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Hello again Folks..

 

I've once again been bitten by the bug and have spent the past 24 hours diving into mods to get up and running. I'm <-> this close to having a perfect install, but I'm running up against a little bugger of a problem that I can't figure out. I'm using the RAZBAM A-6 (payware) in my SF2V install and have built up my mods to include Green Hell, SFV2 Air/Ground War Expansion, and a few others. Everything is working perfectly except for a single file that seems to be corrupting the RAZBAM A-6 cockpit graphics. Yes - the dreaded FLIGHTENGINE.INI file. I'm guessing it is one that was included with one of the mods or something, but it is definitely the culprit. If I delete the file I get a crystal clear A-6 cockpit, but if I put it back in I get a blurry mess. So I'm wondering if I need it - and if I do, if anyone has an idea of what I need to change to get it to work properly.

 

Here is the file contents:

------------------------------

[Debug]
SkipFlight=FALSE

[FlightEngine]
HUDDLL=HUD.dll
HUDDataFilename=HUDData.ini
CommDLL=Comm.dll
CommDataFilename=CommData.ini
ObjectList=ObjectList.ini
SoundList=SoundList.ini
ViewList=ViewList.ini
ParticleSystem=ParticleSystem.ini
EnvironmentSystem=EnvironmentSystem.ini
MessageSystem=MessageSystem.ini
SpeechSystem=SpeechSystem.ini
ForceFeedback=FlightEffect.ifr
ForceFeedbackControl=PITCH_CONTROL
DeltaT=0.016667
MaxDeltaT=0.200
RefreshTime=0.016667
ChangeTimeAmount=15
MaxTimeCompression=8.0
StartTimeCompression=1
StartPaused=FALSE
ShowCockpit=TRUE
TextFilename=FlightText.str
EjectView=EjectView

[LoadingScreen]
BackgroundImage=LoadingScreen1.bmp
BackgroundImageSize=1024,768
TextFontName=Arial
TextSize=12
TextFontColor=250,250,250
TextFile=LoadingText.str
LoadingTextStringID=TXT_FLT_LOADING
PercentTextStringID=TXT_FLT_LOADING_PERCENT
ProgressBarRange=100
ProgressBarRect=204,733,820,753
StreamAudio=loading.wav
FadeTime=0.2

//x4
[GraphicsSettings]
ZBufferDepth=24
MaxVertexCount=16384
MaxIndexCount=32768
MaxTextureCount=16384
MaxModelType=4096
MaxMeshPerScene=2048
MaxModelPerScene=2048
MaxLightPerScene=512
AspectRatio=1.333333
MinPixelSize=1.0

[FarSceneClip]
FarClipDistance=80000.0
NearClipDistance=3000.0

[NormalSceneClip]
FarClipDistance=20000.0
NearClipDistance=249.9

[NearSceneClip]
FarClipDistance=250.0
NearClipDistance=1.2

[LowDetailOption]
HorizonDistance=45000.0
DetailMeshSize=4
DetailLevel=0
WaterEffect=0
NoiseTexture=0
MaxTextureRes=128

[MedDetailOption]
HorizonDistance=60000.0
DetailMeshSize=5
DetailLevel=0
WaterEffect=1
NoiseTexture=0
MaxTextureRes=256

[HighDetailOption]
HorizonDistance=75000.0
DetailMeshSize=6
DetailLevel=1
WaterEffect=2
NoiseTexture=1
MaxTextureRes=-1

[soundSettings]
SampleFrequency=11025
BitsPerSample=16
DopplerFactor=1.0

[WorldSettings]
SectorWidth=20
SectorHeight=20
SectorMaxObject=256
Border=80000.0
MinHeight=2.0
MaxHeight=35000.0

[MapSettings]
MapMaxSize=200000
MapMinSize=20000
MapInitSize=100000
MapScaleRate=5.0
ZoomControl=CAMERA_ZOOM_CONTROL

[screenShot]
FilenameFormat=img%05d.bmp
MaxScreenShot=99999
SoundEffect=shutter.wav

[TextStrings]
GamePaused=TXT_FLT_GAME_PAUSED
GameUnpaused=TXT_FLT_GAME_UNPAUSED
TimeCompress=TXT_FLT_TIME_COMPRESS
NormalTime=TXT_FLT_NORMAL_TIME
TimeSet=TXT_FLT_TIME_SET
StartFlight=TXT_FLT_START_FLIGHT
WaitJoin=TXT_FLT_WAIT_JOIN

[skipToNext]
Timer=3.0
FadeTimer=1.0
SkipToNextView=FlybyView
AutoPilotCommand=AUTO_PILOT

[startView]
StartView000=ShoulderView
StartView001=CockpitFront

[inFlightChat]
TargetText=ChatTarget.str
RepeatDelay=0.5
RepeatRate=0.1
CursorFlashTime=0.4
CursorString=|

 

---------------------------------

 

So any suggestions? This was the only problem I've run into that I couldn't hammer through...so some expert advice would be appreciated. (I also have to figure out how to get that DIANE CCIP display working, but I haven't even started on that yet..)

 

On another note - Green Hell 3.5 + Trees looks awesome!

 

Regards,

BeachAV8R

 

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The Razbam FlightEngine.ini changes the (GraphicsSettings) that is what is screwing up the pit. I don't use the . ini from them. That's the only part I know.

Edited by RAVEN

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also, sf2 uses jpg for screenies

 

delete the thing ... it's designed for SF/Wo*, and NOT SF2

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So any suggestions? This was the only problem I've run into that I couldn't hammer through...so some expert advice would be appreciated. (I also have to figure out how to get that DIANE CCIP display working, but I haven't even started on that yet..)

 

On another note - Green Hell 3.5 + Trees looks awesome!

 

Regards,

BeachAV8R

 

By deleting the file the game is now using the default flightengine.ini for that patch level.

 

Putting old ini files into a newer install can cause problems - you sometimes need to extract the new ini files and make the changes to that.

 

for ccip:

 

In the A-6 ini make sure it has all the correct lines to make it flayable

 

[AircraftData]
AircraftFullName=A-6A Intruder
AircraftShortName=A-6
AircraftDataFile=A-6A_data.ini
LoadoutFile=A-6A_loadout.ini
UserList=A-6A_UserList.ini
CockpitDataFile=A-6A_cockpit.ini
AvionicsDLL=Avionics60.dll
AvionicsDataFilename=A-6A_avionics.ini
 
 
In the cockpit ini file
 
[GunsightFront]
HasGunsight=TRUE
GunsightMilSize=30    <-----------------------Set
 
 
 
Then use the avionics ini from:
 
 
 
and also put in the cockpit folder files from that
Edited by MigBuster

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Definitive trash the old WOx FlightEngine.ini

 

It had the GraphicsSettings values increased by a factor of 4 to use the (then) high-poly A-6 models.

 

The latest SF2 series FlightEngine.ini has the increased values by default.

Also different are the three SceneClip datablocks which are completely replaced by new blocks for SF2,

and the DetailOptions have a new HIGHDetailOption which was not used in WOx.

Thats probably screwing up your pit textures.

 

Trash the old  ini , problem solved.

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Awesome guys.. Knowledgable as always. I guess I should have just extracted the CAT file to compare the two.

 

Definitely gonna have me some A-6 fun - and yes, I have Homefries mod too.. Great work by everyone. I'll post up some AARs soon..

 

Regards,

BeachAV8R

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Great - got the pseudo-DIANE bombing cross working by adding these lines into the Razban ini files..

 

[HUD]
HUDColor=1.0,0.85,0.5,1.0
BoresightOffset=0.0,0.0
ViewportTopLeft=-0.125,-0.080
ViewportBottomRight=0.125,0.230
GunBoresightAngle=-2.0
RocketBoresightAngle=-5.0

[HUDFont]
TextFontName=Arial
TextSize=11
TextBold=TRUE

[HUDModeNav]
Symbol[01]=HUD_Guncross

[HUDModeAG]
Symbol[01]=HUD_Guncross
Symbol[02]=HUD_CCIP

[HUDModeAA]
Symbol[01]=HUD_Guncross

[HUD_CCIP]
SymbolType=CCIP
ImageSize=0.100
FallThroughFlightPath=TRUE

[HUD_Guncross]
SymbolType=IMAGE
ImageFilename=cockpit\HUD\A-6A_Gunsight.tga
ImageSize=0.125
 


One other quick question. So I'm guessing that Homefries extensive A-6 mod adds a bunch of skins and more historically accurate tail numbers and such. When I select some A-6s, all I get is a black skin (I assume the texture is missing) - so is there a problem with using non-RAZBAN skins with the RAZBAM model (meaning - do they match up or does the RAZBAM A-6 3D model differ significantly from the stock A-6 model?)

 

Sorry if my question is confusing - I can't think of a better way to phrase it..

 

BeachAV8R

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  Beach, the Razbaam and 3W models are completely different; you have to use the 3W one, I'm using that with the Razbaam pits. I think Homefries included instructions for that in the mod.

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  Beach, the Razbaam and 3W models are completely different; you have to use the 3W one, I'm using that with the Razbaam pits. I think Homefries included instructions for that in the mod.

 

OK - thanks for that. Is the 3W 3D model better or worse than the RAZBAM one in your opinion?

Actually - I just had a look at the TW model and I do think I prefer the RAZBAM one a bit better.. So I might just have to use the limited liveries for that model..but that isn't really a problem..

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One more quick question - then I promise I'll be content.. <g>

 

So I'm trying to get the F5 view to be centered on the aircraft instead of being offset behind the tail of the aircraft. I like the view because it has a low field of view (meaning things in the distance look closer than they really are)..but I'm been messing around with the extracted VIEWLIST.INI and can't seem to move the camera position. I'm pretty sure I'm on the correct view because I changed the ResetTime=4.0 which made the camera not flip back to default after one second and instead it waits for 4 seconds. So I think I have the correct field. I tried adding:

 

PositionOffsets=0.0,0.0,0.0
AngleOffsets=0.0,0.0,0.0

 

But that didn't seem to move the camera to the center of the aircraft. Here is the field in question - anyone see anything that can be changed to move that camera position?

 

[ViewClass006]
ViewClassName=ShoulderViewClass
ViewType=SHOULDER_VIEW
ViewGroupID=0
DefaultView=FreeView
AllowFromDiffGroup=TRUE
SnapView=FALSE
InsideView=FALSE
FocusObjectOnly=FALSE
FOV=45.0
PitchControl=CAMERA_PITCH_AXIS
YawControl=CAMERA_YAW_AXIS
RollControl=
ZoomControl=CAMERA_ZOOM_CONTROL
JumpToViewSameGroup=TRUE
JumpToViewDiffGroup=TRUE
SmoothAngleTransition=TRUE
SmoothPositionTransition=FALSE
SmoothFOVTransition=TRUE
ZoomFOV=TRUE
ZoomScale=0.02
PanScale=0.00140
MinSpeed=100.0
MaxSpeed=100.0
Acceleration=10.0
AngleRates=360.0,240.0,240.0
FOVRate=60.0
MinFOV=30.0
MaxFOV=90.0
ResetAngles=TRUE
ResetTime=4.0
ResetRate=0.3
TrackIRUseAbsolutePos=TRUE
 

 

Anyone got a suggestion?

 

BeachAV8R

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betchya that's a LOD problem, not a viewlist issue. some models world center may not quite matcth the game's center, or the min/max extents are off a bit. (ArmorDave's old Sukoi's are a good example of extents issues)

 

remember, SF2 reads the LODs (almost completely) different from SF/Wo*, as evidenced with MANY 1stGen ports to sf2

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Further down in the ini, you'll find

 

[View017]
ViewName=ShoulderView
ViewClassName=ShoulderViewClass
UpdateAlways=FALSE
ViewGotoControl=GOTO_VIEW_SHOULDER
CycleNextControl=
CyclePrevControl=
ObjectFrom=SearchAircraft
PositionOffsets=0.0,-20.0,4.0    <-----------

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I love the way the RAZBAM pit looks.  I use it with the TW models.  Only problem it doesn't have a distance to waypoint readout.  If anyone ever gets that working, please let me know.

  • Like 1

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A grateful bump to this post from a couple years ago that really helped me out when it came to adjusting the text/HUD overlay boxes and text.

 

http://combatace.com/topic/64303-sf2-training-mission-01/?p=491672

 

What a helpful group of people here...

 

BeachAV8R


betchya that's a LOD problem, not a viewlist issue. some models world center may not quite matcth the game's center, or the min/max extents are off a bit. (ArmorDave's old Sukoi's are a good example of extents issues)

 

remember, SF2 reads the LODs (almost completely) different from SF/Wo*, as evidenced with MANY 1stGen ports to sf2

 

Hmm..I don't think so because it is the same view with even default SF planes. The viewpoint is just preset to pan around a point located about 20 feet behind the plane or something...for all planes..

 

 

Further down in the ini, you'll find

 

[View017]
ViewName=ShoulderView
ViewClassName=ShoulderViewClass
UpdateAlways=FALSE
ViewGotoControl=GOTO_VIEW_SHOULDER
CycleNextControl=
CyclePrevControl=
ObjectFrom=SearchAircraft
PositionOffsets=0.0,-20.0,4.0    <-----------

 

I thought that might have been an AHA! moment, but I changed those values to 0.0, 0.0, 0.0 and I'm still having the same problem. Hmm...I'll dig a little deeper... I appreciate the suggestions!

 

BeachAV8R

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I know I'm preaching to the choir..but hot damn this sim looks great with all these great mods..

 

VIETNAM001.jpg

 

BeachAV8R

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