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Dornil

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Everything posted by Dornil

  1. AI has trouble taking off in this for some reason - does not rotate until gear brakes off. Also AI pilots tend to perform strange circles on the ground, while taxiing.
  2. I've got some questions accumulated over the years, so I will just bundle them together, hoping that someone might answer those: 1) Skins. Say, I have MiG-15 and a lot of skins for it. Some are assigned to Soviet, some to NKorea, some to China in TEXTURESET.INI. When I start a single mission with Soviet air force, sometimes the game assigns Chinese or NK skins to Soviet nation by default. How can I make the game to use Soviet skins only for soviets, Chinese for China, etc.? 2) About this MiG-17K by Cocas: it refuses to drop tanks. I.e. it seems to drop them actually, but visually they stay under the wings. Which parameters in which file are usually responsible for that action? BTW, did anyone ever make some more skins for this model? 3) Damage model: where does it live in game files? E.g. the bullet holes layer - where how is it mapped to the aircraft model? 4) Which application can be used to 3D-edit the .LOD files? 5) How do I teach AI to hit targets with their guns? On some airfcraft their aim is OK, but in the others it's all over the place. 6) What can be done to prevent tanks and other ground targets from being easily destroyed by a single 20mm hit? 7) On every map there is typical set of aircraft, which are spawned in single missions. Which file is responsible for that? 8) Can there be more than one mercenary unit in the campaign? Can they be on the opposite sides? 9) Which Soviet unguided rockets cam be used in the first half of 50's? 10) Dhimar and Parani are nowhere to be found, neither in a sinle mission list, nor in NATIONS.INI. Where are they hiding? 11) I saw a Ta-183 in someone's screenshots once. Where can I get that? That's all I could remember now:) Would reallu appreciate any help!
  3. Thank you for the answers, everyone! So, to make the aircraft use holes.tga, I must first map it to the LOD via 3DS max 2009, correct? About Dhimar and Paran - they were in the game from the very start by default, right? Where are they, if not in the cat-extracted nations.ini?
  4. Oh, finally got the idea!:) Narrowed down to (0.228,0.0);(0.272,0.05), will finish tomorrow. Thank you!
  5. Where can I see this particular texture, generated by SF2? Just to understand where to move the rectangle. Can I also somehow increase the size of this rectangle temporarily, to see where it is on the texture?
  6. Sorry, I'm not following:( What is that texture we are talking about? Currently I can't see any characterts in the labels, just some frangments.
  7. Any method to find this dot spot, other that try and fail?
  8. Could it be related to difference in system fonts or to ingame resolution? Which parameters in TWFONT.FX can I play with to try and make it work as it should be?
  9. For some reason I see labels not as dots, but as small vertical dashes. Can I make them into dots somehow? Also, what are the numbers do I put in for dark-grey color?
  10. Something appears to be wrong with damage model of Albatros D.III in this pack - it takes insane amount of hits to bring one down. E.g., 8 Pups vs. 4 Albatros skirmish always results in massacre - all Pups are down, all Albatrii are full of holes, but flying home without any losses.
  11. Struggling with decals

    Thank you for the help! I was missing "PfalzD3a" in decal path.
  12. Hi! Yesterday I've been trying to install Pfalz D.III from Capun's site into FE2, and just couldn't get the decals to show. I spent a lot of time naming, renaming and tossing around the folders, but to no avail. As I understand, it should be: Decals=>Pfalzd3a=>D=>Jasta7 (e.g.); it didn't work. Decals=>Pfalzd3a=>Jasta7=>D didn't work either. Changing DecalsMaxLOD=3 to MaxLod=3 in Decals.ini also did not help. Really need an advice here.
  13. F-86K For SF2 by Paulopanz

    There is also something wrong with aelirons and flaps position on the 3D model. This misalignment wasn't there in SF1, IIRC.
  14. F-86K - JG 74 - ca. 1962

    Aelirons and flaps on this 86K model seem to be aligned properly, whilst on all F-86D/K/L models available for SF-2, those surfaces are somewhat shifted against their geometric center. How did you fix that?
  15. Hi! I just installed seasonal tiles by Jan Tuma into FE2 and at close range terrain looks excellent. But at a distance the terrain objects (trees, houses, etc.) pop up and disappear quite suddenly so it doesn't look nice from medium altitude. How do I: 1. Increase the drawing distance of those objects? 2. Make them fade gradually instead of suddenly disappearing?
  16. Thank you, 33LIMA! Increasing the mesh detail did help, although at the cost of some performance loss. I tried the shader solution, but it did not change anything for me. I'll try again later in case I did something wrong.
  17. Is there a FAQ for mach tables? I don't understand what all these numbers mean: CD0MachTableData=2.095,1.235,1.091,1.030,1.000,0.980,0.974,1.000,1.020,1.020,12.692,12.753,12.843
  18. I have another trouble with MiG-17 FM - can't get if faster than 0.91 mach at sea level (~500m). Although MaxSpeedSL and MachLimit are higher, CD0/CDL are considerable lower (for wings and h-stab) or same (for fuse & v-stab) than on 15bis, the actual maximum speed is still same:( Engine parameters is also the same as 15bis. Am I missing something?
  19. Thank you very much for your recommendations! I did some minor adjustments and this should suffice for now. Although I didn't really understand how to use the gun convergence table, it doesn't seem to be necessary anyway - cannons fire straight enough. Is there a particular reason for cutting MiG's combat radius that much (almost twice)? Mission/campaign issues? Now about 3D: I didn't find a better model (just a what-if naval version), so will have to bear with the stock one. But I also cannot locate that MiG-17.lod ! None of the .cat seems to contain it, so I can't analyse it with LODviewer:((( Are there at least any high-res skins for 17? Everything I stumble upon is standard 512x512. And one campaign related issue: B-29 intercepts. Gunners are cutting down MiGs way too easily, while MiGs require numerous passes to bring down even single fortress. Moreover when there is a lot of 29's, their guns are quickly turning everything into slideshow. Anything I can do about it?
  20. Now I'm trying to put MiG-17 in Korean skies (since they already have Seahawk and Hunter there:)). But I want it to be consistent with the other KAW aircraft in terms of FM, DM and gunnery. As a template I naturally use KAW MiG-15bis. Could you please advise where am I wrong and what else should I look at? DM Just added StructuralFactor and armor values to everything as in 15's data.ini. Will it do it? Gunnery Copied [Dogfight] lines. What should I do about Internal Guns? Namely about Min/Max ExtentPosition and AimAngles? FM Now the hardest part:( 1) What are the speed units of measurement in [FlightControl] section? The numbers don't look like anything in reference data. 2) MaxSpeedSL is a sea level, right? What about the high-altitude max speeds? Where do I change those? 3) EmptyInertia - should I change that? 4) Aerodynamic values in separate AC parts - this REALLY looks complicated! MiG-17 has different wings, stabs and longer rear fuselage. What parameters should I change excactly? 5) Should I add the RightWarp? 3D 1) Where do I get the OUT file for MiG-17 do to the CanopyHide thing? 2) Is there a better external 3D model anyway? I searched everywhere, but failed so far. Strange - such a widely used aircraft in SF, yet such a dated 3d...
  21. Ok, found it. For some reason there is a conflict with this: http://combatace.com/files/file/14272-sarcasm-v-15/ Thank you for the excellent modpack by the way!:)
  22. It had something to do with ENVIRONMENTSYSTEM.ini - I forgot to delete that from Flight folder before installing the new version of your WoK. Now without it the sun is back:) Although I cannot use the effect mods until I find our which parameter caused this.
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