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Everything posted by UllyB
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Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
yeah, I screwed up, but I realized it too late. I wanted to test something yesterday and I moved the seasons files and I forgot about them in the tension/heat of the moments. Thus the game was loading Germany tiles and confused me and that is why I was desperate not knowing what is happening. Thank God you have a clear, cool mind! Yes , now after your adjustings, the map work flawlessly. God bless you Kevin, I am really happy I can play this map. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I took closely looks at the tiles in question and their behavior. They look in game as if they were stacked, one on top of the other, but two of them look like they are not from that area. Example: the one which should fit is a field tile, but on top of it (or below, depending the angle you look at it) there is a tile, (and all these are happening in the middle of the map section), that has a river section. I saw one (in the middle of the map section), too, which had a sea blue color and pier-like bars. I guess they are not from there and the Germany map tiles were somehow matched to be aprox a match. I also think that water appears in interior (airfields) because the level/height of the water was increased above of some threshold. Oh I wish I knew how those values affects what's going on on the map. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I've run it , here's what I noticed: - river banks flickering - GONE - sea tiles flickering - GONE - white chunks instead of airports tiles - GONE Your magic did work Kevin, as always, and I am gratefull for that. Thank you. However I noticed just a single abnormal behavior.(Please see the pics) When you are above of an airport (or even on the runway) and you just slightly rotate the angle you get, not one, but three "versions" of how the airport can look like and of course , just one of them is the right one. Can they be adressed as well ? PS -With the sea look I've managed, I have all the waternormal bitmaps ever produced. abnormal_look.zip -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
OK, thank you. I will wait. I tested into WOE, as you did, and the issues are the same, but I decided not to bring this up, but since you showed up letting me know you work the problem, I let you know that, too. I will keep finger crossed. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I have a very powerful card, GTX 1080 (I always had the best for that present whatever it were), and drivers are for certain NOT the problem here (I am a 25 year experience hardware engineer and I know one or two things about this matter). I reversed-engineeried two terrains from SF2 and they work flawlessly. That is why I didn't expect this problem and that is why I turned to YOU for help. The only thing that stands, for the peace of my mind, is what you said about internal coding. I will delete that terrain, but I'm telling you, I will do that with a heavy heart. Thank you for reply. -
Korea Terrain
UllyB replied to rwatson's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
For me it doesn't work. I did everything you said in SF1->SF2 terrain transformation. Near the rivers everything is flickering, the same when you are near the sea. The airfield's chunks look as the texture is missing (white/grey). Everything else (hill, mountains, fields) looks good. I use WOI and of course I have the GermanyCE CAT into the terrain folder. I really would like to play Korea ver 3.0 , I really like how big this map is and what is covering. Maybe you can help Kevin. -
launching a missile animation
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I also noticed that F-102 and F-106 baydoor animation won't work for the A.I. The missile goes through plane when released. Why doesn't it work for F-102 and F-106 but for bombers do? Tu-16 and TU-22 A.I. "know" to open the baydoor before releasing bombs. Could this issue be solved by a syntax or something. I saw at SF2 series that there is an line command : AutomaticDoor=TRUE. I tested and it won't work for SF1. -
launching a missile animation
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I recently noticed that some missile, when launched, they are going up, instead of "falling" until their booster kicks in. Maverick (AGM-65A and AGM-65B). Their settings is the stock ones so I wonder why is that. Other missile fall as they should. Any idea ? -
loadout.ini syntax
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Truth is I didn't know that feature belonged to SF2 generation. I discovered into a SF1 plane's loadout, maybe forgotten by the author when he transformed a SF2 plane to a SF1, but there was no one there to tell me that. I forgot about it until now , when I remembered it and found it useful for what I wanted to happened for that F-106 loadout. I reached to a compromise. I let one version for CAP and one for INTERCEPT. However part of the syntax works, you can change, by stating that lines in the loadout.ini, when a plane to load something new. It's a shame that the other half won't work. Thank you, like always, for your guidance Sir. PS - SF2 it may have its glamour with new shaders, but the SF1 attracts me more powerfull with its simplicity and beautiness so I feel that I can't part of it yet. My intention is to make a clear "path" through all SF1 stuff and make, at least for myself, a very beautiful, rich game. Bless all the men who contributed to this fine game! -
I tried to load for F-106 the Air-2A genie missile (for 1959-1871) and the gunpod begining with 1972. It looks like this: [AirToAir] Loadout[01].WeaponType=AIR-2A Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-4G Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4G Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4F Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4F Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank360_F102 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank360_F102 Loadout[07].Quantity=1 [AirToAir_72] StartDefaultDate=1972 DefaultFor=INTERCEPT,CAP Loadout[02].WeaponType=AIM-4G Loadout[02].Quantity=1 Loadout[03].WeaponType=AIM-4G Loadout[03].Quantity=1 Loadout[04].WeaponType=AIM-4F Loadout[04].Quantity=1 Loadout[05].WeaponType=AIM-4F Loadout[05].Quantity=1 Loadout[06].WeaponType=Tank360_F102 Loadout[06].Quantity=1 Loadout[07].WeaponType=Tank360_F102 Loadout[07].Quantity=1 Loadout[08].WeaponType=F106AGunPod Loadout[08].Quantity=1 For the gunpod, it works, but BEFORE 1972 the game leaves the place empty.(I can load the Air-2A missile manually though). I tried to put 1959 the default for Air-2A missile, but if I do that, after 1972 it won't load the gunpod, it will be the just the Air-2A missile only. I could use a little help. What is the correct syntax to have the two versions please ?
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loadout.ini syntax
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You missunderstood me (I think). I know to read a data.ini file Sir. The gunpod takes over when data change to 1972, BUT...before that... Air-2A should appear because it's declared (FIRST), but IT DOESN'T. That was my point. That is why I was puzzled, that is why I asked for help. I checked and IF...I delete these rows : [AirToAir_72] StartDefaultDate=1972 DefaultFor=INTERCEPT,CAP then... the Air-2A APPEARS as it should...BEFORE 1972, in the plane's loadout. And , of course, if I leave it to that, it will stand there even after 1972 date. My logic is this: if a weapons declared appears, why does it disappear BEFORE the data in question, if a newer weapon, through that syntax, takes over. It should appear BEFORE 1972 (the Air-2 A) and after that the gunpod should take over. I never said they should work in the same time or similar. That is why I think you missunderstood me. -
CAT archives utility
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wow, interesting, I didn't know such a tool existed. Do you still have it ? I would love to give it a try. -
CAT archives utility
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Does exist an utility to make CAT archives ? I would need one to make sure that no other planes from default CAT mixes with my single player missions. -
radar scope
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for the help! -
Is it possible to "fit" a radar into stock A-10 (WOE) scope (the one it uses for Mavericks and LGBs ) ? I tried but, except FLIR devices, nothing appears there. I've done that in the past for other planes, but my "magic" won't work in this case. I'm not sure if the cockpit model (LOD) has anything to do with this issue (lack of info) so I could use some guiding or help. Thank you.
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AerialNukeEffect.ini file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thank you once again for the help! -
Active Radar Homing missile question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I see, but even so, there is a very big gap between 28 km and 120km, plus I noticed that , when told to engage, the wingman (A.I.) accelerates so it has even enough speed which would help launching it earlier because of a more favorable momentum of the missile. And finally, I tested it, firing it myself and the missile (1 in 4) makes a kill from 50-60km or so. Another aspect I remembered: when the AI wingman is head-on with the enemy AI, the enemy fires always first and sometimes, kills my wingman before it even got a chance to fire. I thought that maybe these things are moderated by AI skill etc but my AI wingman had "excellent" skill and the enemy AI was put on "NORMAL" so the bottom line, the situation is very cloudy for me. -
Active Radar Homing missile question
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If an R-37 or R-33 has a max range over 100Km why don't A.I. wingmen fired them earlier ? I noticed they fired when they were at aprox 28km of target. Is there a hardcoded limitation to that ? (A.I. pilots had high ranking values) -
AerialNukeEffect.ini file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Many thanks for help but I also need the TGA files which work in conjunction with the ini file, too (I checked the effects folder and I don't have the TGA files named in the ini effect file). Plus I am not sure if the shaders files are from CAT's game (so no worry) or... I have to put them somewhere those which are listed in the ini file... Can you, please take a look and tell me where goes where, too ? The best it would be if you can archive the "Effects" folder and send it to me (uploading it on a site where I could take it) -
IIR missile question
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Do I need a data link pod attached to the aircraft in order to be able to launch an IIR missile ? Or it was not simulated in SF1 series ? -
I tried recently some planes which were in the Malvine campaign pack, which I guess is a pre-2008 patch thing. They all work well in WOI except one, the TC-34C Mentor which explodes in the first second on the runway. What is the cause of sudden explosion of the aircaft in game ? I thought first that maybe it's old model etc , but the others , from the pack are too, so it is supposed to work. What went wrong I wonder...?
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what does it mean
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
adding that value solved the issue, many thanks man! -
what does it mean
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
alright, I'll do that, and tell you what happened after. Thanks for staying with me. -
what does it mean
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ok I'll take a look, but I really have no idea how just looking to an animation it would spark a solution into my mind for that. -
what does it mean
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
no , I don't. I use malvinas planes on WOI and I have compatible other terrains (Desert Storm/GermanyCE/Israel2/PersianGulf/Madagascar/Cuba2011/VietnamSea and the default of WOI). First I tried it (the original map , the one with DESERT.CAT added) but, unfortunately, the campaign is unplayable. Do you know by chance if The Malvinas campaign was ever remade after 2008 patches ? If not , it's a shame....that conflict had really big potential.