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Everything posted by ianh755
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SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Fast & Low -
Here's the HOT_M data.ini from my install. Whoever made it used USMC as the Nationname and gave it to the Americans too but it works from either the Gazelle Single/Dual launcher (HOTL & HOTL-DR) or it will attach to any ATR rack you have (the Single/Duel Launcher are classed as Rocket pods ingame) [WeaponData001] TypeName=HOT FullName=Euromissile HOT 1 ModelName=HOT_M.LOD Mass=24.000000 Diameter=0.150000 Length=1.270000 AttachmentType=NATO,USAF,USN,FRANCE,W_GERMANY NationName=USMC StartYear=1975 EndYear=2020 Availability=2 BaseQuantity=40 Exported=TRUE ExportStartYear=1975 ExportEndYear=2020 ExportAvailability=2 WeaponDataType=1 RailLaunched=TRUE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=SmallMissileEffects ReleaseDelay=1.000000 WarheadType=2 Explosives=5.000000 FusingDistance=1.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=1 Accuracy=80 MaxTurnRate=20.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=80 ArmingTime=0.000000 SeekerFOV=15.000000 SeekerGimbleLimit=35.000000 SeekerTrackRa0te=20.000000 SeekerRange=4000.000000 MinLaunchRange=500.000000 MaxLaunchRange=40000.000000 Duration=100.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10200012 BoosterStart=0.000000 BoosterDuration=2.000000 BoosterAccel=20.612000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-0.577000,0.000000 SustainerDuration=15.000000 SustainerAccel=10.000000 SustainerEffectName=MissileFireEffect SustainerSoundName=Missile SustainerPosition=0.000000,-0.577000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=1.000000 ReleaseAnimationDelay=0.250000 EODisplayFlags=0
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Cheers Spinners, I was hoping to avoid that due to Mb size as I've got 6 Sqn's I wanted to do which would add another 12 skins at nearly 36Mb + the decals at nearly 10Mb per Sqn making my GR4 decal pack nearly 100Mb which is bigger than the original mod (when compressed)! However if thats the only way I'll probably do just 1 tail. Cheers for the help!
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Hi there, I had a quick look but couldn't see anything about this. I'm trying to create an Anniversary decal which would only show up when 1 specific year is selected. I've already got the decal working normally and so it's just the method of making it appear for 1 year only that's got me stumped! I've tried adding a start/end date (see below - name edited out) but I'm getting nowhere - Any help would be appreciated! [Decal008] StartYear=2006 EndYear=2006 MeshName=Tail DecalLevel=2 DecalFacing=LEFT FilenameFormat=Tornado_GR/GR4/XXXXX/XXXXXX Position=-5.20,2.10 Scale=1.25 DecalMaxLOD=3
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SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Getting chased by an SA-18 in Taiwan - New Tail Flash, Fleet Number, Tail Code and Fuselage A/C Number Decals, cheers for the help! -
Cheers I think! The decal is 160x160 (just blown up big in the pic) and it's the Alpha channel "cut-out" that I can't get. When I add the alpha channel it's solid, so how do I "cut-out" the AJ-G lettering from the alpha channel so it looks like Wrench's B&W picture? ***EDIT*** Sorted it, the "Stroke" option was putting the red band around the outside of the letters which meant my Alpha mask wasn't adding the extra 2 pixel width to each letter (I just got the black letter with no red border). However, I used the "Inner Glow" in blending options to make the red border inside the letter and it works fine at 160x160. It's not the best image or the easiest way but it works!
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Thanks for the tips, I've now got borders but I'm still having issues with the transparency affecting the whole tail (told you I was a noob at this). I'm using this tutorial from CombatAce SF1 KB for making simple Decals and I can't seem to make the bordered numbers effect I'm after using it. Any idea's on what I can do differently? I suppose I'm asking Once I've typed out what I want how do I mask off the letters from the transparent background as the method I'm using only allow you use the letters as a mask for the plain background beneath it? This is what my PS screen looks like but when added to the game the whole tail is white with just this code on it -
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Hi there, I've only just started making decals and this has got me stumped (which means it'll be an easy fix usually!). I can make single colour decals but I'm trying to make tail number decals in 2 colours i.e a Red Tail Number with a Black shadow around it or the opposite like below (the AJW) Can someone break in down into a simple how-to in PS for me? Cheers!
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Found the issue - I fly with "Collision" in the Gameplay Options at Normal and get the missiles but with it set to Hard you lose the missiles. Other than changing that option in your install there's nothing else I can alter until/unless a new model is made. With my Collision setting at Normal I've done about 200+ take-offs and haven't seen any damage being caused by the missile effectively being dragged along the runway due to the 1m diameter size but it will still causes damage if you scrape the ground by flying too low. ***EDIT*** I'm also working on the GR4 Decal's. I had a nightmare at 1st but now I've figured out what I did wrong it's going well. I just need to start making the triple digit Fleet Numbers in PS now!
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Hi dtmdragon - I'm not getting this issue when I start on the runway (see below) which is strange if it's down to the diameter. Is there a particular terrain or airfield this happens on for you or is it universal? If it turns out to be a common issue then I'm not sure what I can do as the pylon data can't be changed (other weapons fit there properly) and I can't make the model diameter thinner as it'll move the missile up into the fuselage and I don't have the MAX file to be able to adjust the 3d model.
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View File Update for Tornado GR1/GR4 by Dave/Sundowner V3.1 READ ME ----------- This is an update for Dave & Sundowners Tornado GR1/GR4 pack available here - http://combatace.com/files/file/12320-tornado-gr1gr4-for-sf2/ After the initial release I continued to plug away at the minor issues left over that my OCD wouldn't let go of! The bulk of this update is new and/or improved weapons released recently which include both my work and the stunning weapons that Ravenclaw007 made. The rest is things that are so minor that they would probably go un-noticed by most but they bugged me. The only issue left that I can see is the lack of correct Decal's for the GR4. I'll be honest and say I haven't a clue about decals but here's some info which may help those who are knowledgable about them - The GR4 should have 2 decals, a 3 number "fleet" code on the tail fin (007 for example) and a 2 number/3 digit Tail code on the fuselage behind the flaps (ZA123 for example). The Fleet number and Tail number are not the same so ZA123 may have a Fleet number of 007 etc. Cheers.....................................IanH Installation ----------- Simply copy and paste into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 etc) and allow it to over-write. Tested on a Nov '11 patched Full Merged and SF2:Europe Only. Optional Folder -------------- In here is a modified VIEWLIST.ini which only changes the stock weapons view to a free cam allowing you a full 360' control of the camera so that you can see the weapons better. All other views are stock. If you want to try it then 1st backup your original viewlist.ini and then copy/paste the new one into the Flight Folder. Whats in the Update? -------------------- Aircraft ----------- All Variants Left/Right Outer Pylons Attachment Angles/Position tweaked. All Variants Left/Right Shoulder Pylons Attachment Angles/Position tweaked. All Variants Left/Right ALARM Stub Pylon Attachment Position/Angles tweaked. All Variants Improved Afterburner Effect added. All Variants Radar Display Centred & tidied. All Variants Weapon Pylon data altered for new weapons/guidances below. All Variants Weapon Ripple Duration/Count improved. All Variants Loadouts altered for new weapons. All Variants Gun firing angle improved. GR1 '82, '90 & '90DS JP233 Attachment Point tweaked for new model JP233. New 12SQN Artic GR1 Skin. Weapons ----------- 27mm Gun data.ini tweaked. New Skin for all ALARM missiles. New Model ALARM for Wing Outboard Stub Pylons (built-in pylon removed). New Model, Skin & Guidance for Storm Shadow. New Model, Skin & Guidance for Laser Brimstone. New Model & Skin for Radar Brimstone. New Rack Type for Radar Brimstone. New Model & Skin for all Paveway 2, 3 & 4 Laser/GPS guided Bombs (Thanks Ravenclaw007). New Model & Skin for AIM-9L & ASRAAM (Thanks Ravenclaw007). New Skin for MK10 Retard 1000lb (Thanks Ravenclaw007). New Skin for Mk22 Slick 1000lb (Thanks Ravenclaw007). New Skin for BL755 (Thanks Ravenclaw007). New Model & Skin and data.ini files tweaked for JP233 & Bombletts. New Displays for TIALD & Litening III pods. All 2BR Racks Attachment Angle/Positions & data.ini's tweaked (only Tornado 2BR will now fit). Added Missing StormShadow LOD --------------------------------------------------------- Submitter ianh755 Submitted 02/12/2012 Category Tornado
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Version V3.1a (fixed missing LOD
674 downloads
READ ME ----------- This is an update for Dave & Sundowners Tornado GR1/GR4 pack available here - http://combatace.com/files/file/12320-tornado-gr1gr4-for-sf2/ After the initial release I continued to plug away at the minor issues left over that my OCD wouldn't let go of! The bulk of this update is new and/or improved weapons released recently which include both my work and the stunning weapons that Ravenclaw007 made. The rest is things that are so minor that they would probably go un-noticed by most but they bugged me. The only issue left that I can see is the lack of correct Decal's for the GR4. I'll be honest and say I haven't a clue about decals but here's some info which may help those who are knowledgable about them - The GR4 should have 2 decals, a 3 number "fleet" code on the tail fin (007 for example) and a 2 number/3 digit Tail code on the fuselage behind the flaps (ZA123 for example). The Fleet number and Tail number are not the same so ZA123 may have a Fleet number of 007 etc. Cheers.....................................IanH Installation ----------- Simply copy and paste into your Mod folder (usually C:\Users\YOUR NAME\Saved Games\ThirdWire\StrikeFighters2 etc) and allow it to over-write. Tested on a Nov '11 patched Full Merged and SF2:Europe Only. Optional Folder -------------- In here is a modified VIEWLIST.ini which only changes the stock weapons view to a free cam allowing you a full 360' control of the camera so that you can see the weapons better. All other views are stock. If you want to try it then 1st backup your original viewlist.ini and then copy/paste the new one into the Flight Folder. Whats in the Update? -------------------- Aircraft ----------- All Variants Left/Right Outer Pylons Attachment Angles/Position tweaked. All Variants Left/Right Shoulder Pylons Attachment Angles/Position tweaked. All Variants Left/Right ALARM Stub Pylon Attachment Position/Angles tweaked. All Variants Improved Afterburner Effect added. All Variants Radar Display Centred & tidied. All Variants Weapon Pylon data altered for new weapons/guidances below. All Variants Weapon Ripple Duration/Count improved. All Variants Loadouts altered for new weapons. All Variants Gun firing angle improved. GR1 '82, '90 & '90DS JP233 Attachment Point tweaked for new model JP233. New 12SQN Artic GR1 Skin. Weapons ----------- 27mm Gun data.ini tweaked. New Skin for all ALARM missiles. New Model ALARM for Wing Outboard Stub Pylons (built-in pylon removed). New Model, Skin & Guidance for Storm Shadow. New Model, Skin & Guidance for Laser Brimstone. New Model & Skin for Radar Brimstone. New Rack Type for Radar Brimstone. New Model & Skin for all Paveway 2, 3 & 4 Laser/GPS guided Bombs (Thanks Ravenclaw007). New Model & Skin for AIM-9L & ASRAAM (Thanks Ravenclaw007). New Skin for MK10 Retard 1000lb (Thanks Ravenclaw007). New Skin for Mk22 Slick 1000lb (Thanks Ravenclaw007). New Skin for BL755 (Thanks Ravenclaw007). New Model & Skin and data.ini files tweaked for JP233 & Bombletts. New Displays for TIALD & Litening III pods. All 2BR Racks Attachment Angle/Positions & data.ini's tweaked (only Tornado 2BR will now fit). Added Missing StormShadow LOD --------------------------------------------------------- -
I had to add that as the "Engine" entry in the weapon data.ini is looking for a Rocket Booster Effect rather than an Exhaust Emitter and it didn't work without it (unless I'm being a total biff!). I swapped the emitter data with the "dirty exhaust emitter" from the Tornado pack and the 2d is gone but now it's repeating flat squares so it looks like I'll just have to keep trying different emitters until I get one I like!
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Hi there, I'm updating the Tornado Storm Shadow bunker buster and, as it's powered by a jet engine (like the Tomahawk etc), I gave it a jet exhaust plume which I'd taken from the TSR2 Olympus (between dirty/clean) but during flight but the effect looks 2d, i.e as you move around in external view the effect "rotates" so it's always flattened. Any idea's on how to make it 3D? here's the Modded Olympus effect - [EffectType001] Name=stormshadoweffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=stormshadowexhaust Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=0.015 Element[01].EjectTimeDeviation=0.05 [EmitterType001] Name=stormshadowexhaust EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=12000.0 EmissionRate=0.015 EmissionVolume=0.01,0.01,0.01 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.0,0.0,0.0 EmissionVelocityDeviation=0.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.0 ParticleLifeTimeDeviation=0.5 ParticleWeight=-0.1 ParticleRandomness=0.03 ParticleDragFactor=1.00 ParticleInheritence=1.0 ParticleWindFactor=0.4 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.400000,0.400000,0.000000 ParticleColor[02].Time=0.016000 ParticleColor[02].Value=0.400000,0.400000,0.400000,0.100000 ParticleColor[03].Time=0.250000 ParticleColor[03].Value=0.500000,0.500000,0.500000,0.050000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.600000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.500000 ParticleSize[02].Time=0.01000 ParticleSize[02].Value=0.800000 ParticleSize[03].Time=0.01000 ParticleSize[03].Value=0.800000 ParticleSize[04].Time=0.500000 ParticleSize[04].Value=2.500000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=15.000000 TextureMaterial=SmokeTrailMaterial [smokeTrailMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoketrail.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
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SF2 Screenshot Thread
ianh755 replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Love the Birddog! Got Stary's Viewlist mod working - -
Altering AI behaviour.
ianh755 replied to garyscott's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
They're in m/s (metres per second) with TK keeping everything metric so 450kts = 232m/s etc. I use this conversion site - http://www.engineeringtoolbox.com/velocity-units-converter-d_1035.html -
Hi there, Stary's PM box is full so I thought I'd post this here. I D/L'd his modded Viewlist.ini from the screenshots thread as I love the shallow depth of field shots that it can create (shown by pic below) but I can't seem to find the right view to recreate it. I thought it would be using F6 but that looks stock as do all the other views apart from the start view where the camera is on the cockpit floor looking down. Comparing the Stock and his modded viewlist I can see that his has lots of extra entries but I just can't seem to get it to work. Any idea's what I'm doing wrong? This is the type of shot I'm after recreating, with the background terrain "zoomed in" as well as the A/C -
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TSR2 For SF2 series
ianh755 replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Cheers Sundowner! - There have been so many changes to every Aircraft that this is virtually a new pack (see below) Something I'd like to add is that the loadouts were all made around a Stock copy of the MGunny pack. However if you've got Ravenclaw007's fantastic Weapons Pack 1 then some bits won't work so here are the modified Ravenclaw Loadouts - http://www.ianhenshall.com/sf2/Ravenclaw_Loadouts.rar (there's also 2 skins in there but they've already been included and can be deleted). Here's the changelog in full Change Log 29 Jan '12 1 New A/C - GR5 USAF (1988-2020) with custom year based Loadouts 6 new Skins All new Decals Changed the Service years for All Variants 22 New and/or Modified weapons including JP233, Storm Shadow and the WE177 Nuclear Bomb (thanks Ravenclaw) Improved Afterburner effects (thanks to Spillone104) Improved Exhaust emitter to show engine improvement through-out the variants Different Engine thrust to show engine improvement through-out the variants All Radar screens centralised and tidied up All Pylon data edited to avoid weapons clashing into each other All weapons attachment points edited so weapons sit correctly Changed ECM to show improvement through-out the variants Changed Mach limits to more accurate levels All Loadouts redone around a stock copy of the MGunny pack and the new Pylon data Changed GR1a Bomb-bay attachment order to 4x top then 4x bottom (was 4x front then 4x back) Added NUC to GR1a Bomb-bay Removed Built-In Laser pod from GR3 and GR3_US model Added AVQ-23 Laser Pod to the Pylon data for GR3 & GR3_US (GR3 on Centreline pylon using Ravenclaws model & GR3_US on front left pylon using Stock model) Removed EO/TV from GR5 and GR5_US Changed Built-In Laser pod image on GR5 & GR5_US to Dual zoom Tiald 500 (thanks Bobrock) Removed 4x ARM pylon stubs from GR5_US Model Completely redone GR7 cockpit with improved HUD and NO shadow issues (thanks EricJ for the FA-18E cockpit) Changed Built-in Laser Pod image on GR7 to Dual Zoom Litening 3 Changed EO/TV zoom to make it usable (20nm range for viewing buildings etc) Added A-A Search into GR7 Radar Modes and Removed Terrain Following All new Loading Screens Changed All Weapon Ripple Number and Interval settings I think that's about everything! Cheers....................................IanH
