p10ppy
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Everything posted by p10ppy
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The resizing thing I almost never do... for skins or anything else for that matter You can do a much better job putting pixels where they should be than any image program's scaling algorithm IMHO A image program just averages colour blocks, it cant tell what's important and what's not in a picture anyways I've done a few more (better i think) and uploaded them to CombatACE Forum > Downloads > Strike Fighters / Wings Over Vietnam / Wings Over Europe / Wings Over Israel / First Eagles by Thirdwire > SF/WO*/FE Maps/Terrain Mods > Planning Maps > they won't get announced here but in the Strike Fighters section (forum idiosyncrasy) they are quite stylised I'm afraid ...so tiny have fun
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File Name: Map icons for FE File Submitter: p10ppy File Submitted: 24 Aug 2008 File Category: Planning Maps New map icons for FE stylised rather than representative drop two of the new tga files into your Flight folder one called MAPFRIENDLYICON.TGA (Entente) one called MAPENEMYICON.TGA (Central powers) and they will override the defaults note there are two MAPFRIENDLYICON.TGA icons in the package (MAPFRIENDLYICON_F.tga(French) and MAPFRIENDLYICON_B.tga(British)) you will need too rename the chosen one to MAPFRIENDLYICON.TGA Click here to download this file
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Map icons for FE
p10ppy posted a file in First Eagles - WWI and Early Years - Terrain and Environmental Mods
Version
164 downloads
New map icons for FE stylised rather than representative drop two of the new tga files into your Flight folder one called MAPFRIENDLYICON.TGA (Entente) one called MAPENEMYICON.TGA (Central powers) and they will override the defaults note there are two MAPFRIENDLYICON.TGA icons in the package (MAPFRIENDLYICON_F.tga(French) and MAPFRIENDLYICON_B.tga(British)) you will need too rename the chosen one to MAPFRIENDLYICON.TGA -
its semi easy drop 2 new tga files into your Flight folder one called MAPFRIENDLYICON.TGA (Entente) one called MAPENEMYICON.TGA (Central powers) and they will override the defaults these are 32x32 pixels with a transparent background (alpha channel like a decal) at this wee scale its pretty impossible to do much more than a general colour/shape...(i doubt you would tell the difference between a SE5a and a Camel for instance...) here's a SE5a i did very quickly for you to try (it could be better I'm afraid)MAPFRIENDLYICON.rar
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Photo Realistic Terrain for Cambrai
p10ppy replied to OlPaint01's topic in Thirdwire - First Eagles 1&2
TE is a bit of a transcendental experience... But it does get the job done...(mostly...if you keep trying... ) Check out Gepards tutorials in the KB http://forum.combatace.com/index.php?showforum=191 -
A/C Service start & end date amendments
p10ppy replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
there a D.II and D.III here on combat ace by BORTDAFARM http://forum.combatace.com/index.php?autoc...amp;showcat=258 -
Pilot & Markings view distance...
p10ppy replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
that's a weird one Southside Bucky I just did a quick test and you are right, the default settings are a little short (never noticed before ) 200m seems to have fixed it up for me (in and out the pit), tho I think a lower monitor resolution would make the popup seem more obvious (chunkier pixels) the only thing I can think of (other than to make sure you have done all the pilots) is that some 3rd party planes have none or few LODs and that MAY affect the pilot lodding (ie you are only ever seeing the first pilot LOD) or the extra graphic load of the pit is causing the pilot not to be rendered....again guessing but maybe play with your graphics settings @whiteknight06604 Its still being worked on slowly (couple of hours a week) i just happen to be fiddling with it when i saw Southside Bucky's post glad you are looking forward to it... -
Pilot & Markings view distance...
p10ppy replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
For the pilot In the XXpilot.ini file found in the ObjectDataXX.CAT and placed straight into the AIRCRAFT folder ------------------------------------------ [LOD001] Filename=wwiPilotNew2.lod Distance=50 //////////////////////////////in metres max view distance for the first LOD [LOD002] Filename=wwiPilotNew_LOD2.lod Distance=100 //////////////////////////////in metres max view distance for the 2nd LOD [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=50 ---------------------------------------------------- for decals (2 parts) in the decal.ini (in the texture folder for a given aircraft) ------------------------------------------- [Decal001] MeshName=FusesideR DecalLevel=2//////////////////////////////////////////Decal type, Country insignia are DecalLevel=1 iirc DecalFacing=RIGHT FilenameFormat=Voisin3\VB102\D\FuseR Position=1.159,-0.767 Scale=1.395 DecalMaxLOD=3//////////////////////////////////////max LOD for a given decal ------------------------------------------- in the xxxaircraft.ini (found in the ObjectDataXX.CAT or the aircrafts folder) -------------------------------------------------------- [LOD001] Filename=Voisen3a.LOD Distance=120////////////////////////////in metres max view distance for the LOD [LOD002] Filename=Voisen3b.LOD Distance=300////////////////////////////in metres max view distance for the LOD [LOD003] Filename=Voisen3c.LOD Distance=600////////////////////////////in metres max view distance for the LOD and in the above case the the max distance for the decal [LOD004] Filename=Voisen3d.LOD Distance=1200 [LOD005] Filename=Voisen3e.LOD Distance=9000 ------------------------------------------------ hope thats helpful :) -
Gotha Wingtips are Clipped on Takeoff
p10ppy replied to OlPaint01's topic in Thirdwire - First Eagles 1&2
replace "terrain".cat with the terrains name eg ~~~~~~~~~~~\ThirdWire\WWI_addon\Terrain\wwiVerdun\wwiVerdun.cat ~~~~~~~~~~~\ThirdWire\WWI_addon\Terrain\wwiCambrai\wwiCambrai.cat -
Was just reading about cellinsky’s excellent looking Widesky effect for the jetsim’s And saw Tailspin’s comments re horizon popup in FE I was playing around with this a little while ago before real life reclaimed me I don’t have enough time at the moment to really experiment with it but I thought I would share in case someone else wants to try and find a nice compromise (Remember that TK will have already done this, and the default settings maybe best given the much higher terrain overheads in FE) This maybe old news.... I was searching for a solution when I was playing around with some Alps terrain... (any sort of mountainous terrain is heavily effected and looks silly with the current horizon settings) It’s only a partial solution I’m afraid as it affects all the terrains in a given install of FE In the FLIGHTENGINE.INI near the top are these settings (yours maybe different, I’ve been fiddling and they possible are not default any more) ----FE----------------- [FarSceneClip] FarClipDistance=20000.0 NearClipDistance=1000.0 [NormalSceneClip] FarClipDistance=15000.0 NearClipDistance=149.9 [NearSceneClip] FarClipDistance=150.0 NearClipDistance=0.4 WOV is very different --------WOV-------------- [FarSceneClip] FarClipDistance=80000.0 NearClipDistance=3000.0 [NormalSceneClip] FarClipDistance=20000.0 NearClipDistance=249.9 [NearSceneClip] FarClipDistance=250.0 NearClipDistance=1.2 These make a great deal of difference to the "popup" However FE has much higher "rez” terrain (500m tiles vs. 1000-2000m for the jetsims) So you will have to play around a bit to get a compromise I've just got a fairly good new workstation and this does have a big impact on frame rates if you go to far (much more than I expected) I was however using a “experimental” tile set so it wasn’t really a good test Hope it is useful to someone :yes:
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sorry misunderstood you (the popup is lousy for hilly terrain tho... ) I think you already know this but in case others don't the horizon shortening is in the FLIGHTENGINE.INI as well Even on the new "Unlimited" option the horizon is shorter than the old "High" by 4km (more detailed mesh tho...) here are the current Addon on settings [LowDetailOption] HorizonDistance=6000.0 DetailMeshSize=4 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=7000.0 DetailMeshSize=6 DetailLevel=0 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=7500.0 DetailMeshSize=8 DetailLevel=0 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 [unlimitedDetailOption] HorizonDistance=8000.0 <<-----8km DetailMeshSize=10 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 -------------------------------------- and the pre-addon [LowDetailOption] HorizonDistance=8000.0 DetailMeshSize=2 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=10000.0 DetailMeshSize=4 DetailLevel=0 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=12000.0 <<-----12km DetailMeshSize=8 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 at medium there is still a 3km difference and the "old" LowDetailOption is the same distance as the "new" UnlimitedDetailOption Addon + patch UnlimitedDetailOption HorizonDistance=8000.0 on the left Addon + patch UnlimitedDetailOption HorizonDistance=12000.0 on the right if people make the edit they may have to drop the DetailMeshSize down to pre-addon as well (or some other graphic compromise) ps WOV = [HighDetailOption] HorizonDistance=75000.0 DetailMeshSize=6 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 Terrain and models certainly are higher resolution in FE
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Wheel Spats And White Scarves
p10ppy replied to geezer205's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
have a look at this long winded exterior "move" http://forum.combatace.com/index.php?showtopic=28472 can't actually move exterior stuff but we can hide it and replaces it with a dummy weapon or pilot replacement (or just leave it missing) define the mesh as a weaponstation is the short answer :-) @geezer205, looking really nice very under modelled era (Hawker Hart/Fury is a sweety as well ) how many poly doing the "scallops" if you don't mine me asking? -
Sorry i havent been around much (RL) actually its fairly easy to make newly skinned pilot models make a copy of the old pilot lod and rename it (eg. WWIPILOTNEW.LOD to MYWWIPILOTNEW.LOD) and then hexedit the new MYWWIPILOTNEW.LOD and search for the string xxxpilotskinname.bmp and then rename that xxxpilotskinname.bmp to yourxxxpilotskinname.bmp (the yourxxxpilotskinname.bmp is your reskin of the original pilot) save the lod you need to do it for each new pilot/skin here are some quick repaints i did a while ago (only the face) I wont post the altered Lods (sure you guys can manage that) newpilotskins.rar and heres a slightly smaller pilot i made a while ago for those tight cockpits (lod and skin) unfortunatly he predates the addon and could probably be higer poly now i've seen TK's great new figures smallpilot.rar
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Add on gunsight for FE As mentioned in a recent post, I’m somewhat “uneasy” about using aimangles to adjust the gunsight/bullet path convergence The issue (thanks B Bandy RFC) is that the AI becomes very inaccurate when using significant amounts of this parameter (empirical testing seems to confirm this) The AI would seem to use the aircraft’s fore/aft axis for aiming fixed guns and aimangles shifts the bullet path away from this axis This is fine for vertical adjustments because the AI can be “told” to compensate with the GunBoresightAngle in the [FlightControl] section of the FM (as with the Lewis gun in the stock SE5a) SE5A_DATA.INI [FlightControl] GunBoresightAngle=5.0 [InternalGun2] AimAngles=0.0,5.0,0.0 However there seems to be no GunBoresightAngle equivalent for left/right adjustments So heres a replacement gunsight that can be moved around instead of the bullet path Its somewhat of a pain to use I’m afraid The steps You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the GunSight.bmp and gunsight01.LOD in the “Weapons” folder has well Add this to the bottom of your extracted weapondata.ini [WeaponData027] TypeName=Gunsight01 FullName=Gunsight01 ModelName=Gunsight01 Mass=0.010000 Diameter=0.100000 Length=0.010000 SubsonicDragCoeff=0.000100 SupersonicDragCoeff=0.000100 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save Now change your “victim” aircraft FM thusly (SPAD7_180 used here as an example) Add TWO new systems to the component that the gunsight will sit on (often [Nose]) SPAD7_180_DATA.INI [Nose] ParentComponentName=Fuselage SystemName[001]=Engine SystemName[002]=Gunsight01////////////////////New SystemName[003]=Gunsight////////////////////////New Add two new weapon stations’ to match in the weapon station section of th FM [Gunsight01] SystemType=WEAPON_STATION StationID=11///////////////////////////note these are sequential with StationID’s above StationGroupID=4//////////////////////note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.0,0.75,0.642 /////////////where the gunsight will appear on the aircraft, you will have to test AttachmentAngles=0.0,0.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.0001 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=Gunsight01//////////////name of the weapon lod The next one’s parameters are largely irrelevant, its to hide the existing gunsight The most important bit is the ModelNodeName=sight, “sight” being the mesh name of the original gunsight You will have to deduce that with an OUT file or use a hex editor on the main models LOD to find it (not as hard as it sounds) or ask the original modder to tell you [Gunsight] SystemType=WEAPON_STATION StationID=12//////////////////////////note these are sequential with StationID’s above StationGroupID=5/////////////////////note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.000,0.5000,0.0000 AttachmentAngles=0.000,0.0000,0.0000 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=sight////////////////////////name of the original gunsight mesh PylonMass=0.0001 PylonDragArea=0 FuelTankName= Finally modify or create a loadout file for the aircraft so the gunsight01 is loaded in all configurations SPAD7_180_LOADOUT.INI example [Default] DefaultFor=SWEEP,CAP,INTERCEPT,BALLOON_DEFENSE,CAS,RECON,ARMED_RECON,ESCORT Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[01].WeaponType=LePrieurTube Loadout[01].Quantity=1 Loadout[02].WeaponType=LePrieurTube Loadout[02].Quantity=1 Loadout[03].WeaponType=LePrieurRocket Loadout[03].Quantity=1 Loadout[04].WeaponType=LePrieurRocket Loadout[04].Quantity=1 Loadout[05].WeaponType=LePrieurRocket Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurRocket Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 Phew I usually mod the main guns tracer size with the gun editor to make testing easier (bigger, temporarily) AttachmentPosition=0.0,0.75,0.642 equals Left(-x.x) or Right(x.x), Down(-x.x) or Up(x.x), Backward(-x.x) or Forward(x.x) from the aircrafts CG (units are metres) Keep adjusting it till you have it right, the above is good for MY spad7_180 with the cockpit setting that I use I will include my SPAD7_180_LOADOUT.INI and my SPAD7_180_DATA.INI in the download (they go in your SPAD7_180 folder) Please backup your old ini's first My SPAD7_180 ini's are modded for LePrieur's as well as the cockpit settings here http://forum.combatace.com/index.php?autoc...p;showfile=5924 so YMMV Enjoy and feel free to use it for other aircraft (and re-release it for the community if you wish) :yes: Should be available in the "World War I Cockpits" downloads section when approved
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Need help from the modders
p10ppy replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
For the tail draggers the "OnGroundPitchAngle" makes a large difference to the intial runway attitude don't know about trikes, but it maybe worth a look [AircraftData] ---snip------ CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=10.4 -
its firefox phobic iirc :( Explorer works (6 did anyway its been a while since ive been there) check out (all the buzz) http://thevintageaviator.co.nz/ from me homeland ;)
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Sorry that wasn't that clear was it And Combataces slightly odd file system and Announcements means its doesnt really appear where its meant to Its a download try here http://forum.combatace.com/index.php?autoc...p;showfile=6640 have fun
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File Name: gunsight File Submitter: p10ppy File Submitted: 18 May 2008 File Category: World War I Cockpits Add on gunsight for FE As mentioned in a recent post, I’m somewhat “uneasy” about using aimangles to adjust the gunsight/bullet path convergence The issue (thanks B Bandy RFC) is that the AI becomes very inaccurate when using significant amounts of this parameter (empirical testing seems to confirm this) The AI would seem to use the aircraft’s fore/aft axis for aiming fixed guns and aimangles shifts the bullet path away from this axis This is fine for vertical adjustments because the AI can be “told” to compensate with the GunBoresightAngle in the [FlightControl] section of the FM (as with the Lewis gun in the stock SE5a) SE5A_DATA.INI [FlightControl] GunBoresightAngle=5.0 [internalGun2] AimAngles=0.0,5.0,0.0 However there seems to be no GunBoresightAngle equivalent for left/right adjustments So heres a replacement gunsight that can be moved around instead of the bullet path Its somewhat of a pain to use I’m afraid The steps You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the GunSight.bmp and gunsight01.LOD in the “Weapons” folder has well Add this to the bottom of your extracted weapondata.ini ---------------------------------------- [WeaponData027] TypeName=Gunsight01 FullName=Gunsight01 ModelName=Gunsight01 Mass=0.010000 Diameter=0.100000 Length=0.010000 SubsonicDragCoeff=0.000100 SupersonicDragCoeff=0.000100 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE --------------------------------------------- Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save Now change your “victim” aircraft FM thusly (SPAD7_180 used here as an example) Add TWO new systems to the component that the gunsight will sit on (often [Nose]) SPAD7_180_DATA.INI ------------------------------ [Nose] ParentComponentName=Fuselage ---snip---------- SystemName[001]=Engine SystemName[002]=Gunsight01/////New SystemName[003]=Gunsight/////////New --------------------------------------- Add two new weapon stations’ to match in the weapon station section of th FM ----------------------------------------- [Gunsight01] SystemType=WEAPON_STATION StationID=11//note these are sequential with StationID’s above StationGroupID=4//note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.0,0.75,0.642 //where the gunsight will appear on the aircraft, you will have to test AttachmentAngles=0.0,0.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.0001 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=Gunsight01//name of the weapon lod -------------------------------------------- The next one’s parameters are largely irrelevant, its to hide the existing gunsight The most important bit is the ModelNodeName=sight, “sight” being the mesh name of the original gunsight You will have to deduce that with an OUT file or use a hex editor on the main models LOD to find it (not as hard as it sounds) or ask the original modder to tell you ------------------------------------------- [Gunsight] SystemType=WEAPON_STATION StationID=12//note these are sequential with StationID’s above StationGroupID=5//note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.000,0.5000,0.0000 AttachmentAngles=0.000,0.0000,0.0000 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=sight// name of the original gunsight mesh PylonMass=0.0001 PylonDragArea=0 FuelTankName= -------------------------------------------------------- Finally modify or create a loadout file for the aircraft so the gunsight01 is loaded in all configurations SPAD7_180_LOADOUT.INI example ------------------------------------ [Default] DefaultFor=SWEEP,CAP,INTERCEPT,BALLOON_DEFENSE,CAS,RECON,ARMED_RECON,ESCORT Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[01].WeaponType=LePrieurTube Loadout[01].Quantity=1 Loadout[02].WeaponType=LePrieurTube Loadout[02].Quantity=1 Loadout[03].WeaponType=LePrieurRocket Loadout[03].Quantity=1 Loadout[04].WeaponType=LePrieurRocket Loadout[04].Quantity=1 Loadout[05].WeaponType=LePrieurRocket Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurRocket Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 ------------------------------------------ Phew I usually mod the main guns tracer size with the gun editor to make testing easier (bigger, temporarily) AttachmentPosition=0.0,0.75,0.642 equals Left(-x.x) or Right(x.x), Down(-x.x) or Up(x.x), Backward(-x.x) or Forward(x.x) from the aircrafts CG (units are metres) Keep adjusting it till you have it right, the above is good for MY spad7_180 with the cockpit setting that I use I will include my SPAD7_180_LOADOUT.INI and my SPAD7_180_DATA.INI in the download (they go in your SPAD7_180 folder) Please backup your old ini's first My SPAD7_180 ini's are modded for LePrieur's as well as the cockpit settings here http://forum.combatace.com/index.php?autoc...p;showfile=5924 so YMMV Enjoy and feel free to use it for other aircraft (and re-release it for the community if you wish) Click here to download this file
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Flyable SPAD VII with LePrieur Rockets for EP1
p10ppy replied to OlPaint01's topic in Thirdwire - First Eagles 1&2
I’m afraid it’s not really a priesthood (or no one’s invited me) More like a long mystical journey of self-enlightenment (and many many many forum searches) Info is sort of around but many “old hands” take some knowledge for granted so when searching for things its best to start at the earliest posts (like the weapon editor as you have found out) The Knowledge base here http://forum.combatace.com/index.php?showforum=99 is a good place to start but it’s really only a starting point Ask here and as long as you are prepared to put in some legwork yourself plenty of people will help… The ini structures and the amount of them can be quite daunting at first (actually they still are ) but you just need to get stuck in (backup, backup, backup) The openess of the sim is what keeps me here Good luck -
Version
225 downloads
Add on gunsight for FE As mentioned in a recent post, I’m somewhat “uneasy” about using aimangles to adjust the gunsight/bullet path convergence The issue (thanks B Bandy RFC) is that the AI becomes very inaccurate when using significant amounts of this parameter (empirical testing seems to confirm this) The AI would seem to use the aircraft’s fore/aft axis for aiming fixed guns and aimangles shifts the bullet path away from this axis This is fine for vertical adjustments because the AI can be “told” to compensate with the GunBoresightAngle in the [FlightControl] section of the FM (as with the Lewis gun in the stock SE5a) SE5A_DATA.INI [FlightControl] GunBoresightAngle=5.0 [internalGun2] AimAngles=0.0,5.0,0.0 However there seems to be no GunBoresightAngle equivalent for left/right adjustments So heres a replacement gunsight that can be moved around instead of the bullet path Its somewhat of a pain to use I’m afraid The steps You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder) Place the GunSight.bmp and gunsight01.LOD in the “Weapons” folder has well Add this to the bottom of your extracted weapondata.ini ---------------------------------------- [WeaponData027] TypeName=Gunsight01 FullName=Gunsight01 ModelName=Gunsight01 Mass=0.010000 Diameter=0.100000 Length=0.010000 SubsonicDragCoeff=0.000100 SupersonicDragCoeff=0.000100 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=0.001000 Asymmetrical=FALSE --------------------------------------------- Note [WeaponData0XX] should be sequential with any thing you already have there After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save Now change your “victim” aircraft FM thusly (SPAD7_180 used here as an example) Add TWO new systems to the component that the gunsight will sit on (often [Nose]) SPAD7_180_DATA.INI ------------------------------ [Nose] ParentComponentName=Fuselage ---snip---------- SystemName[001]=Engine SystemName[002]=Gunsight01/////New SystemName[003]=Gunsight/////////New --------------------------------------- Add two new weapon stations’ to match in the weapon station section of th FM ----------------------------------------- [Gunsight01] SystemType=WEAPON_STATION StationID=11//note these are sequential with StationID’s above StationGroupID=4//note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.0,0.75,0.642 //where the gunsight will appear on the aircraft, you will have to test AttachmentAngles=0.0,0.0,0.0 LoadLimit=5 AllowedWeaponClass=FT AttachmentType=NATO ModelNodeName= PylonMass=0.0001 PylonDragArea=0.00 NoJettisionTank=TRUE FuelTankName=Gunsight01//name of the weapon lod -------------------------------------------- The next one’s parameters are largely irrelevant, its to hide the existing gunsight The most important bit is the ModelNodeName=sight, “sight” being the mesh name of the original gunsight You will have to deduce that with an OUT file or use a hex editor on the main models LOD to find it (not as hard as it sounds) or ask the original modder to tell you ------------------------------------------- [Gunsight] SystemType=WEAPON_STATION StationID=12//note these are sequential with StationID’s above StationGroupID=5//note these are sequential with StaionGroup’s above StationType=EXTERNAL AttachmentPosition=0.000,0.5000,0.0000 AttachmentAngles=0.000,0.0000,0.0000 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=sight// name of the original gunsight mesh PylonMass=0.0001 PylonDragArea=0 FuelTankName= -------------------------------------------------------- Finally modify or create a loadout file for the aircraft so the gunsight01 is loaded in all configurations SPAD7_180_LOADOUT.INI example ------------------------------------ [Default] DefaultFor=SWEEP,CAP,INTERCEPT,BALLOON_DEFENSE,CAS,RECON,ARMED_RECON,ESCORT Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 [Le Prieur] DefaultFor=BALLOON_BUSTING Loadout[01].WeaponType=LePrieurTube Loadout[01].Quantity=1 Loadout[02].WeaponType=LePrieurTube Loadout[02].Quantity=1 Loadout[03].WeaponType=LePrieurRocket Loadout[03].Quantity=1 Loadout[04].WeaponType=LePrieurRocket Loadout[04].Quantity=1 Loadout[05].WeaponType=LePrieurRocket Loadout[05].Quantity=1 Loadout[06].WeaponType=LePrieurRocket Loadout[06].Quantity=1 Loadout[07].WeaponType=LePrieurRocket Loadout[07].Quantity=1 Loadout[08].WeaponType=LePrieurRocket Loadout[08].Quantity=1 Loadout[09].WeaponType=LePrieurRocket Loadout[09].Quantity=1 Loadout[10].WeaponType=LePrieurRocket Loadout[10].Quantity=1 Loadout[11].WeaponType=Gunsight01 Loadout[11].Quantity=1 ------------------------------------------ Phew I usually mod the main guns tracer size with the gun editor to make testing easier (bigger, temporarily) AttachmentPosition=0.0,0.75,0.642 equals Left(-x.x) or Right(x.x), Down(-x.x) or Up(x.x), Backward(-x.x) or Forward(x.x) from the aircrafts CG (units are metres) Keep adjusting it till you have it right, the above is good for MY spad7_180 with the cockpit setting that I use I will include my SPAD7_180_LOADOUT.INI and my SPAD7_180_DATA.INI in the download (they go in your SPAD7_180 folder) Please backup your old ini's first My SPAD7_180 ini's are modded for LePrieur's as well as the cockpit settings here http://forum.combatace.com/index.php?autoc...p;showfile=5924 so YMMV Enjoy and feel free to use it for other aircraft (and re-release it for the community if you wish) -
Flyable SPAD VII with LePrieur Rockets for EP1
p10ppy replied to OlPaint01's topic in Thirdwire - First Eagles 1&2
Sorry i've been mostly AWOL for a while, RL is been hectic The accuracy thingy was deliberate and funnily enough the post patch behaviour is probably more realistic as well (I couldn’t make it do “salvo” firing pre-patch) From what I read they(LePrieur's) were use in a 30-45 degree dive and launched all at once or in large groups from about 150m (shudder) So the patch seems to have fixed that (ReleaseDelay) I saw at thirdwire that this wasn’t working for OlPaint01 but ReleaseDelay=1.000000 seems to return it to the pre-patch behaviour for me (1 rocket at a time) YMMV To get rid of the corkscrewing set the FinStabilized=FALSE to TRUE (they then are way to accurate imho but there seems to be nothing in between) They still fire in an upward trajectory but it’s pretty easy to compensate for it @ Tailspin I’m still not convinced that changing the gun AimAngles is a good thing AI wise It does seem to make them miss… but it is the fastest way When I get some time I (or someone else) can make a “Gunsight” that can be added as a pilot or weapon and we can tweak that to the right position instead of moving the boresight to match the current gunsight Have fun all :yes: -
TGA frustrations
p10ppy replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
http://forum.combatace.com/index.php?showtopic=23485 dont use masks or the alpha channel till you need to imho -
welllll i will finish them... (new cockpit bits will take the longest) but i wouldn't like to say when I don't have that much spare time, so its all a bit of a whim, what i work on next...and i seem to have started a ridiculous number of things and new things keep taking my fancy.... (of course seeing yours made me go and look at what i had done, and start thinking about them again) So please don't feel constrained by my erratic output I picked up the MoS N,I,V windsock (sometime after i had released the plane ) so let me know if there is any detail stuff you want me to pm you I don't think I have much/any stuff on the BB tho :( On 3-views Ive found most to be unreliable at best and the best thing to do is pick one (picking two is stupid, I know ) and supplement it with as many photos as you can good luck