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Everything posted by Fubar512
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can't find GroundObjectData.ini
Fubar512 replied to Leondus's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Don't worry about it, as it's no longer in use, since the 2006 patch series.... -
Need Help after Patching a clean install - NOW CTD!
Fubar512 replied to TheStig's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That doesn't mean squat. You need still to install the latest DirectX user runtime, as per directions on ThirdWire's website: ============================ Strike Fighters 2 / Feb 2009 Readme File ============================ ----------------- Table of Contents ----------------- 1. Update Notes 2. Troubleshooting 3. Contacting Customer Support --------------- 1. Update Notes --------------- If you have applied any mods to the game, please check the list of updated files to see any data files you've extracted have been changed. You must manually delete and/or updated these files, or the patched game may not run correctly. List of changes in this Update include: Feb 2009 -------------------------- 2. Troubleshooting ------------------ Troubleshooting Tips Before installing the game, please try the following: - Close all other applications. - Verify that your system meets the minimum system requirements. If you are experiencing difficulties in getting the game to run, please try the following solutions: - Obtain the latest drivers for your video and sound card. - Obtain the latest version of Direct X from: http://www.microsoft.com/downloads/details...6A-9B6652CD92A3 - Install the latest update for your game from: http://www.thirdwire.com/downloads_sf2.htm ============================================================================= Is that clear enough for you, or shall I try a larger font-size? -
ErikGen's Nike Hercules site
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: ErikGen's Nike Hercules site File Submitter: Fubar512 File Submitted: 31 Mar 2009 File Category: Ground Objects Mods ErikGen's Nike Unit To install: Simply extract the contents of the objects folder, into your Wings Over Europe\Objects\GroundObject folder, taking care to ensure that the folders do not become "nested" (named folder within a like-named folder). The following sub-folders should be visible within the groundobjects folder. 4xMIM-14 TTR_T HIPAR LoPAR_T Then, extract the MIM-14 folder from .RAR archive, and drop it into your Wings Over Europe\Objects\Weapons folder Next, add the following data to your Weapondata.ini (which should reside within, or should be extracted from its CATalog file, and into your weapons folder), and then save it with the weapons editor that's appropriate to the patch level that you're using. (ie, Oct 2008 patch = Weapon Data Editor V02.20.08). Adjust the [WeaponDataXXX] number entry as required, so it follows the existing sequence (ie, if the last one was [WeaponData144], the next one would be [WeaponData145]). [WeaponDataXXX] TypeName=MIM-14 FullName=MIM-14 Nike Hercules (T45 WH) ModelName=MIM-14 Mass=5040.000000 Diameter=0.844000 Length=12.379000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=USAF StartYear=1959 EndYear=2004 Availability=2 BaseQuantity=18 Exported=TRUE ExportStartYear=1962 ExportEndYear=2004 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=20.000000 WarheadType=0 Explosives=273.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=11 Accuracy=85 MaxTurnRate=20.000000 MaxLaunchG=2.000000 LockonChance=80 LaunchReliability=95 ArmingTime=3.000000 SeekerFOV=180.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=90.000000 SeekerRange=140000.000000 MinLaunchRange=10000.000000 MaxLaunchRange=140000.000000 Duration=120.000000 CounterCountermeasure=50.000000 NoiseRejection=50.000000 CapabilityFlags=0x100000a2 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=3.400000 BoosterAccel=25.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-5.761000,0.000000 SustainerDuration=28.000000 SustainerAccel=8.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.885000,0.000000 InFlightEffectName=LargeSAMTrailEffect InFlightSoundName=MissileEngine ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 Finally, place the GERMANYCE_TYPES.INI, the GERMANYCE_TARGETS.INI, the ground_platte2.LOD, and the ground_platte2.tga files, in your Wings Over Europe\Terrain\GermanyCE folder. And then you're done! Just in case you're wondering, the placement I used is close to the historical site of the Hohenkirchen and Rodenkirchen (Stadland) Nike sites, near the coast and not far from Bremerhaven. To test: Fly an anti ship mission (yes, you read that right) in a Soviet aircraft, between 1962 and 1997. If you attain a height of 3300 meters (or about 10,000 feet), you will attract the attention of the Nike site's radars. By the way, since they're e data-linked, they can guide one another's missiles (which the Nike system was capable of, in real life), so don't be surprised if you see a radar tracking you at the nine o'clock position, but get slammed by a Nike Hercules approaching from your one o'clock. NOTE* Some of the more experienced among you may question the ground object roles that I used for the various units...trust me, that's the only way to make sure that you don't wind up sowing Nike launchers and radars all over the countryside. And, they work just fine the way that they are. Nike Missile, Launcher, and Radars, by ErikGen Ground Platte courtesy of Mitch (from his "Factory Place" mod) Offset coordinates and structure placement by the Wrench Data.ini and terrain placement by yours truly. Click here to download this file -
How do i put an specific sam in a site?
Fubar512 replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wrench, that's fine for an "historic" install (WoV) , were one's not concerned that the SAMs won't upgrade. I somehow cannot see SA-2s as a common SAM well into the 1990s in WoE. -
ErikGen's Nike Hercules site
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
As per the readme DO NOT change the launcher's groundobject role to Static_SAM, or you'll have Nikes everywhere. I have absolutely no problems with it showing up, as is. -
Radar and ECM frequency charts
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
You can always increase the power of a radar ground unit, but the same is not always true of a jammer. If you cut the uplink via jamming, and then stop, there's a 50-50 chance that the SAM radar will reacquire you and begin steering the missile again. Also, many (if not most) SAMs are capable of command detonation from their ground stations, so they only need to get within a few hundred feet to damage your aircraft. -
ErikGen's Nike Site
Fubar512 posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just letting you know that ErikGen's Nike Site (for WoE) is now available for download. http://forum.combatace.com/index.php?showtopic=39161 -
Version
391 downloads
ErikGen's Nike Unit To install: Simply extract the contents of the objects folder, into your Wings Over Europe\Objects\GroundObject folder, taking care to ensure that the folders do not become "nested" (named folder within a like-named folder). The following sub-folders should be visible within the groundobjects folder. 4xMIM-14 TTR_T HIPAR LoPAR_T Then, extract the MIM-14 folder from .RAR archive, and drop it into your Wings Over Europe\Objects\Weapons folder Next, add the following data to your Weapondata.ini (which should reside within, or should be extracted from its CATalog file, and into your weapons folder), and then save it with the weapons editor that's appropriate to the patch level that you're using. (ie, Oct 2008 patch = Weapon Data Editor V02.20.08). Adjust the [WeaponDataXXX] number entry as required, so it follows the existing sequence (ie, if the last one was [WeaponData144], the next one would be [WeaponData145]). [WeaponDataXXX] TypeName=MIM-14 FullName=MIM-14 Nike Hercules (T45 WH) ModelName=MIM-14 Mass=5040.000000 Diameter=0.844000 Length=12.379000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType= SpecificStationCode= NationName=USAF StartYear=1959 EndYear=2004 Availability=2 BaseQuantity=18 Exported=TRUE ExportStartYear=1962 ExportEndYear=2004 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=20.000000 WarheadType=0 Explosives=273.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=11 Accuracy=85 MaxTurnRate=20.000000 MaxLaunchG=2.000000 LockonChance=80 LaunchReliability=95 ArmingTime=3.000000 SeekerFOV=180.000000 SeekerGimbleLimit=180.000000 SeekerTrackRate=90.000000 SeekerRange=140000.000000 MinLaunchRange=10000.000000 MaxLaunchRange=140000.000000 Duration=120.000000 CounterCountermeasure=50.000000 NoiseRejection=50.000000 CapabilityFlags=0x100000a2 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=3.400000 BoosterAccel=25.000000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName=booster BoosterPosition=0.000000,-5.761000,0.000000 SustainerDuration=28.000000 SustainerAccel=8.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-1.885000,0.000000 InFlightEffectName=LargeSAMTrailEffect InFlightSoundName=MissileEngine ReleaseAnimationID=1 ReleaseAnimationTime=0.000000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=0.000000 Finally, place the GERMANYCE_TYPES.INI, the GERMANYCE_TARGETS.INI, the ground_platte2.LOD, and the ground_platte2.tga files, in your Wings Over Europe\Terrain\GermanyCE folder. And then you're done! Just in case you're wondering, the placement I used is close to the historical site of the Hohenkirchen and Rodenkirchen (Stadland) Nike sites, near the coast and not far from Bremerhaven. To test: Fly an anti ship mission (yes, you read that right) in a Soviet aircraft, between 1962 and 1997. If you attain a height of 3300 meters (or about 10,000 feet), you will attract the attention of the Nike site's radars. By the way, since they're e data-linked, they can guide one another's missiles (which the Nike system was capable of, in real life), so don't be surprised if you see a radar tracking yo at the nine o'clock position, but get slammed from a Nike Hercules approaching from your one o'clock. NOTE* Some of the more experienced among you may question the ground object roles that I used for the various units...trust me, that's the only way to make sure that you don't wind up sowing Nike launchers and radars all over the countryside. And, they work just fine the way that they are. Nike Missile, Launcher, and Radars, by ErikGen Ground Platte courtesy of Mitch (from his "Factory Place" mod) Offset coordinates and structure placement by the Wrench Data.ini and terrain placement by yours truly. -
How do i put an specific sam in a site?
Fubar512 replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thats' the beauty of TK's system. SAM units will upgrade, by date. You can change the availability of the ones you do not want to see, to "rare", or fly at a later date. That's not a good option for me, as I have SA-10s installed Also, I'm pretty sure the SA-2 was out of service (at least as far as the Soviets were concerned) , by the mid-1970s. -
Radar and ECM frequency charts
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
Jammer frequencies shouldn't be confused with "strength". Broadband jammers have been around for a while, but earlier ones lacked the strength to effectively jam at standoff distances. This can be likened to water flowing out of a pipe. Just imagine the differences in pressure , if water were flowing out of a large opening, as opposed to it being forced out of a small nozzle, in that same pipe. While the volume (bandwidth) would be lower when dealing with a small nozzle, the pressure (strength) would likely be much higher. Most SAM radars operate at frequencies well below the example you posted...so you'd have no effect whatsoever on them There are normally three frequencies working here, the search frequency, the track frequency, and the guidence (missile uplink) frequency. Also, bear in mind that some SAMs are HOJ (Home on Jam), and therefore, you might be providing free and relatively accurate guidance for the SAM, with your jamming. -
How do i put an specific sam in a site?
Fubar512 replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Tunguskas should be set as ground object role = Mobile_AAA, and the Gadfly as a Static_SAM. Don't forget to make a copy of your the SA-6's Straightflush RADAR, and name that copy "Snow Drift". Here's the Snow Drift.ini entries: [GroundObjectData] ObjectFullName=Snow Drift Radar ObjectDataFile=SnowDrift_data.ini [LOD001] Filename=StraightFlush.LOD Distance=100 [LOD002] Filename=StraightFlush_lod2.lod Distance=250 [LOD003] Filename=StraightFlush_lod3.lod Distance=500 [LOD004] Filename=StraightFlush_lod4.lod Distance=8000 [shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=500 [TextureSet001] Directory=Green Name=Green Nation=Soviet Specular=0.400000 Glossiness=0.400000 Reflection=0.000000 Here's the Snow Drift's Data.ini entries: [MissionData] NationName=Soviet ServiceStartYear=1980 ServiceEndYear=1999 GroundObjectRole=SAM_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1970 ExportAvailability=COMMON [GroundObjectData] DamagedModel= DestroyedModel=Radar_Destroyed.LOD DestroyedEffect=VehicleFireEffect EmptyMass=36000.00 Component[001]=Chassis Component[002]=Radar [sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=AIR RadarSearchTime=4.0 RadarSearchRange=75000.0 RadarSearchStrength=110 RadarTrackTime=10.0 RadarTrackRange=24000.0 RadarTrackStrength=150 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=4000.0 RadarMaximumRange=85000.0 RadarMaximumAlt=14000.0 RadarMinimumAlt=100.0 DataLink=TRUE NetworkType=SA-11 OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=6800.0 RadarCrossSection=7.5 [Chassis] ModelNodeName=Hull MaxExtentPosition= 1.45, 3.06, 1.16 MinExtentPosition=-1.45,-3.06, 0.00 HasArmor=FALSE DetachNode[001]=Hull__D_Hatch_M DetachNode[002]=Hull_D_Container_Front_R DetachNode[003]=Hull_D_Container_Front_L DetachNode[004]=Hull_Box_R_M DetachNode[005]=Hull_Box_L_M [Radar] ParentComponentName=Chassis ModelNodeName=Turret_D_Radar_Topplate MaxExtentPosition= 3.50, 3.50, 6.50 MinExtentPosition=-3.50,-3.50, 1.07 HasArmor=FALSE SystemName[001]=Radar1 SystemName[002]=Radar2 DetachNode[001]=Turret_D_Radar_Top DetachNode[002]=Turret_D_Radar_Square [Radar1] SystemType=RADAR YawModelNodeName=Turret_D_Radar_Topplate PitchModelNodeName=Turret_D_Radar_Top RadarType=SEARCH PitchAngleRate=40.0 MinPitch=0.0 MaxPitch=90.0 YawAngleRate=90.0 YawLimited=FALSE [Radar2] SystemType=RADAR YawModelNodeName=Turret_D_Can_Upper RadarSearchTime=4.0 RadarType=FIRE_CONTROL And don't forget to add (or edit in) the following line in the SA-11's launcher data.ini: NetworkType=SA-11 -
How do i put an specific sam in a site?
Fubar512 replied to Silverbolt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Which SAM-type? -
Hawk SAM Sites
Fubar512 replied to cgold's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The Nike battery will be uploaded tonight.... -
Hawk SAM Sites
Fubar512 replied to cgold's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
As soon as I get permission from the two devs responsible for it. The Nike site is a fixed battery that must be hand placed in a flat terrain area. I used data from Google Earth to locate and place two Nike and Hawk batteries in and around Bremerhaven and Cuxhaven. Both are effective against non-ECM equipped aircarft (you'll note that the Hawk is an "A" model), and their respective weapondata entries are based on real-world performance values. The Nike battery will launch at (and reach) targets over 70 NM away. -
Hawk SAM Sites
Fubar512 replied to cgold's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Malibu's testing a mod for me. When properly placed and setup as batteries (both Hawk & Nike), you often get an outcome such as this early 1970's scenario... -
Hawk SAM Sites
Fubar512 replied to cgold's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Been flying too close to the sun, lately, Icarus? In the immortal words of Crocodile Dundee (sort of) "That's not a Nike site......Now, this is a real Nike site........" Since it's already out in another terrain set, I'm sure that Messieurs Wrench and ErikGen won't get too angry at me if upload it separately, with coords, for WoE. -
Clean Exhaust emitter
Fubar512 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
As it stands today, you cannot get true distortion (heat haze), without post-processing. That means, in simplified terms, drawing the image once (normally), and then drawing it again, through a volume of shader-rendered quads that distort the image. We need both those items coded into the graphics engine in order for it to work...the post-processing, and the ability to render a volume. The closest I can come to that, is to draw a large number of translucent rings, that give the impression of heat-haze when viewed from some angles. Unfortunately, when viewed from the y-axis looking back, the "rings" become all too visible, giving the effect of someone uncoiling a giant slinky. Anyway, try this... ExhaustHeatEmitter.rar -
Getting something other than Cargo Ships, and Tankers
Fubar512 replied to warthog64's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh, you have one of these, too? -
"Effects Pack #3 by Deuces" , is compatible with SF2 ?
Fubar512 replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes -
HEX EDITOR
Fubar512 replied to KnightWolf45's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
By performing a Google search. That's how I found the one that I've used for the last six years, the HHD Hex Editor. -
"Effects Pack #3 by Deuces" , is compatible with SF2 ?
Fubar512 replied to AGOSTINO's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I can't think of any reason why it wouldn't be compatible, as I'm currently using CA_Stary's effects in SF2. -
Carrier Lights
Fubar512 replied to jtin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's nice, but not everyone wants to convert their (default) ships into aircraft objects, just for the sake of having navigation lights, which is what I assume you did in the case of the torpedo boats and Sumner-Frams. Nice bow wave, BTW...is it fullt animated, like so? : Animated Bow Wave Video -
Weapons Editor for SF2 is out!
Fubar512 replied to pcpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
News Flash! Earth cools, dinosuars arrive! Dinosaurs die, turn to oil, the Arabs come and form OPEC! I guess you missed the post about it, over a week ago..... -
How do I Install Aircraft Add-ons?
Fubar512 replied to i fight by 1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Read the readme file that comes with the aircraft model. -
Carrier Lights
Fubar512 replied to jtin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well, that's a good idea, except for the fact that static aircraft cannot be added to a (groundobject) carrier. They must be part of the carrier model. OTH, if the carrier "model" itself was set as a static terrain object, and one were to setup an airfield.ini around it, it might be possible to add lights to that airfield/carrier.