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Everything posted by Brainless
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AM radio tower add-on
Brainless replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks for that. It's all rather over my head at present but I expect I'll get there bit by bit. I spent all afternoon adjusting the co-ordinates to get the three objects viz; amRadioTower, Gas Station & Tactical Control Centre to show up where I wanted them. They just suddenly appeared just where I wanted after about five hundred tries. This is the first few times I have attempted messing with terrain objects. Previously I spent about two days getting a patrol boat to go up the twisted dogleg river in WOV. I just hate it when ships or boats start sailing over the land. It completely destroys the immersion for me. I did it though. It's just great watching it sail round all the bends etc. only for me to sink the blighter when it gets to base (hopefully). I think it is just a feature of the mision builder/game engine /2D to 3D thing. The problem of placements seems to pervade all the maps no matter who produces them. I think we need a programme to sort all this out but that really would be way over my head!! Pleased to hear you enjoyed your hols. So that means you are well rested and refreshed to get on with the new Dessert Storm addition we're all waiting for. -
AM radio tower add-on
Brainless replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Dear Oh...Oh dear.... Oh dear.........as you were guys. I've done it again !! The damn obects ( no disrespect to the modellers they're great objects...just my frustration) do show up in the game and I have done it right. The reason I couldn't see them was because they are not in the place I was expecting to see them. :blush2: :blush2: They do not appear in the place (red dot) as shown on the mission map but further over in the landscape!! It's now back to the drawing board to get them to go where I want them. Sorry fellas but its hard going for me doing this. I'll persevere though!! I know you'll understand...it's Brainless posting after all. -
AM radio tower add-on
Brainless replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Oh ..Hi Kevin. Guess you’re back from your hols unless you’re logging in during your hols. Did you have a good time. Go anywhere nice? Thanks for replying to my problem. I was so pleased with myself lately. I had a bit of time so I’ve been messing with terrain files. I wanted to create sort of authentic Dambusters missions from the booklet I kept from the Justflight game. I know I can’t to the ‘Dambusting’ ones but there’s others like ‘Sink the Tirptz’ ( I sink it most times ) and V1 & V2 strikes you can create with the super EuroWWII terrain. I’ve moved stuff in the wrong place in the terrain to the right place ( remember I posted you a while ago about Leavesden being in the Channel) well I successfully moved it inland to approximately the right area and it worked fine!! I also even put a new airfield in the Italian part of the terrain to reproduce the Polo D’Enza Power station strike and that worked too!! ( Lancasters didn’t have enough fuel to return to base so landed in North Africa). As the map stops short I put a new airbase in on the edge of the coast. I can land on it and everything!! Anyway feeling rather…well cocky I guess, I started the Mosquito target marking FAC attack to reproduce the strike at St.Cyr Air Park and Signals Depot when the Mosquitoes marked the target for the ‘Dambusters’ to strike. This is where I ran into trouble and then realised all my previous work had just been beginners luck. As far as I know the amRadioTower comes with the terrain by default. I’ve checked and it’s in the EuroWWII terrain folder. I know its there ‘cause the towers show up in the landscape. What I want to do is to place another one in the ‘Air Park & Signals depot’ I’m creating. Originally I thought this is easy I’ll just copy it in the Targets .ini., give it the next number in the list (3 No. file references) and it would work but it doesn’t. Also puzzlingly the object shows up in the mission editor map but not in the game. Further the reference co-ordinates are a bit puzzling ‘cause in a large number of the Target areas the amRadioTower placements all start at 0.0 when I would have thought they would all have different target co-ordinates unless this is a base reference for all other targets in the same area. I’m using La Pallice as ‘St Cyr’ ( I think that’s on the French Riviera, I could be wrong but this is as near as I could find on the map as being the nearest southern coast area in France). La Pallice comes as a set area by default in the terrain so I’m just adding the target references as shown below. ( see just like you said I think) [TargetArea139] Name=La Pallice Position=361000.000000,506000.000000 Radius=7071.067871 ActiveYear=0 Location=2 Alignment=ENEMY Target[001].Type=amRadioTower Target[001].Offset=0,0 Target[001].Heading=270 Target[002].Type=HQBuilding1 Target[002].Offset=573,-358 Target[002].Heading=-90 Target[003].Type=Warehouse1 Target[003].Offset=-348,-236 Target[003].Heading=90 Target[004].Type=GeneratorBuilding1 Target[004].Offset=637,776 Target[004].Heading=90 Target[005].Type=Citybuilding4 Target[005].Offset=1067,-241 Target[005].Heading=90 Target[006].Type=Citybuilding3 Target[006].Offset=834,-925 Target[006].Heading=225 Target[007].Type=Citybuilding2 Target[007].Offset=1005,-969 Target[007].Heading=135 Target[008].Type=Citybuilding1 Target[008].Offset=1,394,473 Target[008].Heading=90 Target[009].Type=AAA Target[009].Offset=347,742 Target[009].Heading=45 Target[009].ActiveYear=1939 Target[010].Type=AAA Target[010].Offset=-330,-500 Target[010].Heading=315 Target[010].ActiveYear=1939 Target[011].Type=BlitzTruck Target[011].Offset=300,-218 Target[011].Heading=90 Target[012].Type=BlitzTruck Target[012].Offset=305,-228 Target[012].Heading=90 Target[013].Type=Church Target[013].Offset=100,120 Target[013].Heading=0 Target[014].Type=Rowhouse Target[014].Offset=-100,150 Target[014].Heading=270 Target[015].Type=KriegFlakDestroyer Target[015].Offset=-3750,4700 Target[015].Heading=270 Target[016].Type=KriegFlakDestroyer Target[016].Offset=-4350,4730 Target[016].Heading=290 Target[017].Type=AAA Target[017].Offset=-2190,4630 Target[017].Heading=270 Target[017].ActiveYear=1941 Target[018].Type=AAA Target[018].Offset=-2190,4875 Target[018].Heading=270 Target[018].ActiveYear=1941 Target[019].Type=SubPen Target[019].Offset=-2420,4855 Target[019].Heading=90 Target[020].Type=SubPen Target[020].Offset=-2420,4650 Target[020].Heading=90 Target[021].Type=Sub Target[021].Offset=-2600,4880 Target[021].Heading=270 Target[022].Type=Sub Target[022].Offset=-2600,4830 Target[022].Heading=270 Target[023].Type=amRadioTower (bold objects I added) Target[023].Offset=-400,3900 Target[023].Heading=270 Target[024].Type=GasStationH1 (these don’t work either I’ve mailed wingwiner Target[024].Offset=-500,4000 about it. probably the same issue) Target[024].Heading=0 Target[025].Type=ControlCentre Target[025].Offset=-600,4100 Target[025].Heading=0 Then again just like you said I checked the TYPES references. These come by default in the TYPES ini. So I haven’t changed anything here. [TargetType028] Name=amRadioTower FullName=Radio Tower ModelName=amRadioTower.lod TargetType=COMM_BUILDING ActiveYear=0 TargetValue=200 UseGroundObject=FALSE DamagePoint=5.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=80 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=SmallTallStructureCollapse DestroyedModel=commbuilding1_destroyed SecondaryChance=0 So now I’m stuck. As far as I can tell the relevant files are in the terrain folder, I have added the TARGET references to the target area, the target TYPES are as already set in the game file so why doesn’t it work? I was trying to create a ground object from the terrain object bits ‘cos I couldn’t get the damn thing to show up, not because I didn’t realise it was originally a Terrain object but no this dosen’t work either. Guess this will teach me to be so cocky I need help before my brain explodes from all this work -
My heart goes out to you having lost my own dad a while ago. May your father rest in peace.
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AM radio tower add-on
Brainless replied to HrntFixr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I’m trying to get this d…d amRadioTower to show up as a ground object in my WWII install. It’s driving me grazy! I’ve tried adding it as a terrain object. It shows up on the mission map as being where I put it but doesn’t show up in the game as an object (red dot). It’s in the terrain as set and shows up in the default placements fine but I can’t get it to show in another place! The original Major Lee’s file has only two files and looking at the info you guys came up with, tried to create a separate ground object without success. This is where I’m at so far :- Radio Tower ( I used this name rather than amRadioTower as this is the FullName in the default TYPES.ini ) folder created with the following files:- AmRadiotower .LOD AmRadioTower .SHD New file ( one I made) [GroundObjectData] ObjectFullName=Radio Tower (this is as stated in the Targets types) ObjectDataFile=amRadioTower_data.ini [LOD001] Filename=amRadioTower.lod Distance=10000 [shadow] CastShadow=TRUE ShadowLOD=amRadioTower.SHD ShadowType=0 ShadowCastDist=500 MaxVisibleDistance=1000 New file ( one I made) [MissionData] NationName=Nazi Germany ServiceStartYear=1938 ServiceEndYear=1950 GroundObjectRole=Radio Tower Availability=COMMON Exported=FALSE ExportStartYear=0 ExportAvailability=COMMON [GroundObjectData] DamagedModel= DestroyedModel=amRadioTower.LOD DestroyedEffect=VehicleFireEffect EmptyMass=36000.00 [sound] EngineSoundName= MovementSoundName= [DetectSystem] This is a copy of the default EuroWW2 TYPES in1. notation:- [TargetType028] Name=amRadioTower FullName=Radio Tower ModelName=amRadioTower.lod TargetType=COMM_BUILDING ActiveYear=0 TargetValue=200 UseGroundObject=FALSE DamagePoint=5.0 ArmorValue=0.0 ArmorType=0 RepairRate=0.150 StartDetectChance=80 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=SmallTallStructureCollapse DestroyedModel=commbuilding1_destroyed SecondaryChance=0 This is a copy of the area I’m trying to edit -- Terrain TARGETS .ini. [TargetArea139] Name=La Pallice Position=361000.000000,506000.000000 Radius=7071.067871 ActiveYear=0 Location=2 Alignment=ENEMY Target[001].Type=amRadioTower Target[001].Offset=0,0 Target[001].Heading=270 Target[002].Type=HQBuilding1 Target[002].Offset=573,-358 Target[002].Heading=-90 Target[003].Type=Warehouse1 Target[003].Offset=-348,-236 Target[003].Heading=90 Target[004].Type=GeneratorBuilding1 Target[004].Offset=637,776 Target[004].Heading=90 Target[005].Type=Citybuilding4 Target[005].Offset=1067,-241 Target[005].Heading=90 Target[006].Type=Citybuilding3 Target[006].Offset=834,-925 Target[006].Heading=225 Target[007].Type=Citybuilding2 Target[007].Offset=1005,-969 Target[007].Heading=135 Target[008].Type=Citybuilding1 Target[008].Offset=1,394,473 Target[008].Heading=90 Target[009].Type=AAA Target[009].Offset=347,742 Target[009].Heading=45 Target[009].ActiveYear=1939 Target[010].Type=AAA Target[010].Offset=-330,-500 Target[010].Heading=315 Target[010].ActiveYear=1939 Target[011].Type=BlitzTruck Target[011].Offset=300,-218 Target[011].Heading=90 Target[012].Type=BlitzTruck Target[012].Offset=305,-228 Target[012].Heading=90 Target[013].Type=Church Target[013].Offset=100,120 Target[013].Heading=0 Target[014].Type=Rowhouse Target[014].Offset=-100,150 Target[014].Heading=270 Target[015].Type=KriegFlakDestroyer Target[015].Offset=-3750,4700 Target[015].Heading=270 Target[016].Type=KriegFlakDestroyer Target[016].Offset=-4350,4730 Target[016].Heading=290 Target[017].Type=AAA Target[017].Offset=-2190,4630 Target[017].Heading=270 Target[017].ActiveYear=1941 Target[018].Type=AAA Target[018].Offset=-2190,4875 Target[018].Heading=270 Target[018].ActiveYear=1941 Target[019].Type=SubPen Target[019].Offset=-2420,4855 Target[019].Heading=90 Target[020].Type=SubPen Target[020].Offset=-2420,4650 Target[020].Heading=90 Target[021].Type=Sub Target[021].Offset=-2600,4880 Target[021].Heading=270 Target[022].Type=Sub Target[022].Offset=-2600,4830 Target[022].Heading=270 Target[023].Type=amRadioTower (bold type is what I added) Target[023].Offset=00010,4800 Target[023].Heading=270 Does anyone know what I’m doing wrong? I expect you guys will come up with some ridiculously easy answer to this which has driven me nuts for an afternoon but please by patient and gentle with me...it's Brainless posting here! -
Fuel comsumption
Brainless replied to Canadair's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
See my posts on 'Fuel issue' . This may help. Basically just double up the fuel cells amount in the ini.data. I have tested this with the UH-60E and it works fine. -
WWII speech sounds
Brainless posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I just wanted to say to Baltika what a great joy I experienced having down loaded and installed his WWII sound pack. Not only is it a real improvement over the default sounds for this era ( suits my dedicated WWII instal a treat ) but also took me back to those wonderful EAW days before I upgraded and lost the sim a few years back. Thanks again Baltika and keep up these sound mods it makes such a difference to the flying immersion. Great stuff and I recommend it all those prop heads who have the WWII installation. -
My BUFFS
Brainless replied to X RAY's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Can we have pics of the nuclear bombs detonating then please !! -
Just a update
Brainless replied to gerald14's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Absolutely beautiful. I downloaded the original the other day and was blown away by the quality of the cokpit. This must be of of the best cockpits currently available on this site or anywhere for that matter. -
Can someone please explain to me why some AI aircraft seem to run out of fuel prematurely? This seems to happen mostly with helicopters and I have noticed some airplanes in the WWII series appear to suffer from this phenomenon. You know the ones, like the German fighters which seem to run out of juice just as they are about to engage the enemy. It seems so unfair as they are ridiculously easy to shoot down when their props have stopped!!! I expect this has been debated before but I can't find the topic on the subject.
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Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks Taz for the info. I don't remember that one. I may have had it a while back. How old is it and does it run on Windows XP? Have you tried BOBII. IMHO it is one of the best current WWII sims. You get the feel of the wind over the wings if you have a Force Feedback stick. I my view it is the best dedicated prop sim. Its is constantly being upgraded and updated by the dedicated Shockwave team and is truly worth a go. It is only BOB though and doesn't have the wide scoop that Thirdwire sims have. That's why I play their sims more tham any other! BOBII isn't perfect and the AI behaviour, whilst regularly being tweaked, needs IMHO still quite a bit of improvement. You might find it a bit better than the AIs in Thirdwire sims. The BOBII fighters/bombers tend to go home if they've done their job or get damaged which is more realistic. -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks. I looked at that but it doesn't seem to me to resolve the simple matter that in some cases with a few aircraft and helicopters, the prop AIs run out of fuel before you've even had time to engage them! This is not a problem with the jets or at least I haven't noticed it. It is a simple matter to adjust the fuel and mission settings for the affected A/C to resolve the issue with props as Gocad had stated but I think it needs to be done carefully to maintain as much realism as possible. I have made these changes and IMHO it has made a real difference to the gameplay. No-one wants to be shooting at airplanes they've just engaged with their props stopped heading for the ground! That certainly isn't realistic. Gocad's advise was in my view an excellent solution to one of the problems with the AI behaviour. I agree that the AI behaviour in general is not 'realistic' but this is probably true of all flight sims. I cannot think of one flight simulator I've had and I have had most if not all the ones from 2000 onwards that is totally real. All these sims have to appeal to a wide range of players all with different needs and views and I guess the developers have to accommodate everyone. What seems real to one may not seem real to another and some just don't want real! In my view one of the plusses of the Thirdwire series is its adaptability and variety of aircraft that can be flown with it and in it along with the range of different terrains that the guys on this site are constantly updating, modifying and improving. That is what makes it more appealing than other sims. No its not perfect but for many it fits the bill!! -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have placed the update on this here to stay in the thread and so it's easily to see as it's a long blab! I know Kevin won't mind. You don't do you? Anyway he probably won't see it as he's away soon. If you do see this have a great holiday. Going anywhere nice? Fuel consumption (AI only) testing – Update This is rather more complicated than I at first imagined. This is to do with the many variables in the game engine. To start with the various aircraft have different fuel loadings (fuel cells), some have the ability to load drop tanks whilst others haven’t. This would presumably extend the range. The mission ranges are also variable and I’m not quite sure how relevant this is or how this operates in the game engine. Added to this the AI aircraft can spend a long time attacking ground objects and engaging air targets when they might otherwise sensibly return to base… when damaged for instance. Invariably all this consumes fuel leaving them with insufficient to make it back home. Of course this may be a feature of the game and I guess some may think this all well and good. In some cases I believe the game also auto generates enemy flights mid air and in this case it could be argued these have an abundance of fuel disproportionate to other aircraft who have taken off. This is yet another variable although in the BOB install most of the flights seem to start on the runway which is a big help! In my view any AI aircraft should at least have the ability to take off, fly the mission route, engage the enemy and have enough fuel to return to base. If the AI spends too much time in fighting thereby depleting his/her fuel then that is his/her fault. So how does one test this? Well I have used a reconnaissance flight auto generated in the single mission screen. I used the longest ones in the BOB terrain that goes from an airfield in France over the English coast, flies over southern England and returns to base. These are usually two man flights. When at the mission objective I send the wingman home and follow him back to see when he runs out of fuel. (this is really boring!) I then adjust the BSFC setting and if necessary the mission range to suit and try the flight again. In my list of aircraft for the BOB install the aircraft with the least fuel is the BF109E-3 and its variants. It doesn’t have any drop tanks and has an (amended) Normal MissionRadius = 250 and MaxMission Radius = 284. This seems about right to me for its primary tasks viz: recon, escort and dog fighting over England as Gocad suggested although I know these primary tasks are not as set in the data profile which lists CAS, Armed Recon, Strike etc. etc.. I tried the suggested amended BSFC setting @ 0.005 for the BF109-3E but this is still not enough fuel for the longer flights. I tried again with 0.0025 but the wingman ran out of fuel just as he was about to land and crashed. I have tried again with BSFC0.002 and this worked fine but don’t forget we did not engage the enemy, the test was just a straight forward there and back flight. I have discounted the fuel used climbing as I reckoned the extra used to attain altitude would be gained descending with the throttle part closed. Therefore I have reduced my Bf109E-3 BSFC value down to 0.0015 to allow some ‘fighting’ time. It must be stressed these settings are only trials and are NOT relevant as far as I know for any of the jet airplanes. It only applies to prop aircraft and helicopters although I haven’t yet tried the new settings with these. All tests are in the BOB terrain and may not be appropriate in other terrain although I don’t see any reason why it would not work elsewhere. Other aircraft which could in my view benefit from revised BSFC settings are the Hurricane models and early Spitfire but I suggest checking first if the model to be modified has only one or two small fuel cells, no reserve tanks and no drop tanks. I don’t think there are any hard and fast rules for these revised settings. It’s more a question of educated guesswork and feel for the right adjustments and then trial and error testing.I know the game engine at least for SF1 was never intended for ‘prop’ aircraft and I have only the highest regard and admiration for those modders who have done an absolutely superb job of creating almost perfect flying prop models for fans of this genre (yes I’m one) and for the great terrains to fly them in but I guess anything can be improved. I think we need more people testing this with more prop type aircraft who are confident altering the settings (always back up your original file first….. but hey fellas you don’t need me to tell you that!) and posting results. In my view this is well worth the trouble as it improves the playability of the prop games no end!! Sorry for the long blab guys but this is all a bit complicated for a computer airhead like me to explain!! -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1st FUEL TEST using amended Bf-109E-3 data as proposed by Gocad Firstly let me say that IMHO the flight model of this aircraft is superb. It seems to me that the flight characteristics are in all respects accurate as far as I know. The airspeed seems correct and of course the exterior model is really beautiful. I amended three elements. The BSFC, the NormalMissionRadius and the Max Mission Radius. These are:- BSFC = 0.005 NormalMissionRadius = 250 Max Mission Radius = 284 I set up an AI reconnaissance mission for the Bf109E-3 to fly from Coquelles in France using the fantastic Battle of Britain terrain, over the South coast of England with approx. 4 mins. flying time between waypoints over the South of England. I would approximate that there was about 12 mins total flight time over England from going in over the coast to flying back over the coast. The cruise speed was 226kts and the total round trip distance 145.84nm. This worked fine from take off to landing. I tried extending the time and range to 240nm but the AI crashes at this distance on the return leg going back over the English coast having run out of fuel. I have not had the free time today I was expecting (usual household crap) so I haven’t tested how this works in the Campaign or in other missions but it does seem to me to be a big improvement over the original settings. It may be that a lower fuel consumption rate could be set to extent the flight range further but I don’t know if this would be more or less accurate. It’s over to you guys again. I’ll let you know more when I have tried this in the campaign and game engine mission mode. -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
OOhh...EEE I do hope I haven't caused a rumpus here. I didn't mean to start anything untoward. I was just asking a Brainless question!! Anyway thanks guys. I'm gonna try altering the parameters as suggested and I'll get back to you. Can't do it tonight duty calls!!! (yes that's household duty). Don't start fighting amongst yourselves now whilst I've gone. Play nice. -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hmm.. if this is right and I have no reason to doubt you, then there seems to me to be a need to get the AIs to return to base sooner except that I would suppose it may then deny the player the opportunity of engaging in combat. You guys must have an answer 'cause it's really weird playing my dedicated instal of WWII engaging german fighters with their props stopped and heading for the English countryside with no fuel . -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I think that member was referring to jets. I have never noticed a problem with jets running out of fuel. It only seems to be some helicopters and some prop airplanes. -
Fuel issue
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well thanks Gocad for your informative reply. I guessed the fuel issue it had something to do with values set in the game parameters but had no idea how this was set. I suppose my next question is can these values be changed to stop the a/c from running out of fuel prematurely and if so what would these be? If I have understood your reply correctly you seem to be saying that the values are too high which I interpret as meaning the airplanes should be running out of fuel earlier rather than later which would presumably mean a worsening of the fuel depletion! I know the Bf109 had only a short range over England I think this was approx. ten to twenty minutes before they had to turn for home. I don't know if this was intentionally modelled into the aircraft by the designer but if so then the aircraft should be heading back to base before they run out of fuel rather than drifting down to the ground! Perhaps the answer is a lower fuel consumption but can this value be adjusted? Thank you for replying to my post. -
Hmmm... almost as good as the Thirdwire one then and the other mods of it on this site.
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F-18 corruption
Brainless posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh dear my beautiful F/18 won't fly anymore! I have just come across this problem with the F-18. (see picture) This seems to have occurred after recently upgrading to a ATI Sapphire video card. I don’t know if this is the problem or if there is another reason. All the other aircraft seem to be O.K so it’s a bit of a puzzle. I’m using it in WOE but I wouldn’t have thought that in itself would have been the issue as it worked fine before the upgrade. Anyone have any ideas as to why this should be ( BTW as well as the corrupted image the a/c won’t fly due to horrible stuttering)? -
F-18 corruption
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well I damn well hope my F/18a isn't rusting away or else I'll suddenly drop out of the sky unexpectedly and wondered what on earth has happened As for bureacrats..I guess it depends on which ones and where they are... -
F-18 corruption
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yipee.. I've done it!! I didn't have a paint shop programme so I down loaded one from the internet and ran it. Then opened up the editor and resized the tga_pitch file to Kevin's suggestion 128 x 128 and hey presto it works!! Thanks guys for your kind help and patience with me to do this. I can fly my lovely F/18a again now. Cheers and virtual beers all round. -
F-18 corruption
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks guys. In fact I already looked at this file in the beginning from Dave's post but thought that this couldn't be what was meant since it was only openeable with say 'notepad' and had no user interface for modification. I have looked at this again and though I have no problem identifying the file I still don't know how to resize it. I have right/left clicked on it but see no facility to resize or do anything but look inside at the code which is obviously not something to mess with. I have the file extensions on but don't see this provides any means of resizing the file. Just how does one 'resize' it? -
F-18 corruption
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for replying but I just don't know where or what this 'TGA' file is. You know I'm 'Brainless' and need complete guidance so please advice in more detail. Thanks for your patience. -
F-18 corruption
Brainless replied to Brainless's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for replying. I've looked in the Cockpit folder but can't find the reference. Here's a copy below. Can you point out where the reference is and what I alter? [CockpitData] Directory=cockpit HUDMode=CAGED,AA,AG RippleQuantity=1,2,3,4,24 RippleInterval=60,100,140 [GunsightFront] HasGunsight=TRUE GunsightMilSize=40 GunsightName=F-15c_sight.tga GunsightRollTabsName= GunsightRangeBarName=F-15c_rangebar.tga RangeBarOrientation=6TO12 RangeBarHasGunRange=TRUE RangeBarUseWeaponRange=FALSE RangeBarMax=6096.0 RangeBarMin=914.4 RangeBarMaxGun=2032.1 RangeBarMinGun=304.8 LeadComputing=TRUE MinLeadRange=300 MaxLeadRange=1300 DefaultLeadRange=500 MaxDepression=245 DefaultDepression=50 [CockpitSeat001] ModelName=Cock_F18 Position=0.0,3.744,0.873 ViewAngles=0.0,0.0,0.0 MaxYaw=175 MinYaw=-175 MaxPitch=90 MinPitchFront=-43 MinPitchRear=-40 LightRange=1.5 LightInnerConeAngle=50 LightOuterConeAngle=60 LightAngles=0.0,-30.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.25 NightLightColor=0.6,0.3,0.4 Gunsight=GunsightFront Instrument[001]=AirspeedIndicator Instrument[002]=AttitudeIndicator Instrument[003]=TurnAndSlipIndicator Instrument[004]=ADI_BankIndicator Instrument[005]=VerticalVelocityIndicator Instrument[006]=Altimeter Instrument[007]=RadarScope Instrument[008]=HUD Instrument[009]=RWR Instrument[010]=MovingMap Instrument[011]=AoAIndexerSlowLeft Instrument[012]=AoAIndexerOnSpeedLeft Instrument[013]=AoAIndexerFastLeft Instrument[014]=Tachometer1 Instrument[015]=Tachometer2 Instrument[016]=EngineTemp1 Instrument[017]=EngineTemp2 Instrument[018]=FuelFlowIndicator1 Instrument[019]=FuelFlowIndicator2 Instrument[020]=NozzlePositionIndicator1 Instrument[021]=NozzlePositionIndicator2 Instrument[022]=InternalFuelCounter Instrument[023]=ExternalFuelCounter Instrument[024]=TotalFuelCounter Instrument[025]=TotalFuelCounter2 Instrument[026]=TotalFuelNeedle Instrument[027]=LandingGearLever Instrument[028]=TailhookLever Instrument[029]=ICP_Course Instrument[030]=ICP_RangeCounter Instrument[031]=HUD_COMP1 Instrument[032]=TASIndicator Instrument[033]=RadarAltimeter Instrument[034]=RadarAltimeter2 Instrument[035]=Guncount Instrument[036]=Thrust Instrument[037]=HUD_RADARRET Instrument[038]=HUD_HEATRET Instrument[039]=HUD_IR Instrument[040]=HUD_RADAR Instrument[041]=HUD_AGUnGuided Instrument[042]=Reflection1 Instrument[043]=Reflection2 Instrument[044]=LeftMirror Instrument[045]=CenterMirror Instrument[046]=RightMirror Instrument[047]=FireLight1 Instrument[048]=FireLight2 Instrument[049]=MasterCautionLight Instrument[050]=APUFIRELight Instrument[051]=CMELight Instrument[052]=BrakeLight Instrument[053]=HookLight Instrument[054]=RadarModeStandby Instrument[055]=LBARLight Instrument[056]=GOLight Instrument[057]=NOGOLight Instrument[058]=BARLight Instrument[059]=RECLight Instrument[060]=SAMLight Instrument[061]=AAALight Instrument[062]=AILight Instrument[063]=CWLight Instrument[064]=RCDRLight Instrument[065]=DISPLight Instrument[066]=HUD_AoAIndic Instrument[067]=HUD_Accelerometer Instrument[068]=HUD_HeadingWheel Instrument[069]=HUD_Heading Instrument[070]=HUD_Speed Instrument[071]=HUD_Alt Instrument[072]=HUD_Pitch Instrument[073]=HUD_Roll Instrument[074]=HUD_MACH Instrument[075]=HSI_BearingMarker Instrument[076]=HSI_CourseArrow Instrument[077]=HSI_CourseDeviation Instrument[078]=HSI_HeadingMarker Instrument[079]=ICP_NAV Instrument[080]=ICP_AA Instrument[081]=ICP_AG Instrument[082]=ICP_Heading Instrument[083]=ICP_Airspeed_AA Instrument[084]=ICP_Airspeed_AG Instrument[085]=ICP_AoA Instrument[086]=ICP_RALT Instrument[087]=ICP_Heading_AA Instrument[088]=ICP_RangeCounter_AA Instrument[089]=ICP_RangeCounter_AG Instrument[090]=MFD_SAFE Instrument[091]=MFD_ARM Instrument[092]=MFD_MSL_LEFT_IN Instrument[093]=MFD_MSL_RIGHT_IN Instrument[094]=MFD_MSL_LEFT Instrument[095]=MFD_MSL_RIGHT Instrument[096]=MFD_MSL_LEFT_OUTER01 Instrument[097]=MFD_MSL_LEFT_OUTER02 Instrument[098]=MFD_MSL_LEFT_OUTER03 Instrument[099]=MFD_MSL_LEFT_OUTER Instrument[100]=MFD_MSL_RIGHT_OUTER01 Instrument[101]=MFD_MSL_RIGHT_OUTER02 Instrument[102]=MFD_MSL_RIGHT_OUTER03 Instrument[103]=MFD_MSL_RIGHT_OUTER Instrument[104]=MFD_UGWP_LEFT Instrument[105]=MFD_UGWP_RIGHT Instrument[106]=MFD_UGWP_LEFT_OUTER Instrument[107]=MFD_UGWP_RIGHT_OUTER Instrument[108]=HUD_AGGuided Instrument[109]=HUD_ARM Instrument[110]=HUD_BankIndicator Instrument[111]=MFD_Fuel_Low Instrument[112]=MFD_L_Heat Instrument[113]=MFD_R_Heat Instrument[114]=InternalFuelCounter2 Instrument[115]=HUD_ILS_V Instrument[116]=HUD_ILS_H Instrument[117]=HUD_ILS_ON Instrument[118]=HUD_ILS_ON2 Instrument[119]=HUD_BIRD_Landing Instrument[120]=ICP_LD_ON Instrument[121]=ICP_LD_OFF Instrument[122]=ICP_Range_LD Instrument[123]=ICP_Airspeed_LD Instrument[124]=ICP_RALT_LD Instrument[125]=HUD_LOW_ALT Instrument[126]=HUD_BINGO_FUEL Instrument[127]=MFD_L_OFF Instrument[128]=MFD_R_OFF Instrument[129]=MFD_C_OFF Instrument[130]=HUD_OFF Instrument[131]=MFD_L_OFF2 Instrument[132]=MFD_R_OFF2 Instrument[133]=MFD_C_OFF2 Instrument[134]=ICP_OFF Instrument[135]=ICP_OFF2 Instrument[136]=StandbyCompass Instrument[137]=Shoot_VY Instrument[138]=Lock_VY Instrument[139]=Gear_F_On Instrument[140]=Gear_L_ON Instrument[141]=Gear_R_ON Instrument[142]=Flaps_ON Instrument[143]=FLaps_Half_ON Instrument[144]=Flaps_Full_ON Instrument[145]=MARM_AA Instrument[146]=MARM_AG Instrument[147]=OilPressureGauge_Left Instrument[148]=OilPressureGauge_Right Instrument[149]=HH Instrument[150]=MM Instrument[151]=SS Instrument[152]=ADIPitch Instrument[153]=ADISlip Instrument[154]=HUD_BIRD Instrument[155]=HUD_BIRD_AoA [ADIPitch] Type=VERTICAL_VELOCITY_INDICATOR NodeName=ADI_slope MovementType=POSITION_Z ValueUnit=FPM Set[01].Position=0.011 Set[01].Value=-6000.0 Set[02].Position=0.0 Set[02].Value=-1000.0 Set[03].Position=-0.011 Set[03].Value=5000.0 [ADISlip] Type=COURSE_DEVIATION NodeName=ADI_steering MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.011 Set[01].Value=-10.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.011 Set[03].Value=10.0 [HH] Type=CLOCK_HOUR CounterNodeFormat=heures_dig%d MovementType=ANALOG_COUNTER [MM] Type=CLOCK_MINUTE CounterNodeFormat=Minutes_dig%d MovementType=ANALOG_COUNTER [sS] Type=CLOCK_SECOND CounterNodeFormat=second_dig%d MovementType=ANALOG_COUNTER [OilPressureGauge_Left] Type=OIL_PRESSURE_INDICATOR CounterNodeFormat=LENG_PSI_Dig%d MovementType=ANALOG_COUNTER ItemNumber=1 scale=10 [OilPressureGauge_Right] Type=OIL_PRESSURE_INDICATOR CounterNodeFormat=RENG_PSI_Dig%d MovementType=ANALOG_COUNTER ItemNumber=2 scale=10 [MARM_AA] Type=HUD_MODE_INDIDCATOR NodeName=Master_ARM_AA MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 [MARM_AG] Type=HUD_MODE_INDIDCATOR NodeName=Master_Arm_AG MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=1.0 Set[03].Value=2 [Flaps_ON] Type=FLAPS_CONTROL_HANDLE NodeName=Flaps_ON MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 Set[03].Position=0.0 Set[03].Value=2.0 [FLaps_Half_ON] Type=FLAPS_CONTROL_HANDLE NodeName=FLaps_Half_ON MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=1.0 Set[03].Position=0.0 Set[03].Value=2.0 [Flaps_Full_ON Type=FLAPS_CONTROL_HANDLE NodeName=Flaps_Full_ON MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 Set[03].Position=1.0 Set[03].Value=2.0 [Gear_F_On] Type=LANDING_GEAR_INDICATOR NodeName=Gear_nose_on MovementType=LIGHT ItemNumber=1 [Gear_L_ON] Type=LANDING_GEAR_INDICATOR NodeName=Gear_Left_On MovementType=LIGHT ItemNumber=2 [Gear_R_ON] Type=LANDING_GEAR_INDICATOR NodeName=Gear_Right_On MovementType=LIGHT ItemNumber=3 [Lock_VY] Type=RADAR_MODE_SELECTOR NodeName=Voy_Lock MovementType=LIGHT ItemNumber=3 [shoot_VY] Type=RADAR_IN_RANGE_INDICATOR NodeName=Voy_Shoot MovementType=LIGHT ItemNumber=5 [standbyCompass] Type=MAGNETIC_COMPASS NodeName=stby_comp MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 // master caution OFF [MFD_L_OFF2] Type=MASTER_CAUTION_LIGHT NodeName=MFD_L_OFF MovementType=LIGHT [MFD_R_OFF2] Type=MASTER_CAUTION_LIGHT NodeName=MFD_R_OFF MovementType=LIGHT [MFD_C_OFF2] Type=MASTER_CAUTION_LIGHT NodeName=MFD_C_OFF MovementType=LIGHT [iCP_OFF2] Type=MASTER_CAUTION_LIGHT NodeName=ICP_HS_ON MovementType=LIGHT [iCP_OFF] Type=MASTER_CAUTION_LIGHT NodeName=ICP_ON MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [MFD_L_OFF] Type=MASTER_CAUTION_LIGHT NodeName=MFD_L MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [MFD_R_OFF] Type=MASTER_CAUTION_LIGHT NodeName=MFD_R MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [MFD_C_OFF] Type=MASTER_CAUTION_LIGHT NodeName=MFD_NAV MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [HUD_OFF] Type=MASTER_CAUTION_LIGHT NodeName=HUD_ON MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 // MFD Weapon [MFD_Fuel_Low] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=MFD_LOW_FUEL MovementType=Light ValueUnit=LB Set[01].Position=1.0 Set[01].Value=1200.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.0 Set[03].Value=2500.0 [MFD_L_Heat] Type=ENGINE_OVERHEAT_WARNING_LIGHT NodeName=MFD_L_HEAT MovementType=LIGHT ItemNumber=1 [MFD_R_Heat] Type=ENGINE_OVERHEAT_WARNING_LIGHT NodeName=MFD_R_HEAT MovementType=LIGHT ItemNumber=2 [MFD_UGWP_LEFT] Type=WEAPON_STATION_SELECTOR NodeName=MFD_UGWP_LEFT MovementType=LIGHT ItemNumber=1 [MFD_UGWP_RIGHT] Type=WEAPON_STATION_SELECTOR NodeName=MFD_UGWP_RIGHT MovementType=LIGHT ItemNumber=2 [MFD_UGWP_LEFT_OUTER] Type=WEAPON_STATION_SELECTOR NodeName=MFD_UGWP_LEFT_OUTER MovementType=LIGHT ItemNumber=5 [MFD_UGWP_RIGHT_OUTER] Type=WEAPON_STATION_SELECTOR NodeName=MFD_UGWP_RIGHT_OUTER MovementType=LIGHT ItemNumber=6 [MFD_MSL_LEFT_IN] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_LEFT_INNER MovementType=LIGHT ItemNumber=14 [MFD_MSL_RIGHT_IN] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_RIGHT_INNER MovementType=LIGHT ItemNumber=15 [MFD_MSL_LEFT] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_LEFT MovementType=LIGHT ItemNumber=3 [MFD_MSL_RIGHT] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_RIGHT MovementType=LIGHT ItemNumber=4 [MFD_MSL_LEFT_OUTER01] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_LEFT_OUTER01 MovementType=LIGHT ItemNumber=11 [MFD_MSL_RIGHT_OUTER01] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_RIGHT_OUTER01 MovementType=LIGHT ItemNumber=12 [MFD_MSL_LEFT_OUTER02] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_LEFT_OUTER02 MovementType=LIGHT ItemNumber=9 [MFD_MSL_RIGHT_OUTER02] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_RIGHT_OUTER02 MovementType=LIGHT ItemNumber=10 [MFD_MSL_LEFT_OUTER03] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_LEFT_OUTER03 MovementType=LIGHT ItemNumber=7 [MFD_MSL_RIGHT_OUTER03] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_RIGHT_OUTER03 MovementType=LIGHT ItemNumber=8 [MFD_MSL_LEFT_OUTER] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_LEFT_OUTER MovementType=LIGHT ItemNumber=16 [MFD_MSL_RIGHT_OUTER] Type=WEAPON_STATION_SELECTOR NodeName=MFD_MSL_RIGHT_OUTER MovementType=LIGHT ItemNumber=17 [MFD_SAFE] Type=MASTER_ARM_INDICATOR NodeName=MFD_ARM MovementType=LIGHT [MFD_ARM] Type=MASTER_ARM_INDICATOR NodeName=MFD_SAFE MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 // ICP NAV inst [iCP_Range_LD] Type=RANGE_INDICATOR CounterNodeFormat=ICP_Dist_LD%d MovementType=ANALOG_COUNTER ValueUnit=NM scale=100 [iCP_Airspeed_LD] Type=AIRSPEED_INDICATOR CounterNodeFormat=ICP_ASPD_LD%d MovementType=ANALOG_COUNTER ValueUnit=KNOTS [iCP_RALT_LD] Type=RADAR_ALTIMETER CounterNodeFormat=ICP_RALT_LD%d MovementType=ANALOG_COUNTER ValueUnit=FEET [iCP_RangeCounter_AG] Type=RANGE_INDICATOR CounterNodeFormat=ICP_Range_AG_dig%d MovementType=ANALOG_COUNTER ValueUnit=NM scale=100 [iCP_RangeCounter_AA] Type=RANGE_INDICATOR CounterNodeFormat=ICP_RaNGE_AA%d MovementType=ANALOG_COUNTER ValueUnit=NM [iCP_Heading_AA] Type=HEADING_MARKER CounterNodeFormat=ICP_heading_AA%d MovementType=ANALOG_COUNTER ValueUnit=DEG [iCP_Airspeed_AA] Type=AIRSPEED_INDICATOR CounterNodeFormat=ICP_SPD_AA_dig%d MovementType=ANALOG_COUNTER ValueUnit=KNOTS [iCP_RALT] Type=RADAR_ALTIMETER CounterNodeFormat=ICP_RALT_dig%d MovementType=ANALOG_COUNTER ValueUnit=FEET [iCP_Airspeed_AG] Type=AIRSPEED_INDICATOR CounterNodeFormat=ICP_SPD_AG_dig%d MovementType=ANALOG_COUNTER ValueUnit=KNOTS [iCP_AoA] Type=PITCH_INDICATOR NodeName=ICP_AOA_dig MovementType=ROTATION_X ValueUnit=DEG Set[01].Position=-288.0 Set[01].Value=-40.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=36.0 Set[03].Value=5.0 [iCP_Course] Type=BEARING_MARKER CounterNodeFormat=crsdigi_dig%d MovementType=ANALOG_COUNTER ValueUnit=DEG [iCP_RangeCounter] Type=RANGE_INDICATOR CounterNodeFormat=distdigi_dig%d MovementType=ANALOG_COUNTER ValueUnit=NM [iCP_Heading] Type=HEADING_MARKER CounterNodeFormat=headdigi_dig%d MovementType=ANALOG_COUNTER ValueUnit=DEG //ICP [iCP_LD_ON] Type=LANDING_GEAR_INDICATOR NodeName=ICP_LD_ON MovementType=LIGHT [iCP_LD_OFF] Type=LANDING_GEAR_INDICATOR NodeName=ICP_LD_OFF MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [iCP_NAV] Type=HUD_MODE_INDIDCATOR NodeName=ICP_Mode_NAV MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 [iCP_AA] Type=HUD_MODE_INDIDCATOR NodeName=ICP_Mode_AA MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 [iCP_AG] Type=HUD_MODE_INDIDCATOR NodeName=ICP_Mode_AG MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=1.0 Set[03].Value=2 // HSI [HSI_BearingMarker] Type=BEARING_MARKER NodeName=MFD_Route MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=360.0 Set[02].Value=360.0 [HSI_HeadingMarker] Type=HEADING_MARKER NodeName=MFD_Course MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=360.0 Set[02].Value=360.0 [HSI_CourseArrow] Type=COURSE_ARROW NodeName=MFD_bearing MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 [HSI_CourseDeviation] Type=COURSE_DEVIATION NodeName=MFD_Decal MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.018 Set[01].Value=-5.0 Set[02].Position=0.018 Set[02].Value=5.0 // HUD [HUD_LOW_ALT] Type=LOW_ALT_WARNING_LIGHT NodeName=HUD_ALT_LOW MovementType=LIGHT ValueUnit=FEET Set[01].Position=1.0 Set[01].Value=250.0 [HUD_BINGO_FUEL] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=HUD_BINGO_FUEL MovementType=Light ValueUnit=LB Set[01].Position=1.0 Set[01].Value=6000.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.0 Set[03].Value=10000.0 [HUD_ILS_V] Type=VERTICAL_VELOCITY_INDICATOR NodeName=HUD_ADIPitch MovementType=POSITION_Z ValueUnit=FPM Set[01].Position=0.011 Set[01].Value=-6000.0 Set[02].Position=0.0 Set[02].Value=-1000.0 Set[03].Position=-0.011 Set[03].Value=5000.0 [HUD_ILS_H] Type=COURSE_DEVIATION NodeName=HUD_ADISlip MovementType=POSITION_X ValueUnit=DEG Set[01].Position=-0.011 Set[01].Value=-10.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.011 Set[03].Value=10.0 [HUD_BankIndicator] Type=BANK_INDICATOR NodeName=HUD_bank_indic MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=-360.0 Set[02].Value=360.0 [HUD_MACH] Type=MACH_NUMBER_INDICATOR NodeName=HUD_Mach MovementType=TEXTURE_V Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=1.0 Set[02].Value=4.0 [HUD_Roll] Type=BANK_INDICATOR NodeName=HUDPitch MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=-360.0 Set[02].Value=360.0 [HUD_Pitch] Type=PITCH_INDICATOR NodeName=HUDPitch MovementType=TEXTURE_V ValueUnit=DEG Set[01].Position=0.485 Set[01].Value=-90 Set[02].Position=0 Set[02].Value=0 Set[03].Position=-0.485 Set[03].Value=90.0 [HUD_Alt] Type=PRESSURE_ALTIMETER NodeName=HUDALT MovementType=TEXTURE_V Valueunit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.082 Set[02].Value=1000.0 Set[03].Position=-0.11 Set[03].Value=2000.0 Set[04].Position=-1.0 Set[04].Value=62000.0 [HUD_Speed] Type=AIRSPEED_INDICATOR NodeName=HUDSPEED MovementType=TEXTURE_V ValueUnit=KNOTS Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-1.0 Set[02].Value=1350.0 [HUD_AoAIndic] Type=ANGLE_OF_ATTACK_INDICATOR NodeName=indic_angle MovementType=Position_Z ValueUnit=DEG Set[01].Position=-0.011 Set[01].Value=-10.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.011 Set[03].Value=10.0 [HUD_Accelerometer] Type=ACCELEROMETER NodeName=indic_accelvert MovementType=Position_Z Set[01].Position=-0.014 Set[01].Value=-6.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=0.023 Set[03].Value=10.0 [HUD_HeadingWheel] Type=MAGNETIC_COMPASS NodeName=HUDcompass MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 [HUD_Heading] Type=BEARING_MARKER NodeName=HudCourse MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=360.0 Set[02].Value=360.0 [HUD_COMP1] Type=MAGNETIC_COMPASS NodeName=HudComp1 MovementType=ROTATION_Z ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 [HUD_RADARRET] Type=WEAPON_TYPE_SELECTOR NodeName=HUDRADAR MovementType=LIGHT ItemNumber=3 [HUD_HEATRET] Type=WEAPON_TYPE_SELECTOR NodeName=HUDHEAT MovementType=LIGHT ItemNumber=2 [HUD_IR] Type=WEAPON_TYPE_SELECTOR NodeName=HeatLight MovementType=LIGHT ItemNumber=2 [HUD_RADAR] Type=WEAPON_TYPE_SELECTOR NodeName=RadarLight MovementType=LIGHT ItemNumber=3 [HUD_AGUnGuided] Type=WEAPON_TYPE_SELECTOR NodeName=AGUnGuidedLight MovementType=LIGHT ItemNumber=4 [HUD_AGGuided] Type=WEAPON_TYPE_SELECTOR NodeName=AGGuidedLight MovementType=LIGHT ItemNumber=5 [HUD_ARM] Type=WEAPON_TYPE_SELECTOR NodeName=ARM_Light MovementType=LIGHT ItemNumber=6 [HUD_ILS_ON] Type=LANDING_GEAR_INDICATOR NodeName=HUD_Water_line MovementType=LIGHT [HUD_ILS_ON2] Type=LANDING_GEAR_INDICATOR NodeName=HUD_Bird_on MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [HUD_BIRD_Landing] Type=ANGLE_OF_ATTACK_INDICATOR NodeName=HUD_ILS_Vert_Vel MovementType=POSITION_Z ValueUnit=DEG Set[01].Position=0.055 Set[01].Value=-5.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-0.055 Set[03].Value=5.0 [HUD_BIRD_AoA] Type=VERTICAL_VELOCITY_INDICATOR NodeName=HUD_Bird_AoA MovementType=POSITION_Z ValueUnit=FPM Set[01].Position=0.005 Set[01].Value=-2000.0 Set[02].Position=0.0 Set[02].Value=-1000.0 Set[03].Position=-0.005 Set[03].Value=0.0 [HUD_BIRD] Type=ANGLE_OF_ATTACK_INDICATOR NodeName=HUD_Bird_on MovementType=POSITION_Z ValueUnit=DEG Set[01].Position=0.055 Set[01].Value=-5.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-0.055 Set[03].Value=5.0 //Voyants ... [RCDRLight] Type=MASTER_CAUTION_LIGHT NodeName=RCDR_ON MovementType=LIGHT ItemNumber=6 [DISPLight] Type=MASTER_CAUTION_LIGHT NodeName=DISP_ON MovementType=LIGHT ItemNumber=7 [sAMLight] Type=MASTER_CAUTION_LIGHT NodeName=SAM_ON MovementType=LIGHT ItemNumber=8 [AAALight] Type=MASTER_CAUTION_LIGHT NodeName=AAA_ON MovementType=LIGHT ItemNumber=9 [AILight] Type=MASTER_CAUTION_LIGHT NodeName=AI_ON MovementType=LIGHT ItemNumber=10 [CWLight] Type=MASTER_CAUTION_LIGHT NodeName=CW_ON MovementType=LIGHT ItemNumber=11 [LBARLight] Type=MASTER_CAUTION_LIGHT NodeName=LBAR_ON MovementType=LIGHT [GOLight] Type=MASTER_ARM_INDICATOR NodeName=GO_ON MovementType=LIGHT [NOGOLight] Type=MASTER_ARM_INDICATOR NodeName=NOGO_ON MovementType=LIGHT Set[01].Position=1.0 Set[01].Value=0.0 Set[02].Position=0.0 Set[02].Value=1.0 [bARLight] Type=MASTER_CAUTION_LIGHT NodeName=barre01_ON MovementType=LIGHT [RECLight] Type=MASTER_CAUTION_LIGHT NodeName=REC_ON MovementType=LIGHT [RadarModeStandby] Type=RADAR_MODE_SELECTOR NodeName=StandBy_ON MovementType=LIGHT ItemNumber=0 [FireLight1] Type=ENGINE_FIRE_WARNING_LIGHT NodeName=LeftFire_ON MovementType=LIGHT ItemNumber=1 [FireLight2] Type=ENGINE_FIRE_WARNING_LIGHT NodeName=RightFire_ON MovementType=LIGHT ItemNumber=2 [MasterCautionLight] Type=MASTER_CAUTION_LIGHT NodeName=MasterCaution_ON MovementType=LIGHT [APUFIRELight] Type=MASTER_CAUTION_LIGHT NodeName=APUFIRE_ON MovementType=LIGHT [CMELight] Type=ECM NodeName=ECM_ON MovementType=LIGHT [HookLight] Type=ARRESTING_HOOK_INDICATOR NodeName=Hook_ON MovementType=LIGHT [brakeLight] Type=AIR_BRAKE_INDICATOR NodeName=Brake_ON MovementType=LIGHT [Reflection1] Type=REFLECTION NodeName=CanopyFront [Reflection2] Type=REFLECTION NodeName=CanopyRear [LeftMirror] Type=MIRROR NodeName=mirror_left [CenterMirror] Type=MIRROR NodeName=mirror_center [RightMirror] Type=MIRROR NodeName=mirror_right [Thrust] Type=THROTTLE_CONTROL CounterNodeFormat=Thrust_dig%d MovementType=ANALOG_COUNTER Scale=100 [RadarAltimeter] Type=RADAR_ALTIMETER CounterNodeFormat=Altrd_dig%d MovementType=ANALOG_COUNTER ValueUnit=FEET [RadarAltimeter2] Type=RADAR_ALTIMETER CounterNodeFormat=Altrd_dig05 MovementType=ANALOG_COUNTER ValueUnit=FEET scale=0.1 [TASIndicator] Type=TRUE_AIRSPEED_INDICATOR CounterNodeFormat=tas_dig%d MovementType=ANALOG_COUNTER ValueUnit=KNOTS [Guncount] Type=GUN_ROUNDS_INDICATOR CounterNodeFormat=Gun_dig%d MovementType=ANALOG_COUNTER [LandingGearLever] Type=LANDING_GEAR_INDICATOR NodeName=GearLever MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=15.0 [TailhookLever] Type=ARRESTING_HOOK_INDICATOR NodeName=HookLever MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=15.0 Set[02].Value=1.0 [TotalFuelNeedle] Type=TOTAL_FUEL_QUANTITY_INDICATOR NodeName=needle_Fuel MovementType=ROTATION_Y ValueUnit=LB Set[01].Position=-90.0 Set[01].Value=0.0 Set[02].Position=90.0 Set[02].Value=10000.0 [TotalFuelCounter2] Type=TOTAL_FUEL_QUANTITY_INDICATOR CounterNodeFormat=FuelTOT_dig0 MovementType=ANALOG_COUNTER ValueUnit=LB Scale=1000 [TotalFuelCounter] Type=TOTAL_FUEL_QUANTITY_INDICATOR CounterNodeFormat=FuelTOT_dig%d MovementType=ANALOG_COUNTER ValueUnit=LB Scale=0.1 [internalFuelCounter] Type=INETERNAL_FUEL_QUANTITY_INDICATOR CounterNodeFormat=FuelIT_dig%d MovementType=ANALOG_COUNTER ValueUnit=LB Scale=0.1 [internalFuelCounter2] Type=INETERNAL_FUEL_QUANTITY_INDICATOR CounterNodeFormat=FuelIT_dig05 MovementType=ANALOG_COUNTER ValueUnit=LB Scale=1000 [ExternalFuelCounter] Type=EXTERNAL_FUEL_QUANTITY_INDICATOR CounterNodeFormat=FuelExT_dig%d MovementType=ANALOG_COUNTER ValueUnit=LB [NozzlePositionIndicator1] Type=NOZZLE_POSITION_INDICATOR NodeName=needle_nozzle1 ItemNumber=1 MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=90.0 Set[02].Value=1.0 [NozzlePositionIndicator2] Type=NOZZLE_POSITION_INDICATOR NodeName=needle_nozzle2 ItemNumber=2 MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-90.0 Set[02].Value=1.0 [Tachometer1] Type=TACHOMETER CounterNodeFormat=RPM_L_dig%d MovementType=ANALOG_COUNTER ItemNumber=1 Scale=100 [Tachometer2] Type=TACHOMETER CounterNodeFormat=RPM_R_dig%d MovementType=ANALOG_COUNTER ItemNumber=2 Scale=100 [EngineTemp1] Type=EXHAUST_GAS_TEMPERATURE_INDICATOR CounterNodeFormat=T4_L_dig%d MovementType=ANALOG_COUNTER ItemNumber=1 [EngineTemp2] Type=EXHAUST_GAS_TEMPERATURE_INDICATOR CounterNodeFormat=T4_R_dig%d MovementType=ANALOG_COUNTER ItemNumber=2 [FuelFlowIndicator1] Type=FUEL_FLOW_INDICATOR CounterNodeFormat=FFL_L_dig%d MovementType=ANALOG_COUNTER ItemNumber=1 ValueUnit=LB Scale=10 [FuelFlowIndicator2] Type=FUEL_FLOW_INDICATOR CounterNodeFormat=FFL_R_dig%d MovementType=ANALOG_COUNTER ItemNumber=2 ValueUnit=LB Scale=10 [RadarScope] Type=RADAR_SCOPE NodeName=MFD_R [HUD] Type=HUD NodeName=hudglass [RWR] Type=RWR NodeName=RWR [MovingMap] Type=MOVING_MAP NodeName=MFD_NAV [MachIndicator] Type=MACH_NUMBER_INDICATOR CounterNodeFormat=Mach_dig%d MovementType=ANALOG_COUNTER Scale=100 [AirspeedIndicator] Type=AIRSPEED_INDICATOR NodeName=needle_speed MovementType=ROTATION_Y ValueUnit=KNOTS Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=15.0 Set[02].Value=100.0 Set[03].Position=63.0 Set[03].Value=150.0 Set[04].Position=100.0 Set[04].Value=200.0 Set[05].Position=165.0 Set[05].Value=300.0 Set[06].Position=212.5 Set[06].Value=400.0 Set[07].Position=252.5 Set[07].Value=500.0 Set[08].Position=350.0 Set[08].Value=800.0 [AttitudeIndicator] Type=ATTITUDE_DIRECTOR_INDICATOR NodeName=ADIsphere MovementType=ORIENTATION [TurnAndSlipIndicator] Type=SIDESLIP_VELOCITY_INDICATOR NodeName=turnsphere MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=15.0 Set[01].Value=-3.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-15.0 Set[03].Value=3.0 [ADI_BankIndicator] Type=BANK_INDICATOR NodeName=ADI_BankIndicator MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=0 Set[01].Value=0 Set[02].Position=-360.0 Set[02].Value=360.0 [VerticalVelocityIndicator] Type=VERTICAL_VELOCITY_INDICATOR NodeName=needle_climb MovementType=ROTATION_Y ValueUnit=FPM Set[01].Position=-180.0 Set[01].Value=-6000.0 Set[02].Position=-90.0 Set[02].Value=-2000.0 Set[03].Position=0.0 Set[03].Value=0.0 Set[04].Position=90.0 Set[04].Value=2000.0 Set[05].Position=180.0 Set[05].Value=6000.0 [Altimeter] Type=PRESSURE_ALTIMETER_3 NodeName=needle_alt CounterNodeFormat=alt_dig%d MovementType=ROTATION_Y ValueUnit=FEET Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=100.0 [AoAIndexerSlowLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_slow_left MovementType=LIGHT Set[01].Value=12.67 Set[02].Value=30.00 [AoAIndexerOnSpeedLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_on_speed_left MovementType=LIGHT Set[01].Value=10.88 Set[02].Value=13.35 [AoAIndexerFastLeft] Type=ANGLE_OF_ATTACK_INDEXER NodeName=indexer_fast_left MovementType=LIGHT Set[01].Value=-10.0 Set[02].Value=11.55 I'll wait to here before I make any changes. Thanks again.