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9 points
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5 points
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2 pointsNext set of Geezer Euro buildings. For Wrench, the privies will explode. The collision mesh I gave them is a little large, so don't land nearby to take a pee... [TargetTypexxx] Name=Fence-1a FullName=Fence-1a ModelName=Fence-1a.lod TargetType=WINDSOCK ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Fence-1b FullName=Fence-1b ModelName=Fence-1b.lod TargetType=WINDSOCK ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Fence-1c FullName=Fence-1c ModelName=Fence-1c.lod TargetType=WINDSOCK ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Fence-2b FullName=Fence-2b ModelName=Fence-2b.lod TargetType=WINDSOCK ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=50.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Hand Cart DetailLevel=1 FullName=Hand Cart ModelName=Hand Cart.lod TargetType=MISC ActiveYear=0 TargetValue=0 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=Tent1_col.lod DamagedModel= DestroyedEffect=SmallFire DestroyedModel=Tent1_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=HQ Building FullName=HQ Building ModelName=HQ Building.LOD TargetType=MISC ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frChateau2_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frChateau2_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Kiosk DetailLevel=2 FullName=Kiosk ModelName=Kisok.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=Tent2_col.lod DamagedModel= DestroyedEffect=SmallFire DestroyedModel=Tent2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Light Tower DetailLevel=1 FullName=Light Tower ModelName=Light Tower.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2000.0 DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Line Shacks DetailLevel=2 FullName=Line Shacks ModelName=Line Shacks.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=Tent2_col.lod DamagedModel= DestroyedEffect=SmallFire DestroyedModel=Tent2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Loco Barn FullName=Loco Barn ModelName=Loco Barn.lod TargetType=WAREHOUSE ActiveYear=0 TargetValue=500.0 UseGroundObject=FALSE DamagePoint=21.0 ArmorValue=300000.0 ArmorType=1 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=Warehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Warehouse1_dest.lod SecondaryChance=100 SecondaryEffect=LargeExplosionEffect [TargetTypexxx] Name=Long Bridge FullName=Long Bridge ModelName=Long Bridge.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0.10 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frBridge1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frBridge1_dest.lod [TargetTypexxx] Name=Monument DetailLevel=2 FullName=Monument ModelName=Monument.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2000.0 DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Privy-1 DetailLevel=1 FullName=Privy-1 ModelName=Privy-1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frNissenHut_col.lod DestroyedEffect=SmallFire DestroyedModel=frNissenHut_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Privy-2 DetailLevel=1 FullName=Privy-2 ModelName=Privy-2.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frNissenHut_col.lod DestroyedEffect=SmallFire DestroyedModel=frNissenHut_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=35
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2 points
Version 2.3
141 downloads
Dogfight version 2.3 for Thirdwire Simulators (Series 1 and Series 2) If you had problems with the previous version not seeing your install this version is far better at finding the files it needs and will produce a log file to help identify problems Dogfight is a quick mission generator much like Microsofts Quick Combat and Ubisofts Quick Mission Builder. This simple little program is an attempt to add similar facility to Thirdwire products without editing Mission files by hand, or struggling with a complex Mission Editor. So, using it you should be up and flying against a selected opponent within a few seconds (once you're use to the system anyway!). The action begins at a seperation of 2-4 km. To use you: 1) Start Dogfight. 2) Select aircraft types, numbers and heights, Pilot training etc. 3) Press the Red WRITE MISSION button. 4) LEAVE Dogfight running. 5) Start the Thirdwire Simulator. 6) Go to the Single Mission page and then Load Mission Menu. 7) Click on the name of the mission that you just created in dogfight(default is "0 Dogfight"). 8) When you want to change the mission click on Alt and Tab simultaneously. 9) Select Dogfight, make your changes and then press the red WRITE MISSION button. 10) Return to the Thirdwire Simulator by clicking it on the task bar (or alt tabbing if you prefer). 11) ALWAYS RESELECT THE MISSION from the Single Mission-Load Misiion Menu to update the information. 12) Play the mission! Repeat 8-12 as many times as you want This sounds a bit long winded but you do soon get used to it. Installion ------------- Unzip Dogfight.zip. Find the folder called Dogfightv2.3 containing: templates (folder) df.cfg df.exe readme.txt COPY Dogfightv2.3 INTO THE TOP LEVEL OF THE DIRECTORY WHERE YOU INSTALL YOUR MODS. There is an Options.ini file in this directory as well. i.e Dogfightv2.3 and Objects are at the same level. OPEN THE Dogfightv2.3 FOLDER AND CREATE A SHORTCUT FROM DF.exe TO YOUR DESKTOP (or wherever you want to launch if from). Testing -------- DogFight has been tested with: FE1 and FE2 (Viurtually all of the aircraft from CombatAce and the Skunkworks with Peter01 fms) SF1 (chiefly SCW) WOE (Principally Wings Over Russia and Wings Over Africa). SF2, and SFNA2, (Skunkworks PTO) (CombatAce BOB) and with additional aircraft thrown in. I've also tried it with some early Korean War era jets. Only briefly tried it with more modern types. The program was written using Microsoft Visual Studio Express 2010 C++ and FLTK. FLTK (Fast Light Toolkit) is a great free package for constructing GUIs really quickly and easily. Without it I doubt that I would have had time to write this program. Thanks Thanks to TK for creating a marvellous set of Sims. I love the way they work with TrackIR. I would also like to take this opportunity to thank the many add on creators at Combatace and the Skunkworks who have given me many hours of great gaming. I hope Dogfight helps to provide some entertainment for Thirdwire Simulator Users. Gary Ireland -
2 points
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2 pointsGlad you got it fixed. Now, don't do what I did, and try to install every mod under the sun. If you take your time and install one at a time, you'll know what mod gives you a problem if something goes wrong. Enjoy.
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2 points
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2 pointsIIRC, Jackson said he was running FE1, on a late model machine If 10 is similar to 7 in "how" it reads the 1stGen games, installling to the C:/ProgaramFiles places it the protected area. What we've found out for SF1 is install the game to the ROOT of the C drive (C:/FirstEagles, for example), and adjust the shortcuts as needed. So, in essence, MOVE the entire game folder (very odd that it's called "WW1", and not FirstEagles) to the root of the C drive, adjust your shortcut and try again. It's a simple experiment, and in the long run should benifit in general game playing. But in all honesty, maybe you should upgrade you FE to FE2 in this later OS
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2 points
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1 pointsuggestion: for the various carts, and other non powered vehicles, sometimes the "truck destroyed lod" and 'vehiclefire effect' for the secondary works good! maybe for the privy , "AmmoDumpExplosion" -- yes, pun intended!!!
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1 pointAlso been tinkering with the Caudron R11, and have a question for experts on French WW1 camo. Note the metal fittings in the shot of the M-S Type AI - is the blue-gray paint typical?
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1 pointMY DEAR FRIEND, THANK YOU VERY MUCH!!! You was right! Nobody knew everything was so simple! I already didn't believe it'll help me but now these two non-flyable aircraft appeared in list of available aircraft! Thank you again! I didn't test it yet but that isn't the point. They had appeared! I just renamed WW1 to FirstEagles and moved it to disk "C:" . Thanks EVERYBODY that you tried to help me fix my problem! Thank you Crawford, Wrench, Heck! If I have any problem, I would notice you here.
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1 pointThe lighter F-105 will accelerate faster. The heavier F-105 will require a higher angle of attack for a given airspeed compared to the lighter one. The higher angle of attack will generate more induced drag during the acceleration phase, requiring more time to reach a given airspeed. The additional weight would slow down the acceleration as well, similar to what happens during the take off phase. The top speed question is a bit different. Considering that both aircraft have no external load, it may be a question of whats the limiting factor for top speed. If the limiting factor is thrust, then the heavier F-105 would be slower than the light one. If the limiting factor is structure or aerodynamics, the heavier F-105 might possibly be as fast. For the F-104, the limiting factor for speed was the compressor inlet temperature, limiting the design to about Mach 2.0, although the design was probably good to about mach 2.2 - 2.4. For the EE Lightning, the limiting factor on early versions was the nose radome structure which was only good to about mach 1.6 - 1.8, although it could fly faster. The numbers are a bit of a guess as I'm working from memory.
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1 pointBelow is a shot of Quack74's 1024 size art on a standard FE tile. I dropped some of my buildings onto the tile for scale effect. By increasing the art size to 2048, the increase in pixel density should be enough to sorta/kinda look realistic. Note this increase will only work in FE2 - only second generation games can run dds and jpg format art on ground tiles.
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1 pointQuack74 has done some very creative work on his WIP Verdun map. He carefully made a city street grid match the building layout. I intend to explore this concept further, as it is the only way to make towns/cities look realistic.
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1 pointAnother consideration is jpg format degrades the depth of color. See below for the three main types of art files - bmp, dds, jpg - and their effect on the image. I can compensate for that to a limited degree by reducing the brightness of the finished art by just a hair.
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1 pointFinished the LODs and pretty much finished the silver-gray fuselage art, but still gotta finish the wings art and make the cockpit. Shots below are of an experiment - the silver fuselage was converted to red to see how it looks. As usual, click on shots for hi-res images.
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0 pointshere are 3 versions of the S-24 , they are still BETA i will take a break because of health reasons , may be until mid next year i still have problems with my veins and i can hardly move my fingers , both of my hands are hurting really bad S-24 Rockets.7z
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