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Everything posted by Heck
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Stary's Mig 15 Cockpit
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks. Looks much easier. That's why I post here. I like to learn. -
Black Tomcat skins in Operation Desert Storm Redux
Heck replied to Phantomworks's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I've had this happen a couple of times. Either the skin .bmp or .jpg is in a nested folder where the sim doesn't know to look, or the aircraft's lod is looking for one kind of texture file, like .bmp, or .jpg, and the texture in your skin folder is in another format, like .dds. Both these have happen to me in the past, hope this helps. -
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Raven. Glad to see you back. I admire your courage. I'm hoping you're seeing a light at the end of the tunnel you've been in. Welcome back.
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BF-109-G10 Flight Model
Heck replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Personally, I love Baffmeister's WW2 fms. I can't really explain it well, but they feel to me like I'm flying aircraft that have manual, not boosted, controls. His Battle of Britain fms make it one of my favorite SF2 mods of all time. -
XBOX 360 controller not working properly
Heck replied to Saavedra's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Would it be possible that there is some background app running in windows that controls your 360? I often use an XBox One controller and have no problems. The only time I have a problem is if winblows does an update (I'm on winblows 10), which seems to reset things to default. If you get your controller working one time, you can set your controls.ini to read only and the game won't be able to overwrite it. -
She is a beauty gents. You all will absolutely love this plane when it's finished. A gorgeous model with an excellent FM by VonS.
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OT: Dungeon & Dragons table top gaming
Heck replied to Hellshade's topic in WOFF UE/PE - General Discussion
Never played it, but I have to say that your sets are very impressive. Very nice miniatures work. -
These are the types inis for Geezer's fortification objects, which you can find here: I haven't included destroyed LODS, because most of these are huge concrete objects, which would be hard to destroy, and the destroyed LODS from in game are very small compared to the objects. I have given them destroyed and secondary effects, because, let's face it, we all love the boomies. Feel free to change these any way you want, including all those previously posted, and if you improve on anything, pm me and I'll post it here as an alternative. This is a collaborative site. Here they are, they look so cool in game: [TargetTypexxx] Name=AusFort-1 FullName=AusFort-1 ModelName=AusFort-1.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=AmmoDumpExplosion DestroyedModel= SecondaryEffect=LargeExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=AusTrench FullName=AusTrench ModelName=AusTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=Battery-2 FullName=Battery-2 ModelName=Battery-2.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=BigTrench FullName=BigTrench ModelName=BigTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=MediumFire DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=BrtTrench FullName=BrtTrench ModelName=BrtTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Fort-1 FullName=Fort-1 ModelName=Fort-1.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=AmmoDumpExplosion DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Fort-4L FullName=Fort-4L ModelName=Fort-4L.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-4R FullName=Fort-4R ModelName=Fort-4R.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-6 FullName=Fort-6 ModelName=Fort-6.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-7 FullName=Fort-7 ModelName=Fort-7.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-8 FullName=Fort-8 ModelName=Fort-8.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-10 FullName=Fort-10 ModelName=Fort-10.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-12 FullName=Fort-12 ModelName=Fort-12.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-15 FullName=Fort-15 ModelName=Fort-15.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=FrnTrench FullName=FrnTrench ModelName=FrnTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=GerTrench FullName=GerTrench ModelName=GerTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=House-1 FullName=House-1 ModelName=House-1.LOD TargetType=MISC ActiveYear=0 TargetValue=0 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance=0
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I'm rebuilding my FE2 after a hard drive crash a while back, and I had everything backed up, except my terrain folders. I had used Geezer's airfield objects and personnel, so I wanted to install them again. Having recreated the types.inis for the terrains I have, I figured I would post the generic entries here, so people would have them, if they wanted to install Geezer's objects into a terrain. Might save some work, especially now that we have Mue's fantastic targets ini editor. Just copy and paste these entries into the types.ini for whatever terrain you want to modify at the end of the list and number them in sequence. Of course, make sure you download Geezer's objects (if you're new to this ) and install them first. Here's the entries I've done so far: For Geezer's figures: [TargetTypexxx] Name=Austrian Officer DetailLevel=2 FullName=Austrian Officer ModelName=Austrian Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=British Officer DetailLevel=2 FullName=British Officer ModelName=British Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Dog Expressing Approval DetailLevel=2 FullName=Dog Expressing Approval ModelName=Dog Expressing Approval.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Dog DetailLevel=2 FullName=Dog ModelName=Dog.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=French Officer DetailLevel=2 FullName=French Officer ModelName=French Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=German Officer DetailLevel=2 FullName=German Officer ModelName=German Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Italian Officer DetailLevel=2 FullName=Italian Officer ModelName=Italian Officer.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech On Stand DetailLevel=2 FullName=Mech On Stand ModelName=Mech On Stand.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Waiting01 DetailLevel=2 FullName=Mech Waiting01 ModelName=Mech Waiting01.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Waiting02 DetailLevel=2 FullName=Mech Waiting02 ModelName=Mech Waiting02.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Waiting03 DetailLevel=2 FullName=Mech Waiting03 ModelName=Mech Waiting03.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Walking01 DetailLevel=2 FullName=Mech Walking01 ModelName=Mech Walking01.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Walking02 DetailLevel=2 FullName=Mech Walking02 ModelName=Mech Walking02.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mech Working DetailLevel=2 FullName=Mech Working ModelName=Mech Working.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mechanics Waiting DetailLevel=2 FullName=Mechanics Waiting ModelName=Mechanics Waiting.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mechs Resting DetailLevel=2 FullName=Mechs Resting ModelName=Mechs Resting.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Mechs Waiting DetailLevel=2 FullName=Mechs Waiting ModelName=Mechs Waiting.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Medic Kneeling DetailLevel=2 FullName=Medic Kneeling ModelName=Medic Kneeling.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Medic Walking DetailLevel=2 FullName=Medic Walking ModelName=Medic Walking.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=NCO DetailLevel=2 FullName=NCO ModelName=NCO.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Pilot With Dog DetailLevel=2 FullName=Pilot With Dog ModelName=Pilot With Dog.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Pilot With Map DetailLevel=2 FullName=Pilot With Map ModelName=Pilot With Map.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Pilots With Map DetailLevel=2 FullName=Pilots With Map ModelName=Pilots With Map.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Standing Pilot DetailLevel=2 FullName=Standing Pilot ModelName=Standing Pilot.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= [TargetTypexxx] Name=Stretcher Guy DetailLevel=2 FullName=Stretcher Guy ModelName=Stretcher Guy.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 Collidable=FALSE DamagedModel= DestroyedEffect= DestroyedModel= For his Maintenance objects: [TargetTypexxx] Name=Container DetailLevel=2 FullName=Container ModelName=Container.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Dope Can DetailLevel=2 FullName=Dope Can ModelName=Dope Can.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Fuel Drum DetailLevel=2 FullName=Fuel Drum ModelName=Fuel Drum.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Ladder DetailLevel=2 FullName=Ladder ModelName=Ladder.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Large Crate DetailLevel=2 FullName=Large Crate ModelName=Large Crate.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Maint Cart DetailLevel=2 FullName=Maint Cart ModelName=Maint Cart_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Maint Stand DetailLevel=2 FullName=Maint Stand ModelName=Maint Stand.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Small Crate DetailLevel=2 FullName=Small Crate ModelName=Small Crate.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Step Ladder DetailLevel=2 FullName=Step Ladder ModelName=Step Ladder.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Tool Box DetailLevel=2 FullName=Tool Box ModelName=Tool Box.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Supplies DetailLevel=2 FullName=Supplies ModelName=Supplies.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Wheel Chock DetailLevel=2 FullName=Wheel Chock ModelName=Wheel Chock.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= [TargetTypexxx] Name=Work Table DetailLevel=2 FullName=Work Table ModelName=Work Table.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.001 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=1000.0 DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance= And for his hangars etc: [TargetTypexxx] Name=Base Ops FullName=Base Ops ModelName=Base Ops.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Tent Hangar FullName=Tent Hangar ModelName=Tent Hangar_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=15.00 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 ZBufferOffset=0.000000 FlatObject=FALSE CollisionMesh=HangarCanvas2_col.LOD DamagedModel= DestroyedEffect=MediumFire DestroyedModel=HangarCanvas2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Hangar 01 FullName=Hangar 01 ModelName=Hangar01_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=2 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6000.0 CollisionMesh=Hangar_1_col.lod DamagedModel= DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Hangar_1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Hangar02 FullName=Hangar02 ModelName=Hangar02_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=2 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6000.0 CollisionMesh=Hangar_3_col.lod DamagedModel= DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Hangar_3_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Tent01 DetailLevel=1 FullName=Tent01 ModelName=Tent01.lod TargetType=MISC ActiveYear=0 TargetValue=20 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=Tent02 DetailLevel=1 FullName=Tent02 ModelName=Tent02.lod TargetType=MISC ActiveYear=0 TargetValue=20 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=Line Shack DetailLevel=2 FullName=Line Shack ModelName=Line Shack_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Maint Shed DetailLevel=2 FullName=Maint Shed ModelName=Maint Shed_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Barracks-1 DetailLevel=1 FullName=Barracks-1 ModelName=Barracks-1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2000.0 CollisionMesh=HotDog_Stand_col.lod DestroyedEffect=SmallFire DestroyedModel=HotDog_Stand_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 [TargetTypexxx] Name=Hangar03 FullName=Hangar03 ModelName=Hangar03_LOD1.lod TargetType=HANGAR ActiveYear=0 TargetValue=100 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=0.0 ArmorType=0 RepairRate=2 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=6000.0 CollisionMesh=Hangar_4_col.lod DamagedModel= DestroyedEffect=LargeShortStructureCollapse DestroyedModel=Hangar_4_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Barn DetailLevel=2 FullName=Barn ModelName=Barn_LOD1.lod TargetType=MISC ActiveYear=0 TargetValue=20 SetToGround=TRUE UseGroundObject=FALSE DamagePoint=0.10 ArmorValue=0.0 ArmorType=0 RepairRate=25.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 CollisionMesh=Hangar_2_col.lod DestroyedEffect=SmallFire DestroyedModel=Hangar_2_dest.lod SecondaryEffect=SmallExplosionEffect SecondaryChance=25 As I finish others, I'll post them, just in case anyone is in need of them. These work in FE2, not tested in FEG, or SF2, if you wanted to use them in those, you might have to make changes, especially to the destroyed models, etc.
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I know others will disagree because of the ease factor of what you're suggesting, Geezer, but I still think that individual models are better, because looking at photographs of airfields of the time, they were similar, because of function, but they were individual. I like the fact that you can place different hangars and sheds in different positions, which is exactly what you can do with Mue's editor and your hangars, sheds, and equipment right now. I like the "ad hoc" approach yours give us, rather than a "cookie cutter" effect that you see in so many flight sim terrains. Too many things the same in a flight sim can harm the illusion of reality that you're trying to create. Just my humble opinion...
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Great find Crusader. I love the way some of the instruments have hand written information on them. That, in and of itself, takes you back to the early 20th Century. Amazing find. Thank you for sharing.
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All I found was a picture from Rise of Flight. I have to work today, but I can cook up a gimp drawing if you can wait a couple of days. when I'm not so burned out. This is the RoF capture.
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I don't know if this would be possible, but could an artillery piece be turned into a simple effects emitter? I'll look in the knowledge base to see if there's any information on effects emitters, since effects can be tied to objects, or course. I would need two emitters. The artillery battery emitter, and the artillery barrage emitter, which would have to be timed to work together. If we can't have artillery that can fire beyond line of sight, why couldn't we have the illusion of that? I was flying over Wrench's Korea yesterday, and watching the lighthouses in the distance gave me the idea.
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Couldn't you make them as terrain pieces and misc target types? Quack's smoking craters are going into all my installs as soon as possible, even if they act only at random. I'm a dummy to have missed them. Sorry, Quack. Like I wondered in my original question, if Geezer created these guns to have a fixed high elevation, could they be placed as terrain objects, not ground objects, using Mue's editor, and be assigned an effects emitter at the barrel for a flash and smoke? Even if they worked only at random, like Quack's smoking craters, it would be cool. Some batteries would be firing, some not. Seems like it could be cool, if it could be done.
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Quack, that is exactly one of the effects I am talking about. Perfect.
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Of all the aircraft you're working on, this is the one I'm most interested in, since the model we have now is old, and nowhere near your quality. Thanks for everything you give us, Geezer.
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Soviet aircrafts
Heck replied to Rapt0r's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Welcome to CombatAce. These are the instructions for making AI planes flyable. Many cockpits for soviet planes can be found in the downloads section here: https://combatace.com/files/category/431-add-on-cockpits/ -
I feel your pain, Don. I had a partial (very partial) back up of my FE2 folder when my system went down a while ago. I've been slowly building it back to what it was. I don't know of any total mod that you can download, because such a download would be to large to download, and many of the mods here might conflict with each other, rendering such a thing a total mess. As far as the guns go, it seems that particular gun is calling out an effect that's not in your mods folder. That would be where I'd start looking, anyway. On my way to work. Sorry. Back for a moment, one job cancelled. This is what my path to the GroundObjects folder looks like. I'm using windows 10, so your path might be slightly different. Individual ground object folders, for example SchneiderCA for Stephan1918's excellent French tank go into that GroundObjects folder which is within the Objects folder inside your Saved Games/FirstEagles2 folder.
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Cool information. Thank you, Geezer. I think I just found the Christmas present idea my wife has been bugging me about. Very interesting stuff.
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If I remember correctly, the source I read stated that a seam of the upper wing fabric was located near the center of pressure on the upper wing surface during a high speed dive. This, combined with weak gluing caused the fabric to fail at that seam. By all accounts I've read, the 28 was an excellent fighter; fast, maneuverable, well armed, and, as you've stated, not considered a cast off by the men who flew it. The Spad 13 had operational issues all through its career, and according to Norman and Hall, pilots who flew that wanted a Spad built Spad, with a Hispano Suiza built Hisso, because the subcontractor work was problematic, and there were some subcontractors whose airframes, or engines, you did not want to fly. Those pilots who flew rotaries for the French, or the British, loved their maneuverability and reliability. The 28, like the Pfalz, was one of the most beautiful aircraft of WW1. I will love to see yours. ps, What source did you read? I love reading about stuff like this.
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Wish I had the knowledge, Geezer. Obligatory screenies:
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You had no idea that the USAS possessed such weapons in 1917. But, yes, SF2 afterburner effects work in FE2.
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Yes, Stephen, it was your smoking craters that started me thinking about this in the first place, along with the light emitter from the lighthouses in Korea. My mind often puts disparate things together; it's part of the psychosis. Then again, these juxtaposed things often don't work together, and that's probably the case here, because of the way the game engine works. One odd thing I noticed using Mue's Cat extractor, FE2 seems to contain all the effects from SF, but they may be turned off in FE2. It''ll be interesting to see if they are. Time to break a few eggs.
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So, what you're saying is I would need two things to create this illusion of a battery firing. I'd need the guns as an object, and an emitter placed with them to give them the illusion of firing?