p10ppy
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Everything posted by p10ppy
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Peter i'm not sure (I've never encountered it) you could try deleting the texture tails of the aircraft.ini's to let them rebuild themselves (sure you have tried that)
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Godwin Brumowski Alb D.IIIOAW Variants
p10ppy replied to sinbad's topic in Thirdwire - First Eagles 1&2
Very nice skins Sinbad (I have a peculiar fascination with the Adriatic front as well) As to the mesh removal, expanding a little theres a couple of things that may work, I'm not sure what capun means by Lexx's method, I thought Lexx invented the cockpit move (very ingenious) but that won't work on external models The method i use to hide external meshes is to make them a WEAPON_STATION system (Lexx may have invented this too ) example [bumpL] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.000,0.5000,0.0000 AttachmentAngles=0.000,0.0000,0.0000 LoadLimit=100 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=BulgeFront L /////the node to remove PylonMass=0.001 PylonDragArea=0 FuelTankName=Ribbon_Red if theres no weapon attached the mesh will not show... whether this would result in the breaking of the models hierarchy and therefore in the case of the spinner you getting no prop showing you would have to experiment... :( Adding meshes is harder (and not possible until the weapon editor arrives) Make a "weapon" shaped like your to be added mesh and add it as a default loadout (these will animate with their parents node) the rudder probably is doable in this way (make it slightly bigger all round and parent it to the original rudder) Making a whole new model is a huge undertaking (I'm not sure i would describe it as easy) the other (long shot) is to use a Tga instead of a bmp for the nodes texture (alpha channel to straighten the rudder edge for example) will probably look bad AND you would have to hack the LOD in a tex editor to turn on transparency (look here for some clues http://forum.combatace.com/index.php?showt...p;hl=hex+editor ) no idea whether that will work have fun :yes: -
Hey Tailspin It is pretty lame at stock (I think it’s a bug actually) Numerous flyovers at differing height later of 10 sockelflak batteries convinced me it wasn’t the tracer If the tracer couldn’t hit me I was never hit If the tracer was shooting past my wing I died real fast It the bloody gun It’s only got enough opmf to chuck a shell about 180m on the slant Reducing the caliber is the only thing that seems to fix it (less drag I guess) Warhead weight seemed to make no difference And velocity made a little bit… Reducing it to a silly 7mm meant it still had some gas left at 1000m ymmv I’m not sure it’s meant to work that way? Heres a finish-ish model to play with (I haven’t really ini-ed it, just got it working for testing) Feel free to do what you want with it :yes: sockelflak.rar
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avion magique http://www.histavia21.net/amaviapag/37%20m...A.D%20Canon.htm
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Ive got the RW stats for the Sockelflak some where I remember thinking TK's stats were pretty good but i never tried in game so never saw the particle effects I'm pretty sure they were not time fuzed (bad around balloons) Just dirty great tracers (which look quite slow when they were coming straight for you, just like a flaming vegetable ) never even found a pic of the brit version BTW its a bad rumor that the gun editor doesn't work (started by me i think ) its fine its only the weapon editor that doesn't anyone got a nice schematic view of a german infantry man?
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Good idea these weapons are a big gap and quite prevalent by the sounds of it (especial around drachen) funnily enough i started work on a Sockelflak model a month or so ago (I'm tooo easily distracted) never finished the texture ... couldn't find a good enough pic of a german infantry man to use (was a briefish search tho) the rest is ready to go tho from memory If you are interested i could try to finish the model sooner rather than later? Ps whats the particle effect like for it? these weapons were the latercause of the flaming onion phenomenon i think earlier it was caused by a gattling type weapon borrowed from the navy
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it's a little more complicated because you need to extract the Spad13 pit and place it in the Spad7 folder (i think, i did anyway ) theres some info around somewhere here in the forum Edit some pics my Spad7_180 folder structure (note theres a few folders like the PSD folder that you wont have, and dont need) the cockpit folder (spad13 files extracted from the ObjectData.CAT and placed in the Spad7_180/cockpit folder) hope that helps
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Thanks guys I should point out that the first "screenshot" is the loading screen and has been fairly heavily Photoshopped Also apologies for the readme and the download instructions I can actually write English (sort of) my only excuse is it was late here and I'd a few to many pinot noir's Just let me know if theres any problems :)
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File Name: Spad VII Skins and Misc File Submitter: p10ppy File Submitted: 1 Feb 2008 File Category: WW1 Aircraft Little Spad VII hop up Cockpit.ini and Spad7_180.ini Hanger Screen Widescreen and normal loading Screen Default tan textureset (replacement for stock if you wish) Escadrille 103 (Les Cigones) textureset and decals (Tan) Escadrille 31 (Hoplite Archer) textureset and decals (Tan) Escadrille 48 (Rooster) textureset and decals (Tan) Escadrille 65 (Dragon) textureset and decals (Tan) Escadrille 81 (Grayhound) textureset and decals (Camo) Escadrille 94 (Running Reaper) textureset and decals (Camo) Escadrille 3 (Les Cigones) textureset and decals (Tan) Escadrille 3 (Les Cigones) Alternative with Stripe textureset and decals (Tan) Escadrille 3 is skinned to a higher degree than the other Escadrille with personal markings and semi accurate paint jobs/numbers The French seemed to paint all their aircraft individually so many compromises were necessary The Folder structure is a little unusual (trying to save space) Straight under the SPAD7_180 folder there is a Decal folder (combined for all the new decals) and Folders for all the new Texturesets The main Tan Skins live straight in the SPAD7_180 folder as well so all the tan textureset’s can access then (some textureset folders have replacements depending on Escadrille) If you haven’t already done so you will need to extract the Spad XIII cockpit from the ObjectData.CAT into a separate cockpit folder under the SPAD7_180 folder if you wish to fly the SPAD7_180 (the two .ini’s provided point to a cockpit folder and make a few changes to the 13’s cockpit but they are not necessary if you have already done this) If you will need to use the provided SPAD7_180.ini if you wish to use the provided hanger and loading screen (or alter your own ini) There’s a wide screen version of loading screen in the folder “widescreen loading pic” just copy it over the existing pic or delete it depending on your needs I suggest you unzip this Download to a temp folder first and take what you need to the SPAD7_180 folder. Please remember to back up any files that may be overwritten in the SPAD7_180 folder first These Skins should work fine for the SPAD7_150 as well but the .ini files will be different Please feel free to use these skins and decals for your own work (non-profit only) Hope you enjoy them Vernon Click here to download this file
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Version
569 downloads
Little Spad VII hop up Cockpit.ini and Spad7_180.ini Hanger Screen Widescreen and normal loading Screen Default tan textureset (replacement for stock if you wish) Escadrille 103 (Les Cigones) textureset and decals (Tan) Escadrille 31 (Hoplite Archer) textureset and decals (Tan) Escadrille 48 (Rooster) textureset and decals (Tan) Escadrille 65 (Dragon) textureset and decals (Tan) Escadrille 81 (Grayhound) textureset and decals (Camo) Escadrille 94 (Running Reaper) textureset and decals (Camo) Escadrille 3 (Les Cigones) textureset and decals (Tan) Escadrille 3 (Les Cigones) Alternative with Stripe textureset and decals (Tan) Escadrille 3 is skinned to a higher degree than the other Escadrille with personal markings and semi accurate paint jobs/numbers The French seemed to paint all their aircraft individually so many compromises were necessary The Folder structure is a little unusual (trying to save space) Straight under the SPAD7_180 folder there is a Decal folder (combined for all the new decals) and Folders for all the new Texturesets The main Tan Skins live straight in the SPAD7_180 folder as well so all the tan textureset’s can access then (some textureset folders have replacements depending on Escadrille) If you haven’t already done so you will need to extract the Spad XIII cockpit from the ObjectData.CAT into a separate cockpit folder under the SPAD7_180 folder if you wish to fly the SPAD7_180 (the two .ini’s provided point to a cockpit folder and make a few changes to the 13’s cockpit but they are not necessary if you have already done this) If you will need to use the provided SPAD7_180.ini if you wish to use the provided hanger and loading screen (or alter your own ini) There’s a wide screen version of loading screen in the folder “widescreen loading pic” just copy it over the existing pic or delete it depending on your needs I suggest you unzip this Download to a temp folder first and take what you need to the SPAD7_180 folder. Please remember to back up any files that may be overwritten in the SPAD7_180 folder first These Skins should work fine for the SPAD7_150 as well but the .ini files will be different Please feel free to use these skins and decals for your own work (non-profit only) Hope you enjoy them Vernon -
Stock Fokker D.VII and D.VIIf lack speed, help needed
p10ppy replied to Tooner's topic in Thirdwire - First Eagles 1&2
have a quick look at this http://forum.combatace.com/index.php?showtopic=23068 we didn't seem to come to any consensus tho you probably are better off fiddling with the CDO / CDL a little or the prop efficiency DVII was no speedster either MaxSpeedSL is more for the AI iirc and doesn't have much/any? effect on the FM -
Glad you like it :-) Pretty sure you have the latest I just grabbed the closest to hand when i did the comparison So i mite have used an old one I cut it up in PS to so as to make a smaller pic (makes it look a little different)
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heres the Siemens-Schuckert D.III Data.ini compared to the stock Dr.1 and the 150 camel the D.III CD0(drag overall) does look a little high, (in comparison) the camel looks a little low to me (the Dr.1 has highish aspect wings and no wires so should be lowish) the D.III CDL(lift overall) looks low compared to the other two and CLa looks high (probably to compensate fop the low CDL) the other thing you can play with is the PropEfficiencyAdvanceRatioTableData under the [engine ] in the data ini Dr.1 is a touch higher and can have quite an affect on top speed good luck
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You probably already have seen these but just in case http://www.wwi-models.org/Photos/Ger/Junk_JI/index.html http://www.airwar.ru/other/draw/ju_j1.html
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"not" Looking for another modeller but racers
p10ppy replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Aye but FE + Addon is the latest iteration of the game engine (until WOI) just saying -
"not" Looking for another modeller but racers
p10ppy replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I would of thought FE (and voted for it ) if you are thinking of props some nice racers here (wrong game) http://www.transglobalaircraft.co.uk/10130/20654.html