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ndicki

RED TAILS
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Everything posted by ndicki

  1. Can you affect sounds to particular damage states? In CFS3 I made a really bad-taste, unrealistic mod where if the pilot was hit, he'd give out a long, blood-curdling scream! I still have a lot to learn about the architecture of TW sims...
  2. Be careful - DO NOT extract the files directly the way you would have done in SFG/WOX - copy them to a safe place and extract them there.
  3. http://www.hhdsoftware.com/Products/home/h...ditor-free.html
  4. I've got Shoot installed but rarely use it. I don't think it likes my accent very much! Obviously my pronunciation is not American - I don't know if that makes much difference, but I had a hell of a job getting it to do what it was told. Above all else, don't use it for weapons commands or you'll miss the target every time! Wingman commands, fine, agreed.
  5. Melbourne's flight deck was 690ft 8in long, and had steam cats - but I can't find out how wide it was; apparently it was pretty narrow, which caused the sort of problems you'd imagine. I haven't found specs for Coral Sea, though.
  6. I've noticed that here and there people mention opening LOD files with notepad. This may work, but it isn't ideal. The best thing is to get a hex editor, which will also enable you to make modifications to the bmp filenames, etc, which the LOD refers to (except for SF2 aircraft. Cockpit LODs can be hacked, however.) The best I've found is xvi32, which can be found here: http://www.chmaas.handshake.de/delphi/free...xvi32/xvi32.htm It is free, easy and works very, very well. If anyone knows how to locate bmp references in SF2 aircraft LODs, I'd be grateful to learn!
  7. I can't even see how you can fly with a keyboard - no fine control at all. I use the full X52 rig with rudder pedals as well - the point of a simulator is to simulate, and if the movements you learn are not as close as they can be to what you should be doing with a real aircraft, then you're playing a video game.
  8. Beat you to it, Kevin! I've ported it over from SFG, put the '72 cockpit in it, and used it on the bad guys more than once! Actually, they didn't serve in Vietnam, which rather cuts down on the options. Shame. No idea about the Melbourne. Have to look...
  9. Imagine that the Royal Australian Navy Fleet Air Arm had received F-4Js, instead of being practically consigned to history by the politicians... I've kept the A69 serials inherited from the F-4Es loaned by the USAF; they ran from A69-01 to A69-23, so these begin with A69-24. The fact of using "69" comes simply from the fact that the F4Es all had "69-" USAF serials. Otherwise, the scheme is loosely based on the one used for Skyhawks, adjusted to fit the Phantom. I think it looks nice, in any case! Be patient - let my have my fun, and then one day when I'm bored, I'll upload all sort of things. :yes:
  10. Thanks, Gunny - off to try... Later: That was satisfying. Thanks!
  11. It's the usual thing - I can't get my nukes working (SF2 and SF2V). They did for a while, and I'm not sure what happened. Anyway, I've got Gunny Killerbee's weapons pack installed as far as I can see correctly (MISSILEOBJECT.INI does go into OBJECTS, doesn't it?) and I'm getting blast but no visual effects. I haven't tampered with things, so it should work... Any suggestions? Edit: Error on my part - it was not SF2 I got it working in, but SFG.
  12. Always glad to test new kit! I've sent a PM.
  13. Suspected it might be! Would you agree to my pillaging it for parts to release a flyable version for SF2V?
  14. This is the main reason I got SF2V, and I'm thrilled to bits with it! So I've fitted the cockpit from somebody's Royal Navy What-if Skyraider - I wish I knew whose! - and fiddled about a bit to get the decals working... Love it! Don't nitpick the skins too much - I have no idea at all about USAF, USN or VNAF markings.
  15. You had to indicate a different location when you installed.
  16. Good one, Timmy! Always useful, those things. Thanks.
  17. That seems to be where we're looking. Maybe at 98% throttle or so. The other problem is that boost was limited to a certain duration and could - and did - cause engine damage if overused.
  18. Sure, but you'd have no control over them. All you could do would be drive into trouble and let the AI gunners get on with it. Not quite the thing I think we've got in mind! Which is looking pretty unlikely, if not actually impossible...
  19. Some interesting ideas there... Thanks! I posted the same question over at TK's, so I wonder what further ideas may have cropped up, too. No, nothing that can be used directly. It'll be more difficult than I'd expected.
  20. Very nice work - and a major player in the NATO armoury, as has been said above. Well done!
  21. Looking that way... I think it could be linked to some sort of afterburner effect - the increase in thrust when you put it through the gate can be determined by the data.ini. But as far as I can see, afterburner is determined not by pushing a button, but by throttle settings alone. Could that be separated out and programmed independently to give the pilot control over it?
  22. It's a bit easier in CFS3. As you can occupy the gunner's position, you build a tank, say, with a driver's position (=pilot) and a gunner's position. The gunner can elevate and traverse the gun just as though it were an aircraft turret, which in fact is all it is. If you then add an aircraft flight dynamics file which reduces the ground speed to the correct one for the type of vehicle, and generates no lift, you're in business. There are problems; one is that steep hills or severe changes in gradient cause it to explode, as does running into any form of ground object. It could be more difficult in SF; as far as I know, it is not possible to elevate or traverse guns except by elevating or turning the vehicle. This would not stop you making a jeep - dead simple - but a firing vehicle could be difficult if you intend the guns to be player-operated. Missiles might be easier, but you'd have to make them fixed-azimuth. One up for CFS3... Pity TK can't do everything, but as AF/WOX is about "modern" air warfare, it's hardly necessary, let's be honest.
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