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Everything posted by comrpnt
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WW2 Malaysia/Singapore terrain
comrpnt replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Yes, I'd like to consider using this terrain as the basis for missions from that conflict involving these guys ;-) Thanks in advance, regards, comrpnt -
Static aircraft at airbases in WOV ?
comrpnt replied to Madprof's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No probs. You're welcome. -
Static aircraft at airbases in WOV ?
comrpnt replied to Madprof's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Possible Cause-1 If you're referring to the statics that come with the game, after the Oct 2008 patch, then these are drawn from the available list of aircraft in the Object/Aircraft folder - their parking positions on the airbases are determined by the [Parking] and [LargeParking] entries in files like VietnamSEA_airbase1.ini etc. Where the following applies: ParkingChance=60........................................% chance that the game will put something here if your graphics settings are high enough ParkingMaxSpan=18.0...................................Distance between each parked aircraft Parking[01].Heading=180...............................Which way will it face Parking[01].Offset=333,-122...........................It's exact location on the base, offset x/y from the centre of the base If you pasted in older versions of the airbase ini files into the VietnamSEA terrain folder, then this may explain your problem. If your graphics settings are not high enough, then perhaps this is another cause of the problem. Possible Cause-2 If you're referring to the complex statics that I developed in the past, then these will only appear in authored single missions, where each one is defined as a AircraftMission entry. To check for their existence prior to use in these single missions, simply look for aircraft appended with the name "_static" in the Objects/Aircraft folder, and then load a single mission where they are defined within. Hope this helps. Regards, comrpnt. -
Why do I never get carriers?
comrpnt replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Part of the problem, I think, is that F6 will zoom you out to the other aircraft's locations but will not show any ground objects, until you (as in your player-controlled aircraft) get within a certain distance of the object yourself. The game does not render all ground objects in theatre to same on processing power - it will only render those within a certain visible distance from your current location. BUT, if the object is explicitly defined in a mission file - using a GroundMission definition, then you will be able to zoom to it using F7 (I think that's the key). Certainly you can define the ODS carrier as a target entry (in DS_targets.ini) - but you won't see it until your close, and even then you'll fly straight through it if you try to land - well, that's my experience. Put it in a single mission though, as a GroundMission, and it'll be solid and visible from all distances. Try this out by loading a single mission in ODS (choose a land-based mission), then press F7 to zoom to the carrier. It should work and you can land on the carrier (but you won't see the rest of the fleet until you fly YOUR aircraft near to the carrier's location, as the fleet ships are defined as targets only whereas the carrier is hardcoded into the single mission file). Hope this helps explain it. comrpnt :-) -
Why do I never get carriers?
comrpnt replied to Spectre_USA's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Now you've got me all confused. Is this Screenie from a scripted single mission, or a generated one? I only ever fly scripted missions - I'm biased that way - but always get the carrier to behave in ODS - or WOV for that matter by ensuring that I add it as a GroundMission entry in the mission .msn file. Also I believe that the carrier in ODS is a Type (as in DS_types.ini entry) so should be placable like any other ground object in a target area - should you need one as a target, rather than a floating airfield. Please fill me in with the details and hopefully we'll sort it out. Thanks, regards, comrpnt. -
Rocket pods and TER rack mounts
comrpnt replied to MigHound's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Ant, I included all the necessary details in this download a while back, with your kind permission. Perhaps this will help... http://forum.combatace.com/index.php?autoc...p;showfile=7189 Kind regards, Paul :-) -
ODS static aircraft
comrpnt replied to rovert97's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's right. It's no problem to make static versions of any of the aircraft that come with ODS but: 1. If you go for the complex statics that I did, then they could only be used in single missions, as that's how they're placed on the airfield, as extra non-flyable aircraft in each mission 2. Complex statics would increase the install size* by almost double - due to the copying of necessary skins. *Note I said install size - the ini files required to make the statics are actually very small to download. 3. Placement would have to be off the main ramp areas that the patched game uses to place the statics, else recode the parking definitions for each type of airfield layout so that manual statics could populate the main ramp and arming pit areas. The best solution is for ground objects that resemble statics, like the ones Capun has on his site. Then they can be placed as ground objects in the targets file definitions for each airfield - similar to the approach taken in Operation Rubicon (http://forum.combatace.com/index.php?autoc...p;showfile=6299). To implement this solution some one would have to be willing to make some 3D low poly models of the relevant aircraft as ground objects - that said though, then you can have taxiing statics - which is pretty cool! along with the parked ones :-) See here for more details: http://forum.combatace.com/index.php?showt...&hl=taxiing (Although the reference models are no longer publically available which is why someone else with 3D modelling knowledge and some time needs to step up. I can park 'em and make 'em move, but I can't make 'em ;-) ) Regards, comrpnt. -
WOV Essentials
comrpnt replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hi JA, for the most part these mission packs will work in the Oct 2008 patched version, with a few provisos. (I haven't tested these packs with that version yet, but plan a large revamp sometime later this year for when I complete the series) First, the ships I used for the fleet at Dixie Station may not work correctly. This only affects a handfull of the early Pack I missions. Second, any statics I've used, mostly at Da Nang and Phu Cat, may get in the way of auto-generated statics that are available post-October 2008 patch. I would need to reposition these aircraft away from the default locations used by the game engine. Apart from those issues, target placement, type definitions and 3rd party add-ons are all pretty standard - and these techniques have already been provened by the work I did on the ODS mod, which again uses the Oct 2008 Patch on WOE, and the recent Dennis Pike memorial mission for the patched level of WOV. So, in summary, Yes, 90% of what I did in these mission packs will work with the latest mod level. Cheers, regards, comrpnt. -
WOV Essentials
comrpnt replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'd recommend my airfield lighting mod http://forum.combatace.com/index.php?autoc...p;showfile=3602, and (if you fancy a trip back to 1965) my VMFA-531 mission packs http://forum.combatace.com/index.php?autoc...p;showfile=5675 (although there are a few pre-reqs). But then I'm biased ;-) Oh, and not forgetting this recent mission from 1972: http://forum.combatace.com/index.php?autoc...p;showfile=8217 Regards, comrpnt. -
Static WoE aircraft
comrpnt replied to FatTarget's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi folks, thought I'd better add something to this thread. My statics are non-flyable versions of the aircraft models available within the game, not new ground objects. After you've downloaded the pack - for WOE, WOV or SFP1/SFG - you'll need to do a little work to make them visible. First, you need to copy in the skins that you want the statics to use to each static's folder in the Aircrafts folder. Second, they won't appear in automatically generated single missions or campaigns. The only way you'll see them is if you specify them in your own authored single missions as AircraftMission entries, at locations on the airfield you decide. For example, whereas your authored mission may specify your aircraft as [AircraftMission001]=F-4M, on the airfield somewhere you would specify [AircraftMission002]=F-4M_static, and so on. Incidentally, the automatically generated ones that do now come with the game - after the Oct 08 patch - are also derived from those aircraft found in the Aircraft folder, BUT you have very little control on what models appear or where on the airfield they are placed. So, it's "horses for courses". For more details on how the statics I created are used, see this article in the KB: http://forum.combatace.com/index.php?showtopic=31586 And yet more details can be found here, relating to hangar starts and accompanying statics: http://forum.combatace.com/index.php?showtopic=31591 I hope you find this useful. If you have any further questions, then please get in touch. Regards, comrpnt. -
a request and a couple thoughts too
comrpnt replied to ONETINSOLDIER's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
The mission pack has now been posted and should be available in a few hours, once it's been approved. Here is the link for when it goes 'live': http://forum.combatace.com/index.php?autoc...p;showfile=8217 I've included some carrier landing qualification training missions too. Regards, comrpnt. -
a request and a couple thoughts too
comrpnt replied to ONETINSOLDIER's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Gwar, here are some WIP screen shots for you. The real mission was at night but for testing purposes I need daylight to see what's going on. When this goes 'live' it will be at night: Almost ready to publish - probably go 'live' here at CA this weekend. Cheers, regards, comrpnt. -
a request and a couple thoughts too
comrpnt replied to ONETINSOLDIER's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hi gwar, sure no problem for me to complete this myself and get it ready to publish - it'll be a worthy edition to my Historical Mission series. Should take me a couple of days to code it up and get it ready for release. Will be in touch via PM with a Beta for you to test. Cheers, regards, comrpnt. -
Vista and the CAT extractor - gotcha
comrpnt posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Please could someone explain the following Vista permissions error to me, w.r.t the cat extractor? I'm still foxed by the whole Vista approach to permissions. I've got all my Games hanging off the C: drive in a folder of my choosing - as you can see from the path in the screen shot. I'm running the cat extractor as Administrator, and have permissions to the whole game folder set to Full Control, but still no joy. :-( Cheers, regards, comrpnt. -
Vista and the CAT extractor - gotcha
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok...so I was going mad with this - so, typical with anything to do with computers "I pushed it back up to the top of the hill to see if it would do it again". Basically, the fix - for me - was to reinstall it from scratch (I foolishly simply copied it over from my XP box when I first set up this new machine). Now, and with UAC turned off, I have it installed locally with my set of TW installs, so it's local to where I need it. Now...where was that pesky .cat file? All better now...cheers, regards, comrpnt. -
Vista and the CAT extractor - gotcha
comrpnt replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks chaps, but still no joy. Dave - tried your suggestion first by copying the cat extractor files (loose) into Windows/System. Ran the shortcut from the desktop to my Games/WOV/Flight folder - same error. C5 - then tried your suggestion. Thanks. Still get the same error although might avoid some others. Maybe I'm doing something dumb but so far I'm underwhelmed by the behaviour of this O/S. I take it there's not another version of the extractor I should be using for Vista? (that's dumb question #2) Cheers anyway, I've had enough for today - will try again tomorrow (if I can raise the enthusiasm). Regards, comrpnt. -
a request and a couple thoughts too
comrpnt replied to ONETINSOLDIER's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
gwar - I'll see what I can do for you w.r.t creating a mission to replicate this event. After all, Lt Pike's wingman has the same surname as me. I've got the details of where he went down, in context with a wide-scale map of the Vietnam/Laos border, so will give it a go and let you know shortly. Do you want me to do the whole thing, or just provide the skeleton mission for you to tune? (I assume you will be running it on WOV) Regards, comrpnt. -
Gloster Javelin
comrpnt replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Veltro, Crab_02 has the answer - thank you Crab. I edited the 60/decals.ini and 85/decals.ini to remove the 'eject' entries for the fuselage. Here are the results - for reference - to update the upload: 60/decals.ini = [Decal001] MeshName=fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=Javelin\60\d\sn Position=3.004,0.01 Scale=0.9 DecalMaxLOD=4 [Decal002] MeshName=fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=Javelin\60\d\sn Position=3.004,0.01 Scale=0.9 DecalMaxLOD=4 [Decal003] MeshName=Wing_L DecalLevel=0 DecalFacing=TOP FilenameFormat=Javelin\60\d\roundel Position=-5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal004] MeshName=Wing_R DecalLevel=0 DecalFacing=TOP FilenameFormat=Javelin\60\d\roundel Position=5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal005] MeshName=vtail DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\60\d\60sqn Position=-5.543,2.524 Scale=4.0 DecalMaxLOD=4 [Decal006] MeshName=vtail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\60\d\60sqn Position=-5.543,2.524 Scale=4.0 DecalMaxLOD=4 [Decal007] MeshName=Wing_L DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Javelin\60\d\roundel Position=-5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal008] MeshName=Wing_R DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Javelin\60\d\roundel Position=5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal009] MeshName=Fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\60\d\roundel Position=4.874,0.01 Rotation=0.0 Scale=1.0 DecalMaxLOD=4 [Decal010] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\60\d\roundel Position=4.874,0.01 Rotation=0.0 Scale=1.0 DecalMaxLOD=4 [Decal011] MeshName=Wing_L DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=Javelin\60\d\wsn Position=-3.415,-2.506 Rotation=180.0 Scale=4.0 DecalMaxLOD=4 [Decal012] MeshName=Wing_R DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=Javelin\60\d\wsn Position=3.415,-2.506 Rotation=0.0 Scale=4.0 DecalMaxLOD=4 [Decal013] MeshName=vtail DecalLevel=2 DecalFacing=LEFT FilenameFormat=Javelin\60\d\tc Position=-5.543,1.124 Scale=1.7 DecalMaxLOD=4 [Decal014] MeshName=vtail DecalLevel=2 DecalFacing=RIGHT FilenameFormat=Javelin\60\d\tc Position=-5.543,1.124 Scale=1.7 DecalMaxLOD=4 [Decal015] MeshName=intakel DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\60\d\intake Position=3.004,0.01 Scale=3.0 DecalMaxLOD=4 [Decal016] MeshName=intaker DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\60\d\intake Position=3.044,0.01 Scale=3.0 DecalMaxLOD=4 [Decal017] MeshName=rudder DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\60\d\60sqn Position=-5.543,2.524 Scale=4.0 DecalMaxLOD=4 [Decal018] MeshName=rudder DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\60\d\60sqn Position=-5.543,2.524 Scale=4.0 DecalMaxLOD=4 85/decals.ini = [Decal001] MeshName=fuselage DecalLevel=2 DecalFacing=LEFT FilenameFormat=Javelin\85\d\sn Position=3.004,0.01 Scale=0.9 DecalMaxLOD=4 [Decal002] MeshName=fuselage DecalLevel=2 DecalFacing=RIGHT FilenameFormat=Javelin\85\d\sn Position=3.004,0.01 Scale=0.9 DecalMaxLOD=4 [Decal003] MeshName=Wing_L DecalLevel=0 DecalFacing=TOP FilenameFormat=Javelin\85\d\roundel Position=-5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal004] MeshName=Wing_R DecalLevel=0 DecalFacing=TOP FilenameFormat=Javelin\85\d\roundel Position=5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal005] MeshName=vtail DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\85\d\85sqn Position=-5.543,1.924 Scale=2.0 DecalMaxLOD=4 [Decal006] MeshName=vtail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\85\d\85sqn Position=-5.543,1.924 Scale=2.0 DecalMaxLOD=4 [Decal007] MeshName=Wing_L DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Javelin\85\d\roundel Position=-5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal008] MeshName=Wing_R DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=Javelin\85\d\roundel Position=5.415,-3.506 Rotation=0.0 Scale=1.5 DecalMaxLOD=4 [Decal009] MeshName=Fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\85\d\roundel Position=4.874,0.01 Rotation=0.0 Scale=1.0 DecalMaxLOD=4 [Decal010] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\85\d\roundel Position=4.874,0.01 Rotation=0.0 Scale=1.0 DecalMaxLOD=4 [Decal011] MeshName=Wing_L DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=Javelin\85\d\wsn Position=-3.415,-2.506 Rotation=180.0 Scale=4.0 DecalMaxLOD=4 [Decal012] MeshName=Wing_R DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=Javelin\85\d\wsn Position=3.415,-2.506 Rotation=0.0 Scale=4.0 DecalMaxLOD=4 [Decal013] MeshName=vtail DecalLevel=2 DecalFacing=LEFT FilenameFormat=Javelin\85\d\tc Position=-5.543,1.124 Scale=1.7 DecalMaxLOD=4 [Decal014] MeshName=vtail DecalLevel=2 DecalFacing=RIGHT FilenameFormat=Javelin\85\d\tc Position=-5.543,1.124 Scale=1.7 DecalMaxLOD=4 [Decal015] MeshName=intakel DecalLevel=0 DecalFacing=LEFT FilenameFormat=Javelin\85\d\intake Position=3.004,0.01 Scale=3.0 DecalMaxLOD=4 [Decal016] MeshName=intaker DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Javelin\85\d\intake Position=3.044,0.01 Scale=3.0 DecalMaxLOD=4 And here are the results... Thanks chaps. Much appreciated. Regards, comrpnt. -
Gloster Javelin
comrpnt replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi folks, thank you! This is a lovely model. I just tried it out on WOV classic (pre-Oct 08 patch) and saw the transparent fuselage skins. Had a look at the 60/Javelin.bmp skin and even tried tweaking the textureset.ini values but still seeing this... I see the original posting has been updated. Have I missed something? (BTW, I've got 1024x768x32/high settings on my laptop's NVidia Quadro NVS 140 video card.) Thanks again. Kind regards, comrpnt. -
I was searching Google for an E.E. Lightning simulator and a link came up at CA for Russ's excellent F.6 - my all-time favorite fighter, with the Phantom II close behind - the RAF variants of course. So, I got WOV (this was before WOE was available and SFP1 was not widely available in the UK), then downloaded the add-on F.6 and away I went - never looked back. What a great community - the Brotherhood of ThirdWire. Cheers! Regards, comrpnt.
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Just my usual wishlist :P
comrpnt replied to squid's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
"In-flight map zoom-out" we can do... inside Flight/FlightEngine.ini change the [MapSettings] entry to the following... [MapSettings] MapMaxSize=600000 MapMinSize=10000 MapInitSize=100000 MapScaleRate=100.0 ZoomControl=CAMERA_ZOOM_CONTROL "encyclopedia / reference" - for what? Please be more specific. Some mods are very well researched and implemented with references provided. Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Dave is absolutely right. However, if you really want to, then there is a work-around that can be applied without affecting the operation of the single missions. Open Terrain/DS/DS_targets.ini and make the following changes: Change entries like this... [TargetAreaXXX] Name=US Marines Observation Post Y ... ActiveDate=01/16/1991 InactiveDate=02/24/1991 ...to this... [TargetAreaXXX] Name=US Marines Observation Post Y ... ActiveDate=01/28/1991 InactiveDate=02/02/1991 Where XXX is the index number of the entry, and Y is the id number of the observation point (OP). There are 7 instances where the dates can be changed. This will narrow the window within which the game will show these particular target areas, so they shouldn't appear nearly as much, if at all, during the campaign. This should help. Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
BB, look at page 7 of this thread for some screen shots. It works fine and flys great :-) Regards, comrpnt. -
Desert Storm Mod Update For Jan 2009
comrpnt replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
More mission testing...more screen shots... Night tanker practice... Al-Khafji learns to defend itself... As requested in an earlier response to this thread... Wait for the traffic... Like something out of Star Wars... He's not going to make it... But his wingman did... Near miss... Taking a hammering... Regards, comrpnt. -
Starting inside hanger
comrpnt replied to bigal1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Vulkan, looking good! :-) Regards, comrpnt.