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Everything posted by logan4
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Deleting Mirage 2000 Fuselage & Wing Pylons
logan4 replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Actually your problem is coming from the fact that you removed them from the data.ini. Put back all meshname, station, etc. information (or simply revert to the original data.ini). and if you not want anything on them to show up you can simply remove all entries after the AllowedWeaponClass= If that section is empty, nothing will be loaded and the game will hide the pylons by itself. But in order to do that it needs to have all the relevant names like "ModelNodeName=RightTankStation" accessible otherwise ill have no idea what to do with those (how to handle) and will display them always. Similarly in the loadout.ini leave empty the information after as such Loadout[01].WeaponType= Entries like move and such are not necessary. -
Brings a new perspective to Live Fire Exercise / Practice
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Mirage 4000 (WIP)
logan4 replied to FLOGGER23's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Jeff, Not yet available. Not far from release, we are just bogged down in RL situations which unfortunately delays the process. -
The key is consciousness. Until mankind can not grow up to a certain level of understanding of life and their laws (and I not talk about bill of rights, and any man made law system) contact will not happen (on broad or public manner) and we are stuck on solely this planet. When our habit of using any new advancement to making newer or better more destructive weapons CHANGES to utilizing to our betterment of living and our fellow man, when we interact and live with compassion, kindness and unconditional love, then we would be allowed to go beyond this planet and start colonize nearby or bit more distant places. Currently we are viewed as children still playing in the sandbox, no more, not less. Although we passed a certain turning point so "self destruction" will not happen (warmongers will still be around for few more decades and local incidents will be likely), but still early on our process of "growing up". There are few more natural laws that we haven't even discovered yet (there is no black matter just missing natural laws) that will allow FTL speeds/ interdimensional travels and understanding the working of galaxies and the universe. Few inventions that are still to come that will tip the balance more and more toward graduating up in the kinder garden to primary school, then above. How long will take? Anywhere between 25 to 1000 years, its only depend on ourselves, and the willingness to change our way of life (leadership, greed, ego, hatred, etc) The better we get the more inventions will be available to us to make life easier and better and advance faster ahead. Religious systems will change or have to change in order for them to continue to exist otherwise people will gradually turn away from them. There is not much that need to add for them, only the scale of application in understanding what exactly they meant in the writings and of course get rid of contents that were artificially placed in each to create control, turmoil and "difference" between the different views of enlightenment. As the old saying goes "All roads lead to Rome"; doesn't matter which one you are on, it will still take you there; no need to argue or quarrel about who's is better or more true, still just a road. Until we graduate out of the sandbox, individual sightings/encounters (like in OP) will still happen. Mankind have a habit to grow out of, namely we behave alone or in small groups differently then in big masses. Individuals can have curiousness and attention to try to understand such events, masses currently can still behave like sheep or a low conscious herd of animals, without ability to think clearly only driven by emotions.
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You know, history is always written by the winners, so everything they say/write must be the truth and just/right and anything else that was "against" then must be deleted with all of its trace and to be made looking bad. They are just catching up a bit late with those steps.... True, slavery is not a nice thing... but I suppose the statues of generals were not erected just because they fought for "slavery". They could have been great leaders on their own and for other aspects as well... Wonder when they gonna raise up against the modern version of slavery and all those who embrace it... as working 8-16 hours a day 5-6 days a week for pennies to get along till the next paycheck, is nothing else than a form of slavery... called right to work.. but I guess they will be quiet about that as that will not pay their own income..
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I have to say I dig the new donation function/feature!! Puts things in perspective..
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Mirage 4000
logan4 replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
A bit slow down but still progressing with it. Recently added a new feature that have to be put into few more variants, then finish the missing lower lods on 4-5 types. -
Russian Weapons
logan4 replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There could be one more thing: LoadLimit=200 <---- basic aa12 varinats have around 175kg weights in the weaponsdata.ini extended range versions have 225.3+kg, check if your aa12ae actually within the limits both in your su37 and your mig29-s. And as UllyB already wrote.. SpecificStationCode is set, actually for all AA12 variant so that has to be there in the data.ini for each station that use it. As he advice create new stations just for the aa12 otherwise would mess up other missile loads as well. -
Fuel indicator question
logan4 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Something similar Do not worry, time and practice will bring you there. Yes, values usually set the different conditions and positions that should be manifested in game. Your welcome and happy flying! -
Fuel indicator question
logan4 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I tested with a stock A6 pit and works fine in WOI the only thing you have to do is to adjust the parameters for fuel quantity like this: Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=270.0 Set[02].Value=83700.0 <------- -
Fuel indicator question
logan4 replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The mesh called "guage_fuel_quantity" is the parent component which is the instrument mesh itself. As you correctly wrote the needle is the "needle_fuel_quantity" which actually makes the movement. Based on the cockpit.ini the bellow are the related entries Instrument[027]=FuelIndicator [FuelIndicator] Type=INETERNAL_FUEL_QUANTITY_INDICATOR NodeName=needle_fuel_quality MovementType=ROTATION_Z ValueUnit=LB Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=270.0 Set[02].Value=10000.0 I don't have the Tu16 pit so can not give you a hint which mesh you should use to properly show the fuel levels. I do not think you can use instruments from two separate _pit.lods in a single cockpit. You can put in fake items but those will not move/react in any way. -
Strike Fighters modern combat for PC
logan4 replied to logan4's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
There is an updated version that addresses control with mouse. In case you have this game of course. -
Skin problem
logan4 replied to tiopilotos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I do not think you can add extra characters to already existing name in the LOD. but you can change any one of them. Try to use a number or a different letter on the place of the last character. For example in place of 'Falcon.bmp" use Falco1.bmp, Falco2.bmp, etc. -
Strike Fighters modern combat for PC
logan4 replied to logan4's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It fly fine with joystick. Recognized my Thrustmaster without a problem, only you have to figure out what button will do what function as there isn't any set-up function in game for that. -
Congratulations on all your successes and keep well!
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HUD bug/glitch/problem
logan4 replied to Mobius98's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Check that the certain HUD_ASE_SRM and HUD_ASE_MRM textures are located in the cockpit folder or the ones that are called out in the Avionics.ini, also some hud_hdg_sclae_caret. All of these mentioned should be a tga file. You can find the relevant system naming if you look at it in section: Numbers can differ [HUDModeAA] .. Symbol[03]=HUD_HeadingScale .... Symbol[17]=HUD_ASE_SRM Symbol[18]=HUD_ASE_MRM and lower in [HUD_HeadingScale] SymbolType=HEADING_SCALE ImageFilename=Cockpit\HUD_hdg_scale_caret.tga <------ this tells you what the game looking for ImagePosition=0.0,-0.135 ImageSize=0.013 ScaleImageFilename=Cockpit\HUD_heading_scale.tga ScaleImagePosition=0.0,-0.165 ScaleImageSize=0.24 Scale=40.0 HorizontalAlignment=CENTER VerticalAlignment=CENTER ScaleTextInterval=10 ScaleTextUnit=10 ScaleTextPosition=0.0,-0.167 ScaleTextFormat=%02.0f DisplayUnit=DEG [HUD_ASE_SRM] SymbolType=ASE_HEAT ImageFilename=cockpit\HUD_ase_srm.tga <------ this tells you what the game looking for ImageSize=0.08 ImagePosition=0.00,0.0 AspectCaretImage=cockpit\HUD15C_ASPECT_LINE_SRM.tga [HUD_ASE_MRM] SymbolType=ASE_RADAR ImageFilename=cockpit\HUD_ase_mrm.tga <------ this tells you what the game looking for ImageSize=0.180 ImagePosition=0.00,0.0 AspectCaretImage=cockpit\HUD15C_ASPECT_LINE.tga There could be other symbols too that you will have to look up to have a full functionality you wish for. -
2.75 inch Rocket Launchers
logan4 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Try ExportAvailability=1 or 2 instead of the 0. -
2.75 inch Rocket Launchers
logan4 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I might have an old version of that but in the LAU-3A_Twin_Mk40_M151_data.INI it is set as Exported=False which probably causes your issue. Of course I can be wrong by a mile. Try to set that to True and see if there are any changes. -
2.75 inch Rocket Launchers
logan4 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Does the pod shows up in single missions that are set in the same time frame as you campaign start date is? If not then probably some date mismatch or default quantity related. -
Cockpit.ini list of items and documentation for creating
logan4 replied to denissoliveira's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Yakarov, Digital_Display entry is used for digital counters. You will need separate mesh for each digit, like single digit, 10, 100, 1000 or depend on the type of instrument you want it to use that. Naming as an example: Chaff_dig1 = single (last number) Chaff_dig2 = 10-s Chaff_dig3 = 100-s Mapping is simple, it only have to cover the first number, its usually 0. and this is the exact layout. The game engine is built such a way that it will always make 5 steps to the right in 2 vertical positions (2 rows only) with the texture. so it will limit how big you can make the number on the skin. You can set any instruments that displays numbers as digital_display, like, heading, chaf/flare/weapon/ripple counter/interval, fuel quantity, altimeter, speed, etc.. -
ThirdWire Rocket Pods
logan4 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Real weights, the same way you already made them. -
I need help from 3dsmax user
logan4 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi, Please take a look at these. I do not have the FE2 exporter, but I made the lods in sf1 and 2 format. Both of those have the "export with decal" and "no decal" variant. The SF1 exporter ignores the parameters for box 5 and 6. mue_testbox.rar I included all textures also that I assigned. names are simple. -
Moding questions.
logan4 replied to yakarov79's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
the apu60 rail name in sf2na changes by type; for mig21 - it is MIG-21_TWIN_RAIL.BMP , for mig23 the same skin called MIG-23_TWIN_RAIL.BMP, in other SF2 games I think it is called APU-60-II.BMP very old SF1 variant I think was called APU-62.BMP unless this later was a mod variant. -
Random skins possible?
logan4 replied to Gepard's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Not sure if you use stock or modified _data.ini, maybe worth to check the damage node name call outs as the game should hide it itself always without ever showing through. Bis/MF (actually it is the same on most variant) Leftouterwing DestroyedNodeName=LeftOuterWing_Damaged Rightouterwing DestroyedNodeName=RightOuterWing_Damaged