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PureBlue

+MODDER
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Everything posted by PureBlue

  1. - Tanker, this is Alert-1.. We got two thirsty Tomcats, what'ya got? - I got the hard stuff, pull riiight in....
  2. Just open any terrain_types.ini and search for TargetType=TOWER tower1 and tower2 are include in all stock cats I think.
  3. I think the bugs with mission generation, are effecting these missions that are needed with this campaign.
  4. Great setup gents, this will be fun to fly. I hope we can figure out a way to get missions for both enemy carriers attacks and land strikes. (Not for RSR, for future. I'm exploring this...) Also, just started reading the book
  5. PB's Tomcat Viewlist

    Thanks Silverbolt, I'll put Albert in the readme too.
  6. Wrench, I think only USN/USMC/Soviet (object's nation) ships show in single missions. I put in Florians Berlin in, and set WGermanyNavy as friendly nation, but it wouldn't spawn in any of my mission. As soon as I set it to USN it started being generated... I also occasionaly get Loading CTD when 3rd part ships are present in the mission, but that needs further investigation.
  7. File Name: PB's Tomcat Viewlist File Submitter: PureBlue File Submitted: 17 March 2012 File Category: SF2 Series Add On Objects Pureblue's Tomcat Viewlist v1.1 by Umut Destan(pureblue) -------------------------------------------------------- This mod will give you bunch of different camera angles. The positions are for the F-14 Tomcat, so they might seem off when you fly other aircraft. But most of the time this shouldn't bother you. You can edit the positions in the Viewlist.ini if you wish. Mod bases external cam. FOV entries from Stary & Silverbolt's viewlist mods. So go out and take some cool screeshots! INSTALLATION -------------------------------------------------------- 1. ADD THESE LINES to your controller.ini (whichever the name may be, the file is in your "Controls" folder) To the end of the [ControlSet001] section: GOTO_PB_ViewPoint1=ALT+1 GOTO_PB_ViewPoint1_PREV=CTRL+1 GOTO_PB_ViewPoint2=ALT+2 GOTO_PB_ViewPoint2_PREV=CTRL+2 GOTO_PB_ViewPoint3=ALT+3 GOTO_PB_ViewPoint3_PREV=CTRL+3 GOTO_PB_ViewPoint4=ALT+4 GOTO_PB_ViewPoint4_PREV=CTRL+4 GOTO_PB_ViewPoint5=ALT+5 GOTO_PB_ViewPoint5_PREV=CTRL+5 GOTO_PB_ViewPoint6=ALT+6 GOTO_PB_ViewPoint6_PREV=CTRL+6 GOTO_PB_ViewPoint7=ALT+7 GOTO_PB_ViewPoint7_PREV=CTRL+7 GOTO_PB_WeaponViewAll=ALT+8 GOTO_PB_WeaponViewAll_PREV=CTRL+8 2. Copy the included VIEWLIST.INI to your FLIGHT folder. FEATURES (Key assignments) ------------------------------------------------------------ Keys ALT+(1 to 7) when pressed with switch to various camera angles on your aircraft. These angles are controllable via the mouse and pressing them continuesly will cycle between all aircraft. When pressed with CTRL+(1 to 7) will switch to previous aircraft. Key ALT+8 will cycle through all Weapons, friendly and enemy that are in the air. All SAMS, bombs, missiles.. The F5 key is modified based on Stary's Viewlist (FOV settings) As a plus you can cycles between all aircraft. The SHIFT+F5 is the default Check Six View. As a plus you can yaw/pitch using the mouse. F9 key will cycle through all missiles fired by you. Take note that all these key are free to use in a stock controller.ini. If you have a modified one that merge with caution. NOTES ---------------------------- On my game, sometimes after I switch from the Weapon Views back to the external view, the sounds of the engine are missing. This has been a "stock bug" for a while, so nothing I can do. Just do a PAUSE/UNPAUSE to cure it. Click here to download this file
  8. I used autotexturing at the beginning of the terrain design but after that many manual texturing was done to create the custom scenery... Even in TE autotexturing there could be many texture types, transitions etc. So as far as you discovered (with almost little to no clues yet from TK), are we stuck with limited amount of texture, with shader based autotexturing? And another question, without using the mesh name prefixes, would it be possible to use custom textures in Max? ones that are static so to say, without interferance from the shader code. For example, for roads or coastlines and stuff?
  9. I don't think the problem is with the wall. Them hitting the wall is just the outcome. Something must be going on at the south west edge of the map that I don't know. Keep getting a few flights, from both enemy and friendly AI scripted to go there, to intercept each other... Must be a bug in the mission generation phase. Which is one of quite a few with that part of the game engine..
  10. Keep going Stary I must add though, seeing a 400MB CAT file extract to only 35MB, is pretty scandalous.... Anyway, I tried adding lights to airfields. Basically copying from other stock terrains into IcelandNA airfield files. Can't get them to work at all. Has anybody tried this yet?
  11. Favorableconditions in the fjord.. Landing at the Isafjordur Airport..
  12. All runways in the game can be used both ways to takeoff/land. There is no way to define a certain runway heading or direction to be solely used. I've seen AI take off from 08, and depending which way their next waypoint is, they either make it out of the fyord or become fodder on the hills... I guess we're gonna have to live with that. here's my landing with a Transall. Sure was pretty fun.
  13. Here's a great video of another landing: Only landed once here, ordered my wingman to RTB and followed him back. He came straight in from the East side I think, overland above the fyord. We had plenty of power w/ our Vipers thats how he managed to survive a pullup as he found himself sinking badly... I really like the place and will be trying the approaches from the videos. Hope to populate the surroundings a bit more sometime in the future.
  14. That means they are at the edge of the map, where the `invisible wall` is. In NA it happens a lot. For some reason the AI gets tasks to CAP/Intercept at an area outside/border of the map and thus their waypoints take them to the The Wall.. A bug hopefully TK will fix.
  15. Thanks for the upgrade, JSF My only addition to this was an engine sound. Off to do some VTOLs..
  16. +3 Yep, we're barely scratching the surface with NA...
  17. If you want to cycle between the weapons you fired. Modify your VIEWLIST.INI [View024] CycleNextControl=GOTO_VIEW_WEAPON Working on a viewlist mod, which will include new external camera positions for Tomcat, and cycling between all weapons in the air, etc..
  18. Tips to get 3rd party Carrier Mods, appear in single missions. The trick is the Names file, it seems to be mandatory! Add this line to the ship's ini, example CVN75.ini: Names=CVN75_names.ini Create a CVN75_names.ini file fill it in per examples from stock carriers. Like so: CVN75_names.ini: Name=USS Harry S Truman Number=75 Nation=USN StartDate=1/1/1998 EndDate=2050 Add the following lines to the carriers _data.ini. Example: CVN75_DATA.INI [MissionData] WarshipClass=AIRCRAFT_CARRIER CarrierBaseSize=MEDIUM CarrierNumSquadrons=2
  19. So sorry!! The CAT is there and I just missed it.. All speech files are extractable. :good:
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