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FastCargo

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Everything posted by FastCargo

  1. Really????? Hmmmm...I like that idea! More disk space saved! FastCargo Here is the thread with the CAT file compiler, check the last post. http://forum.combatace.com/index.php?showtopic=32054 Thanks again gerwin!
  2. Yea, when I first tested the opencockpit parameter using the weapon technique , I knew that we'd lose the head swivel animation. I figured it wouldn't be a big deal for those who want a copilot. However, for things like side and tail gunners, I don't think guys would care anyway. By using the 'NoJettisonTank=TRUE' parameter, you couldn't 'punch' them off. However, that would only work if they were designated as fuel tanks. Hehe, using them as 'rocket'...not a bad idea! You could even animate the whole man seat sep sequence including a chute. But it wouldn't count as an ejection by the game engine...your plane would fly on without a pilot....plus you'd have to 'arm' the seat by selecting it... It's an interesting concept though! FastCargo
  3. Oh, and to let people know. My SFP1/WOV/WOE/WOI combo install works great...haven't tried the desert map yet, but all the other maps work fine. AND...thank you gerwin. I have built a CUSTOM ObjectData.cat file using gerwins CAT file compiler. It contains files from all four sims. Which means that importing aircraft from the older sims to the new ones is a piece of cake...and 3rd party aircraft that use stuff from the other sims won't be broken. Yes, it works absolutely perfectly! FastCargo
  4. Whoops...didn't notice that...the readme said only the gunpod error was fixed. Anyway, what I said still goes...WOE and WOV have been updated to the WOI standard. The major changes to WOV and WOE were already in place in WOI, so see the WOI threads for the major changes so you don't get surprised. FastCargo
  5. Again, does everyone understand that these patches bring WOV and WOE up to the WOI standard? So like MigBuster said...look at the WOI threads for guidance as to what's changed. FastCargo
  6. Folks, does everyone understand that the main thing that these patches do is bring WOV/WOE to the WOI standard? The WOI patch for Sep 08 was only to fix the gunpod firing bug. So if you already have WOI patched to Aug 08, you already have the most recent TW engine. FastCargo
  7. Dude, where the hell did you get that? Is it flyable? Do you have the MAX file? FastCargo PS Also, give a me little time and I'll get those other files to you...I think you'll find the texturing a LOT easier now.
  8. Yes. Check other posts in this thread about it. Vista owners rejoice! FastCargo
  9. If everything that is in SFP1 (other then the terrain) can be found in WOV/WOE/WOI, then it doesn't matter. I have a mutant install already with the SFP1/WOV/WOE terrains in my WOI install and they work fine. This will be even better in that a lot of the WOI enhancements will now work in the other sims. And I think I can get those enhancements in the SFP1 terrain too. So if the campaigns work, the objects exist, and the terrain objects have the new enhancements, then I can leave SFP1 and be happy. FastCargo
  10. I gave you the tools to do it yourself. There are better pilot models out there. FastCargo
  11. Ignore C5, he's such a kidder! The answers for what you seek are in the Knowledge Base. Look under the Running the Basic Sim > FAQs and Issues subforum. There you shall find the path to enlightenment. And don't hesistate to go back to the Knowledge Base if you have other issues... Also, this thread belongs in the ThirdWire section of CombatAce...which is where it shall be moved. So let it be written, so let it be done. FastCargo
  12. Search through our download section here at CA. It's here. FastCargo
  13. It doesn't surprise me...back then, CPU power was significantly less. TK's approach was a good one for the time. Now that CPU/GPU is so much more, a lot more of the external model can be used for cockpits without a significant frame rate hit. Also, something interesting while I was testing. I thought about using pilots as weapons (specifically, non jettisonable fuel tanks) instead of within in the data.ini. The interesting thing about the 'weapons' approach is that A)you could add and subtract pilots within the weapons loading screen...perfect for two seaters that only NEED one pilot...up to you to add to as you see fit without diving into the data.ini and B) unlike a pilot, whose angle of direction cannot be changed...a weapon can be mounted facing anywhere. Perfect for older aircraft where you need side and tail gunners... FastCargo
  14. Glad you got that fixed...the way you asked was pretty confusing. FastCargo
  15. numblock. Stop messing with any of your files. Right now. First, tell us which sim you have. DO NOT DO ANYTHING ELSE. FastCargo
  16. Alrighty folks, here's the method....its REALLY simple. First, a disclaimer. This will ONLY work with WOI. This will not work for SFP1/WOV/WOE as of right now. 1. Go into your data.ini of the particular aircraft and look for the entries for the pilot you want visible. As an example: Note the change to the Component in bold. And note in italics where the SystemName entry for the Copilot is at. Now, go down the file and look for your pilot entries: Note the change in bold. The SeatID denotes where the pilots are...with SeatID=1 is you. Now, go into your cockpit.ini and look for this entry: Again, note the change in bold. That's the secret for WOI...it uses some code from First Eagles...including this one. You may have to juggle the position of the cockpit (in italics) to get the pilot to 'fit' right. Also, part of the ejection seat may be in the cockpit too. An option is to make the ejection seat a separate 'pilot', attached to a component that is not visible from the cockpit. Enjoy having a new guy in the cockpit with you! FastCargo
  17. bradders, Didn't you ask for this already? http://forum.combatace.com/index.php?showt...183&hl=skin I strongly suggest you consider doing it yourself. FastCargo
  18. Read the very first post in the thread carefully...I did not use the Lexx method. FastCargo
  19. Buildings, mountains, or water. Frankly, I'll take open water over buildings and mountains. FastCargo
  20. Not a tease...it's actually pretty easy. I just want to check a few things first. FastCargo
  21. You know, I just tried something to see if it would work. It does. No new LODs, meshes, etc. All ini edits only. No messing with clip distances either. FastCargo
  22. What do you mean...assigning keys to control the thrust vectoring? Go to the Options menu in the sim, Controls, Customize. Scroll through the key listing until you find the thrust vector keys, then change them like any other key. Don't make this sound harder than it is... FastCargo
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