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Everything posted by Piecemeal
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I've tried this in my SFG/Desert terrain to populate my friendly with Hawk SAMs as there appeared to be a SAM famine in the area, which seems to work perfectly. The only problem I've found is, say, in 1985 you've decided to upgrade your SAM sites with Rapier or Roland SAMs. How will I be able to accomplish this when I've stated the Hawk SAMs specifically for, say, D5 airfield in the 'deserttypes.ini' file?
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Step By Step Statics
Piecemeal replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Oh yeah, one more question: Should I include this new static aircraft in the Terrain types.ini folder? -
Hi all. I've just downloaded the SFG/WOV and WOE static aircraft packs but there's a lot of blank spaces. Sure enough , it shows you how to create the aircraft, but I'm left scratching my head when I assign a certain aircraft to a certain position in a certain airfield. But it never shows up. Here's a few questions for the brainiacs: 1. I'm not sure whether to put the static aircraft in the Objects/Aircraft folder or into the Objects/Groundobjects folder 2. Should I include the stock aircraft LOD file in the static aircraft folder? Sorry for asking guys, but the current instructions are just a little cryptic
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F-4 RWR
Piecemeal replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for the help guys! I'll be getting to work on the F-4B/C/D DATA.ini files asap. The reason I've asked is at this stage I'm a little sick of cruising through enemy airspace at 26,000ft and WHAAAMMM!!! I've either been hit by a SAM or AAM without ever even knowing I was being 'painted' by enemy radar. A little audio forewarning would be nice.......even in the sixties -
I know that there was no RWR warning display in their cockpits, but I've searched through the web and I haven't been able to get any conclusive answers as to whether the real life F-4B/C/D models had any kind of audio warning systems when being tracked or locked on by enemy radars. Does anybody know whether they had anything like that?
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WOE:BC
Piecemeal replied to KingAlbert's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Judging by the other replies it seems like a pretty interesting project........but what is it exactly? -
If you're into a good paperback novel you should pick up a copy of Tom Clancy's 'Red Storm Rising' which goes on the theory of a Soviet invasion of central Europe in the 80s. It's more or less based on a 'what if' scenario. There are a lot of naval carrier ops in there as well as land combat. An excellent read as well. This would be a good example to go by, as Tom Clancy said once himself that before and during the writing of his books he always gets tachnical, tactical and strategic advice from the military. My advice is is you haven't read it yet; get it ASAP. Even if you're not much of a bookworm you won't be able to put it down
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Sorry mate. Disregard my last post. I don't know what happened exactly but I accidentally sent the message before finishing it. Here's the changes you should make: [MovementSystem] MaxRoadSpeed=12.0 -----> set this to 0.00 MaxOffRoadSpeed=12.0----->set this to 0.00 PowerAvailable=75 MaxTurnRate=0.2 MaxDeceleration=0.025 SuspensionConstant=0.0 MovementEmitterName=ShipMovementEffect MovementEmitterPosition=0.0000,113.3723,0.0000 MovementEmitterSize=2.8 MovementUseEffect=TRUE I'm actually trying to do the opposite. I've added ships to SFG and it's only the Carrier that's moving. I'm actually trying to get the three escort ships to move in formation with it. What I've shown above is just an educated guess, but you'd never know, it might work.
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What might work is if you go into the ship's DATA.INI file and make the following changes: [MovementSystem] MaxRoadSpeed=12.0 MaxOffRoadSpeed=12.0 PowerAvailable=75 MaxTurnRate=0.2 MaxDeceleration=0.025 SuspensionConstant=0.0 MovementEmitterName=ShipMovementEffect MovementEmitterPosition=0.0000,113.3723,0.0000 MovementEmitterSize=2.8 MovementUseEffect=TRUE
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Does anybody know of a fix for this 'little' problem: http://forum.combatace.com/index.php?autoc...si&img=6604 I've recently added carriers to my SFG campaigns and this annoying glitch shows up on approximately 50% of my campaign missions. It's even more confusing when returning to land, and I accidentlly choose the wrong carrier and end up going through it as if it wasn;t there. I'd be very grateful of any assistance in this. Thanks
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Apologies for the delayed reply. Have also been busy adding 'eye candy' to the landscape, which on the SFG desert map has been much needed and as you know is a much simpler process than adding sea-faring vessels, but is very time consuming. Things make a lot more sense now after starting this subject. For a start, I didn't even know that a movement.ini file even existed! Thanks again for your help, all of you . Hopefully if things turn out ok I might even share the fruits of my labours over the site's download section. Watch this space guys
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I disagree. I can especially remember flying anti-ship missions in SFG when I was having trouble dropping bombs on a moving target. Approaching to land on a carrier is another example of a moving vessel. :yes: I know it's possible because I've witnessed it. As it is now, a small convoy sitting still in the water doesn't look the same. I just wish I could find a way to make it possible
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What I've been doing is placing the ship on a certain co-ordinate on the map. Then I make sure the ship is placed in the particular location it's in on the 'DesertTypes.ini' file in the Desert terrain folder. To answer your question; I test it out then in Single Mission mode. The ship is exactly on the co-ordinates I've given it, only not moving.
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I've been adding some much needed ships to SFG but they appear to be dead in the water with no movement. This is also the case with the original ships such as the tankers and cargo ships. I had a look in the ships' data.ini files and it mentioned a 'ShipMovementEffect', but it's not in the Effects folder of the main directory. Does anybody know of a fix for this?
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No, it was a windloop sound that I downloaded some time back, I can't remember where exactly. The funny thing is that on all my Third Wire games the sound settings are the same (16 channels - Normal Stereo). That particular windloop sound works fine on SFG and WOV. I checked the properties of it earlier and it was only an 8 bit sound. I changed it to the same sound quality as the default windloop sound. I then tested it on WOE but there's still no joy. Very frustrating stuff
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All the games have the same sound quality settings in the 'Options' menu. The relevant sound application has been made to the 'Soundlist' ini. The windloop sound itself has been applied in the aircraft data inis. The .wav file is in the 'Sounds' folder. They work in all my Third Wire games except for WOE. I know it can't be some change I've made since it's been like that from the day I purchased it online from the Third Wire site. Does anybody else have this problem with WOE? I'm a guy who considers the audio experience to be just as important a part as the visual and without the windloop it seems a little too one-dimensional
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Drag Chute Blues
Piecemeal replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ohh..... , I didn't know that! So that's why I've been experimenting with the F-105 for the past hour and a half and hitting brick walls (heh,heh!). Oh well, better to have tried and lost, etc, etc. I think this is an interesting subject though. It might even give me the motivation to jump into the unknown world of aircraft design.... -
Drag Chute Blues
Piecemeal replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks bud. Will do. Keep an eye out here for my results in a while (if I have any!) -
Drag Chute Blues
Piecemeal replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
A thought has just occured to me in the last few seconds. Does anybody know where I can find a different chute model apart from the 'orange and white' model on the Su-15? It's be nice to have a different chute model to work with if I'm going to try it on other models
