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PureBlue

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Everything posted by PureBlue

  1. Another nice little detail Fubar with some fps increase for dessert
  2. Here, under " For Those New to ThirdWire Sims " http://forum.combatace.com/index.php?showtopic=38609 Although my options.ini has StartYear and EndYear set to 0. I think this is the default for SF2 series. Don't know why yours would be different, or is it something else...
  3. Thanks KB, this is a nice, elegant solution IMHO. I tried it in RFC_Late (SF2 converted) but must have done something wrong. Or I don't quite get the camera angles. In a quick test, KS-87 looks downward but to the rear, perhaps 15 degrees; KS-72, I cant determine, the camera shows the ground only when I bank more than 45 degrees. So I'll be examining these more, but the technique to getting it working is good knowledge for us. Missions where you have to come back with a photo (screenshot) of your target area pretty interesting I think.
  4. I'd be interested in seeing your camera work too KB.
  5. There are certain limitations with Mesh hierarchy, Material types etc.. All mentioned in TK's exporter Notes document. Linked above.
  6. I was thinking about this skin yesterday, wondering if it was done already. Guess I'll take a shot at creating one of his missions..
  7. Steve that's just fantastic, STT works almost flawless IMHO, and more features are icing on the cake Your questions to confirm how the engine interprets things are of course important, so here's what I found. Its definitely positive that _targets.ini Heading values are interpreted just like I mentioned above. 001=1 1=1 100=100 00100=100 390=30 -40=320 -040=-40=320 Tested for all these versions: WOE 8.30.06, WOE Oct2008, SF2E Jun2009b (latest) I can't think of any reason for WOV to have it different. Happy coding Edit: Just verified w/ WOV 8.30.06 too. Target[001].Type=vPTDock Target[001].Offset=2245.22,4094.07 Target[001].Heading=0 Target[002].Type=vPTDock Target[002].Offset=2345.22,4094.07 Target[002].Heading=1 Target[003].Type=vPTDock Target[003].Offset=2445.22,4094.07 Target[003].Heading=001 Target[004].Type=vPTDock Target[004].Offset=2545.22,4094.07 Target[004].Heading=100 Target[005].Type=vPTDock Target[005].Offset=2645.22,4094.07 Target[005].Heading=00100 Target[006].Type=vPTDock Target[006].Offset=2745.22,4094.07 Target[006].Heading=-30
  8. Ok, you're gonna make me bust out the old CD's for the ancient patches I'll test it for SF2 too. Stay tuned..
  9. Holy smokes, there's a winch to lower the cannon. Interesting design.
  10. I'm positive the leading zeros are not needed. I did some tests: Leading zeros will be stripped, Any number will work, degrees larger than 360 will be translated correctly. Negative degrees are accepted, for rotating counter clockwise. This was all in WOE. Note:Although the game engine accepts all these values, FSSC is picky. Degrees must be between 0-359.99. Looking towards 0 degrees. The one on top being Heading=1. ... Target[001].Type=Bursa_Ulu_Camii Target[001].Offset=0.00,-500.00 Target[001].Heading=1 Target[002].Type=Bursa_Ulu_Camii Target[002].Offset=0.00,-650.00 Target[002].Heading=100 Perhaps it's different in single mission msn files, I'm not sure.
  11. I haven't tried the B-57 campaign either so can't confirm that one. But the, planes without carriers, is a known problem I think. Was mentioned in TW forums and TK took note. A lot of times, a flight other than mine, would be tasked to takeoff of a carrier, far away, and they never get to cat out, the carrier graphics are not drawn, the flight is wasted sitting on the waves... Hopefully be fixed next time round of patches.
  12. 2nd time reading this awesome book: At the debrief of a mission, his flight lead asks: (Loyd) "How fast were you coming off the target, Raz? Man they were really tracking you." I hadn't really thought about it at the time decided it was pretty damned fast. "About 750, I think", was my reply. "Damn it, if you ever take a hit at that speed, you won't stand a chance of getting out of the airplane. What the hell were you doing?" "I dunno, Boss. I had lots of cutoff and all that speed, but I wasn't gaining on you. How fast were you going?" Loyd grinned, knowing that he'd been found out. A bit of big-bore gunfire can do that to a guy. BTW, Nice work with this Thud Fubar, really gonna enjoy it !
  13. Terrain and target area creation is my main concentration right now. This opens up to lots of reading, old operations, history of squadrons, armies, bases, cities... Then to remotely come close to creating the real thing in the game, is very satisfying. I've also done a few skin/decal/data.ini work that is unreleased but I'll hopefully package and share soon.
  14. You must have a huge "clicking-finger" by now, big old muscle There must be a utility out there to batch convert all the *.ini files to Unicode. And a file manager (like Total Commander) can batch rename all files to upper-case. That's the only way I would attempt this work.. On the other hand, I've been clicking all day myself, fixing the 4xSeasons tiles with that blue transparency line along the edges.
  15. You need a Y-splitter (not sure of the name) for the power connectors. And Fubar's advices are spot on, the worst enemy of computers is dust. The compressed air does wonders. But remember don't ever use a vacuum cleaner, you must blow not suck.
  16. That looks like the bmp file for the skin is saved in 32bit, instead of the game format 24bit. I'm not sure about the aircraft skins but this is how the ground objects should be saved as. I didnt quite get your question about the lod viewer, but if you want to see the callouts of bmp files in the lod. Just view it with notepad or a Hex editor (I use HexWorkshop) and search for the text "bmp".
  17. Nice work Spitwulf I'm searching for a close shot of the badge, will contact you via PM.
  18. I'm not sure the AAA in the game has "wake-up" times. The way YAP has them is to define them in the Mission file (msn) with StartTime=X variables. (X is in seconds). So, first they fly the mission and calculate the times when the Strike Packages and your flight approximately arrive on target. Some AAA is already on duty ready to attack you and more AAA comes up as time passes with StartTime's set properly, simulating the environment getting even more dangerous. Good planning of the mission, unfortunately not a feature of the game AFAIK.
  19. Awesome work Dave! Çok teşekkürler
  20. Start cracking man I bet you could put the fuel counter in a corner on the HUD.
  21. Thanks for this interesting mod Monty. I've installed them into WOE, w/ the weapons and guns added. But can't get two 105mm artillery to fire at each other, in a single mission I designed. The two batteries are around 10km apart, with a small hill in between. Here's part of my mission file: [GroundMission001] GroundObjectType=105mm_leFH18 Name=Tank Alignment=ENEMY FormationType=SovietTank Heading=150 Position=461611.000000,885366.000000,0.000000 RandomChance=100 Size=4 Speed=0.00 Nation=Greece Texture= StartTime=0 StaticMission= NavalObject=FALSE Carrier=FALSE Waypoint[01].Position=468361.531250,877091.125000,0.000000 Waypoint[01].Speed=0. Waypoint[01].Size=500 Waypoint[01].Command=ATTACK_OBJECT Waypoint[01].Objective=FALSE [GroundMission002] GroundObjectType=105mm_vz35 Name=Tank Alignment=FRIENDLY FormationType=Single Heading=320 Position=469854.525862,879286.637931,0.000000 RandomChance=100 Size=4 Speed=0.00 Nation=Turkey Texture= StartTime=0 StaticMission= NavalObject=FALSE Carrier=FALSE Waypoint[01].Position=465726.906250,887630.000000,0.000000 Waypoint[01].Speed=0. Waypoint[01].Size=500 Waypoint[01].Command=ATTACK_OBJECT Waypoint[01].Objective=FALSE Can you provide the example mission you demonstrated in the Mods Thread. I'll keep on experimenting with this.. The comment you gave about the interaction between you (your aircraft) and your artillery is interesting, so they fire at targets you find. I'd like to learn how to implement these for some single mission I'll design. So I'll pass on any info I uncover while experimenting
  22. Yes, as others said its about the Unicode nature of some of the ini files with the SF2 series. 1st gen games, when they encounter these files, try to read them (by converting?) and end up messing the file up. The interesting thing is SF2 can read normal Ascii text files too, because if you copy any aircraft/groundobject straight from an old installation it works. It seems not all INI files need to be Unicode. But which ones? It's confusing, and if a mod doesn't work one of the first things I try, is to convert the text to UTF-8 using Notepad++.
  23. You mean Atatürk No man this was just a bad caption, it's actually a surprise attack by Greek Phantoms, to the huge base of 54th Mech.Inf.Brigade, in Edirne, right at the border. Heavy defenses made great fireworks and I got shot up trying to do some dive bombing
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