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ravenclaw_007

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Posts posted by ravenclaw_007


  1. I'm sorry we came such way in this discussion, as it's very nice patch after all. Just the "locking stuff away from users (modders)" worries me big time (and no, I'm not talking about LODs here)

     

     

    by going through this post i cant find anything that convinced me to patch my games to may/11 , and furthermore i have to agree with stary "locking stuff away from users (modders)" worries me to

    as for the terraine objects/trees i dont know if TK has ever noticed how popular such mods are with the users


  2.  

    ( I also guess, maybe cat is throwing out plane to hard and crusader hit the deck with long tail part ? )

     

    that is something you should look in as i mention above on my buccaneer it was the tailskid that caused the problem after removing the entry it worked ok , but i rather would say check the carrier than the aircraft since i try both the stock and the MF F-8 and i had no problem with the launch


  3. ...yes. It struck me later, after I had posted reply, that you had problem with your own modded buccaneer. Can you give report and description where to change what ? And how much ? It seems that i have same problem with Crusaders ond addon carriers (Argentine Ara de Mayo and French flattops from Aleks1 website) Other aircrfat are fine, but Crusaders just jump and explode. It´s quiet essential to have f-8 flyable because I´m trying to make some historical and "what if" missions for french navy. I´m definitely not skilled in modding and my highest achievement was change of some data files for addon object and aircraft, so forgive me my lame questions.

     

     

    this are no lame questions quite the contrary , it took me (with the kind help of Amokfloo) yesterday several hours to figure out that the reson was the "Tailskid" so i had to remove them after this everything is ok now

     

    as for the F-8 witch F-8 is not working ?? all the F-8 versions i have do take off perfectly


  4. I admire your skill and working stamina ! Since there is many plains without gear/flaps indication in SFP1 (damm why?) I will be very happy with waypoint director...anything else is bonus. Thanx a lot ! I can´t wait for my buccaneer and sea wixen home made missions from Ark royal !

     

    as listet above this the are the things that will NOT work with SF1 , sorry

     

    as for why so many planes without gear/flaps indicator , some dont have it and for the rest you have to ask the creator , as for the buccaneer you have so far only in SF2 the

    -flap indicator

    -ailerondroop indicator

    -tailplane indicator

    -airbrake indicator

    that is not the final yet i try to get all indicators to work , what sometimes calls for some special ways to get them work remember this is only a light-sim and SF1 and SF2 have not the same cockpitfunktions available but i do my very best to have as much as possible indicators/funktions working for SF1

     

     


  5. Well...as SFP1 player, I can live without wiper and I will be VERY happy if there will be any of the nav and distance instruments functional. Well, since I gave up flying with Thirdwire ILS long time ago...it is sometimes problem to fly according ti nav instruments on stock and some modded airplanse. Really dont understand why some planes are able and some unable to have proper nav instruments.

     

     

    the ILS and the wiper is working sofar items that will not work with Sf1 are

     

    - waypoint director

    - flaps indicator

    - alt lights

    - and some animation

     

    but i stil work on them


  6. The new 5/11 patch changed many things in skinning adding some new outstanding features, so with some WIP to remake I decided to start a new skinnnig job using new standards, these are first squadrons

     

    nice work paulo :good:

     

    what did the patch change for skinning ???? and what are the new features ???? and will the skins still work on sf2 games that are not patched with the 5/11 patch :blink:

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