Tailspin
+MODDER-
Content count
1,891 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Tailspin
-
Hi Leper Messiah. Thank you for thanking us and welcome to CombatACE!
-
Anyone up for new menu screens?
Tailspin replied to guitarclassic55's topic in Thirdwire - First Eagles 1&2
guitarclassic55....Your screens are great! The forum here tends to be kind of quiet at times. Don't let that discourage you. I'm sure your screens are very much appreciated. -
Flyable SPAD VII with LePrieur Rockets for EP1
Tailspin replied to OlPaint01's topic in Thirdwire - First Eagles 1&2
Gunsight fix....from a post by NeverEnough. Open the aircraft data.ini and change the AimAngles= to this. [internalGun] SystemType=FIXED_GUN GunTypeName=303CAL_VICKERS_MK1 InputName=FIRE_PRIMARY_GUN GunGroup=1 MuzzlePosition=0.06,0.80,0.51 LightPosition= 0.06,0.85,0.51 AimAngles=-2.7,1.1,0.0 <Add this line................... MaxAmmo=380 EjectShells=TRUE EjectPosition=-0.45,-0.25,-0.24 EjectVelocity=-0.5,-1.0,-0.0 MinExtentPosition=0.01,-0.25,0.46 MaxExtentPosition=0.12, 0.80,0.59 GunFireAnimationID=7 Synchronized=TRUE -
WoI - built in Anti-Aliasing
Tailspin replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I hadn't noticed the change. I keep mine on manual control anyway. Here's what TK had to say back in Sept. by TK on Sun Sep 02, 2007 4:02 pm As of now, you'll need to disable it from Video Card's Control Panel. We understand that this option might not be availble on some video card's Control Panels, so we're planning change in the next patch, so it defaults to FSAA OFF (and users would have to use Control Panel to turn it on). TK -- -
WoI - built in Anti-Aliasing
Tailspin replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The game engine has AA on by default. You can change it in your vid card's control panel. TK has said that they would change the default to OFF in a patch but I suppose that hasn't happened yet. -
Flyable SPAD VII with LePrieur Rockets for EP1
Tailspin replied to OlPaint01's topic in Thirdwire - First Eagles 1&2
Extract the Spad13_Cockpit.ini and change the following line. Position=-0.025,-0.760,0.630 Then add the following line to the Spad7_***.ini CockpitDataFile=SPAD13_cockpit.ini P10ppy's Le Prieurs ripple fire for me just fine. Considering they're basically the same thing as a large bottle rocket being fired at a forward speed of 75+ mph I think they behave realistically. If you want straighter shooting rockets you might try to install the original Le Prieur rockets that come with the N11. The installation is different than P10ppy's but you should be able to get them working using the new weapon editor. However I don't know if they will work well with the EP. -
Led Zeppelin I & II (I'll count them as one because they're both so close style wise) Black Sabbath Paranoid AC/DC Back in Black Boston 1st album Pink Floyd Dark Side of the Moon Lynyrd Skynyrd Second album ZZ Top Tres Hombres Eric Clapton Journeyman (not rock but Clapton's back playing the blues )
-
As far as I can tell terrain mods made for the Exp. Pack will work with the patch. I see no reason why third party terrains wouldn't work either although I haven't tried any yet. As for the 3rd party planes, those for the EP that Peter01 has made FMs for have not been updated for the patch. Can't say how they perform in the patched version as I don't have any installed. Maybe someone who has tried them can comment..... There is a discussion about the patch and FM compatibility here: Read the last page.... http://forum.combatace.com/index.php?showtopic=26575
-
Downloading WW2 Pilot
Tailspin replied to Fatman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Sounds like you're missing the .bmp files for those pilots or the filenames don't match? -
Downloading WW2 Pilot
Tailspin replied to Fatman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
All the components that make up the pilot model (.LOD, .bmp, .ini) go in the Aircraft folder. Thats each individual file, by itself. Putting them in a folder won't work. If you're doing this and all the file names match up correctly with the data.ini it should work. If it doesn't . -
Downloading WW2 Pilot
Tailspin replied to Fatman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Make sure the pilot folders (bmp,lod, and ini) are in the general Aircraft folder and not the specific airplane folder itself. -
Ahhhh......I see.
-
geezer205, are you aware that we have an excellent version of the Bullet made by P10ppy already available? Nothing wrong with having more than one, just thought I'd mention it in case you didn't know.
-
I suppose you could go to the Ground Objects folder and rename all the flak guns. Change from 13pdrAAA to x13pdrAAA ect. That should prevent the game from recognizing the object.
-
"WindLoop" sound: Help please?
Tailspin replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
Ahh, I remember the thread now. -
"WindLoop" sound: Help please?
Tailspin replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
Southside Bucky, I didn't catch TKs reply before Thirdwire went off line for the weekend. What did he say? You know, I probably never would have noticed the lack of wind noise until you pointed it out. You're right. It would be a great feature. Looks like, from the entries to the AircraftObject.ini, that the "groundwork" may already be there. I hope TK can get it working with the hotfix. P10ppy, I knew I'd heard it when I was messing around diving airplanes and trying to break them by yanking back the stick at 250mph. re: open and closed. I figured that too. I tried removing one, then the other, then both. Made no difference. You still don't hear the wind until you dive as fast as you can (from at least 5000ft or you ain't gonna make it) and hit 215 or so. Pull out of the dive and once your speed is below the threshold it stops. -
I've got three installs. Pre-EP for the early planes. A modded Pre-Patch EP and an unmodded Post-Patch EP. Don't think I'll ever get rid of the original version. IMHO it has a certain "character" that is somehow lost in the EP. However, again JMHO, the future of the game is with the patched version(s). TK will likely continue with updates now and then. Thats the reason for the unmodded copy. I'll keep it pretty much "stock", except for some adding some ground objects and targets. Then the other install is the last "standard" as far as mods to the EP go. Not ideal but eventually things will settle down, I think.
-
"WindLoop" sound: Help please?
Tailspin replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
I've got onboard sound...not sure which type. I can't hear it until I reach 210mph. That value seems to be hardcoded. Changing the values in the A/CObject.ini doesn't seem to affect it. -
"WindLoop" sound: Help please?
Tailspin replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
Look in the AircraftObject.ini. There is a section on WindSoundOpen and there are some values to play with. The min. speed is set at 25m/s which is 55 mph. Perhaps increasing the min. volume would work? -
"WindLoop" sound: Help please?
Tailspin replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
The windloop sound is working. It is speed dependent. Try diving and it will kick in at high speeds. How you can change it IDK? -
Yeah, I've seen that too. For what seems like a screwball idea it turned out to be a very sophisticated weapon design.
-
$3.48 to $3.50/ gal.
-
I retired in 05 after nearly 26 years working for the IDOC. I've talked with some pretty hardcore gangsters...from original Blackstone Rangers to the average street thug. One thing the old timers always said was that the youngsters of today are just plain crazy...even by their standards.