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Wrench

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Everything posted by Wrench

  1. Sorry folks....I don't get over here very often (TS, you shoulda let me know there was a question!!!) Anyway, what you're trying to do is convert a terrain object into a ground object. In particular, you're speaking of the parked statics that iirc, Capun did. They are best left alone, for what they are ... eye candy and something to strafe. Now, the game WILL generate it's own parked static aircraft, so there's no real need for these even to exist. These were created before one of the patches/expansion pak that allowed the in-game generation. You're also consusing GroundObjects with TerrainObjects. TerrainObjects ONLY exist inside the terrain cat, or, like these aftermarket parked statics, in the terrain folder itself. GroundObjects are added, as you've figured out, via edits of the _targets and _types ini. An example of a ground objects being used, are the various trucks seen on the airfields. An example of terrrain objects are the hangars, tents, oil drums, etc. Anything that is NOT an aircraft, ship or vehicle found in the GO folder. This would include the aforemetioned 3rd Party parked aircraft; terrain objects. I haven't looked at the airfield inis for FE, well, ever, but if it uses similiar statements as SF/Wo* and SF2 series, said airfield inis will have parking slots assigned. Now, if one wants to ADD more parked aircraft, you'll have to plot the positions using the HUDData.ini DisplayDebug set to TRUE, and note the offsets. All in all, I believe it's simply something NOT worth messing with. Leave them as terrain objects, and be done. Take it from the Terrain Targets Guy! as to building missions, I never figured out how to use either of the mission builders. I just wouldn't worry about it. The game should generate the stock parked planes on it's own (well, at least in SF/Wo* sometimes!). If the airfield inis are like the other, there should be parkingchance= percentage. Up that to 90-99 and see what happens. wrench kevin stein
  2. I stand corrected, thanks Greg!! one can assume they work as well for us cowards that fly on normal??? (I like my "here's the enemy pointer" ) wrench kevin stein
  3. even better than using the Alt/D switch, is simply edit the HUDData.ini. Extract from flightdata.cat, leave in /Flight folder and edit as follows: (just ingore the DisplayDebug=TRUE, that only used for terrrain targting) try those edits, and see how they work. Be advised, that if you're EVER use one of the radar-equipped nightfighers, you will have NO display in the cockpit, so it's vitaly important that the radar display is left intact. As we don't have any pits with scopes (since most were handled by the GIB anyway...) HARD flight model is NOT reccomended, as there are no WW2 aircraft taht I'm aware of that make use of it. All DAT birds are optimized for NORMAL, and using hard will cause 'issues' Most, if not all info needed on setting up is the the SF (1st Gen) Knowledge Base. wrench kevin stein
  4. I thought the Ekco just 'hung there' on the pylon ... are you saying it has a clear nose, and the dish is animated??? Now, THAT would be cool!! wrench kevin stein
  5. Happy Birthday Ghostrider883

    Happy Birthday Sandesh!!! wrench kevin stein
  6. EDIT: lets just say that new screen templates, based off the originals -with all the hotspots in the exact same places, with swappaable backgrounds* DO exist... they're just not available yet. the hangar is a multi-layered template that has the 2 different concrete backgrounds, 2 different carrier decks (with expansion joints and taxi lines), 2 different 'dirt' textures, and a grass one. wrench kevin stein *=you can switch the background pic, as long as it's 1024x768
  7. you know, Slartibartfast is a member here....maybe he can help out with the fjords??? After all, he DID get an award for them!! wrench kevin stein sorry, couldn't resist!! W
  8. TV show pop quiz

    I must disqualify myself, as I belive Fub and I discussed this one time. but, am I thinking of PPTH??? and 13? wrench kevin stein
  9. you'd have to extract them from the menudata.cat in WoV. and no, first gen screens won't work on next gen sims ... already tried. Excepting hangar screens, and even they are a 'bit weird', especially my patentpending artwork styles. The hotspots, while adjustable via the screen inis, are all in different places (it can be done, with LOTS of hair pulling and jumping about) if you can work with layers in PS or Gimp, you can try and adapt them, but otherwise ... wrench kevin stein
  10. I never did an update for the Suez terrain ... only Isreal2 and the stock WoI IsraelME. Sorry, can't help you. But..it DOES require the desert cat, like shusjake said above, for all the stock desert tiles. Replacement sets are in the downloads section, and even the stock tiles are 'hidden in plane sight' in many other terrains. You just have to look for them, cause I don't recall where/which/when/whatever wrench kevin stein
  11. Interesting!!! I wonder how many other birds Wolf's sitting on???? ... I'm just dying to see his Spit and Hurri... got for it Ed!! It'll look good over the Tunisia/West Med terrain (if I can ever finish it....) wrench kevin stein
  12. Ok, folks here we're going to have a listing of "What In the Works" ... things coming down the pipeline for us all to enjoy. So guys, go ahead and list what terrains or terrain mods are being worked on (or re-worked), new aircraft, ground objects (including buildings, ships, vehicles, etc) Even though there is a whole sub-forum for Missions and Campaigns, I think just a quick little note saying if any new ones of those are being made, can also be listed. Just don't go overboard! The primary purpose of this thread to let everyone know what's going on; for the most part those projects that can be shown to the General Public ™. I know there a LOT of stuff going on behind the scenes at the various Modding Facilites, some of which are classifed, and not for public examination until release. Keep the discussion ONLY on the topic -- any and all comments that detract from showing what's WIP will be deleted INSTANTLY -- there's too much unnecessary BS in too many threads (best example: the screenshot thread) that derail the intent and purpose of the thread. This is the only warning you'll recieve on this matter. So don't get tweeked-off when your post vanishes. Pictures are fine, and keep this to 3rd Wire sims only. Wrench kevin stein
  13. if you ain't signed up with the DAT, you can't. wrench kevin stein
  14. YUP!!! I just couldn't find the picture!!! wrench kevin stein
  15. me likey! but I can't help thinking of a certain Druish Princess..... wrench kevin stein
  16. See my comments in the P-51D, in reference to the aircraft LOD inclusion ... wrench kevin stein
  17. Has Wolf changed his policy about including the aircraft LOD?? Cause if so, that's news to me. Might want to reupload this WITHOUT the LOD, and tell folks that they'll have to copy it from the WW2 Planes Pak, as has ALWAYS been done. Unless, of course, you've obtained WRITTEN permission from Wolf and included it, or he posts his wishes someplace like in the 'Freeware Mods' thread. wrench kevin stein
  18. Clearly stated on the Dev A-Teams site, and in EVERY readme for their aircraft. NO FILE SHARING ALLOWED. PERIOD. and with that, this thread is closed wrench kevin stein
  19. Pasko started one about 5 years ago....and it never materailzed. And it's easier to start from scratch than try and import from CFS, you loose all the animations, and have to rebuild them, and there's always the 'shape not quite right sometimes' issues, and you wind up reshaping anyways...so,..... wrench kevin stein
  20. Out of my L-19 mod; should be here in "Cold War Aircraft", or Cold War aircraft skins -- can't remember exactly since it was a skin/ini/cockpit pak, or my site, on the Post-WW2/Korea aircraft page. Link to main page in sig below (btw, for 08/SF2 needs major reworking!, but the pit will still work) wrench kevin stein
  21. add this just above the /crew--- statement [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=3.0 AnimationID=7 ModelNodeName=CanopyFrame and add this line at the end of the section for the pilot: CanopyNodeName=CanopyFrame you now have a manually opening/closing canopy. Use keystroke Shift/0 wrench kevin stein
  22. Might want to add my name to the readme, as that's the pit from my L-19 mod; easily id'd by the 'Cessna' badge and a few bits and bobs I added to Wolf's panel tga/bmp/whatever it was. And crediting Wolf as the cockpit's original creator wrench kevin stein
  23. Most modder has pretty much settled on Shift/0 for canopy control. It don't matter WHAT the animationID= is, since you're controllilng with the the keystroke. The old pre-06 auto-speed is pretty much down the drain. the correct data.ini statement, for manual control looks like this: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=3.0 AnimationID= you just have to find the ID number; and you can change the time to make them open or close faster, depending if it's elctric, electro/hydralic or hand cranked. wrench kevin stein
  24. Time to start watching gauges, then, huh??? wrench kevin stein
  25. you DO know that those (at least the chinese, indian and paki) stuff is already here since 2008, right?? I did buttloads of upgrades on them for that patch level, albeit with 'some explanation' as to the missing outer rails on the Paki J-7s The Indian Fishbeds have damn near a whole section for themselves in the MiG-21 aircraft downloads wrench kevin stein
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