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FastCargo

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Everything posted by FastCargo

  1. Well, NF1 and 2 are not designed to use ANY weapons packs...so if you add a weapons pack, it's at your own peril. FC
  2. Mach 3 club...SWOTUSAF chapter. SF2 testing. FC
  3. sad news

    Unfortunately, we also lost a former U-2 pilot / current TPS student last week too: http://www.af.mil/news/story.asp?id=123150668 Not a good week for military aviation. FC
  4. Odd...shouldn't be doing that...should be transparent to the end user. FC
  5. You are using the old B-52D_data.ini. Delete that file and download this and install: http://forum.combatace.com/index.php?autoc...p;showfile=8313 It won't fix the external pylons (they do not exist yet) but will fix all the other issues. FC
  6. The doors are meant to be fully automatic. You've just disabled the automatic function. Fixed in version 2.1. B model limits are lower on those particular pylons. Make a change in the loadout.ini for smaller/lighter weapons. FC
  7. INI edits like what you are mentioning won't affect the visual model at all. All it does is change the 'size' of the bomb as the sim sees it. Basically, it works like you think...the sim looks at the bomb's dimensions in the weapondata ini file and compares those numbers to the weapon station limit numbers in the aircraft data.ini. If it fits, it'll allow you to place the bomb there, if not, you can't load it (expect for possibly forcing a load using the loadout.ini file), normally won't even let you select it as an option. FC
  8. Add the following lines to any weapon station you plan to make a bomb bay: Where X is the animation slot of your 'bomb bay' And X.XX is the time it takes to open or close in seconds. The sim doesn't care what part gets animated if the animation is hard coded...you don't have to designate a part at all. It DOES care for parts the TW engine has to animate (flight controls, etc). FC
  9. Just be careful...if you don't load anything on that 'pylon', it won't show up at all. In other words, if you name the wing as the pylon, then don't load anything...the whole wing won't show up! FC
  10. Wrench, Silly question, but did you make sure to name the pylon each bomb is attached to? FC
  11. Mike, Why don't you just assign the animation to the bomb bay that holds the chute? After all, it's not like the F-4 has a bomb bay... FC
  12. Problem with that method is then you can't 'fire' the weapon (ie detach the drag chute) when you clear the runway. No, I suspect it's like any other weapon, able to be jettisioned so it can be 'fired'. FC
  13. Actually, I figured out pretty quickly how this works...didn't even have to research the ini's. It has to do with how the TW sim deals with internal bays. When a weapon station is designated as INTERNAL, any weapons do not appear when the bomb bays are closed. Therefore, you can make a chute in the 'deployed' condition as a weapon and mount it. As long as the bay remains 'closed', the weapon (ie chute or refueling probe) won't appear. Then, when you 'drop' the weapon (ie drag chute), you activate the 'deflating chute' animation (weapons release animation) and the chute collaspes to the ground. The downsides is that you have to load the chute (or refueling probe) and if you hit a 'jettison all' key, you'll lose them. A very clever way to have a drag chute without making it part of the model. Of course, this will cause some oddness with any aircraft with non-automatic internal bombbays... FC
  14. Don't make me come up there! Glad you're enjoying it...now get that X-32 done will ya? FC
  15. Eric, Awesome! That almost looks like it could go on a LockMart ad... FC
  16. Nope. Air refueling (in the strictest sense) isn't available in the TW sims. There is a way of doing it, but it's not true air refueling. Run a search to find the various threads on it. FC
  17. As it says in the readme, not built to be compatible with SF2 or it's follow ons. Yes, very little change to A model. FC
  18. They don't exist in final form yet. FC
  19. Rudder works great defensively as well. Surprised more than a few friends who've ended up ahead of me without knowing how it happened just by using the rudders to throw off where they thought I was going verses where I did go... Oh wait, that was real life... FC
  20. PS3 vs XBOX 360

    Simple, it's my opinion that you were attempting to start a flame war with your last statement in your post about the PS3. I warned you that it wouldn't be tolerated here. Do not ever assume you have freedom to say what you want when you want and how you want...this is a privately run website, not subject to the laws of free speech. We try to give members a wide leeway, but baiting, starting flame wars, etc, are most definitely not part of the menu. Don't bother bringing up the subject of why you were warned...it was explained and that part of the subject is now closed. Feel free to discuss the merits/debits of the various gaming platforms all you want in a civilized manner. FC
  21. PS3 vs XBOX 360

    Uh uh, Do NOT start this stuff here. You want to talk trash, go somewhere else. Only warning. FC
  22. Hello folks. Before we begin, realize this post is aimed at those modders who build aircraft, but do not build cockpits. Also, those modders are the type who would consider building aircraft to take advantage of the OpenCockpit=TRUE parameter in the cockpit.ini file. An example of this is the mods I've made to the F-111 ini files to be able to view your WSO (and incidently, this works in the A-6)...or the tweaks I used to be able to fly from either seat in the F-5F, while using the same cockpit for both. Anyway, some of the cockpits out there (including the stock TW ones) are very nice, and certainly could be useful in other aircraft (for instance, using the MF F-5E cockpit in the F-5F). However, sometimes the cockpits don't have some of the things you would like...throttles, rudder petals, control stick, etc. However, with the OpenCockpit method, these items can in fact be added to the cockpit and look good while doing it. But, and this is really the cool part, those parts can be animated to work like they are supposed to...yep, rudder petals that move, control stick, throttles...hell, even a canopy opening lever and speedbrake switch...as long as they are built into the external model. An example: This is the current MF F-5A cockpit, modified slightly with ini edits to simulate the T-38 cockpit, placed inside the T-38A. Note, that like a lot of the eariler cockpits, and stock TW cockpits, there are no rudder petals, throttle, etc. And here is the same cockpit, but the T-38A has been modified to have a control stick, throttle, etc (not textured at the moment). And the controls, including the canopy opening lever, work. Finally, since these controls take up texture space and polygons, to avoid having all your aircraft have this much detail on screen, you can make 2 LODs...one with the controls and one without, with the LOD with the controls having a VERY short view distance (10 meters). That way, all those extra polygons are only for your aircraft alone... Anyway, an interesting way to be able to add something to those cockpits you use in your models.... FC
  23. File Name: Cockpit Photo Addon for the ThirdWire Series File Submitter: FastCargo File Submitted: 7 Dec 2008 File Category: SF/WO*/FE Utilities/Editors Version 1.0 This mod will allow you to add a personalized photo attached with a piece of tape to just about any cockpit. Things you will need: 1. Any version of a ThirdWire sim patched to Oct 08 or newer. 2. A graphics editing program (Gimp, Paint.net, Adobe Photoshop, etc) that can work with .bmp files. 3. (Optional) CAT Extractor, located here: http://forum.combatace.com/index.php?autoc...mp;showfile=343 *********************CAUTION CAUTION CAUTION********************************* This mod will change how the cockpit interacts with the external model. You may need to do multiple adjustments depending on how they relate to each other. If you are NOT willing to be ready to do this, DO NOT install this mod. The technique used is similiar to what was done in this thread (and can have the same pitfalls): http://forum.combatace.com/index.php?showtopic=32148 *********************CAUTION CAUTION CAUTION********************************* Notes: This still relies on the FE Open Cockpit method to make outside parts visible inside the cockpit. The 'photo' will be visible externally as well, but only for a very short distance...in other words, you won't see it outside unless you're very close up. Questions? Contact me at CombatAce. FastCargo 8 Dec 08 Click here to download this file
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