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Wrench

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Everything posted by Wrench

  1. You know you can't upload stock, 3rd Wire LODs, right?? In particular, for aircraft/ground vehicles/ships, etc. Textures should be ok (as I've done it), but LODs are considered "core files" and violates copyright AND site policy. Especially if it's something that's not avialable in either 1st or 2nd Gen sims. (as most NextGens probably wouldn't work anyway, being unicode LODs, and 1st Gens can't read them) ---------------------------------- to answer the question about 'paths'... the game has always looked into FOLDERS first, then into any pertinant cat files. Since Day 1. Hasn't that been covered someplace in the KB??? (if not, I'll write up a little blurb for it). I know it's a question asked and answered every few months or so for the New Kids So to fully answer the question: any and all needed/required/etc files MUST be placed in their respective folders, wiether /cockpit or /aircraft or /GroundObject/-nameofvehicle- wrench kevin stein
  2. If it's a TMF Crud, the OUT is included (for the most part -- see screenie below). Just follow the "tree", and see what mesh is connected to what. If stock 3W aircraft, you'll need the LOD extracted and a hex editor, and the ability to 'think' like an aircraft designer, and know what parts of an aircraft are called. There is no real cut and dried sequence, experimentation is a must, as it looking also a pre-existing decal inis wrench kevin stein
  3. start learning 3D Max, and build completly new ships from scratch. That's the only way to add crewpersons on deck. as to the indestructable CVs, answered several dozen times in several dozen threads already. as to Mexico, see my original post wrench kevinstein
  4. is this something due to XP/DX9, or has anyone else noticed "oddly displaced and shaped" shadows on terrain objects post patch? The little 'blob' shadow, is off the water tower, and train depot is QUITE displaced. Other than that, it's livable wrench kevin stein
  5. Nuts. Weeellll, looks like we better let TK know Good to know it's not just me!! (you should see the shadows off bridges, if you think those above look weird... The in-game genearate parked planes are all ok, however) wrench kevin stein
  6. you'll find it in the appropripate place ... in the PropHeads forum wrench kevin stein
  7. If the OUT file is included with the A/C download, it'll list the mesh names. wrench kevin stein
  8. wouldn't it be far easier to switch to an manual animation key, instead of the old, outdated "automatic airspeed" style??? wrench kevin stein
  9. The new Korea terrain (and by inference, all aircraft,weapons and ground objects) is being built at the 03 patch level, so there'll be no water effects, no trees, no clouds, no "special effects", no seasons, or any other eye candy of any type. ---- GOTHCA !!!!! ------ actually, I think KAW mod might be the very fist one, built from scracth, with ONLY SF2 in mind, and not something ported/tweeked/fiddled/diddled with (although the terrain is easily back-dated for use in 08 level 1st Gens -because I've tested it. As are most of the aircraft/ground objects. However, there ARE many internal changes in the aircraft to make the 'fit' better in NextGens; the game reads LODs and data ini slightly different, in my experience, than 08 1st Gens. here's another screenie, just for fun wrench kevin stein
  10. it's the standard "rotor diameter" problem that was created by the 08 patchs for 1st GEns. Look for the "PropDiamter" line in the Engine sections -as pointed out above-, reduce said diameter to less than 6 meters (5.5 would be fine), and issue is solved Remember, too, this mod was built with the 06 patch level in mind, running in the 08 level 1st GEns or in ANY SF2 install, you WILL run into all sorts of interestering problems wrench kevin stein
  11. Loading screenie

    individual aircraft hangar and loading screens MUST be in the aircraft's main folder wrench kevin stein
  12. you'll find accurate Hog sounds in the Desert Storm mod, iirc. wrench kevin stein
  13. what did I just say? No, you do NOT need to convert the inis; you can if you want to but you have to convert ALL of them, and on some terrains you're looking at converting upwards of 75-100 files. All those peksy inis for the "af" items, all the terrain inis, airfield ins (which may re-extration as a recent 'glitch' pointed out to me), etc, etc, etc. It's drag/drop. It can't be any eaiser than that. Why make things harder? wrench kevinstein
  14. actually, no conversion is necessary. I'm running butt-loads of terrains with their inis STILL in ANSI, including the new KAW terrain. The only real side effect I've seen, is longer than usual loading times (on the order of 3-5 minutes -but that just may be my oldish XP machine) I haven't check the latest patch, 2/10, but if one were to extract a terrain, say Desert or Germany or VnSEA, you'll find the inis within are also still in ANSI (edit, yes, just checked; the latest versions ARE in unicode) So, to answer the question directly ... follow the instructions EXACTLY as stated in the various readmes. Installing new terrains is just as it's always been ... drop the new terrain folder into the /Terrains -note that its PLURAL- in your mods folder, and off you go. PROVIDED the necessary terrain cats exist in the core install. and read the readmes wrench kevin stein
  15. Loading screenie

    are we talking the 'generic' loading screen, or one specific to a particular aircraft? If 'generic', you can have whatever you like, placed (at least in SF2 series), in the /Flight folder in your mods folder. If there isn't one, you'll need to create it in the MyDocuments/.../....FE2/, for XP. I forget the exact path for Vista/7, but it'll be in the SavedGames folder. Also -very important- if FE2 has gone down the same path as the SF2 series, all the STOCK menu screens are now in jpg format (extract the various menu screen inis, and they'll be listed as "BackgroundImage=****.jpg"). So for those that make new screens, I'd really reccomend pulling the stock hangar screen out of the cat, and create a NEW layered PSD in the new format, since the hot spots have been moved around, as has been mentioned in another thread. I had to do this for SF2 series, to update a boat-load of hangar screens. for individual aircraft hangar and loading screens, the old way still works; the image, either jpg or bmp, placed in the aircraft's main folder, with the correct pointer lines as shown above. wrench kevin stein ps: if someone can post screenies of the hangar screen, I can see if they match sf2, and if they do, can release my new templates. If not, well.....not having FE2 limits me to just giving usefull advice w
  16. the stock A-1H/J has MANY issues, as it's designed to be an AI-only aircrft (you'll also note the elevators don't move) Extract the data ini, and look at the thrust line in the engine statement [Engine] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=1 SLPowerDry=2013390.0 ThrustAngles=0.0,0.0,0.0 <--- ThrustPosition=0.0,0.0,0.0 using the 0s give no 'torque steer'. If it's already that way (this above is from a 6/09 patch level data ini -I haven't extraceted the newest 2/10 one), don't know what to tell ya wrench kevinstein
  17. overflying West Hollywood???? wrench kevin stein
  18. "splitting the hardpoints" is what I called. it. Basically, duplicating existing stations, keeping the same GroupID, but calling them "new" stations in the data and loadout inis. (NOT be be forgetting to add the new SystemName= on whichever component they're supposed to be mounted to, like the inner or outer wing) This seem to be more critical in the SF2 series, as MANY of the older weapons appear to have World Centers that are NOT at the 0,0,0 point of the weapon's LOD. As another member showed screenies some time ago, TMFs F4U-4B & AU-1 Corsairs have the wing mounted bombs (if using the old BunyPak AN series 250,500 pounders), are now showing 1.5-2 meters AFT of they pylons. Where as the HVARs are pretty much where they're supposed to be. The fix was to duplicate the stations, add the 'new' hardpoints to the loadout ini -for bombs ONLY- move the weapons forward till they fit,, and BAM, you done. like the F-4D/E/G with the ALQs in the left forward sparrow bay, you simply renumber the right forward bay to match the 2 aft bay, so those 3 are all in one group, and the L/F is it's own group. Then you can perma-load the jammer pod on that station via the loadout ini. look in the KB, in the Old Bunyap Weapons Pak Fixes thread; whilst some names have changed, the basic premise, and hardpoint station numbers should be close. Of course, ALWAYS extract the latest data nd loadout inis from whicheve cat they're hiding in. Like malibu said, anything past Group 7 won't show on the Loadout Screen, but WILL show on the aircraft. So make sure it's something you want perma-loaded wrench kevin stein
  19. and the point to the above post .... is....?????? wrench kevin stein
  20. I answered the question in your original thread; even TOLD you exactly what's needed to fix it. wrench kevin stein
  21. why would you use the H key, when there are 10 manual animation keystroke slots available, and it only takes seconds to convert from airspeed_controled to animation controled??? wrench kevin stein
  22. Flight Simmers and their books

    got a lot of those on pdf ... although I LOVE a copy of "Mig Alley" -- in ANY form!! of course, NO library is complete without Dale Brown. like FC, I'd say 2 floor-to-ceiling sectionals, with nothing but military (ships, subs, AFVs, of course aircrft). Some long out of print dating back to the late 60s/early 70s (well, for the Martain Caidin stuff) And a 180gig external with about 100gig of books-on-pdf. Dave, those your Challenge Coins ™??? wrench kevin stein
  23. yes, interesting, but can you write you name with it???? wrench kevin stein
  24. Of course it won't ... it's calling for different files, due to how the ADs LOD was constructed wrench kevin stein
  25. the game actually calculates moonrise, sunrise, moonset and sunset, as well as plaentary and constellation positions based on the lat/long of the terrain (look up at the night sky sometime, and look at the star patterns) Moon phases are also calculated, based on the date of mission flown. Weither their 100% accurate or not..??? TK also said somewhere recently, he'd made the night "lighter" cause folks were gripping it was too dark. these can all be adjusted in the environmentalsystem.ini, for global functions, or in each terrain for specific regions wrench kevin stein
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