gregoryp
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Everything posted by gregoryp
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B-26 marauder
gregoryp replied to dsawan's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
The B-26 does have a nice look. Wolf's needs some TLC for sure. Go for it Veltro2k! -
WW2 Research Knowledgebase
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
http://www.lonesentry.com/intelbulletin/tt_trends.html -
I've got the SBD AI's doing 80deg dive bomb attacks now. I'm working on torpedo bombers (B5N Kate). Since we don't have true torpedoes, someone came up with a work around using A2G TV guided missiles set to sea skim. The problem I’m having is about half the time the torpedo just drops into the water without trying to skim over the water. Also I have to have the Kate at about 2,500ft. Any lower increases the drop into the water rate. When they do work they go straight to the ship without dropping down to the water. I can get the AI Kate’s to drop to 300ft for their attack run and do their drop, but this mean all the torpedoes will just drop and hit the water. I have all the accuracy and reliability set to 100. Is there an _AVIONICS.INI entry I need to make this work better?
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Need a modern Weapon guy to help with the WW2 Japanese Torpedo
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'd rather not reinvent the wheel, can you send it? I'm just modifing what's in the current WW2 wep pak. I don't have any 3d capability. -
P-38J Lightning, 20th FG, 8th AF, ETO
gregoryp replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thank You Wrench!!! That old green skin was getting old -
Working on a WW2 update for SF2 and trying to lay a good base foundation. Ran into an interesting problem for Campaigns and maybe Missions. I’m going to do a new Nations.Ini. Since each country used different formations I’ll have to do a new Formations.Ini. And here’s the problem. I’ll use the Anti-Ship mission. I set up the Formations.Ini and a full Squadron of Stukas (16) attack Ships. But also a full squadron of He-111’s will attack the ships and well as a full squadron of Fw200’s. My preference is to have 16, Stukas, 3 He111’s and 1 Fw200. The other problem is the difference between day and night formations. Daytime you have a large tight formation and at night a well separated bomber stream of working by themselves. The only way I can think of to do this is instead of just NaziGermany (Nazi Germany causes a crash in SF2) To break it down into 4 German Nations NaziGermanyDay NaziGermanyNight NaziGermanyMaritime NaziGermanyTransport So my question is, for Campaigns, can the behavior be done with a single NaziGermany or would it need to be broken down into 4 Nations or is there another way? For the Fw200, with a Formation of 1 would that mean for the Squadron would fly only 1 sortie a day be flown by one aircraft even though the Squadron had 16 availiable? Or would all 16 fly on 16 different missions. Or would you need to breakdown the Fw200 Squadron into SquadronA, SquadronB, SquadronC, SquadronD.... each with 1 aircraft so all 16 fly a different Sortie? Extra Credit The RAF Fighters before/during BoB flew 3 plane V's and then switched to fluid 4, would that require Nations RAFPre1940 and RAFPost1940 for a campaign? Thanks!!!
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Campaigns, Formations and number of aircraft in the formation
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I have Charles WW2 formations, that's what got me thinking about this Will take a look at the Midway Campaign. -
Need a modern Weapon guy to help with the WW2 Japanese Torpedo
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks for the responses. I found setting RocketBoresightAngle=45 In the aircraft ini was the trick to get it to work. To get them to sea skim doesn't work at all. I ended is having the set CL to 144 to get it not to hit the water a low altitude. But at least they drop at the right altitude distance from the ships so from a fighter about it kinda looks right. Although sometimes the torpedo will go up above the aircraft after release. Realistally the B5N's are just targets until TK adds real torpedo's. -
Is there any way to make a weapon/rack specific to an aircraft?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks Wrench, I'll add NotAllowedWeapon= OnlyAllowedWeapon= to my program. Do I also need to add a SpecificStationCode= also to the Station section too? So both the weapon and station would have SpecificStationCode= in them? BTW, got your WW2 pak converted to SF2. Just starting to go over the data. I have a small DATCOM program to calc the drag for each weapon -
Is there any way to make a weapon/rack specific to an aircraft?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks! Using SF2 for all my WW2 mod's now. Here's the P-38 outer station. Where would I add the 4 digit code? Is the code alpha numeric? [LeftWingStationOutboard] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL LoadLimit=1000 DiameterLimit= LengthLimit= NumWeapons=5 AllowedWeaponClass=RP AttachmentType=USAF ModelNodeName=WW2_US_Pod_HVAR2x5_P-38 PylonMass=0 PylondragArea=0.03 FuelTankName= FuelTankNodeName= MissileRollAngle= EjectVelocity= AttachmentAngles=0.0,0.0,0.0 BombBayAnimationID= BombBayOpenTime= BombBayCloseTime= AttachmentPosition=-5.5,0.1,0.6 Here's the P-38 rocket pod [WeaponData001] TypeName=WW2_US_Pod_HVAR2x5_P-38 FullName=Pod HVAR2 x 5 (P-38) ModelName=WW2_US_Pod_HVAR2x5_P-38 Mass=25.000000 Diameter=0.000000 Length=1.500000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF SpecificStationCode= <---- 4 digit code goes here? NationName=USAF StartYear=1944 EndYear=1955 Availability=2 BaseQuantity=10 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=WW2_US_Rocket_HVAR2_GP NumRockets=5 ROF=0.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=TRUE Rocket01Position=0.400000,0.000000,-0.475000 Rocket02Position=-0.400000,0.000000,-0.475000 Rocket03Position=0.250000,0.000000,-0.800000 Rocket04Position=-0.250000,0.000000,-0.800000 Rocket05Position=0.000000,0.000000,-1.100000 -
SF2 destroyed aircraft ....
gregoryp replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wow, started working FM's with Wolf257 before the 08 patch and just always set them to low since most ww2 aircraft back then didn't have any. With no ground shadow it was always difficult setting the trim. Just like CFS3, another 6 DoF FM, I have to do some hard maneuvering down low to set trim. It usually ended with "I wonder if I'm getting too low in this turn" ...blam So we not only get ground shadows (Flight Test thanks TK), but also self shadows on th aircraft. Amazing! Why am I always the last to know . If TK adds bump mapping....... Now if I can just figure out how to get the old WW2 weapons to cast a shadow in SF2. -
SF2 destroyed aircraft ....
gregoryp replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Could these be used to put a shadow on the ground? Not a self shadow on the aircraft, but just on the ground. That's all I want is a shadow on the ground. -
SF2: Finally got the AI to Dive Bomb properly
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
You can set the number of bombs dropped per pass. I think the SBD though would be a release all and get out of Dodge since climbing back up to 14,000ft would take a long time Currently the AI SBD's drop their load and then fly a mile out and go into strafe mode. If for some reason they don't release they fly out climbing to 3000ft, turn around and do a glide bomb run. All can be set up. For the bombs you just need to add to the _data.ini [DiveBombAI] ReleaseCount=1 ReleaseInterval=0.14 -
SF2: Finally got the AI to Dive Bomb properly
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Wrench I go out of my way to look for your enhancements since they have the "damage" textures added. How does the virtual dive brake work? I think I missed it? The FM does have working dive brakes (S key). It appears the AI uses it. -
In SF2 I’m trying to increase the distance you can see the water splash and ground effect puffs effect from the guns. I roll in on a ship, shoot and see the tracer hit the water, but it’s not until I am super close do I see the bullet splash. I tried editing the CannonWaterHitEffect’s CannonWaterHitSpikeEmitter MaxVisibleDistance= It doesn’t seem to have any effect. I suspect the bullet (which would trigger this) has timed out and all I’m seeing is a tracer effect (which would not trigger it) which doesn’t cause any damage. Any suggestions?
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Increasing WaterHitEffect and GroundPuff effects distance?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That did the trick! Thanks! -
Nice intro movie for the WoX weries
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Seems to have all the WoX aircraft. Enjoy -
Era-specific, stand alone SF2 install?
gregoryp replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Check your email -
Just messing around testing stuff. Kind of neat to watch the turret gunners slug it out with each other. Image a fight with tail gunners only where the object is to put the other plane on your tail :) .
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B-17G vs Fw200C
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
The winner, well on the first head on pass the Condor's 2 Forward Firing turrets (20 mm Cannons) were able to out range the B-17G's 50 Cal's. Afterwards, at the merge I had to dive down (The Condors lower Cannon has a small traverse range) and then pull up into the Condor from behind. As long as you stay below the Condor, you'll have 6 50 Cals' (Nose, forward and top turrets) out ranging a single 30 cal. Of course the AI Condor doesn't like you there. :) -
Veltro2k can you make one change to your Halifax?
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I've got the Flight and Damage model done. But it's missing the 6 wing bomb bays. Any chance you could add them? They were just big enough for a 500lb bomb each. I got used to them with all the CFS3 versions I worked on. -
Veltro2k can you make one change to your Halifax?
gregoryp replied to gregoryp's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Hi Wrench/Say What?! That’s the plan to just stick them in the wing. But, I’d really like to help Veltro2k make the update to the visual model. See if we help each other, the Fun quality if the WW2 side of SF will be improved. I’ve worked with many new Visual modelers and in the process they have evolved some amazing talents. And I’d like to help Veltro2k also. The CFS3 visual modeler is more than willing to share drawings to help out. Below is the Halifax’s current damage boxes as released, and below that is what they look like with my update. I still need to do the final tuning to the flight model. So far, in addition to the Halifax I’ve got to test Level Bombing: WW2_GB_Lancaster_B_Mk_3 WW2_GB_Wellington_Mk1A WW2_GR_Fw-200C-4 WW2_US_A-26B-60 WW2_US_A-26C-30 WW2_US_B-17G-80 I working on the Stirling right now. I then need to do a couple single engine bombers for AI tuning of Torpedo/Dive/Glide bombing techniques. -
Looking for gunners facing sideways and laying down
gregoryp posted a topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
Since I'm working on bombers I'm trying to populate then so they don'y look so sterile. I found a rear facing gunner, but I need sideways facing gunners for the waist positions. Has anyone created any? Also for the gondolas of the Ju88's and Fw 200's I need some lying down. Been working on a lot of sims, but I think there is a way to tie a gunner to a turret in SF so the gunner faces the direction the turret is facing? BTW, Strike Fighters is flying the AvHistory Bomber Flight model nicely, I'm really pleased with the results. Still need to do some updates for the AI, but they are still fun to watch. -
Is it possible to have 2-3 different types of bombs in a single bomb bay? Or bombs plus a fuel tank? Some bomber bomb loads contained more than one bomb type. For example Wellington (12)250lb Bombs + 140gal Bomb bay tank (6)250lb Bombs + 140gal Bomb bay tank (2)1000lb Bombs + 146gal Bomb bay tank Lancaster (9)1000lbs + (1)4000lbs cookie Bombs (18)500lbs + (1)4000lbs cookie Bombs (6)500lbs + (1)8000lbs cookie Bombs (6)500lbs + (1)12000lbs cookie Bombs (8)250lbs + (6)2000lbs Bombs Halifax (6)2000lbs + (6) 500lbsBombs (2)4000lbs Cookie Bombs+ (2)1000lbs + (8)500lbs (1)8000lb Cookie Bomb + (6)500lbs Could you define 2-3 bomb bays using the same animation bomb bay number for different bomb bay configurations?