
pvince
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Everything posted by pvince
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how to get multiple radar screens working
pvince replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
My pleasure ! Good you fixed it. You used an "indirect" way, but I am surprised the "direct" way with "Rangetexture" tgas did not work. Here is what avionics entries should look like (as an example): [TextureData] RadarTexture=[path]\AA_texture.bmp RadarAGTexture=[path]\AG_texture.bmp RangeTexture[1]=[path]\RangeGrid1.tga RangeTexture[2]=[path]\RangeGrid2.tga RangeTexture[3]=[path]\RangeGrid3.tga RangeTexture[4]=[path]\RangeGrid4.tga RangeTexture[5]=[path]\RangeGrid5.tga RangeTexture[6]=[path]\RangeGrid6.tga RangeTexture[7]=[path]\RangeGrid7.tga RangeTexture[8]=[path]\RangeGrid8.tga [AvionicsData] AvailableModes=SEARCH,ACQUISITION,TRACK,BORESIGHT,GROUND_MAP,TERRAIN_AVOIDANCE RangeUnit=NM RangeSetting[1]=7 RangeSetting[2]=15 RangeSetting[3]=35 RangeSetting[4]=60 RangeSetting[5]=7 RangeSetting[6]=15 RangeSetting[7]=35 RangeSetting[8]=60 .../... SearchRangeSetting=1,2,3,4 .../... TrackRangeSetting=1,2,3 .../... BoresightRangeSetting=1 .../... GroundMapRangeSetting=5,6,7,8 .../... TerrainAvoidanceRangeSetting=5,6 -
how to get multiple radar screens working
pvince replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
If you want to post the full avionics file I can have a look if I can find something -
how to get multiple radar screens working
pvince replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
For the first one: You have a double "RadarTexture=", it's invalid, remove or comment the first one. For the second one: I am quite sure "RadarTexture[N]=" is not a valid entry. "RangeTexture=" is valid and can give the same if the texture is in tga. It will be superimposed to the one called by "RadarTexture=" (for SEARCH,ACQUISITION,TRACK ,BORESIGHT) or by "RadarAGTexture=" (for GROUND_MAP) in jpg. -
how to get multiple radar screens working
pvince replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You could try: Option 1: [TextureData] RadarTexture=cockpit\F-4E_Radar_AA.bmp ;;RadarAATexture=cockpit\F-4E_Radar_AA.bmp invalid, ignored RadarAGTexture=cockpit\F-4E_Radar_PPI.bmp RWRTexture=cockpit\F-4E_RWR.bmp Option2: use a blank texture, without any grid, and put the grids in the tgas: RangeTexture[NN]=... -
how to get multiple radar screens working
pvince replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't think you give it a name that way, it is just ignored by the game engine. -
how to get multiple radar screens working
pvince replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I don't remember having ever seen "RadarAATexture=...", maybe not a valid entry, because for AA the texture is "RadarTexture=". -
Radar symbol issues: Off center (Need help)
pvince replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
the entries you show are for avionics60, so if you have called avionics70 in main.ini, there is something wrong. -
RAH-66 Comanche
pvince replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Just tested in W10, after so many years !! I could launch, launch a mission. Only had to run the exe in admin mode (not sure it would be needed after a new install). I am still in 1.15.2 (last release is 1.16.1). I had some hard time because I was still in realistic mode with engine start-up sequence and I did not remember it -
Need help with HUD (HUDModeAG) editing for gun sight depressionn
pvince replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Eagle114th, Try first by adding 'ShowAnyWeapon=TRUE' there in avionics.ini: [HUD_LCOS] SymbolType=LCOS ShowAnyWeapon=TRUE that should be enough to fix the pb of the sight being visible for rockets (and bombs, if any). Additional note: the gunsight image call in the avionics.ini NAV mode is probably redundant: [HUDModeNav] Symbol[01]=HUD_GUNSIGHT Symbol[0]= .../... [HUD_GUNSIGHT] SymbolType=IMAGE ImageFilename=cockpit\A-1CM_SIGHT.TGA //ImagePosition=0,0.0555 ImageSize=0.0675 You already have it from the call in the cockpit.ini ("GunsightName=A-1CM_SIGHT.tga"). You probably have the 2 sights superimposed in NAV mode. To be checked, I have not tested. -
Modifying CCIP Fall Line and Gun Cross Colors
pvince replied to CSomers611's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You can change the colors for the .tga files that are called in the cockpit.ini. For what is defined and called in the avionics.ini, it is monochrome and defined by "HUDColor=0.0,1.0,0.0,0.7", only the alpha value is used from the tga called in the avionics.ini. -
Mirage F-1C-200
pvince replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It is not the same, F1EM VI is the Morocco one, RMAF. -
Mirage5F (TMF) WIP
pvince replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ok, got it now, 'taca'n are 2 sub-NodeNames of 'VertTail' and 'Nose', that are also NodeNames. I skipped too fast the initial part. Thanks ! -
Mirage5F (TMF) WIP
pvince replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
So Hide1 section is correct but Hide2 and Hide3 have the wrong "ModelNodeName=" in the example above. Thanks for the confirmation ! -
Mirage5F (TMF) WIP
pvince replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
For my education, what should be in the "ModelNodeName=" entry ? Same as the line before in "ParentComponentName=" entry or the one after "DestroyedNodeName=" ? Usually, in other mods, it is the one after, which makes sense because the one after is also a node name, whereas before it is a component name. Here above I see the 2 options. -
Opening cockpit with bomb bay entry 'O' ?
pvince replied to Coupi's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Maybe I misunderstand the question but, the bomb bay opening with "O" also refers to a LOD animation, BombBayAnimationID= entry. -
Congratulations Coupi !
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help ! :) pilot bug with f-51d from FastCargo !
pvince replied to Lacsap's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The pilot issue here can also be that the pilot model called in the data.ini [Pilot] SystemType=PILOT_COCKPIT PilotModelName=...name... does not exist in the "Pilots" folder, and replaced by a default pilot automatically by SF2, but position then does not fit. -
Mirage F1EQ-6
pvince replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I have double-checked: with released files, it is ok. The problem seems to be due to another CLB4 rack used than the one released. -
4 AMRAAMs per pylon (incorrectly) in loadout screen
pvince replied to JPMoney's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Actually not, not needed, just for info. What is needed is to avoid two sections "SystemType=WEAPON_STATION" with the same "StationID" number. -
Mirage F1EQ-6
pvince replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I take the point. With what we have released, you should not have this result, so my first immediate feedback is that you have a conflict with former files that are not compatible with the 4.0 release. Try that first please, re-download if needed, and make sure to overwrite all files (after backup if you want to keep the previous versions for reference) and check again. -
Thanks and Merry Christmas to all of you CA friends !
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Animating cowl flap
pvince replied to Coupi's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
"ReverseModelOrientation=TRUE" added should make it And depending on the expected result you may prefer the speed control with "DeploymentMethod=AUTOMATIC_MACH". This is what we use on the F1. -
Mirage F1CR standard F7
pvince replied to ludo.m54's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
It is the "steering cue" (SymbolType=STEERING_CUE) in A/G mode. Some kind of emulation of the target position within SF2 limitations, better than nothing -
Question regarding lights
pvince replied to Soulfreak's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Color is defined by 'Color=R,G,B' entry, each RGB component as a positive number between 0 and 1. For example Color=0.88,0.25,0.25 (red). If you have a picture with the color you want, you can measure the color components with Gimp 'Color Picker tool' (for example). Select the measure in RGB % then. You will get the components directly (with 1=100% of course). For 'LightSrcOffset=', I am not sure but it seems to be an offset (in X,Y,Z coordinates and meters) to the 'Position=' entry (also in X,Y,Z AC model coordinates and meters). I don't know why there is this offset instead of only the position value and I am interested to know if someone can say -
Difference between hitboxes and collision points?
pvince replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Collision points are also used for contact with ground (take-off, landing) and ground objects (eg walls, buildings, not checked the details).