13, 2009 Posted January 13, 2009 Yeah it's a thought though... so just an idea to throw out there. I don't usually often fly with wingman so that's cool. Quote
magic1104 Posted January 13, 2009 Posted January 13, 2009 Cool Stuff. Remeber me on "Birds of Prey" ;-) Quote
Kirsten Posted January 13, 2009 Posted January 13, 2009 Was just thinking about this the other night, thinking back on Janes IAF and starting in the alert shelters, kinda miss that old game. Craig Same here !! Aju, Derk :yes: Quote
+bigal1 Posted January 13, 2009 Author Posted January 13, 2009 Seem to have sorted the small shelter a and b type collision out now . Allows you to park up inside and the rest of collision area is in place ( sides and back wall ) so if people are interested i can upload the file , just need to add the new collision file to any terrain folder which uses shelter a and b type . The same file is used to fixed both just have to rename for b type . Quote
+EricJ Posted January 13, 2009 Posted January 13, 2009 Well I'm willing to check it out, upload it man! Quote
+comrpnt Posted January 15, 2009 Posted January 15, 2009 I've managed to make the stock shelter a and b types useable although there is no back wall collision point yet . Hi Al, new ones work fine for me too! :-) Using the following test mission for WOE (RAF Wildenrath) [MissionHeader] AircraftType=F-4M MissionMap=GermanyCE MissionType=RECON StartTime=16:30:00 StartDate=09/18/1979 [MissionData] FriendlyAirActivity=1 EnemyAirActivity=1 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=1 [Weather] WeatherType=SCATTERED WeatherAlt=1100 WeatherThickness=1000.0 HasHighLayer=FALSE HighLayerAlt=12000 FogAmount=0.6 ContrailAlt=12000 StartWindDirection=0.0 StartWindSpeed=0.0 //******************************************************************** // *** Player's Aircraft *** [AircraftMission001] AircraftType=F-4M Name=Tiger FormationType=USFighter Texture=RAFCamo1 Squadron=19RAFAircraftNumber=1 Size=1 RandomChance=100 MissionType=RECON CarrierBased=FALSE ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE // Start in QRA shed Position=415380,626848,0 StartTime=0 Heading=270 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=AirToAir TracerMixRatio=50 PilotTrainingStandard=EXCELLENT Nation=RAF // QRA Aircraft 1 (nearest runway) [AircraftMission002] AircraftType=F-4M_static Name=QRA-1 F-4M Static FormationType=Single Texture=RAFCamo1 Squadron=19RAF AircraftNumber=3 Size=1 StartOnGround=TRUE Position=415380,626900,0 StartTime=0 Heading=270 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=0 Loadout=FAC Nation=RAF Regards, comrpnt. Quote
+Veltro2k Posted January 15, 2009 Posted January 15, 2009 Cool! Now all we need is a little guy waving around a pair of Lackland Lasers around to guide you. What? Sure, yeah, I was kidding. It is just rare when you can get the LL term in a sentence, so I had to go with it... Lackland Lasers HAHAAHAHA,,, ROADGUARDS OUT !!!!! Damn these old basic training words bring back lots of memories ,,, TI to one of my Buds after making a mistake in dress right dress.... HERITY did you come all the way here to sunny Texas just to raise my blood pressure ? Why couldn’t you just join the navy instead and become an Anchor Clanker Quote
vulkan Posted January 15, 2009 Posted January 15, 2009 Maybe I was installed an airfield mod? In my WOE the Target aera is[TargetArea331] Name=Wunstorf Airbase That is why I was don't saw the sheltlers See below: [TargetArea331] Name=Wunstorf Airbase Position=417000.000000,627000.000000 Radius=8485.281250 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=german_airbase3.ini NumSquadrons=12 Target[001].Type=Runway4 Target[001].Offset=0.00,0.00 ...................................... Target[155].Type=building2 Target[155].Offset=-127,1616 Target[155].Heading=90 Target[156].Type=ShelterA Target[156].Offset=-99.00,1616.00 Target[156].Heading=0 Target[157].Type=ShelterA Target[157].Offset=-154,1616 Target[157].Heading=0 And now in halfway to VICTORY vulkan Quote
Shin_kazama Posted January 19, 2009 Posted January 19, 2009 Same here !! Aju, Derk :yes: i only got to play the demo, but boy was it good. and Jane's IAF got my first taste of Skin modding, like adding a smiley instead of the IAF symbol... or coloring the migs with neon colors... Quote
+comrpnt Posted January 19, 2009 Posted January 19, 2009 Vulkan, looking good! :-) Regards, comrpnt. Quote
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