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Everything posted by quack74
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There is a mode to make the "Fly-By" a lot longer. I believe it's still in the download section. I'm sure that if you tinker with that a bit you should be able to adjust the position of the camera during the Fly-By. Sorry I don't know exactly know how to do it. But it must be possible I would think.
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ROF, FE2, or WOFF? (and a question or 2 about FE2)
quack74 replied to MrGoTime's topic in Thirdwire - First Eagles 1&2
Try adding the AI I posted above. Should take care of the zig-sagging. I use FE2 so I don't know if it has a different effect on earlier FE versions. -
ROF, FE2, or WOFF? (and a question or 2 about FE2)
quack74 replied to MrGoTime's topic in Thirdwire - First Eagles 1&2
Try this for the AI. It seems to work for most of my planes. Overwrite the AI parameter in any aircrafts' DATA.ini you want to change. Back up the original settings incase you don't like it. [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=0.00025 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 -
Awsome Geezer! High rez? 1024x1024 or 2048x2048? Great detail.
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Distant objects render in white through hills...Why?
quack74 posted a topic in Thirdwire - First Eagles 1&2
Anyone know what parameters will adjust this visual phenomenon? -
Distant objects render in white through hills...Why?
quack74 replied to quack74's topic in Thirdwire - First Eagles 1&2
Thanks guys. I was messing with all of those parameters and I don't remember which one messed up the distant objects. Thanks. At least I know where to look now. -
That's interesting. I could paint a train to look like a hospital train. That second pic looks creepy. Like angels just waiting.
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That's a cool trick. But the Zeppelin moves way too fast. It's like a giant baseball bat swinging at the planes!
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Well.......for now they don't. They can, but I would have to create a perfect curve using 50 or more coordinates to get around the bend smoothly. Since they only appear one per mission, I just created long straightaways for them to travel on. And I made their speed slow enough so it takes a long time to get to the end of the path. It works just fine. Only I cant get the rest of my flight to target the trains. When they are the primary target and selected, I order my flight to attack. Then they fly away and bomb a different ground target. Stephen1918 and I were trying to figure it out. But so far nothings working.
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Every time I try to finish the tile work I get some new ground objects to play with. Thanks to Stephen1918 we are going to have a lot more objects to play with.
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We need bigger airfields for the big birds and big hangars. This one will be a at Boulay. Northeast of Metz. Its' runway is set for aircraft with a MinBaseSize=Large. So in single missions if you choose a Gotha or Staaken. They will always have Boulay Aerodrome as their base. Or randomly any base that's set for MinBaseSize=Large. Just need to populate it more.
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The only way moving trains will work is 1. Someone has to lay all the tracks or paint them onto new train tiles. Then 2. All trains have to be TRANSPORT type ground objects. Which means all other TRANSPORT types have to be renamed something else. Even ships. Other wise ships and trucks will be ridin the rails too. So it's not really perfect. That's why I chose the Verdun terrain. Don't need any ships. Just trains and troop movement. Thanks to Stephen1918 big time! Without his trains this wouldn't even be. And there is a good handful of trains now. And one nice train station by Stary. If it wasn't for gerwins' TFD Tool I wouldn't be doing tis at all.
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A video of the new station http://www.youtube.com/watch?v=ZJdZVaRwgTc
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Yeah I don't like the lighter factories either. Red brick it is! If you noticed the larger factory along the tracks in the city is repainted red brick with a dark roof. I'm going to paint the Station different for each city I use it in too. And I have to rename the signs. The station is great Stary! It opened a whole new world for FE. It put me to work.
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Was going to show a pic of the new train station I'm putting into the Verdun terrain and poof! thought it was funny. I didn't know he was even there. Anyway, that's a new train station around Metz ( Huge thanks to Stary!). Now I just need to add some buildings and trains to it.
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The terrain "invisable wall" question
quack74 posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Is there a way to extend the invisible wall around the terrain borders? If all the parameters in the terrains' DATA.ini and MOVEMENT.ini all point to the far edges of the map, then why is the "Wall" so far in from the edges? When I ask is there a way I mean a way without the Terrain Editor. -
The terrain "invisable wall" question
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
That's what I was looking for guys! Thanks a bunch. It does work for FE2. Don't want to get to close to that "Nothing" that's sweeping across the land. Maybe if I had a Luck Dragon. -
The terrain "invisable wall" question
quack74 replied to quack74's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Even for First Eagles? -
https://www.youtube.com/watch?v=YDds-eLQZCk
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gterl, I did make the train a TRANSPORT so it does follow the route stated in the Movement.ini as a Truck route. But I did have to rename all ground objects that use the TRANSPORT parameter to CARGO_SHIP (for ships of course) and MISC for the vehicles. Otherwise trucks and infantry will show up on the tracks in ARMED_RECON missions ( a little draw back). I still dont know how to get the moving trains to appear in campaigns though. Oh, and Wrench, I added a movement and engine parameter to the trains' data,ini. so I made the train sounds for the train. There's an idol and moving sound. And Stephen1918 the gun do move and shoot while the train is moving. Very cool.
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I cant get it to stream right from this forum. I've been editing it over and over.
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Wrench, where is that big train depot building? Which terrain?
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I know I Know! I'm on it. Rail Stations are coming up soon. I ran out of space apparently in the TFD tool. It only reads up to 768 targets from the terrains' Targets.ini. I'm well over that! I still need to finish placing trains and stations. I might need to start a new Targets.ini and start from 001. Then copy and paste into the original Targets.INI and renumber the new inputs. l can still place targets but I cant see them in the TFD tool. What a pain in the rump shaker! I guess everything has its limits.