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UllyB

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Everything posted by UllyB

  1. Yes I did see your post, you are generous I might say, thank you. After my last post here I spent some good hours testing and reading, searching...I found a simple method to figure out "what should be put where", because its' confusing after you unpack folders and files from the archive (and YES I read the KB , it was of very little help for me, unfortunately, I didn't understand much thing there , except a few direct points/tips ), because they have different names. First , for instance I thought that the "new" Flight folder it's called "Flighdata" but I was wrong and lost another hour to discover that. In KB no one said a word about this confusion etc. As I said I discovered a simple method to figure out things. I went to the download section for SF2 and i download some effects and a aircraft with effects and stuff and this way I understood where things should be put. But there is something I didn't understand so far and maybe you will shine , for me, a little light here. What I was after for was to change that "disc" (I don't know how to call it) TGA which plays the role of the ...burning engine (inside the exhaust), you know what I mean....There are two component for afterburner. The already known burner effect and that "disc" I mentioned it. I managed to find and change the afterburner effect but I can't change that disc TGA. I looked into the archive and for Kfir there is only one TGA file, KfirC2_Afterburner.tga. It is, after unpack in a temporary folder called "ObjectData018". Where should I put MY TGA with the default name, THAT is the question. Following the 3rd party aircraft I downloaded, that effect stays into the aircraft folder. I tried that , it didn't work. I try to put it in every folder in the SF2 mod , nothing works. My guess is that there should be a ini files which calls a specific TGA named KfirC2_Afterburner.tga !. Here is where I need help. Where is it that file or where should I put MINE tga with the default name (changed of course to worrk) ??
  2. which is actually the "mod " folder ? I saw the folders ramifications and there is no such folder with that name, so I asumed that "mod" folder is whatever you put there in the corresponding item folder (ini files in aircraft folders already made etc. As I understood they all are "mod" folder in the savegame...Correct me if I'm wrong PS - where is written the TGA effect in ini Kfir file ? In SF1 the effects were in a separate folder called effect. Here where are the efects and where are they written? In ini aircraft folder? I searched for it on the engine section and there is no such thing, it's only the NAME of the afterbuner.ini used, as it was in SF1
  3. I use WOI under Win7 , but it's the old one for SF1 series. The game works fine. I have one things I can't solve so I need help. I want to have, when in hangar, those three sounds which I see them in SOUNDS folder (hangarnoise1, hangarnoise2 and hangarnoise3). I remember when playing in the past WOV , when in hangar, those cool aircraft engine sounds were there randomly. I looked into SOUNDLIST.ini and there is a simple [AmbientSound] entry which I am not sure what it really does. One more thing, I managed , in the past to put one of those three sounds to the loading screen. Where should I put a new sound for that ? Thank you in advance.
  4. Mirage 5D

    Can be used for SF1 series, too ?
  5. I finally found a work-around solution to have sound in hangar in WOI. This is what you need to do if you were wondering, like me, how: Copy these lines (add them to the bottom of the file) into hangarscreen.ini file: [HangarNoise] MenuItemType=AMBIENTNOISE StartTime=1.0 RepeatInterval=0.5 Randomness=4.0 BackgroundLoop=HangarRadio1.wav SoundName[001]=HangarNoise1.wav SoundName[002]=HangarNoise2.wav SoundName[003]=HangarNoise3.wav If you want to have these sounds at the loadout screen, too, add them , as well, into the loadoutscreen.ini file. Now the thread is closed.
  6. In WOi , for instance , can I asign in campaigndata.ini, for the respective campaign, two squadrons , from different countries , to the same base, I mean making separate entries in file , but usng the same airbase ? Will it work ? Did anyone did that before ? I'm wondering if it's doable.
  7. Oh ..I didn't know that, that's important stuff, Thanks , I'll check it out.
  8. I was reffering to squadrons from the same side (enemies in have in mind now). So if this is possible , I guess they "occupy" that airbase randomly, but not in the same time, which is logical. Anyway,thanks for the tip man.
  9. I discovered that accidentally, the AGM-65F and AGM-65G appeared in my F-4 kurnass in 1969....I looked into the weapons pack I use , their out date there are correct. What am I doing wrong ? Where is the mistake ? I thought about a lot but I miss to pinpoint where it is. I need a idea or something...maybe somebody enocuntered that long ago and knows why is that...
  10. oh I see, thank you for explanations. I , also prefer SF1 series myself, honestly speaking, I don't know why....I tried the SF2 but...I wasn't impressed or, who knows, maybe the expectations were too high. I feel like I don't belong there sort of thing ...maybe is the nostalgy and the power of your true "first love"...:)
  11. thanks , that did it. By the way Gepard, if I may and you don't mind, the updated ISRAEL2 map you made for SF2 is it suitable for SF1 series as well, can I use it ? I know after you made the 2.5 version of it for SF1 you never made an update (I hope I;m not wrong). What are , if you can tell me, the major differences between the old 2.5 SF1 series Israel2 map and the one for SF2 ?
  12. I know it has been debated in the past. I read some of the posts but still there is nothing clear in my mind so I want , once again, to clarify this matter. The analogy of the matter would be this, if I got it right: If the aircraft model has NO attachment hardpoints (just in theory I mean) you can't attach anything, so you cannot attach launchrails. Capun or somebody else, I can't remember right now, said that there is a pylon of which you can attach launchrails of, made in 3DMax and it was a link to it. The link is no more available. My ask is to clarify the matter and if there is a solution (or a workaround) to add launchrails with a "fake" pylon or anything of that sort. I want to know where I can download that pylon and instructions to get it right, to get the job done. I asked that because I was wanting to be able to add a launchrail for air-to-air missile to some plae. I tried in vain , using all I could think of, to make some launchrails to work with that plane.
  13. I was skimming through the game's archive files (WOI that is) and I saw this. When are you awarded with this medal in WOI ? Or is it a relic from WOV forgotten here or something ?
  14. I tried today an old file I had since 2004-2005, the SU-15 Fagon-A. It crashes right before to take off (the front gear wheel is in the air) at aprox 200 knt. In fact the right and the left gears break and after that the aircraft explodes. The AI planes CAN take off without a problem. I searched for this type of issue in forum but I found just the vice versa case. (the AI crashes and the aircraft you pilot can take off). If I remember correctly I think there was a workaround with the speed of the aircraft or an angle something , when taking off, or distance , I don't remember or maybe I remember wrong. The wheels of the plane, in case you are womdering are ok, meaning they are not sink into the ground or anything. Any tip to solve the plane crash ?
  15. I tried your idea, it didn't work out too good, it still crashed. However I came up with a solution after thinking a bit to the matter. I have another plane, SU-15TM , which is basically the same 3D model and I just copied the gear part from one to another and that did the trick. Probably some values there were screwed up and I didn't have the patience to investigate further one by one. Thank you anyway. In fact your post triggered the salvation , because I abandoned it, thinking that no one knows how to fix that for the time beeing...Your post made me think and get a simplier solution. I wonder why this didn't occur to me in the first place...lol I guess I was to tired to think...lol Thank you once again.
  16. I found this in a pack for SU-15TM: [WeaponData036] TypeName=TER FullName=Triple Ejector Rack ModelName=ter Mass=43.090000 Diameter=0.230000 Length=1.980000 AttachmentType=NATO NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=1 Exported=TRUE ExportStartYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=TRIPLE_BOMB NumWeapons=3 LoadLimit=500.000000 LengthLimit=2.500000 Attachment01Position=0.180000,0.000000,-0.020000 Attachment01Angle=0.000000,0.000000,-2578.310078 Attachment02Position=-0.180000,0.000000,-0.020000 Attachment02Angle=0.000000,0.000000,2578.310078 Attachment03Position=0.000000,0.000000,-0.250000 Attachment03Angle=0.000000,0.000000,0.000000 [WeaponData037] TypeName=MER FullName=Multiple Ejector Rack ModelName=mer Mass=97.519997 Diameter=0.260000 Length=3.590000 AttachmentType=NATO NationName=USAF StartYear=0 EndYear=0 Availability=3 BaseQuantity=1 Exported=TRUE ExportStartYear=0 ExportAvailability=3 WeaponDataType=6 WeaponsRackType=MULTIPLE_BOMB NumWeapons=6 LoadLimit=500.000000 LengthLimit=2.500000 Attachment01Position=0.180000,1.110000,0.000000 Attachment01Angle=0.000000,0.000000,-2578.310078 Attachment02Position=0.180000,-1.130000,0.000000 Attachment02Angle=0.000000,0.000000,-2578.310078 Attachment03Position=-0.180000,1.110000,0.000000 Attachment03Angle=0.000000,0.000000,2578.310078 Attachment04Position=-0.180000,-1.130000,0.000000 Attachment04Angle=0.000000,0.000000,2578.310078 Attachment05Position=0.000000,1.110000,-0.220000 Attachment05Angle=0.000000,0.000000,0.000000 Attachment06Position=0.000000,-1.130000,-0.220000 Attachment06Angle=0.000000,0.000000,0.000000 Are they actually 3D MODELS for this racks ? If so where are they (for SF1 series) ? They are not in the latest weapon pack (2010) and they are not in the download section (I looked even into SF2 series weapons)
  17. I finally found them, they were in the 2010 weapon pack. Problem was I didn;t know what their names were. I discover the names in a thread here. They are MBD2 and MBD3 and I found a third one, SMER called. Detective work really paid off today.
  18. I finally got it. The MER and TER from the stock are for NATO planes only. That's the part I didn't know. I thought they are available for Soviet (bad guys) as well. So to express myself correctly, I want similar racks , like MER and TER, but for the soviets. Do they exist ? If so where can i download them ? I checked , in stock WOI there are no soviet racks. I found two of them (when equiping a YAK bomber model) but they were for interior bay only , so practically they were virtual racks, not having a 3D model.
  19. I tested a SU-17 model and is tilting , slowly, on the left side. Obviously I guess those many coefficients from data.ini file are not balanced as they should be. Any tip where should I start to fix this ? Another question: when someone makes a model in 3DMax those coefficients are generated by the software when the model is saved or one should calculate them (and after that , tweak them) after tabels , formulas etc ?
  20. Update I forgot to change for the stabs, as well. Now it's working, the plane is balanced. Thank you very much for your tip and help!
  21. I forgot to mention it (my mistake) , it was about the autopilot thing ! When trying to take off with autopilot it happens this. Obviously, when I am piloting the plane , it doesn't happens because I lift it before reaching ot 200 kts.
  22. It didn't helped changing the plus and minus sign, it still tilts, slower though, on the left side. Wrench, that thread helped me to fix the zoom in problem. My plane is not bouncing on the runaway. Thanks anyway.
  23. This model was here years ago, i didn't check if still was. I still have it in my WOI aircraft folder. This model was made before the 2008 october patch "revolution" so it act differently in the air , when pulling Gs, to put it mildly. I compared its data.ini file with the stock Kfir_C2 settings and I don't see much differences (I don't know where to look exactly the fact is) , but I bet someone with experience in modding , in creating models will know the differences and where to look. All I want is what should I change to make this model behave like others, normally ? That's all. is that doable ?
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