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Everything posted by UllyB
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Iraq SuperEtendard Skin Pack (multiple skins)
UllyB commented on Ariell's file in Mirage and Dassault
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Fuel indicator question
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
wow man you're a life saviour! THANK YOU for your effort and tenacity, I wish I had it! So it's all about proportions....The value of the needle in units correspond to 100% value of the fuel loaded, when fuel is 100%. I guess then you took the easiest route and looked when the clock was "set" for 50% fuel. BRILLIANT!! Thank you once again! -
Russian Weapons
UllyB replied to alexis99's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
DON'T tamper with start and end date !! Those dates are for ALL aircraft and objects in the game! If you change it to 2000 (end year) aircraft made AFTER year 2000 won't be available to fly ! The same if you change the start date, if you have a aircraft that flew BEFORE 1991, you won't be able to fly it. Keep in mind that the larger the limits between start and end date, the more probable you will be able to fly ALL your planes, if their "life" is between that period. The nation of the aircraft is in its data.ini file. Don't TAMPER with that, too. Do it only if you know what you do. It's hard to understand why someone will play in a game a F-35 belonging to SOVIET nation (except testing and for some fun), or a MIG-35 belonging to USA etc In SINGLE MISSION section you will find the LAST plane you flew with so keep in mind that is just a temporary way to know what plane you flew the last time and that is all. It doesn't mean anything else or permanent. -
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. -
I discovered in an old avionics file a fuel indicator section and I remembered that an old Tu-16 cockpit, even if it seems to have on board the fuel indicator, it won't move a bit to show me if it works. How do they work, how are they connected to the cockpit 3D model ? Can I make it work putting them together if I have just a fuel indicator section from another avionics and a cockpit that shows the fuel ? Can anyone help me please ?
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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. -
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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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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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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