Pappa Goat
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Everything posted by Pappa Goat
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A-4 Avionics Pack
Pappa Goat replied to serverandenforcer's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
The A-7E was the first aircraft to have a HUD with a CCIP, I know that. -
Deuces WOV terrain?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Are Deuces SEAsia tile sets still available anywhere??? -
Any working M134 Minigun models out there?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Are there any LOD's and inis out there for a working M134 or M27E1 Minigun pod similar to in this pic of the UH-1H model? Presently all I have is the M18E1gun pod that works and whatever model I have for the M134 minigun or M27E1 minigun mount do not work. -
Any working M134 Minigun models out there?
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Great, with a little re-doing got them to work. The M27E1 model looks great, and to scale whereas the M134 model is a bit disproportionate. Only problem is the M27E1 model has an ammunition belt coming out its right side, which looks great on one side of the Hog, but sticks into thin air on the other, need a left and right side version of the weapon really. I'm tweaking the UH-1 loadouts to accurately represent some of their various armament systems. Thanks for the help. -
WOV Carrier Modding Idea
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I've an idea to provide high quality, accurate and optionally populated carriers for WOV, yet lack all adequate modeling skills and or software. The game originally only has two carrier models: Essex Class (SCB-125 in ground objects) WW2 carriers modified under the SCB-125 program, giving them an angled deck and various other changes. (Identifiable with only 2 catapults). Kitty Hawk Class (CVA-63 in ground objects) carriers which are identified by being larger and having 4 catapults. All the carriers in the game are inaccurately placed as either one of the above. Whereas realistically there are the names of 5 carrier types present in the game: Essex Class SCB-125 upgrade - 2 catapults, central elevators CVS-11 Intrepid CVA-14 Ticonderoga CVA-19 Hancock CVS-20 Bennington CVA-31 Bon Homme Richard CVA-34 Oriskany Midway Class SCB-110 upgrade - 3 catapults, central elevators CVA-41 Midway CVA-42 Franklin D. Roosevelt CVA-43 Coral Sea Forrestal Class - First of the super carriers constructed for jets. 4 catapults elevators to side of deck CVA-59 Forrestal CVA-60 Saratoga CVA-61 Ranger CVA-62 Independence Kitty Hawk Class - 4 catapults and improved elevator configuration CVA-63 Kitty Hawk CVA-64 Constellation CVA-66 America Enterprise Class - First Nuclear powered super carrier. Similar in appearance to Kitty Hawk Class, minus the smoke stack, and a different tower. CVAN-65 Enterprise Models exist for all these groups, however some are a good effort but lower quality (most irritating is the low res of the flight deck, its just a blur when coming in at a low angle to land), and some are very very very high quality populated models with lights and everything, yet populated with post-Vietnam era aircraft which would need some tweaking. I thought it would be good to have high quality models for each carrier with lights, visible numbers, cables, working blast deflectors and deck crew, or just carrier class without numbers, and the option of populated or unpopulated with Vietnam era airframes for use with WOV or other time periods or on slower computers. (stock aircraft models with folded wings needed). Essex Class SCB-125 - In game model is good, could be populated with deck crew, lights and appropriate early 60's aircraft. Midway Class SCB-110 - Capsuns CV-43 USS Coral Sea Model http://cplengineeringllc.com/SFP1/ Good basic model, lower quality deck and no extra bits hanging off, rails etc, could use improving and populating with early 60s aircraft, lights, cables and deck crew. Forrestal Class - A couple models out there, such as Capsuns CV-59 model http://cplengineeringllc.com/SFP1/ which is low res. OR this superb CVA-60 model http://flight-deck.u...0_saratoga/0-30 which is a high res model with lights, deck crew and F-18s. The latter would be best, but if the carrier numbers could be changed for each carrier in the class. The F-18s replaced with late 60s aircraft (and cleared off the catapult on the bow of the ship), working blast deflectors put in (& some of the deck crew moved out the way and placed in more accurate work stations) and also catapults 3 and 4 need to be staggered one further back than the other to be accurate for the Forrestal Class (and so the aircraft don't touch). Kitty Hawk Class - In game model is good. Could use lights and populated with deck crew and late 60s aircraft. Enterprise Class - Capsuns CVAN-65 model http://cplengineeringllc.com/SFP1/ which good, even with a Puma on the deck, but could use improving a little, lights, deck crew and late 60s aircraft. Or alternatively, this superb CVN-68 model http://flight-deck.u...uss_nimitz/0-29 could be used, the carrier number changed, and aircraft changed to late 60s, and deck crew moved as with the CVA-60 model. Any ideas, or takers? -
WOV Carrier Modding Idea
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
... ... which is why I'm appealing here for anyone with the skills and software that might be interested! -
WOV Carrier Modding Idea
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Threads gone. Interesting idea with the weapons LOD idea. I think though, int he long run re-modeling the carriers is the most reliable option. I'm not talking about scripting though, I'm talking about 3D modelling to provide quality and accurate models using whats already out there as a starting point. Lights, decks crew and some parked aircraft already exist on carrier models out there. Bare minimum all it needs is someone to hash out higher res decks for some of the models. Next step could be if someone wanted to add deck lights, cables and crew borrowed from existing models, then part 3 fix up some appropriate airframes with folded wings n park them. Modelling, NOT scripting! -
WOV Carrier Modding Idea
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well yeh... that is what this is all about, what I am talking about is remodeling them. It would be a case of taking the existing models and changing them in something like Autodesk 3D... in the carrier models I've seen lights are just blobs of bright colour that are not effected by shadow or natural light. -
A-6A DIANE bombing system
Pappa Goat replied to MigBuster's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Also, Mirage Factories A-7E I think has the HUD with a CCIP and still the ground mapping radar. -
A-6A DIANE bombing system
Pappa Goat replied to MigBuster's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
What would it take to modify this for other bombers who had similarly advanced targeting radars or sighting systems that the game does not cover, such as the F-111, A-3/B-66, B-52, A-7 etc... ? -
Tomcats in Vietnam (updated)
Pappa Goat replied to coolpilot's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Is there any way to edit the campaign so that there are less sams and more other forms of AA??? -
WOV: Dixie Station
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I've been trying to create a second carrier station in WOV for the modded ground war campaigns. During the Vietnam War the USN had two carrier stations, Yankee and Dixie. Yankee was predominantly responsible for the air war in the north, with three carriers on call at any one time in 12 hour shifts, and Dixie for the south with one carrier on call at any given time. If anyone had information on Dixie Station it would be more than welcome. In the map's Dixie station is already listed as a target area below Yankee Station: [TargetArea085] Name=Dixie Station Position=720000.00,176000.00 Radius=5657 ActiveYear=0 Location=10 Alignment=FRIENDLY CarrierStation=TRUE [TargetArea086] Name=Yankee Station Position=592000.00,618000.00 Radius=5657 ActiveYear=0 Location=9 Alignment=FRIENDLY CarrierStation=TRUE In the modded Tet '68 campaign I moved one carrier to Dixie Station: [CarrierUnit009] CarrierType=CVA-63 CarrierNumber=43 UnitName=CVA-43 Coral Sea ForceID=1 Nation=USN BaseArea=Dixie Station NumSquadron=5 BaseSize=MEDIUM Experience=100 Morale=100 Supply=100 Tour[01].Start=12/1964 Tour[01].End=11/1965 Tour[02].Start=7/1966 Tour[02].End=2/1967 Tour[03].Start=7/1967 Tour[03].End=4/1968 And then went through finding the 5 squadrons based off that carrier and moving them to Dixie: [AirUnit126] AircraftType=A-4C Squadron=VA216 ForceID=1 Nation=USN StartDate=9/1968 RetireDate=4/1969 DefaultTexture=USNGrey1 StartNumber=75 BaseArea=Dixie Station CarrierBased=TRUE CarrierNumber=43 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=100 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance=90 MissionChance[CAS]=100 MissionChance[sEAD]=80 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER -
WOV: Dixie Station
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yeh it works..... Or you could limit the range of some of the aircraft A-1H and A-4's for example or populate the south, Cambodia and S. Lao with more targets... -
Linebacker II - Constant Guard
Pappa Goat replied to Gabriele's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Looks great, but whats the DRV terrain? And cant you give a link direct to the factory? -
VMFA-531 Mission Pack 'Gold' (WOV) V1.0
Pappa Goat replied to comrpnt's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Great work once again. It helps provide a sense of immersion in South Vietnam. I had a question though, what happened to the B-66 and slow FAC's? Were they not used in the real missions? -
SF2V / WOV Air & Ground Expansion Packs
Pappa Goat replied to eburger68's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Yeh they're there, I mean they don't pop up on the map. Obviously dont want that for every object. Just trying to find a way to have the FSB's marked on the map. Only way I've come up wiht so far is to have an AAA unit in the FSB, so you see the AAA unit type on the map -
SF2V / WOV Air & Ground Expansion Packs
Pappa Goat replied to eburger68's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Squadron doesn't seem to matter. Also, flying the A-4 in Steel Tiger after a few missions it will crash, wonder if it's to do with targets? Here's an example: Steel Tiger flying A-1H Problem signature: Problem Event Name: APPCRASH Application Name: WOV.exe Application Version: 8.10.0.16 Application Timestamp: 48fcb7d5 Fault Module Name: GraphicsEngine.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 48ff9499 Exception Code: c0000005 Exception Offset: 0000ba1e OS Version: 6.0.6001.2.1.0.768.3 Locale ID: 1033 Additional Information 1: 013a Additional Information 2: 1dfeca0ed1b215ae9e7651fc7f32a26e Additional Information 3: 47c0 Additional Information 4: 021c80b11fa22d270c3bf1d3c5efcfef -
SF2V / WOV Air & Ground Expansion Packs
Pappa Goat replied to eburger68's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Yeh as for the FB's right now. Need to contact Brian32 for info to be able to load the terrain into the TE. Can't get it to work at the moment. I'm wondering how many generic target types can be scripted. For example, in the terrain target types one can put in specific objects or units, or one can add an entry for, say, AAA, and any ground object listed as AAA will be placed in that spot. They will be friendly or en depending on who controls that area a the time. I'm wondering if there's only a number of scripted recognized object types or if one can enter anything ie: mortars, bunker, foxhole as a ground object type, and then have mortars placed in the target types as a generic label, so that instead of always being for example US mortars placed in that spot, VC mortars will be placed there when control has changed. Likewise what's the score with ground objects placed in target area in the map and them showing (or not) on the radar or map. I place objects in an target area, but only the AAA show up on the map, or radar or can be targeted unless the other objects are part of a strike mission -
SF2V / WOV Air & Ground Expansion Packs
Pappa Goat replied to eburger68's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
I'm having a bunch of dramas with campaigns in the Gold release that I didn't in the Beta. Cetain aircraft in specific campaigns cause a game crash as the first mission is loading, but work perfectly fine in others. Eg. Steel Tiger- A-1H and F5 Linebacker II- A-6A -
Pop Smoke
Pappa Goat replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hmm how did you do this without having an army of smoke popping kamikaze's appear in the generated missions? I'll post the single mission I made in the next couple of days, it's kinda fun- a hot LRRP extraction from the Ia Drang. -
Yeh load the WOV texture list n nout. Wondering if they texture list is synchronized with the new map tiles, but they should be, they're all the same names as the old ones.
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hmm ok... yeh the point is when I go to view texture.... there's nothing. None of the guides are a complete step by step walk through, they often say to do something without explaining exactly how.
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Yeh the SouthVietnam map is from the ground war mod. It's the same as the VietnamSEA Map just the mod uses two copies to split the air war up north from that of down south, so thus the targets are different. Ok I've got it loaded to the point I see the height map. How does one view or control tile placement? In short, in the SouthVietnam targets there around 4 Fire Support Bases as well as the Khe Sanh Combat Support Base market as target areas on the map. They do not, however have anything on them. I've started to create populated bases, however this now needs the placement of custom made and existing tiles in certain places to create jungle clearings, that are also level. Khe Sanh isn't too hilly but also has an air strip and will take up at least two tiles. The FSBs are all but one in the highlands and only an area of about 300 meters across needs to be flattened.
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How can I load the SouthVietnam map into the TE to edit it???
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Target Area help
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I've been trying to create firebases in the target areas that are part of the ground war mod. but have been having some trouble and wasn't sure if I'm missing something. Take, for example, I want to place a mortar tube in an area, so I create an entry for it in the target types: [TargetType243] Name=US_Mort FullName=US Mortar TargetType=WAREHOUSE ActiveYear=0 TargetValue=1 UseGroundObject=TRUE GroundObjectType=USArmymortar RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=4000.0 DestroyedEffect=VehicleFireEffect SecondaryChance=0 And then place it in a target area: [TargetArea140] Name=FSB Silver Position=592500.00,485000.00 Radius=3000 ActiveYear=0 Location=1 Alignment=FRIENDLY Target[000].Type=US_Mort Target[000].Offset=-15,15 Target[000].Heading=300 The target area wil be selected for a mission, but when I fly there none of the items that are placed there as part of the target area, and that otherwise work, are there. Nor does it appear when I paste something that already existed under a different target area, eg a tent.... any ideas?