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Everything posted by swambast
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I'm just gonna float this one out here, because it's one WOV object that for some reason still hasn't been created...at least not that I know of. Anyway, to any mod designer that take requests, I would like to kindly ask that you consider creating: Groups of U.S. Soldiers and Vietcong in varying sizes/formations? Example: x x x x x x x x x x x x x x x x x x x x x and x (officer talking to his men) - x is supposed to be in the middle but this forum strips out the spaces x x x x x x Etc. It would also be cool if there was more airfield "junk" objects like stacks of cargo/boxes on pallets and clusters of 50-gallon barrels, a cargo truck, etc. Then we could place these around the airfields to make them come alive. Well, thanks for reading and for any potential consideration.
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Aggie, that is extremely insightful, thank you very much sir! I guess that clears up the mystery around the "swimming" planes and the .lod file issues I was having. Wow, so you need a custom made .lod file to accomplish what I am trying to do then? So, is it also true that the WOV Static Aircraft Pack that was created can only be successfully used in combination with a Mission Builder / mission file then? If so, I can now completely understand why the majority integrate the static aircraft on a mission-by-mission basis vs. trying to integrate the static aircraft on a permanent basis! Hmm, it sounds like then only 3 options exist: 1) wait until the WOV upgrade patch, 2) integrate statics using a mission builder or 3) leverage what may exist via YAP or Capun's work... Sound about right?
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Thanks a lot comrpnt, I was hoping you would reply! I have an understanding and have successfully integrated the statics through the MISSION files without any issue, so perhaps I didn't articulate my issue clearly. What I want to do is to permanently have the statics as part of the airfield, and NOT dependent on any specific mission files. Is it possible to make the statics a "permanent" part of the game, basically like a terrain object? I have made limited progress. For example, I added the info into the targets.ini and the types.ini files, and I am getting further. For example, I can now get the F-4E .lods to appear in the game (though without any textures), but they are sunk about 50% into the ground and I don't know why that is. I have the .lods directly in the VietnamSea terrain file, but I'm getting unexpected results like the sunk aircraft. Any ideas...?
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OK, I've now spent 2 hours trying to get this to work, and I am still clueless as to why the static aircraft object will not appear. How in the *#$#@!!! do you get static aircraft to permanently appear? For example, I'm trying to populate the Da Nang Airbase with say, static F-4Es in the aircraft shelters...that's it - that's all I want to do. Can someone, please, please, please help walk me through it?
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For those with any interest: Dels has made an awesome C130 cockpit, that can be found right here in the Downloads\ThirdWire Series\Add-on Cockpits section and might be a good alternative. I have ported this over for use with the B152, but I'm still having some issues such as, in no-cockpit view a pilot model appears (and looks kind of hilarious sitting on his butt floating through space), and I am still need to tweak the overall "height" of the pit and radar capabilities, which I don't have strong knowledge of at this time. Anyone who might be interested in helping - please let me know!
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Just wondering if anyone can point me towards a B52 cockpit - there are ones that exist from 2007 based on the B17 cockpit - but the instruments always show up scrambled, the radars don't work, etc. As a reference point, I started from the files based here: http://forum.combatace.com/index.php?autoc...p;showfile=4331 (The skins, load out, etc. are all superb, but there are the previous mentioned problems regarding the cockpit, avionics, etc. that make the model frustrating to use.) Thanks for any insight you can provide, I'm really having a hard time hunting this down. Thanks, Steve
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My WoV wish list
swambast replied to grayson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hmmm, did this effort just die off...? -
Thank you Kevin - just so happens that I'm confident your advice is solid and good. You're right - I'm going to continue to use YAP as a stand-alone install (for now), that would make the most sense. But, it just so happens that I'm an incessant "tweaker" and - well, I'll leave it at that. My ultimate dream goal (for now): compatibility with YAP, Brain32's awesome high resolution tileset and CA_Stary's Green Hell mod. In the meantime, I am working on (will be a long time work in progress) updating on the ini's from the bunyap weapons pack to be compatible with YAP...and guess what, I'm actually making progress! :yes: Later!
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Not sure how to delete the original post, but for the benefit of others who may be interested the fix is to use the mighty Bunyap's Weapons Pack, details here: http://bunyap2w1.com/SFP1_Wiki/index.php?title=Weapons_Pack Now, the problem is for those users with Yankee Air Pirate, because in their instructions they specifically state "Do not run the Weaponspack Installer." Since I don't know what Bunyap's program actually changes, I don't know what impact this would have on YAP users - YOU ARE WARNED!!! (Personally, I wish YAP did a better job at expanding it's compatibility with Bunyap's Weapons Pack, the new Brain/Green Hell terrains that are out, etc.)
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Hi, I am using the beautiful Skunkworks Sikorsky UH-60 BlackHawk with ESSS (by 3D Gunpoint, capun, CB Productions, The Wrench, Charles, and Kesselbrut), and I love the addition!!! Only problem is, when I am selecting the gunpods or rocketpods or whatever is on the pylons, the weapons fire but the model/textures do not fully appear. Can someone point me in the right direction to begin my troubleshooting, please...
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I'm also still getting the barren white "patches" on the terrain tiles after deleting these lines in VietnamSea_data.ini: UseEffectShader=TRUE EffectShaderName=TerrainEffect.fx Have there been any updates made to the Green Hell files or any further suggestions to try? When I go back to the stock Brain32 terrain (which is just fantastic work as well) I have no problems. So I obviously suspect it is an issue within Green Hell but am not sure EXACTLY what the fix might be...
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Thanks for the replies guys, it's nice and refreshing to see such an active forum and discussions!!! To determine specifically the starting airfield, I assume it is using the Position variable (i.e., Position=390300.000,557500.000,6400.0)? If so, I would also assume that somewhere in the main .CAT file there is an easy way or reference to all of the airfields and their respective positions? Am I on the right track?
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Are the instant mission parameters created randomly? Or how are the starting airbases, target areas, etc. determined? What if you wanted to use a "default" custom instant mission - one where you always start from the same airfield (at a minimum) but the targets, type of attack, etc. can change? Thanks for any insight!
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Trees!
swambast replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I've tried Deuces Tree mod, but I get terrible tree shimmers (only on the trees), nothing else. Any ideas or tips to try? It sure is impressive, but that shimmering is distracting as hell.
