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swambast

+MODDER
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Everything posted by swambast

  1. I'm glad this post came up, as it gives me yet another opportunity to express my thanks and appreciation! I absolutely cannot give Stary and Brain32 enough credit and praise for this mod...time and time again I admire the beauty of this scenery and am thankful for this update. And even on top of buying both YAP1 and YAP2, this terrain still shines as best in class. These updates literally changed the entire game for me and brought me a greater sense of immersion and realism over Vietnam. Thanks again guys, I am truly grateful for your efforts, as honestly you have created for me one of the greatest WOV mods EVER....!!!
  2. Wonderful work Dels, congrats and thank you!
  3. All, don't want to go into all the reasons and debate about why, and the realism factor and all of that - just asking this question as I'm not familiar with weapon editing at all. Can the MK82s physics be changed to that of the MK82 Snakeyes...could someone point me in the right direction or offer me some starting tips...thanks.
  4. Ah, Ok...so if I just change the entry in the WeaponData.INI to reflect whatever values, I'm good to go? By the way, what does the Accuracy= value actually represent...? I see it being at 100 for the [WeaponData011] TypeName=Mk82 FullName=Mk 82 500-lb Bomb but the value for the SnakeEyes seem to be 0??? Not sure how to interpret.
  5. Hot damn Mig, one of my favorite bombing aircraft is looking even more beautiful! That is just fantastic, thanks much!!! Now, sorry about the next question, but will the bombardier and pit views work with just WOV?
  6. Thanks PureBlue, it gives me great satisfaction to know my STT tool is helping, I really appreciate your comments. The terrain work is looking absolutely wonderful, keep up the great work!!! :fan_1: -Swambast
  7. Paul, I programmed a pretty damn complex installer for STT - would be happy to lend a hand on the installer if needed, just send me a PM if interested.
  8. Guys, that is just GREAT news...thank you very much! Assume these models will work with WOV or are these for SF2V?
  9. Great start pureblue, keep up the awesome work! :yes:
  10. Just a quick update and opportunity for those who might be interested: STT v1.5 has officially landed and is currently in Beta Testing by our team, which is invite only. I've decided to open up just a few more beta testing slots. Thirdwire modding experience and FSSC prior experience is a huge plus, but not mandatory. If you're interested, just PM me and let me know if you have the time to actively participate over the next month. Thanks! Please remember, you cannot be affiliated with any for-profit or commercial endeavors whatsoever. Swambast
  11. Hey all, thanks for reading. I have an X52, and it seems like when my Throttle hits only about 3/4 of the physical range up. the game already reports 100% throttle. I know there is an "afterburner" range on the X52, but even well before that the game reports 100%. How do I best change my settings to get the full range of throttle properly aligned to the physical range? Thanks for your help!
  12. OK - Resolved. My settings got wacked out when I rehooked up my rudder pedals. To help others that may have this problem, here is what I did to fix it: [RangedControl004] AxisControl=THROTTLE_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=3.000000 <-------------CHANGED THIS TO A LOWER VALUE! - Your results may vary of course, but MUCH better for me!!! Saturation=75.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THROTTLE_UP DecreaseControl=THROTTLE_DOWN CenterControl=
  13. FC, will this really not work with the '06 Patch...just thought I'd double-check.
  14. Stretch - yes, that is absolutely correct and a good point. We should have clarified that it is NOT a Green Hell 2 specific issue. Actually, because of the thicker cloud mods and more dense cloud coverage, in YAP2 the experience is far worse in my opinion. The other noteworthy comment is that I don't remember this being an issue with YAP1 and the '06 patch - so I actually think it may be within the updated cloud.bmps / .tgas themselves...possibly.
  15. Malibu, let me know what you find - I also have been suffering through this! It is even worse with the helicopters...!!! Thanks much in advance for any After Action Reports you can share!!!
  16. Man, in my humble opinion we desperately need some new high-res infantry models - while I appreciate that we have the Infantry Pack as an option, would really love to see an equivalent quality of the fantastic YAP2 quality - any volunteers...? Ah well, just thought I'd ask.
  17. Guys, all the best on this endeavor, sounds fantastic...plus it's another good reminder for me to get that damn beta of STT out - I know you could use it and it would be my way of helping with the contribution!
  18. Title about says it all - can I copy over the SF WOV2 new cockpits/models into my "old" WOV? Any side-effects or anomalies if I do this? Thanks for any insight.
  19. Well then, all I can say is that I am now even much more grateful for StreakEagle's work on his awesome F-4 "Hi-Res Cockpit" series. :fan_1: If you haven't experienced them yet, you're really missing out (check out the downloads section here under his name). Wonder if he has any plans to do some updates on these or other cockpits in the works...sounds like it would be worthwhile especially now that you can't "plug and play" with the new SF WOV2 cockpits.
  20. Thanks Mig - should have clarified that I haven't purchased WOV SF2 yet - but if the upgraded cockpits come over that would be more enticing.
  21. "The old Gun Editor is Useless.....There's one Line difference form the "Old" GunData.INI and the New Unicode one.....The Old Gun Editor Kicks that Line out and won't save it back to a .DAT." You just have to get around the Unicode issue on the GunData.ini file - or am I oversimplifying things. I should be able to write a program that could do this or is there a work around that already exists?
  22. Guys, this is just great work...another awesome example of how the community comes together and can take an idea and collaboratively work to make something even greater and better, keep up the great work!
  23. RESPONDING TO YOUR QUESTIONS Monty: Regarding trains and rails - it depends on how they are currently allocated .tod, .lod, etc. If you have something you would like for me to test, please Private Message me and I would be happy to check it out. If it is a target object esp. a .lod format, you should be able to precisely place each object within 1m of the next and quickly "add track." I am fairly confident that it can be done. The only problem right now is that there is a 730 object limitation due to memory constraints so the "track" pieces should be in very long sections. Canadair: Regarding adding objects, the answer is generally a "Yes" if you really know what you are doing. But honestly, that is not my long-term vision at all. What I am really hoping for going forward is to publicly package and begin to standardize object sets - this means that as users create new scenery areas, they don't have to worry about whether it is "compatible" with another user's current install (i.e., do they have such and such .lods, .inis, target_types.ini has to be updated, etc.). This means more things move out to the community vs. being kept in each user's super-duper customized TYPES.ini, Targets.ini, etc. I can't really go into all the details right now, but for those Beta Testers they will soon see what I mean - instead of downloading and updating Factory Place, Polak's library sets, some of Gepard's objects, Stary's hangars, etc. EVERYTHING YOU NEED IS CONSOLIDATED IN ONE PLACE DURING A SINGLE INSTALLATION! Everything gets updated all at once - your Types.ini, Targets.ini, all the .lods, data.inis, etc. all properly installed in the terrain folder, the scaled dimension files get written out, and everyting else. So I know that when one user creates a Scenery Area and wants to share it with another user that has the same base package installed - everything should be there that they need - this is so we can focus more on Scenery Creation vs. Scenery Compatibility. A10boar: Yes, tutorials will be included. The first tutorial will show you how to load up Da Nang Airfield, add some barracks/vehicles and then reconvert for use with the game. If you have watched the demos already, you will be repeating what I did. After that, I believe most things will be very user-friendly to understand, especially now that I'm overhauling the User Interface. No, it was not my voice in the flight training tutorials - don't know if that's a good or bad thing...LOL Wrench...check your PM, send along what you have.
  24. And more great news from this giving community... Special thanks and appreciation goes out to both 'Gepard' and 'EricGen' for permission to include their Airfield Objects in the distribution...! Man oh man, it just keeps getting better (and bigger...yikes, now over 35MB of object goodies!). By the way, my plans also include the creation of a customized professional installation package, and let me tell you the programming alone just to get all of these things in the right spot will be a challenge in itself. More good things to come, stay tuned!
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