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Everything posted by WhiteBoySamurai
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Thanks for that, I'm glad it was something simple and not hard-coded. I went through and updated, tested, and uploaded all my models with decals, and they should be working fine now. I gotta admit, even with all the bugs, the TW series games are worth it, in great part due to this very helpful and creative community.
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I'm uploading the SF2:NA update now. Bear in mind that this model has the same limitations as the CG-52 and is still using the old WeaponSystem entry. But it is still a powerful naval unit, and seems to be very good at taking out cruise missiles. :3
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I've been working on an updated model with a few fixes and added detail. It's all ready for upload... Or at least that's what I thought until the latest patch broke the task force decal assignment for this and my other modern ships. I'll release it as-is if you guys want. And replying to dsawan's post from almost a year ago, I will do the Type 45 eventually, if trying to get things working properly in this game doesn't give me an aneurysm first...
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From the album: WBS's stuff
Arleigh Burke updated model -
From the album: WBS's stuff
Arleigh Burke updated model -
Thanks for updating these ships. If you have time, could you finish the DetectSystem entries too, please? Based on the typical radar frequencies of Royal Navy ships, I think this should be okay for most of them: RadarSearchCW=FALSE RadarTrackCW=FALSE RadarMissileGuidanceCW=TRUE RadarSearchFreq=1.6 RadarTrackFreq=3.2 RadarMissileGuidanceFreq=6.0 DataLink=TRUE NetworkType=RN_SHIP
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New entrys on SF2 NA
WhiteBoySamurai replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
Does anyone know what the loadout name is for "ESCORT_JAMMER" missions? I added it to third party EA-6B and EA-18G, but they're showing up completely unarmed when on that mission type. There's got to be a way to add a specific loadout for them. -
I noticed something similar. Everything is fine in the actual control.ini, and it seems to be fine in game, but certain things don't match up in the game settings. In addition to that, I discovered that the patch completely broke some terrains for me. Korea, Libya, Taiwan, and Waterworld all hang at 80% on the loading screen, no matter what aircraft/mission I choose. Oh, no big deal, just some of my favorite terrains rendered unusable. Lastly, it seems like this patch screwed up automatic decal assignment for my modern ships. The Leahy and several older (i.e. 60s and 70s era) 3rd party ships to which I added decals work, but my Tico, Burke, and LCS don't, despite being the exact same format for everything. I quit/saved mission after many attempts, and the game is assigning ship numbers and names correctly, but the hull decals aren't showing. I tried using the default "USNShipNum" instead, and while those will show up, I discovered that every single ship is being assigned the number 3 for decals. What is this I don't even. Other modders have expressed similar sentiments, but I'm really getting sick and tired of spending 5 hours trying to get things to work for every 5 minutes I spend actually *playing* the game.
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Yes, multiple SAM types are working. I have four types of missiles and about 10 separate launchers working on the Kirov, for example. I'm not sure if we'll be able to get both Grumbles and Sandboxes/Shipwrecks working together until TK comes out and explains exactly how to do so. I'd love to get my hands on the source files of the Slava and Udaloys so I can fix the shadow issues and get the flight decks positioned better. (It has to have the same pivot as the main model's parent object, and right now I'm just guessing --probably incorrectly-- that it's 0,0,0.)
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It also breaks the extactors. ಠ_ಠ Really, for such a relatively tiny update? The things I was looking forward to the most weren't fixed: The mission editor has not been updated to support naval groups and ship numbers yet. And the bug where you get a dozen of the same ship in the same spot if you enter the editor? Well, now you only get one single ship (usually the carrier). The rest of the task force just doesn't show up. At least that's what's happening on my install.
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SF2NA’s problems
WhiteBoySamurai replied to F24A's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I think that aircraft uses the F-22's afterburner effect. I was able to fix it like this: First, open the "F22A_burnerEmitter.ini" file in your "Effect" folder. Then, under [F22ABmaterial], add a new line: EffectShaderName=effectFire.fx It will look like this: [F22ABmaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,0.5000000 DiffuseColor=1.000000,1.000000,1.000000,0.5000000 ZBufferOffset=1.000000 PriorityLevel=1 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=F22A_Afterburner.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I hope this works for you. Good luck. -
If the Slava (or any of the ships I've released) aren't sinkable, open the data.ini file, look under [GroundObjectData], and remove the first part of the collision mesh callout. In other words, change this: from CollisionMesh=Slava/SLAVA_COL.LOD to CollisionMesh=SLAVA_COL.LOD Hopefully that will work for you!
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View File Slava class upgrade package This is a full conversion and improvement of the existing Slava class cruiser for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars and weapons on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. AS I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An alternate anti-ship data file for the Slava is included in the ship's folder. If you want it to launch Sandbox missiles, open the Slava.ini file and change "ObjectDataFile=Slava_DATA.INI" to "ObjectDataFile=Slava_DATA SSM.INI" Enjoy! Submitter WhiteBoySamurai Submitted 04/01/2012 Category Cruisers
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Version 1.1
586 downloads
This is a full conversion and improvement of the existing Slava class cruiser for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars and weapons on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. AS I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An alternate anti-ship data file for the Slava is included in the ship's folder. If you want it to launch Sandbox missiles, open the Slava.ini file and change "ObjectDataFile=Slava_DATA.INI" to "ObjectDataFile=Slava_DATA SSM.INI" Enjoy! -
View File Udaloy class upgrade package This is a full conversion and improvement of the existing Udaloy I and Udaloy II class destroyers for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. As I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An optional data file for the Udaloy II is included which allows the ship to launch SS-N-22 Sunburn missiles instead of SA-N-9 Gauntlet SAMs. This version still has a measure of air defense in the form of Kashtan CIWS and SA-N-11 missiles. Feel free to use whichever suits your needs. Enjoy!<br class="Apple-interchange-newline"> Submitter WhiteBoySamurai Submitted 04/01/2012 Category Destroyers
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Version 1.0
513 downloads
This is a full conversion and improvement of the existing Udaloy I and Udaloy II class destroyers for SF2:NA/March 2012. Along with the expected effects, weapons, ship names, and collisions modifications, I fixed non-working radars on the ship and streamlined the data in a more logical, consistent fashion. I also created a new flight deck LOD file and adjusted the relevant data to enable helicopter operations. As I didn't make the original model, the positioning is based on guesswork and trial&error. Embark from the flight deck at your own risk. An optional data file for the Udaloy II is included which allows the ship to launch SS-N-22 Sunburn missiles instead of SA-N-9 Gauntlet SAMs. This version still has a measure of air defense in the form of Kashtan CIWS and SA-N-11 missiles. Feel free to use whichever suits your needs. Enjoy!<br class="Apple-interchange-newline"> -
Now updated for SF2:NA/March 2012. Be sure to delete the old CG-52 and CG-53 folders as well as the old decal folders if you have those installed before dropping this one in. Be warned, the weapon systems on this model are still very "beta." Despite countless hours of effort, I can't get VLS to work with the new gunner system, so it's using the old style WeaponSystem. As such, the ship still behaves just about the same as the previous version, and will engage only one target at a time, just with more missiles in the air. I've included two experimental data.ini files ("CG-52_data experimental"), which have weapon systems that are somehow not working for no good reason. Swap them in and try them out if you like. If anyone is able to get those to shoot properly, I would be forever in your debt. Good luck!
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Updated version for SF2:NA is now being uploaded. Aside from the necessary adjustments, there are a few other changes: -Improvements to the mesh including a bit more detail up close (nets around the flight deck, etc.) and slight adjustment to the hull, textures, bump mapping, etc. -New decals for the rest of the ships currently being built/planned, LCS-1, 3, 5, 7, 9, and 11 so far. -The ship is now classified as a frigate for integration into task forces. Enjoy!
