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UllyB

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Everything posted by UllyB

  1. so if I get right, its role is to prevent AI planes to appear where they shouldn't, right ? Cause flyable planes it's already clear that have nothing to do with that file. But I dont' understand a thing, now that I remembered about data .ini plane's file. In it there's already an END date for that plane (AI plane I'm talking about now) and that AI plane can't fly , let's say the end year is 1980, past 1980, right ? So in that case userlist.ini seems redundant or am I missing something ? And that it's available for all SF series, they all have files with AI planes in it , which have a start and an end date for it.
  2. tweaking some skins to work with SF2 series (it's a nightmare, by the way) I found an error, in fact more than one, but the type of error is the same. Algeria , if you noticed, doesn't have a "symetrical" flag. So...the decals, as TK fixed them (or whoever did it) look wrong, the flag on those particular skins is backward. So, for MIG-17F, instead of the sequence: [Decal001] MeshName=Vert_Tail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=FinFlashR Position=-3.87,0.95 Scale=1.8 DecalMaxLOD=3 [Decal002] MeshName=Vert_Tail DecalLevel=0 DecalFacing=LEFT FilenameFormat=FinFlashL Position=-3.87,0.95 Scale=1.8 DecalMaxLOD=3 the correct one is: [Decal001] MeshName=Vert_Tail DecalLevel=0 DecalFacing=RIGHT FilenameFormat=FinFlashL Position=-3.87,0.95 Scale=1.8 DecalMaxLOD=3 [Decal002] MeshName=Vert_Tail DecalLevel=0 DecalFacing=LEFT FilenameFormat=FinFlashL Position=-3.87,0.95 Scale=1.8 DecalMaxLOD=3 The same goes for the decals with the flag on the fuselage: Instead of: [Decal007] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=InsigniaFuseR Position=-1.52,-0.16 Scale=1.5 DecalMaxLOD=3 [Decal008] MeshName=Fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=InsigniaFuseL Position=-1.52,-0.16 Scale=1.5 DecalMaxLOD=3 the correct one is: [Decal007] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=InsigniaFuseL Position=-1.52,-0.16 Scale=1.5 DecalMaxLOD=3 [Decal008] MeshName=Fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=InsigniaFuseL Position=-1.52,-0.16 Scale=1.5 DecalMaxLOD=3 I bet the error repeats for all flags that are not symetric. If I will encounter any I will post again. I hope that helps SF2 to be a better/complete game. I found these in SF2: WOI , for the MIG-!7F
  3. "undocumented I meant that the respective line is not there in the file, in an ordinary, stock etc. Or at least I never saw it in stock or 3rd party files. I'm sure I would have remembered it it I did.
  4. lol...you gotta be kidding me...TK doesn't speak with my kind, he doesn't have time for chat. I never saw him on this site in threads or maybe I don't know his nick. I just asked those matters because I thought that who played a lot SF2 series knows well the ropes and knows things in details. Me who I played a lot SF1 WOI I can talk about every detail and trick I learned in all these years. Modding little things like menus, skins repainting, tweaking FM etc all these means experience and knowledge, as you know, is the real power. Some things I discovered them myself or I had lots of moments of revelation about things relating to this sim. I remember, In 2002, I was looking for a military flight sim and this way I ran into TK's sim. Well, it's not F-22TAW value yet but it has a bright future. If DID didn't abandon games area, companies like Novalogic, Eagle Dynamics or anyone else would never have existed, that good their sims were, but maybe you know that if you are old enough and played it. When you played something really good, you never forget that taste in your mouth....and you tend to compare everything with it.
  5. I found a 2004 MIG-23 model which first had problem with bouncing on the airstrip (but no crash or explosion). I solved that finally acceptable. Looking close to the models I noticed that last two (from four) aircraft which took off had landing gear closed 90% if you know what I mean (animation was not complete, I don't know how to call it). After a few hours of searching for answers in vain, I discovered another odd thing and I am not crazy...lol. If I look for each plane how it takes off...the animation for landing gear closing is complete for all the planes. I did that 30 times or so to check. If I am not looking ( I am just in my cocpit) and I look AFTER they all take off, at least the last two planes have that animation incomplete. The second plane (my wingman) never has this issue. How is that possible ? Is it me or ....I really don't get it why is this visual anomaly. Did anyone ever encounter something similar? How is it possible that to have those two situations ? If the animation was broken , let's say, it should have stayed that way even if I didn't attend to every take off of every plane. How does this landing gear animation actually works ? I really need help, it drives me crazy....lol
  6. I forgot an aspect, it's not incompatibility at all.The model is old. No connection with SF2 series whatsoever. I barely made it not wobbling on the runaway, lol. First time when I used this exploded on the runaway beacuse of bouncing...lol...I changed some data into the gear section and it worked fine, a sort of speak...
  7. 1.If you press Y key , to see friendly aircraft which are very near and IF....that particular selected is havin a high speed (from 0.9 mach up) the interface will show, IN THE SAME TIME, his speed in kts and in mach :), but ALL in the same "sentence" if you know what I mean :D., and you can't see anything clear because of that. 2. It seems that the red crown (awacs or what it is) "knows" where the enemy is , even if it didn't start any engine. If you ask red cron for threats, BEFORE the target aircraft are airborne, it will reply: "multiple bandits, 50 miles , angel (and now come the best and laughable part) ZERO, heading north !...lol So , translating it would be : "they didn't yet take off, but they are on the runaway , facing north", which is too much even for an USA AWACS...:) I got this when I was flying a Mirage 5D and I was heading to Israel south border. In my opinion, this red crown thing should be erased, at least when you play with arabs aircraft, they didn't have AWACS in those times if I remember correctly. I think not even the Israelis didn't have airborne control in 67. But I remember they had one in 1976 (Entebbe job). I know that this red crown is from WOV times and never got off. Maybe it would be nice if TK and the gang would make a real AWACS and all the commands would work.
  8. The orther MIG-23 are ok, their animation is complete. First after integrate them into your SF1 version, check this: Choose a flight with 4 planes at least, if it is you and your wingman the issue it won't appear. Look closely (press F6 to select that particular plane you are watching) for each plane how is taking off. You will see no issue. After that refly the mission and don't look back :), just stay in your plane's cockpit until ALL the other three planes took off. After that look to No 3 and No 4. You will see the issue. The funny part, still unexplainable, is when you have MORE than 4 planes. Try with 8 planes and the anomaly will take new forms. The first flight will not exhibit the anomaly but the last two or three planes from the last filight will do. The crazy part is that you can repeat this "scenario" until you don't know what your name is and...the results will be the same which is mind blowing...lol If you help me solve this I would be grateful. Here's the link to the files: http://www58.zippyshare.com/v/97242077/file.html
  9. My SF1 WOI works great in Win7 x64, even in ProgramFilesX86 ..lol (yeah I know I shouldn't , it bothers me everytine with aproval when i wanna change something in it, but I got lazy lol), you just must set the compatibility with Win XP SP3 and have that patch from oct 2008, that's all
  10. F-16 F-15 and Mig-29 afterburner mod

    It also works with SU-9 and SU-11 :D but it works BETTER, because those planes have afterburner node especially implemented into the model for generating the ENGINE effect, not just the...afterburner. In other words when the engine is ON (no afterburner engaged!), you will see its effect (it glows in realtime))
  11. I agree but, now iit is not 2002 anymore. TK's sim made a step forward to a BETER one with the SF2 series so the expectations are greater, too. The Red Crown thing must disappear at least form WOI and other places where it doesn't belong. The argument that this thing doesn't have impact to the gameplay doesn't stands, from my point of view. It is as if I am in a restaurant and eat my meal and in the lobby there are two cows, Of course , I can eat with two cows in the lobby but, they don't BELONG there. With the fame you earn creating a very good thing comes the RESPECT and RESPONSABILITY for everything you put in it so...the polishing must never stop. Maybe some wouldn't agree with me, it's their right, but this is my opinion and I felt I had to present it. I hope I didn't bother any pride.
  12. Oh, I see...Undocumented maybe, I didn't see it in decals.ini file, otherwise I would have thought about using it. Thanks for the tip
  13. As you already noticed the ingame map in SF2 offers a bigger view than the one in SF1 series when you zoom it out. I thought it's the resolution of the map itself , but it isn't. So I figured that might be some settings in an ini file of the terrain or...the game's engine "knows" to make it bigger when you zoom it out. if anyone knows, please, can this be "exported" for SF1 as well or am I beating a dead horse here ?
  14. it worked, thank you once again, now I can see all the map in one sight. This was a good tip.
  15. wow, thanks man, I think that is what I was looking for.
  16. well I put all the MIG-17s to 1 and play to see what it happens....and , of course, as always, I will let you all know :)
  17. Please read my post ..again :). I asked what is hapening if I put ALL the skins to default 1. I didn't say anything about any...date so your example doesn't, unfortunately, cover the..."topic" :)
  18. In SF2 series where should I put the afterbuner.tga effect file actually , to replace the stock effect ? I put it into the aircraft folder and nothing happened, there was the stock effect...I looked tot the structure into CAT file and it seemed that its place is into the aircraft folder. What am I doing wrong ? One more thing, for Kfir C1, 77 and C2 seems to be just one afterburner.tga called KfirC2_afterbuner.tga....Is this for all three of them or did I miss something ?
  19. I already have it. This one is made in 2004 and it is my No1 , too, in my list. However I've got two more....:D
  20. as i said , I am not crazy...if you don't believe me i can give you the files. If I look the taking off , there is not such issue, if I don't look, all the aircraft from my wingman up will have that animation problem. It can't be just a coincidence, can it ? How can this "phenomen" be possible? I've never seen such a issue in a game since the dawns of the first graphic accelerator. If you can help I would appreciate. This is the section in cause: [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=4 DragArea=0.25 HideGearNode=TRUE ModelNodeName=NoseGearMainStrut InsideNodeName=NoseGearWell ShockAnimationID=7 ShockNodeName=Object02 ShockStroke=0.25 ShockTravelAxis=Z-AXIS SpringFactor=1.2 DampingFactor=1.20 WheelNodeName001=NoseGearLeftWheel WheelNodeName002=NoseGearRightWheel RotationAxis=Z-Axis RollingRadius=0.30 CastoringWheel=TRUE CastoringNodeName= //Object02 Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=4 DragArea=0.50 HideGearNode=FALSE ModelNodeName=LeftLandingGearMainActuator ShockNodeName=LeftSecondaryLandingGearArm InsideNodeName=LeftLandingGearBay ShockAnimationID=5 ShockTravelAxis=Z-AXIS ShockStroke=0.25 SpringFactor=1.0 DampingFactor=3.2 WheelNodeName=LeftLandingGearWheel RollingRadius=0.590 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=4 DragArea=0.50 HideGearNode=FALSE ModelNodeName=RightLandingGearMainActuator01 ShockNodeName=RightSecondaryLandingGearArm01 InsideNodeName=RightLandingGearBay ShockAnimationID=6 ShockTravelAxis=Y-AXIS ShockStroke=0.25 SpringFactor=1.0 DampingFactor=3.2 WheelNodeName=RightLandingGearWheel RollingRadius=0.590 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61
  21. Please fi someone can tell me what means when this parameter is 1 ,2 or 3. Is it the difficulty of the mission or its type ? I ask that because I wanna change to check a medal mod how it works in campaign or if it works at all. Thank you MissionRating=1 MissionRating=2 MissionRating=3
  22. yep that did the trick. But you know what? I tried this in the first place but it didn't work and I abandoned this lead. I think I misspelled the name of the TGA and that mislead me big time! Thanks. Now I can change all those ugly tga of the engine.
  23. Maybe my English was not good enough to make myself understood. I'll try again: Afterburner "thing" , in SF2 series, has 2 (two) components: 1) the one you already described last time and I did the same in the post above and.... 2)the one with that "DISC" which looks like engine simulated effect, meaning what you would see if you would be staying in the back of jetfighter and looked directly through its afterburner shaft. Now I think I did make myself clear. The point No 1 is SOLVED, I already stated that in above posts. What i can't do is the point No 2. What I was saying in my last post is this: the stock aircraft, the ones you can fly, of course, have for THAT particular "disc" shape a TGA file...called after their name(Ex: for KfirC2 is called KfirC2_afterburner.tga and so on) . I couldn't find this KfirC2_afterburner.tga called line ! I need to know what ini files calls THAT particular TGA file! Also i was saying , making an analogy that a 3rd party aircraft has its own "afterburner DISC" simulated TGA effect and it stays in aircraft FOLDER. Now I hope I made my self clear what I want. So, if you know WHAT ini file calls for Kfirc2_afterburner.tga, please let me know. I looked into all CATs, there is no such file which makes me think that particular TGA file is called directly from the model itself or...it is in that CAT which is not available for unpacking. More than that, studying all the files I discovered that the three Kfir stock types aicraft has just one TGA file for the "disc" effect. At least that is my guess. What I wanna do , finally is to change this stock TGA file "disc" effect with a one created by me ! So that's why I need to know what ini file calls for that TGA. In SF1 series it was simple....there was no disc effect , with very few exceptions (aircraft that had a afterburner node created in 3D model for that particular TGA effect - the No 2 thing I was talking above) Thank you for your patience and time :)
  24. I tried the SF2 WOI yesterday and today , 8-9 single missions. They don't just spawn. I can see them from 100 miles away (F-15Baz radar). I tracked them and I shot them down everytime. The "suddenly spawn" effect kicks in if you have a plane without radar., at least that's my guess. I played with a Kfir and they poped up near my flight (3-4 Nm), but I saw them long before with F12 view or F6 view. If for others they just spawn, well...it would be odd, from my perspective a sort of speak...
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