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Everything posted by KJakker
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A little addendum to the above video. The YouTuber "The Bonesaw" shared the story below in the comments from his time in the US Navy.
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Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
@Geary Just to check, you are putting things into the mods folder at "C:\Users\"UserName"\Saved Games\ThirdWire\StrikeFighters2" and not the main folder at "C:\Program Files (x86)\ThirdWire\Strike Fighters 2" correct? I have attached my effects folder with an adjusted MissileObject.ini file. Backup your effects folder and give mine a try. My Effects folder.7z Also, I have attached some smoke rockets for you to test. Smoke Rockets.7z -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mine do work in my SF2 install. Try these. Smoke Marker Effects.7z -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Add a letter "s" to the end of effect. -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Open up the smoke rocket's data file and see what is listed under "EffectClassName=". -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It is in the ObjectData001.CAT file but I attached the stock one for you. Put it in your Objects folder. MISSILEOBJECT.INI -
Do Smoke Marker Rockets work in SF2?
KJakker replied to Geary's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Do you have these in your MISSILEOBJECT.INI files? [WpBombEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WilliePeteBombExplosion GroundHitSoundName=WPExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName=WPExplosion.wav ObjectHitEffectName=WilliePeteBombExplosion ObjectHitSoundName=WPExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=WPExplosion.wav CraterModelName= CraterType=1 [WpRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=WilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpRedRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=RedWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=RedWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=RedWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpGreenRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=GreenWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=GreenWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=GreenWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpYellowRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=YellowWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=YellowWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=YellowWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpARMissileMarkerEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WpARMissileMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName=Splash.wav ObjectHitEffectName=WpARMissileMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=WpARMissileMarkerEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [SmokeMarkerEffects] EffectShaderName=twColor1.fx GroundHitEffectName=SmokeMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmokeMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmokeMarkerEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType= -
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new Tornado 3d model
KJakker replied to guuruu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I came across this the other day and thought I would share it. -
To YAP owners.
KJakker replied to Wilches's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I just dug the Clemenceau out of the old TMF weapons pack and updated the data file to my latest standard for SF2. If anyone wants to test it let me know and I will PM it to you. Are there any restrictions beyond the normal regarding uploading TMF items? If not then I will add it to the SF2 ships download section. -
Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@warthog64 and @JosefK Please give me some testing details. Given the work I put into this I am considering creating and uploading a complete ground object overhaul pack for the Falklands 82 campaign. Also which YAP Rising Sun ships are you most interested in updated data files for? There are a lot more of them and I would like a place to start. -
Stary's old bombsight?
KJakker replied to OncomingStorm1984's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You can try this in your bomber's Cockpit.ini and Avionics.ini files respectively. I find that it works well for level bombing with B-52's. <------------------------------[Cockpit.ini]------------------------------> [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 <-----Set to the size you want. GunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install. GunsightComputedName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install. AGGunsightName=F-15A_sight.tga <-----Set to whichever sight texture you want or have in your install. GunsightRollTabsName=F-15A_rolltabs.tga <-----Set to whichever roll tabs texture you want or have in your install. GunsightRangebarName=F-15A_rangebar.tga <-----Set to whichever range bar texture you want or have in your install. RangeBarOrientation=6TO12 RangeBarHasGunRange=FALSE RangeBarUseWeaponRange=TRUE RangeBarWeaponRangeAtCenter=FALSE RangeBarMax=6096.0 RangeBarMin=914.4 LeadComputing=TRUE MinDepression=156.213333 MaxDepression=779.822222 DefaultDepression=556.622222 MinLeadRange=985.943752 MaxLeadRange=15856.299997 DefaultLeadRange=10022.180070 RocketDepression=256.213333 BombDepression=556.622222 <------------------------------[Avionics.ini]------------------------------> //CCIP// [HUD] HUDMaterial=HUDMaterial HUDColor=0.0,1.0,0.0,0.7 BoresightOffset=0.0,0.0 ViewportTopLeft=-0.272,-1.205 ViewportBottomRight=0.272,180.0 GunBoresightAngle=0.00 RocketBoresightAngle=0.50 [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [HUDFont] TextFontName=Arial TextSize=11 TextBold=TRUE [HUDModeNav] Symbol[01]= Symbol[02]= Symbol[03]=HUD_Guncross [HUDModeAG] Symbol[01]= Symbol[02]=HUD_CCIP Symbol[03]=HUD_Guncross [HUD_CCIP] SymbolType=CCIP FallLineImage=cockpit\F-15A_FallLine.tga <-----Set to whichever fall line texture you want. ImageSize=0.200 FallFromFlightPath=TRUE [HUD_Guncross] SymbolType=IMAGE ImageFilename=cockpit\F-15A_guncross.tga <-----Set to whichever gun cross texture you want. ImageSize=0.025 ImagePosition=0.00,-0.0208 -
Rookie Modeling Work in progres
KJakker replied to acesfakia's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I like the depth bombs, I was researching them when I was modding Cold Waters. Are you going to make the US and RN WWII ones? @acesfakia I thought you might find these interesting. https://www.dropbox.com/s/c2s0tm9notgrldt/Booklets of General Plans.7z?dl=0 @JosefK I helped WhiteBoySamurai with the data files for a number of the ships he built. If you are working on some ships I should be able to help. -
Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Took me a little longer than I planned as I got bogged down in a number of details involving ships, guns, AAA and SAM's. Try this and see how it works for you. Falklands_Ship_&_AAA_Update_Test.7z Note: Ships with files designated Mod1 and Mod2 indicate proper top speed or all stop is set respectively. The way I have the files set in the attachment is the same way speed is set in the base Falklands 82 mod, as such you should be able to drop all if the files into your Falklands mod folder and they should work straight away. Be sure to back up just in case. If you are using the ships in any other install then make sure the data file reference in the ship's main INI file is pointing to the Mod1 variant. -
I think you might have a problem with that cockpit. Your comm/IFF/nav control panel on the right side has a distinct case of doggy eyes. If you are not careful it will convince you to let it eat all of your survival rations before you even reach the target area.
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stop the game from overwriting files
KJakker replied to whiteknight06604's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I usual just set everything in the Objects folder to read only when I am not modding files. -
Sgt. Reckless
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Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
It looks like an estimate of "Two Weeks" would have been right on time for this project. To give you an update, I just have to finish work on the data files for the General Belgrano and give the edited ships an in game test and the Falklands 82 ships should all be ready. I would say within the next couple of days. The data files for the YAP Rising Sun ships will still be awhile yet. -
gunsight
KJakker replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You want the cockpit INI file for the given aircraft for the gun sight. Additional HUD elements are in the aircraft's avionics INI file. For example the following is from the F-15A_Cockpit.ini file. Each aircraft will have its own defaults setting. [GunsightFront] HasGunsight=TRUE GunsightMilSize=50 GunsightName=F-15A_sight.tga GunsightRollTabsName=F-15A_rolltabs.tga GunsightRangeBarName=F-15A_rangebar.tga RangeBarOrientation=6TO12 RangeBarHasGunRange=TRUE RangeBarUseWeaponRange=FALSE RangeBarMax=6096.0 RangeBarMin=914.4 RangeBarMaxGun=2032.1 RangeBarMinGun=304.8 LeadComputing=TRUE MinLeadRange=300 MaxLeadRange=1300 DefaultLeadRange=500 MaxDepression=245 DefaultDepression=50 Edit: That is for SF2, I did not notice that the thread was in the SF1 section when I posted. -
Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@warthog64 I am in the possess of doing a full data file overhaul for the Falklands and the YAP Rising Sun ship data files. Falklands 82 ships should come first. Also that seems too weak for a US carrier due to US damage control. -
World War II In the Indian Ocean: Ondina and Bengal versus Aikoku and Hōkoku
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Make ships harder to sink
KJakker replied to warthog64's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@warthog64 Which ships are you having trouble with? I have done a lot of data file work with ships and ground objects so if I can take a look at the ones giving you issues I may be able to diagnose what the problem is and fix it. -
The 1943 Bombing Raid on Boise City Oklahoma.