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Everything posted by Heck
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I love Stary's Mig 15 cockpit, but one thing always bugged me about it, even though I personally think it's one of the most beautiful Strike Fighters cockpits ever made: the mirror. From the Russian accounts I've read through Yefim Gordon's books and others, the MIg 15 didn't get the periscope mirror until after the Korean War ended. Thanks to Mue's LOD viewer, I've been able to do what you see in the screenshots. I know old timers here probably already know how, but for new people here just copy this into your Mig-15_cockpit.ini. At the end of the numbered instrument list add: Instrument[xxx]=MoveMirror01 and change the xxx to whatever number is next in the series, then, at the end of the cockpit.ini add: [MoveMirror01] Type=AIRSPEED_INDICATOR NodeName=mirror_mounting MovementType=POSITION_Z Set[01].Position=-100 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 This will remove the mirror completely. Of course, you should only do this in a strict Korean War mod, and only if your mod ends in 1953. If your mod goes later than that, you'll need to create a specific Mig-15 bis Late, and change the cockpit.ini only in the early versions. My thanks to Stary for this gorgeous cockpit, and to Mue for his incredible talent at making the tools to make things happen in this sim, even for a challenged idiot like me.
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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. -
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.
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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 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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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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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?
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Hi, Quack. I was thinking of avoiding "real" artillery in this mod. I used real guns and infantry in my ancient Active Battlefield mod. It was a grind to get them all placed to see each other, and when I did they often had all destroyed each other before I got there on a mission. So, I armored them and made them extraordinarily bad shots. They would survive, but that created a new problem. The game tracks every shot, so your event log would wind up two miles long, and full of "77mm dummy fired at Stationary Brit Inf," over and over again. After I finish the ini call outs for Geezer's fortifications, I'm going to try to learn how to do this. I want to create two objects using "borrowed" LODs. One, artillery that can be placed using Mue's editor, and the other, the target, using the destroyed LODs from the original terrains mixed with maybe your smoking craters, which, again, can be placed using Mue's Target Editor. This way we can have the guns a few miles away from what they're shelling. Flying over, you'd be able to see both ends of a medium range barrage. That's the idea I'm going for. The only issue I can foresee using borrowed artillery is that all the models were created as direct line of sight weapons, so their barrels are at a low angle, rather than at a high angle, as if they're firing at targets a few miles away. Still, I think it's better than the empty brown swath we have as a front now. Another idea was to have a sniper emitter, an emitter that would be placed directly on TK's painted trench lines that would give off the flash of a sniper rifle intermittently, which would be one thing you'd see on most days as you flew over the front. On most days, everyone kept their heads down, except for the unlucky few, that's what this emitter would simulate.
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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.