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Everything posted by quack74
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For Skinners: MFJ or Seefrosta Albatros Photo from Wingnut Wings
quack74 replied to Olham's topic in WOFF UE/PE - General Discussion
Unfortunately I dont know the others. The MFJ's and the Seefrosta units had such great color schemes. It's a shame there isnt more pics and info on all of them. -
I made Stephens1918's Zeppelin L32 flyable by mixing some of L63's data and my own. I also got all the guns to work and they fire accuratly at their targets. But I tried to add Collision points all around the main body of the big blimp but it didnt seem to change anything. Enemy plane still get too close and would fly right into the middle of L32 and fire away. Also their is no "landing gear" so if you wanted to start from the ground you would explode. It does show up in single missions as a target too. I created a new "Nation" called "German Zeppelins" and set the Formation.INI to have only two positions max. I spread the two ships far apart so they didnt look bunched together. Looks pretty good. But they die very easily. Usually before I can get to them.
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For Skinners: MFJ or Seefrosta Albatros Photo from Wingnut Wings
quack74 replied to Olham's topic in WOFF UE/PE - General Discussion
Hello Olham. From the info I have, this picture is of Seefront-Staffeln. 1 or 2 I dont know. But the D.V (third from right) with the thick white band boardered by (black?) bands belonged to Ltn. z S Reinhold Poss. He later would command the second flight, Seefrosta 2 (formed on August 11 1918). The picture must be early summer 1918 by the markings and because the Seefrosta began to recieve it's Fokker D.VII's by August 1918. Three on August 6 and six more on August 9. In September both Seefrosta units 1 and 2 would be incorporated into the Marinefeld Jasta units. On September 19th they would become MFJ IV and V. BTW, there is a picture of Poss in his D.V on page 41 of Ospreys' Naval Aces of WWI Part 2 by Jon Guttman. A few good pics of MFJ units too. -
It is amazing how many planes were created during the Great War. Seemingly endless.
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Well I know I would love to see a Phonix C.I or an Aviatik C.I for Austrian two seaters. A true SIA 7b or a Pomilio PD for the Italians would be great too. With gterl's Italian terrain in the works, these would all be perfect add-ons. Stephen1918 was going to work on some more seaplanes this summer. So we'll "sea" what's up his sleave. Mid to Late war seaplanes would be perfect for my late war Austria-Italy campain I've been working on. A Hansa-Brandenburg W.18 or any Lohner type. Macchi M.5 for the Italians. But the Hansa-Brandenburg W.12 and W.29 were also very cool looking seaplanes for the Germans. Man, there are just so many planes. We're going to burn out Stephen1918! Lol!
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As of now the programing just isnt in FE2 to get shipping to work. SF2 got the update but FE2 took a back seat on that one. I've added all I could to the .INI's in my FE2 but nothing made it work any better. The Sim just isnt reading the "_MOVEMENT.INI" in the Terrains' folder. So the X,Y coordinates for the shipping lanes, 80% of the time just go to 000000.000000,000000,000000 which is the bottom left corner of the map. And there needs to be the new terrain map.bmp that has the red for water and black for land like in SF2. It cant be fixed by us. All the text, effects, Ships, Planes, Misc objects, and Terrains are all there. Just no proper coordinates. Maybe TK will through us a bone here on this one. It would really make FE2 great. So many other possibilities with Single Missions and Campaigns. The Flanders terrain and (when completed) the new Northern Italy terrain by gterl, will be perfect for it. One can only hope. TK doesnt know the FE2 thread at TW exsists anymore I think. Everyone hound him about it. Maybe he'll respond!
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What a terrible mess! I used to go there every summer while growing up. Such a shame. Would you walk on those beaches barefoot? Not me. Not for a long time.
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Holy Smokes! What a great addition to this sim. And what a surprise too. How did you manage to fit these in while doing all the other projects? Awsome Stephen1918!
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You are just full of surprises! Had no idea you were making these. Very cool.
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A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Well so far it still produces shipping lanes, at random, to the bottom left corner of the map which is 000000.000000 coordinates. The sim seems to be looking for the coordinates in the Movement.INI but just isnt making the connection. I think I've done all I can with the .INI's we have available to us. It's all in the programing. Maybe one day TK will add a patch for FE. A much needed patch to fix this and other annoying bugs. -
A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Ok, I just did a Campaign mission (not single mission) with the AlbatrosW4 (soon to be released by Stephen1918). I set all the parameters for the W4 to PrimaryRole=Anti_Shipping in its data.ini and the parameters in campaign's data.ini for the W4 say Anti_Shipping=100 the mission called for an attack on enemy shipping lane near Dunkirk. Dunkirk is a Shipping route I have set in the Flander's Terrain's Movement.INI. Sure enough I got to Dunkirk and there was the ship! Right were it's supposed to be! Actually in the water not land. Granted it was just a trawler, but none the less it was there! And it was the primary target. So the "Movement".INI in the Terrains' folder must work. Maybe at random? Not sure. But it does work sometimes. This is pretty good. Shipping just might be possible in FE. Look at the pic. The boat is there, it's the main target, and it's in the water, and I dropped a couple of bombs on it and it actually sank! -------- Ok, it only works sometimes. It randomly places ships to the lower left corner of map. Not following the "Movement" parameters all the time. -
Do the ground objects that appear in campaigns (say Infantry that move from Strategic Node to Strategic Node) have a max number that will appear? I cant get more than 4 infantry units to appear at a time in my campaign. No matter the settings for the ground units in the campaigns' DATA.ini or the Formations.INI Ex: [GroundUnit026] GroundObjectType=AustrianInfantry UnitName=2nd Infantry ForceID=2 Nation=AUSTRIA BaseArea=Kolmar RandomChance=100 StartObjects=100 <---------------------- MaxObjects=200 <--------------------- Experience=80 Morale=80 Supply=100 <--------------------------- I've messed with all these settings and all I get are 4 Infantry objects advancing at a time. Intelligence=80 I would like much more if possible. Formation=TankSpread MaxObjectPerMission=200 <---------------- In Single Missions there are about 12 or so units that advance. Why not in Campaign mode?
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If I remember correctly, you can only place one object per Node. I think. If so than that wont help either. Granted FE wasnt really set up for ground action.
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I took a few of the "Destroyed" aircraft .LOD's from Edwards' Flanders terrain and put them into my Austria-Itlay install. I renamed the .LOD's and the .bmp's that go along with them to match up with the different color schemes of the Austrian Fliks and the Italian Squadriglias. There is a camel too. This is for FE2 only I think because the aircraft's DATA.INI needs these lines: Original: [AircraftData] DestroyedModel=AlbatrosD3_destroyed.LOD DestroyedEffect=VehicleFireEffect New .LOD names i made: [AircraftData] DestroyedModel=AlbD3Dest42J.LOD ---------> 42J for Flik42J (red and white wheels) DestroyedEffect=VehicleFireEffect The .LOD's I think are from A-Team over at SkunkWorks site so I'll have to ask permission to repost the renamed ,LOD's and .bmp's. Very cool to see crashed aircraft on the ground that arent just heeps of chared black rubble
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I did that too. I added 6 if I remember correctly. And I spread them out more. But I only got 4 Infantry objects to appear at a time. But why then would so many appear for single missions? I think I get around 12 to 15 infantry objects for Army-Coop and Armed Recon. It's the campaigns I'm having the problem with. I would like to get a lot more Infantry on the ground. BTW, do the "Movement" parameters even have any effect in campaigns? I never see anything else moving around except for the Infantry moving from Node to Node.
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A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Oh......No we dont have that. TW isnt upgrading FE anymore so we didnt get that last version. FE wasnt really made for shipping. -
A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Check it out Wrench! I used the SF mission builder for this shot. Ships do work in mission building! -
A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
FEG and FEG have water in their terrains that are animated. The Flanders terrain has most of the Channel in it. Normal.bmp's for Water are in all the terrains. If thats what you mean by the terrain_Water.bmp. -
Adding a Config.INI file to an .LOD?
quack74 posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Can I create a Config.INI for an Object that only has a .bmp and an .LOD? Or does it have to be attached via the .LOD in 3Ds? Pilots have an .LOD, a .bmp, and a Config.ini. So I wanted to make a Crashed aircraft effect have a shadow. But there is only the crashed aircrafts' .LOD and a .bmp (I can paint), but no Config for a shadow. I guess it's a yes or no question because I dont have a 3D program if needed. Thanks -
Adding a Config.INI file to an .LOD?
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well I've tried a few things with adding a Config file but the sim just isnt recognizing them. All I wanted to do is add a shadow to the "Destroyed" model. I'm not sure how to do it or if it's even possible. Fubar512 says it is but I cant get it to work. Hmm. The name of the config files I created are the same as the .LOD's I've renamed. -
A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
If the ships appear at 000000,000000 then the Terrain's "MOVEMENT" must not be functional. Oh well The plane is an Albatros W.IV in the works by Stephen1918. Very cool to have. Lands and takes off from water too. But no water wake effect yet. (if possible) I use KMD for all the coordinates in my terrains. It's all its good for these days. I'll try the palestine terrain tonight Thanks Wrench -
A moving, shooting Tug Boat in FE2!
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
So I've been messing around a bit more. If I set the aircrafts "PrimaryRoles=ANTI_SHIP" in it's data.ini and in the campaigns DATA.INI I get Anti-Ship missions. The boat shows and is targeted. The boat is moving mind you with the proper wake behind it. The problem is my waypoint and the ship are always in the bottom left corner of the map. The planes hit an invisible wall and then the ship pops up for a bit and stops. I tried different parameters in the Flanders_Movement.INI for shipping lanes Just an example [Route001] RouteType=SHIPPING StartArea=Dunkirk EndArea=Nieuport RoutePosition[001]=117978,149445 RoutePosition[002]=132071,150226 Nothing changes. I guess the problem is the "MOVEMENT" parameters arent functional. Everything seems to work except for the ships' position in an ANTI_SHIP mission. Anyone know of a way around this? Or has the programing been total deleted from FE2 brain? -
Adding a Config.INI file to an .LOD?
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've been messing with it and still no go for the new Config files to work. The .LOD's, the .bmp's, and the new Configs are all free standing in the main Objects/Aircraft folder. They dont have a folder of their own. -
Adding a Config.INI file to an .LOD?
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I used a "crashed" Albatros D.III .LOD (stationary object) from the Flanders terrain, for First Eagles. I've painted the .bmp it came with to look like the Albatros D.III thats going to use it. Now In the AlbatrosD3's DATA.ini I add the .LOD name into the parameter that reads: [AircraftData] DestroyedModel=AlbD3Dest.LOD Instead of the stock crashed aircraft .LOD It shows up when I crash and also is painted the way I intended. I created a Config.INI named "AlbD3Dest.INI" and inside I have this: [LOD001] Filename=AlbD3Dest.LOD Distance=8000 [shadow] CastShadow=TRUE ShadowCastDist=5000 MaxVisibleDistance=3000 But it doesnt show any shadow in the game. Anyone know what I'm doing wrong? If you understand what I wrote:) The one on the left is stock and the one on the right is the one I made -
That is beautiful!!! It's so exciting. Ofcourse my big campaign I've been working on is the "Battle of the Piave River" of of June 15, 1918. Oh well. I've been pretending for a couple of years now that "Vogesen" is an Italian terrain. So I sure as hell wont complain about a REAL Italian terrain because of a front line location! Thanks gterl. Love seeing progress pics.