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p10ppy

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Files posted by p10ppy

  1. Colour picker

    A little app for managing, viewing and modifying TW game colour swatches
     
    Probably only really useful (maybe) for those playing with environments and effects
     
    It’s a little rough so let me know if anyone finds glaring errors or thinks it could be better … anyone being the 1.5 people who find it useful ;-)
     
    “Features”
    RGB colour sliders (RGB conversion)
    Copy and paste box for TW colour “code” eg 0.045, 0.34, 0.59
    Forty-two editable swatches for your comparing pleasure
    All swatches are nameable
    Save out all swatch/names to a txt file
    Load in saved txt files
     
    I’ve included a sample I/O txt file of the major FE addon environment colours
     
    Have fun

    300 downloads

       (4 reviews)

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  2. Mig 9 PLAAF red skin

    Camo finish PLAAF skin for Timmy's wonderful Mig-9
    includes decals

    116 downloads

       (3 reviews)

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  3. Mig 9 VVS red skin

    Natural finish VVS skin for Timmy's wonderful Mig-9
    includes decals

    116 downloads

       (1 review)

    0 comments

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  4. Map icons for FE

    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

    163 downloads

       (1 review)

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  5. gunsight

    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)

    224 downloads

       (1 review)

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  6. New Le Prieur Rockets for the FE-Addon Spad VII 180

    New Le Prieur Rockets for the FE-Addon Spad VII 180
     
    I did them in a bit of a weird way to…
    Stop the AI jettisoning them
    Give them an upward trajectory on launch
     
    Caveats
    You can’t launch them in groups or all at once (they seemed to be historically bulk fired)
    Never seen the AI use them (did the AI use them pre Addon?)
    They are REALLY inaccurate, on purpose; use a lot of them from about 150 metres…
     
    Included are a:
    New Spad_180_data.ini (with the weapon stations added)
    New Spad_180.ini (with the loadout file added)
    New Spad_180_Loadout.ini
    Le_Prieur_map.bmp
    Le_Prieur_Rocket.LOD
    Le_Prieur_Tube.LOD
     
    REMEMBER TO BACKUP YOUR FILES BEFORE USING THESE ONES
     
    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 Le_Prieur_map.bmp, Le_Prieur_Rocket.LOD, and Le_Prieur_Tube.LOD in the “Weapons” folder has well
    The Spad_180XXX.ini files go in the “Aircraft/SPAD7_180” folder
    Open the WEAPONDATA.INI in a text editor and add to the bottom
     
    /////////////////////////////////////////////////
    [WeaponData025]
    TypeName=LePrieurRocket
    FullName=Le Prieur Rocket
    ModelName=Le_Prieur_Rocket
    Mass=5.000000
    Diameter=0.050000
    Length=0.356000
    SubsonicDragCoeff=0.320000
    SupersonicDragCoeff=2.769000
    AttachmentType=NATO,USAF,UK,FRANCE
    SpecificStationCode=
    NationName=FRANCE
    StartYear=0
    EndYear=0
    Availability=2
    BaseQuantity=24
    Exported=TRUE
    ExportStartYear=0
    ExportEndYear=0
    ExportAvailability=2
    WeaponDataType=1
    RailLaunched=FALSE
    RocketPod=FALSE
    Retarded=FALSE
    FinStabilized=FALSE
    SpinStabilized=FALSE
    HasGrowl=FALSE
    EffectClassName=SmallRocketEffects
    ReleaseDelay=0.000000
    WarheadType=0
    Explosives=1.040000
    FusingDistance=5.000000
    ClusterBomblets=0
    ClusterDispersion=0.000000
    GuidanceType=0
    Accuracy=90
    MaxTurnRate=0.000000
    MaxLaunchG=2.500000
    LockonChance=0
    LaunchReliability=50
    ArmingTime=0.500000
    SeekerFOV=0.000000
    SeekerGimbleLimit=0.000000
    SeekerTrackRate=0.000000
    SeekerRange=0.000000
    MinLaunchRange=0.000000
    MaxLaunchRange=0.000000
    Duration=60.000000
    CounterCountermeasure=20.000000
    NoiseRejection=10.000000
    CapabilityFlags=0x00000000
    LoftAngle=0.000000
    DescentAngle=0.000000
    MaxLoftAltitude=0.000000
    CLmax=0.800000
    MinFreq=0.000000
    MaxFreq=0.000000
    BoosterStart=0.000000
    BoosterDuration=2.000000
    BoosterAccel=26.000000
    BoosterEffectName=RocketFireEffect
    BoosterSoundName=Rocket
    BoosterNodeName=
    BoosterPosition=0.000000,0.012000,-0.029000
    SustainerDuration=0.000000
    SustainerAccel=0.000000
    SustainerEffectName=
    SustainerSoundName=
    SustainerPosition=0.000000,0.012000,-0.029000
    InFlightEffectName=RocketInFlightEffect
    InFlightSoundName=
    ReleaseAnimationID=-1
    EODisplayFlags=0
    CEP=0.000000
     
    [WeaponData026]
    TypeName=LePrieurTube
    FullName=Le Prieur Tube
    ModelName=Le_Prieur_Tube
    Mass=4.000000
    Diameter=0.020000
    Length=1.570000
    SubsonicDragCoeff=0.100000
    SupersonicDragCoeff=0.770000
    AttachmentType=NATO,FRANCE
    SpecificStationCode=
    NationName=FRANCE
    StartYear=1915
    EndYear=1919
    Availability=2
    BaseQuantity=200
    Exported=TRUE
    ExportStartYear=1914
    ExportEndYear=1919
    ExportAvailability=2
    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
    That should be all
     
     
    If you want to add the rockets to another craft using the Spad_180_data.ini as an example
     
    Add these Systems to the bottom of the appropriate wing sections (SystemName[XXX]= should be sequential with systems already there)
     
    [TopWingMidLeft] for the Spad
    /////////////////////////////////////////////////////////////////
    SystemName[001]=leftWingRocketRail
    SystemName[002]=WingRockets02
    SystemName[003]=WingRockets04
    SystemName[004]=WingRockets06
    SystemName[005]=WingRockets08
    /////////////////////////////////////////////////////////////////
     
    [TopWingMidRight] for the Spad
    /////////////////////////////////////////////////////////////////
    SystemName[001]=RightWingRocketRail
    SystemName[002]=WingRockets01
    SystemName[003]=WingRockets03
    SystemName[004]=WingRockets05
    SystemName[005]=WingRockets07
    /////////////////////////////////////////////////////////////////
     
    In the Weapon Stations section add these stations (Weapon Stations usually go after the gun entries)
    The two first stations are for the non-jettisonable launch tubes (graphic only)
    The Attachment Position will vary with differing aircraft
    AttachmentPosition= -3.04,0.50,0.05 equals 3.04m to the left, 0.5m to the front, and 0.05m above the aircrafts CG
    The RightWingRocketRail is exactly the same except the first number (3.04) is positive, meaning to the right
     
    The following 8 Weapon Stations are for the rockets themselves
    Their Attachment Positions are similar to the first two EXCEPT:
    Left and right are the same as the first 2 and should alternate positive/negative (eg 3.04 for WingRockets01 and -3.04 for WingRockets02)
    Forward/backward are also the same except add 0.01 (eg 0.51 vs. 0.50)
    Up and down, add 0.017 for the first two (WingRockets01, WingRockets02)
    Add 0.137 too the next two (WingRockets03, WingRockets04)
    Add 0.257 too the next two (WingRockets05, WingRockets06)
    Add 0.377 too the last two (WingRockets07, WingRockets08)
     
    All other values shouldn’t need changing unless you already have some weapon stations listed (you may need to change the StationID / StationGroupID)
     
    ///////////////////////////////////////////////////////////
    [LeftWingRocketRail]
    SystemType=WEAPON_STATION
    StationID=1
    StationGroupID=1
    StationType=EXTERNAL
    AttachmentPosition=-3.04,0.50,0.05
    AttachmentAngles=0.0,15.0,0.0
    LoadLimit=5
    AllowedWeaponClass=FT
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.01
    PylonDragArea=0.00
    NoJettisionTank=TRUE
    FuelTankName=LePrieurTube
     
    [RightWingRocketRail]
    SystemType=WEAPON_STATION
    StationID=2
    StationGroupID=2
    StationType=EXTERNAL
    AttachmentPosition=3.04,0.50,0.05
    AttachmentAngles=0.0,15.0,0.0
    LoadLimit=5
    AllowedWeaponClass=FT
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.01
    PylonDragArea=0.00
    NoJettisionTank=TRUE
    FuelTankName=LePrieurTube
     
    [WingRockets01]
    SystemType=WEAPON_STATION
    StationID=3
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=3.04,0.51,0.067
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets02]
    SystemType=WEAPON_STATION
    StationID=4
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=-3.04,0.51,0.067
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets03]
    SystemType=WEAPON_STATION
    StationID=5
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=3.04,0.51,0.187
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets04]
    SystemType=WEAPON_STATION
    StationID=6
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=-3.04,0.51,0.187
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets05]
    SystemType=WEAPON_STATION
    StationID=7
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=3.04,0.51,0.307
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,90.0,18.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets06]
    SystemType=WEAPON_STATION
    StationID=8
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=-3.04,0.51,0.307
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets07]
    SystemType=WEAPON_STATION
    StationID=9
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=3.04,0.51,0.427
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
     
    [WingRockets08]
    SystemType=WEAPON_STATION
    StationID=10
    StationGroupID=3
    StationType=EXTERNAL
    LoadLimit=5
    AttachmentPosition=-3.04,0.51,0.427
    AttachmentAngles=0.0,15.0,0.0
    AllowedWeaponClass=RCKT
    EjectVelocity=0.0,150.0,30.0
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.001
    PylonDragArea=0.00
    /////////////////////////////////////////////////////////
     
    Add to the aircraft’s someAircraft.ini
    ////////////////////////////////////////////////////
    LoadoutFile=someAircraft_LOADOUT.INI
    ///////////////////////////////////////////////////////////////////
    If it doesn’t already exist
     
    Create the someAircraft_LOADOUT.INI with… (or add to it if already exists)
     
    ////////////////////////////////////////////////////////////////
    [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
    ////////////////////////////////////////////////////////////////
     
    Note the Loadout[XX] numbers maybe different if you have other WEAPON_STATION’s on the aircraft
     
    Enjoy and feel free to mod it and repost it for other aircraft :yes:
     
    V

    307 downloads

       (0 reviews)

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  7. Spad XII

    Little mod of the Spad VII to turn it into a Spad XII (apologies and acknowledgement to Gr.Viper who went before me)
     
    Model changes: removal of the nose humps and reskin
    XXX_data.ini changes: tweaked flight model reflecting the much heavier weight, more powerful engine (220hp nominal), wing stagger, better aerodynamics, and more wing area
    New weapon (37mm S.A.M.C.) New (it’s a mod of stock) reloading sound for the canon (its slow), New firing effect for the canon (cockpit smoke)
    New hanger and loading screens
     
    The canon is on the secondary fire button and takes 12 sec to reload (new sound more or less reflects this)
    It has 12 reloads
    I have seen the A.I get infrequent hits with this setup (I’m pretty infrequent too)
    ---------------------------------------------------
    A few “Facts”
     
    The Spad XII was a beefed up version of the Spad VII with a new engine (Hispano-Suiza 8Cb 220hp) and a slightly more refined fuselage, more wing area and the most obvious difference, slight wing stagger (something we can’t do with the stock model)
    It had a 37mm S.A.M.C. semi-automatic canon with twelve reloads mounted to fire through the prop hub and with the breech situated between the pilot’s legs
    Because of the breech placement the controls were of the Deperdussin type (wheel)
     
    After initial enthusiasm for the aircraft by the French ace Georges Guynemer, the Aéronautique Militaire placed an order for 1000 airframes,
    However the Spad XII proved very difficult to fly with its unfamiliar controls, the new weapon filled the cockpit with smoke on firing and was difficult to aim and reload, and to cap it off, the new Hispano-Suiza proved to be unreliable
    Its doubtful that more than twenty aircraft were completed and these were issued singly to individual Aces of the Aéronautique Militaire, There were never more than 6-8 on the front at any one time and they were widely spread throughout the Escadrille’s
    ---------------------------------------------------
    Top speed 220kph at SL
    Ceiling 7000m
    Empty weight 628kg
    ---------------------------------------------------
    Files
    New Reloading sound: gun_reloadlg.wav goes in the Sounds folder
    The SOUNDLIST.INI must be modified to add the sound (this must be extracted to the flight folder if you haven’t already) see below
     
    New gunfire effect: 37mmSpad.ini must be placed in the effects folder
     
    New cannon must be added to the bottom of your GUNDATA.INI (this must be extracted to the Objects folder if you haven’t already) see below, and then the GUNDATA.INI must be opened and saved with the gun editor
     
    New aircraft folder SPAD_XII placed in the Objects/aircraft folder
    This contains 4 skins (the French aces, Nungesser of Esc65, Madon of 38ESC, Fonck of Esc103 and Guynemer of Esc3),
    the Ini’s necessary for the craft,
    a hanger screen and two version of the loading screen: wide(default) and normal (you must rename it to use it)
     
     
    ---------------------------------------------------
    SOUNDLIST.INI
    Add near the top of the file:
    ---------------------------------------------------
    SoundFile0XX=gun_reloadlg /////////////////////XX is the next number in the sequence above
    ---------------------------------------------------
    And at the bottom add:
    ---------------------------------------------------
    [gun_reloadlg]
    Priority=HIGH
    3DSound=FALSE
    NumBuffers=1
    Looped=FALSE
    ---------------------------------------------------
     
     
    GUNDATA.INI
    Add at the bottom of the file
    ---------------------------------------------------
    [GunData0XX] //////////////////////////////////XX is the next sequential number
    TypeName=37MM_SAMC
    FullName=37mm SAMC Moteur canon
    Caliber=37.000000
    ROF=1.000000
    MuzzleVel=400.000000
    AmmoWt=0.650000
    WarheadWt=0.035000
    Reliability=97.000000
    Accuracy=70.000000
    AddLight=TRUE
    MaxLightRange=1000.000000
    FireColor=0.150000,0.100000,0.100000
    GunFireEffect=37mmFireEffectEnH
    GunFireSound=TankGun
    EffectClassName=37mmEffects
    EffectTime=10.000000
    TracerTexture=Tracer.tga
    TracerSize=0.150000
    TracerDistFactor=0.002000
    TracerLength=0.015000
    MaxVisibleDist=4000.000000
    MaxStreakVisibleDist=1000.000000
    TimeFuzed=FALSE
    ---------------------------------------------------
    Important: the GUNDATA.INI must be saved in the gun editor after manual editing
     
    Have fun :yes:
    V

    1,213 downloads

       (2 reviews)

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  8. Spad VII Skins and Misc

    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

    568 downloads

       (4 reviews)

    0 comments

    Submitted

  9. Morane-Saulnier N “Bullet”

    Morane-Saulnier N Monoplane version 1.3
    18 May 2007
     
    By Vernon "p10ppy" Bowden
     
    Please read the Installation.txt for other notes and installation instructions

    2,935 downloads

       (28 reviews)

    3 comments

    Updated

  10. Min/MaxExtentPosition exporter

    This script outputs to a text file from MAX the min/maxExtentPosition for all of a models nodes
    The min / max extents are calculated on the bounding box of the node so YMMV if you have very irregular nodes (some hand tuning)
    Obviously this is only of use to people with the max file models…
     
    The output looks like this
     

    ------------------------------ Fuselage MinExtentPosition=-0.42,-1.127,-0.86 MaxExtentPosition=0.42,2.63,0.778 Cockpit MinExtentPosition=-0.42,0.38,-0.727 MaxExtentPosition=0.42,2.484,0.173 Radiator MinExtentPosition=-0.506,-0.535,-0.063 MaxExtentPosition=0.506,0.495,0.935 ---------etc etc
     
     
    Please feel free to offer improvements
     
    See readme for install /use

    300 downloads

       (4 reviews)

    0 comments

    Submitted

  11. FmTool

    Little tool for analyzing First Eagles Aircraft_Data.ini
    (not sure about other 3rd wire aircraft, some of the estimated calcs would be surely wrong)
     
    see readme for a few more details

    616 downloads

       (1 review)

    0 comments

    Submitted

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