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Everything posted by wingwiner
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My reply to: Sticky: Basic INI Editing: [FlightControl]
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
In section " WoE/WoV/Project-1 Knowledge Base by USAFMTL / Basic INI Editing: [FlightControl] " written by USAFMTL there are some NOT TRUE informations. ( Sexcuse me my poor english ) - I will try to explain what is wrong he wrote : 1. He said : CornerSpeed= This is the speed at which the aircraft can achive its smallest turn radius. This data is often hard to find for some reason so you may ahve to make an educated guess. Should generally be around or below the cruise speed Not all true - Corner Speed is the speed of aircraft when its going to attack ground targets ! If the CornerSpeed is to large the AI controlled aircraft will not fire LAU rockets or firing guns, becouse he has not time to get aim OK. The best value for small aircraft is about 135 - to 145 . The smallest turn radius is determined by values of control surfaces and max G limit. 2. PitchDamper= RollDamper= YawDamper= (...) These three values are the only ones in this section that appear to affect the player controlled aircraft. Not true - all these parameters are used by AI controlled aircraft, for example - Pitch damper if to small then aircraft will swing and sometimes makes unable to set aim offset correctly. 3. GunBoresightAngle= RocketBoresightAngle= These settings tell the AI what angle off the centerline must be used when firing rockets and guns. If the AI consistently under or over-shoots with rockets and guns, adjust these angles NOT TRUE ! Boresight Angle is the angle of weapon is firing from aircraft to ground. And with player controlled aircraft it works also, for example - if your non-guided rocket hits ground to fast, and to low with regard to gunsight try to set any value more than zero : RocketBoresightAngle=0.5 Try type RocketBoresightAngle=45 and look what will hapen when rocket is firing. All AI controlled aircraft fires all rockets and guns around =0 angle. -
Does Weapon Editor for SFP1 Service pack 5 exist ?
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hello everybody, Ive just installed a Service pack v 5 for Strike Fighters P1, but my weapon Editor looks work wrong. Ive Extracted a new version of WeaponData.ini and Weapondata.dat from package, and game CRASH, if any changes I make. Why ? Anybody knows where can I download newer version of Weapon Editor for SP5 ? -
Does Weapon Editor for SFP1 Service pack 5 exist ?
wingwiner replied to wingwiner's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ah, I know whats was wrong ! WeaponEditor must run in Win98 mode with XP. Now it works OK, never mind.... -
AIM9 Sidewinder
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...ode=sst&id=4874 File Name: AIM9 SidewinderFile Submitter: wingwiner File Submitted: 22 Jun 2007 File Category: Weapons Mods/Skins This is high detailed model for sidewinder missiles for Strike Figters. Includes 3d.max project for designers who would like to modify that model. Note -there is no weapon data only the model and simple textures - create or copy any IRM missile weapon data in weapon editor and copy&paste name : AIM9V-KL as 3D model name.(paste .lod and bmps files to weapons directory of your Strike Fighters directory Click here to download this file -
Version
838 downloads
This is high detailed model for sidewinder missiles for Strike Figters. Includes 3d.max project for designers who would like to modify that model. Note -there is no weapon data only the model and simple textures - create or copy any IRM missile weapon data in weapon editor and copy&paste name : AIM9V-KL as 3D model name.(paste .lod and bmps files to weapons directory of your Strike Fighters directory -
Headquarters object / building
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...ode=sst&id=4694 File Name: Headquarters object / building File Submitter: wingwiner File Submitted: 13 May 2007 File Updated: 8 Feb 2008 File Category: Structures File Version: No Information Website: No Information This is a model that may be using as terrain building or targetable ground unit , how do you prefer. For Strike Fighters P1 designed. Let me know about any errors. Click here to download this file -
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I want to make new Crater model
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Where should I place a new crater .lod and .tga files to work with Strike Fighters ? What .ini file determine craters effects or properties ? -
Studio3Dmax and LOD file troubleshouting - HELP ME
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, Im just trying to build my first aircraft cockpit with Studio3D max ver 8. So, I have a cylinder and Ive put a bitmap texture, but... it is incorrectly displayed in game. This is a bottom of standard CYLINDER. Ive tried to use many options : convert to editable mesh, switch OFF mirror/tile and some other options - UNSUCCESSFUL. Look the images - whats going on ? Any modeller know this problem ? Here is the screenshot whats a problem SCREENSHOT LINK -
Studio3Dmax and LOD file troubleshouting - HELP ME
wingwiner replied to wingwiner's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
My ansfers : - Is the Bitmat a BMP 24-bit ? or a TGA with an Alpha Channel? - YES, this is 24bit BMP image ( 120x128 ) - Did you apply the texture map to the Diffuse Channel? - YES - Is the Shader Blinn? - YES - Where did you put the texture map? Should be in the cockpit folder - YES ! Look at attached screenshoot ! The bitmap texture IS VISIBLE in the game , but not correctly mapped. The picture is curved as circles or lines, not flat square. I know how to use textures with boxes, tubes and cylinders, but on the bottom of the cylinder texture is mapped wrong. LOOK at this image : http://regulafiles.w.interia.pl/wrongwiev.jpg Of course, I have read the instruction notes :) -
IMPORT a LOD file to max ?
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Helloooooooooooooo I know that IMPORTING or CONVERTING a LOD file ( 3D model file ) to open it with 3D Studio Max is possible stuff. But HOW to do it ? What software can convert lods to any editable format ? Some people use an 'oryginal' game lod models for modifications. So - dont tell me that is impossible. But HOW ? HOW ? HOW ? Konrad -
Ground Objects lights ?
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Anybody knows how to add any lights for ground objects such as tanks or ships ? Ive tried to do it with objectname_data.ini file : [body] (...) SystemName[001]=LeftPositionLight // with correct number (...) // Lights -------------- [LeftPositionLight] NightLightOn=2.00 SystemType=LIGHT Color=1.0,0.0,0.0 Brightness=0.05 Position=0.0,-20.89,11.384 LightSrcOffset=0.0,0.0,0.1 LightSrcRange=1.0 CanFlash=FALSE BUT IT DOES NOT WORK ! WHY ??????????????????????? -
Ground Objects lights ?
wingwiner replied to wingwiner's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks for good idea , but I know the 'buildings' are not GroundObjects, and Im working on creating targetable builings ( such as my control tower in download section ). And I wanna add some light to them , if it is possible. But adding any ground objects to airfield area may cost to much work.... Today I discovered how to add a 'lighting' surfaces to Lod object with 3D Max ( I just learning this aplication ) but the sufraces are only VISIBLE at night, but DO NOT generate any light or flares. -
Ground Objects lights ?
wingwiner replied to wingwiner's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Its so sad..... But thanks for info. Imagine : driving truck convoy with front lights, lighting buildings etc. -
Control Tower H1
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...ode=sst&id=4168 File Name: Control Tower H1 File Submitter: wingwiner File Submitted: 24 Feb 2007 File Updated: 8 Feb 2008 File Category: Structures File Version: No Information Website: No Information This is an airfileld control tower, you can add to missions as a destroyable ground object. Read instruction for details. Click here to download this file -
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How to add a 'flying missile' sound ?
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I spend a lot of time to try apply any sound ( looped) for flying missile. I know how to add new sounds in sounlist.ini file etc. but no method is succesfuly for flying missile ! I searched for this option ( MissileInFlightEffect and booster and others ) in all ini files. HOW CAN I MAKE A FLYING MISSILE SOUND ??? -
How to add a 'flying missile' sound ?
wingwiner replied to wingwiner's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Afterburner doesn`t work also :( I can apply any sound from soundlist to InFlighSound with weapon editor but no sound works fro this effect ! See this : SoundFile028=MissileEngine [...] [MissileEngine] Priority=NORMAL 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE //FrequencyControl=TRUE NumBuffers=2 MaxDist=1500.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 This is adding sequence from Soundlist.ini. Any another new sounds i.e LargeMissile works properly , but only as "launching" missile. I`ve modify an MissileObject.ini file with this : [MissileInFlightEffect] EffectName=MissileInFlightEffect InFlightSoundName=MissileEngine.wav EffectSoundName=MissileEngine.wav SoundName=MissileEngine.wav Any option not works. Any brain can imagine what I have to modify else ? -
Fansong radar as SAM launcher
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
http://forum.combatace.com/index.php?autom...sst&id=4109 File Name: Fansong radar as SAM launcher File Submitter: wingwiner File Submitted: 19 Feb 2007 File Updated: 8 Feb 2008 File Category: Ini Edits File Version: No Information Website: http://regulafiles.w.interia.pl/mainpage.htm This is a modified Fansong radar , it has own 3 long-range AA missiles attached ( with current model sa-2 you can change it ) with 21 miles attack range. This is a fictional object , but uses an oryginal 3-D game models. Konrad Regula Click here to download this file -
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Sight for precision bombs droping
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Sight for precision bombs droping File Submitter: wingwiner File Submitted: 22 May 2006 File Category: SF Add-On Cockpits Hiting targets by non-guided bombs in Strike Figthers ( patch 1 and 2 ) is difficult, very difficult. But with my own bomb-sight is very easy and it allows to get 85 % of effectiveness. Read manual how to install and use. Click here to download this file -
Missiles in-flight sound unavailable ?
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Anybody know ? WHY missiles and rockets dont generate any sound when flying ? In WeaponEditor I had placed a name of any sound from Sounds folder, but any is audible ! In all games I know missiles make loud noise when fying, but in SFP1 these fying with absolute silence....... -
Rockets in rocket Pod not visible !!!
wingwiner posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi, I have SFP1 with patch v. 2 , and sometimes missiles or rockets loaded in rocketpod are not visible but these are visible when launched and flying. Single rockets in stations are visible. All weapons options in WeaponEditor I have checked as " Show rockets in pod " as true. Please help !