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Gepard

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Everything posted by Gepard

  1. For the TE there is no need for tga files. Only in the game you need the TGA. TE is working only with bmp files. Dont use the _hm.bmp files. These are for additionally heigh data for the tile. You can create hills on the tiles which are not connected wih the terrain.
  2. This are the lines for the file Israel2_movement.ini. It are the 1948 - 1967 borders of Israel for my Israel2 terrain. The West Bank is jordan there and the Golan is syrian. You see, a x and a y coordinate. Check this points on the map and move them on the place you wish. [FrontLine] FriendlyBase=Tel Nof EnemyBase=Inshas Position[001]=508000.000,600000.000 Position[002]=550500.000,552500.000 Position[003]=536500.000,537000.000 Position[004]=593000.000,351500.000 Position[005]=600750.000,354000.000 Position[006]=605000.000,370000.000 Position[007]=648250.000,517750.000 Position[008]=641250.000,539500.000 Position[009]=616000.000,545250.000 Position[010]=600500.000,553750.000 Position[011]=597750.000,567250.000 Position[012]=603250.000,588250.000 Position[013]=608250.000,590250.000 Position[014]=628000.000,590250.000 Position[015]=628500.000,592250.000 Position[016]=610500.000,595750.000 Position[017]=618000.000,645000.000 Position[018]=634000.000,651000.000 Position[019]=658300.000,654000.000 Position[020]=663000.000,730000.000 Position[021]=629000.000,748000.000 Position[022]=498000.000,748000.000 StartShow=2 EndShow=21
  3. The best is to make a subfolder into the terrain folder. In this folder you should place the texturelist.ini and all terraintiles. all tiles must have 256x256 pixel all tga files must be converted to bmp files to get TE running Then you has all to run the TE. A major problem of TE is, that terrains which are created with old version of TE you cant autotile with the new version of TE and vice versa. For such terrains i use the old version of TE for autotiling and the new version for the rest of the job.
  4. I think with A2G missiles you mean unguided rockets like the S-5 of the UB-32 pods. The aimpoint of the unguided rockets is connected with the air to ground gunnery sight. The definition you find in the cockpit.ini here the lines for the Su-22M4 [GunsightFront] HasGunsight=TRUE GunsightMilSize=30 GunsightName=Zielpunkt Luft.tga AGGunsightName=Zielpunkt.tga <<<<<< This line LeadComputing=TRUE MinLeadRange=300 MaxLeadRange=1300 DefaultLeadRange=500 MaxDepression=172 DefaultDepression=50 At this point you can designate the wished A2G sight format.
  5. Ordway, I would use a completly different approach to merge the 2 neigbouring DEM files. Step 1 you has already done. Import the (left, western)DEM file into TE You will find the heigh data visible as green and the water as blue. The right, eastern region is also blue, what means, no heigh data available. Step 2 Use "Export heigh map as bitmap" function of file directory of TE and save the picture as west.bmp Step 3 Newstart of TE and import the right, eastern DEM Step 4 is the same as Step 2, but save it under west.bmp. Step 5 open the 2 bmp files with a paint program like PaintShopPro. Then copy the green (height data) part of the east.bmp into the empty part of the west.bmp. Save the merged file. Step 6 Use "Import Heigh map from bitmap" function to import the merged bmp file. Its a little bit difficult to explane it in english. German i would prefer, but i hope it was clear enough. If not ask again.
  6. I found one difference between R-60M and MK wich is not often to hear. In german (westgerman) use the warhead of the MK was replaced by the warhead of the M. The reason was, that the continous rod warhead of the MK was made of Depleted Uranium and the M had one made of Wolfram Steel.
  7. East german air force used R-60M and MK. I think the Czech would have the same. To correct the statements about the MK. It was developed for MiG-23ML, not for MiG-29. The R-73 was designed for the Fulcrum.
  8. While working on an updated version of Vogesen Terrain for First Eagles i found the problem of flickering textures of a flat object. My intention was to create a garden for a chateau. For the garden i used the same flat object, that i already successfully used in SFP1 and WOE for creating airfields, i only changed the texture of the garden. While i never had problems in SFP1 and WOE i have in FE to face, that the terrain texture is flickering through the object. Has someone an idea, how to solve this problem?
  9. Suez terrain has borders which are close to the todays borders. Israel terrain has borders in the time between 1967 and the withdraw of the israelis from Sinai.
  10. You find it in the download section WHATS NEW? Version 1.0 1. Vogesen Terrain is now compatible with the Expansion Pack of First Eagles. You will enjoy now the terrain in all 4 seasons. You will face snow in the winter and green in the summer. If you dont have the expansion pack you should open file vogesen.ini and exchange line CatFile=..\wwiCambrai\wwiCambrai.cat with CatFile=..\wwiVerdun\wwiVerdun.cat 2. I improved the tiling of the terrain. The street network in the Elsass is now much more dense. The River Rhine is now not longer a fragment. 3. I added 2 new german airfields, 2 more Rhine bridges, 2 other bridges, a couple of Castles, 2 chateaus and additional observation ballons (hope i had forgotten nothing). Increased the number of target areas from 78 to 116. 4. I cutted the middle Rhine Valley into the mountains south of Koblenz. This beautifull valley, which is famous for its castles, is still only a fragment. But i enjoyed the fly through this valley very often. With a WWI plane its an relaxe flight. For a funny ride you should take a WWII bird. With full speed in a FW-190, a Spitfire or a Mustang hedgehopping there is a great experience. Hope you enjoy it.
  11. http://forum.combatace.com/index.php?autom...ode=sst&id=5933 File Name: Vogesen Terrain version 1.0File Submitter: Gepard File Submitted: 2 Feb 2008 File Category: Terrains VOGESEN TERRAIN Version 1.0 ===================== Vogesen terrain is made for TK's sim "First Eagles" only. I have never tested it with SFP1 sim family. **************************************************** FIRST WORDS The Vogesen, in french Vosges, are a mountain ridge along the former french german border. It devided the Elsass (Alsace) from Lothringen. The Elsass was german till 1648 , from 1648 to 1871 french and became german again in 1871. When the great war broke out french armies tried to attack from Fortress Belfort in direction of Mühlhausen (Muhlhouse), but had no real success. Also along the hills of the Vogesen mountains the war was hard and bitter. The german soldier fought here on german soil to defend the civilists in the Elsass lowlands, very often only some steps away from the last hills from where you have a beautifull look over the towns and villages. Very hard were the fights around the hill Hartmannsweilerkopf (Hartmannswillerkopf). I gave the towns and villages their old german names, to represent the time of the great war. This is not expression of desires of revanche which poissend the relations between germans and french since the french engagement during the 30 years war (1618 - 48). I'm glad that this bitter times are over and today germans and french call friends each other. Vogesen Terrain is still work in progress. Only the southern part of the terrain is finished. ++++++++++++++++++++++++++++++++++++++++ WHATS NEW? Version 1.0 1. Vogesen Terrain is now compatible with the Expansion Pack of First Eagles. You will enjoy now the terrain in all 4 seasons. You will face snow in the winter and green in the summer. If you dont have the expansion pack you should open file vogesen.ini and exchange line CatFile=..\wwiCambrai\wwiCambrai.cat with CatFile=..\wwiVerdun\wwiVerdun.cat 2. I improved the tiling of the terrain. The street network in the Elsass is now much more dense. The River Rhine is now not longer a fragment. 3. I added 2 new german airfields, 2 more Rhine bridges, 2 other bridges, a couple of Castles, 2 chateaus and additional observation ballons (hope i had forgotten nothing). Increased the number of target areas from 78 to 116. 4. I cutted the middle Rhine Valley into the mountains south of Koblenz. This beautifull valley, which is famous for its castles, is still only a fragment. But i enjoyed the fly through this valley very often. With a WWI plane its an relaxe flight. For a funny ride you should take a WWII bird. With full speed in a FW-190, a Spitfire or a Mustang hedgehopping there is a great experience. ********************************************************* INSTALLATION 1.) unzip all files into your WWI/Terrain folder (files will be placed in folders Vogesen AND wwiCambrai) 2.) the file "Burgen am Rhein.msn" put into your missions folder Thats it. ++++++++++++++++++++++++++++++++++++++ CREDITS As usual i want to say thank you to all guys who helped me to create Vogesen terrain, to TK, ErikGen, and a lot of others,( sorry guys, at the moment i have forgotten the names. Please contact me if you want to be named at this place.) Thanks for files, suggestions, bug findings etc ********************************************** DISCLAIMER Vogesen terrain is freeware. You are free to modify and share it, BUT Commercial use is prohibited. If you find bugs please post them in StrikeFighters section of Combatace.com forum. +++++++++++++++++++++++++++++++++++++ Hope you enjoy it. Michael (Gepard) Click here to download this file
  12. The problem of a India Pakistan terrain are the mountains. The AI planes could have the tendency to run against the hills. It could be also difficult to use Alt +N because of the danger of hitting the hills. To build this terrain would require the terrain data for the heigh profile,( what is not the problem), then it would need a completly new texture set (who would make it) and finaly the order of battle, the knowledge, where to place the airfields, SAM sites and other target areas. Would be a very big work. And then the problem with AI fly into the hills.
  13. If i take a look to the First Eagle WWI sim of TK i find weather parameters in the terrain files. I guess, that TK will implement this feature in the SFP1 seria when he release WOI. Or better said, i hope he will do it.
  14. I only adjusted the fuselage. I tested it in clean mode, also flying without weapons and tanks. And i think the performance of the clean bird could be relative okay. For a more correct performance of a missile armed plane, i think it would be neccessary to edit the drag performed by the pylons and the weapons. Of course, only a guy who had flown the MiG-29 can tell us, how exact the here used flight model is. I found an article of an interview with a german MiG-29 pilot who was asked what he thought about computer flight sims: Q:Flanker 2.5 now simulates also the Mig-29 K, almost exactly the plane you are flying (Nb. The sim models the navalized version, which is capable of carrier landings and air to air refueling. The Mig-29 G in Laage is the land based version.). What's your impression ? A:It seems to be a very realistic simulation. The flight characteristics and the cockpit are caught very well. Also all the HUD, IRST and radar modes are very realistic including their presentations. The only thing that is not so realistic is the performance of the radar. In real world it has much more trouble in finding targets and is a lot less stable in tracking those. But on the other hand is the simulation imitating the more modern MiG-29K with a better radar. Q:Are the general flight characteristics well caught ? How does the sim flight model perform on the border of the safe Mig flight envelope ? A:The flight characteristics are caught very well. The energy bleed rate also seems to be right. The only thing I would like to criticise is the tendency to go out of control to easily and then to be to hard to recover. The real MiG hardly goes out of control and then is very easy and quickly to recover. Also does it seem to be a little bit to unstable in normal flight. Q:How does the simulation perform regarding the Fulcrum high performance region, do things like turn rate and sustained corner speed feel right ? A:Yes, turnrate and corner speed feel very right. So i guess if we would compare the flight model of the MiG-29 for SFP1 family and the MiG-29 of Flanker 2.51 we could get a feeling how acurate our MiG is.
  15. I know, it is a long time ago, that i made Vogesen terrain as a Beta, but know i'm working on it again.
  16. Some data taken from website www.mig-21online.de unfortunatly only in german language Taktisch-Technische Daten infrarotgelenkte Raketen R-3S R-13M R-60M NATO-Code AA-2b "Atoll" AA-8 a/c APHID Länge 2838 mm 2870 mm 2095 mm Durchmesser 127 mm 127 mm 120 mm Spannweite 528 mm 632 mm 390 mm Masse 73,3 kg 90 kg 43,5 kg Masse Gefechtskopf 19,2 kg 27 kg 3 kg Art Gefechtskopf Splitter (1000) Stabmantel (Ringbildung Durchmesser 15 m) Zünder optisch, Aufschlag optisch, Aufschlag Funk, Aufschlag Öffnungswinkel Erfassungskopf 3,5° 3° 5° Auslenkwinkel Erfassungskopf +/- 28° +/- 40° +/- 45° Lenkflugdauer 21" 60" 23" minimale Geschwindigkeitsdifferenz am Ziel 150 m/s 150 m/s 150 m/s Vernichtungsradius 9 m 7 m 5 m Maximale Abschußentfernung große Höhe 7,6 km 13 km 8 km Maximale Abschußentfernung geringe Höhe 2,5 km 3 km 1,8 km Minimale Abschußentfernung große Höhe 1,5 km 1 km 300 m Minimale Abschußentfernung geringe Höhe 900 m 750 m 300 m Startbedingunen H<5 km M>=0,6 H<10 km M>=0,8 Vmin 450 km/h H>5 km V>=550 km/h, H>10 km V>750 km/h Mmax=1,95 Maximales Lastvielfaches beim Abschuß H<12 km = 2g 3,7g 7g H>12 km = 1,6g Zielhöhe maximal 20.000 m 24.000 m 20.000 m Zielhöhe minimal 50 m 50 m 30 m funkmessgelenkte Raketen RS-2US R-3R interne Bezeichnung NVA Gerät IS Gerät 320 NATO-Code AA-1b "ALKALI" AA-2c "ATOLL" Länge 2.500 mm 3417 mm Durchmesser 200 mm 127 mm Spannweite 654 mm 528 mm Masse 83,2 kg 83,5 kg Masse Gefechtskopf 13,0kg 19,2 kg Art Gefechtskpof Splitter Stabmantel (Ringbildung Durchmesser 16 m) Lenksystem Leitstrahl passiv Radar halbaktiv Lenkzeit 12,5 sec. 21sec. Zünder Funk Funk, Aufschlag Abschussentfernung 2,5 - 20 km max. 17 km I'm to stupid to format it correctly here. For correct formated dada sheet look at www.mig-21online.de
  17. Was a little bit time consuming while developing, but i think this petite Chateau was worth the effort.
  18. Le Chateau Vogesen Terrain

    One of the sight seeing objects in the Vogesen terrain.
  19. I think next weekend i should be ready for release of the new version of Vogesen terrain.
  20. I solved the problem. I had forgotten to include the line FlatObject=TRUE in the types.ini. In combination with ZBufferSetting=6 it runs very satisfying. I think the new version of Vogesen terrain could be released next weekend.
  21. Aggie, the ZBuffer thing = 5 worked, but not in the wished way. The flickering is gone, but now i cant see the object texture anymore, its only the terraintile texture visible. I've also tried to set -5, but the flickering is still to see. I will try the idea of Bandy.
  22. The designation MiG-21SPS or SPS-K was given by the LSK/LV (east german air force), because they internally had given MiG-21PF, which were modified in the GDR, the designation MiG-21PFM. When the soviets delivered the original MiG-21PFM to the GDR, the LSK had a problem of course. So the decision was made to call all "original" PFM in LSK service SPS. When the gunpod GP-9 was available, all GP-9 capable "original" PFM got the german designation SPS-K. K stands for Kanone, gun. The MiG-21PFM of SFP1 would be, following the LSK designation rules, a MiG-21SPS-K. I hope my statement was not to confusing.
  23. It's more a guess, but it brings relative realistic speeds. I tested it with a F-15A as Wingman. The MiG accellerates better, but at high altitudes the F-15 has a higher final speed.
  24. If you want to have a Mach 2 capable MiG-29 then do following steps: 1. open file MiG-29_Data.ini 2. look for [fuselage] 3. in section [fuselage] look for entries CD0MachTableNumData=5 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.275,1.000,0.991,46.549,48.253 4. replace it with CD0MachTableNumData=8 CD0MachTableDeltaX=0.40 CD0MachTableStartX=0.00 CD0MachTableData=1.113,1.000,0.993,1.181,0.998,0.890,0.795,0.729 5. safe file 6. start game an enjoy a very fast Fulcrum
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