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Wrench

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Everything posted by Wrench

  1. it's not likely to happen there are literally less than "the fingers on one hand" worth of MAX gurus making airplanes. More than likely, the Grippen will be "as it is" for the rest of time. And the MAX Gurus, they pretty much DO know how to research the shapes, capabilities and so forth The question to be asked is: Is there something majorly wrong with the Grippen we have??
  2. Fubar has/had been reworking it several (5-6) years ago. Fixing issues like the fuel consuption, landing gear/skid issues and FM stats. But he never finished it. I'll give him a poke, and see what's up with it
  3. nope. has nothing to do with terrains Min/Max is for damage (hit boxes) check your height data (HeightMapScale=) in the terrain's data ini, for each and every tile that has one, set it to 2 or 0.
  4. Maybe you should be telling us WHICH terrains have the issue? BTW, not all terrains have or use the "Allowed MIssions" statements. Therefore, ALL missions should be viable on those (if all the necessary AD units are present in the /GroundObjects folder)
  5. Air Strike (Bruce Willis)

    I'm sure it'll be direct to video/streaming I must say, it's nice to see Nells, Nates, and I-16s, even if all CGI
  6. it don't with radar only visual gives the target info should be stated in the manual (downloadable someplace on the 3rd Wire site, albeit for SF/Wo*, but the commands and operations are the same)
  7. you're going to make me go back to work on the Baltic map, aren't you? Those will come in REAL handy!!!
  8. Thanks Otto! I left the outboard guns '"not ejecting" Funny thing, the ETC centerline rack is covering the (not painted on) ports where the MG17's would drop their casing. Not a big deal, at any rate! (just aft of the wheel wells) I used: MG-151 -- 250 RPG MG-17 -- 900 RPG MG-FF -- 55 RPG digging through all by FW-190 books. The hardest thing was finding the fuel tankage. It also appears the A-4 did NOT have MW-50 boost?
  9. check the amount of fuel in the tank(s) (there are actually 2 in the lower fusealge, or as used here, 1 large one of more-or-less correct gallonage front tank: 232 lt. rear tank: 293 lt. easier to just use one total gallon numbers (literage?) check BFSC also (iirc) - which controls fuel consumption. I have all the hit boxes done; just have some final testing. Took substantially LESS than a half hour to do them. AND correct the muzzle flash and ejected shell locations.
  10. yes, because the cockpit and aircraft are 2 seperate models. the seat is 'attached' to the aircraft's LOD
  11. I've not experiened control issues flying on NORMAL. amariani, please post your rudder tweeks?
  12. disable the "auto speed" canopy. Switch to manual animation key, or just "turn it off" typical fault of aircraft NOT updated after the 2008 patch
  13. Thought they were working on the differing versions? Didn't they show the various versions in the "WIP Thread" in the Spanish Language Forum? (other than the long nosed)
  14. oh brother... I've been skinning since 2005; I DO know how to make a skin. I can also build a multi-layered template (with all the trimmings) from the original, single layered skin. Done it dozens of times. I can, and have, also built templates from the lined and UV maps. Done that several dozen times, too. The point being, is it's kind of hard (read impossible) to create a new skin, and still retain the panels and rivets when they aren't seperate layers. They just wind up getting painted over. Not what we'd like. I'd suggest looking at the templates that have been uploaded for the various ww2 and even the 3W aircraft. You'll see what we're talking about. I'm not even going to address this....
  15. I had the same issue as well. Finally managed to finagle it to open perhaps, instead of using RAR, why not use 7z. Like everyone else does
  16. that included template is a flat, single layered bitmap. That makes it somewhat useless for creating new skins, as there are no seperate layers for panels, rivets, control surfaces, staining, and all the other required details. When you can find the time, the full, LAYERED PSD template would be QUITE welcome, as Sokol said. --- Also, is this a "final release" or a beta? Now, mind you what I"m going to say may seem critical, but I've been around the block with building new aircraft more than a few time (150+) (skinning, inis, unfortunately NOT MAX work), and I sort of know what might need to be done. There are major issues with components being mis-named, lack of correct hit boxes, meshes that should be "cut" from the main (see image below, which shows the "hit boxes" as released): inner and outer wing sections need creating & proper naming (just cut between flap an aileron the rest is simple text editing in the data ini) Vert fin part of fuselage, should be it's own mesh, child of "Tail" should have a "tail" mesh, r/l stabs reassigned to that mesh. canopy animation seem awfully weird -as in not working. Simple text edit switches back to manual, player controled: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=2.60 AnimationID=2 Again, I'm not complaining; new replacements for the FW-190 series is desperately needed! Wolf's is 15+ years old, and the DAT's aren't available to the General Populace (and only their Dora-9 and Ta-152 are their's; the others are based off Wolf's MAX files, which he game them). It just needs some care and fine tuning. Other than my comments above, it's a fine example!!! I CAN'T wait for the rest of them!!
  17. not fully optimized Lod0001 can add to the load as well. Lack of distance lods has always been a major issue For our (Veltro and my) try these numbers in the main ini: B-17F: [LOD001] Filename=B-17F.LOD Distance=1500 [LOD002] Filename=B-17FLP1.LOD Distance=2500 [LOD003] Filename=B-17FLP2.lod Distance=8000 B-17G: [LOD001] Filename=B-17G.LOD Distance=1500 [LOD002] Filename=B-17GLP1.LOD Distance=2500 [LOD003] Filename=B-17GLP2.lod Distance=8000 see if that makes a difference. If not, revert to the originals
  18. you do realize, that the guys that built these are no longer with us, right? So don't expect any updates from them. Other than ini/skin mods, like Viper's Pak, that it for physical model development
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  20. my only complaint is: shouldn't the template be a layered PSD, instead of a single layer bmp?
  21. While geared more for the SF2 series, the basic information is usefull for new (and even continuing!) FE2 players Have Fun!
  22. Problems with my FE2

    sound like you're not looking (or installing to) in the right place for "user" folder. Like the SF2 series, FE2 runs in 2 places: 1) the "core install', down in the /C:ProgramFiles/x86/ThridWird/FE2. and 2) the Mods Folder; usually in the *your name/saved games/ThirdWire/FirstEagles2 since you said you're on Win7, that's where you'll find it. You might also want to give the linked post below a read; while geared for SF2, the same basic information is used for FE2 this Mods Folder is where everything goes. Rule of thumb: if a needed folder dosen't exist (or come with a download, such as Effects, or Objects/Weapons, Terrains), you create one)
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