bubu
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Everything posted by bubu
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Yes, just wondering if there was a way to "fool" the game engine into making the gunner fire by modifying the [detectsystem] and [weaponsystem] sections... tried several scripts to no avail.
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Is there anything that can be modified in the helo's data.ini to make the door gunners fire automatically at designated ground targets? Trying to get the gunner to "act" like a ground object and fire automatically when within a designated range...
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Perhaps this gentleman and TK can get together for a 2015 update. Like this guy's rendering of what's outside the window ( sea state and the rocky terrains) better...
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Checking through some old pictures and found this one, dated summer 1985, of green-screen flight simulator version 1 which my father had installed on his Apple IIe. You can sort of make out some instruments to the default Cessna 172 which takes off from where else but the now-defunct Meigs Field in downtown Chicago...
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OK I had the same problem around 12 September - CTD's after 1 second of splash screen, all game installs no matter what I did. I can go into the avast quarantine chest and look at the logs, I saw that the executables were infected with the following virus: Win32:Downloader-VOG(Trj) As a result I can add the files to the exclusion list all day and it still shuts down the launch. Naturally I don't want to run an infected game, anyone know how to clean this out?
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Dan Hampton Interview (Viper Pilot)
bubu replied to MigBuster's topic in Military and General Aviation
Lords of the Sky may represent the ideal "companion" book to an SF2/First Eagles setup. Just started reading it, fascinating stories so far. -
Operation Odysey Dawn 2.0 HD Release
bubu replied to Peugeot205's topic in Mission & Campaign Building Discussion
Wow this is absolutely outstanding! One of the things I've wrestled with in the "new" 21st century model of warfare is how to represent insurgent groups, rebels, armed groups, jihadists, etc that are not aligned with any nation per se. I tried to solve this in the current Libya scenario by modifying the nations.ini as follows: [Nation001] Name=Merc DisplayName=National Transitional Council Alignment=FRIENDLY Mercenary=TRUE PilotNameList=NamesMercs.lst RankList=RanksEgypt.lst CallsignList=CallsignArab.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 In this case we are "supporting" the rebellion, so they are "friendly". Also limited nations was set to TRUE and the nations stacked up as follows: [LimitedNationList] FriendlyNation001=Merc FriendlyNation002=USAF FriendlyNation003=USN FriendlyNation004=RAF FriendlyNation005=ItalianNavy FriendlyNation006=Italy FriendlyNation007=Tunisia FriendlyNation008=USMC FriendlyNation009=RoyalNavy FriendlyNation010=FrenchNavy FriendlyNation012=Spain FriendlyNation013=SpanishNavy FriendlyNation014=Morocco FriendlyNation015=France EnemyNation001=Libya EnemyNation002=Algeria With the "Merc" nation listed first as that is what Libya primarily attacked and what the coalition primarily defended. In Afghanistan I named the "Merc" nation Taliban and set it to ENEMY... -
this works in 2nd gen! Just make the following replacement in the cockpit.ini ModelName=A-4B_cockpit replace with: ModelName=A-4B_pit
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ok that worked... the gun referenced has to actually exist in the guns files... thanks!
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every two seat aircraft behaves this way... sort of frustrating but here is the strutter 110 data ini and the correct lines appear to be In there: [Gunner] SystemType=GUNNER_STATION SeatID=2 GunnerID=1 PilotModelName= GunnerBodyNodeName=gunner Position=0.00,-0.92,0.93 MinExtentPosition=-0.30,-1.14,-0.41 MaxExtentPosition= 0.30,-0.55, 1.02 PitchModelNodeName=scarff_arm YawModelNodeName=scarff_ring GunRange=600 GunnerFireChance=80 GunnerFireTime=0.8 GunnerAimOffset=0.080 GunnerAimAccuracy=30 PitchAngleRate=25 MaxPitch=34 MinPitch=-7 DefaultPitchAngle=20 YawLimited=TRUE YawAngleRate=60 MaxYaw=270 MinYaw=90 DefaultYawAngle=180 and the [internalgun] [LewisGun] SystemType=FLEXIBLE_GUN GunTypeName=303CAL_LEWIS_MK2_Gunner MuzzlePosition=-0.00,0.22,0.66 MaxAmmo=97 TracerLoading=5 BurstAmount=10 NumReloads=5 ReloadTime=6.0 GunnerID=1 EjectShells=FALSE MinExtentPosition=-0.07,-0.81,0.56 MaxExtentPosition= 0.07, 0.22,0.74
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In a desert environment with dirt runways, a lot of dust would be kicked up by prop wash upon takeoff. May be worth it to put the same "dust emitter" file when an aircraft moves on the ground as you've done in the horses/infantry...
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I have been playing FE2 for quite a while and can't help but noticing my rear-seat occupant is not carrying his water (firing his weapon at enemy aircraft), rather he just eternally pans his gun around. Is this something hard-coded into FE2 or is there a file I can modify so he helps me out?
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the 'pit also works in the A-20/Boston series quite effectively! Remove the radar box, adjust the canopy frames, and it would be quite perfect there, too!
