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swambast

+MODDER
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Everything posted by swambast

  1. STT Brings New Functionality: Quick Add Target Objects to Target.INI Modders, are you: * Tired of manually increasing Target Object Numbers to add Entries into your _Targets.INI files? * Tired of not being sure if the Target Object to include is actually in your Target_Types.ini file? * …and looking for a faster, better way to get this done? Yeah, me too! First off, I have to give special recognition to a Canadian friend ‘Saguanay.’ Based on my understanding; he had requested this feature literally years ago. And also after having this on my radar for a long time now, I’ve FINALLY delivered some “bonus” functionality to STT that I think EVERY Modder might appreciate. I am really excited about this feature so far. It is the ability to quickly and directly add target object entries right into the .INI "real-time" to help save time typing in over and over the next Target # sequence, etc. Just tab on your keyboard, type in the X offset, tab, type in the Y offset, tab, type in the Heading, etc. The other really cool feature is that it can read the Target Objects directly from the _TYPES.INI list - how cool is that, no more guessing to see if a Target Object actually exists there. So, you just drop down the combo box and all of the target types are ready for you to select from... Also, I added the "type ahead" feature that finds the target objects as you type, another time saver – complete with a graphical preview! And beyond all that, you can create customized "My Favorites" combo drop down lists to choose from. So, say for example, you are working on a river or water area. Instead of having to scroll through the entire _Types.INI combo drop down box, I can just click a "My Favorites" option to load up my custom list - in which I've stored only "Harbor and Naval” objects like Sampans, Cargo Ships, Docks, etc.. And, you can have up to three custom "My Favorites Lists"...I really find I use this a lot for quick adds to the .INI. Finally, see it live in action by checking out the latest demo. Please note that for some reason, the demo is all funked up when I use Firefox (my personal preference) – but I have had luck with Internet Explorer no problem. Make sure you scroll down if needed to see the bottom of the screen, or better yet, if you are using Internet Explorer press the F11 key to get a Full Screen View for best results! STT Demo: Quick Add Target Objects to _Target.INI (just click the link above to view) Finally, a special thanks goes out to all my Beta Users. Other than one special person (you know who you are!), this will come as brand new functionality and a new surprise. I am grateful and overwhelmed by the positive support, and as you all know I have an addiction that just keeps STT getting better and better. In fact, as I think about this Quick Add feature alone, I both rely and come to appreciate it even more than I thought I would…anyways, enjoy! Swambast - Proud Developer of the Swambast Target Translator
  2. Thanks a lot to everyone for their replies - that answer just made my work sooooo much easier. Umut, special thank you especially to you for actually doing the testing, man I really appreciate it!
  3. PureBlue, it is for a good cause I assure you of which you will benefit...if I can integrate some of my next "dream functionality" into the next release of the STT Beta, it will be nothing short of revolutionary in my opinion, I promise you that. I have had to literally research complex algebraic and geometric calculations to pull off my next trick, overhauling the entire way STT processes, and that's my big secret for now. The amount of time and effort saved if I can pull this off will be astounding. By the way, even though I've been swamped at work, I did finish the functionality to quick add targets directly in the .INI file - I'll be posting an update of this hopefully over the weekend. I'm really pleased with the way it's turned out, and damn is it fast now to ad-hoc add objects....!
  4. Thanks guys, really appreciate the quick response! Not in front of my gaming computer to test...but I guess I'm still not sure what the answer might be for WOV...trying to conclusively determine if for Wings Over Vietnam patched to 8.30.06 if the .Heading=1 will translate into 100 degrees as Fubar mentioned or if it might be interpreted as "1" based on PureBlue's comments... I suspect Fubar's answer would be the safest, but not what I wanted to hear. If anyone has some further evidence that would be fantastic, otherwise I'll just wait until I touch down back at the house next week.
  5. Guys, just a quick question since I can't test this myself, if you could help it would be appreciated. In the _Targets.INI file when designating a .Heading= is it acceptable to use just a single digit value, such as .Heading=1 or must it be in the format of .Heading=001? Thanks for helping me out.
  6. Thanks guys, for the replies: @MigBuster: I agree, but I specifically meant to call out that I was the last in the strike team. When a target area gets bombed by 20+ aircraft and I'm coming in on the last strike team, I don't think it makes sense that the AAA still has to wake up....? I mean, wouldn't at that point 10-20 minutes later most alert AAA have already come alive - would think so. @Stary - that seems to be just what I'm after, thanks a lot! Can't wait to give those adjustments a try - not being a weapons editing guy, I assume I make the changes in the respective .ini or and then use the Weapons Editor to repackage it to create the GunData.dat? @PureBlue - Hey man, thanks for the reply! I looked over most of the YAP .msn files and almost all of them have the AAA set to a StartTime=0 so I don't think that's it. It seems to be maybe a visibility / limitation setting maybe...I'll test out Stary's lead and see how I progress. Also, I've gotten what I perceive to be some better results tweaking some of the other variables such as GunMinAltitude, GunStabilization, BallisticComputer, etc. based on the knowledge I learned from this thread - if you haven't seen it, it's most interesting: http://forum.combatace.com/index.php?showt...acers&st=40 I took what Jaeger had, and compared it line-by-line to YAP2 .INI files, and tweaked them up accordingly. Although more testing is needed, it is clear when flying the Thai Nguyen Steel mission, many more aircraft were getting damaged. I then did a major update and placed perimeter AAA where it should be, clearly that area was not protected by just 2-3 AAA sites per the mission file, so I did more research and have been integrating my results into the mission for personal use. Have to post some screenies soon of what it looks like, but I'm slowly getting the results I'm after...which is perfect timing considering I'm currently reading "When Thunder Rolled..." Anyway, thanks again! Steve
  7. Hi All, Pertains to all versions I supposed, but just for context I'm running YAP2 (Wings Over Vietnam, patched to v08.30.06). Two quick questions please as I slowly expand my knowledge on the "weapons side": 1) What variables control the visibility range of tracers? I notice after a while the visibility somehow limits the actual distance the tracers go into the sky, as well as the number of tracer patterns being fired from each AAA. That is, the number of AAA displaying tracers is reduced, and so is the actual distance that the tracers fly. 2) What variables control the "wake up" time of each of the AAA? Strangely enough, I've observed that the first-pass through the target area (even if I'm the last strike package), does not seem to expand to include all of the AAA. Only after circling around the target area a few times, do they seem to "wake up" and start opening up. Any ideas on that one? Finally, bonus question, which AAA for WOV is considered most deadly? Thanks, Steve
  8. At last, some good refreshing B52 Vietnam missions, great work and thanks man!
  9. This is absolutely going to be the best terrain that's come along in a long, long time Umut...not to mention the unexpected addition of your custom objects, road work and the all the other "perfect details" that you are creating. Keep up the awesome work Umut, it is stunning and gets better with every post...!
  10. I Spy...is it maybe a different building structure (color and/or shape)....?
  11. 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....!!!
  12. Wonderful work Dels, congrats and thank you!
  13. 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.
  14. 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.
  15. 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?
  16. 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
  17. 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.
  18. Guys, that is just GREAT news...thank you very much! Assume these models will work with WOV or are these for SF2V?
  19. Great start pureblue, keep up the awesome work! :yes:
  20. 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
  21. 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=
  22. 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!
  23. FC, will this really not work with the '06 Patch...just thought I'd double-check.
  24. 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.
  25. 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!!!
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