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FastCargo

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Everything posted by FastCargo

  1. A question about F-106

    I can neither confirm nor deny that statement. FC
  2. "I'm not saying anything. I didn't say anything then, and I'm not saying anything now." FC
  3. Okay, next question, which version of the sim do you have, and which version of the weapons editor do you have? FC
  4. Yea, amateur. Landing with part of a wing on all your gear and still have a running engine...pffft! Easy stuff. BTDT. Landing without one or both of your main gear (and NOT being on HARD mode or using a ini 'skid')...then talk to me. FC
  5. Well, when it's done, it's done. Until then, we do other things...it's not like TK doesn't know people want it. FC
  6. No it isn't...ask anyone on the DS team. You can do the work if you want...but it will be unnecessary. Stay tuned. FC
  7. Shouldn't matter. Assuming you're talking about adding a part a la FakePilot, the mapping of the original model won't be affected. Speaking of the ACTIVE, since the F-15E and C model have been fixed and enhanced for the DS Mod (to be released in an update) the D and ACTIVE will need those fixes too. I'll get to that once I have a stable computer again. FC
  8. New Star Trek Movie game?

    I really hope not to be honest...movie tie in games that are actually good are few and very far between. FC
  9. Ejectionseats

    Yep, the stock seats you have to fudge, but the third party guys who've made some were very clever and kept the center of the seat the same position as the pilot...brilliant! Make's life SO much easier... FC
  10. Search your whole WOE/WOV directory and look for any ini files that start with enviro**** FC
  11. Move whatever says weapondata.ini in the Objects/Weapons folder to somewhere else...anywhere, I don't care where. Now, go back to my post and read it completely. Extract the stock weapondata.ini file from the Objectdata.cat file located in the Objects directory. Put it into the Objects/Weapons directory (the Weapons directory). You now have a proper weapondata.ini file in the Weapons directory. Now, open up that file with Notepad...you see all those entries? Also, open up the file you moved eariler...notice it probably only has 2 or 3 entries? Copy the text, paste into the stock weapondata.ini file, renumbering like above. Save the file. Follow the rest of the instructions listed in my previous post. Concept, so you know exactly what you are doing and why you are doing it. The sim uses what's in files called CATs (Objectdata.CAT, etc). The CAT files are simply a type of zip file (no, it's not a zip file...don't try to use zip on it) that contains multiple files. The idea is that if the sim does NOT find the file it needs 'in the open', then it will go into the CAT file to find it. That is what is happening here....you are taking out the particular file you need (weapondata.ini) in order to be able to modify it (you're actually making a copy...the file within the CAT is unharmed). Now, in this case, the weapondata.ini file is a list of the weapons the sim has. You cannot add any weapon until it is listed in this file. You can copy all the files you want, but until you add the entry into the weapondata.ini, save it, and process it with the weapon editor, the sim will not see it. So, first, you pull the stock weapondata.ini out. Then you add to it. Then you save the new weapondata.ini. Then you open the new weapondata.ini file with the Weapon Editor and follow the instructions and finally, hit the Save button. The Weapon Editor builds a new file called Weapondata.DAT. THAT is what the sim actually uses for the information for the weapons. Understand the concept? This will help you in future addons. Heh, and this has been changed for Strike Fighters 2 and future TW sims. It's actually much easier now. FC
  12. Okay, back up. First, did you have a weapondata.ini file AT ALL before you started adding any aircraft? If you did NOT, then you need to extract the weapondata.ini file from the Objectdata.CAT file. Basic definitions found here: http://forum.combatace.com/index.php?showtopic=25845 Basic directory structure found here: http://forum.combatace.com/index.php?showtopic=26293 Basic instructions on how to use the cat extractor found here: http://forum.combatace.com/index.php?showtopic=32706 Now, once all that is done, extract the weapondata.ini file and put it in your Objects/Weapons directory. If you do not have such a directory, make one. Once you've done that, then add the appropriate lines as above, renumbering as said before. Save the weapondata.ini, then go here: http://forum.combatace.com/index.php?showtopic=9323 If you have problems getting the weapon editor to work, go here: http://forum.combatace.com/index.php?showtopic=12210 If you are running Vista, you may need to do this: http://forum.combatace.com/index.php?showtopic=26134 Hopefully, that will help you out. FC
  13. Columbus AFB

    Not like we have a whole lotta SUPT bases in OK to choose from Viggy, you also mentioned another base in TX? Well, if it's near San Antonio, come on down...just let me know when you're in town and I'll make sure you're treated real nice... Nah, just kiddin. Seriously, if you end up at that base near San Antonio, let me know and I'll see if there is anything else I can help ya with. FC
  14. Columbus AFB

    Viggy, You're a wuss...ya should have opted for Laughlin AFB in Del Rio, TX. That's where manly men go to pilot training... Anyway, Typhoid has the gist of it... During the summer, they can get quite thick with buildups which can make flying challenging. A running joke is that there is close formation (fingertip), and then there's the 'Columbus tuck'...closer than fingertip...how close can depend on who you're asking. Weather-wise, typical southern Mississippi bordering state...hot and steamy...the air feels thick enough to cut with a knife during the summer. The town itself from what I understand is quite small...Memphis is a significant drive away. So, cosmopolitian it isn't. Otherwise, from what I understand, it's about like any other AETC pilot training base...lots of brown and tan paint. I've only stopped in there a few times for a gas and go (there's a story with one...but that's for another time). I've never RON'd there...but I got a good bud who used to be an IP there. I'll chat him up next time I talk to him about the place. Also, a lot of part time AETC IPs at my company work there. FC
  15. Shouldn't need to. The ACTIVE mapping is very close to the MF F-15D. You will need to make TGA files for the canards, but otherwise, just about any F-15D skin will work. FC
  16. This is one of those times where real life and simulations are almost 180 degrees out from each other. In any sim with carrier ops, I've never had a problem putting it on deck (with the exception of Harrier ops...that's a challenge on a moving ship). It's pretty straight forward with any kind of skill. Air refueling, on the other hand, especially in Falcon 4 on full difficulty, is probably one of the most precise (read - tough) things you can do for any length of time. Also, in real military simulators, it can be quite difficult. The main problem with either is lack of depth perception to fine tune your flying. Now in real life, air refueling is a piece of cake (unless the weather conditions really suck). Formation is no problem with any kind of skill. Carrier landings on the other hand, are some of the most challenging things you can do in an aircraft (especially a fast mover) in real life, especially if the weather is bad and/or the seas are rough. So, for the sim, I'll take realistic air refueling over carrier ops any day if I think I need to work on my basic flying skills. FC
  17. Fighter Pilot: Operation Red Flag

    Don't start folks...if I think I see a USAF/USN "whose **** is bigger" thread start, I'll shut down this thread. I am not in the mood for dealing with pissing matches today. FC
  18. Babylon 5 fans take a look at this.

    They just need to get a bit farther on IFH...it's got great promise... FC
  19. lindr's probably reading this thread and wondering what the hell you guys talking about.... FC
  20. Nice explanation kct. (He is exactly correct btw). FC
  21. Clouds - Haven't a clue...don't know why you're getting that...you're sure it's absolutely bone stock? No enviromental.ini? Black line - It's a side effect of the way the engine now renders shadows...older models that had open meshes can generate this line. It cannot be fixed unless the model is altered and re-exported. You can only disable shadows in the model's ini file(or in the sim...but you probably don't want to do that). Finally, you should only have to patched the merged WOE/WOV with the WOE Oct08 patch. FC
  22. The Watchmen

    From what I understand (I have read the graphic novel) is that the movie followed the novel a little too closely. Meaning that the novel had a lot of nuances, symbolism, and a hell of a lot of exposition...not all of which translate to a good movie. Syrinx, Watchmen is basically an altered history of the 1980s where costumed vigilantes actually do exist and one of them (the blue guy) is super human. The graphic novel was very dense with a lot of what I mentioned above, and is considered a watershed in comic history. FC
  23. Guys, This is supposed to be fun. If there are corrections to be made, now is not the time to make them. Basically, unless the release causes a CTD, BSOD or is outright unflyable, wait a few days to post your bug reports/suggestions. It's just common sense. Enjoy it for what it is...a simulation. FC
  24. Accidently hit the Edit button on SaE's post...no editing actually done. Anyway, folks, please test this out and let us know how it works at the limits. FC
  25. News reports of a DOS attack at C5 have been premature... FC
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