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Everything posted by comrpnt
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Version 1.0
252 downloads
comrpnt RAF Pilot Models (2012/02) Welcome This package provides RAF-style cold war era pilot and navigator models, for use with both Strike Fighters 1 and Strike Fighters 2 game engines. Disclaimer The pilot models in this mod are based on the excellent work and previous offering of Florian "AmokFloo". You can find the original files here: http://combatace.com/files/file/6693-western-style-pilot-models/ If there are any problems with this mod, then please contact me directly. Many thanks. There are NO prerequisites for this Mod Terms and Conditions Released under CombatAce Freeware Licensing Terms. See http://combatace.com/topic/26131-freeware-licensing/ Contents ReadMe with installation instructions Pilot Model files Navigator (co-Pilot) Model files comrpnt (February 2012). -
British pilot skins
comrpnt replied to crl848's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oh, all right then! ;-) Here you go... <<Edit>> Here you go, files are up: http://combatace.com/topic/70431-comrpnt-raf-pilot-models-201202rar/ Cheers, regards, comrpnt. -
British pilot skins
comrpnt replied to crl848's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Certainly there are some in the SF1 downloads section - I put them there quite some time ago. But, if you can wait for a day I'll package up newer more detailed ones I've done - using Florian's excellent models*. They work with both SF1 and SF2 titles. *Based on these models: http://combatace.com/files/file/6693-western-style-pilot-models/ Your query has prompted me to finally post these newer ones. Cheers. Regards, comrpnt. -
Hi folks, I bumped this from the TW forum as, so far, no responses. Perhaps I'll get more luck here. Howdy, long time no post. Finally I now have SF2V and I'm just getting up-to-speed with it - especially single scripted missions (which is what you'd expect if you've seen my previous SF1 work here). Well, I say getting-up-to-speed but actually I've stalled. Is it me, or does SF2V have a 'feature' regarding starting single scripted missions on the ground with user and AI aircraft. In the past I've always started my missions on the ground, either on the ramp, or lined up behind an AI flight of aircraft as they prepare for take-off. All was well (in SF1). But not any more it seems - or is it just me? Taking a standard simple scripted mission off-the-shelf from my WOV (SF1) collection - immediately the mission starts the AI flight all appear (briefly) set up in front of me in 'flying' formation (USBomber), gear up and going no where. Then they dropped to the deck and blow up. Mmm, what is going on? From the debug panel the AI behaviour was set to AVOID_GROUND - clearly these guys thought they were flying at mission start, despite what I'd scripted for them. So, here's my question: Does SF2 now ignore the script settings of StartOnGround=True? Here's hoping that someone can fill me in with the gossip that I may have missed these past months since version 2 was released. Is this a known problem for scripted single missions? Thanks in advance, kind regards, comrpnt.
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New Project / Product Announcement: When Thunder Rolled
comrpnt replied to Dave's topic in CombatACE News
I thought I'd pen a few words in support of this project. With a much-needed revamp of the terrain to better reflect the scarred landscape of 1966, and a more complex hi-res version of the 105, this certainly has the potential to really put you in the hot seat as you head into harms way. If the hairs raise on the back of your neck as you approach the target area, then I'd say that the folks behind this project have succeeded. This is the kind of historical re-enactment that really keeps my interest*, and it looks as though it has the best of all fans lining up to re-live his own experiences. See ER support *If you're familiar with my previous work, you'll know what I mean. Having read "When Thunder Rolled" you really get a feel for just how nerve-racking heading up North was for each of those guys, flying up there into the unknown, as low and as fast as they dared, looking for just one more 'counter' to get them one step closer to home. Bring it on I say, and count me in. Regards, comrpnt. -
Ok, so I finally have SF2V... but
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Cheers - nice to be back. Here is a simple mission which illustrates the trouble I'm having: There are a few new definitions I've not seen before - marked with ??? below. As you can probably tell, I based the structure of this MSN on one I saved from the in-game mission creator. // comrpnt - simple circuit AI sqn test [MissionHeader] AircraftType=F-4D_67 MissionMap=VietnamSEA MissionType=RECON StartDate=05/01/1969 StartTime=10:00 [Weather] WeatherType=CLEAR WeatherAlt=2000 WeatherThickness=10 HasHighLayer=FALSE HighLayerAlt=4000 FogAmount=0.60 ContrailAlt=4000 // Force AI to take off heading North StartWindDirection=180.0 StartWindSpeed=0.0 WindGustingAmount=0.60 [MissionData] GeneratedMission=FALSE AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE CreateStaticAircraft=TRUE CreateHelpFlight=FALSE // There's a war on so max everything out! EnemyAirActivity=3 EnemyAirDefenseActivity=3 FriendlyAirActivity=3 FriendlyAirDefenseActivity=3 // Which AircraftMission below are you? PlayerMissionID=2 PlayerPositionID=1 MissionNumber=1 //***************************************************************************** // Da Nang origin=636000,492000 // Leading squadron [AircraftMission001] AircraftType=F-4D_67 Name=Anvil FormationType=USFighter Texture=USAFCamo1 Squadron=555TFS AircraftNumber=1 Size=3 RandomChance=100 StartTime=0 MissionType=RECON // *** What does BaseArea do??? BaseArea=Da Nang Air Base // *** What does LandArea do??? LandArea=Da Nang Air Base TargetArea=Da Nang Air Base ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE CarrierBased=FALSE Position=636000,490800,0 Heading=0 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=Recon TracerMixRatio=6 // *** What does KillMarking do??? KillMarking=0 PilotTrainingStandard=EXCELLENT Nation=USAF // Take off (mandatory WP) Waypoint[01].Command=TAKEOFF Waypoint[01].Position=636000,492000,0 Waypoint[01].Size=100 Waypoint[01].Speed=140 // Depart airfield airspace (mandatory WP) Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636000,503000,610 Waypoint[02].Size=1500 Waypoint[02].Speed=140 // Head South - pick up Approach Waypoint[03].Command=APPROACH Waypoint[03].Position=646000,471000,2510 Waypoint[03].Size=1500 Waypoint[03].Speed=100 Waypoint[03].Objective=TRUE // On finals Waypoint[04].Command=LAND_LINEUP Waypoint[04].Position=636000,481000,1210 Waypoint[04].Size=1500 Waypoint[04].Speed=70 // Land Waypoint[05].Command=LAND_TOUCHDOWN Waypoint[05].Position=636000,491125,0 Waypoint[05].Size=50 Waypoint[05].Speed=55 // Da Nang origin=636000,492000 // PLAYER'S aircraft - lined up behind Sqn [AircraftMission002] AircraftType=F-4D_67 Name=Bison FormationType=Single Texture=USAFCamo1 Squadron=555TFS AircraftNumber=4 Size=1 RandomChance=100 StartTime=60 MissionType=RECON BaseArea=Da Nang Air Base LandArea=Da Nang Air Base TargetArea=Da Nang Air Base ObjectiveID=1 RatingForSuccess=50 StartOnGround=TRUE CarrierBased=FALSE Position=636204,490680,0 Heading=260 Speed=0 Alignment=FRIENDLY AmmoPercent=100 FuelPercent=100 Loadout=Recon TracerMixRatio=6 KillMarking=0 PilotTrainingStandard=EXCELLENT Nation=USAF // Take off (mandatory WP) Waypoint[01].Command=TAKEOFF Waypoint[01].Position=636000,492000,0 Waypoint[01].Size=100 Waypoint[01].Speed=140 // Depart airfield airspace (mandatory WP) Waypoint[02].Command=DEPARTURE Waypoint[02].Position=636000,503000,600 Waypoint[02].Size=1500 Waypoint[02].Speed=140 // Head South - pick up Approach Waypoint[03].Command=APPROACH Waypoint[03].Position=646100,471000,2500 Waypoint[03].Size=1500 Waypoint[03].Speed=100 Waypoint[03].Objective=TRUE // On finals Waypoint[04].Command=LAND_LINEUP Waypoint[04].Position=636000,481000,1200 Waypoint[04].Size=1500 Waypoint[04].Speed=70 // Land Waypoint[05].Command=LAND_TOUCHDOWN Waypoint[05].Position=636000,491120,0 Waypoint[05].Size=50 Waypoint[05].Speed=55 // What do these definitions do??? [Callsign] GroundCallsignID=7 FACCallsignID=1 TACCCallsignID=1 //end of MSN file All help and guidance gratefully received. Regards, comrpnt. -
Ok, so I finally have SF2V... but
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Hi guys, perhaps I have opened a can of worms here - or simply exposed a 'feature' to a wider audience. But for me, the whole idea of spawning AI flights in formation over an airfield at mission start "sucks", in comparison to having the AI flight taxi out and take off in front of me on the taxiway. I want to be part of that flight, to take off just behind, form up with them, and then head on over to the target area together. All of my previous mission packs for the SF1 series relied on this behaviour from the AI aircraft, to add to the immersion. In response to your previous replies to this post - and many thanks for the info so far everyone - I'm starting to build up a picture of what SF2 will give me. Also, FC, cheers! I'll walk through you MSN details for the classified mission to see if I can gleam any insight into the KC-135 ground-based start. As for my own tests - so far they show that an AI flight starts airborne, regardless of the mission script definitions. The only piece that seems to be used is the x/y coord of the lead aircraft. Subject to details from FC, this 'feature' I'm seeing kills SF2 for me. In the past with SF1 (post Oct 2008 patch) I had to bite my lip with my static aircraft pointing off at a skewed angle due to a heading bug (who remembers that?), and now with SF2 my mission starting positions are screwed. Argh! (Rant over) Back to the mission design drawing board. Regards, comrpnt. -
Ok, so I finally have SF2V... but
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Mmm, ok. When you say "TK's stock mission editor" do you mean the wizard that is part of the Create Mission menu inside SF2 itself - or is this some other separate utility that I've missed along the way? I did use the Create Mission wizard to do exactly as you say, and saved the results - and it gave me a few new attributes to consider, over and above those I'd been using for years with the SF1-era games - like WOV and WOE. One thing I have found out just now - with further tests - is that flights where you're the lead and have n wingmen are fine and behave as expected, with everyone in the right place. BUT, define another flight - with only AI aircraft in it, and StartOnGround=TRUE, and chaos rules. Smoke, fire and failure all round :-( Again, I may have missed an essential element of my mission script, specific to SF2, but I can't see it (yet). Cheers, regards, comrpnt. -
Ok, so I finally have SF2V... but
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Hi Piecemeal, thanks. In terms of the way I think about the set of TW sims. To me WOV, WOE, SFP1 and SFG are all SF1 games. SFV2, SFE2 etc are SF2 games. First I took a WOV (SF1) mission I scripted, and tried it on SF2V - no joy. AI only flights won't start on the ground. So, I created a single mission in SF2V, saved it, and compared the SF1-compatible (WOV) script I wrote with the auto-generated SF2 script I'd just saved. A few minor changes, fair enough, but nothing radical. So, I tweaked my original WOV script and tried again. Same result. AI only flights in SF2 do not appear to start on the ground. Instead they assume a flight configuration and formation, at the start location I specify, and then crash and burn. I can't believe that I'm the first to notice this - so really at this stage I'm just looking for confirmation that this is the way things are in SF2 with starting AI flights on the ground. In which case, I'll stick with SF1 'cause at least it does exactly what I say, not some rough approximation of what I want. BTW - thanks for the link. I'll check it out. Up to now I've always written my mission scripts using a standard Windows plain text editor which has served me well :-) Cheers, regards, comrpnt. -
Version
588 downloads
This posting consists of the stock fuel truck but with its engine turned off (i.e. no sound) which I found more useful for building up my static aircraft missions than using the supplied one with a speed set to zero. Mainly because it doesn't make any sound. (Somehow it doesn't feel right to have a fuel truck refuelling aircraft on the ramp with its engine on! -- call me old fashioned) Regards, P.T. -
Need help from our friends Down Under
comrpnt replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Possibly here too: http://www.hiplanes.com/new/Decals/D4814_large.gif Regards, comrpnt. -
runway lights
comrpnt replied to hi ho silver's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The LightOn command defines the time of day that the lights come on, or can be set to permanently on (it's not reliant on weather or lighting conditions, only time of day). Wherever you set LightOn=1.25 then you'll get permanent lights for that set of definitions at all hours of the day. Lower values will turn the lights on later and later in the day, until you get to a really low value, say 0.10, which will only turn the lights on at some time during the night for a short period, turning off before dawn breaks. Regards, comrpnt. -
Hi folks, I have a copy of "Misty: First Person Stories of the F-100 Fast FACs in the Vietnam War" in Paperback that I've finished reading, and as I also have "Bury Us Upside Down" (an excellent read BTW) don't really need this first book on Misty. So, in short, I'm happy to offer it free of charge to someone else in the 'Brotherhood of ThirdWire' ;-) PM me if you're interested. I'm in the UK and postage to another address in the UK will come in at about £2.90 (it's a little under 1KG in weight). So I'm suggesting that whoever is interested should simply send me a stamped-addressed A4 envelope and I'll be happy to pop it in the post to you. For reference, here's a link to it on-line http://www.amazon.com/Misty-First-Person-Stories-Vietnam/dp/0759652546 More details are available at the Misty web site: http://www.mistyvietnam.com/ Cheers, regards, comrpnt.
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Now Reserved.
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Specific Airbase
comrpnt replied to MAKO69's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi Mako, sure there is - if you're talking about scripted single missions. You'll need to refer to the contents of the _targets.ini file in the Terrain folder to get the x,y coordinate of the airfield from where you want to depart. e.g. in WOV, Da Nang airbase is defined at map coords x=636000, y=492000. Based on the x,y coordinates you define in the single mission script, you can even define whereabouts on the airfield you start the mission - e.g. on the ramp, or at the end of the airfield, or on some parking area etc etc. If you setup the wind direction correctly at the start of the mission script you can also define the direction of takeoff for any AI aircraft who also use that airfield (i.e. AI takeoff into wind, so a value of 180 denotes AI takeoff heading due North, and vice versa for a value of 360). For Da Nang airbase, with StartWindDirection=0.0, 3 x AI aircraft can be defined to start at x=636000, y=493150, heading=180, and your aircraft can be defined at x=636199, y=493319, heading=280, which denotes that you are lined up behind AI aircraft #3 on the taxiway, while the rest of the leading flight taxi and depart ahead of you. Does this answer your question? Regards, comrpnt. -
Version
2,778 downloads
Falklands Mod for SFP1/SFG – comrpnt’s Mission Pack Welcome to comrpnt’s mission pack for the Falklands mod for SFP1/SFG. The missions contained within this pack replicate much of the action that took place over Port Stanley on the 1st May 1982. Details of which can be found here: http://www.naval-history.net/F34opsweek5.htm Acknowledgements I would like to thank Kesselbrut and the rest of this talented team for providing the excellent Falklands 1982 mod. It is without equal. I am grateful for being asked to contribute to it with these missions, which have been a long time in creation - over a year in fact - while the mod took shape. However, I think you'll agree, it's been worth the wait. Disclaimer If there are any problems with these missions and my own mods, then please contact me directly. Thanks. Update v1.10 This mod has been updated on request to remove direct links to any Capun and A-team prerequisite models. Instead, please contact Capun for access - details enclosed. Missions Overview The missions in this pack are quite complex and usually involve up to 25 Royal Navy, Royal Air Force and Fuerza Aerea Argentina aircraft in a single scenario. In each mission you can take the part of each key player and experience the mission from their perspective. The aircraft used on each side of the conflict, and their mission as specified in the pack, are detailed as follows: British Forces RN Harrier FRS1 departs HMS Invincible on CAP mission, prior to RAF Black Buck 1 strike RN Harrier FRS1 flight departs HMS Invincible on CAP mission, prior to Port Stanley strike RN Harrier FRS1 flights depart HMS Hermes on strike missions on Port Stanley airfield RN Harrier FRS1 flights depart HMS Hermes on strike missions on Goose Green airfield RN Lynx HAS2 departs HMS Alacrity on Anti-ship strike near Port Stanley RN Lynx HAS2 departs HMS Alacrity on ASW mission near carrier battle group (AI only) RN SeaKing flight departs HMS Hermes on ASW mission near carrier battle group (AI only) RAF Vulcan B2 departs Ascension Island (not modeled) on Black Buck 1 strike on Port Stanley airfield RAF Victor K2 departs Ascension Island (not modeled) to refuel Vulcan B2 en route to Port Stanley Argentine Forces FAA Skyhawk A-4C departs Stanley airbase on intercept mission of RN strike force FAA Beechcraft T-34B departs Goose Green airbase on intercept mission of RN strike flight FAA IAI Dagger departs Rio Gallegos airbase for attack mission on RN coastal bombardment group FAA Mirage III departs Rio Gallegos airbase on intercept mission of RN CAP flight FAA BAC Canberra departs San Julian airbase for attack mission on main RN task force FAA Lockheed C-130A departs Rio Grande airbase for supply dash to Port Stanley airfield FAA Lockheed KC-130 departs Rio Grande airbase on air-to-air refuelling tanker mission (AI only) Prerequisites There are a few prerequisites for this set of missions and links to each of them are included in the HTML ReadMe file. Contents Comprehensive installation guide (i.e ReadMe) Combat missions for each major player (as detailed above) for action on May 1, 1982 Detailed mission briefing packs for UK and Argentine forces Enhancements to the Malvinas targets file Enhancements to the Malvinas types file Enhanced planning maps Airfield lights enhancements for Stanley, Goose Green and Argentine mainland airbases Screenshots of some of the scenarios available in this mission pack are available on the following Web pages: http://www.simhq.com/forum/ubbthreads.php?...522&fpart=5 http://www.simhq.com/forum/ubbthreads.php?...718#Post2351718 http://www.simhq.com/forum/ubbthreads.php?...154#Post2498154 Any problems, please let me know. Thanks. Regards, comrpnt. -
I like it - cool! Thanks for posting Silverbolt.
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Flying High - REALLY HIGH
comrpnt replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Have a look here - at the docs I provided - they'll tell you everything you need to know (hopefully) about zoom climbing... The Curious tale of the Lightning and the U2 High Alt research flight - NF-104 Regards, comrpnt. -
Lightning Fmk6
comrpnt replied to BUFF's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
yes, I should have the fixes you need on my home machine to auto-open/close the canopies for both of these aircraft. Will look them up when I get home and post the details here. Cheers, comrpnt. -
Version
1,367 downloads
This mod includes .ini files and details on how to make static versions of all of the stock aircraft in WOV, to populate your airfields. [Credits] Many thanks to TK for providing the originals as part of WOV. If there are any problems with these mods then please contact me directly, not ThirdWire. Thanks. [Light and Heavy Statics] There are two versions of the stock statics included here: light statics and heavy statics. Light = Friendly aircraft, minimal hit on FPS, not destroyable Heavy = Enemy aircraft, full detail and destroyable (ideal for strafing missions!) Installation instructions are included in the readme. [sample Statics Display Mission] I've included a sample mission file _Stock WOV Static Lineup.msn for you to see each Static in the game and get some idea how you display and position them. Cheers, kind regards, P.T (comrpnt). :-) -
Many happy returns Florian - all the best! Regards, Paul :-)
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VMFA-531 Mission Pack 'Gold' (WOV) V1.0
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Hi Pappa Goat, when I revised the existing missions and completed them I wanted to make sure that the whole set worked well with the October 2008 patch. The B-66 did not function well under AI control with the new patch and failed to land properly on the carrier, so I made a Hollywood-style decision to sacrifice historical accuracy for gameplay. The same goes for the O-1E. No specifics on the type of FAC were given in the mission write ups, although O-1Es were probably used on some missions, together with, I expect, ground-based FACs. Because of the slow speed of the O-1E and distance to travel to the target areas, again, for reasons of gameplay, I swapped the O-1Es for F-100s and gave the replacements a Misty-style flight profile, to step up the speed of the game on some of those missions. Regards, comrpnt. -
Version
474 downloads
Welcome Welcome to VMFA-531 Mission Pack 'Gold', for Wings Over Vietnam (WOV). This pack covers the entire set of missions flown by Marine Fighter Attack Squadron 531 (VMFA-531) between the dates of April 13 through April 30, 1965. Where possible I have tried to stay true to the historical write-up of Mike Wanamaker and Lee R. De haven*, given the constraints of the publicly available aircraft and ground objects in WOV. Where necessary, certain stock aircraft and ground objects are used in place of their historical counterparts. *Special mention goes to Ken King (531_Ghost) for commissioning this work. NOTE: This mission pack has been optimized and tested to work with the October 2008 patch for Wings Over Vietnam. VERSION: 1.0 Missions included in this Pack This pack contains over 60 single missions, scripted to reenact the engagements undertaken by the F-4Bs of VMFA-531. You will also get the chance to fly sorties in support of VMFA-531 in other aircraft, such as the A-6A, F-100D (acting as a Misty fast FAC) and the F-105D. Acknowledgements, Disclaimer and Terms Thank you to all those modders that have provided the prerequisites I have used in my mission packs. If there are any problems with these missions and my own modifications, then please contact me directly, not the authors of the prerequisites. Note that some models used by this pack may have different terms and conditions (consult the accompanying documentation for details). Released under Fair-Use terms, as defined at CombatAce Special thanks Some contributors deserve a special mention, either for explicitly granting me permission to include their work in this pack, or for publishing their work under the aforementioned Fair-Use terms at CombatAce, and therefore permitting its inclusion in whole or in part in this pack*: Kesselbrut – US_Squad_early and VC_Squad ground forces, updated by TeTeT**. Ravenclaw_007 – Martin Baker Mk7 Ejection Seat, used in F-4B. Suicidal – Type-21 Frigate. Sundowner – VMFA-531 (early) F-4B skins. Swambast – M18 smoke canisters, used with the marker smoke effects in missions involving US ground troops. Veltro2K – C-141A transport aircraft, and KC-135 tanker aircraft. *Please contact me if you feel this list is incomplete or contains errors. Thank you. **Included in this pack after consultation with USAFMTL. Contents This mission pack replaces all previous VMFA-531 mission packs that I have published since late 2007. Briefly, the contents are as follows: New smoke marker effects New formations Comprehensive mission briefings documentation 60+ scripted single missions Static aircraft with low-rez skins to populate your airbases during scripted single missions Pilot skins to personalize your strike aircraft FM tweaks to provide an auto-opening canopy for each strike aircraft used by this pack Loadout enhancements to match the ordnance expended during the 'real' missions A static frigate and carrier to replicate carrier task forces for both Yankee and Dixie stations Comprehensive target definitions for each mission, with some enhancements to existing friendly airfields New type definitions to support the new targets Full airfield approach, tall structure anti-collision and ramp flood lighting for all friendly airfields Installation Download this pack to a neutral location on your local machine, extract the files, and then consult the detailed ReadMe for installation instructions. Files are included to drag-drop this mission pack onto a clean install of WOV (patched to October 2008) with minimal configuration required. Detailed instructions are also included to perform a merge-install. A final word This 'Gold' release of the VMFA-531 mission pack completes the set originally published in a series of mission packs from late 2007 onwards. This final version is intended to replace those earlier separate mission packs by offering everything in one place, re-written and enhanced to make full use of the October 2008 patched version of Wings Over Vietnam. The work presented here is the culmination of over 2 years worth of effort. I had a lot of fun doing it, learned a lot, and met some good people along the way. I hope that you enjoy it. I think you will. Good luck. comrpnt (February 2010). -
Static F-4s
comrpnt replied to snakeman's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Excellent, it's a result. If you want popped canopies then that can be done too - if SF2 behaves similar to the Oct 2008 game engine, which it seems to do, mostly. See the attached rar files for an open canopy static. BTW, I also put the shadows back in as the loadouts looked strange with shadows, with no aircraft shadow to match. Also there's a new mission sample to see how both styles of static work. Cheers, regards, comrpnt. F-4M_static.rar F-4M_static_c.rar F-4M with static test 2.rar -
Static F-4s
comrpnt replied to snakeman's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, first thing I notice is that the first half of the attributes repeat the second half, and also EmptyInertia is commented out near the top, rather than set for zero for x,y and z which is what was in my earlier data file. This is a key attribute and commenting it out probably explains what you're seeing. The file I sent earlier was an edited version of the October 2008 patched WOE, rather than taken simply from the much earlier statics pack I developed. I found it better to start again with these once the October 2008 patch came out as so much changed with the way these type of aircraft behave. Try the attached file which is a copy of my WOE October 2008 F-4M static files that works fine for that version of the game - simply copy in the RAFCamo skin folder from the original WOE F-4M - which I didn't include due to file size issues - and besides you already have a copy in your original F-4 folder ;-) I tested this version of the static using the attached mission (.msn) file "F-4M with static test". After that I'm all out of ideas until I get around to installing SF2 and can play around with this some more. Regards, comrpnt. F-4M with static test.rar F-4M_static.rar