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Posts posted by Blade
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StarT number=This line is found at times in the data file for campaigns in airunits section; what does it mean?
It affects aircraft numbers (or any other decals having the 'DecalLevel=2' entry in the Decals.ini file).
'Startnumber=0' makes the first plane in the squadron carry the first number, see the 'Numbers.lst' files in the skin folders. E. g. '100' for a USN F-4 unit or '300' for a USN A-4 squadron, etc.
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Maybe a glimmer of hope...
The [X-Wing] games were developed by Lawrence Holland's company Totally Games, under license from LucasArts, later also released by LucasArts. There are no plans to release further games in the series; although in an interview in 2003, Holland indicated he might return to the series at some point in the future.(Cited from X-Wing Series on Wikipedia)
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Neon City
Moon 44
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Anyone interested in having parked Intruders with wings folded?
It's quite easy, here's what to do:
Open the A-6A_Static_Data.ini with Notepad. Then find the section that starts with [Fuselage], scroll down to the bottom of the section, and add the following line:
SystemName[006]=WingFold
Now go to the bottom of the file and add the following:
[WingFold]
SystemType=HIGHLIFT_DEVICE
DeploymentMethod=AUTOMATIC_SPEED
Setting[1].Angle=30.0
Setting[1].DeployValue=0.0
Setting[1].RetractValue=5.0
MaxDeflection=30.0
MinDeflection=0.0
ControlRate=0.2
AnimationID=8
Now your static Intruders are parked with wings folded.
PS: comrpnt, I hope you don't mind that I'm fiddling with your mod...
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Since we're talking about animations - and I don't think anyone has come up with THIS - I have a question:
What do you do after a successful trap aboard a carrier?
You fold your wings...
The A/C is the stock WoV A-6A.
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Does anybody know if enhanced pits are available for the F4s or F4g Wild Weasel V?? I looked around but didnt see any at the usual sites.The pit (and avionics, at least game-wise) of the F-4G is quite similar to (if not the same as) that of the F-4E, so the stock (or any downloadable hi-rez) F-4E pit can be used as stand-in.
The pit of the F-4S is nearly identical to that of the F-4J. The only difference I could find is the radar controls and display.
F-4S pit:
By any chance, could anyone enlighten me about the characteristics of the radar (APQ-99 IIRC) used in the F-4S? I've been trying to come up with some info or data for some time now, but all I could find was that it is capable of displaying range information, bearing information and IFF information, but no figures or exact data. I guess we could model it in the SFP1-series (using the Avionics70.dll), provided that we have the exact data...
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Well there was also the "Mig-37 Ferret" that was done AFAIK as a Testors model that I had bought and lost so long ago.I had that one as well. Gee, I can't believe it was nearly 20 years ago...
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The truth about the destruction of the Death Star is out here: http://www.theforce.net/fanfilms/shortfilm...irmen/index.asp
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IMHO X-Wing Alliance still rocks, especially with the improved 3D models made by modders for almost all the ships and objects appearing in the game. BTW, hasn't anyone tried the TIE Fighter Total Conversion Pack for X-Wing Alliance?
And some interesting stuff: X-Wing graphics through time.
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The mesh name is "AN/APR-38 " There is a space at the end which might have caused an issue, not sure though.Thank you very much. It seems that space tricked me. I'll try it ASAP.
Thanks again,
Bl.
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Hmmm the best thing to do is to visit the OUT file like Wrench said...thats what i did for the Kfir. If you cant find the OUT file, maybe you can also look into the LOD using a hex editor but thats a time consuming process.Thanks, but I'm through with these.
Unfortunately, the F-4G doesn't come with an out file. As the second best option, I browsed the F-4G.lod file back and forth for several times. I've found some promising ones (such as 'AN/APR-38' which seemed to be an obvious solution), but still no joy.
Only then I decided to ask the community, especially Wpnssgt and Crab_02, who made/modified the model. So, guys, if you read this, could you help me out?
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Hi all,
I've been trying to find the meshname of the undernose fairing of the F-4G to no avail. So far everything I've found in the lod file doesn't seem to work.
So, does anyone know if it is possible to put decals there, and, if so, what the meshname is?
Thanks,
Bl.
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BTW this skin rings a bell somewhere :DIron Eagle I presume...
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I notice on some meshes like the F-4's fuselage mesh i can have up to six decals, 3+3 reversed. On other meshes such as the vertical tail i can only manage a 2+2 reverse. This decal thing is making me dizzyBy "3+3 reversed" you mean three on the left side and the same three on the right side?
And which F-4 do you mean? IIRC WoE's F-4F has the intakes as separate meshes, which is a good thing, because you can put more decals on the plane.
Anyway, I guess the limit is three decals on a mesh and not four. (Or maybe it is really four, but one is reserved for the damage .tgas?)
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Blade,I'll do that as soon as I get a bit of free time this evening.
Many thanks.
Bl.
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The SAM trail effects are the default SF SAM booster and SAM-launch cloud effects. Both have been treated to a few tweaks to make them frame-rate friendly.Hi Fubar,
Would you be so kind to share these tweaks with us...? Frame rate issues have always been a general concern.
Thanks
Bl.
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Thanks for the quick reply Darrin I was looking for something like this what is it called please?Hi Jumbo,
You can find it here: Cat Extractor
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I'd need some schooling on that. I can edit an ini file, but have never messed with the TGA stuff. Could definately use a hand.OK, here's what should be done.
First, you have to locate the HUD's .tga files. In case of HUD-equipped add-on aircraft, usually they can be found in the AircraftName\Cockpit folder. However, in case of stock aircraft, you have to extract them with the help of the cat extractor. (you can find it here: Cat Extractor )
Launch the extractor, go to the Objects folder, then open ObjectData.cat. The avionics.ini (also located in ObjectData.cat) of the aircraft in question might help to find out what files you need to extract. You will find the extracted files in the Objects folder.
When you've found the .tga files, you have to repaint them. You need a program that can handle .tga files (such as PhotoShop or PaintShop). Then paint the files to your liking. The repainted files should go into the AircraftName\Cockpit folder.
Hope this helps.
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Can you point me in the right direction. Changing the color would help as much as changing the brightness.Hi,
How about repainting the relevant .tga files...?
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Don't like the Navy or Marines, huh?Of course I like 'em! The incentive to make this pack was that I found the USAF birds a bit naked without unit patches. Navy and Marines aircraft have all they need (more or less) in this regard, if that's what you mean. If you have any suggestions, feel free to share them.
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USAF TFW Emblem Pack for WoE v1.0
USAF TFW Emblem Pack for WoE v1.0 by Blade
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This is my humble contribution to WoE.
This little pack adds TFW badges (as well as a few other decals) to WoE's A-10A, F-4D/E and F-15A.
The pack contains decals for the following wings: 23rd TFW, 175th TFW, 354th TFW, 355th TFW, 50th TFW, 52nd TFW, 33rd TFW, 36th TFW and 49th TFW.
For further info see the included readme file.
Have fun.
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Submitter
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Submitted10/25/2006
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Category
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I have tryed all of 3 campaigns in the game. In each campaign, after first 3 or 4 missinns are done, there are no more migs in the game. No matter if the mission purpose is mig cap or ground attack, the sky is still clear of migs! This makes these campaigns so boring! Aspecially if you play with a fighter unit. You just fly to the waypoint, make a fiew rounds, and fly back without any action! Do you have same experience?Yeah, I have the same experience, too. And not only the MiGs disappear, but all friendly air units as well (except for O-1s, but they never fly any missions, at least in 'Rolling Thunder').
Star Wars Games
in Star Wars
Posted
Please don't make me abandon all hope...