ordway
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Everything posted by ordway
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When making fjords in TE (mountains that come right down to the ocean), what problems if any might I expect and how would I solve them. This is assuming a new build, using a DEM file. Thanks for any help.
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I find the AI much more challenging..as are most reports in this thread. They beam you now when you fire a missile. Also gun kills are sharply harder for me to come by now. Remember also that the arab pilots were taught to fly by the Soviet method...ie. When you first enter the cockpit, stick your head in the radar screen and only remove it when you turn the engine off if I understand correctly. Also remember, that in real life, you meet newby pilots who just don't fly that well. Frankly, WOI is strongly worth the money. Secondly, if people don't buy it...they won't be made anymore.
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I'm not knocking it because the Mirage factory came out with a super-semsitive flight model for the Mirage III on the hardest flight settings. However, I noticed that the WOI Mirage III behaves errrr a little more sluggishly in roll input and roll rate compared to the Mirage Factory's on the hardest flight model. Most Israeli accounts I read seem to have stated that the Mirage III was so hyper sensitive to control input that you could easily get into trouble. Anyone else notice this? I know that this does't really matter...just an observation.
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I can't get gun kills easily any more on hard AI! They seem to slither around when I line then up...like they are using their rudders for slipping and skidding just out of the line of fire!
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As always everyone, this information is very useful for me too... I would find it extremely helpful, if someone would post (when they find out) why the TE is crashing with these terrains. Thanks.
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I haven't found any yet (for the F1)...and I've looked. I'm working on a historical SAAF F.1 skin for the eventual bushwars mod...unfortunately the skin is quite a ways off. Anyone?
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How do I change instrument's location and size?
ordway replied to ordway's topic in Mods/Skinning Discussion
Yes, Foxmonter's pit would be a good start. I would really be interested in modding the F-106 pit, someday. I don't have the source files. yet, either. -
How do I change instrument's location and size?
ordway replied to ordway's topic in Mods/Skinning Discussion
Thanks Capun and Wrench. Anyone else want to weigh in please addtionally on the 3D part or above? It all helps. -
I am completely new to this. I have looked on three forums (Combat ace, SimHQ and Thirdwire) and not found understandable answers. How do I change an existing instrument or switch in an existing instrument panel's): 1. Instrument/switch's Size 2. Instrument/switch's Position 3. or just eliminate it? What editing program/s do I need (G-max, notepad or others?). What files do I need (Cockpit.ini, avionics.ini or others). What do I edit in that particular file. What do I need to do after that to make it work? Any help is much appreciated. Thanks,
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Some more pics: It is based on Foxmonter's nice Super Etendard cockpit with his kind permission. With the gracious permission of; Foxmonter. Thanks to Mirage Factory for gunsight placard and portions of the F-1 seat.
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Wierd, I uploaded it hours ago.
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Here are some shots of the finished SAAF Mirage F1-200 cockpit. Can you spot the cockpit differences between the screenies from yesterday and today? I just uploaded the cockpit a few minutes ago to combatace. Some African Angolan bush villages from Google Earth. You don't want to go down over the vast Angolan/Namibian coastal desert. The endless, featureless bush terrain...and a closeup of the cockpit.
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View File Mirage F1-200 cockpit (SAAF modified) Mirage F1-200 Cockpit (SAAF Modified). Reworked Pit from Foxmonter's nice Super Etendard. It includes new cockpit placards, seat bitmaps, buttons, switches, gauge colors, a new ADI and the F.1 avionics. Full instruction in the read me Enjoy. Richard Pitts2A Ordway Submitter ordway Submitted 02/16/2008 Category Jet Cockpits
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Beautiful photos of the IMP! We'll have to give it some terrain, too. :yes:
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Yes, the SAAF Mirage F-1 cockpit is planned for this weekend. I'm working more on the landing gear indicator panel...I just found a good photo of one today. The African Bushwars Angola terrain, is planned for 1-4 months release. I have lots of new tiles finished...I got to do lots more...than it's the infamous Terrain Editor (TE) which I hope people will help me on when I hit the inevitable brick walls with it. The terrain is planned to include all of Angola and the north of Namibia. Pitts2A
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You got to have something for a SAAF Mirage F.1 to fly over during the bushwars.
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Mirage F.1EQ Cockpit (SAAF Modified) Based on Foxmonter's superb SEtendard Cockpit. Pitts2a
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Yeah, thanks for me too. I was going to run into this very same problem if you had not asked it and if people had not answered it.
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Repainting tile problem in Israel 2 terrain
ordway replied to ordway's topic in Mods/Skinning Discussion
Thanks to both of you. You're both brilliant! Your suggestion worked! These are little tricks that as a beginner I would hit a total brick wall without your help and be stopped solid...maybe permanently. Thanks also Gepard for including a "why" explanation to the problem. Brain32, I wonder if you altered anything in your data.ini compared to the original data.ini. Israel 2 seemed to like yours better than the original data.ini I had saved elsewhere and which was theoretically untouched. Any little tips help me. -
Are there any tricks to repainting an established tile and making the water show up? When I just repaint an old tile with water on it (river or ocean) and don't make a new alpha channel, then only the old tile and old ocean/river shows up when I fly over it. When I try to make a new alpha channel for the tile, then my new land shows up normally, but the ocean/river is white. Is this normal? Do I need to merge the old and new alpha channels somehow? Looking at the original black, white, grey alpha channel of the original tile, it has ocean texture on it and not just plain white on the water like the tutorials show or I end up with...does this even matter. I have been working on this for over a day without result. I have Adobe paintshop CS3 and have updated it to the latest version. I am a complete novice to paintshop, but have tried two tutorials multiple times from SFP1 forums on how to make a new alpha channel. Any terrain/Mod gurus have any ideas of where I should investigate more on this problem? Thanks for any help.
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Sounds like a useful idea!
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Thanks, good info. So to be more clear for me, I do not need for the game to make changes to TGA files because I am not changing the water on the coastal tiles, only the land.
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I am retiling someone else's coastline. I am only retiling the land part of it. When I am finished retiling a coastline tile, do I need to alpha channel it or save as a TGA format because it is a coastline tile because it has already been alpha channeled by the first person a long time ago?
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I've got 3 maps sitting here; Modern Darwin (one backup copy that works...thank the Great Maker i was smart enough to do that!!!), SoCal, and ASW... Me thinks I'm going to take a deep breath, forget about learning the TE, and just stick to target placements. I"ll let you guys handle the rest. The thing that really makes me mad, is that I can't even begin to think of profanity scathing enough for how I feel!!! I personally know that it is frustrating as heck. I feel that I'm really good with computers and programs...and TE stymies me alot. You must also convert all the BMP terrain tiles to 256x 256 from 512x512 to get TE to work... isn't that right ???? Did you do this if it was necessary? Someone with knowlege, please comment.
