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Everything posted by FastCargo
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Random Desert Storm Screenshots
FastCargo replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You tease! Awesome! FastCargo -
What the man said. Use a stealthy UCAV and kill the SAM when he doesn't know you're there. Using a old fighter with the RCS of a barn to get the SAM to shoot at you is ineffective if you lose the drone and fail to kill the SAM. Also, the SAM operator is now on alert to use counter SEAD techniques because he knows you're gunning for him. A stealth kill is much better...because the idea is that he doesn't know you're there, and so he may not be playing up his full countermeasures. And hopefully, you don't expend a weapons carrier in the process. FastCargo
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All Enclusive Weapons Pack
FastCargo replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
In my opinion, nope. Even with Bunyap's weapons pack, a lot of weapons were getting obsoleted by better versions put out by independent modders. The best results for weapons packs are those incorperated with specific theatres (MF Weapons pack) or total conversion mods (Nato Fighters, Operation Tainted Cigar, etc). There are simply too many aircraft, nations, and time periods for a all in one inclusive weapons pack unless you make one yourself. The new patches have allowed me to make a 'super stock' TW sim install, and I've been using this opportunity to get rid of a lot of aircraft and weapons I simply never used or wasn't interested in. FastCargo -
Adding Recon Cameras
FastCargo replied to Tannethal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Stupid question...does this now allow the use of a camera 'post last LGB drop' In the old days, after the last EOGB/EOGR/LGB/LGR was launched, you lost the camera...is that now solved? FastCargo -
WOV Scooter Carrier Landing Problems?
FastCargo replied to smokey799's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have to admit, I've noticed this as well with ALL aircraft, including stock. Aircraft in general seem a bit more twitchy on the ground. I'd probably go with the DampeningFactor adjustment for those models with severe problems. FastCargo -
Implementing use of AIM-120
FastCargo replied to kondor's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Are NONE of your weapons appearing? Or just the AMRAAM? And I'm pretty sure there were versions of the AMRAAM in Bunyap's weapons pack so you shouldn't need to reinstall. FastCargo -
Serperate Installs? How?
FastCargo replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Folks, here is the simple, no frills, no pain way. Do an install of your favorite TW sim. Patch it up. Go to the directory (lets say Strike Fighters). Make a copy of the directory. Or burn it to a DVD. Rename the directory (say...Strike Fighters Install Number Two) Rinse and repeat. Does everyone understand that the TW sim series runs completely self contained? No registry entries needed, no desktop shortcuts, no menu shortcuts. Just double click on the appropriate .exe file within the particular directory and you're off to the races. Hell, you can run the thing off a memory stick...yep, copy the entire directory onto a USB stick, and play on any computer if you want something to do. Don't make this any harder than you need to. Phoenix...I have NO idea why your install doesn't run. If you're not sure, and you can't uninstall, then delete the directory and run something like 'CCleaner' (freeware registry cleaning program) to clean out all remains of the TW sims. FastCargo -
LOADOUT.INI and standard Weapons
FastCargo replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Those restrictions seem REALLY small. Especially for 1000 lb weapons. Also, you have 9 positions, but your NumWeapons=8. Positions 3 and 6 are duplicate coordinates (not that this solves the napalm thing). FastCargo -
C-17 Globemaster
FastCargo replied to Signum's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Veltro, I'd like to help too but I'm overloaded with my projects and real life. Hell, I'm trying to get a handle on clearing out my own stuff... Too bad, cause I like your stuff. One suggestion...and I've only recently started mapping this way, is I do a lot of my mapping BEFORE I start cutting out parts for things like doors, ailerons, flaps, etc. You don't have to worry about 'lining up' maps that way. It's a lot more work at the beginning, but saves aggravation later when you're moving vertices individually on the UVW mapping diagram trying to get the maps to line up. But you have to make sure the overall shape you have is final, otherwise, you'll get distortion if you start moving vertices around AFTER you've mapped. Another option, if you've already cut out your parts, is lets say for a wing, is to make your small parts (spoilers, flaps, ailerons, etc) elements of the wing so it's one big mesh. Don't actually reconnect vertices, just use the Attach function. Then select the whole wing, Unwrap UVW, and then use the mapping function (I think its position mapping, or something like that...options include Box Mapping, Back/Forth, Top/Bottom, etc). You now have the whole thing mapped. Then, reselect the elements one at a time, go back to UVW mapping, and find the inner faces of each element (the inside of the ailerons that's not normally visible for instance) and move that map out of the way (NOT THE OUTER SKIN). Do that for all the elements...now you should have a smoothly aligned outer skins...and you can select the inner maps and move them where you need them, you can even perform other functions on those maps. Did I mention you shouldn't have to come out of 3DS Max once for all of this. The disadvantage is that you lose any hinge points and animations...but compared to the annoyance of trying to line up UV maps (I don't like the stitch function...too much distortion in some cases), it's much easier. And makes for some great maps that guys who are texturing for you appreciate. Of course, once you've gotten the maps where you want, then Detach those elements back into separate parts and reset your pivot points and animations. FastCargo -
F4D-1 Skyray
FastCargo replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Yea, I thought that was a clever way to get the AI to use 'rockets' for A2A. I was wondering if gunpods were jettisonable or not (I guess not). It looks pretty convincing in game too. FastCargo -
F4D-1 Skyray
FastCargo replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I'm seeing something interesting in the data.ini: Then later on in the data.ini, I found this: Note what I've bolded. You shouldn't need to call for FT twice (which is what's going on). I think I understand what you are trying to achieve (always keeping the vertical part of the pylon visible no matter if it's a bomb or fuel tank loaded). What I think the 'little white squares' are is that 'dummy' LOD file you're referencing in the weapondata.ini file. You shouldn't need to reference a file at all. Keep the 'ModelName' entry to blank, and nothing should show up...I think. Addendum: Yep, just like I said, get rid of the 'dummy' LOD file and keep the ModelName entry blank (just tested). However, this does not solve the 'invisible fuel tank with auto load' problem. Works just fine with manual loading, but not if you rely on the loadout.ini. Possible solution, depending on mapping of the pylon and fuel tank. Have the fuel tank have it's own pylon as an element of the fuel tank mesh. Then alter the data.ini file to delete the FT entry on stations 2 and 6. That way, either a bomb gets loaded and the pylon shows up, or the fuel tank gets loaded with it's own pylon. For all intents and purposes, it looks the same, and solves the 'invisible tank' issue. However, I don't know of any way to be able to jettison a part of the aircraft LOD at will. FastCargo -
Ewww! Seen a LOT of things in Vegas...but never something like that...sure you didn't stumble onto the set of CSI? FastCargo
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missle objects dll
FastCargo replied to manlyman564's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Slow down and tell us again using full sentences. Did you patch? Which mod? FastCargo -
True! If it ain't artifical, it ain't official! I've seen the person below me in the post office...under the "Most Wanted" police poster board.
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Well, out of 20+ WD drives I've had, I've only had one ever fail...don't know if that says much. Speaking of which...(slight thread hijack) anyone still use EIDE drives? I'm going to have 1TB+ worth up for grabs soon. FastCargo
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Yeppers...bet ya dropped a few yourself (on purpose of course) back in the day... We'd drop those or BDU-48s (the coffee can on a stick glued to a tea cup saucer)...bet it was really funny looking to anyone watching. Big ass supersonic bomber dropping something no bigger than a forearm. FastCargo
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Well, the spotting charge in a BDU-33 is still powerful enough to hurt someone. But yeah, they did jack that photo...considering a BDU-33 is barely over half the length of a baseball bat and not any thicker...I've launched model rockets that are bigger. FastCargo
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Weapon pack part 3 final Beta for testing
FastCargo replied to lindr2's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
lindr, Perhaps you should have Gr. Viper write a readme for your weaponspack. The machine translator is not doing a good job and people are having difficulty with your weapons. FastCargo -
Aircraft lighting
FastCargo replied to Jug's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Jug, all that can be done in the ini files, my T-38s do it already in the correct layout (ie my position/nav lights are steady, my red anti collision lights flash to simulate rotation, my landing lights are on only when the gear extends). The only thing you can't do is make the nav lights flash on the ground...which I never remember seeing (and I do A LOT of night ops...but most aircraft are older than 1996, except for some of our A300s). Heck, you can do it yourself for your aircraft if you like, just take a look at models that already have them and you can figure it out pretty quickly. The hard part is just figuring out the exact coordinates of each light. FastCargo -
Appetite whetter !
FastCargo replied to Syrinx's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Nice Fubar...a Crusader III.... FastCargo -
Flying Missions.....The Reality of it in My Eyes......
FastCargo replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Quit your damn whining Sparky...we sim to escape from that crap... Did I mention I only have two checkrides left in my military career? And that I'll be having a beer, sitting in a Vancouver bar while my buds deal with an ORI in November... Gawd, it's great to be a line swine. FastCargo -
New Weapon GBU-39A/B
FastCargo replied to WDH's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nope, it isn't: http://www.boeing.com/defense-space/missiles/sdb/index.html Now, Boeing/Lockheed Martin and Raytheon are in competition for SDB II, which does add a laser terminal guidance seeker to the SDB (and changes the shape)...but that winner is not expected to be selected until late 2009. http://www.boeing.com/defense-space/missil...II_overview.pdf In fact, GBU-39s are not that great against mobile targets...their primary method of bombing is a coordinate, not a moving vehicle. FastCargo -
How to populate WOV´s aircraft carriers?
FastCargo replied to Wilches's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Not really. All that stuff you see on the carrier for YAP is part of the carrier model. FastCargo -
NEW UPDATE FOR WOE IS OUT BUT BEWARE!
FastCargo replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes, if you put a SpecificStationCode on a weapon station, it will ONLY load weapons with that code and NO others. A SpecificStationCode is not something to be thrown around...it should be used in only very specific cases. A better option is use the following parameters for your weapon stations: LengthLimit= LoadLimit= DiameterLimit= A lot of weapon stations don't use these parameters nearly enough, which causes some ridiculous loadouts to occur (Tomahawks on F-22s for example). FastCargo -
Weapon Pack Problems
FastCargo replied to SantiagoSteve's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I don't think so. I use the SpecificStationCode parameter very sparingly only in certain cases, where a specific weapon goes to a specific location on a specific model. An example would be the Storetrain on the A-5. You want those specific weapons to only be loaded on the A-5s linear bomb bay and nowhere else. This does not prevent you from having several weapons share that same code...again, look at the A-5 which carries several different versions of the Storetrain which all have the same SpecificStationCode. Another example would be the F-103 or Florian's newer Tornado....where a weapon is actually part of the aircraft's LOD file. You wouldn't want that weapondata entry to be able to be carried by any other aircraft, because no model would show up on any other aircraft. 99 percent of the time, if you do not have ANY weapons showing up for ANY aircraft, it is because you are using the wrong version of the weapons editor. You MUST have the version of the weapons editor that goes with your install, otherwise, when you use it to transform your weapondata.ini into the weapondata.dat file, the file cannot be read by the ThirdWire engine. Also, does everyone understand that weapons (and aircraft) a lot of times will work without an actual LOD file? The engine looks at the ini entries...the actual LOD file is usually secondary once airborne. Therefore, the locations of the LOD models are not nearly as important as the location of the weapondata.ini and weapondata.dat files. Those 2 files need to be either in the Objects directory, or in the Objects/Weapons directory...nowhere else. FastCargo