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Crusader

+MODDER
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Everything posted by Crusader

  1. In your main WOV folder, there's a folder called "Backup", with sub-folders ....good chanche that the stuff got relocated there, that's how it worked with previous patches, not sure if SP4 does it the same way.
  2. in the keyboard commands menu, you can assign a button to switch between 3 settings of the HUD info (ALT+H is a good choice for the button) the 3 settings are 1. normal as with SP32, with left and right lower corner flight and enemy info 2. as above but with FPS counter on the upper screen edge ,center 3. ALL info removed (no more HUD data ini editing )
  3. [internalFuelGauge] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=needle_fuel01 MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=170.0 <------position of the needle in degree, you have to finf out where's the needles "0" point, that is where it is build so you can get the right +- degrees Set[01].Value=0.0 <-- --- LB, Set[02].Position=-170.0 Set[02].Value=9560.0 Data INI says: [FuelCell] SystemType=FUEL_TANK FuelTankID=1 MaxFuelAmount=2762.00 <<pounds? liters? gallons? <--- in the data ini all values are metrical, fuel is in kilograms to fix the gauge, use Set[01].Position=0.0 <-- Set[01].Value=0.0 <-- and temporarily deactivate set2 //Set[02].Position=-170.0 //Set[02].Value=9560.0 fly, and take a screenshot then, from the now visible "0" position of the fuel needle get the position of the full and empty marks on the gauge and put them in the ini for the positions, Set[01].Position= is the empty mark for the value's convert the max. fuel amount (the 2762 or whatever) into pounds and put it in as Set[02].Value= xxxxx
  4. you can try to tie the red smoke to an invisible object, wich can placed in missions like other groundobjects, even with time delay .... or use a visible object like an infantry squad or the shot down pilot, make a new version of it which has the smoke MovementEmitterName=RedWilliePeteGroundExplosion (or GreenWilliePeteGroundExplosion/ YellowWilliePeteGroundExplosion) MovementEmitterPosition=0.0,-3.07,0.50 <---- to get some offset for the smoke from the actual object uhmm...just occured to me that this would only work with moving objects.....hmmm it could be done with a stationary ground object (perhaps invisible) which has to be added to the terrain data and types ini, but it will be always there, stationary buildings have an effect like this one from the generator building : Effect=SmokeStackEffect EffectOffset=6.21,3.77,16.25 well, just some ideas
  5. WoE Screenshot: "Angry Skies"

    cool one
  6. looks like you missed the MiG-21PF and PFM cockpits...... Badger and Mago stuff too :)
  7. the skin for the Hawk is on the Sams.bmp made by Pasko Patak
  8. well.. 1. rename your current WOV folder (WOV SP or whatever) 2. "uninstall" WOV , since you renamed the main folder it WON'T unistall the files 3. make a new shortcut to the WOV.exe in the renamed folder, use this one to play your modded game 4. install WOV again from the CD keep this install stock, if you want more installs simply make a copy of the stock MP game, rename it and do with it what you want a good idea is to burn the stock MP install on a CD/DVD , makes it easy to restore an install/make new ones
  9. check GRAPHIC OPTIONS -> Graphic Details = HIGH
  10. SHRIKE is an ARM (Anti Radiation Missile), so you have to find the Fan Song and order your wingi to attack it, and he will use the Shrike. He may flies off and away from it first, to get the right distance for weapon release. The tapes are AOA, speed Mach, speed kts, VSI, ALT, ALT (left to right)
  11. Hi, currently there's no patch for the Razor Game Pack version of SFG They are still working on it, see here : http://bbs.thirdwire.com/phpBB/viewtopic.p...highlight=razor
  12. cool music :) Kriegsmarine....naaaaaw.....that was pre '45 ......
  13. get the SFP1/WOV file extractor utility here : http://forum.combatace.com/index.php?download=343 once installed, browse to the Objectdata.cat file (in the Objects Folder) search for the file and extract it, it will be in the Objects folder (all extracted files get extracted into the folder where the .cat file you exctract from is located)
  14. also see this...... : http://bbs.thirdwire.com/phpBB/viewtopic.php?t=1891
  15. ahhhhsoo.......VER......ya know SW86....you are soooo confuuuusing Vertical Ejector Rack eh greetz MoonJumper :) Sundowner, I just checked the GR.3 data ini and the inboard stations already have the 2BR entry.....thats why it worked there from the start :) The F-4M and FGR.MK2 dont, I wonder if you could get the BRu57 rack on the m too without editing the ini... the weapondata.ini has a second version of the BRU57 rack, set up as a TLR (Triple Launch Rail) as a "stand-in" for a true smart bomb rack, so its possible that the FGR.MK2 can load LGB's on the inner wing stations with that rack...:) it isn't confusing, isn't it :)
  16. http://library.avsim.net/search.php?Search...sfmup&Go=Search
  17. lol nooooooo !!! "2BR" is short for "Twin Bomb Rack, like "TER and MER for Triple and Multiple racks respectively. with that now superbig weaponpack there are several types of the same rack, and yes, theres also a tandem rack (which is for the Jaguar ) ... but.... the BRU57 rack is from the "2BR" rack type too.... so you have to add "2BR " to the hornet data ini (as I told you above), then use the BRU57 entry in the hornet loadout.ini as decribed by sundowner above. I use this BRU57 twin rack since it is in the pack, and never got any trouoble using it. note : since there are several twin bomb racks in the pack, its a good way to use the preset loadouts specified in the loadout.ini, if you decide to change the loadout manually then the game grabs the first twin bomb rack in line from the weapondata.ini, which could be (or is) another twin bomb rack and has the fitting attachment types/nation/export settings. you can make the BRU57 rack first in priority for the hornet by moving it up the line with the weapon editor, so the game engine will use it first. edit: just to clear up the rack stuff : to use bombs on an aircraft, the "AllowedWeaponClass=" line must have BOMB, TER, MER ,2BR entries. Thoose shorts (BOMB[for single bombs], TER, MER, 2BR) are hardcoded in the game engine (can be found in some of the .DLL's) and are used by the game to load the weapons. This are the RACK TYPES. you find it in the " RACK TYPE" section in the weapon editor. There's also a name for the rack, which is in the "RACK DATA" section. It's in the field under "TYPE" BRU57, TER, MER and 2BR are also TYPE names. (used in the loadout.ini ) thats why it's so confusing....sometimes...
  18. guys, you have to add " 2BR" to the hornets [LeftWingStationInboard] [RightWingStationInboard] [LeftWingStationOutboard] [RightWingStationOutboard] AllowedWeaponClass= lines . BRU57 is just the type name of the rack, but it is a type "2BR" rack in the weapondata.ini, not a TER or MER type.
  19. did you add "2BR" to the stations in the aircraft's data.ini ?
  20. open the weapondata.ini with the weaponeditor and make sure that on the BRU57 entry EXPORT, USN and UK are checked
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