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Wrench

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Everything posted by Wrench

  1. My pleasure! I wasn't sure what was known or not! DA --
  2. The Wall is an easy fix.... from FlightEngine.ini [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=35000.0 MinHeight=1.0 MaxHeight=35000.0
  3. Unfortunately, there's no vertical component in the target's ini -- I've tried, believe me however .... somebody REAL clever could edit one of the terrain object (say, citybuilding2, as it's the tallest at 6 or 8 stories), and 'hide' a gun at the top via creation of a data ini. It would have to be placed as usual, but the hard thing is to figure out how to make it fixed to the terrain, and exist in the GO folder. (like I've done with the ASR object - it even shows on TWS) sort of like the Ent I was trying to build. P ... still looks like you could sneak in a TuAF base on the north coast, or at the very least, a multi-use airport.
  4. did I save the bmp with the wrong specs!??? Damn ... hate when I do that!! can you post the fixed _water.bmp?? Jus zip it, and upload like a regular mod, so everyone can have. I'd be thankfull!! there should be more than enough A-S routes to keep even Sparkomatic happy!! BTW ... nobody's answered the questions on the names!!!
  5. What we Angelenos are expecting this weekend...

    Anybody remember the old song "Nobody Walks in LA"???? Or Steve Martin's "LA Story"???? funny stuff!!! and what's a real crack up, is they're only doing HALF the bridge -- the southside lanes. Next June, they're doing the rest of it. So we get to "suffer" all over again. as always, people are making mountains out of molehills (via HFD manipulation). When the had the 84 Olypmics, the same dire warnings were wafting about ... and the traffic was so less than normal. And that was during the work week. This is on a weekend sheesh .. I worry about the mentality of my city's citizens....if they actually have any!!
  6. Buzz Job (aka: Annoying the merchant crews)
  7. Well, if used, you no longer have to have NONE in the number.lst (which IS still necessary) Here's the entries from the A-16 Attack Falcon's textureset: [TextureSet] Name=USAF Euro Nation=USAF Squadron= Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 StartDefaultDate=1985 DecalNumberRandomize=TRUE DecalNumberBlockSize=100 DecalNumberStart=0 DecalNumberEnd=99 As I figgure, it works like this... DecalNumberRandomize=TRUE pretty self explainatory. I assume (oh!! that word! ) this tells the game engine that it's ok to pick and mix Level 2 decals DecalNumberBlockSize=100 is the total number of decals (in this case, serial numbers. This starts with the 000.tga and ends with 099. Which leads us to the next ones... DecalNumberStart=0 tells the engine that 0 is the start point (as it always has been!) and DecalNumberEnd=99 tells the engine that 99 is the last one In-game, it'll then select from anywhere in the list, and mix them up in any order. Now, what I DON'T know but assuming (-oh! that word!!) the same is true for all Level 2 decals, it now may be possible to have less than the always reccomened (by TK hisself, in the old 1stGen decals tutorial) 18. This does need testing. Example: I have 100% historic Burearu Numbers for the 6 TBFs that flew from from Midway during the battle. With the logic above, you can now tell the engine that it can pick from any of the 6, and put those decals on any aircraft in the flight Something like this: [TextureSet] Name=VT-8 Midway Detachment Nation=USN Squadron=VT-8 Specular=0.4000 Glossiness=0.2000 Reflection=0.30000 DecalNumberRandomize=TRUE DecalNumberBlockSize=6 DecalNumberStart=0 DecalNumberEnd=5 Me personally, I always make 18-24 (well, 26 for RAF with letters). I am the High Priest of the Temple of CYA!!
  8. that looks MORE than a little familiar!!
  9. We know what TFR is -- I"m sure FastCargo could go into some REAL detials, as he used to drive B-1s Bottom Line: Ain't never gonna see it in 3rdWire game. Same with AFR. It all goes back to the Standard Response ™ Let's focus on the possibilities of WHAT TK might be doing, as opposed to 'blue sky' fantasy wish lists. And I got plenty of them, too!!!
  10. It all depends, realisticlly, on how much time you want to spend targeting the map. Blue and Red (no pun intended!) sides still need to be represented (ie: NATO/WarPac). After 1990, the Nations.ini could possibly change them (the republics of the USSR) to FRIENDLY. Personally, I'd need to see a 'basic' map (an bmp/jpg of the HFD) to see if that would be a problem So, no help from me! but option 1 sounds good wrench kevin stein
  11. Obvious answer: So don't fly it! You're also forgetting that the VNSEA terrain should use the LimitedNations=TRUE statement, thereby cutting out anyone that don't belong there, other than the expected Red -VPAF. It may also uses "AllowedMIssions=" statements, limiting what type CAN be flown by the VPAF (and by inference, Blue as well -no shipping routes on the Red side!) To say nothing of what was mentioned above about the narrowed year usage. This is easly fixed in the VeitnamSEA.ini. You should have a set of statements for 'AllowedYears' or words to that effect. Remember too, not only to edit the Options.ini in the root folder, but the SingleMission.ini (will need extracting from one of the Flight cats), and the terrain's year limits. (if applicable! don't mod 1stGens anymore, so...)
  12. nobody's twisting anybody's arm to buy, are they??? Over the years, we've had a LOT of features turned off due to whiney little s**ts that bitched and complained and ranted about how they're suffering from terminal HUA and couldn't/wouldn't/can't figure out how to use, that many of us Modders needed. AND... there are a lot of 'features' hidden in the various and sundry dlls that have neve been activated since Day 1, SFP1. Maybe now, they'll be turned on. BTW, we've had terrain following since Day 1 SFP1. Look in any avionics ini for aircraft classed as "ATTACK" and have radars. You'll see these statements: TerrainAvoidanceRangeSetting=1,2 ClearanceDistance=152.4 The autopilot handles it quite nicely. Don't belive? Fly the ANW terrain on autopilot in a Scooter and get back to us. We'll wait here. Remember, too, at the end of the day, it's TK's descision on HOW he runs his business. Hell, I'm unemployed and still manage to purchase the ExpPaks and DLCs. I really don't see an issue here. wrench kevin stein
  13. was there something wrong with it before? It looked good to me! Or just re-optimization for SF2??
  14. I thought I'd fixed the HM height spec!! set the HM to 2.000 -- the whole top section (before the tile listings), comes from the 7/11 update, so it should be good
  15. you an me BOTH!! Haven't updated any but the stock 6 right now .. laziness, and the need to continue work on the next 2 terrains
  16. 3W patches update ALL exes -- including expansion pak 1 & 2. It will not, however, update renamed exes for 'special installs' If you have other renamed exes (like for WW2, Korea, Indo/Pak, etc), they'll need redoing as well, AND .. you'll have follow the procedures in Knowledge Base for renaming you various and sundry mods folders, patch, run the game (which will ALWAYS create a new, specifically named mods folder), and rename or move the pertinant files into the new mods folder As the various and sundry exes ALL reference the same dlls, cats, and etc EVERYTHING IN THE CORE GAME INSTALL GETS UPDATED. Therefore, everything else needs updating.
  17. How odd!!! well, I'd just use Svelin's fix, and his screenies show it works
  18. if he wants to remove the bombs, just delete BOMB from the hardpoint data, rewrite the loadout ini to reflect IRMs only. Without bombs loaded, the braces won't show. That's standard practice in all 3W models. It would just use the missile rail (that's the reason, for instance, if you remove the stuff on the loadout screen, the pylons disappear whence in-game) It don't get any easier than that!
  19. russ, etal is this the same E7 you sent me several years ago? Screenie of folder below. Please check date of lod
  20. completly remove, as in using the 'hide mesh trick'? or just not have something loaded there? is it possible - very! and pretty easy too! how to do it - we need to know exactly WHAT is to be accomplished look in the 5fs data ini, the pylon mesh should be named Tell us what you're want to do, and I should be able to tell you how to do it.
  21. Setup Control

    it's called the Default ini, and it's in the /Controls folder in you 'mods folder' that's the file that's rewritten when you (re)configure you stick. AND you have to do it yourself.
  22. F-104G

    Re-read the very first paragraph in my big post above.
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