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Everything posted by quack74
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The one problem with ground units in a fixed position via the Targets.INI firing at each other is, if close enough, they will kill each other before you will get to see them. Unless you have a destroyed .LOD to show up when killed you wont see anything. I use Geo's destroyed infantry .LODs for Stephen1918's infantry objects. So make them far enough apart so they don't really hit each other. How far that is, I don't know. Trial and error.
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I know they (the infantry) have to be relatively close and they need to be directly in front of each other to fire back and forth. I have notice if they were a few degrees off they did not fire at all. Again this is just placing them in the Targets.INI. For Army_Coop missions they shoot at everything in their way.
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I think I just use all the stock Data from your Infantry and Artillery objects. All target types are "Ground". I don't remember ever changing anything. They just worked fine from day one.
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I've placed lines of artillery and soldiers all over No-Mans Land directly across from each other in a few maps. They all seem to shoot back and forth. They need to be pretty close to reach each other though. Otherwise the ground hit plumes end up in between the two lines. I'm not sure what makes them shoot at ground targets though. But I can say that it works for me.
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Ships and decals ? !?
quack74 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Can decals be applied to GroundObjects? -
Working Commdata & Formation ini files?
quack74 replied to NIELS's topic in Thirdwire - First Eagles 1&2
the Formation.INI only sets the position of aircraft. The aircraft's Data.INI (AI parameters) controls how well the squadron mates form up and hold formation. It's strange the AI parameters I posted had no effect -
Working Commdata & Formation ini files?
quack74 replied to NIELS's topic in Thirdwire - First Eagles 1&2
You need to edit the Aircraft's AI parameters in the Aircraft's DATA.INI. Adjustments need to be made for the "Formation" inputs. Try this AI data I use for fighters. [AIData] AileronDeltaRoll=1.1 AileronRollRate=-0.9 ElevatorDeltaPitch=2.0 ElevatorPitchRate=-0.10 ThrottleDeltaSpeed=0.14 ThrottleVelocity=-0.05 MaxPitchForAltitude=15.0 MinPitchForAltitude=-10.0 PitchForThrottle=0.005 PitchForAltitude=0.00013 PitchForVerticalVelocity=-0.005 RollForHeading=10.0 RollForHeadingRate=-0.03 MinRollHeading=5.0 MaxRollForHeading=30.0 PitchForRoll=0.36 FormationSpeedForPosition=20.0 FormationSpeedForRate=2.0 GunnerFireChance=80 GunnerFireTime=2.5 GunnerAimOffset=0.0050 MaxRollCombat=60.0 MaxPitchCombat=45.0 MaxRollFormation=5.0 FormationRollForPosition=0.1 FormationRollForVelocity=0.01 RollForGunAttack=1.0 RollForGunAttackRate=-0.1 RudderForGunAttack=5.0 RudderForHeading=4.0 RudderForYawRate=-1.2 RudderForSideslip=3.8 TakeOffRotationAngle=15.0 MinAIQuality=Regular -
The Breguet Br14 has been updated over at the SkunkWorks site. They Increased the prop diameter to be more realistic. get the new .LOD at their site.
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Props enlarged on the Zeppelin-Staaken
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
It is my highly modified Verdun terrain. I'm still working on it. I will post it soon. -
SF2 FirstEagles2 Hi-Res 1920x1080 Menu Screens
quack74 replied to Viper63a's topic in Thirdwire - First Eagles 1&2 File Announcements
Very cool. Thanks. -
Just playing around. Their planes are just fine. The Sopwith Triplane could use a redo though. Theirs is a bit too fat and has short wings. I know you have a triplane in your files Stephen1918!
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Sorry Buddy1998, but we can't share the model .LOD's from the A-Team. Maybe Stephen1918 will make the models you're looking for before you get approved for access over at SkunkWorks . Be sure to follow all their rules for request. They have a set system over there.
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You'll find that there is a new .LOD for the Pfalz D.XII over at SkunkWorks. The prop diameter has been enlarged to its true size of approx. 9ft or 2800mm. The original was a bit small.
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What are the options for this campaign data parameter?
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Very cool Stephen1918! Hope it was a good time. Sounds like it was. Thanks for the credits and you're very welcome for the pics and skins. Anything to help out.
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This is a Hack AEG J.II from Stephen1918's AEG C.IV. The J series AEG derived from the C.IV airframe so they are very similar. The J.II had balanced control surfaces, Armored engine cowl and fuselage to the observers compartment, and ailerons on the lower wings. Also two Spandau machine guns aimed forward at a 45 degree downward angle from the observers floor. But this modified AEG C.IV will do just fine for me. A good strong ground attack aircraft. I just need to do some decal work. Maybe Stephen1918 can alter the C.IV to make a real "J" type when he never has the time . I don't know if I'll post this skin because it's not really a J type. But if some of you guys would like it just let me know. Still working on the skin.
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LOD Viewer
quack74 replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Any thoughts on being able to see decals appear for the particular skin being used? Decal placement is just as much a PITA as skinning. Would be a huge help. I've been using the .LOD tool. Cant even express how much I wish I had it sooner. Like 5 years ago sooner -
Example: [FuseStation2] SystemType=WEAPON_STATION StationID=11 StationGroupID=1 StationType=External AttachmentPosition=-0.5,-2.20,0.00 AttachmentAngles=0.00,0.00,0.00 LoadLimit=200 AllowedWeaponClass=GP AttachmentType=NATO ModelNodeName= PylonMass=0.001 PylonDragArea=0.00 I know the "AttachmentAngles" are 1rst number parameter=. aim Left or right 3rd number parameter= Roll right or left but for my particular (desired) application I cant get the second number parameter to angle gun up or down. In fact any change to the second parameter seems to have no effect at all. Can the weapon stations' add-on weapons be angled up or down? or are they stuck in a fixed 0 degree y plain? I can get my add-on gun to roll right and left and angle right or left but not up or down. Any thoughts?
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I know it's just a AEG C.IV but the AEG J.I and J.II have a similar airframe. I'm painting the C.IV as if it is a J.II. I got the underbelly Spandau's to fire and target ground objects. Makes a great ground attack plane. I also enhanced the armor specs around the fuselage and engine. The fuselage from spinner to just aft of the observer's position was armor plate.
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The AI even target ground troops and vehicles with the belly guns. It's working perfectly.
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Got it! Thanks guys. GunBoreSight was the trick.
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I havnt been able to try anything the past couple of days but I will try it out tonight. Thanks guys.
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In my weapons folder I have a "Right Spandau" machine gun. I'm trying to add two Spandau machine guns to the mid fuselage of Stephen1918's AEG C.IV. I want them to protrude through the bottom of the fuselage at about a 45 degree down, forward firing angle. I'm trying to make an AEG J.II (Hack from the AEG CIV) ground attack aircraft. The underbelly machine guns were used for ground straffing. If I can get the guns to angle down and get the boresight correct, then the AI aircraft should attack troop and vehicle targets around No Man Land
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Thanks Stephen1918. I'll give that a try.
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Stephen1918 made that Schwarzlose gun. And I believe it was made at an upward angle. I don't know why I cant get the Spandau guns to angle downward. My middle parameter doesn't seem to have any effect at all.