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Everything posted by FastCargo
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Wings Over Israel 'Ultra' is a pirated version of the game with several mods (including payware) illegally added. Be an honest person and buy the game. This thread is closed.
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Seasoned WOE GermanyCE
FastCargo replied to Stary's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
CA_Stary, Guess I'm going to have to put the all in one on hold until you get done... . Shouldn't affect too many things...please keep JSF_Aggie's road airfields in mind when you do the TODs so there aren't any 'trees' in the wrong places... FC -
F-35A Lightning II
FastCargo replied to Klavs81's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Old thread...but brought it up for announcements. Beta version up to 1.7. Changes include internal weapon stations edited to more realistic values...and all internal weapon bays now fully automatic and functioning correctly. FC -
NAS North Island
FastCargo replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Heck yea! Ain't North Island without that approach... FC -
Screenshot Thread
FastCargo replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Twinstrike. FC -
301 downloads
Version 1.0 Thanks to JimmyBib for the original suggestion. This is a mod to help add 'parts' to aircraft using the pilot method. What this does is solve the problem of add-on parts 'disappearing' when an aircraft is a static display. Instead, you must add the parts as ejection seats, so you need a pilot model. However, normally you would have to find a way to make the pilot hidden from view. This file solves that problem. It's a 0.1 meter box that is totally clear, so it can be mounted anywhere. In addition, the polycount is minimal, so your frame rates won't be affected. Instructions: 1. Copy the Fakepilot.LOD and CompletelyClear.TGA to your Objects/Aircraft directory. That's it. It's now ready to be used for any 'addon' parts you decide to add. Instructions on how to add external parts to an aircraft. Basically, we are going to make a new new pilot position, with your 'addon' part as the ejection seat. An example from the A-4L_data.ini. First, determine what you want to call the new mounting area...for the A-4L, I decided to call it the AvionicsHump Second, add this line (as an example) to a component section (Nose, Fuselage, etc): SystemName[XXX]=AvionicsHump Now, go to the Pilot section and add the following: [AvionicsHump] SystemType=PILOT_COCKPIT <---- Will always be this PilotModelName=FakePilot <----- Will always be this name Position=0,0,0 <----- Doesn't matter where...it's a clear box SeatModelName=A4LAH <---- Model name of the pylon/hump/canard SeatPosition=0.0,3.82,0.825 <---- Coordinates where you want it to show SeatID=2 <---- Used to determine which pilot model 'disappears' when in cockpit view. Make sure it's something other than SeatID=1 Save the new data.ini. Make sure the LOD of your hump/pylon/canards is in the Objects/Aircraft directory. That's it. Advantages of this technique: Idiot proof...you can't unselect them, you can't jettison them, they will ALWAYS load with your aircraft. Don't need to make weapondata.ini entries (no fake weapons). As a bonus, no other aircraft could use them either. FastCargo -
FakePilot addon for pilot method of addon parts View File Version 1.0 Thanks to JimmyBib for the original suggestion. This is a mod to help add 'parts' to aircraft using the pilot method. What this does is solve the problem of add-on parts 'disappearing' when an aircraft is a static display. Instead, you must add the parts as ejection seats, so you need a pilot model. However, normally you would have to find a way to make the pilot hidden from view. This file solves that problem. It's a 0.1 meter box that is totally clear, so it can be mounted anywhere. In addition, the polycount is minimal, so your frame rates won't be affected. Instructions: 1. Copy the Fakepilot.LOD and CompletelyClear.TGA to your Objects/Aircraft directory. That's it. It's now ready to be used for any 'addon' parts you decide to add. Instructions on how to add external parts to an aircraft. Basically, we are going to make a new new pilot position, with your 'addon' part as the ejection seat. An example from the A-4L_data.ini. First, determine what you want to call the new mounting area...for the A-4L, I decided to call it the AvionicsHump Second, add this line (as an example) to a component section (Nose, Fuselage, etc): SystemName[XXX]=AvionicsHump Now, go to the Pilot section and add the following: [AvionicsHump] SystemType=PILOT_COCKPIT <---- Will always be this PilotModelName=FakePilot <----- Will always be this name Position=0,0,0 <----- Doesn't matter where...it's a clear box SeatModelName=A4LAH <---- Model name of the pylon/hump/canard SeatPosition=0.0,3.82,0.825 <---- Coordinates where you want it to show SeatID=2 <---- Used to determine which pilot model 'disappears' when in cockpit view. Make sure it's something other than SeatID=1 Save the new data.ini. Make sure the LOD of your hump/pylon/canards is in the Objects/Aircraft directory. That's it. Advantages of this technique: Idiot proof...you can't unselect them, you can't jettison them, they will ALWAYS load with your aircraft. Don't need to make weapondata.ini entries (no fake weapons). As a bonus, no other aircraft could use them either. FastCargo Submitter FastCargo Submitted 11/25/2008 Category SF/WO* Utilities/Editors
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New A-4N conversion kits
FastCargo replied to wilco's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
With any speedbrake that doesn't have a hardcoded animation, all you should need is something similar to this: SystemType=AIRBRAKE DeployTime=3.0 RetractTime=1.5 ModelNodeName=LeftInnerSlatSB DragArea=0.3 RotationAxis=X-AXIS MaxDeflection=15.0 MinDeflection=0.0 Note the bolded lines. Those lines are the ones that determine which axis and direction the speedbrake displaces. You may have to use negative numbers to get it to deflect in the proper direction. FastCargo
