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Everything posted by malibu43
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A-1 Skyraider
malibu43 replied to KSUpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
After adding Corktip's Data.ini and Lodout.ini, and then messing around with them on my own a little as well, I was able to get something that resembled the "typical" Sandy lodout I posted above. However, I was a little dissappointed when I realized that a lot of those munitions (CBU-25, as well as several in the weapons pack) would be more useful against infnatry and light armor, and not tanks. This means that running into the generic CAS missions that WOV generates with the "Sandy" lodout is not really that great of an idea. The rockets and guns are usefull, but the CBU-25, napalm, and AN-M47's are useless against the tanks. It's too bad that infantry or more lightly armored targets are not included in the CAS missions as well as tanks. -
Useless wingmen...
malibu43 replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yeah, but does anyone know how to do it? ;) -
Another cockpit glass color question
malibu43 replied to DoctorQuest's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I was looking to ask the same question. Anyone ever find a fix for this? Then intruder is incredibly dark... -
Useless wingmen...
malibu43 replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Speaking of making wingmen more useful, there's a sound mod in the sounds section that includes a .ini file that make your wingmen call out your flight number when warning of a SAM launch. Would it be possible for them to also call out the position of the SAM launch as well (10 O'clock, 3 O'clock, etc) similar to how Red Crown reports bandits? From the .ini file: [Fragment087] Name=SPC_AI_SAM_WARNING NumVariation=2 SpeechFormat=A%dlsmr%03d.wav [Concept003] //MSN_SPC_TACC_BOGIES, Priority=FALSE TargetFragmentID=SPC_TACC_LEAD_CALLSIGN CallerFragmentID=SPC_TACC_TACC_CALLSIGN BodyFragment001=SPC_TACC_BOGIES BodyFragment002=SPC_TACC_CLOCK_POS BodyFragment003=SPC_TACC_DISTANCE BodyFragment004=SPC_TACC_ALTITUDE BodyFragment005=SPC_TACC_HEADING BodyFragment006=SPC_TACC_ALERT -
A-1 Skyraider
malibu43 replied to KSUpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Here's some interesting stuff related to... http://rds.yahoo.com/_ylt=A0oGkwHsxodHVqIA...c.php%3ft=19309 -
A-1 Skyraider
malibu43 replied to KSUpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Please! -
A-1 Skyraider
malibu43 replied to KSUpilot's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Not to sidetrack the Niel Diamond discussion, but I have another Skyraider question... I have downloaded the free A-1H from Combatace, and also just purchased Razbam's A-1E Vol. I. In both versions, the weapon grouping is such that the 5 most outboard stations alternate between two different weapon groups. So out of those 10 hardpoints, you can only get a max of two different weapon types on the plane. I've seen lots pics of A-1's with rocket pods on the outermost stations, and serveral different combinations of ordinance on the other hardpoints. I've messed around with the weapons groupings loadouts to allow the loadout to be more flexible, but I was just curious if any of the resident experts around here know what the typical loadout configuration would have been for CAS or strke missions in Vietnam. This way I can set up my weapons groupings with something that is somewhat historically accurate. In reality, the most realistic option may be to have each harpoint be it's own weapon group to allow any combination of ordinace, but since this would be a tedious way to loadout the aircraft, I'd rather put together a weapon grouping that is a good combination of quick to load/flexibility. Thanks! -
F/A-18 with Working HUD and CCIP
malibu43 posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Does anyone know if there is an F/A-18 for download out there with a working HUD and CCIP? I had one at one point, but I had to piece it together from an F-18 w/o hud and a Blue Angels model with the HUD and CCIP. I'm basically wondering if there's one out there in a US military paint scheme with a HUD and CCIP, available in one easy download... Thanks! -
F/A-18 with Working HUD and CCIP
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Awesome. Can't wait! (...but I will) -
F/A-18 with Working HUD and CCIP
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This one? http://column5.us/cgi-bin/counters/unicoun...Hornet_V1.0.exe OK. I think I was mistaken in my first post. I believe I downloaded this F-18 at one point. It did have the working HUD, but no CCIP. So I had to mix and match with the Blue Angels model that did have the CCIP. I just looked throught the cockpit.ini file, and didn't see the CCIP in there. I didn't have time to try it just now, though. -
I downloaded the Large Sam Smoke Trail Effect 2.0 (from combat ace) a long time ago, and installed it when I had just WOE. I'm pretty sure that it worked the way I thought it would, and I had long visible sam smoke trails that made it much easier to identify and evade SAMs. I also had Dueces Effects installed. I reinstalled WOE after I got WOV, merged the two, and added Dueces effects pack. The SAM trails were back to being none existent after the boost phase. After initial launch and boost, it was impossible to see the missile or it's exhaust trail. I downloaded the SAM smoke trail effect 2.0 again and installed it as instructed, but now I'm not seeing any difference at all. The instuctions just state to drop the particlesystem.ini file into the flight folder. I did so and saw no change. For what it's worth, the instructions say to back up the original particlesystem.ini, however, my flight folder didn't have a particlesystem.ini file in there to start with... Did I miss something? Does anyone know what I did wrong? Thanks!
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Long SAM Smoke Trail Effect won't work this time...?
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The smoke trails installation only consists of dropping "particlesystems.ini" into the flight folder. That file is still there after installing the weapons pack. I'm not familiar enough with the way the effects work to understand how ot override what was installed with the weps pack with the smoke trails add-on. If there's an easy fix, that's great. If not, then I'll just live with it. I appreciate your help. Thanks! -
Long SAM Smoke Trail Effect won't work this time...?
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok. There's good news and bad news. Good News: I got it to work. Bad News: I still don't know what the cause of the problem was, and I was a little late to work from too much fiddling around. I started by trying Canadair's suggestion. I did not find any chimney smoke effect. The closest thing I found was coolingtower effect. I removed it and didn't really see any change. So then I went after the merged/not merged theory. I did a clean install of WOV and patched it up. I then added just the SAM smoke trail effect. It worked pretty much like it should have; nice long visible smoke trails that hung in the air. There was this weired issue with some little smoke puffs shooting out to the side just after launch. It's hard to describe w/o a screen shot. But for the most part everything was alright. I then added Dueces effects. The problem with the little smoke puffs shooting out at an angle went away, and now I had the nice big launch clouds as well. The SAM smoke trail got noticeably thinner, though. Then I added the weapons pack. The only change now was that the smoke trail did not hang in the air as long. This resulted in the SAM looking like a "snake" moving through the air. The smoke trail was basically much shorter and the end was "chasing" the missle. Again, a screen shot would have been a good idea, but hopefully you get the point. But for the most part, I'm OK with the end result here: I've got the weapons pack and effects pack, and the SAM's have a somewhat visible (but short) smoke trail to make them easier to identify. So after all this, I repeated the process with a clean install of WOE. Patched it up and installed the 3 different add-ons in the order listed above. I got the same results. At this point, I was thinking it was going to be a problem caused by the merge. So I installed WOE again and merged this time. I repeated the add on process. However, everything worked as expected. So it is not a problem with a merged install. I originally had a couple aircraft added, two add-on terrains, and some different sky tiles installed. It's possible that one of the terrains had some effects that came with it that may have caused the issue. I think both the ANW and Desert I had installed had some factorys that may have used some smoke effects that could have messed it up. But honestly, I don't really need the terrain, and I don't feel like reinstalling if it screws up again, so I'm not going to experiment with that...for now. The only other thing I could think of, is that this time, when I merged, I merged WOE with a copy of WOV that already had the add-ons installed. I don't think the merge copies effects or weapons, so it shouldn't matter. But it's something I did differently, so I thought I should mention it. USAFMTL - do you know why installing the weapons pack would result in shorter smoke trails? Is there any easy way to fix that? Anyways, thanks for the help and suggestions...and for reading this long post if you made it this far. If anyone else has any ideas, they are more than welcome. Thanks! Gregg