CJLivesey
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Posts posted by CJLivesey
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Thanks for the responses - really useful. I'll try some testing based on that engine data.
With respect to why I didn't extract the data myself - I've never got round to buying Exp1 so didn't have the base files. Probably something I should remedy!
Thanks again!
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Hi,
I was wondering if someone could answer some questions on the implementation of WEP on the PROP_ENGINE system type?
1) Was this system fully implemented in SFP2 or have more recent patches broken it?
2) The WEPTimeLimit= parameter - does this actually work?
I've been trying to figure this out by creating engines with almost zero "SLPowerDry" and giving a reasonable level of "SLPowerWEP". The hope is to test if WEP is actually working - the idea being to get the aircraft to takeoff and climb for a minute or two at WEP power before seeing power suddenly drop off as WEP runs out. All that happens is that the plane struggles to even move on the runway with almost zero thrust - WEP never kicks in, effectively giving a 0hp engine.
If anyone has any clues or can even share the engine section from TK's P-51D as an example that'd be great.
Thanks!
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Thanks for the response - not the answer I was hoping for on the systemtype, but the link to the thirdwire forum file is a brilliant resource and more than makes up for it.
Thanks!
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Hi, Sorry for digging up an old topic. Can anyone tell me whether any of the aircraft "systemtypes" highlighted were implemented in game?
If so, does anyone have any examples how they are specified within the data.ini - i.e do they need parameters similar to "FuelTankID=1"
or "MaxFuelAmount=775" as would be given for a fuel tank.The ones from this list above are:
PNEUMATIC_SYSTEMHYDRAULIC_SYSTEMELECTRICAL_SYSTEMFUEL_SYSTEMCOOLING_SYSTEMOIL_SYSTEMUnfortunately I can't seem to get to the thirdwire forum linked which might have explained it.Many thanks! -
Glad to hear it's in safe hands and not sunk without a trace!
Look forward to seeing more about it in (hopefully) the near future!
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I know its been asked before, but is there any update on this fantastic looking Iwo Jima class? In whatever state its currently in it would be a welcome addition to the SFP2 world!
Please keep up the good work! Thanks!
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That's brilliant - thanks for that!
Its for a helicopter so the wheels aren't going to be in contact wit the ground for long anyway.
Thanks again!
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Hi,
I was wondering if there is any way to make normally retracting landing gear (with animation) fixed in the down position?
I've tried "Retractable=FALSE" but this just makes the gear fixed in the up / retracted position. Ideally want it the other way round.
Thanks in advance!
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Cool, cheers for pointing that out!
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Wow - where did this come from!
Been waiting a long time for one of these in SFP2!
I agree, FAA colours would be brilliant. You wouldn't happen to be hiding any other versions up your sleeve too? AEW?
Great work though!
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A good idea WBS - I did contact suicidal a while back but to no response - just tried again so hoping for the best!
Also thanks for those Colmack - that's a really useful resource.
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Yes there are three type 12's in the Falkands Redux mod - they are good models but don't really fit the bill to represent the RN ships of the 1960s through to late 1970s.
The 12M is a Rothesay class, the 12I is a chilean mod with exocets mounted on the hanger, a phalanx plus a cougar helicopter welded to the pad. The 12L is an Exocet Leander - but as it is an update to the SF1 version none of the rear Seacat launchers work.
I'm hoping to do a number of the Leander versions - gun armed, Exocet and Seawolf and possibly even Ikara. Ideally also have the helipad free if anyone has the inclination to try to land there. Though it might be good to have a bit more variety for guarding Eagle and Ark Royal!
The reason for asking for drawings is that although the photos are great, nothing beats a scaled line drawing for making a model from - even the painting images from Airfix kits would be great!
Thanks dsawan - the solidmodel site in particular looks to be a really useful resource!
cheers
Chris
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Hi,
Just wondering if anyone has any good photos or line drawings (ideally 3 view) of the Leander class frigates? General information on attributes, armament etc would also be welcomed!
I have started dabbling with a new 3d model and wanted to do a number of different versions to reflect the evolution of this class.
Any help with info would be gladly welcomed!
Thanks
Chris
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It would be really great to have exporter support to more recent version of 3dsmax as new people are more likely to have these as student versions rather than the 2009 version. Perhaps we should lobby TK for an new exporter?
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Don't know if would be feasible but could you use the illuminated deck method along with a bit of clever 3d modelling? i.e. have the three sets of lights - too low, too high and correct glide path - but put the correct glide path green light at the base of a a long tube of just the right angle so it can only be seen if at the right height.
This would need to be set at just the right angle on the carrier model and would be the same for all aircraft types.
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Looking good!
Hope this is what you guys were after!
Thanks for your effort!
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Sorry I've think about download .... I've wrong .
Are you working on carriers ?
I'm not working on the carriers anymore as I don't have the time.
Do you want me to PM you the files so that you can work with them?
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Hello Can I have permission to visualize ?
Sorry, not sure what you mean?
I've just changed the images to public gallery if that is what you meant?
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Hi,
I was wondering if anyone would like any of the carrier models I created in 3dsmax a few years ago?
At one point I did have these skinned and packaged into SFP2 objects but somehow I managed to loose the completed files but still have the max files.
The files are: CV41 Midway Early and Modern, CV43 Coral Sea and CVAN65 Enterprise Early
CV-41 Midway (Modern and Early)CVAN-65 EnterpriseCV-43 Coral SeaFrom memory I had fitted animated jet blast deflectors, radar and sponson guns where applicable.
I was wondering if anyone with the time and inclination would like to use these to to create a couple of new mods?
Please let me know if you are interested
I don't promise they'll be the most accurate or best modelled items, but they might just inspire someone!
Regards
Chris
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Actually strike that last comment - thought I had this figured but don't.
For some reason I can get Royal Navy intercepts after 1979 in the single missions, but earlier than that the game freezes in the initial menu.
I've tried playing with the nations - making the Ark Royal a USN ship, this allows successful loading which allows USN intercept missions to be started from her.
I've extracted the Iceland terrain folder, looked at the Nations file which does include RoyalNavy as one of the options. I've also changed the terrain start dates to begin in 1960.
I'm at a loss what this might be and wonder if anyone else has had this problem?
Thanks
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Yes had set up the nations file with the relevant entries.
I have worked out what the problem was (in this case) - the Ark Royal (R09 CATOBAR version) has no defensive guns/missiles. Once I added a token 20mm KAA the intercept missions started to work. No idea why though?
I've tried it with a few more RN ships such as the Invincible Class (with Sea dart + guns) and this works fine.
Must just be an oddity of the mission setup.
Thanks for your help though!
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Sorry to bump this thread, but I'm having the same problem with the intercept missions on the standard NA Iceland terrain.
I've noticed it doesn't tend to happen when flying as the USN, but switch to the Royal Navy and I get CTD.
I can set up to fly as the USN and then within the editor change all the units to Royal Navy equivalents and the mission will run fine.
Also noticed that flying as land-based forces such as the RAF the crash doesn't happen.
Any thoughts anyone?
Thanks!
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Sorry, meant that this layout would simulate two engines driving through a common gearbox and propeller.
It would allow one engine to be throttled back (or damaged) whilst the other still allows 50% of the total aircraft's power to be applied. The third (animation) engine is really just acting as the gearbox and provides zero thrust.
In (geeky) player control during cruising one engine could be switched to be controlled independently and throttled back whilst the the second (and third "animation" engine) is always at full power - when required both engines could be engaged.
This is slightly redundant though without the plane!
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May be wrong, but thought Veltro2k's model was an Alize?
WEP question
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
Found the problem - not having Exp1 (and the P-51D).
Bit the bullet, purchased Exp1 and as soon as I'd done that took the plane out for a test flight - noticed a new red highlighted "100% (WEP)" in the game HUD and a noticeable jump in performance.
Obviously needed Exp1 to make this parameter work - not just the patches.