-
Posts
2,009 -
Joined
-
Last visited
-
Days Won
4
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by quack74
-
Anyone know how to get attacking planes to not fly through the Airships? How does the enemy detect the Airship mesh? are there parameters to adjust?
-
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!
-
You are just full of surprises! Had no idea you were making these. Very cool.
-
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. -
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.
-
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
-
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.
-
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. -
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? -
So check this out! I have a bunch of ships from SFP1 downloads in my GroundObjects folder to place as stationary targets (because I though FE doesnt support ships). Well, just before, I was messing around with some Config files (un related to Shipping) and figured I would try the game to see what the changes have made. I ran an Armed-Recon single mission using the Flanders terrain with Jan Tumas tiles and it started all glitched up! The planes all froze and exploded in the air and the first ground object I came to was a Navy Tug boat! It was moving! And it had a wake behind it! AND it was shooting at a truck! Yes the boat was sailing away on land! But it worked and kept sailing on leaving a white wake in its path. I restarted my FE2 and ran it again and it was back to normal. What was that all about?!?! Does Shipping work in FE2???? How did I have all the right effects working for that Tug? (would have been nice if it were in the water though)
-
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
-
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
-
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.
-
Anyone notice if the decals no longer show on their Mark IV British tank in FE2? Are GroundObject decals another omition from FE2?
-
Some more of Austria-Italy: Eugen Bonsch, Flik51J No.139 Squadron, Caproni Ca3's of 8a Squadriglia, GET THE COWS! 76a Squadriglia on patrol, And a nice shot of a 91a Squadriglia SPAD13
-
-
-
Handley Page going down off of Ostend: Albatros W.IV got in a little too close: Anyone have something white to wave?:
-
Sopwith "Pups" of Naval 3 View File This is a skin pack of Naval 3 Sopwith "Pups" 1. Naval 3 generic skin - Uses decals for flight colors in groups of 5. Blue - A Flight Red - B Flight Black - C Flight 2. "I WONDER" (N6162), A Flight, Lt. H.S. Broad 3. "BABY MINE" (N6179), B Flight, Flt Sub-Lt. Alfred William "Nick" Carter. 4. "BETTY" (N6205), B Flight, Flt Sub-Lt. Joe S.T. Fall 5. "HAPPY" (N6181), B Flight, Flt Cdr. Lloyd S. Breadner 6. "Mildred H." (N6183), B Flight, Flt Cdr Jimmy A. Glen 7. "Black Arrow" "P" (N6171), C Flight, Lt. Edmund Pierce 8. "Black Tulip" "M" (N6172), C Flight, Flt Lt. Robin G. Mack 9. "Black Maria" "C" (N6160), C Flight, Lt. Raymond Collishaw 10. "Black Bess" "R" (N6207), C Flight, Lt. Len H. "Titch" Rochford 11. "Black Prince "W" (N6194), C Flight, Lt. Art Wealy There are a few extras inside. Follow the README files Enjoy, Quack74 Submitter quack74 Submitted 02/20/2013 Category Sopwith Skins
