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krfrge

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Everything posted by krfrge

  1. Hey, An M577 Command Post Track and ??? an Honest John system! Great work.
  2. Here's why you fly at night in the AC-130. The bad guys can shoot some of your landing gear off.
  3. Can anyone tell me what is causing this box effect on the willie pete explsoion? This is an AN-M47A3-PWP being dropped.
  4. Than ks Dave,,,, hope you are doing well
  5. ALCON, Got it fixed. Thanks for the suggestions and help.
  6. All, Thanks for the suggestions. This is an SFP1 terrain / work / project. Real life gets in the way.
  7. Thanks Dave. I will check to ensure I have up to date drivers and provide you a report. Did an update and the system reports the driver is up to date ATI Mobility Radeon HD 3470
  8. LeMissioneur uses the GROUNDOBJECTDATA.INI file to allow you to emplace the object in a mission. Recommend you add the ships in question into the file as in the example below. [Object246] ObjectName=SIDENET_E ObjectFullName=DRV-11 Sidenet Radar ObjectDataFile=sidenet_E_data.ini [Object247] ObjectName=Sierra ObjectFullName=Sierra Class Submarine ObjectDataFile=Sierra_data.ini [Object248] ObjectName=SilkwormL ObjectFullName=Silkworm Missile Launcher ObjectDataFile=SilkwormL_data.ini [Object249] ObjectName=StingerSite ObjectFullName=Hardened Stinger Site ObjectDataFile=HardStingerL_data.ini Also make sure the XXX_DATA.INI has the following entry (example is SIERRA class sub) [MissionData] NationName=Soviet ServiceStartYear=1982 ServiceEndYear=2005 GroundObjectRole=WARSHIP <--------------- Make sure the groundobject role is defined. Availability=COMMON FormationSizeBase=1 FormationSizeVariation=0 Exported=FALSE
  9. It is a really cool looking configuration. Does anyone think there is a way to build that weapon system for the current series of OV-10s?
  10. All, What version and what type of gun system was this?
  11. Hi, Here is an example actually taken from the original SFP1 game. It is the groundobjectdata.ini. For LeMissioneur to "read" your ground objects it has to use a "source" file. That "source" file is GROUNDOBJECTDATA.INI Use the CAT extractor to get the GROUNDOBJECTDATA.ini file. This file can be opened with notepad and will look like the list below. [Object001] ObjectName=T-54 ObjectFullName=T-54A Tank ObjectDataFile=T-54_data.ini [Object002] ObjectName=T-55 ObjectFullName=T-55A(M) Tank ObjectDataFile=T-55_data.ini [Object003] ObjectName=M48A2 ObjectFullName=M48A2 Patton Tank ObjectDataFile=M48A2_data.ini [Object004] ObjectName=M48A3 ObjectFullName=M48A3 Patton Tank ObjectDataFile=M48A3_data.ini [Object005] ObjectName=FANSONG ObjectFullName=Fan Song Radar ObjectDataFile=FanSong_data.ini [Object006] ObjectName=SA-2L ObjectFullName=SA-2 SAM Launcher ObjectDataFile=SA-2L_data.ini -- shortened the list between the above and below entry -- [Object315] ObjectName=IndonSquad ObjectFullName=Indoensian Squad ObjectDataFile=IndonSquad_DATA.INI [Object316] ObjectName=Australian_Squad ObjectFullName=Australian_Squad ObjectDataFile=AusSquad_Data.INI [Object317] ObjectName=BTR-80A APC ObjectFullName=BTR-80A ObjectDataFile=BTR-80A_Data.INI [Object318] ObjectName=US_Paratroopers ObjectFullName=US_Paratroopers ObjectDataFile=US_Paratroopers_DATA.INI [Object319] ObjectName=SLAVA Class ObjectFullName=SLAVA Class ObjectDataFile=SLAVA_DATA.INI To include the Ground Objects add-ons you have downloaded, you will have to manually enter them so LeMissoneur can read them. Hope this helps.
  12. I think you are going to have to create a groundobjectdata file for LeMissioneur to read.
  13. Comrpnt, Wow! Superb work as always. Your work is always first class. This is an exceptional product. Kindest regards KRFRGE
  14. Xray, Good looking air-ground team.
  15. Comrpnt, Stary, 331Killerbee, et al, I am experimenting with creating a ground launched flare. I can get a weapon to shoot the flare but it will explode on the ground instead of in the air. I think I can create something like a CBU effect where the flare would ignite above the ground but I am just guessing after that. Can anyone tell me if I am on track? Thanks KRFRGE
  16. Wrench, Thanks. Will give it a try and let you know the results. KRFRGE
  17. All, The work continues. I attempted the missile rocket but it didnt work. Monty CZ's idea is a good one and I think it can work,,,I just missing something. This scene is using the USArmymortar from the WOV Air & Ground Expansion Pack. I created an EFFEECT called illumroundeffect. [EffectType001] Name=IllumRoundEffect Element[01].ElementName=FlareGlowEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=LumFlareEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=CbuAirExplosion2 Element[03].StartTime=0.0000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.0000000 Element[03].EjectTimeDeviation=0.000000 [EmitterType001] Name=FlareGlowEmitter EmissionType=HOLD_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=10000.000000 LifeTime=40.0 EmissionRate=1.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.250000,0.250000,0.250000,0.100000 ParticleColor[02].Time=0.70000 ParticleColor[02].Value=0.250000,0.250000,0.250000,0.100000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=0.250000,0.250000,0.250000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.80000 ParticleSize[02].Time=0.7000000 ParticleSize[02].Value=0.80000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=0.000000 ParticleSizeDeviation=0.100000 TextureMaterial=RocketFlareMaterial [EmitterType002] Name=LumFlareEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 HasLightSource=TRUE LightColor=0.800,0.800,0.800 LightRange=2500.0 LightSrcOffset=0.0,0.0,0.0 LightDeviation=0.050000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.150000 ParticleLifeTimeDeviation=0.2000 ParticleColorTableType=LINEAR ParticleColorStart=1.00000,1.00000,1.00000,1.00000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=150.0000 ParticleSizeEnd=0.000000 ParticleSizeDeviation=0.0200000 BaseSizeDeviation=0.7 TextureMaterial=FlashMaterial2 [EmitterType003] Name=CbuAirExplosion2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.200000 MaxVisibleDistance=18000.000000 PositiveZOnly=TRUE EmissionRate=0.050 EmissionVolume=0.00000,0.00000,0.010000 RadialVelocityTableType=CONSTANT RadialVelocity=20000.0 RadialVelocityDeviation=0.500000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=1000.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=30.0000 ParticleLifeTimeDeviation=0.400000 ParticleWeight=-0.05000 ParticleRandomness=0.080000 ParticleDragFactor=0.250000 ParticleInheritence=0.00010000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,0.700000,0.700000,0.300000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.200000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=10.000000 ParticleSize[01].Value=30.00000 ParticleSize[02].Time=10.06000000 ParticleSize[02].Value=20.000000 ParticleSize[03].Time=10.0000000 ParticleSize[03].Value=10.000000 BaseSizeDeviation=0.001 PositionHeightOffset=3.0 TextureMaterial=FlashMaterial2 [RocketFlareMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE 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=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=rocketflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial2] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,0.000000,0.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=lum.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I placed an NVA squad roughly 1000meters distance from the mortar tube. I just cant get the round to burst above the target.
  18. Monty CZ, That's an interesting idea. I will run with it and let you know. Thank you - KRFRGE
  19. Hello all, Can anyone help on this situation? Its MontyCZ's A-1H v6 aircraft. The complete wings show up in WOV but not SFP1. I have not made any modifications to the A/C.
  20. Wrench, Thanks. I will add some wing stores
  21. Great A/C. Animation is really nice. I am working to position the para's. Thanks - Great addition.
  22. File Name: Infantry_Squads with smoke File Submitter: krfrge File Submitted: 21 January 2010 File Category: Ground Objects Mods Infantry Squad with Smoke First credit goes to Kesselbrut for his Infatry squad files. Secondly Papa Goat for his "Pop Smoke" idea. I expanded on Papa Goat's idea of using a single soldier with smoke. I basically took the stock US_Squad and Soviet_Squad by modifing the X_Squad_data.ini file to have the smoke deployed. These squads will "throw" fire their smoke at any ground object designated "ENEMY". That way the squad still can fire its normal assortment of weapons and still mark enemy targets. I have tested this on random generated CAS missions in SFP1 and WOV. Anytime a squad is generated during a mission, each squad will deploy their smoke at the nearest enemy target. Mind you, it's not perfect but I think it gives a great effect. I've only built one smoke color for the Soviets. The US squad can select from 4 colors Red, Green, Violet (Purple) and Yellow. You have to manually select the color you want them to use by removing the "//" in the data entry line. Installation: 1. Make a back up of the original squads just in case you don't like this mod. 2. Add the two squads to the GroundObject folder. 3. Drop the effects into your EFFECTS folder. 4. Add the bulletobject data to the BULLETOBJECT file. 5. Add the gundata to the GUNDATA file, open the guneditor and click on one weapon, then click SAVE. Comments are always welcome. I subscribe to the FREEWARE Policy at Combat Ace. KRFRGE Jan 2010 Click here to download this file
  23. Papa Goat posted this idea on troops marking their position. I have tried to expand the capability. This was a random generated Close Air Support Mission. I have gotten three colors to work (Purple, Red and Green) Still a lot to do but thanks Papa Goat for the idea.
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