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Everything posted by malibu43
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Hey all, I recently pieced together a Forward Operating Base and placed in my vietnamSEA_targets.ini file to use in a modern campaign. Everything works pretty well, except whenever my flight starts from the "takeofftail" position, my aircraft's autopilot as well as all the AI turn about 10-15 degrees to the right and then take off through a field and then take off. If I start from the "takeoffhead" position, everyone tracks down the runway just fine. does anyone know what would cause this? here's the FOB airfield data... [Runway001] Heading=0 Offset=0,0 Length=400 Width=25 TouchDownHead=0,120.0 TouchDownTail=0,-520.0 TakeOffHead=0,125 TakeOffTail=0,-500 TaxiHead[01].Heading=180 TaxiHead[01].Offset=0,150 TaxiHead[02].Heading=180 TaxiHead[02].Offset=0,170 TaxiHead[03].Heading=180 TaxiHead[03].Offset=0,190 TaxiHead[04].Heading=180 TaxiHead[04].Offset=0,210 TaxiHead[05].Heading=180 TaxiHead[05].Offset=0,230 TaxiHead[06].Heading=180 TaxiHead[06].Offset=0,240 TaxiHead[07].Heading=180 TaxiHead[07].Offset=0,250 TaxiTail[01].Heading=0 TaxiTail[01].Offset=0,-550 TaxiTail[02].Heading=0 TaxiTail[02].Offset=0,-570 TaxiTail[03].Heading=0 TaxiTail[03].Offset=0,-590 TaxiTail[04].Heading=0 TaxiTail[04].Offset=0,-610 TaxiTail[04].Heading=0 TaxiTail[04].Offset=0,-630 TaxiTail[04].Heading=0 TaxiTail[04].Offset=0,-650 TaxiTail[04].Heading=0 TaxiTail[04].Offset=0,-670 TaxiTail[04].Heading=0 TaxiTail[04].Offset=0,-690 Thanks! *edit* - also, if I start straight down the runway myself and then hit autopilot, he'll keep going straight...
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Anyone been flying the AV-8B+ much post patch? I noticed that AI aircraft, when attempting to land on a carrier, will never quite get down to the deck, over fly the carrier, and then crash off the bow. I was able to solve this issue by adding an incredibly long tail-hook, but I was wondering if any AI/FM geniuses might now how to get the guys just to land on the deck in the first place. thanks!
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As I expected (so why did I try this again?) and as was mentioned in the readme, there are some issues with SP5. Carrier cat values can be tweaked to get harriers to take off, but then they have trouble landing, and there are some missing parts... Didn't do a lot of other testing, but I'm sure there are other issues. I'm just gonna stick with the SP4 version for now...
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Download the latest weapons editor from the downloads section. You just need to open up the weapondata.ini file and then save it using the new editor. That should fix it. Let me know if you need more specific instructions. There's also more info in the "Officail September Patch" thread, or whatever it's called. Anyone else tired Falklands 1982 yet? The readme says some things about issues with WOI, but I don't know if those have been fixed by the latest patches or not. Maybe I'll give it a try tomorrow...
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I think Family Guy came out when I was in high school. At that time, there was nothing better than Simpsons, and I didn't really get family guy and didn't think it was funny. Then, by the time Family Guy came back on the air a few years later, I found it hilarious couldn't get enough of it. I'll watch new Simpsons episodes, but I don't laugh nearly as much as I do at Family Guy. I think it's a combination of: 1. People may think I'm crazy, but a lot of Family Guy jokes and characters seem to appeal to a slightly more mature mind than Simpsons... At least that's the way it worked for me... 2. Simpsons was great for it's time because it was the South Park and Family Guy of it's time. We're desensitized to it now, and it doesn't seem as edgy or funny. 3. In addition to not being perceived as being as edgy as it used to be, I think Simpsons really just isn't quite as funny as it used to be. Truth be told, I'm South Park all the way, though. I can't get enough of that show. Been watching since the first episode the first week on Comedy Central.
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WoV weapons pack 08
malibu43 replied to sparviero12's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Follow the directions in this post: http://forum.combatace.com/index.php?showt...st&p=196234 I strongly recommend installing the first weapons pack linked to, since it's a lot less work to integrate. -
Question for Our Noobs
malibu43 replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I like this idea. This kind of goes along with the other request to have aircraft visible at 5nm instead of 2. Having icons and/or something making aircraft more visible would mean you would still have to track your target on your own (and you could see more than one at once), but no big red box and arrow saying "Here's the one you want!!!". -
Are you seeing this post patch? I noticed and corrected the issue with the previous patch, but when I extraced the campaign data.ini after the latest patch, I found the correct texture listed (USAFGreen1). Then to make matters more interesting, even with the correct texture listed in the campaign data.ini, the aircraft was still defaulting to SEA camo...? Anyone had similar issues?
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Alright, check this out. After frustrating myself to the point of nearly punching my laptop. I thought I'd give one more thing a try. I remembered that I had object detail set to low because I was experimenting with frame rates. Turned it back up to medium (which is where it always was before) and now all the decals work fine. It's interesting, that stock decals, or even the VF-1 decals that come with the F-14 worked fine, but there's something different about the VF-84 decals so that they don't work at low object detail level. anyway. Thanks for all your help and patience!
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Hmmm... that's the same one I have. I just re-downloaded the skin and reinstalled it, and I still got the same result...? I guess I could try reinstalling the F-14A (I did copy the aircraft's folder over from my old install). Also, someone posted (I don't know if it was in this thread or another) about the F-4E skins in the stock WOE redlightning campaign (the skin needs to be changed). I did this fix with my old install, however, I opened up the campaign_data.ini file after patching and found that the default texture for the F-4E is already USAFgreen1, which matches the skin in the aircraft folder. However, it still isn't working! In order to get the Euro skin to show up as the default skin in the campaign, I had to actually switch the order of the SEA camo and Euro camo in the aircraft's .ini file. I shouldn't have to do that, though, if I corrected the campaign file. Has anyone else seen this?
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Alright guys, I figured it out. I can swear that before the latest patch, I copied the target.ini entries from the readme and pasted them into my targets.ini file. We'll, whether they were there before or not, all the highway airfields are already in the targets.ini after the new patch, they just don't have all the details underneath 'em. So I had each airfield in there twice, and I think what was happening was I was spawning on top of the first entry in the targets.ini that didn't have a runway associated with it. However, I could still see the runway associated with the second targets.ini entry for that airfield, even though I wasn't technically on it. I checked the post-patch targets.ini and the one provided with the highway runway mod with Winmerge, and found that they are identical with the exception of the highway runways being added in the latter, and a couple airfields having soviet_airbase2.ini where the post-patch has them as soviet_airbase1.ini. Bottom line is that there doesn't seem to be any reason not to use the targets.ini file provided with the download, assuming you don't have any other target areas added. Even if you do, just past the Hwy runnway targets over the first part of your modded targets.ini and they should match up fine. Thanks for the help and sorry for not figuring this out on my own sooner. PS - still have to get the VF-84 decals working...
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Still a no go, even with one aircraft. However, it looks like you've got it working already for your "all in one" terrain. Would you mind sending just the Highway Runway mod portion of the files your using so I can see what you did differently, and maybe get mine to work? Or I can be patient instead Thanks! Shoot! I missed 500 posts!
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1. Sorry, should have explained more. I have forest and farms installed, so, as per the readme, I copied and pasted the new entries from the types.ini and targets.ini and added them to the new extracted ones from the patch. I also copied all the other included files, excluded germany_roadSH.tod and .bmp since I don't have duece's tiles install (agian, per the readme). However, I didn't do anything with the data.ini that came with the mod since I have the data.ini for forest and farms. But I did compare it to the data.ini from forest and farms. There were countless differences, but I didn't see anything specific to keeping the aircraft from blowing up on the runway. However, I'm not really familiar with terrain data editing at all, so it may be there and I just missed it. I had this installed with forest and farms before the patch and it worked fine. Has anyone else tried it with the new patch? 2. The path file in decals.ini looks correct: F-14A\VF84-FC\D\xxxxx. And to wrench, there are no decals with level 1, only 0 and 2. Is that an issue?
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Hey all, I've finally got both my WOV and WOE installs back to where they were after starting from scratch with the new patches. Haven't had much of a chance to actually fly and enjoy the sim yet, but I'm getting really close. So far there are only 3 things I haven't been able to resolve. 1. The first (and second, sort of) has to do with the Highway Runway Mod for WOE. Is this compatible with the latest patch? I'm blowing up on the runway when the mission starts, similar to what happens when you don't point to the correct terrain CAT file, however, in this case the new runway is a .ini file placed in the terrain folder and the airbase and runway are there. For some reason, though I explode. I don't know if it has something to do with the height offset thingy that has changed, but I don't really know much about that. If anyone could try the highway runway mod and help me out with this, I would really appreciate it. 2. EDIT - Figured it out. Accidentally lost some skins when copying and overwriting folders. Also slightly related to the highway mod - I noticed when I was looking around after my harrier blew up that some of the ground objects were missing skins. I believe one was a fuel truck/pickup truck looking thing, and the other were these bigger guys: I don't know if any other ground objects are missing skins, but I haven't noticed any. Are these stock objects, or are they specific to the highway runway mod? I'm not sure how I ended up with missing vehicle skins, since I didn't really mess with ground objects too much. 3. The VF-84 skin is missing its decals on the MF F-14A. Any idea what's going on here? The folder looks intact... Any help is appreciated!!! reason for edit - figured out number 2!
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Tried messing with the offensive supply values for both sides to see if I could keep the campaign in a stalemate until the later units start, but I couldn't get consistent results. But, I finally realized that there are only 3 player units that start in 1966. I just changed them to start in 1965 and now all works fine. Thanks for the help guys!!!
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Adding the [frontline] entry to the campaign_data didn't help any. Well, it's definitely a result of the ground offensive gaining ground before the particular squadron joins the campaign, since it only happens with squadrons that start in '66. The problem with pusing back the start date of the ground offensive is that earlier squadrons don't get any CAS missions... hmm... I'm gonna keep playing around with this one. If anyone has any ideas, please let me know!
