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Old Diego

+MODDER
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Everything posted by Old Diego

  1. Yep, sounds like a dilemma. I'll test it out to see if they eventually join or just hang on the cat. From what I remember, I've been left behind on the cat while my flight took off. POST test results..... The AI will "jump" the plug = GOOD The plug attempts to rejoin after Alt+N. I say attempts because it can't fly and the cat default launch animation forces it off the cat = SO-SO but definitely not BAD.
  2. 1. As far as I know, yes. The campaign engine has no way of knowing what cat to place the plane on. 2. In the above example, yes. BUT you can have as many cats as you need. So say you have a ship with 100 cats on it, you will place the plug on #100. You can also place as many plugs as you want. You could skip a cat by placing a plug with no objects linked to it...just an invisible place holder. I don't think placing your player on #1 and your wingie on #2 but skipping #3 with a plug and placing a live AI plane on #4 would work. I think #3 has to launch before #4 could launch....hmmm, will have to check that. 3. I tried to make it - FORCE it to show up but I couldn't get it to. I heard it give the correct response that it was rejoining but it was still on the cat. I waited about 30 min and nothing.
  3. Actually, Kevin, I would rather keep in it in a place where questions can be asked for clarification and answers given. If it is a perfect tutorial (yeah right) and nobody asks questions, then I guess we can move it there so it can be referenced.
  4. I guess you must be part of the Modder group instead of the Senior Member group. What I will do is make a separate thread on this so that everyone can see it and keep this thread focused more on the mission instead of the behind the scenes modding. Give me a bit and I'll spell it all out.
  5. I'm pretty sure Thirdwire games will always be sparce when it comes to deck or airfield clutter. Dave and I both have strong machines, so we don't see a FPS hit. I am planning on eveyone else to get stuttering, so I will scale the amount of clutter back. What you see is just a limit test. Next up is recovery. Should be interesting.
  6. You got the easy part right. I practically spelled it out for you guys over a year ago. If you read through this thread on ship lighting, you will get your answer. Last screenies from me for a while. Fixed the dog pile error...
  7. Soon.....and yes, you can even add it to a sampan if you wanted. In fact I think I've already divulged the info long before but nobody cared or caught on to what was possible.
  8. Thanks for the kudos. This will not require any different carrier models. This system is so easy that its laughable. You don't even need to wait for it, you can do this right now in WOX or SF2 and you don't have to pay some thief one dime to get the immersion. I won't spill the beans until its all released, though.
  9. Lets play what's wrong in that picture LOL
  10. Dave, show 'em the good version. That was the early test version.
  11. Open to modding?

    I've read that this title will be open to modding. If this is true, can you elaborate on the extent? For example, weapon addition, flight modeling, new model additions - ground objects, aircraft and ships? Any info on what format or software those objects need to be made in or exported from? Terrain? Helicopter support etc?? Possibly a Thirdwire replacement? This might be the "new" I'm looking for and if this title is as open as I'd like, you'll have a new customer.
  12. Open to modding?

    We might be getting our answer in January regarding modding. Did they consolidate their communication to just that Aerosoft website now?
  13. This is exactly what got me hooked on to SFP1 so many years ago. Damn, that is looking so great.
  14. Open to modding?

    I'll post my question there, thanks.
  15. Okay, can anyone understand the following?

    I don't know but I'll ask one of my stupid and lazy kids to translate it for us intelligent grown ups.
  16. More stolen property for sale yipee!
  17. Damn it. I was hoping it wasn't affected. There seems to be two problems that I see with some of these props - funky shadow and odd TGA/mesh combo. The funky shadow looks like a double sided mesh. The TGA issue is more complex. I only use single sided meshes so I don't see the funky shadow but I do see the TGA issue....my prop mesh is domed on both sides and I do see some sort of shadow. I see some towards the top but way more at the bottom. That shadow appears to not be cast on the ground and somehow contained to only cast on itself.
  18. Well, I actually meant my third party O-1 LOL. I just wanted to see if it suffered from this issue. Also, your O-1 shows off a feature that I may want to keep or at least control- the TGA is casting a shadow. That never happened in a Thirdwire game.
  19. As a side note, does anyone else notice that the TGA/mesh combo is casting a shadow on the "unfixed" props? I wonder if this change was made so that the canopy would cast a shadow. I would like to know more about the changes that were made and if they are something that will be "fixed" or left alone. I'd hate to rework my mods to take advantage of this only to find out that TK reverts back. Like Dels, I don't plan on installing Exp2 right away. I wonder if the O-1 prop is broken????
  20. Because it was there originally. Now whenever I make a weapon or aircraft that was specific to the US Army for download, I have to keep other people's installs in mind. Kind of sucks to have to make the USAF the owners of a Cobra - just something basically wrong with that. For myself, I can mod to whatever I want to but for other people, lets just put it this way - the less work they have to do, the less questions I have to answer. So, is that nation there this go around?
  21. Finally! Glad to know it wasn't my computer's imagination.
  22. By any chance did the US Army nation make a return since it was deleted in SF2V?
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