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Everything posted by FastCargo
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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
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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
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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
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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
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WoE help!
FastCargo replied to lowlevelRAF's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
F-111 cockpit
FastCargo replied to 11th_AF_Sapper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Search through our download section here at CA. It's here. FastCargo -
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
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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
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T33 SKIN REQUEST
FastCargo replied to bradders's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
Buildings, mountains, or water. Frankly, I'll take open water over buildings and mountains. FastCargo
