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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Oh man, great stuff! two more highly recommended mods: Formations 1.1: This has a "high cover" formation command, quite useful. http://combatace.com/topic/23690-formation-zip/ Speech pack. Very good improvement in voices IMHO. http://combatace.com/topic/63646-sfg1wmspeechrar/
  2. That's not cool :angry2: perhaps delete the link too...
  3. Speaking as a terrain modder, using voluntarily contributed stuff is just part of the fun and sharing. A single mod of a truck, trailer or lamp post would be installed by few users, but when you include it in the terrain, it becomes part of that world. So this makes the terrain mod a community thing not just a single man's hobby
  4. I have a set of 18 decals for serials, files named correctly and in order. (161SN000 to 161SN0017) The problem is, with the below Textureset settings, out of a flight of 16 aircraft; number 1-3 , 2-4 and 3-3 aircraft will not display decals for serials. These 3 aircraft always get the last number in the NUMBERS.LST. Which contains all 18 serial numbers. This last serials tga file has no problems and shows correctly if I pick it by hand. DecalNumberRandomize=TRUE DecalNumberBlockSize=18 DecalNumberStart=0 DecalNumberEnd=17 The same happens with all my Turkish skins, I've tripled checked everything.. Tried it with and without the blocksize.. Any ideas?
  5. Thanks mate, a huge pack covering all squadrons is almost done
  6. Ok, I think I've figured it out. Possible bug with Mission Editor/Decal number calculation. For aircraft with multiple skins, the first skin directory listed in the aircraft.ini file, the decal settings for this skin are taken as base: Example: Your first skin listed has these values: DecalNumberStart=0 DecalNumberEnd=10 You start Mission Editor, and pick the second skin for this aircraft, which has more decals, let's say 20. The game will only work with numbers 0-10. The rest of the aircraft decals won't be displayed. The bug is that ME, when you pick a different skin for the aircraft, will not read the decal number settings for the second/third/etc. skins.. Thus, if you set DecalNumberRandomize=TRUE for the first skin, all your skins will have randomization, same with the numberstart and ends..
  7. Yes we should. If it's by design, it's an interesting choice comprnt was here querying about similar mission design stuff which points us to a few more broken stuff: 1. You could design a flight of 4 and be the number 2 wingmen. Than you'd takeoff with your flight and follow the leader. AFAIK this doesnt work anymore. 2. You can't start at the ramp, and have an AI flight or AI cargo planes taking off from the same base, before you. Other aircraft that have the same start location and start time as you, will just appear at 10k feet above airfield (or worse, don't spawn at all) Mission Designer is nice but with it these bugs/design changes for introduced..
  8. Has this topic come up at TW forums ? Since with the Mission editor this would be a feature that should work If not we should list it up as bug for TK.
  9. http://combatace.com/files/file/12139-fictional-yfa-5-tactical-tiger/ It's a damn good mod by Nazgul & Teras.
  10. The engines look pretty improved i think that was one of the weaker points of the models. And please check the lod distances. This is actually user editable, so no big deal, but the previous mods had the jet turbines dissappear at around 2 or 3km, which was pretty close. I'd say the overall look with the lighting and everything has greatly improved, congrats mate
  11. You can fix it if you know Cobol open options.ini and check under [singleMission] also some terrains will have date limits in their terrain.ini. But the above should get you going. (I got my end date at 2050)
  12. See if you can get AI-only flights to take off from carriers. Either at the start of a mission (parrallel to your takeoffs, from another carrier) or at a later time in the mission. I don't think I ever managed to accomplish this...
  13. Great movie! The anecdotes about small arms fire are amazing
  14. Fantastic stuff Dave How about a DB-110 rec pod, for the HAF birds.
  15. True but with this object (which I don't have the max file), you are placed further down from the control tower. (The F11? key view) Should be an easy fix, if anybody can lead me to the author/source file.
  16. Now that is a cracking idea. Gotta think out of the box, thanks Hurc
  17. I thought that looked familiar. This is it (I guess the auther is unknown?) The only problem with it is the View from Tower places you inside the Mesh. Probably the Pivot point needs to be higher, but it's no biggy.. The callout in peacemeal's terrains: Name=tower4 FullName=Control Tower ModelName=Airport_Tower.lod
  18. Ant Then I may take on the Zulu Alert. I've copied this Bitburg into my NF4 installation, for some reason not all the available Small/Large parking spots get populated. Although there are a few F-15 and two F-111 squadrons based here in the 86 campaign.. Like Wrench says campaign mode will place proper squadrons on base, (plus they can be destroyed and removed from the campaign!) In single missions though, the 16 slots for each "parking place", get populated correctly. I wonder if we could use both small and large for fighters like F-15s by using the same parking space size. 16 for one type is just not enough here. The book says there is a total of 72 TAB_VEE bunkers!
  19. Thanks, it is much fun with the new objects. I thought Bitburg was done with but I made the mistake of opening the Superbase book on it.
  20. Sure Wrench. Bitburg based on Sundowner's creation.
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