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Wrench

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Everything posted by Wrench

  1. no get WoE, copy/paste the VietnamSEA.cat to a /Terrain folder and viola!
  2. those ARE stary's tods. they were built, iirc, as one objcet, and imported (something i've never learned to do!) the bmp you posted is the stock 'terobjects_buildings.bmp'. to re-TOD, to use the stock 3W 'little buildings', you'll have to use the terrain editor.
  3. i'm grabbing that usn font for meself!! thanks flogger!!!
  4. i don't have the upgrade, baff, so could you post a screenie of the city with the TODs? There's a possiblity they might be Stary's, that use the "large clusters of large buildings". If I see it, I'll know!!
  5. was it allanjb or lloydnb??? I'll check my archived zips.. even I don't remember!!!
  6. looks almost like AAF Code, but that one dosen't have a dash (-) as part of the font; has a -believe it or not!- star-and-bar!! if using that font, just leave the space between the numbers blank, and paint in the dash with a 1 or 2 pixel square brush
  7. really? actually, the fueselage is broken into 4 parts .. bottom, top, left and right. other than the to-be-expected, and well-known-about mapping issue at the base of the vert fin.., with full stripes with half fues stripes (circa july 44), obviosly the problem disapeares. there's been mapping issues since day one with all of them ... hence the need for newer models
  8. morteza: fly fine for me. All the statements in the data ini are right from the 3W 21mf sandesh: if you mean the PG, with the cranked delta, I have no idea!!! No one has found the max file for THIS one, that could be used as the base for that one paulo: I have "partial" wing templates, if that'll help. I had to paint on the roundel, and had to redraw a small section of rivets and panels where they sit
  9. guess I should finish this one off, and ETO B/C upgrades...
  10. increasing the internal capacity increase the weight; better to lower fuel consumption by BFSC editing either way is still wrong!!
  11. WHY use decals for invasion stripes?? on Wolf's you can paint the invasion stripes on; the mappping on that is very well known (well, at least by me..and my 40meg template!) on TKs mustang, why not use the positions for the Suez stripes? (edit -- TK made them DECALS????!!!!! wtf??) but, like alfie said, move the squadron codes down, make the stripes 1st (level 0, codes, level0, ID letter level2) edit: correction, I just checked and the B/C template is 66+ megs!!
  12. of course, one could really cheat... and adjust the BSFC down to near zero... but then, you'd never get light enough for full manuvering
  13. ANW has the same problem, too. forgot that one!
  14. oh, yes I can -- its a seperate map for the pilot figure (a tga). but I aint gonna, cause it looks sooooooooooooooooo out of place!!! it's even got the logo on the back!
  15. heightmap won't do s**t it's an "Alpha Object" issue do this in the IR2003 data ini: [AlphaObjectTextureMaterial] EffectShaderName=xxterAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE in other words, comment out the fx line Eritrea uses the same 'fix'
  16. Apu-60-1

    did you add it to the loadout ini??? MERs, TERs, and rails must be listed in the aircraft loadout ini example: Indian Type 96 Fishbed: [AirToAir] Loadout[01].WeaponType=AA-8 Loadout[01].Quantity=2 Loadout[01].RackType=APU-62L Loadout[02].WeaponType=AA-8 Loadout[02].Quantity=2 Loadout[02].RackType=APU-62R Loadout[03].WeaponType=AA-2D Loadout[03].Quantity=1 Loadout[04].WeaponType=AA-2D Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank490_MiG21 Loadout[05].Quantity=1 and, in the aircraft's data ini, "2IR" must be listed on that station, and the maximum weight allowed adjusted for the mass of the 2 missiles and the rail [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.68,-1.49,-0.42 AttachmentAngles=0.0,0.0,0.0 LoadLimit=500.0 LengthLimit=3.5 AllowedWeaponClass=BOMB,RCKT,RP,IRM,FT,2IR AttachmentType=WP,SOVIET,INDIA ModelNodeName=WingPylon_Outer_L PylonMass=60 PylondragArea=0.02 LaunchRailNodeName=MissileRail_Outer_L LaunchRailHeight=0.10 LaunchRailMass=25 FuelTankName=Tank490_MiG21
  17. edit the loadout ini, and always carry drop tanks the MiGs are notorious (since SFP1) for NOT having tanks all the time -- which they should have
  18. oh yeah!!! that worked a charm except for he's holding!!! I LOVE anachronisims!!!
  19. did you re-intialize the weaponsdata ini and gundata ini using the weapons editor and gun editor??? (meaning, add them in?) are you wingmates, at mission start, giving you the radio message "i'm out of gun ammo'? can you select the new weapons/guns with the 'next weapon' or 'next gun' button or keystroke? and do they fire or dorp? in 1stGens, things don't just "drag and drop in", they MUST be added using (whichever) weapons or gun editor for that patch level, to generat new weaponsdata.dat and gundata.dat files
  20. allowed mission types is SF2 only the only way to get Intercept missions is to NOT use WoV as the base game install. It does not contain the dlls necessary to generate them. OTH, SF1, WoE and WoI DO
  21. decal level = sets what kind Level 0 = national markings Level 1 = squadron markings Level 2 = serial/modex numbers/plane-in-group ID letter, also nose art Level 3 = killmarks decal max lod = how far away it's visible, based on the aircraft physical model (LOD), for with multiple LODs (sometimes called distance lods) that render the aircraft at varying distances from the players viewpoint. Some models (stock ones for sure) have multiple distance lods, many 3rd party ones do not rule of thumb I use is DecalMaxLod=3 the higher the max lod, the more the graphics engine has work to render the decal (make it visible further away) as well as the skin and aircraft model
  22. Happy Birthday To......

    all the more reasons to celebrate (not that we need a reason...) Happy Birthday!!!!!
  23. until Raven builds a 'real one'.. 8 gun SeaHurri (data edits can also be used to create standard, 8 gun ones, too!)
  24. http://combatace.com/index.php/topic/44031-guide-to-converting-old-weapons-from-the-strike-fighters-1-series-to-the-new-plug-and-play-weapons-for-the-strike-fighters-2-series-by-migbuster/
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