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Everything posted by UllyB
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Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I tried, The needle stays to zero this time, so in WOI it's not changed. Before that I did another thing: I put the cockpit and the cockpit.ini file to a WOI "native", an A-4E '73 Ahit and it worked. but on this damn Tu-16 plane refuses to work. Grrrr... So, no matter how improbable is, it must be a relation between the cockpit LOD and the plane's LOD, cause the WOI game engine thing I ruled it out with the A-4E '73 Ahit example. I wish I knew TK phone number....lol -
Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I transferred an A-6A from WOV to WOI. Well, the fuel indicator WORKS. But if I use JUST the cockpit for another plane, which I got in WOI, it doesn't. I really feel frustration. -
Russian Weapons
UllyB replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
First thing first...it DOESN'T matter which MAP you fly, but WHICH GAME you use. So which one is it ? Let's presume you use SF1 WOI. If you do that, then look in options.ini file (which is in the main WOI folder) for the section: [singleMission] AircraftType=A-6A MissionMap=PERSISCHER GOLF MissionType=RECON MissionTime=NOON MissionWeather=SCATTERED AirActivity=RANDOM AirDefenseActivity=RANDOM LoadMission=FALSE LoadMissionFilename=F-15A_vs_MiG-23MF_(1v1).MSN MissionYear=1975 StartYear=1950 EndYear=2050 Service=ISRAEL Make sure those BOLD dates are related to the years you want, on that map, to your years your plane is allowed to fly (it's in its data.ini file). I presumed you use a SINGLE PLAYER mission and NOT a campaign mission or a stand-alone built mission. If the end year and start year are these in my example and your plane is allowed, by the entry in its data.ini file, to fly in those limit, you should have no problem doing exactly that. If you can't something is wrong with one of those two files I pointed out. If you expect some enemy planes to show up, then, in their data.ini files, the time interval must be BETWEEN the bold ones I pointed out in above post. Also make sure you have the MODEL of the missiles you want them to be loaded with. If you don't have the model of the missiles, they won't show up on the aircraft wing.(this was another reason for things going wrong, I forgot about it in previous posts). The missile models (and its files) are in the weapon folder stored. Also the weaponsdata.ini file must be saved in order to make them available. -
Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Sooo that was the thing with the third... Thanks for explanations, I was getting crazy wondering what is all about. Yes the cockpit lines for fuel are exactly those. Aaaa i think I was in the error in the first place about the origin of the cockpit. The cockpit.ini file for Tu-16 and the one for A-6A are the same, identical, I mistakenly measured the A-6A main LOD instead of the cockpit LOD and I said that they don't match. So bottom line, it's the same cockpit, but the fuel indicator doesn't work in WOI. In WOV, using the A-6A, it works. Could be the updated engine of WOI which would make fuel indicator to fail ? Or could be the fact that the WOI updated engine won't allow OLD aircraft to show correct the fuel consumption ? It really consumes me that I can't make it work. PS - I already did that, load just 25% to see if it works. And, of course , it doesn't. I even tweaked the 10000lbs to a smaller amount to be easy and I even changed in options fuel to HARD. -
Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I dug further for the last two hours...In A-6A cockpit LOD there are leads to three entries which are readable (LOD file is a binary file) which could give a clue of what's going on between the cockpit.ini file and the cockpit LOD itself, one is the name of the fuel panel bitmap (fuel_quality.bmp), the second is the fuel panel needle node (needle_fuel_quality) and the third is a mistery and is nowhere to be found into the cockpit folder (I looked into original A-6A cockpit's folder, too): it's called "guage_fuel_quantity". I looked into cockpit.ini file, there is no line regarding that either. I looked through other planes cockpit.ini files, some which have a fuelgauge line but I don't know how to fit it into the cockpit file I have. I'm thinking that if I can invent a line/section where to have that "guage_fuel_quantity" wonder word, it will work, but I don't know where and how. Maybe someone will help. -
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Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I had an idea and it took me to some serious conclusions. I renamed the Tu-16 cockpit and replaced the one in WOV, for A-6A and, surprise, it WORKED. So either the new engine of WOI doesn't support anymore old cockpits (it doesn't know how to link things in old cockpits) orrr I am still missing something. I could use some help, really. -
Russian Weapons
UllyB replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
If it's not in the loadout list , it could mean the followings: - you FORGOT to add them into plane's wing where you want them. - on that specific wing(s) where you want them, there are RESTRICTIONS of some kind (length/diameter/weight of the missile etc). - attachment type is wrong declared on the wing - all is alright but the syntax is wrong (you misspelled a word or the word YOU thing is good , is...not accepted by game's syntax processor thing) - the weapon wasn't exported to the country your plane belongs, so you can't have it. Weapon won't have anything to do with the region you fly. They are just in connection to their service years, attachment types, wings syntax declarations etc -
Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Of course I will, but for now there are things which I don't understand how they work cause I don't have the insight info yet. However some progress, on my own, I already made. The cockpit in question is one modified from a A-6A plane, from WOV. I look into WOV files and and compared the cockpit.ini I have and the original one for an A-6A. They look identical except the sizes of the cockpit model, the original one is almost half bigger. I tested the original A-6A in WOV and the fuel indicator works. The puzzling thing is that even if they have the same files, the same configuration (cockpit.ini files I mean) the fuel needle won't move in my cockpit, in WOI game. I checked and overchecked each line in the cockpit.ini and I don't get it why won't work. Maybe someone will give me a hint or a clue. -
Russian Weapons
UllyB replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
You need to have Russian weapons (missiles, bombs etc) into your weapondata.ini file you use in the game. The file resides in the "WO*\objects\weapons" folder, it is called weapondata.ini. It's a text file so double click it and then press CTRL+F and search the word SOVIET and you will see if you have Russian weapons in it. If you don't have you will have to get some from the download section ( look for Russian weapons packs, they are there and explicit). Though if you HAVE Russian weapons in the file, then you will have to rewrite the loadout.ini file. You also should take a good look to the aircraft data.ini file and see what kind of air-to-air missile the plane allows and where (which wing). Russian fighters already have AHM/SAHM/IRM missiles settings on their wings so this won't be a problem. If you want challenge load them with AHM (active radar homing) ADDER missile (AA-12) and heat seeker ARCHER (AA-10A) and I assure you that you will come back home alive when you meet such a Russian fighter patrole only if you are lucky and very skilled. -
I tried to add sound for a Mauser gun and I entered into trouble. I modified the soundlist.ini accordingly: soundfile033=Bk27 [bk27] Priority=NORMAL Looped=TRUE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=1000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 and then I added it to the gundata.ini: [GunData061] TypeName=27MM_BK27 FullName=27mm Mauser BK27 Caliber=27.000000 ROF=1800.000000 MuzzleVel=1025.000000 AmmoWt=0.180000 WarheadWt=0.018000 Reliability=100.000000 Accuracy=75.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=23mmFireEffect GunFireSound=Bk27 EffectClassName=23mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga TracerSize=0.300000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE aircraft data.ini file gun declaration: [internalGun] SystemType=FIXED_GUN GunTypeName=27MM_BK27 InputName=FIRE_PRIMARY_GUN MuzzlePosition=-0.425, 3.828, -0.6 LightPosition=-0.425, 3.828, -0.6 AimAngles=0.0,0.1,0.0 MaxAmmo=920 EjectShells=FALSE MinExtentPosition= MaxExtentPosition= As you can see the numbers order is ok, the gun name into aircraft data.ini file is ok, the sound name in sound folder is ok also but I get no sound when firing the gun. I don't know what I do wrong. I could use some help.
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gun sound help
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
yes I did. But it was not that. I discovered what it was after hours of frustration and meditation.The sound is NOT enough to undergo those familiar steps, it has to be a MONO sound to work. After I converted to MONO in an sound editor it worked. So maybe it would be a good idea to add/implement this info in that website knowledge base when you build a gun so no one will ever feel the frustration I felt. -
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By complete you mean the 3D model or...their the data.ini files ? - Cockpit glass is just a TGA file which you can find everywhere (it's a common file), almost every plane has it so basically you don't need to build one from the scratch except if you really want that. - the MFD display is a file too but it works with the cockpit model itself. (You won't build a cockpit model which has a MFD slot which won't match with a MFD file you built) - the HUD depends of the type of plane you want and the type of loadout it will carry. Also there are plenty around already built. You just need to tweak them to obtain what you really want.
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Version 2.1
182 downloads
Installation 1.After unziping the mod archive first copy the TU-126 folder into: *\Objects\Aicraft\ folder. 2.Then copy the content of the fake_pylon folder,except the text file into: *\Objects\Weapons\ folder. 3.Add the content of weapons.txt file to the weapondata.ini file. 4.Then start the Weapon Editor Application (WeaponEditor.exe), and load the weapondata.ini file and SAVE ! It's important. 5.Keep in mind that this plane uses a LARGE runaway, alright ?, so any terrain which DOESN'T have at least one LARGE runaway for the ENEMY (just check the targets.ini file for airfields and runaways to be sure) it will crash the game. It took me a while to realize that but finally i did and I updated the readme for letting you all know that as well. For the time being, Madagascar terrain and Vietnam map don't have , for ENEMY, a large runaway. (In my personal setup I added one for each to be able to play there,too) 6.If you have a favorite jet you wanna accompany you and you need fuel tanks for it, just replace the default MIG-29 fuel tank setting on the fake pylon declaration with the one you desire. The modded AWACS has air-to-air/air-to-ground radar (360 degrees and 200 miles radius for BOTH!) and target lock features.It can see and lock to a target which is 200nm ahead. This way you can surveillance a whole area and lots of enemy planes keeping an eye on any buggy which winds up too close to you. It also has ECM measures, missiles decoys (chaff & flares) and RWR capabilities so you will know if enemy has a lock on you or a radar guided missile is on its way to you. Now start the game and select, in SINGLE PLAYER, TU-126Moss plane. DON'T load weapons for YOUR plane (the AWACS), instead, from the roster, add two (or five) more aircraft. Leave first to be the TU-126Moss. The next ones made them "escort fighters", for instance choose two MIG-25/29/31 etc. Remember, for the sake of realism you can choose just soviet planes ONLY, for others , no ammo and missiles will be available. After selecting some fighters load them in the same menu with ammo and missile and just start the flight. In this scenario the wing will behave like a bomber wing, not like a usual fighter one, so you, with the AWACS you'll be in the center and other two fighters will be on your right and on your left. Other additional 3 (if you chose 5 escort planes) will go behind in a wall formation. You have air-air radar and you can see & lock planes which are 200nm ahead! After locking a fighter for example, if that fighter goes into your path and you have just 30km to it, send first two wingmen to intercept. First two plane will behave like your wingman in fighter missions, you can give them command "attack my target" so it's important to lock on an enemy plane first,obviously. If the events heat up you can order the next three fighter from the escort (if you chose 5 in total) to move in. Just give them the command "Engage Air" and if enemy fighters are near they will engage them as well. So basically you can have two planes behaving like a single wingman and other three that will engage in the area if enemy planes are near. As a variation you can mix fighter and fighter/bomber planes in your escort and this way you can deal with ground threats, too. Are you nearby an enemy airbase and a SAM lock sound bothers you or an anti-air gun looks funny at you? Just search it with the "HOME" key, no matter how far/close it is and send some planes from your escort, which have antiradiation missiles (or other Air-to-surface ordnance) to take care of the problem. -The mod was tested on SF1 WOI but it should work fine in other SF1 games (WOV, WOE etc). I used the Veltro2k's E-767 avionics (AWACS 360 degrees radar this time!) and his famous TU-126Moss model which I found it here on the download section long ago, Pasko's Tu-16T cockpit and fake pylons. My only merit is that I just had the idea of transforming all these into an AWACS SINGLEPLAYER mode and that I tweaked it and put all together to make it work. Logan4 also contributed helping me to make the fuel indicator work (many thanks friend for that!). -This mode is free of charge and can not be sold by anyone. Feel free to use this mode in your future project without asking permission, just don't forget to add me to the credits list. -
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Version 1.1
222 downloads
Installation 1.After unziping the mod archive first copy the A-50 folder into: *\Objects\Aicraft\ folder. 2.Then copy the content of the fake_pylon folder,except the text file into: *\Objects\Weapons\ folder. 3.Add the content of weapons.txt file to the weapondata.ini file. 4.Then start the Weapon Editor Application (WeaponEditor.exe), and load the weapondata.ini file and SAVE ! It's important. 5.Keep in mind that this plane uses a LARGE runaway, alright ?, so any terrain which DOESN'T have at least one LARGE runaway for the ENEMY (just check the targets.ini file for airfields and runaways to be sure) it will crash the game. It took me a while to realize that but finally i did and I updated the readme for letting you all know that as well. For the time being, Madagascar terrain and Vietnam map don't have , for ENEMY, a large runaway. (In my personal setup I added one for each to be able to play there,too) 6.If you have a favorite jet you wanna accompany you and you need fuel tanks for it, just replace the default MIG-29 fuel tank setting on the fake pylon declaration with the one you desire. The modded AWACS has air-to-air/air-to-ground radar (360 degrees and 200 miles radius for BOTH!) and target lock features.It can see and lock to a target which is 200nm ahead. This way you can surveillance a whole area and lots of enemy planes keeping an eye on any buggy which winds up too close to you. It also has ECM measures, missiles decoys (chaff & flares) and RWR capabilities so you will know if enemy has a lock on you or a radar guided missile is on its way to you. Now start the game and select, in SINGLE PLAYER, A-50 plane. DON'T load weapons for YOUR plane (the AWACS), instead, from the roster, add two (or five) more aircraft. Leave first to be the A-50. The next ones made them "escort fighters", for instance choose two MIG-25/29/31 etc. Remember, for the sake of realism you can choose just soviet planes ONLY, for others , no ammo and missiles will be available. After selecting some fighters load them in the same menu with ammo and missile and just start the flight. In this scenario the wing will behave like a bomber wing, not like a usual fighter one, so you, with the AWACS you'll be in the center and other two fighters will be on your right and on your left. Other additional 3 (if you chose 5 escort planes) will go behind in a wall formation. You have air-air radar and you can see & lock planes which are 200nm ahead! After locking a fighter for example, if that fighter goes into your path and you have just 30km to it, send first two wingmen to intercept. First two plane will behave like your wingman in fighter missions, you can give them command "attack my target" so it's important to lock on an enemy plane first,obviously. If the events heat up you can order the next three fighter from the escort (if you chose 5 in total) to move in. Just give them the command "Engage Air" and if enemy fighters are near they will engage them as well. So basically you can have two planes behaving like a single wingman and other three that will engage in the area if enemy planes are near. As a variation you can mix fighter and fighter/bomber planes in your escort and this way you can deal with ground threats, too. Are you nearby an enemy airbase and a SAM lock sound bothers you or an anti-air gun looks funny at you? Just search it with the "HOME" key, no matter how far/close it is and send some planes from your escort, which have antiradiation missiles (or other Air-to-surface ordnance) to take care of the problem. -The mod was tested on SF1 WOI but it should work fine in other SF1 games (WOV, WOE etc). I used the Veltro2k's E-767 avionics (AWACS 360 degrees radar this time!) and his famous A-50 Mainstay model which I found it here on the download section long ago, Pasko's Tu-16T cockpit and fake pylons. My only merit is that I just had the idea of transforming all these into an AWACS SINGLEPLAYER mode and that I tweaked it and put all together to make it work. Logan4 also contributed helping me to make the fuel indicator work (many thanks friend for that!). -This mode is free of charge and can not be sold by anyone. Feel free to use this mode in your future project without asking permission, just don't forget to add me to the credits list. -
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