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Everything posted by Fubar512
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If this is the same person who said they could see the weapons and effects, but not the aircraft itself, then you probably do not have all the lod files in the aircraft's folder. Lods are the actual 3D model files. Without them, you will not have a visible aircraft (or weapon, or ship, or ground object). Make sure that there are files with the .lod extension in the "offending" aircraft's folder.
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Ziker, I don't have a lot of experience tinkering with the PGMs in SFP1, as I've been mostly flying WoV for the last few months. I can tell you about the ECM & CMs, though. The ECM works quite well, as you can (occasionally) actually hear an acquisition radar lose lock when you toggle/cycle it, if your A/C of choice is equipped with a RWR. It's jamming strength is set by a value in it's, or the aircraft's, data.ini file. Chaff likewise will cause a missile and or acquisition RADAR to lose lock. It has an RCS parameter whose value can be tinkered with. Flares may work too well at times, usually when an AI opponent uses them to foil an IRM shot that you carefully set up! Again, there is a heat signature parameter with a variable that can be set to mimic realistic (or fantasy!) values. The values are set in the countermeasure.ini file, which resides in the objectdata.cat and must be extracted from there (using Sky Pat's SFP1E extractor, which I believe is available on this site's download page), and placed in the Objects folder. The parameters are: [ChaffData] EffectName=ChaffEffect RadarCrossSection=100.0<----- (measured in square meters per bundle) MaxVisibleDistance=12000 DragFactor=0.07 LifeTime=3.0 Length=0.5 VelocityDeviation=0.3 [FlareData] EffectName=FlareEffect MaxVisibleDistance=12000 HeatSignature=100.0<------ ( µm as value? ) DragFactor=0.05 LifeTime=5.0 VelocityDeviation=0.3 I hope you found this useful!
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3,041 downloads
After having released several sound packs and effects separately over the last two years, I've decided to combine everything into one, large package, allowing the user to pick and choose which sounds and which effects they wish to use, and to have the ability to integrate it with sounds and effects released by other modders. I've also provided a few ground objects to shoot at, which can also defend themselves to the fullest extant of their (sometimes limited) capabilities. I will provide instructions so that you can install all effects, sounds, and models. Credits: Chaparral, M-42 Duster, KS-19, and the KS-30 models are courtesy of Pasko. Chaparral camo skin is by Badger343rd. The M1939 is an adaptation of Kesselbrut's 40mm Bofors model. The KS-12 85MM AAA is an adaptation of the original SF/WoV KS-19 100MM AAA model by Third Wire. The SAM airburst effect is courtesy of PistolPete, as are the Ship and Tanker Explosion effects. The original idea for the Uber AI mod came from Galanti, over two years ago. I've simply updated it to utilize parameters that have been added since then. -
This is going back almost two years. This was my first effect/tweak, a simple adjustment of the muzzle flash and rate of fire on the MiG-17's 37mm cannon. I also gave it a unique sound (which you can hear over the twin 23mm) and tweaked the tracer size, so you can see both the slower velocity, and higher trajectory, of the larger (37mm) rounds. 1.6 MB Movie
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Here's a movie showcasing some of the AAA effects that are now available (or will be in the very near future). You'll see three separate flak burst effects, 37mm, 57mm, and 85-130mm. (yes, the 37mm bursts leave gray-white puffs) ;) I've taken the liberty of using several existing weapon models and editing their respective data ini files to create a M1939 37mm AA gun, a KS-12 85mm AA gun, and a KS-30 130mm AA gun. The gundata.ini has also been edited to create larger tracers for the 37-85mm weapons, as well as adjusting the tracer length, and tracer quantity (from one-in-five to every other round being a tracer on the larger, slower firing weapons). Be forewarned, this is a rather large file (12 mb+). Click Here to see it. Enjoy! BTW...I've disabled the Intruder's engine sound so you can enjoy the "external" sound FX :D
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Now, about the "glitch" I mentioned earlier. I was digging into the ini files, and noticed that it had been set up so the HAWK HIPIR was recognized as a "Static_SAM". and carried one, invisible missile. Open up the HAWK_HIPIR ,scroll down to the bottom, and you'll see this: [Launcher] ModelNodeName=Swiwel MaxExtentPosition= 2.39, 4.20, 1.72 MinExtentPosition=-2.39,-4.70, 0.00 HasArmor=FALSE SystemName[001]=Missile1 [Missile1] SystemType=MISSILE MissileID=1 WeaponTypeName=Hawk WeaponPosition=-0.80,0.75,2.50 ShowMissile=FALSE<----------------------------Change This Value to "TRUE" IndependentPitchMovement=FALSE And voila. the damned thing shoots.....from the HIPIR. The Launcher's HAWKS are still hiding under it's chassis, as if the missiles do not recognize the launcher as such. I went a step further and added two more missiles to the HIPIR, to bring it up to the same capacity as the launcher. Yes, it looks messed up, and we'll have to wait for the official fix in order for it to work the way it should, so this is just a quick and dirty hack to give you a working NATO SAM, at the expense of authenticity or aesthetics.
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Click HERE to view today's film of the week There is a little glitch, though......................................
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A lone VPAF 17 flys just south of the DMZ......he knows that Spectre's virtual AA troops are powerless to stop him....but wait a second....flak? The MiG drops down to investigate, and losses a bit of sheet metal to shrapnel....but from what? Oh No! Not an M-42A Duster! Not that!
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Here's a link that I just know you'll be interested in: ADA Units in Vietnam
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Missiles and bombs for now.....I'm working on trying to get the AAA rounds identified as such
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Remember our earlier discussion regarding shrapnel, and how it was implemented only as a visual effect? How it would be nice if we could have active, effective, damage-causing shrapnel? Look what popped up during one of my late-nite dll perusing sessions...
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At present, there is no way to have a different cockpit sound environment in SFP1 or WoV, as it's not defined in the corresponding dll file. You can always use Windows sound recorder to lower the volume of a given sound.
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Which ATI Catalyst driver are you using? I'm not an ATI person, so perhaps someone else can chime in and lend a hand.
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Thanks, SE. It's been corrected.
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OK then, we'll need some more info from you. For instance, what video card are you running? How much system (and video) RAM?
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Edit and Update: I've gotten so carried away with Streakeagle's F-4B FM, that I've overlooked an important (and historical) fact: Showtime 100 was a 'J model, not a B. I've edited my original post to refelect this. My apologies ;)
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That's a common prob with some hi-poly models. Try this fix: Extract the flightengine.ini from the flightdata.cat, and edit the graphics settings entry like so... [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=8192 MaxIndexCount=16384 MaxTextureCount=8192 MaxModelType=2048 MaxMeshPerScene=1024 MaxModelPerScene=2048 MaxLightPerScene=512 AspectRatio=1.333333 MinPixelSize=1.0 place the edited file back in your WoV or SFP1/Flight folder, and that should cure it.
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Here's a quick 'n dirty mission, a virtual rematch between Showtime 100 and VPAF 3020, just east of the Hai Doung rail yard. For hose of you unfamiliar with the event, read here, Courtesy of Don Holloway: Showtime for a Topgun You will need Phamtuan's 3020 skin for the MiG-17F. Make sure that it's installed as the number six [006] texture set. For the F-4B, I used the VF-96 Fighting Falcon's skin for the F-4J from Column 5 (available at his site, of course), and renamed the bitmaps so they are recognized by the F-4B's lod. I also recommend that you install Streakeagle's F-4B FM, or at least his F-4B loadout.ini, which eliminates the centerline gunpod. Installing the Uber AI mod is also recommended, as it will bring out the "Colonel Tomb" that's hiding in the WoV AI One last thing, before we get down to the nitty-gritty; Extract the Nations.ini from your WoV/Flight/missiondata.cat, and edit the entry pilot tarining standard for North Vietnam (number 26, if I'm not mistaken), so it reads "Excellent". *NOTE* I've set the Enemy Air defense activity level to zero, as you'll be flying over the most heavily defended area in WoV's terrain map, and even if defenses are set to "light", you'll probably get waxed by a SAM before you even encounter the MiG. If you're feeling brave, just ratchet it up to "1". Last but not least, copy and paste the data below onto word pad, and save as type, "all files", name it Showtime_vs_3020.msn, and save it in your WoV Missions folder. [MissionHeader] AircraftType=F-4J MissionMap=VietnamSEA MissionType=CAP StartTime=13:30 StartDate=05/10/1972 [MissionData] FriendlyAirDefenseActivity=0 EnemyAirDefenseActivity=0 FriendlyAirActivity=1 EnemyAirActivity=1 PlayerMissionID=1 PlayerPositionID=1 MissionNumber=51072 AdjustStartPosition=FALSE AdjustBaseWaypoint=FALSE [Weather] WeatherType=SCATTERED WeatherAlt=4000.0 WeatherThickness=500.0 FogAmount=0.6 ContrailAlt=8000.0 StartWindDirection=180 StartWindSpeed=2.57222 WindGustingAmount=2.57222 [AircraftMission001] AircraftType=F-4J Name=SHOWTIME FormationType=USFighter Size=1 RandomChance=100 MissionType=CAP ObjectiveID=2 RatingForSuccess=100 Position=521220,787230,3000.0 StartTime=0 Heading=100.0 Speed=265 Alignment=FRIENDLY Nation=USN SquadronMarking=-1 AircraftNumber=100 PilotTrainingStandard=EXCELLENT Loadout=AirToAir Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=TRUE Waypoint[01].Position=550269,769673,2800.0 Waypoint[01].Size=1500.0 Waypoint[01].Speed=265.0 Waypoint[02].Command=APPROACH Waypoint[02].Position=597149.15,616436.35,2421.19 Waypoint[02].Size=1500.00 Waypoint[02].Speed=205.90 Waypoint[03].Command=LAND_LINEUP Waypoint[03].Position=600019.40,613370.00,807.06 Waypoint[03].Size=1500.00 Waypoint[03].Speed=150.00 Waypoint[04].Command=LAND_TOUCHDOWN Waypoint[04].Position=592000.00,618000.00,0.00 Waypoint[04].Size=1500.00 Waypoint[04].Speed=70.00 [AircraftMission002] AircraftType=MiG-17F Name=BANDIT1 FormationType=SovietFighter Size=1 RandomChance=100 MissionType=CAP ObjectiveID=1 RatingForSuccess=100 Position=531352,780953,3000.0 CarrierBased=FALSE StartOnGround=FALSE StartTime=0 Heading=280.0 Speed=260.0 Alignment=ENEMY Nation=NVietnam SquadronMarking=-1 TextureSet=006 AircraftNumber= PilotTrainingStandard=EXCELLENT TargetArea= Loadout=AirToAir Texture= Squadron= Waypoint[01].Command=WAYPOINT Waypoint[01].Objective=TRUE Waypoint[01].Position=527074,783850,3000.0 Waypoint[01].Size=1500.0 Waypoint[01].Speed=260.0 Waypoint[02].Command=WAYPOINT Waypoint[02].Position=523021,785459,2300.0 Waypoint[02].Size=1500.0 Waypoint[02].Speed=185.0 Waypoint[03].Command=WAYPOINT Waypoint[03].Position=523616,773291,1000.0 Waypoint[03].Size=1500.0 Waypoint[03].Speed=185.0 Waypoint[04].Command=WAYPOINT Waypoint[04].Position=524966,761955,100.0 Waypoint[04].Size=1500.0 Waypoint[04].Speed=185.0 Waypoint[05].Command=WAYPOINT Waypoint[05].Position=541776,764844,1000.0 Waypoint[05].Size=500.0 Waypoint[05].Speed=185.0 [GroundMission001] GroundObjectType=CV-63 Name=CVA-64 Constellation FormationType=Single Size=1 RandomChance=100 MissionType= ObjectiveID=0 RatingForSuccess=100 Position=592000.000000,618000.000000,0.0 StartTime=0 Heading=280.0 Alignment=FRIENDLY NavalObject=TRUE Carrier=TRUE Nation=USN ShipNumber=64 Enjoy!
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Here's a dial up friendly movie, just a short excerpt really, of the action from the 'Higbee Incident" mission. I was playing around with new "Naval Gunfire" graphics and sound effects, which I will implement as soon as I get them sorted out: MOVIE
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I'd say so. The terrain is nice, and you get the B-52D, A-6A, Two A-7 Variants, and the F-105D. Of course, the last three are already third-party modeled, and, a lot better than the default WoV AC in many ways...
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I like the 17, although I feel that it's SF & WoV FM is somewhat "happy" . The 19's is also over modeled, with an FM that rivals a Star Wars X-wing in maneuverability. I did a VPAF MiG-19 about a year ago , using ZUR's F-86 cockpit (although it uses the stock FM). BTW, do you want a bit of a challenge? Open up the SF & WoV aircraftobjects.ini (you'll have to extract it from it's .cat file) and set all the AI 'Dogfight' settings (Novice through Ace) to Ace level. as follows; SafeAltitude=100 LookoutAngle=180 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=10 ChanceCheckNewTarget=75 CannonFireAngle=1.0 RQIRMFireAngle=3.5 ASIRMFireAngle=5.0 RHMFireAngle=15.0 MaxPitchInput=1.0 Save it in your objects folder, then fly a mission (or campaign).
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The MiG-21F-13 is rapidly emerging as my favorite ride of the entire 21 series. It's slightly cleaner, more aerodynamic lines, coupled with it's lighter weight make it the hotrod of the family. I've resized the bitmaps and high lighted several of the panel lines, but it desperately needs an expert's touch in that area. I've noticed a slight glitch in the landing gear animation of the original Third Wire model. The fix is as follows; Simply edit the landing gear values in '21F's data.ini to match the following: [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.124 HideGearNode=TRUE ModelNodeName=NoseGearStrut ShockNodeName=NoseGearHydraulics ShockTravelAxis=X-AXIS ShockStroke=0.2 SpringFactor=2.5 DampingFactor=1.8 WheelNodeName=NoseGearTire RotationAxis=Z-AXIS RollingRadius=0.23 CastoringWheel=TRUE CastoringNodeName=NoseGearHydraulics Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=3.0 CompressGearOnRetraction=TRUE [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.278 HideGearNode=TRUE ModelNodeName=LeftMainGearStrut ShockNodeName=LeftMainGearHydraulics ShockStroke=0.3 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=LeftMainGearTire RotationAxis=X-AXIS <----was "Z" axis RollingRadius=0.35 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=4.0 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.278 HideGearNode=TRUE ModelNodeName=RightMainGearStrut ShockNodeName=RightMainGearHydraulics ShockStroke=0.3 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=RightMainGearTire RotationAxis=X-AXIS<------was "Z" axis RollingRadius=0.35 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=4.0
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