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Wrench

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Everything posted by Wrench

  1. testing a new Tony FM (for SF2).... Action over the Phillipines, 1944
  2. oh, that is just wrong, on sooooooooooooooooo many levels!!! (btw, if that's Wolf's Corsair, I have templates....)
  3. individual data ini can be tailored for specific needs, by adding specific AI sections. in ObjectData001.cat, you'll find the AircraftAIData.ini. In that, you'll find the parameters for LevelBombAI: [LevelBombAI] PullOutRange=500.0 PullOutAlt=300.0 ReleaseAlt=1650.0 SecondPassRange=6000.0 SecondPassAlt=1000.0 ReleaseCount=12 ReleaseInterval=0.14 copy/paste that into the Bone's data ini (anyplace, top, bottom --usually just above the [AircraftData] section-- and edit the parameters, and test. all distances are meters, and are changed with a simple text edit
  4. here you go...had to finish a few things (at the cost of time working on REAL mods....), it's set up for SF2, but it should work as well as can be expected in 1stGen. Hope you like aircraft that explode on the runway. canopy is manual animation (shift/0) uses Wolf's Jug pit -much more accurate- FM needs complete overhaul -as do they all- do whatever you want with it ... but do try and get the rock-back-and-forth-flip-over-and-explode-into-greasy-bits fixed. (the real way would be to have them rebuild the LOD -- the issue seems to be there, and no data ini edits seem to be able to fix it) The attached file will remain attached in this thread for 1 week ... then, it'll be removed.
  5. Infantry Units

    those are WWAAAAAYYYY cool!!!
  6. where's sparkomatic??!!! He can use this against the Evil Togo Imperium ™!!!
  7. must've been a pre-06 mod. After the 06 patch, the full path is required *aircraftname*/*skinname*/D/*decalname* if you've got the WoI expansinon for 1stGen, you should be able to make use of the SF2 RAAF Meteor skin/decal set I did for them. It's in the SF2 skins downloads, and is 98.6% hisorically accurate (also 77Sqds Mustangs too)
  8. CH: that one my A6M2 skins (Akagi, maybe?)??
  9. don't think that'll work at all. 99.9999% of listing can only use a single aircraft type (in other words, never seen that since 2003!) best advice: study/examine existing campaign data ini, both stock and 3rd party
  10. great job! one small tweek.... due to the use of painted on markings, add this to the bottom of both decals.ini. [Decal005] MeshName=LeftWing DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=0,0 Rotation=0.0 Scale=0.00001 DecalMaxLOD=2 painted on markings will NOT activate the Nation's name on the loadout screen, and this will fake it out!
  11. when it was originally built, GermanyCE. Even though the tileset uses the 'desert' naming conventions. when first released for 1stGens, we use WoE as the base, as that was the only one with the needed T-72s for Iraq. With SF2, Full merged, it don't make no difference anymore
  12. the learning curve is well worth the time spent. I, personally, just wish I could get the frakking terrain back into the TE (keeps crashing it), and fix all my pervious mistakes. And add the the damn rivers, like I did for Iran/Iraq. (which, of course, means lots and lots of bridges to be added --but, then there's the fun of blowing them up!)
  13. I'm right here ... a bit late, but here nonetheless. Yes, as said before, the 'white triangels' (or squares or panels or cylinders) are DX9 aritifacts in SF2. They tend to vanish with DX10, for the most part . Other times, the offending mesh must be moved. you do it basically, like we do to remove external aircraft part, but in the cockpit ini. how I do it, to keep it simple naming-wise, is call the items 'move1', 'move2', etc. (btw, you can see how it works on the 3W O-1E mod I uploaded last year -- i moved the living daylights around on Kess's Yak pit, to create the cessna(ish) pit you add a new 'insturment' that'll be the move statements: then, since the Yak-3 pit came with the OUT file, it was easy to ID the necessary components to move... unfortunately, we don't have OUT for boopi's Flagon pit, so some work with the hex editor to 'search' or 'find' the node/mesh name is in order. Here's where knowing aircraft components (real life) or even best-guess as to the name comes in handy.... in this case, my best guess would be 'gunsight' ... find and write down all the node names, then start moving them off one at a time. Sometimes, the parent WILL move the child mesh; sometimes not. Be prepared to spend several hours experimentating. have fun! (insert evil grin _HERE_)
  14. I've had my fill of Tomcat p0rn ... I want forests & fields p0rn!!!!!
  15. once again, moved this thread to the correct Forum, where it'll be seen by those that really know what's going on ========================== it's a game engine glitch, and even more prevelant in SF2 ... you'll have to use 'generic tags' (SAMRadar, SAMLauncher, EWR). Calling an object directly for placement can sometimes prevent it from showing. Which makes it a flat-out bitch and a half, when trying to build a historically accurate terrain where not only the locations of AD units are known, but the exact TYPE of unit... Also, the engine will sometimes NOT populate AD units near the player's base or nearby cities. This keeps computing cycles down by not putting things where they're not (yet) needed. And again, there's a 50km 'bubble' around the player aircraft. Things (ground objects) will not spawn outside that region. They'll also de-spawn as the player's aircraft leaves that area. A well know fact among the 5 of us terraformers...
  16. ......and..... read the enclosed readmes ... the most important file in any download. The reason I insisit vehemently on good ones being included.
  17. workin on a Marine gray for you ... just need to make correct loviz decals and find their positioning. and better pictures; don't know if HMAs use the squadron name tag or BuNums......
  18. also, the name of the Hellfire is wrong in the loadout ... s/b AGM-114A. The named weapon is always the "TypeName=" from the weapon's data ini after making the changes in the loadout ini, this is what I got.... seems to be several unmapped areas; albeit a beta it's not too bad (and I never use helos, as the game just don't like them much)
  19. and the loadout ini screwed up ... remove the extra zero (0) in front of the 10-20 callouts. the game don't need 3 digit loadout station numbers like so: edit the data ini too, and remove the STRIKE tasking ... these birds ain't used for that!! should read: PrimaryRoles=ARMED_RECON,CAS SecondaryRoles=FAC and that's all baby!! i'll have to finish editing, and then retest (had to go and d/l it....)
  20. EOGR= electro-optical guided rocket LGR= laser guided rocket (btw, will need a laser designator mounted/built in) WGR= wire guided rocket RKCT = single rocket (think HVARs or S-22) RP = rocket pod also, check the allowed max weight for each station; must be larger than the weight of the weapon mounted that's why I asked for that section of the data ini .... and which helo to figure it out from! like this....
  21. yes, it does! (ie: all inclusive!)
  22. what does teh data ini show for that station, and what does the loadout ini specify? can you post those sections (and what helo?)
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