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Everything posted by Heck
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I don't think so, but I haven't used first generation sims in years now. I think the location of the saved games folder changed between first generation and second generation, but you still used the saved games folder to change things, and that's where the options.ini which tells the game where to look for mods is. I may be remembering first generation incorrectly, Wrench, correct me if I am, but I still think that mods went into a saved games/thirdwire/first eagles folder, not the main thirdwire programs folder. I believe, if I remember correctly, I was chewed out (rightfully so) by some of the more experienced modders, when I inadvertently told someone to put their mods into the main program folder. Anyone familiar with first generation sims please correct me if I'm wrong.
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It looks like he's modding the main Thirdwire folder, which he should not be. Somewhere on his pc there has to be a saved games folder with a Thirdwire folder inside it. This is where his mods should go. The game sets up this folder the first time it runs. The First Eagles options.ini is in this folder. It dictates where the sim is looking for mods. You can mod the main installation folder all day and night, but the mods will not show up, because the sim is looking somewhere else. This is the path on my computer: C:\Users\Owner\Saved Games\ThirdWire\FirstEagles2 Inside this folder is an options.ini. It dictates the path for the sim to look for mods. Mine says: [Mods] ModsEnabled=TRUE Directory=C:\Users\Owner\Saved Games\ThirdWire\FirstEagles2 Editors=FirstEagles2 JacksonM, have Windows search for your saved games folder on your pc. If you find it, and put your mods in there, it should cure your issues. You never put mods in the main game folder. TK did this so people couldn't mess up their installs by changing them. Hope this helps.
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What happened?
Heck replied to Viper63a's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
New site works fine for me. Being an old fart, adaptability is my only card these days. -
Answered your message just know, Geezer.
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A Film Featuring the F-86 Dog Sabre - Fuel Consumption Question
Heck replied to hawker111's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks, Streak I knew someone with the technical knowledge would answer. CombatAce is the place to ask questions like this. -
A Film Featuring the F-86 Dog Sabre - Fuel Consumption Question
Heck replied to hawker111's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I think, and if I'm wrong, someone in the know correct me, that the lower drag at 30,000 ft leads to lower fuel consumption. Down in the dense lower altitudes, increased drag causes you to burn more fuel. -
I vaguely remember The Bedford Incident. Richard Widmark as a Captain again. "The Bedford will never fire one."
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I have a Windows 10 computer and I have all aircraft flyable.If they are using a downloaded cockpit, they need to have a cockpit folder in the aircraft folder that contains the cockpit lod, all the .bmps, or .jpgs that the cockpit needs. In the main aircraft folder you need to have the correct cockpit.ini for that cockpit, for example: AlbatrosC3_COCKPIT.ini, and the aircraft.ini needs the proper cockpit call out line, for example: CockpitDataFile=AlbatrosC3_Cockpit.ini. If you are going to make an aircraft flyable using a stock Thirdwire cockpit, such as, say, the Fokker DVII cockpit for the DFW, you only need to put the proper cockpit call out line in the aircraft's ini file, ie: CockpitDataFile=FokkerD7_cockpit.ini. The aircraft will immediately appear in the flyable aircraft list if you do this, but the cockpit location might be off, so you might need to extract the FokkerD7_cockpit.ini and change the following lines to get it in the proper position: Position=0.0,-1.0268,0.82 Offset=0.0,-0.1,0.0 These lines are from a different ini, I'm just using them as an example. Are you using FE1, or FE2? I ask, because the modded file folder location is different between the two versions of the sim, and if you use the modded file folder location for the wrong sim, the sim you're using can't read the files. I am using FE2, not Gold, or FE1. These instructions work for both FE1 and FE2, but if the modded folders are in the wrong spot, the game can't read them. Hope this helps.
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A nice scrap. Love the ability to create mixed flights for the Germans.
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JacksonM, You have two cockpit inis in your folder. Change your CockpitDataFile=DFCW5_cockpit.ini line to CockpitDataFile=DFWC5_cockpit.ini.
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Thanks for posting all this, Wrench. Most of us aren't near a museum of this size.
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Flight Modeling - How Can We Be Sure it is Accurate?
Heck replied to hawker111's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I agree, Streakeagle. Very well thought out answer. Thanks for sharing it. -
Thanks, Wrench. Great stuff. Can't wait to see more.
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She's going to be a beauty, Geezer. Thanks for all your hard work.
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It occurs to me, that like a bonehead, I forgot to include links to Geezer's stuff in all this:
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First part of Geezer's European objects: [TargetTypexxx] Name=Aqueduct-1 FullName=Aqueduct-1 ModelName=Aqueduct-1.lod TargetType=BRIDGE ActiveYear=0 TargetValue=20.0 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=Barn-1 DetailLevel=1 FullName=Barn-1 ModelName=Barn-1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-2 DetailLevel=1 FullName=Barn-2 ModelName=Barn-2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-3 DetailLevel=1 FullName=Barn-3 ModelName=Barn-3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-4 DetailLevel=1 FullName=Barn-4 ModelName=Barn-4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Barn-5 DetailLevel=1 FullName=Barn-5 ModelName=Barn-5.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Church-1 DetailLevel=1 FullName=Church-1 ModelName=Church-1.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Church-2 DetailLevel=1 FullName=Church-2 ModelName=Church-2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Church-3 DetailLevel=1 FullName=Church-3 ModelName=Church-3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Church-4 DetailLevel=1 FullName=Church-4 ModelName=Church-4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 ZBufferOffset=0.000000 FlatObject=FALSE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 [TargetTypexxx] Name=Cow-1 FullName=Cow-1 ModelName=Cow-1.lod TargetType=MISC 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=Cow-2 FullName=Cow-2 ModelName=Cow-2.lod TargetType=MISC 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=Facility-1a FullName=Facility-1a ModelName=Facility-1a.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Farm House-2 DetailLevel=1 FullName=Farm House-2 ModelName=Farm House-2.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House-3 DetailLevel=1 FullName=Farm House-3 ModelName=Farm House-3.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House4 DetailLevel=1 FullName=Farm House4 ModelName=Farm House4.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House-7a DetailLevel=1 FullName=Farm House-7a ModelName=Farm House-7a.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 [TargetTypexxx] Name=Farm House-8 DetailLevel=1 FullName=Farm House-8 ModelName=Farm House-8.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 TargetTypexxx] Name=Farm House-9 DetailLevel=1 FullName=Farm House-9 ModelName=Farm House-9.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0 TargetTypexxx] Name=Farm House-10 DetailLevel=1 FullName=Farm House-10 ModelName=Farm House-10.LOD TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1000.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frCottage1_col.lod DamagedModel= DestroyedEffect=LargeFire DestroyedModel=frCottage1_dest.lod SecondaryChance=0
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I have more to do, Geezer. I want to do them for your European objects, but they take more time, because I have to figure out what lods go with what, so I have to experiment. Work has been burning a lot of my time, but the objects are so good that I want to make it easier for everyone to be able to easily utilize them with Mue's editor. I'll release more in small lots as I do them. You did all the real work...
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My familiy's deepest sympathies for all those affected by mass killing in Las Vegas.
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Internet forums are a way of getting the word out there, and keeping it out there. Personally, I write to my Congressional Representatives and Senators all the time, and I express my opinions in the voting booth. I write the Orange One on twitter every day, expressing my opinions, although, I'm sure, he doesn't read them, or care, although other people read them, and that's the point. He chose twitter as a presidential forum, so I use it to talk at him (like I said, I'm sure he doesn't listen). When it comes to people's reactions, or opinions on prayer, I sincerely don't give a shit. At least the common people who do it are attempting to show empathy for the victims, I value them for that, even if it's not my way of doing so.
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Stephen, why for you compel me to fly furniture vans... The cockpit is so good you have to fly it.
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Because some people choose to pray. It's their choice. I acknowledge all beliefs, even if I don't personally practice them. My original post was merely an invitation to all to respond. My wife and stepson are Christians, I no longer am. We accept each other's beliefs. It seems useless to you, others take comfort in it. I don't judge them, neither does the great way...
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Geezer's Large Industrial Objects: [TargetTypexxx] Name=Factory1 FullName=Factory1 Geezer ModelName=Factory1.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory2 FullName=Factory2 ModelName=Factory2.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory3 FullName=Factory3 ModelName=Factory3.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory5 FullName=Factory5 ModelName=Factory5.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory7 FullName=Factory7 ModelName=Factory7.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory8 FullName=Factory8 ModelName=Factory8.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory9 FullName=Factory9 ModelName=Factory9.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory11 FullName=Factory11 ModelName=Factory11.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire [TargetTypexxx] Name=Factory12 FullName=Factory12 ModelName=Factory12.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.50 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=isWarehouse1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frFactory1_dest.lod SecondaryChance=100 SecondaryEffect=LargeFire
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I love old magazine ads like that. Between classes at Siena college in upstate New York, too many years ago, I used to sit in the upper stacks at the college library and read bound copies of old Scientific American magazines from the World War One time period. They had an amazing collection at Siena in those days.
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- first eagles 2
- realism
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Interesting, VonS. That's why I love talking to the modders here. The members here are well springs of very little known information. I was unable to find my notes on my source, they were on paper from 20+ years ago, so I'm glad someone else can confirm it. I'm slowly rebuilding my FE2 install, so I'll be adding your flight models in as soon as I recover some other stuff from my recovery flash drives. Thanks for all the work you've put into them, it's much appreciated.
- 17 replies
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- 1
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- first eagles 2
- realism
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