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Wrench

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Everything posted by Wrench

  1. there's a "live" camera feed on the TMF Phantoms with TISEO, the TMF F-14 (don't remember which version) and my mod of the U-2 (simulating the drift scope)
  2. they were never reuploaded to 1stGens after "some issues" several year ago.
  3. because they're existence is "stated" in the objects ***_data.ini //Sounds section (things like gear sounds, flaps, airbrakes, etc)
  4. bmp skins still work fine. and, readjusting the decals takes about 5 minutes; it's a simple matter of comparing a freshly extracted decal ini, with the old SF1 version, and making the necessary corrdinate adjustments. there's really nothing to it
  5. While (trying) to work on the TMF Mk IX, I discovered that both the Mk.1 and Mk.VIII have a hidden animation we'd never noticed! This will activate the radiator doors for both of these. Please note! This is ONLY for the TMF/ModMafia Mk.1 and Mk.VIII, available in our download sections Also, double check the numbering sequence of sub-systems in the fuselage component listing. Just in case your's differs. Spitfire Mk.1: add to fuselage section of data ini: SystemName[006]=RadiatorDoors add to the data ini -anywhere you want really, I put it down where the canopy animation statement is [RadiatorDoors] SystemType=ANIMATION DeploymentMethod=AUTOMATIC_MACH SmoothDeployment=TRUE RetractValue=0.50 DeployValue=0.03 AnimationTime=0.2 AnimationID=5 ModelNodeName[001]=cowl_flap0 Spitfire Mk.VIII (MTO and PTO usage): add to fuselage section SystemName[009]=RadiatorDoors add down near the canopy animation: [RadiatorDoors] SystemType=ANIMATION DeploymentMethod=AUTOMATIC_MACH SmoothDeployment=TRUE RetractValue=0.50 DeployValue=0.03 AnimationTime=0.2 AnimationID=5 ModelNodeName[001]=cowl_flap0 ModelNodeName[002]=cowl_flap01 save the data ini and enjoy. Feel free to adjust the closure speed, if more accurate information become available.
  6. practice (this is coming from a guy who knew/knows where all the emission control devices are on all cars from 1969 through 2010. And what they do. So, for me it's not hard)
  7. oh, and I forgot to mention, MANY of the DLC add-on aircraft are necessary too.
  8. The simple answer is: yes, you need all 5 SF games
  9. and reset all the decals, as the meshes on many aircraft have been moved (ie: world center of aircraft have been changed)
  10. as I explained in the PM reply to you, there is no such thing as terrain cats for those 2 terrains... As Gepart has said, if you open the Coastal Range.ini, you'll see the line I've highlighted here: The same is true for the Angola.ini ---- So, what's required to make them work are having the stock SF2 Desert.cat, the SF2E GermanyCE cat. None of the other terrains (VietnamSEA), especially IsraelME and IcelandNA most likely would not have all the proper "terrain objects" built in to have all the items show up. So, in short, you need GermanyCE.cat and Desert.cat. Only available from SF2 and SF2:Europe
  11. ThirdWire Site

    Excellent!
  12. I just wish I had the MAX files from the TMF Mk.1 -- it'd be easier to make the Mk.V from that by simply added the cannon barrels and magazine bulges ------------------ Ok, Volker, I'll get you everything I have, the model in game, inis, and the MAX file as soon as I can. I say we simply stick to finishing it as the Mk.IX. Easier, simpler, less work and all that! Many thanks from me, the Mod Mafia and the community!
  13. ThirdWire Site

    still nothing.. I posted the question on the 3W FB page, so we'll see if anything matteralizes
  14. world center of the object, iirc (like the smokestack effect on the GeneratorBuilding1) . for the stand-alone smokestacks I've been using, it also the 0/0 point (center), but 100 meter up. Even then, they're not always perfectly centered I assume you're using Mue's Lod View for coordinates? also, don't forget I have "fake smokestacks" if you need them -- for building with multiple venting solutions
  15. I can't remember what it is, but it's one of the inis that came with that mod turned them off. Done for historical reasons. EDIT: check to see if it added a HUDDATA.ini; that one controls the Map Icons
  16. it's got a lot of small, extra bits hanging off it, some "thing" in the aft radiator outlet ducts; needs the outer wing meshes cut from the (single piece) wing mesh. Maybe some other stuff I can't see in MAX or the LOD viewer. Also explodes on the runway at mission start. The MAX file is dated 2006, so will need updating to the latest version. As you can see, I have MAX 2009, so I can open the file; just never learned how to work the damn thing!!! If someone can finish it, that would be great. I"ll have to check with Crusader, of course, as this was one of Oli, but I"m sure it'd be ok. As you can see, it's mapped and skinned (and decaled, too!) already. Making a Mk V out of it would take a LOT of work; there's some major differences; not the least of which is the 3 bladed prop, different radiator (oil cooler) under the right wing, and so forth. But I have plenty of data (books on pdf)
  17. no and we never finished the Mk.IX either (meaning I've never found someone to do so) But Cocas & I did the Mk.Vs some year back; they're in the download section
  18. FM will need a rebuild as well, given the 10 years past since it's release
  19. Max tiles on terrain?

    I would try it in the TE -- maybe a fault in the TFD tool. It' looks like an incomplete statement, but I'm assuming that mountain tile has no alpha objects (trees) and definately no solid objects (houses) for TOD items
  20. ThirdWire Site

    Same here -- can only get to the main page. well, lets just hope it's only down for maintence (with a notice posted), and not what we've been fearing for some time now ...
  21. Max tiles on terrain?

    I've never even come close to that number; somewhere below 200 is as far as I've ever needed. I don't use the TFD tool though for The Big Jobs, that's for real 'fine tuning'; fiddling of local (1-2 tile sized) height fields. 99.9% of all my work in done in the 3W TE. In that, like other 3W "things" my guess would be 999, but no one has ever gotten (or needed to go) that high. To get tile alignments correct, are you using my "north arrows" trick? (TFD can't do that as it only uses the tiles DIRECTLY in the terrain's folder) EDIT: are we talking total number of tiles on a terrain, or total of differing types? For total numbers, I know SF2 (for example) can be in the 10s of thousands - and believe me! I know!!!)
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