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Alexander51

JAGDSTAFFEL 11
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Everything posted by Alexander51

  1. Yes indeed!! Thank you Tailspin for pointing those of us with this problem in the right direction. Taking the CAT extractor utility and pulling out the WWIVERDUN_DATA.INI, look for the following two paragraphs: [NormalTextureMaterial] UseEffectShader=TRUE <------------------(change to FALSE) EffectShaderName=TerrainEffect2.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] UseEffectShader=TRUE <------------------(change to FALSE) EffectShaderName=WaterEffect2.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=6.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE Bullseye! When I exit a mission, I end up at the FE debriefing screen instead of the desktop and thereby staying within the game. Will help lots when hosting a MP session for sure.
  2. I love this! February and March have been BUSY months as far as add-on aeroplanes for First Eagles. Craigster
  3. Fabulous!!!!! I love that 'used' and 'beaten up' look you gave to the aircrafts cowling and cockpit areas
  4. Yup it works! I tried it with the Halberstadt D.III (coming soon) DATA.INI and success
  5. Extreme sweetness!!!!!!!
  6. Ah very good. 500 it is <S> The more bullets the better
  7. Another FM project for you if you want I threw this together in order to correct the muzzle flash offset for this plane: [internalGun1] SystemType=FIXED_GUN GunTypeName=7.92MM_SPANDAU_LMG08/15 InputName=FIRE_PRIMARY_GUN GunGroup=1 MuzzlePosition=0.17,0.74,0.30 < ------------------ LightPosition=0.17,0.74,0.30 < ----------------- AimAngles=0.0,0.0,0.0 MaxAmmo=400 EjectShells=FALSE EjectPosition=0.0,-0.86,0.65 EjectVelocity=0.0,0.0,-1.0 MinExtentPosition=-0.13,0.89,0.37 MaxExtentPosition=-0.13,0.84,0.33 GunFireAnimationID=7 Craigster
  8. Hey ya dhasdell! Yes that's a great looking terrain indeed. I was using another winterized terrain mod as it helped with raising the FPS. I was able to turn on the trees in fact, but realized that all I had to do was set horizon to NEAR Craigster
  9. What's up Saganuay? Long time, no see <S>
  10. Heres a WIP for the Albatross D.II: http://www.simhq.com/forum/ubbthreads.php?...e=1#Post2113456 No idea as to how much work is left before completion.
  11. What a gigantic machine!!! Thanks again A-Team <S> Craigster
  12. Hiya Joe <S> Aim point as in: SPAD7_DATA.INI ------------------ .............. .............. .............. [MachineGun] SystemType=FIXED_GUN GunTypeName=303CAL_VICKERS_MK1 InputName=FIRE_PRIMARY_GUN MuzzlePosition=0.0941,0.7554,0.5072 AimAngles=0.0,0.0,0.0 <---------- ------------ -------- (?) MaxAmmo=380 EjectShells=TRUE EjectPosition=0.15,-0.1,0.55 EjectVelocity=0.5,0.0,0.3 MinExtentPosition=0.0,0.75, 0.45 MaxExtentPosition=0.2,0.0, 0.55 GunFireAnimationID=4
  13. Wow bloody fantastic mates!! Another amazing way to expand this sim. Well I e-mailed TK with a whole LIST of things that I wish WOULD COME for this sim, but I doubt if he'll take heed. I suppose that he's more into developing something thats moddable and expandable. So far anything to do with the multiplayer component is nothing more than an 'afterthought'. Ah hell I could be totally wrong about this and I hope that I am <S> Looking forward to this new expansion nonetheless. Craigster bubba guy
  14. Uh oh and I thought the Gotha was hard enough to knock down! Looks very impressive. So when they completed these big birds, did they smash a champagne bottle over its nose prior to wheeling them out of the hangar? So not long now for the Sopwith Triplane I hope? Craigster
  15. Beautiful DM. Thanks buddy
  16. I've got a really old BIOS and couldn't locate the fastwrite info :( Dunno if it has it at all. Ok that other entry you spoke of, the conservativeswapfileusage=1, where would I find that one? Don't have a Radeon card so was referring to step 3 stuff:) Craigster
  17. Very cool! I'm off to take the EIV for a spin vs. N11 and Farmans. Thx mate <S>
  18. Get this proggy: http://www.rarlab.com/download.htm <S>
  19. Bloody marvelous!!! Can't wait :yes:
  20. I concur! It's been a busy month in itself as far as new add-on aeroplanes. I love this
  21. You're very welcome Bro :yes: Glad that we could have all been there for you in this capacity! Craigster dude
  22. In the aircrafts data.ini file you can find the section on the guns: [internalGun1] SystemType=FIXED_GUN GunTypeName=7.92MM_SPANDAU_LMG08/15 InputName=FIRE_PRIMARY_GUN GunGroup=1 MuzzlePosition=-0.1568,0.8085,0.5659 LightPosition=-0.1568,0.8085,0.5659 AimAngles=0.0,0.0,0.0 <--------------------------- MaxAmmo=500 EjectShells= EjectPosition=-0.17,-0.15,0.57 EjectVelocity=-1.25,0.0,-0.3 GunFireAnimationID=2 Zeroing those numbers out should make the tracers and sight picture overlay nicely. This seems to do the trick for most of the aeroplanes in-game.
  23. One down, one more to go
  24. and sleepier still..............
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