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Everything posted by ChampionsVA56
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Here's another question for the Terrain Guru's.........................I made a target runway which looks really nice and tempting to destroy.... I increased the Target Value and now I get orders to bomb it quite often (what I wanted). BUT....then I and my wingie drop 2000,1000,500 pounders all over the target point (center) and NUTIN!!! No "Mission Complete".....no points......NO CIGAR!! What gives? [TargetType115] Name=Gravel_Runway FullName=Bombing Range Target Runway ModelName=SLB2600 TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=10000 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0
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Use the big Combatace can opener.......otherwise known as the Cat Pack Extraction Tool........see above link.
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planes SF1 to SF2
ChampionsVA56 replied to Ngr's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm currently converting ALL my WOV (series 1) planes over to SF2V (series 2). Other than the decal movement.......it seems as the only other issues are quite minor and somewhat optional (like making the skins into a larger resolution, making new DDS damage decals instead of the tga's, etc). So far ....so good. I have been following Migbusters "how to" post quite carefully. If you haven't discovered it....you will find it in the SF2 knowledge base forum.......Champ -
OK.....another silly terrain question. I want to completely REMOVE any chance that the single mission on the SF2 Range will target a specific runway for bombing....lets say this 2400m runway...............................what values would I use and can someone elaborate on these variables(in the Range Target Types ini)........................... [TargetType085] Name=SLB2400 FullName=Runway ModelName=RW2400x050.lod TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=400 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 <<<<<<<<<<<<<<<<<<<<this?? StartIdentifiedChance=50 <<<<<<<<<<<<<<<<<<<<<this?? IncreaseDetectChanceKey=10 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<and this baby?? MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Any what values would practically assure it being a target for the single missions?? (or is this controlled somewhere else in the Range inis or Mission inis?) THANKS........Champ
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OK........let me see if I have this right......... I've tried to make some static terrain targets of aircraft to populate a target airfield. Using the simple terrain object conversion works...BUT the plane sits on its belly (sunk in the dirt) BECAUSE there is not data file to tell it it has landing gear.....CORRECT?? OK.....so tried to make it a ground object with the data file intact and STILL....sits on its belly....ARRGHHH!! So....am I correct in assuming that the only way to do this is to use a 3D model specifically created to be a terrain object aircraft (Like the Bandios team CH-47)...??? Sorry.......new to this terrain stuff.............walking about like a DRUNK BLIND MAN in a carnival FUNHOUSE...............................Champ
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GLAD you like the effect!! I couldn't bear the modern rock music jingles on a game about Vietnam! You can delete or put whatever WAV file (music,speeches and the like) you want....as long as you use the same name ( example: HangarScreen.wav). on whatever file you put in. You could also change the config file like the example below to make the background music whatever wav. file you want as long as it (and any other additions) placed into the MENU folder in the mods area (NOT THE MAIN GAME FILES in Program Files area)....don't monkey in that tree...:} Hope that helps....Champ [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic=HangarRadio1.wav <------------------------------------------HERE IT IS!!! TextFilename=HangarScreen.st
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Could someone enlighten me on what the different things are on this Airfield ini? I'm trying to get my planes to takeoff from a runway I've created on the SF2 Range terrain. RIght now they depart from the center of the bombing range (near the gunnery targets) at a place called BOGUS RUNWAY (good name).........champ [Runway001] Heading=0 Offset=-0,0 Length=2600 Width=80 TouchDownHead=0,918.5 TouchDownTail=0,-918.5 TakeOffHead=0,1300 TakeOffTail=0,-1300 ------------------------------THIS IS NOT FROM ABOVE AIRFIELD (but what does it specify on the taxi route?) TaxiHead[01].Heading=270 TaxiHead[01].Offset=50,895 TaxiHead[02].Heading=322 TaxiHead[02].Offset=80,863 TaxiTail[01].Heading=45 TaxiTail[01].Offset=-47,-802 TaxiTail[02].Heading=45 TaxiTail[02].Offset=-79,-832
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Need an expert (NOT ME). I would like to inert or make a dummy CIM-10 Bomarc missile for a project I'm working on. I want the missile to appear on the launcher and just sit there........not launch or have my wingman announce the SAM launch. Is this possible with an edit of the data.ini?? THANKS....CHAMPVA56 BTW.....I did get the Bomarc to work in SF2.......thing is DEADLY when armed with a nuc. [WeaponData001] TypeName=CIM-10A_Inert FullName=CIM-10A Bomarc Inert ModelName=CIM-10A Mass=7020.000000 Diameter=0.890000 Length=14.200000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.250000 AttachmentType= SpecificStationCode= NationName=USAF StartYear=1957 EndYear=1972 Availability=2 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=455.000000 FusingDistance=50.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=100 MaxTurnRate=25.000000 MaxLaunchG=5.000000 LockonChance=100 LaunchReliability=90 ArmingTime=10.000000 SeekerFOV=160.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=30.000000 SeekerRange=210000.000000 MinLaunchRange=4000.000000 MaxLaunchRange=200000.000000 Duration=250.000000 CounterCountermeasure=70.000000 NoiseRejection=85.000000 CapabilityFlags=0x10000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=27.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=40.000000 BoosterAccel=2.250000 BoosterEffectName=LargeMissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-4.450000,0.000000 SustainerDuration=200.000000 SustainerAccel=2.700000 SustainerEffectName=LargeSAMTrailEffect SustainerSoundName= SustainerPosition=0.000000,-5.000000,0.000000 InFlightEffectName=LargeSAMTrailEffect InFlightSoundName=JetEngine ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
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SF2 Series Range
ChampionsVA56 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Can you tell me which variable and where it is located so I can ALWAYS have the QF-100's up during a mission? Right now I only see them periodically.....thanks! -
View File A4D-1 (A-4A) Skyhawk for SF2 Series An SF2 Series upgrade of Suhsjake's A-4A Skyhawk. Two new skins have been added: VMA-224 "Bengals"..........the first MARINE Skyhawk squadron from MCAS El Toro in 1956. VA-43 "Challengers" from NAS Guantanamo Bay in 1956. A full historical read-me with installation instructions provided. IMPORTANT: You will already need to have the Thirdwire Series 1 (SF1,WOV,etc) A-4B Skyhawk installed. This mod (like Suhsjake's A-4A) uses the 3D files from this A-4B. Submitter ChampionsVA56 Submitted 10/10/2010 Category A-4
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320 downloads
An SF2 Series upgrade of Suhsjake's A-4A Skyhawk. Two new skins have been added: VMA-224 "Bengals"..........the first MARINE Skyhawk squadron from MCAS El Toro in 1956. VA-43 "Challengers" from NAS Guantanamo Bay in 1956. A full historical read-me with installation instructions provided. IMPORTANT: You will already need to have the Thirdwire Series 1 (SF1,WOV,etc) A-4B Skyhawk installed. This mod (like Suhsjake's A-4A) uses the 3D files from this A-4B. -
Adjustment for Vietnam Sounds Pack View File Here is another Loadout Screen song just in case you want less of Jimi's guitar. Just drop this wav. file in your SF2V Menu mod folder and enjoy a little Rare Earth while arming up your Mud-Mover. Submitter ChampionsVA56 Submitted 10/09/2010 Category Combined Sound Packs
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