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Wrench

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Everything posted by Wrench

  1. i don't think you can switch them on or off. Unless it takes it cure from the airfields (main) ini. Most lights (runway) come on after dusk. afaik, you can only have it ON and rotating. (but, thats all i know!!! <grin>)
  2. Hunting down Yefrem Gordon's book the Yaks (25,26,27,28) would be a good starting place. I know that Aerofax is (either) the printer or publisher. the intenet (and favorite search engine) is your friend
  3. which plane and what modder built it? I've never seen a pilot figure cast the shadow rope; it's usually (almost always) cause by faults in the aircraft model itself. Open or flipped meshes, etc. There is no cure
  4. umm...as you stated they're DLCs, they'd only be a the 3rd Wire store.
  5. that's excellent! looks like it's time for me to get to work -- oh the pain of 4 WW2 installs!!
  6. "all this has happened before, and it will happen again" paitience, young padawan, all will be made manifest in due time
  7. or just look on any of my terrains that have sea ports
  8. remember, there's no lods available for stock items (locked in cat 002). But it is listed in the stock terrains types inis. as to the docked ships, they're ground objects, placed as usual. Look for "Trawler"; there's 3 of them. you should know all this stuff by now, Jordi!!
  9. <cough> position of wing lights is always a useful starting place <cough> but with the lod viewer, it's down to an exact science
  10. of course you can! even some of the terrain cat lods, if the ini is available
  11. yes, you can make a light rotate (see Stary's lighthouses) you'd need to build in the animation into the LOD, and most likely use a 'self illuminating tga', and the tga for the light beam itself would need creating
  12. oddly, ONLY in SF2NA has the sound bug. None of the others seem to have it. (E, V, I, 2) now, here's the screwed up part -- all my WW2 mods folders are built from the NA exe; NONE of the exhibit the bug. ONLY in NA. The naval features work (after a fashion) in the other merged titles. But don't work as good as directly in NA (at least in my experiences with them). remember, all 5 (7 if you have the expansion packs) all share the same core dlls and cats and so forth. It's only the exes (and whatever is hiding in their code) that seem to differ.
  13. don't forget, the wavs themselves are (need to be) 8 bit monos Did you add the new gun sounds to the Soundlist.ini, and place that in the /Flight folder? are you testing these sounds in SF2:NA? There are serious, known issues with NA, even with stock sounds, of having them sped up and sounding way off (think prop engine sounds like a lawnmower). There is no fix; requests and reports were not acted upon by the manufacturer. OTH, in all the others (SF2, 2V, 2E, 2I) the add-on sounds work well.
  14. Wouldn't it be far simpler to just write the textureset.ini and include it with the skin? just saying, that's how we've been doing it for the last 10 or so years (SF/FE)
  15. indeed, "CleanExhaustEmitter" would be the correct one; it's the one I've used for the last 12+ years.
  16. both the A-6 and F-104 pits are only in SF1s. Pretty much the only reason to keep them
  17. moved to the proper forum -- please, from now on, try posting questions like this in the correct place -- sorry, don't have an answer for. Try checking sound card connections or rebuiiding/refreshing the mods folder; check that the called for sounds actually exist in the /Sounds folder, check that the data ini for the aircraft is calling for sound that exist in /Sounds folder
  18. Are you trying to add a acutal static aircraft, or use one of the stock 3w lods? Using the stock aircraft don't work, even with all their extracted lods (also illeagle) placed in the terrain's folder. If using one of the (very) few available freeware statics (for example, a P-51) the statements would look like this: This is take right from one of my WW2 terrains, so we know it works Mind you, this is a very old LOD (2005-ish) and does have it's own destroyed model. The hard part, expecially for these ancient units, is running down all the missing pieces (usually the prop and canopy tgas). One needs to search the lod with a hex editor to find them. as to the armor values and types, I can't remember
  19. Odessey: A Star Wars film

    Don't know if any of you have seen this fan made short film yet, but it's worth it!
  20. (don't know what happened with the quotation box there...to answer the question: only 1stGens locate the decals sub folder ( Objects/Aircraft/F-86F/336th(skin)/D/*nameofdecal* in skin sub folder the aircraft main folder SF2 uses a seperate /Objects/Decals/Name-of-aircraft/name-of-skin/-decals-/name of decal format. Something TK changed when going to the SF2, seperate mods folders concept/formate/wingdongs7 also, the DecalMaxLod= MUST be listed in each decal statement in the ini. Oddly, in 1stGens it wasn't necessary. We only found that out (SF2) when converting older aircraft TO sf2, and finding the decals didn't show, all else being equal. OTH, 1stGens CAN use the Objects/Decals/etc..... that's been tested by me and it works fine.
  21. There are some terrains where NavalMap=TRUE simply just doesn't work
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