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malibu43

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Everything posted by malibu43

  1. Brain's WOV tiles and the Forest and Farms mod all have the same data in the water texture section. It's more similar to what Canadair posted. I pasted that in my data.ini, and it fixed the problem for both the vietnam water and my OTC water issue...
  2. Alright, I'll give that a try. Delete the entry for the water effect and teh terrain effect, correct? I get the issues in the ocean and not just the rivers and rice paddies, if that makes a difference... Also, looking back through this thread again, I noticed that the water texture section of the data.ini that comes with the install and the water texture section of the data.ini that Canadair posted (that has supposedly fixed some of the problems) look the same at first glance but there are some sections that are very different. From the installed data.ini: [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=WaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,0.900000,1.000000 SpecularPower=1.000000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=ref_color.bmp TextureStage[02].MipMap=FALSE TextureStage[02].FilterEnabled=TRUE TextureStage[02].StageColorOp=TEXTURE TextureStage[02].StageAlphaOp=DIFFUSE From Canadair: [WaterTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=0.500000,0.500000,0.500000,1.000000 SpecularPower=50.000000 Reflectivity=30.00000 ZBufferOffset=4.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE What changes do these entries cause? Could these explain why this fixes the problem for some? Thanks!
  3. Hey guys. I too am having the problems with the water. Happens on medium, but doesn't happen on low setting. I tried changin useeffectshader' to 'false' and that still didn't correct the problem. I've had a similar issue before with the water on OTC doing weird things on medium settings as well. Any other things to try?
  4. I searched to the end of the internet and back, and still was not able to find anything. Anyone?
  5. Is the FPS hit similar to the hit with the Forest and Farms mod?
  6. Hi all, I wanted to try my hand at maybe adding some bushes or something to the AmericaNW terrain. Does anyone know where I can get a bmp and tga of something that looks like a sage bush or tumbleweed? Thanks!
  7. So, if we just drop these files in VietnamSEA folder in a patched up stock WOV, we'll get some of these targets? In other words, are there any other step required for this to work? I'd love to get some more targets in WOV...
  8. O/T - but this thread seemed a little stale anyway. Does anyone know what the actual weight of the BOZ 107, Skyshadow, and Cerberus pds are? In the Weps Pack, they are listed as 1000kg (over 2000 lbs!). I looked through all the other ECM pods, and the heaviest one I found was 200 kg. The end result is that with the wings of the tornado extended, it's extremely unstable in the roll axis. Not to mention all that extra weight can't be good for performance. I'm thinking about changing them, but wanted to see if someone knew the actuall weight first.
  9. Just curious, if everyone else here prefers runway start, air start, or start near target for campaigns. I've been trying to fly campaign missions from take off to landing in order to get the most "immersion" I can from the campaigns, but honestly, I'm finding the take off, flight to target, and the egress just way too boring, even with time acceleration. On the other hand, if I select start near target, I feel like I'm really just playing a bunch of random single missions (even though the campaign still feels that way no matter how you start). With IL-2, EECH, and F4AF, I think flying the entire missions really adds to the experience of the sim, due to the way the sim is set up. I'd really like to do the same for the TW series, but I'm starting to get really bored on the ingress and egress. So what do you all prefer - runway start or start near target? For those of you that fly the entire missions, what do you do to keep yourself interested?
  10. After playing around with things a little, I think I've found a happy medium. Move the initial point to feet dry (in WOV, move it to the FLOT in WOE), take off, get your flight together, then alt-N. You'll then skip to the IP (which is now at feet dry or at the FLOT). I'll then do my thing, and won't use alt-N again until I'm feet wet. This allow you to still do the take offs and landings (which I think are fun and are really a must) and to still fly the ingress and egress from target, skipping only the borring time over the ocean/friendly territory. The down side is that your IP is now way off. You'll have to refer to the inflight map and local landmarks for planning your ingress to target.
  11. F/A-18 with WWII tri-color USN paint scheme, and an F-15 with a drab top, silver bottom, and D-day stripes!
  12. Help with landing, mission 9

    I don't remember exactly what the mission tutorial says, but you're not going to be able to set the throttle in one spot and not touch it. You'll have to keep making small adjustments all the way down to keep the flight path marker in the right spot. For me personally, I usually drop the throttle pretty low to get my speed around 200 kts or so, but then after gear (and brakes) come out I usually need to throttle back up considerable to keep my airspeed in the 150-160 range and keep the FPM on the end of the runway. Basically, use whatever throttle setting you need to to get to the runway. Small adjustments and think ahead.
  13. I most certainly did say "shrubbery" :yes: I'll look in Polacks Tiles. I was reading through that, but I don't have any way of saving TGA files, hence me looking here to see if there already are some. Thanks!
  14. This is an alternative mod for adding sidewinder stations to the Tornado GR and Tornado IDS. This is a variation to USAFMTL's mod that adds one sidewinder to each wing instead of two, which results in a more accurate loadout. The drawback is that there are no launch rails. However, I've found that unless you're viewing the aircraft from the right angle and looking for, you won't really notice. First, follow these instructions from USAFMTL's Sidewinder Station mod. Do this for both the Tornado GR and the Tornado IDS, if you want to add 'winders to both: Then, look further down in the data.ini and look for the // Weapon Stations line. Add the following for the Tornado GR: [sidewinderStationLeft] SystemType=WEAPON_STATION StationID=12 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-2.05,-1.7,-0.3 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_left LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE [sidewinderStationRight] SystemType=WEAPON_STATION StationID=13 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=2.05,-1.7,-0.3 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM, AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_right LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE Or add this for the IDS: [sidewinderStationLeft] SystemType=WEAPON_STATION StationID=12 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=-1.65,-1.7,-0.3 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_left LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE [sidewinderStationRight] SystemType=WEAPON_STATION StationID=13 StationGroupID=6 StationType=EXTERNAL AttachmentPosition=1.65,-1.7,-0.3 AttachmentAngles=0.0,-3.0,0.0 LoadLimit=1400 AllowedWeaponClass=IRM, AttachmentType=USAF,USN,UK,RAF,NATO,W_GERMANY ModelNodeName=pylon_inner_right LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= MovingPylon=TRUE RotatingPylon=FALSE These are pretty much the same entries from the other mod, except the launch rails are removed and the attachment position is adjusted so the missles are just to the inside of the pylon. Then go into the loadout.ini file for both/either the Tornado GR and Tornado IDS (depending on which ones you are modding) and add the follow lines to the bottom of each mission specific loadout: Loadout[12].WeaponType=AIM-9L Loadout[12].Quantity=1 Loadout[13].WeaponType=AIM-9L Loadout[13].Quantity=1 There. You will now be able to carry one sidewinder on each wing. They should also show up in all the default loadouts. Thanks to USAFMTL and Wrench for the original fix. If someone wants to merge this post with the original, that would be cool!
  15. I have a possible suggestion - I think it would be helpful if anyone writing an article that pertains to any specific aircraft use the name commonly associated with the aircraft in addition to the alpha/numeric designations. For example include the word "Hornet" in an article about the F/A-18, and the word "Intruder" in an article about the A-6. This will ensure that the article shows up if someone uses the CA search function. Also, I have a couple fixes that I wanted to suggest for the Specific Fixes section. Are we free to post in there, or should I send them to someone?
  16. Yep, that did it! I definitely think this would be great in the KB. Thanks!
  17. Anyone ever find a good fix for the A-6 cockpit glass? I tried switching out the canopy.tga with the glass.tga from the skyraider cockpit and that didn't work (I couldn't find another aircraft with a canopy.tga in its folders). I replaced the canopy.tga in the cockpit folder and the individual skin folders, with no luck. I also tried the .ini fix above, but it only moved the front pane of glass, and none of the ones on the side. So, has anyone come up with a fix that correctly addresses the problem?
  18. Like the title says, I noticed that I wasn't getting the tire touch sound when landing. The file is in sounds folder, but I'm not hearing it. I looked through the aircraft data files, and the flightengine.ini file and didn't see any reference to the tire touch sound. In what .ini is the tire touch sound called out? I need to check to see if I changed something... Thanks!
  19. While we're on the subject of sounds, does anyone know what the correct entry to the [basesoundfile] section of the aircraftobject.ini is to get the "bombrelease" wave to work? I tried BombReleaseSoundName=, but that didn't work. Thanks!
  20. Alright, alright. I apologize. I had internet access (and a few beers...) but not access to my game install when I posted that. I was being a little impatient... I tried adding that entry, but it still didn't work. I then remembered that I have an OTC install that is just WOE patched up with OTC on top of it (no other add-ons). The aircraftobject.ini in OTC had the [baseobjectsound] section with all sorts of sounds, including the tire touch. I dropped that .ini in to my WOE\objects folder and replaced the other one that was in there. All works fine now! Thanks for the help!
  21. I don't have [baseSoundType] in my AircraftObject.ini file. What do I need to add to get it to work? Should I add: [baseSoundType] LandingSoundName=TireTouch' ???
  22. I added it to one aircraft, and it worked. So that's good... But it's going to take a while to add it to all of em.... :( I'm still curious as to why it went away in the first place... I don't suppose something can be added to the aircraftobject.ini to make a universal change, can it?
  23. Funny...that entry isn't on ANY of my aircraft, add on or stock...?
  24. Anybody? I searched and didn't see a fix for this anywhere. I could have sworn that up until recently I was hearing. I'm pretty sure it was there when landing with the Harrier...
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