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DARoot

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Everything posted by DARoot

  1. Share your Favorite Utility

    You will all laugh .... Well, go ahead .... The Utility Program I use most often is "Paint Shop Pro" v. 6.0 or so. Downloaded free, years and years ago. [i'm now on like day 1,678 of my free 30-day trial period, but it still works a treat, and I use it every day, with every sim/wargame/computer program I'm still running]. Some things never go out of style .... DARoot
  2. @ Wrench

    I encountered the same thing yesterday. http://combatace.com/topic/73835-what-th/ Today, however, everything is peachy! DARoot
  3. Aha! Thank you kindly. There was the "Rufe" all this time (well, since June).. Thanks again! DARoot
  4. Thank You, Wrench [And, just as an aside, did you ever find and/or re-upload your "A6M2-N Rufe," since it ain't in the SFP2 Plane Download pages that I could find ...] DARoot
  5. I am very sorry, but .... I must now (again) ask for some more help and guidance with a problem, from any of the Members of this Forum with more experience and expertise, who care to respond ... I am trying to use the A -Team's "B-26 Marauder" in my WW2 SFP1 installation. Every time I do (whether as a Player-flyable craft, or as strictly AI, or even if it's folder just sits in "\Aircraft" and is never called for in a mission), I consistently get "SFP1 has stopped working and needs to close. Do you want to notify Microsoft about this?" error messages. http://i1219.photobucket.com/albums/dd424/DARoot1/Miscellaneous/B26ERROR.jpg Same thing happens with their "B-26b" and "B-26a ('Marauder,' in RAF livery)" models; Same deal, tested in my PTO install, my ETO install, and my Korea install of SFP1. Anybody else encountered this? Anybody have any ideas why? Any "easy fixes" available (that don't involve hexediting the .lods)? If this helps, here is what I'm currently using -- SFP1, patched to v.8.30.6.9; "Nations.ini" dated 12/16/2006, "Formation.ini" dated 4/10/2005, and "MissionControl.ini" dated 12/10/2006 (all from the "EuroWW2" Terrain Mod -- the most recent I could find. My PTO install includes "hybrids" of these, embodying more recent changes by Wrench and Baltika, that only affect Imperial Japanese forces...); Windows XP, Svc Pack 3 Norton 360 Spyware/Antivirus Any ideas, assistance, or encouragement will be MOST appreciated! [i really like the B-26]... DARoot
  6. Sorry to do this (it isn't like me, really, but....) The extreme hot weather hereabouts seems to have got my dandruff up, so I'll post this anyway.... That B-26 model has been out, and available for download, since about October 2011 (at least, that's the filedate on the one I downloaded). Several folks have posted "reskins" for the thing (meaning, it must have worked for THEM, at some time back when). So, Why does some jerk, like me, have to post a question, And Why does some accomplished modder like RAVEN, have to devote time and effort to research, and post a response, to "fix" it, in July 2012? [Mr. Rogers Voice -- "Can you say 'Quality Control?' Oh, I think you can..."] DARoot
  7. Ok -- After (what seems like) hours and hours of trial-and-error, I have FINALLY (finally!!!) come up with a version of the (WWII Russian) P-39Q aircraft that I like, and works in SFP1 .... Attached is my version. Consider this an "alternative" to whatever you may already be using in SFP1. (It is based on Wrench's "P-400" adaptation of Wolf257's basic P-39). This version has a 20mm cannon (with 60 rounds) and 6 MG (consistent with Wrench's adaptation), but my _Data.ini also includes the pertinent data for the 37mm Cannon, (with 30 rounds, and commented out) should you wish to use it -- or, just play with the armament, as you please... (The nose cannon is in Gun Group 2 in this version [but, you can change that], so you WILL have to remember how to use the semicolon (;) key, if you wish to use it ....) At least, the decals now work .... And, FYI, I have toasted a whole bunch of Bf-109g10s and Fw-190a5s so far, with this puppy .... DARoot [And no, I HAVE NOT yet downloaded the A-Team's "Wings Over Russia" mod. Honestly, I cannot WAIT to see what those guys have to offer, for the P-39 ....] https://rapidshare.com/files/1010441854/P-39Q.rar
  8. Just like that, NINJA-ed by The Wrench, with a no doubt better version -- http://combatace.com/topic/73833-p-39-airacobra-soviet-air-force/ Well, it's All Good, EH? DARoot {And, if I didn't have to PAY for the priviledge (like I did for FE2), I might just take your advice someday....]
  9. Hooray for Raven! I now have B-26b bombers to fly, in both my SFP1 PTO and ETO installations!!! [With nary a CTD/Error Message, I might add ...] Many thanks, my friend ... Thank You, and Thank You again [This B-26 thing has been driving me NUTS for the past month, or so ...] DARoot
  10. Well, thanks to Panama Red, I have now learned that I DO have a PM account here on CombatAce [even with only 42 posts ,,,, ] So, Wrench, if you (or anybody else) wish to call me a jerk (privately), or perhaps provide some more erudite instruction on getting SFP1 PTO/ETO/MTO WWII installations to work properly (privately), that option is now available. DARoot
  11. Oh, now, really --- Thank You,Raven, for trying to track down and squash what has (obviously) been a "bug" in that model since it's inception!! [Forgive me, but several 3rd-parties have released alternate "skins" for that B-26 model over the years -- I simply cannot BELIEVE that the thing worked on their systems (but, unfortunately, not mine), until you, RAVEN, pointed out (what I consider to be) a VERY BASIC fault in it's construction/release version... Thank You again!!! [And, yeah, CAPUN, you can castigate me as much as you wish, for posting this, as it pleases you ...] DARoot
  12. Surrounded By Losers

    To: Lt. James Cater Just a few thoughts, after reading the previous posts on this thread .... I left the Military about 20+ years ago (I assume you still harbor some fondness for that system, since you chose "Lt. James Cater" as your screenname here). I settled in the Washington, DC Suburbs -- where EVERY disenfranchised (you choose the adjective) person from WHEREVER the US Govt. chooses to exercise it's "Spread Democracy" policy (Afghanistan, Iraq, El Salvador, VietNam, etc.) eventually settles, and starts looking for work (along with their sisters, and their cousins, and their uncles, and their aunts... etc.) The VA was a great help to me -- paid 100% for about 2 years of college-level schooling in Paralegal Studies. [Don't comment -- in Washington DC, lawyers, and lawyer-related work, are in high demand ...Well, stands to reason, dunnit???] Anyway, What I most remember about the experience (and, you probably do, also) is the inherent attitude about "If you want something done right, do it yourself" and "There is no such thing as a free lunch." [We can argue thes points endlessly, but it all comes down to the same thing,,,] You have already shown that you have accepted these precepts ... And, all to the good! Somebody once said, "Democracy is a poor form of Government -- but it is much better than whatever is in second-place" (or something like that). Well, we live, and try to get by, with what we've got ... I think you've got a good attitude, and things should come to you, over time, to your advantage. Do not give up .... DARoot CDR, USN, Ret. 1985
  13. Oh, this is just too much, really ... Comment out the "CarrierBased=FALSE" line??? This sim is just too weird .. but, I'll try anything. Thank you, Raven! DARoot
  14. Hiya, Gonzaatleti99 I'm sorta a "newbie" here, meself (well, actually I've had SFP1 and WOV or several years, and did a lot with FE1 and FE2, but then gave up for a while (too much "tweaking" required -- never actually PLAYED the ThirdWire Games, just constantly adjusted them ... but, now I'm back, trying again, and re-learning ....) The WeaponEditor and GunEditor programs come in different versions, and usually ONLY work correctly with the version of SFP1 (or FE, or whatever) that they were designed for. If you have your SFP1 patched to the Oct 2008 level [sFP1_Update_Oct2008b.exe], you will probably need the WeaponEditor [and GunEditor, and CATExtractor programs] that were designed to work with that "version" of the program. Older ones (such as Bunyap's July 2006 WeaponsPack and included Editor) probably won't work -- either you get NO "WeaponData.dat" after running it, or whatever it produces won't actually work in your game. Here is a link to the "most recent" WeaponEditor download here on CombatAce -- http://combatace.com/files/file/6075-weapon-data-editor-v022008/ It's from February 2008, and might, or might not, work with your setup (the ones currently available on the Thirdwire webpage are older, or designed for SFP2).. [sorry. I've got my game patched to the 8.30.6.9 version of SFP1, and use the WeaponEditor by Bunyap from July 2006]. Hope some of this is helpful. If not, no harm done, Eh? DARoot
  15. Appreciate the responses, but .... Exerpt from my current "B-26B_Data.ini" -- PrimaryRoles=STRIKE,ANTI_SHIP SecondaryRoles=CAS,ARMED_RECON,RECON NormalMissionRadius=1485 MaxMissionRadius=1750 Ceiling=6615 MinBaseSize=SMALL CarrierBased=FALSE Still no joy .... I even tried opening the "Data.ini" file in Notepad, saving it as a text file (in ANSI format) and re-naming it "B-26B_Data.ini" (because of some off-the-wall sidenote in one of the A-Team's other downloads, about possible CTDs if using THAT model in WOV or WOI). Who'd a thunk it? Didn't help. Still getting errors .... And yes, I could ask the A-Team directly, but the people here are so much nicer .... DARoot
  16. OK. So, now that I have (tried) to help you this past week, it's now your turn to (perhaps) try to help me with something (if you can)... == Views from Cockpit -- I always thought that, when you set "Show From Cockpit=TRUE", you would get a rendition of whatever the "base" aircraft skins are, when you went to Forward/Left/Right In-Cockpit Views. Apparently, not so ... Here's some examples -- -- The "B-24J" by Pasco has primarily a silver texture. But the default cockpit view shows an olive drab (OD) nose. -- On the other hand, the "A-Team"s" B-17G is also mostly silver, But with a Yellow area in front of the cockpit... However, THEIR supplied cockpit file gives a primarily Silver nose. As near as I can tell, these two cockpit.inis, and the various files within their \Cockpit subfolders, are the same. What the $#@%&**?? OK -- I've got both OD and Silver skins in both aircraft folders (and a blue Navy PB4Y skin in the B-24J), but whichever texture is in use should have the proper cockpit file/view, don't ya think? [is THAT the "secret" -- whichever TextureFolder is #1 in "Name-Your-Plane.ini," determines what that plane's Cockpit displays in Fwd/L/R cockpit views?]. It gets worse --- I recently installed Bunyap's "9th FS" P-38 Texture files (all are silver) over Wolf257's default P-38L OD skins -- The first few times I played, I got OD "inner wing" textures [between the cockpit and the engine nacelles] in L/R views, and Silver "outer wings." THEN (I did nothing to the Cockpit files) I got Silver "inner wing" textures [etc.] in L/R Views, and either Silver or OD "outer wings," with WHATEVER "base" texture skin I had chosen. This is beyond my understanding. Hopefully, it's something simple, but my poor brain just can't cope with it today .... Can any of you "Experts" perhaps help shed some light on whatever is going on? Please? [incidentally, I've also learned (through further research) that the 3rd "Navigator/BombAimer"crewman in the TBF "Avenger" was ALSO tasked with operating the Belly Gun, so an additional (4th) crewman in that position is probably NOT historically accurate. So you can just "Nevermind" my previous post on this subject ,,, [well, it's Your Game, so YOU get to decide -- if you want to add him or not, as described in my previous post... I do NOT know how to dynamically "switch" crew from one place to another, in-game, based on circumstances...] DARoot
  17. Thanks for your responses, FastCargo and Raven That's Exactly the question I'm asking -- -- Is the visible texture part of the "Cockpit.ini" or .lod file, and if so, is it End-User editable (and if so, how)? -- Or is it a Game-Engine related thingie (perhaps NOT End-User editable)? The more information, the better.... "Input...Input!" -- Johnny5 DARoot [Errr... Did no one notice my previous statement, "..As near as I can tell, these two cockpit.inis, and the various files within their \Cockpit subfolders, are the same." ???] I'm not exactly a ninny at this stuff, (even though I may appear so, at times)...]
  18. -- the Mitsubishi Ki-21 "Sally" Bomber Well, for anyone who cares, this is intended to help anyone who uses Wolf257's Ki-21 "Sally" Japanese bomber in their WW2 PTO installation of SFP1. This is a continuation of my previous input under the "G4M2 Tail and Crew Model" Thread here. Wrench (in his "Sally Ini/Upgrade" pack) showed us how to add additional crewmembers to existing aeroplane models, through simple edits to their "xx_Data.ini" files in Notepad (discussed in detail in the aforementioned thread). His "Sally" upgrade started me along this pathway, but his note in the "ReadMe" for his G4M2 "Betty" Ini/Upgrade pack also got me to look at/consider the gun stations themselves, that these additional crewmembers were supposedly operating. So, in an effort to save YOU the time and trouble of the "trial-by-error" experimentation that I had to go through, (or reading through 5 years of "Knowledge Base" posts -- which is probably a good idea anyway, when you have the time...) I'm posting these thoughts here. Make of them what you will.... Of course, if you are already perfectly happy with your own "Ki-21 "Sally" bomber," no need to read further. (1) You may have noticed that (whether you use the original "Sally," or the Wrench Upgrade version), some of the defensive guns do not work properly. This is (I believe) because of a glitch in the "ModelNodeName" IDs in their // Internal Guns ------------- entries in the xx_Data.ini. [i cannot "hexedit" .lod files, but I sure can read the entries in their corresponding .out files in Notepad, if supplied...]. Wolf257's .out file identifies four gun model/nodes in the "Sally" .lod -- MG-01, MG-02, MG-03, and MG-04,scattered all about. To make the animations work, these MUST be properly associated (in the "Ki-21_Data.ini" file) with their corresponding // Crew ---------------- Gunner Station sections of "Ki-21_Data.ini", under the entries: PitchModelNodeName= YawModelNodeName= Both the existing [Tailgunner] and [bellyGunner] entries have erroneous, fictitious IDs ["Tailgun_Pitch[Yaw]_Pivot" and "MG_07" respectively]. You must manually edit your "Ki-21_Data.ini" to make these guns work properly. You also must make sure that the "Gunner ID=" [under the "//Crew ----" section] matches the "GunnerID=" for the corresponding gun (under the "// Internal guns -------" section.(Whew!). (2) OK -- So, assuming you have Wrench's "Ki-21 Ini/Upgrade" [i do], here are some edits you can make to your "Ki-21_Data.ini" [you are trusting souls, Eh? Well, that's why I explained my rationale for these changes previously...use at your own risk...] "Ki-21_Data.ini" Edits -- [Fuselage] <-- Add These at bottom (number accordingly, sequentially -- if you already have them, nevermind...) SystemName[013]=TopGunCrew SystemName[014]=NoseGunCrew // Crew --------------------------------------------------------- ... ... [TopGunner] SystemType=GUNNER_STATION SeatID=3 GunnerID=1 PilotModelName=GunnerWW2Early.lod SetCockpitPosition=FALSE Position=0.00,-3.23,0.50 Rotation=0.0,0.0,180 MinExtentPosition=-0.25,-5.23,0.50 MaxExtentPosition=0.25,-3.86,1.23 PitchModelNodeName=MG_02 YawModelNodeName=MG_02 GunRange=2000 PitchAngleRate=45 MaxPitch=90 MinPitch=0 DefaultPitchAngle=0 YawLimited=TRUE MaxYaw=225 MinYaw=135 YawAngleRate=45 DefaultYawAngle=180 [TailGunner] SystemType=GUNNER_STATION SeatID=4 GunnerID=2 PilotModelName=GunnerWW2Early.lod SetCockpitPosition=FALSE //Position=0.0,10.5,0.0 Position=0.0,-9.5,0.0 Rotation=0.0,0.0,180 MinExtentPosition=-0.25,-9.23, 0.50 MaxExtentPosition= 0.25,-9.86, 1.23 //PitchModelNodeName=Tailgun_Pitch_Pivot //YawModelNodeName=Tailgun_Yaw_Pivot PitchModelNodeName=MG_04 //<-- Substitute for above YawModelNodeName=MG_04 // <-- Substitute for above GunRange=2000 PitchAngleRate=45 MaxPitch=25 MinPitch=-25 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=45 MaxYaw=215 MinYaw=145 DefaultYawAngle=180 [NoseGunner] SystemType=GUNNER_STATION SeatID=5 GunnerID=3 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=FALSE Position=0.0,4.55,0.85 Rotation=0.0,0.0,0.0 MinExtentPosition=-0.25,5.23, 0.50 MaxExtentPosition= 0.25,3.86, 1.23 PitchModelNodeName=MG_01 YawModelNodeName=MG_01 GunRange=2000 PitchAngleRate=45 MaxPitch=30 MinPitch=-30 DefaultPitchAngle=0 YawLimited=TRUE YawAngleRate=45 MaxYaw=30 MinYaw=-30 DefaultYawAngle=0 [bellyGunner] SystemType=GUNNER_STATION SeatID=6 GunnerID=4 PilotModelName=GunnerWW2Early SetCockpitPosition=FALSE Position=0.0,-4.5,0.hs MinExtentPosition=-0.25,-5.23, 0.50 MaxExtentPosition= 0.25,-3.86, 1.23 PitchModelNodeName=MG_03 // <-- Substitute for "MG_07" YawModelNodeName=MG_03 // <-- Substitute for "MG_07" GunRange=2000 PitchAngleRate=45 MaxPitch=0 MinPitch=-90 DefaultPitchAngle=-45 YawLimited=TRUE YawAngleRate=45 MaxYaw=215 MinYaw=145 DefaultYawAngle=180 //--> Added by [b]Wrench[/b] to the "// Crew ---------" Section of the _Data.ini, to give additional "eye candy" visible crew. If you don't already have them, add these .... [TopGunCrew] SystemType=PILOT_COCKPIT PilotModelName=WW2JpnGunner // --> [or PilotModelName=GunnerWW2Early <--] SeatID=7 SetCockpitPosition=TRUE Position=-0.0000,-3.6,1.15 Rotation=0.0,0.0,180 SeatModelName= SeatPosition= [NoseGunCrew] SystemType=PILOT_COCKPIT SeatID=8 PilotModelName=PilotWW2JpnArmy.lod SetCockpitPosition=TRUE Position=0.0,3.95,0.2 SeatModelName= SeatPosition= --------------------------------------------- // Internal Guns --------------------------------- [NoseGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89F MuzzlePosition=0.0,6.2,-0.2187 LightPosition=0.0,6.2,-0.2187 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=3 // <-- Must match "GunnerID=" entry for the NoseGunner under "// Crew -------" MinExtentPosition=-0.0,8.2401,0.0219 MaxExtentPosition=0.1,8.4401,0.2219 [TopGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89F MuzzlePosition=-0.0,-3.7751,1.1441 LightPosition=-0.0,-3.7751,1.1441 MaxAmmo=1000 TracerLoading=5 BurstAmount=10 GunnerID=1 // <-- Must match "GunnerID=" entry for theTopGunner under "// Crew -------" MinExtentPosition= -0.1056,-3.1824,1.1971 MaxExtentPosition= -0.3056,-3.3824,1.3971 [TailGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89F MuzzlePosition=-0.0,-9.6481,0.0178 LightPosition=-0.0,-9.6481,0.0178 MaxAmmo=1000 TracerLoading=5 BurstAmount=10 GunnerID=2 // <-- Must match "GunnerID=" entry for the TailGunner under "// Crew -------" MinExtentPosition= 0.01,-8.12,0.0954 MaxExtentPosition= 0.21,-8.32,0.2054 [bellyGun] SystemType=FLEXIBLE_GUN GunTypeName=7.7MM_TYPE89F MuzzlePosition=-0.0,-5.3023,-1.0 LightPosition=-0.0,-5.3023,-1.0 MaxAmmo=500 TracerLoading=5 BurstAmount=10 GunnerID=4 // <-- Must match "GunnerID=" entry for the BellyGunner under "// Crew -------" MinExtentPosition= -0.2773,-4.7448,-0.445 MaxExtentPosition= -0.4773,-4.9448,-0.645 ************************************************************************** (3) So, If you do the above, you will (should) get this result -- http://i1219.photobucket.com/albums/dd424/DARoot1/Wargames/SALLYGUN.jpg The Ki-21 is STILL ridiculously easy to bring down (even in a P-40, or P-26), but should be at least a BIT more challenging with these edits (and perhaps, give you a tad more confidence, if you are tasked with flying one...) By all means, feel free to "tweak" these numbers to suit yourself. (And post your "success stories" here, for the benefit of us all). My own research (online, and in books) indicates that the Ki-21 was available during the war in several variants, beginning with the Ki-21-1 (850 hp Nakajima Radial engines, 1,653lb [750kg] bombs) in 1938, and ending with the Ki-21-IIb (1,500 hp Mitsubishi Radial engines, 2,200lb [1000kg] bombs, and a Dorsal Turret (instead of the "Greenhouse," with a 12.7mm MG Type 1 (in addition to 4 x 7.7 mm MGs in Nose, Tail, Ventral, and "beam" positions [don't ask me how the apparently single "beam" gun worked... that's what Wikipedia says...). You can (to please yourself) further edit the _Data.ini to reflect whatever you want. This post just uses what Wolf257 gave us as a model (and seems to pretty well reflect a Ki-21-IIa). You MIGHT want to substitute a 12.7mm MG in the Dorsal position (I did) as a sort of "compromise," and then use this same model throughout the war (Ki-21s served from 1938 through 1944, then became mostly "Kamikaze" 1-way rides ...) Main thing is -- it's a Game, have fun, enjoy .... DARoot
  19. I dunno if it is appropriate or not, Raven -- To post this here in your release thread, or not, but.... Thank You! DARoot
  20. Thanks, Wrench [We LOVE our European friends, Eh?] Well, to continue on -- Continuing on (for anyone who cares) -- Adding Visible Crew to the A-Team's B-17G The A-Team has made available to us some pretty nifty B-17F and B-17G models. As with Pasco's B-24D/J, the original (B-17F) is quite detailed, with visible "crewmembers" appropriately assigned, but their subsequent B-17G is, sadly, much less detailed (go look at a screenshot of Pasco's B-24J Nose Turret, and compare it to the A-Team's B-17G Chin Turret, and you will see exactly what I am on about...). Well, as with Wolf257's "Ki-21 Sally," we work with what we have available.... Without going into detail (you can analyze the file supplied as you please), here is MY edited version of the B-17G_Data.ini, with some additional visible crew, and whatever other GunnerStation/Internal Guns edits I may have made, to make this sucker a bit more aggressive as an opponent [or, a bit more comforting as a ride, if you happen to be flying it...] B-17G_DATA.rar Use this, or not, as you please. And, any feedback to help refine it would be most appreciated. [but, PLEASE keep it civil.... If you REALLY want to pull my chain, just ask, "So, How come you can't find a RL Girl-friend to occupy your time?" and see what you get in response... But, I would ask you NOT to do so....] DARoot
  21. Continuing on with this topic (for anyone who cares) -- Adding Visible Crew to Paskos B-24J Bomber Pasco(actually, Pasco, Gramps, Starfighter, and Kesselbut) have provided us WW2 SFP1 Propheads with some dandy B-24D and B-24J models. Their B-24D is highly detailed, with appropriate crewmembers visible in every position. Their B-24J is, however, not so much... Well, after extensive editing and in-game testing, here is a method to add additional (viewable)crewmembers to the B-24J. I'm doing this a little differently this time, for several reasons (and, to a certain extent, because Wrench suggested it) -- -- The original "B-24J_Data.ini" is in some oddball format, with "little squares" inserted for spaces and carriage returns. (Open it, yourself, in Notepad, to see what I mean...) This format is VERY confusing to me (but, DOES work in-game), but does not lend itself well to explaining my subsequent edits. -- A modder named Starfighter2 released a "No-Shake Fix" for Pasco's B-24, 'way back in 2008, that attempted to fix the "twitching" the original (2005) _Data.ini exhibited when under Autopilot control. Subsequently, such eminent modders as Wrench and DFang did further updates/edits to the original Pasco B-24x_Data.ini, to correct things like running/landing light positions, "bouncing" on the runway, "porpoising" in mid-air, the right-hand landing gear wheel rotating in the wrong direction, etc. -- So I'll say simply, that I'm attaching my own "B-24J_Data.ini" below, if you wish to utilize it. == It is based on Starfighter2's "No Shake" file, with additions; == In addition to adding a couple of new visible crewmembers (waist gun positions), it embodies all the subsequent edits by DFang and Wrench for the B-24D and B-24J); == I may have made some edits to the "GunnerStations" and/or "Internal Guns" entries, but don't remember...; == It is in "expanded" format (when viewed in Notepad), that should make it easier for you to see (or subsequently edit) it, should you wish. Also, if you want to "analyze" my changes, this makes it easier for you to do so. [incidentally, I always add "RECON" to the "Primary (or Secondary) Roles= " in my Data.ini files, since that is the mode I use for testing changes in Single Mission -- remove it if it offends you]. == You can also use this with Wrench's "PB4Y_Navy" version/model, but you will have to manually compare the _Data.ini from Wrench's mod to this one, and edit as necessary, to make it fly like Wrench originally intended. [Myself, I simply made the "PB4Y" skinset as an alternative TextureSet within my "B-24J" folder, and sorta added some "torpedo stations" to the inner underwing pylons. That's what happens when us "End-Users" get ahold of stuff, and may or may not reflect historical accuracy. Hence, THOSE edits are not included above...] So, here it is, for better or worse. Use or not, as pleases you -- B-24J_DATA.rar BE WARNED -- If you use these edits, These guys tend to be FORMIDABLE opponents. [Nothin' like attacking a "Ki-21 Sally"] You must be VERY careful with your approach and attack posture, and (even with a wingman), you probably AIN'T gonna bring down a flight of 6-8 of these things (unless you are VERY good) before they do some SERIOUS damage to your home airfield, or whatever it is you are trying to defend from them .... Well, War is Hell, Eh? DARoot
  22. Hooray for RAVEN! He's just posted a "fix" for ArmourDave's G4M2 "Betty" tail cannon! http://combatace.com/files/file/13112-g4m2-aftmg-kit/ Well Done! [see, Wrench -- Told ya we're not all dead yet ....] DARoot
  23. Greetings, Wrench (or, "The Wrench" .. not sure..) A few short questions about your "Solomons v3" PTO mod for SFP1. [The "questions" themselves are short -- the "Preamble" may, unfortunately, appear a bit lengthy ...] Also, since a recent post elsewhere on these Forums indicates I cannot send/receive PMs until I have accumulated 50 Posts, I'm afraid this has to be sent on the Open Forums... I apologize if that offends someone's sensibilities, but perhaps your answers (since you are still Active here) will help other "Casual Readers" ... PREAMBLE -- I recently "came back" to SFP1/WOV after a lengthy absence, and have FORGOTTEN most of what I once knew about modding this sim. {I've actually been a Member of CombatAce since 2005]. I'm trying to re-learn .... -- I decided that the WW2 PTO would be interesting, so I downloaded/installed your "Solomons_V3" mod (dated 08/20/2009) available here on CombatAce. -- Reading your ReadMe thoroughly (well-written and MOSTLY complete, BTW -- Thanks!) I proceeded to search for/download all the "extra" ships, aircraft, Ground Objects, "Formation" and "Nations" and "XXX".ini files called for (but not supplied). -- After about 100+ MB of additional downloaded items [many of which I will no doubt end up using eventually, anyway -- and remember, CombatAce and A-Team limit one's daily download activity, don't ya know? -- Yes, I am registered at Capun's site], and after searching the Knowledge Base, and looking for any other remotely related Post Topics elsewhere on these (and ThirdWire's) Forums, I still have a few questions. So, I decided to -- "..Go right to the source, And ask the Horse (Wrench). He'll give you the answer that you endorse. He's always on a steady course, Talk to Mr. Ed (Wrench)." QUESTIONS -- So, to help me (and perhaps, other Casual Readers of this thread, who may also be effectively "Newbies" at modding SFP1, but interested in using your mod as you intended), perhaps you could address the following -- a) Your "Solomons-V3_Types.ini" contains the following entry -- [TargetType124] Name=Enterprise6 FullName=Enterprise Class CV ModelName=Enterprise6.LOD TargetType=WARSHIP ActiveYear=0 TargetValue=10000 --> UseGroundObject=FALSE "Enterprise6" is supplied within it's own Folder, within \GroundObjects, rather than as "loose" files within either \Groundobjects or \Objects (or the "\Solomons-V3" folder itself). As I understand it, "UseGroundObject=TRUE" is used when an Object has it's own subfolder within \Objects (or \GroundObjects) [cf., "Benham," "Brooklyn," etc.], and "UseGroundObject=FALSE" is used for "loose" files. Please clarify what you INTENDED to do with this, and what an End-User should do to "make it work" as intended. b) Your "Solomons-V3_Types.ini" contains the following entry -- [TargetType150] Name=PTBoat FullName=PT Boat ModelName=Torpedoboot.LOD TargetType=WARSHIP ActiveYear=0 DamagePoint=100 ArmorValue=0 ArmorType=0 TargetValue=100 -->UseGroundObject=TRUE GroundObjectType=PTBoat As near as I can tell, there is NO \Objects\GroundObjects folder or .lod for "PTBoat." There IS a "loose" .lod for "Torpedoboot.LOD" as well as 3 .bmp textures (Torpedobo1, Torpedo2,Torped3) in the \Solomons-V3 folder, but NO corresponding xxini or xxdata.ini for this .lod. [And, yes, I've checked the "Desert.CAT" and "VietnamSEA.CAT" archives, as well as the "ObjectData.CAT" for both "SFP1"(v8.30.6.9) and "WOV" (v8.9.0.15) with no luck -- it just ain't there...] Please clarify what you INTENDED to do with this, and what an End-User should do to "make it work" as intended. [This "Target Type" is used extensively in your ""Solomons-V3_Tatgets.ini," so the correct answer to this question is somewhat critical] c) Your "Solomons-V3.Targets.ini" contains the following entries -- -- Under [TargetArea038] Name=Shortland Island Seaplane Base ... --> Target[030].Type=af45radioant --> Target[031].Type=IJA_AAA --> Target[0324].Type=fueltank3 --> Target[032].Offset=-823,758 --> Target[032].Heading=0 --> Target[031].Type=IJA_AAA --> Target[032].Type=CamonetStorage This makes absolutely no sense. WHAT did you intend, and how should an End-User edit this to make it work as you intended? d) Your ReadMe States, "..I've not included the 2 MG gunners, due to permission issues; these are modded from the Dev A-Team's First Eagles units. They are available in the New Guiena (sic) and Okinawa upgrades.." I understand the "permissions" restraints you are under. However, this statement is (somewhat) misleading, for us "Newbies" who have NOT been following the progress of the various PTO upgades since 2007 or so. I happen to HAVE the A-Team FE AAA Gunners, so the "BrowningAAA" was no problem for me. However, the "IJA_AAA" remained elusive (NO instructions were provided to convert any existing A-Team WWI AAA gunners), and the needed files were NOT included in your latest "Okinawa_V3" download on CombatAce. I FINALLY located the needed files in your "New_Guinea2_upgrade" mod (on, like, page 22 of the CombatAce WW2 Terrain downloads page -- Word of Warning for other PTO Newbies ...). A bit more "specificity" to help guide us Newbies along might be in order .... e) [This next is probably NOT from one of your ReadMe's, but you probably know the answer anyway...] Somebody warned us about "objects listed in "Targets.ini" and "Types.ini" in this mod may still follow the old, pre- [fill in the date] conventions of SFP1, before separate "\GroundObject" folders were used. Consult the CombatAce Knowledge Base for information on how to convert them to the more modern format." Well, this disturbs me, since I do not understand it, and ONLY want my current mod to just, plain, "WORK," y'know? So, since you are no doubt knowledgeable about this issue, could you please provide a short tutorial (geared to the absolute dumbest Newb) about what might be needed to make YOUR "Solomons_V3" mod work TODAY (June 2012)??? Pretty Please? f) Your ReadMe states, "Note: There are several new terrain objects still in the works; they just aren't ready yet. So, rather than wait until they're done, I've chosen to release this "as-is". Expect an update with these 3 objects are finalized (those are actually the only thngs missing -- everything else is done!)." Well, not to put too fine a point on it, but that was written in 2009, and it is now mid-2012, so -- (a) have these been released somewhere, and if so, where? (b) if not, are you still working on them, and if so, when might one reasonably expect to see a download link? © if not, and if you have NO INTENTION of pursuing them further, please let us know... Please, please, please, do NOT consider this post as "criticism" in any way! I, and many others, vastly appreciate your efforts (and those of Edward, Gephard, Baltika, etc.) to do all the work to bring these new terrains, and new flying experiences, to us in the first place, and to selflessly share them with the Community. Please consider my questions as "fumbling attempts by a Newb to understand/make work his/her mod installation," and let everything else go... Thanks in advance DARoot
  24. To Baffmeister -- Excellent! Much good luck with what you are doing, and I, (for one) would be interested in reading about your success stories (and even, failures) if you care to post them here. [Myself, I use the "next-to-last" SFP1 patch (??Sept 2008, as opposed to Nov 2008??) and personally, find the "AvHistory" FMs a bit "twitchy" for my level of expertise (I always play in "Normal" Flight Mode, since that is what the AI uses...). Anyway, Well Done! and Keep at it! (and, as a veteran of First Eagles1 and First Eagles2, I'm not sure there is anything resembling a "Patch-Free Zone" in the ThirdWire universe....) To Wrench -- WW2 SFP1 Enthusiasts -- We ain't dead yet ... DARoot
  25. Thank you, Wrench, for responding to my recent post/questions. DARoot
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