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Everything posted by JSF_Aggie
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help on suez 2
JSF_Aggie replied to triplethr3at's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The desert_airfieldX.ini files are in the GermancyCE.cat file, assuming you've patched it up to the current build. Grab the .cat extractor from the utils section here, and see if they're in your cat file. They should be down at the bottom, as in the pic below. These files define the aircraft's initial condition on the runways. If you're all starting on top of eachother, somehow, your game is not finding them. -
help on suez 2
JSF_Aggie replied to triplethr3at's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Read through the last couple posts of this thread. You're problem envolves the terrain's .cat file and not finding the desert_airfieldX.ini files. http://forum.combatace.com/index.php?showtopic=16372 -
What exactly is the correct immediate response to being informed about something of that magnitude?
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Korean air bases
JSF_Aggie replied to gumpy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Look at your korea.ini file, you're probably pointing to a .cat file that's not in your Korea install. GermanyCE.cat maybe? -
Resizing terrains thread
JSF_Aggie replied to Dark_au's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Below is a post Wolf257 made back in '05. I've yet to get a chance to try it out, but maybe it will be of some help. The bottom, left corner is (0,0). ********************************************************* You need to extract the .tfd and .hfd files for the stock gameworlds in both SF and WoV if you plan on converting these. For existing 3rd party gameworlds I'd strongly suggest making back-up copies of these files in case you screw up (not likely since you're only changing one character) or want to go back to the regular sized gameworlds. It'd probably be a good idea to make back-up copies of all the files I'm going to detail. Here is the proceedure for converting an existing gameworld to full-scale. It's not difficult but depending on the number of target areas it can be time consuming. You also need a hex-editor if you don't already have one. Set it to display 16 bytes so the lines look like the ones below. Open the XXXX.tfd and XXXX.hfd files and make the following changes. The following is the first line of data in each file so it's easy to find. The "Header" is the first 16 bytes in each file, make no other changes than the ones specified or the game will most likely crash. Here is the original TFD or Tile Field Data header for a standard scale gameworld... F401 0000 F401 0000 0000 0000 0040 9F40 This is the edited .tfd header. F401 0000 F401 0000 0000 0000 0040 AF40 The original HFD or Height Field Data header. D007 0000 D007 0000 0000 0000 0040 7F40 The edited .hfd header. D007 0000 D007 0000 0000 0000 0040 8F40 There is some clipping of the terrain till you make these changes to the FLIGHTENGINE.INI file. [FarSceneClip] FarClipDistance=140000.0 NearClipDistance=3000.0 [NormalSceneClip] FarClipDistance=40000.0 NearClipDistance=249.9 [NearSceneClip] FarClipDistance=500.0 NearClipDistance=1.2 The above changes haven't caused any problems with the regular game worlds, so far, but your mileage may vary. There are a couple of other data edits to get the gameworld fully operational. You need to open the XXXXX.ini file for the terrain and make these changes to get the planning screen map to display properly. [Map] FilenameFormat=PlanningMap%d.bmp Width=2000000.0<<< double these figures from whatever the stock figures were. Height=2000000.0<<< NumZoomLevels=3 You also need to open the XXXX_movement.ini file and double the entries for the frontline plus any truck or shipping routes. This will keep the Armed Recon and Anti-Shipping missions working. Now for the real job... Open the XXXX_targets.ini file and make the following changes to ALL target coordinates... [TargetArea001] Name=XXXX Position=1509000.000,675000.000 <<< double these figures>>> Radius=6000.000 ActiveYear=0 Location=1 To keep any campaigns associated with this gameworld working properly open the XXXX_DATA.INI for that particular campaign, scroll to the bottom and double the BasePoint coordinates in each Strategic Node. As I said in the other post, it's generally a lot of work to convert an existing gameworld unless there are a limited number of target areas and it probably wouldn't be popular to the general SF player but it's something to keep in mind. Have fun. WOLF -
Dave? Oh, Dave? Where are you Dave? I was going to talk some mess yesterday, but I was worried we wouldn't get passed Montana State.
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Makes me proud to be a USAmerican.
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Israel 2 terrain
JSF_Aggie replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
That's why it's not working. The desert_airfieldX.ini's are not in the unpatched GermancyCE.cat. -
Israel 2 terrain
JSF_Aggie replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Is your WOE updated to the latest patch? I'm going from memory, but I believe all of Gepard's terrains use the desert_airfieldX.ini's. These use to only be in SF's desert.cat, but TK added them to all of the game's terrain .cat files in the last patch or two. You can look in israel_targets.ini, in each airfield's section, you'll see what airfield file is called out. This file positions aircraft in the proper taxi position. If the game can't find the file, it puts all aircraft at 0,0 of the target area. The runways are appearing, correct? You're just not starting in the proper location? -
Israel 2 terrain
JSF_Aggie replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Open israel.ini and look at see what "CatFile" it's pointing to. I bet it's not finding the one listed in the file. -
WOE No missions more recent than 1985
JSF_Aggie replied to lazboy's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
About 2/3 the way down ... http://forum.combatace.com/index.php?showtopic=19630 -
Which campaigns are under "refit"?
JSF_Aggie replied to Emp_Palpatine's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I updated the DBS terrain for SP4, and MajorLee has it at his site. The DBS '72 campaign will not work properly with the current patch. I have an update done, and it'll be released as soon as Russo's Bucc is released. -
Campaign Install Question
JSF_Aggie posted a topic in IL-2 Series / Pacific Fighters / Cliffs of Dover: General Discussion
Very Noob question here. I have: Clean install of '46 4.08 Patch EnjoyrPatch_forNoAddons_v2.5 EnJoyrPatchA_skins I'm just curious if I installed Enjoyr's patches correctly. For example, the True Pacific says it's suppose to add "4 new DGen careers for the Pacific Theater". If I go to "Pilot Career" and select USN as my Air Force, I have four careers to choose from: Carrier Air Group Dive Bomber Carrier Air Group Fighter US Navy Bomber US Navy Fighter Is this right, or should I have more? How do you know what came from what addon campaign, if the campaign's readme doesn't say? Thanks -
Posted on our homepage today from the AirForce Times. F-22 Near Perfect in Combat Exercises (Posted: Tuesday, July 31, 2007) [AirForceTimes.com, July 30, 2007] Internet rumors have swirled for months over whether any F-22s had been taken down in simulated combat exercises. Discussion forums are rife with Navy pilots touting a controversial photo appearing to show an F/A-18F Super Hornet gunning down a Raptor. The F-22’s debut combat exercise was at Northern Edge in June 2006. According to Air Force data, the dozen F-22s in attendance racked up an unprecedented kill record of 144-0 the first week alone and suffered no losses overall. The Raptor’s only other combat exercise so far was Red Flag 07-1, held Feb. 3-16 at Nellis Air Force Base, Nev. The Air Force released no data indicating an F-22 shootdown. But according to the March 5 issue of Aviation Week & Space Technology, one Raptor got blasted. In the article, Col. Tom Bergeson, the exercise’s air expeditionary commander, described the situation: When one aggressor went down, it was able to fly out and regenerate so quickly that an F-22 pilot thought the enemy was still “dead,” and got shot down himself for the mistake. One thing is for sure: The plane that took down the Raptor was an F-15 or F-16, but not an F/A-18F. When asked whether a Superbug might have claimed a kill, one Air Force public affairs officer scoffed, “Not bloody likely.” Though the Raptor may not have a perfect record, it still got high praise during the exercise. “The thing denies your ability to put a weapons system on it, even when I can see it through the canopy,” said one Australian aggressor pilot at the time. “It’s the most frustrated I’ve ever been.”
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still looking for strike eagle sim
JSF_Aggie replied to viperfalcon's topic in General Flight Sim Discussion
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Ground units in Campaigns
JSF_Aggie replied to {FL}Hausser's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Yes, each node can only have one ground unit at a time. Sometimes, I'll assign multiple units to a single node, but I'll have them show up later in the campaign, via the STARTDATE keyword. However, if their start date arrives, and the previous unit is still on that node, the new unit will not show up. -
Where is the pilot?
JSF_Aggie replied to Viggen's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
In the last patch or two, TK shifted the center of the MiGs' 3d models back some. Some of the MiG cockpits up here haven't been updated for that change, so the _data.ini that comes with the cockpit, has the pilot relative to the old center of the model.You can extract MiG's _data.ini and check the corect pilot position. These are probably the number ravenclaw listed above This also effects decal placement. Some of the old MiG skins will have their decals further back than they should. -
I just got back from seeing it. No complaints at all. If you liked the cartoon, you'll get into the movie. It's the only movie I've been to were people were not only clapping at the end, but several times during the movie. It's great Prime has his original voice.
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I just bought my daughter and myself tickets for Tuesday. I can't decide if she's more excited about the movie, or the fact she gets to watch one that's rated PG-13.
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Harrier Campaign Released
JSF_Aggie replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Yes and no, it will work in these games, but will require you to have the desert.cat file that only comes in Strike Fighters. The campaign will be on the SF desert terrain. -
Harrier Campaign Released
JSF_Aggie replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Here are WIP's for two new airfields for the Dhimar Airforce to fly out of. I repainted some of Mitch's hangar's for the large airbase. -
woe game crash
JSF_Aggie replied to thirdhand's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://forum.combatace.com/index.php?showtopic=19172&hl= -
Harrier Campaign Released
JSF_Aggie replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Yes, it will deffinately be completed. Just new target areas remain to be completed. Things have just slowed down some between, the baby, work, and youth bball. I'll post some shots of some new airfields this weekend. -
Building stategic nodes
JSF_Aggie replied to suhsjake's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Think of strategic nodes as a rode map between target areas, that the ground forces will follow in an attempt to take over the otherside's Headquarters. Strategic Nodes are named for target areas defined in the terrain's _targets.ini file. They connect other target areas. Ground units can only be assigned to strategic nodes. You can have multiple "ConnectTo" lines, to give some variety. You can only get a campaign "win" if your ground forces capture the enemy's HQ strategic node. Make sure you define a path both ways. For example, if the path just goes one way: A -> B -> C An army stationed at strategic node C, will never be able to attack the enemy at node B. The "BasePoint" value, is were the ground battle will take place. If you make this XY the same as the target area, the battle will be in the middle of it. If you want it outside of the city or airfield, vary it by a couple 1000 ft. An easy way to visualize it, is to print out the desert map, and play connect-the-dots with the strategic nodes TK defined in the stock campaign. I think that's everything, let me know if you have any questions. -
Small Bug in Deuces WOV terrain
JSF_Aggie replied to Badfrank's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Man, what support.