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Everything posted by Heck
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Beautiful work, Sinbad. Looking forward to these, plus the DH4.
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Strike Fighters 2 Screenshots
Heck replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Strike Fighters 2 Screenshots
Heck replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Boy, those are some smokey airplanes. Back from downtown with three Migs to my credit. Russo, those 109s are gorgeous. -
DH Vampire cockpit
Heck replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Cool. Don't often fly the Vamp. Now I will. -
Short dogfight video on the Italian Front
Heck replied to quack74's topic in Thirdwire - First Eagles 1&2
Looking good. Love that crash sound. -
Just so you know...
Heck replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Great news, Wrench. Thank you for all your hard work. -
I don't think it would work, 33Lima, because I believe the pilot disappearance thing is hard coded into the game, and not dependent on ini settings. TK was just firm about a no gore setting for his lite sim concept. Let me know if you have any problems getting it to work, Hansa. Glad I could help.
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Here you go. Insert this into your existing Aviatk data.ini. at the end of the [AircraftData] section: Component[019]=HidePart1 Component[020]=HidePart2 [HidePart1] ParentComponentName=Fuselage ModelNodeName=R_Thigh DestroyedNodeName=R_Thigh DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE [HidePart2] ParentComponentName=Fuselage ModelNodeName=L_Thigh DestroyedNodeName=L_Thigh DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE I don't use the Walfish or the Gotha. Sorry. You'd have to use the out file provided to find the component names of those gunner's legs, especially with the Gotha, with its many gunners. You just add new components for each set of legs. Part of the Aviatik gunner (his butt) still shows through the side of the machine gun ring, which you can't eliminate. Put // in front of YawLimited=TRUE in the gunner section of the data.ini, fly a test mission, and you'll see why. The "gunner" is acutally just parts of the machine gun itself. Whatever you do, don't hide Waist, even though it sounds logical, because you'll turn Roland the legless Aviatik gunner into Roland the invisible Aviatik gunner.
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I think a while back someone mentioned that you could use the hide trick found in the knowledge base to hide the gunner's legs on these models. In the Aviatik, it's R_Thigh and L_Thigh. Of course, don't look down into his cockpit in external view, because the poor guy will be legless, due to wounds suffered earlier in the war....
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Thank you for your hard work, Gterl. Modders like yourself have taken FE and FE2 to a depth and breadth of coverage of WW1 that no other sim can match now, or be expected to in the future. Your dedication is very much appreciated.
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Thanks, JediMaster.
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My favorite skin of all time. Even on a cloudy day. and... A summer's day... I wonder what village that is...
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Okay, so I'm starting an Italian front install
Heck replied to Heck's topic in Thirdwire - First Eagles 1&2
Thanks, Quack. Doing a lot of internet research myself, but just started, so it's going to take a while. Thanks for the info. Balancing time between real life, doing research, and just simply wanting to fly the Western Front sim i already have. -
WW2 Screenshots Thread
Heck replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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Don't drink anymore, don't smoke anymore, and don't have to use condoms anymore (she never liked them anyway). It was a choice between trying ROF and supporting my favorite community. Not knocking ROF, I'm sure it's a great sim, but considering I already have FE2 in all its glory (and it is glorious in its present form), it was a no brainer. Dinaro to my favorite community, with an awareness of all they've given to me over the years, and all for free. Someday ROF? Maybe. CombatAce? Always...
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I created a second install to use Vogesen terrain as a mock up of Italy, as Quack has done. I know the French, Germans, and British sent units to fight. I'm trying to find information on what types, other than the native Italian and Austrian types I should include. I know the British sent Camels and RE8s, the French sent Spads and Nieuports, and the Germans sent some Albatrosses, and DFWs, but any information folks can point me toward would be greatly appreciated. Thanks.
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Had a tiny bit of spendable cash left. Choice: do I spend it on something I want, or support CombatAce. Simple really. Not looking for applause, just encouraging others.
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The only piece that the newer SF2 series has that I wish FE2 had received is the mission editor, although, as others have pointed out, there are ways around that. But, as you said, Panama, I really don't miss the bugs and things that you have to take with that addition, because just using single missions generates lively dogfights with multiple flights. So, many is the time I've actually wished that TK wouldn't be asked to update, because it might break the "Golden Age" sim we have now, even though some additions would be nice to have. I guess it's a question of, "If it ain't broke, please don't fix it." I was flying just last night, and leafing through the list of aircraft, it suddenly came back to me how many were in the original TK sim that I bought. The impact of the modders; 3d modders, and skin artists (and I do mean artists), struck me like a blow. 90% of my sim is not original Thirdwire. And I received all this beautiful work for free. I haven't even done my Italian front yet! I better get cracking!
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Looking forward to them, Quack. I know it's probably considered strange, but this is one of my favorite planes to fly.
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Fully agree, Hansa. The modders transformed FE/FE2 into the spectacular sim it is today. And they continue to pour themselves into it today. They are a very dedicated group of people.
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All, well and good, but my understanding of the sim's operation is that if it can't find something in a mods folder that it needs, it pulls it from a cat file during assembly. So, I don't understand why the sim at startup, or when updated, would need to put folders back into a mods folder that weren't there when it checked. If they are there, it should update them there, of course, but if they are not there, it would be pulling them from an already updated cat file, according to what I've read here, so I guess I will just never understand why a simple if when type of code could not be written, telling the sim to update only the like folders, or files, it finds in the mods folder, and if it doesn't find them there, pull them from a cat. But, don't waste any more time on this folks, it was just a rant. I'm not going to...
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So, I bought SF2NA and installed it. With it, I got carrier ops for my favorite install, you guessed it, Korea. Happy as a clam digger at low tide. Everything working perfectly, just Korean war era in my objects folders, and dates set to only Korean war period. Then, a mistake. Decided to give TK a little more "development money," so I purchased SF2, the fictional war, simply because I've never owned it. Guess what. First time I ran my modded installs, it added back in all the modern objects, because TK knows we're all twelve years old and sitting around saying, "Wouldn't it be like so cool if I could fly like an F-14 Tomcat against like the Bleriot that crossed the English Channel? That would be like so cool!" You win, TK. I'm reverting to 12 years old. I'm not going to bother removing them again, it's too much of a pain in the butt, and they won't appear in missions anyway, because my period dates are set correctly. I'll just leaf through them to get to the uncool aircraft I want to fly. But, I'll tell you this, after all the frustrations of using this sim I BOUGHT, Expansion Pack 3 better have something in it that makes me drool, or I'm not parting with a haypenny more for Thirdwire. End of rant.