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Everything posted by swambast
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Flak in WoV
swambast replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Guys, just a comment here. The YAP2 developers definitely got the flak effects right! I don't have any insight into exactly what they did, but for the purchase price alone it more than provides at least for me the "flak immersion factor." When the flak guns start opening up on me, I literally have a sense of panic as I can watch them getting closer and closer especially if I do not perform evasive maneuvers. It just feels realistic, I have been downed by "YAP FLAK" often enough to put a habit into making "evasive tactics" part of every target run - and I think that is exactly what they set out to accomplish. Obviously you need to balance your investigation time vs. the YAP2 cost, but just another option to think about. -
Flak in WoV
swambast replied to SandyC's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Check PM...thanks. -
Chinook
swambast replied to scouserlad13's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
HOLY COW MISOFTCIA, THAT IS BEAUTIFUL - KEEP UP THE GREAT WORK, WOW!!! -
Building new airbases
swambast replied to ST0RM's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Storm...a revisit to this old thread just may help...steady (but slow) development and outstanding support by one dedicated beta tester...this option might just be the answer you're looking for!: http://forum.combatace.com/index.php?showt...=34895&st=0 PM me if interested. Even though it's still in beta, I think you might find the amount of time and effort you save amazing, and just maybe you might really come to like it. -
Toning down the debris
swambast replied to Spinners's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Sounds great, where do I download? -
I really do love the new YAP2 especially the awesome jungle trees/foliage, but Brain32's tile rework is still the masterpiece that I prefer regarding terrain tiles... Can anyone please provide some insight into how I may be able to get this to work within YAP2? Thought it would be easy just copy/paste of the tile sets, but obviously I must be overlooking something, because I'm losing the YAP2 trees/foliage, thanks for any insight!
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All, I am the proud Daddy of 2 young boys ages 6 and 4. They watch in amazement as we do sight-seeing missions and fly around in WOV, and love being my "co-pilot" helping out with the gear, flaps, etc. They always want to look at the outside of the plane of course, and like me too zoom in so they often comment "There's me and you, Dad." I love it. I was wondering if someone would be so kind as to consider making some custom "pilot faces" from actual photos for me, so I can literally put their faces in the cockpit (and unfortunately, my ugly mug too). Was even thinking about throwing in the wife's pic too. I would need four custom pilot faces (me, wife, two boys) - ideally each with a helmet on / helmet off selection. I understand your time is valuable, and would be willing to pay a small fee in return for your work. If you are interested, please just send me a PM - thanks for your consideration! Steve
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For custom objects added into the Target_Types.ini files, how does one make it so they are not assigned as a potential target. Example, I've created and added a basic aircrate into the _TYPES.INI file and it displays just fine, but does that mean that an "Aircrate" could potentially be assigned a target - I would assume so...? Thanks for the clarification! Maybe I'm getting confused on where the .lods go - objects, terrain, etc...?
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Basic question - how come sometimes certain .LODs will only appear in missions and can't be used as target objects in a location (i.e., an airbase). If I update them in the _TYPES.INI and properly reference these, shouldn't they in most cases show up as target objects too? I can get 95% of the .LODs that I want to appear, but every once in a while some of them just don't show up no matter how much I double-check and move things around. I understand the fundamentals of UseGroundObject=TRUE/FALSE and placing the .LODs, etc. in the Terrain folder, etc. but I must be missing something else. Thanks for any additional insight!
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New beta release will be available within 2 weeks: a small group of special invites went out already. Thanks to those who have responded and are joining our Beta Team! :yes: Although I wish to keep the team small and focused on those with previous experience (FSSC prior experience is a huge plus), we're going to take a few volunteer requests as well. So if you're interested, just PM me and let me know if you have the time to actively participate over the next month, what your FSSC experience is, and tell me how much you can help make the WOV world a greater place by beta testing STT... -Swams
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Hey, thanks all for the feedback, much appreciated! To answer a few questions posted here and there: 1) Yes, I consider CombatAce my "home turf." That means for the community here, I will extend a special invitation to a very small select group of individuals and ask them if they would like to join the STT Beta Team. Obviously, I am going to take preference to those with the most experience; those modders who have already poured their soul into doing it the hard way, and those who also have the potential to return the most value back to the community. 2) Wings Over Vietnam with SPv08.30.06 is the only officially supported Thirdwire title that STT supports at this time. 3) I don't own any of the other Thirdwire titles except for First Eagles which I haven't played in a loooong time, but as eraser_tr mentioned, I believe the program could quickly be adapted to other titles. 4) I am unsure exactly what changes have been made in the latest patch to WOV, I would have to examine the _TYPES.INI, _TARGETS.INI, and assess whether any folder structures have changed. If it is OK to distribute these files since I already own the game, then please send to me. Otherwise, I will examine these at a later date. 5) Yes, the program examines all objects that are created within FSSC against Thirdwire's _TYPES.INI file. It's so simple, just put a check in the box and run a quick test. So, if you are using FSSC and you add a "Sampan" object, and "Sampan" does not exist in your VIETNAMSEA_TYPES.INI, the program will tell you there is an error, highlight the exact row in red, and present you with a summarized output log, like the screenshot below shows. I give absolute full credit, thanks and acknowledgement to "Tannethal" for this. He was the one who originally "challenged" me with the concept. Out of respect for his past work on the airbases and his heavy use of "non-stock" objects, I feel like this is my small personal tribute to him! 6) Guys, yes I take requests to help improve the program. For those already asking about whether I accept donations, I could not be more grateful. I would say hold off on the donations to me for right now - I would ask that you send them to Dave "Wrench" in support of this great CombatAce community. What I need now is just encouragement and more creative ideas to make the program incredibly useful, user-friendly and valuable - maybe later I'll ask for the donations. I want this to save you time and effort, and allow us to populate scenery with (target) objects as quickly as possible. You modders are miles above me in terms of skills and you know the pains you continually have to go through each time, so let me know what else I might be able to do to help in return. 7) No, at this time it is against my licensing agreement to use the program for any commercial purposes whatsovever. 8) Someone asked what they might be able to offer in return: here's what would interest me greatly: if anyone has ever made "junk" airfield objects, things like: big stacks of plane cargo, pallets/crates/boxes, airfield mechanics, airfield ground crew, US Jeep with an actual driver, groups of U.S. Soldiers and Vietcong in varying sizes/formations, etc. so that "we could place these around the airfields to make them come alive?" And yes, I already am a proud owner of Yankee Air Pirate (YAP), but of course using those objects in conjunction with my program would not allow for a public release and would be illegal - please don't ever do this. Regards, Swambast
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DS Mod Goodies
swambast replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Congratulations to all - this is absolutely outstanding! Thanks a million!!! -
All, I have been working relentlessly to bring this to a reality, and have made significant progress. As promised, here are some quick demos of the beta in action. All of the coding for the beta is complete, and in the classic "2 weeks" or so, I may be looking for additional beta testers. Enjoy the demos, hope you find it exciting and full of potential! Swambast Target Translator ("STT"): For some reason, the demo is all funked up when using Firefox (my personal preference) - so please use Internet Explorer to view! DEMO Intros (just click the link to view!) Demo Part 1 - Converting an .INI file to an FSSC .SCN file Demo Part 2 - Manipulating and adding Target Objects within FSSC Enjoy! Swambast
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Where is the trim?
swambast replied to Red Dragon's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Grrr....after searching and searching over at SimHQ I still can't located this thread, anyone have a working link, sounds like exactly what I've been looking for, thanks! -
Roopod = You are awesome, thank you for taking the time to answer my post! I just tested your idea and that so far has solved my problem....thank you, thank you, thank you!!! Note to CA_STARY: Might want to consider adding this into the Green Hell 2 Read Me? Thanks again for your awesome work, now I get to really enjoy it!
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Hi Guys, I've recently installed CA_Stary's awesome Green Hell 2 with Brain32's tile update, but somehow ended up with this result...any ideas on what's causing the white "patches" and suggestions for correction? Also, on my third screen shot, is the river supposed to be that light and bright? Thanks much for your help! - Steve
