krfrge
JAGDSTAFFEL 11- 
                
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Everything posted by krfrge
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				U.F.O.
krfrge replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Holy Smokes! Adds a whole new meaning to reconnaissance. - 
	
	
				WIP new ground target
krfrge replied to Steve s's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey, An M577 Command Post Track and ??? an Honest John system! Great work. - 
	
	
				Screenshot Thread
krfrge replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Here's why you fly at night in the AC-130. The bad guys can shoot some of your landing gear off. - 
	
	
				Willie Pete problem
krfrge replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Than ks Dave,,,, hope you are doing well - 
	
	
				Willie Pete problem
krfrge replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ALCON, Got it fixed. Thanks for the suggestions and help. - 
	
	
				Willie Pete problem
krfrge replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
All, Thanks for the suggestions. This is an SFP1 terrain / work / project. Real life gets in the way. - 
	
	
				Willie Pete problem
krfrge replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 - 
	
	
				Missing Ships
krfrge replied to Fightingirish's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 - 
	
	
				20mm for OV-10s?
krfrge replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Nice work 311KilleBee - 
	
	
				20mm for OV-10s?
krfrge replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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? - 
	
	
				20mm for OV-10s?
krfrge replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
All, What version and what type of gun system was this? - 
	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.
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				Screenshot Thread
krfrge replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Xray, Good looking air-ground team. - 
	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.
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	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
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				A-1H Missing Wings
krfrge replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wrench, Thanks. I will add some wing stores - 
	
	
				A-1H Missing Wings
krfrge posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. - 
	Great A/C. Animation is really nice. I am working to position the para's. Thanks - Great addition.
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				Infantry_Squads with smoke
krfrge replied to krfrge's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
I dont have SFV2 so I am not sure. All my work is done for the original TW series. 
