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Everything posted by Fubar512
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Terrain Following Radar
Fubar512 replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That feature is not programmed into the series, though the AI seems to have a rather good sense of things when it comes to avoiding high terrain. -
Because I'm an Idiot
Fubar512 replied to Skyviper's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That's an issue right there. Never install a game into the Program Files folder of Vista or Win 7. I suggest that you uninstall it, reinstall it either into a Folder on C:\Drive, or even better yet, try this: Install it using the following path: C:\Users\(YOUR NAME)\Saved Games\Thirdwire\Wings Over Europe -
http://www.dailymail.co.uk/news/worldnews/article-1297087/The-Empire-Strikes-Bank-Armed-robber-dressed-Darth-Vader-demands-cash-daring-raid.html
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Because I'm an Idiot
Fubar512 replied to Skyviper's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
OK, First, in Vista, try running the editors from the desktop. Secondly, where did you install WOE? With Vista and Windows 7, the preferred path seems to be C:\Wings over Europe, as opposed to C:\Program FilesXX\Wings Over Europe. Also, I suggest that you take a moment and read through this: http://combatace.com/topic/34221-running-any-thirdwire-sim-in-windows-vista-by-usafmtl-column5-jtin/ -
Because I'm an Idiot
Fubar512 replied to Skyviper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
BTW, try this: http://combatace.com/topic/57799-because-im-an-idiot/ -
I have major problems
Fubar512 replied to Gunnar88's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
OK, so you must use the latest editors, dated 2008, and you may have to eithet run them from inside a compressed folder (safest) or from inside a system folder (not recommended unless you're an experienced computer user, or an IT specialist). Try the compressed folder routine first. Riht click anywhere on your desktop, select New Comprssed Folder, and left click to create it. Then drag your editors into the compressed folder, click to open it, and try executing them from within. -
Because I'm an Idiot
Fubar512 replied to Skyviper's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok, you've mentioned Vista, so we know which operting system you're dealing with. Now, which series title is it? That will tell us which cat extractor to use. -
I have major problems
Fubar512 replied to Gunnar88's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
What Operating system? What patch level? -
Because I'm an Idiot
Fubar512 replied to Skyviper's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
What's a "Boimb sight"? Also, your question's best asked in one of our TW game-specific boards, and not in the pub. -
When Strike Fighters: project 1 was first released in November of 2002, it included the MiG-21PFM in its plane-set, as an AI-only model. Originally, the SF '21PFM came equipped with an integral GP-9 gunpod (integral in the sense that it was setup as a node of that aircraft's 3D model). Over the course of the next few years, as more titles were added to the series (and as the developer sought to find a happy medium between those seeking historical accuracy, and those that were simply interested in game-play), the '21PFM seems to have lost its gunpod. In reality, it did not. It was simply left out, by deletion of any callouts for it in the model's data.ini. When Third Wire released the second generation of its Strike Fighters series (SF2), almost all of the 3D models were revamped, with most sporting higher poly-counts, better texture mapping, and the addition of new "nodes", intended to add eye-candy, such as afterburner rings. The MiG-21PFM was no exception. Back in the day, those of us who sought at least a modicum of realism in our game-play, discovered a way to effectively remove the GP-9 pod from the '21PFM'ss fuselage. It was, afterall, seldom carried by that aircraft under real-life conditions. Having kept notes on the "removal" process, I attempted to see if that same node was still included in the '21PFM model's .lod file, and if so, to see if it could be summoned back into service The original removal process did not entirely eliminate the weapon, it simply turned it into an optional store that could be easily added to that model's loadout list. By incorporating the necessary changes to the '21PFM's data.ini file, and by adding the node as one would a weapons model in SF2, I was able to bring it back....Third Wire had not removed it when they'd updated the PFM's 3D model! The process to add it is quite simple. First, extract the MiG-21PFM_data.ini and Mig-21PMF_loadout.ini files from the ObjectData002.cat file, using Gerwin's CatPack.exe (available in our downloads section). Then, place both files into the MiG-21PMF folder in your mods folder (the location of said folder varies with ones operating system, but it's always a sub-folder of your Thirdwire/StrikeFighters2 or "StrikeFighter2 X" folder). Next, open up the relocated MiG-21PFM_data.ini file, scroll down to the weapons stations entry. Copy and paste the following right above it // Internal Guns --------------------------------------------------------- [internalGun] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=0.0,1.5,-0.58 AttachmentAngles=0.0,0.0,0.0 LoadLimit=320 AllowedWeaponClass=GP AttachmentType=SOVIET ModelNodeName=GP-9_Gunpod BurstAmount=12 TracerLoad=2 MaxAmmo=250 EjectShells=TRUE Next, go into the objects/weapons folder, and create a folder for the gun pod. Name it GP-9 (there is a comprehensive knowledge base thread just on adding weapons in SF2 that I suggest you read). Inside of the GP-9 folder, one must add a .ini and a data.ini file. They are to be named GP-9.ini and GP-9_Data.ini. In the GP-9.ini file, add the following data: [WeaponData] ObjectDataFile=GP-9_data.ini [LOD001] Filename=gp9.lod Distance=350 [shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 Make sure that you name it GP-9.ini and save it as type "all files". Next, open the GP-9_Data.ini and add this data to it: [WeaponData001] TypeName=GP-9 FullName=GP-9 Gunpod ModelName=gp9 Mass=300.000000 Diameter=0.260000 Length=3.074000 AttachmentType=WP,SOVIET NationName=SOVIET StartYear=1968 EndYear=0 Availability=2 BaseQuantity=1 Exported=TRUE ExportStartYear=1968 ExportEndYear=0 ExportAvailability=2 WeaponDataType=3 GunTypeName=23MM_GSH23 MaxRounds=250 MuzzlePosition=0.000000,0.000000,0.000000 LightPosition=0.000000,0.000000,0.000000 AimDirection=0.000000,2.300000,0.000000 EjectShells=1 EjectPosition=0.000000,-1.800000,-0.250000 EjectVelocity=0.000000,0.000000,-2.000000 Again, make sure that it's saved as type: all files and that it's named GP-9_Data.ini. To test the gun-pod, I suggest that you make the '21PFM flyable, by adding Mago/Paladrian's excellent MiG-21PF cockpit (again, follow the steps outlined in either the knowledge base, or in the cockpit's readme file). If you've followed the steps outlined above, you should see this when go to the loadout screen : To add the gunpod as a regular, fixed load-out, open up the MiG-21PFM_loadout.ini file, and add the following to your mission-type loadout of preference: [Attack] Loadout[01].WeaponType=UV16 Loadout[01].Quantity=1 Loadout[02].WeaponType=UV16 Loadout[02].Quantity=1 Loadout[03].WeaponType=GP-9 Loadout[03].Quantity=1 One of the nice things about having this gun-pod setup as a model node, as opposed to a load-out, is that it's mapped to use whatever skin-texture you select for that model. Soviet Silver: DDR Camo:
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The UllyB mega-uberthread
Fubar512 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Why thank you, FC...... Heh heh heh..... TK evidently never removed the GP9.lod, when he updated the .ini files to prevent it from be selected as a loadout for the '21PMF. It's still in the latest SF-2 cat files, so it would be reasonable to assume that it's also in WOI. -
Anti Aircraft Laser unveiled at Farnborough
Fubar512 replied to UK_Widowmaker's topic in Military and General Aviation
Not really. The latter system requires "weather" Hint: http://www.teslaradio.com/pages/AD-A239_988.pdf -
Teen Series Fighters
Fubar512 replied to Slartibartfast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The Cobra's internal fuel capacity was the same as an A-model Hornet. It also weighed over 5 tons less, and was somewhat cleaner, aerodynamically. -
Anti Aircraft Laser unveiled at Farnborough
Fubar512 replied to UK_Widowmaker's topic in Military and General Aviation
There are lasers, and laser-based systems (using lasers to ionize a path) that have incredibly long effective ranges. As for "rolling" to minimize damage, you're joking, right? Do you know of any aircraft that can roll in nano-seconds? -
Anti Aircraft Laser unveiled at Farnborough
Fubar512 replied to UK_Widowmaker's topic in Military and General Aviation
Check this out: U.S. Navy Successfully Uses Laser to Shoot Down Drones -
Anti Aircraft Laser unveiled at Farnborough
Fubar512 replied to UK_Widowmaker's topic in Military and General Aviation
Popular misconception. Almost all lasers punch through smoke as if it weren't even there. -
Anti Aircraft Laser unveiled at Farnborough
Fubar512 replied to UK_Widowmaker's topic in Military and General Aviation
Mirrored reflection doesn't neccesarily work. I've seen lasers fry mirrors. -
For which side? NATO? Mobile AAA and Transport are both mobile ground objects, and as such, they will appear when and where it is appropriate (transport only during red-side armed-recon). Command, Static Sams, EWRs, and Sam Radars must be hand placed in the terrain_data.ini. If the NATO side does not have a placement for them, they will not appear.
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B-1B Cockpit
Fubar512 replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The single-object poly record for SF2 (from my experience), is over 120,000. -
Avionics experiment
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Low-quality video: Sacrificing 2x F-15As for one A-50. Notice the MiG-29s sweeping with their radars once the A-50 becomes aware of the two F-15s flying at low level. AWACS attack.wmv -
Avionics experiment
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes -
Large Parked Aircraft
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
And so, Piecemeal left his C-5 illegally parked, under the false assumption that it was safe. But...he failed to notice the ThirdWire Parking Enforcement Bureau's "Enforcer" lurking in the shadows, ready to pounce and generate revenue -
Avionics experiment
Fubar512 replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No, . I've defined the A-50's primary role as such to prevent it from showing in other roles, that is, in secondary roles, which I've added in order to get it's Vega-M radar to work in a somewhat believable fashion.
