Jump to content

Blade

ENTHUSIAST
  • Posts

    279
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Blade

  1. I use my own simple mod. I took one of the Novalogic terrains (NL08_Scrub) available here at CA and use it to represent SWA. I also made a couple of skins for aircraft flown by the SAAF (Mirage IIICZ) and the FAPA/DAA (MiG-17F, MiG-21MF/PFM/bis).
  2. Unfriendly skies over Angola: SAAF Mirage IIICZ vs Cuban-flown MiG-21MF
  3. The stock F-16A Netz trailing edge flaps use "AUTOMATIC_SPEED" (see [TEFlapLeft] & [TEFlapRight]).
  4. Hostile skies over Dhimar and Paran.
  5. That is not true. You simply need an ini file (see my example below) pointing to the correct lod file and mue's viewer can load it. [LOD001] Filename=a-4f_74_pit.lod
  6. Pictures and a few serial numbers of 25th TFS A-10s from the '80s. https://skywarriors-gallery.com/usaf 25fs.htm
  7. Hi, There are no units for these, usually they require a number between 0.0 and 1.0 as their values (in some cases they can have higher numbers). To put it simply, they refer to 'how far the throttle is pushed forward' for the Idle/Cruise/etc. settings, what RPM is reached at the given throttle setting, and, if the model has an animated nozzle, to what extent the engine nozzle should open or close.
  8. A few early morning Spitfire shots.
  9. Like you said, the tree models are stock items in FE2 (they are located in the wwiCambrai.cat). The same models can be found in the 'First Flight - The Wright Experience' object pack as well. I did another test. The tree model is solid (and destroys my plane) without adding a collision model...
  10. You can even place killer trees (not the TOD variety, of course).
  11. Hi, They need a 'collision model'. Open the terrain's _Type.ini and insert the line 'CollisionMesh=<YourBuildingName>.lod' in the sections of the buildings in question.
  12. Sabre Mk.4 of the RAF & the RCAF The MK.4, though in small numbers, was used by the RCAF as well for a short time. As far as my research goes, these aircraft later were handed over to the RAF. I am also in the (slow) process of revamping the textures of the old F-86 pit. All working gauges have higher resolution textures and are recalibrated accordingly (other parts of the pit are still WiP).
  13. The earliest photo I could find of an F-4EJ equipped with AN/ALE-40 is from May 1985. (All other earlier photos on the same website show them without dispensers or the wing drop tanks obscure the view.) The pic is taken from http://nabe3saviation.web.fc2.com/aF41j.html, a great resource for JASDF aircraft.
  14. The stock F-100 Super Sabres have animated (though not used) landing light animations (AnimationID=10).
  15. KLu Starfighters after a successful QRA mission.
  16. I noticed to things: 1. Try 'MaxRounds' instead of 'MaxAmmo'. 2. You might also need to add the line 'AimDirection=0.000000,1.000000,0.000000' under 'LightPosition='.
  17. Take a look at some of the stock Lightnings, their gunpack works similarly to what you want to achieve.
  18. Could you share more details and post the decals.ini? It could be a typo in the decals.ini which the lod viewer can overcome (but the game cannot) or an alias.lst interference (if it is a stock decal). Or you simply reached the number of decals per node (as dtmdragon mentioned). You can have a maximum of 4 decals per node.
  19. Nightshade, Could you tell me what mod includes the wingtip ECM fairings on the Danish F-100D in your screenies? Thanks. Compulsory shot:
  20. AFAIK only one 'HideExternalNodeName=' statement can be added in a _CockPit.ini (which includes the node in question and everything else down in its hierarchy).
  21. You may try adding a line in the plane's _CockPit.ini: [CockpitSeat001] ModelName= HideExternalNodeName=<Put HUD node name here>
  22. After a sudden wave of nostalgia, I found myself dusting off my old WoI install. I also made a few new ‘80s EAF skins (strictly 512x512). MiG-21MF armed with AIM-9P missiles, F-7 (modded MiG-21F-13), Mirage5E2 (modded Mirage 5D), F-4E in Egypt I scheme
  23. That's strange. The proper usage of the 'NetworkType=' parameter is supposed to prevent that.
  24. I tested your tiles (both in game and in PhotoShop). The first screenshot shows your original tiles in the game. The demarcation is clearly visible. The second shot shows the tiles after I edited the edges of the alpha channels. The result is not perfect, but it looks much better. When resizing, PhotoShop sometimes leaves a ‘frame’ around the edges of the image, this is what might have happened to your tiles (just a guess, I am not sure). What I did to your alpha channels was covering the ‘frame’. I hope this makes sense to you.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..