-
Posts
1,686 -
Joined
-
Last visited
-
Days Won
14
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by UllyB
-
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
-
afterburner.tga file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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. -
afterburner.tga file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 :) -
Enemy spawn?
UllyB replied to Stratos's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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... -
afterburner.tga file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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) ?? -
afterburner.tga file
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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 -
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 ?
-
-
hangar sound
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
In campaignendscreen.ini there is a line whch calls for DefaultEndScreen.bmp. I checked the CAT files, there is no such bmp with this name. Have anyone seen what this file looks like,? just asking.... Another question for WOI , please: in which condition the CAMPAIGNWIN.bmp shows up ? I won a campaign but I saw the Winner.bmp file only. The same went for losing it....If I screwed the campaign , killing myself for instance, it pops up the loser.bmp file. When does the CAMPAIGNLOSE.bmp show up ?
-
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"...:)
-
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 ?
-
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...
-
wing hardpoints and launcher rails
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
ok, many thanks for your insight. -
Expeditionary award
UllyB posted a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 ? -
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
-
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.
-
TER/MER racks models
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
TER/MER racks models
UllyB replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
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)