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bigal1
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Posts posted by bigal1
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Hi there , after reading this post i had an idea to throw a few things together . Think i may work a bit more with this idea
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Well figured it out , was a mixup between the centre pylon and centreline station which was causing the x2 loadout
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Hi all , i want to give an aircraft a centre loadout positon which it does not have . My plan is to put a recon pod at this position but i've hit a problem , when in the loutout screen it only gives the option to load x2 of the recon pod i have assigned and i want only 1 there . I've checked everything i can think of but still it always equips 2 of the recon pod in loadout , any tips would be great thanks .
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Nice addition thanks , last night i installed the forest mod to an installation which was using the max188 tiles and came across a problem ( i think ) . The base i was taking off from was near to the coast , when on the runway it looked like there was big patches of water all over the base but once i took off from the air it looked fine . Seemed to be when viewing the area from low level . I will try and test further but i have not seen this problem before using the max188 tiles alone . All the same though this mod really does add a lot more depth to the game thanks again for the work .
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Cool i'll check out the ini for the PT
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Hi all , i have been working on a model that was originally intended for the MFS series of sims . A lot of the work that has been done is mainly the usual steps to get a model up and running in the TW series but there has also been a few model changes and additions to the original . I have been waiting for a few weeks to hear back from the person who got the ball rolling with the model but as yet no reply . Even though it is royality free it woud have still been nice to give some credit to whoever made the model but as far as i can tell there should be no issues with it being used in our series of sims . Everything with the aircraft model is more or less ready but the flight model will need some work so i was wondering if there is anyone out there who could help with this , thanks in advance
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Thanks for the info Capun , i'm sure i'll be in touch
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Hi all , i'm a little stuck at the moment with afterburner nozzle animation in 3dsmax . The way i was attempting was to select the outer ring of vertices on the nozzle and scale them up but once i turn off set key the animation is lost . I'm not sure if it has something to do with the controler setup or not so was wondering if anyone here had any ideas as to what i am doing wrong , thanks in advance .
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Thanks a lot capun recieved the fies and all is working great , appreciate the help
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Hi there capun , well i had a go using your example but still no joy . the more i look into it the more i am unsure if the problem is in the model or the .ini so if your ok to take a look for me it would be most appreciated . I've emailed the 3dsmax file and .ini i'm using to get it up and running , i also noticed in flight seems to be ok appart from when you apply some rudder which causes the helo to behave strage lol . Thanks again
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Very nice mate , keep at it
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Excellent capun thanks a lot this gives me something more to go on , I can see errors in my ini comparing it to yours .
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Ah maybe the problem is the way in which i've setup the landing skid in the ini . This is the first time i've attempted a helo so i'm unsure how the skid setup should be , can see that being the problem now . I'll go back in the ini and check , if anyone can post an example ini for the setup of a skid that would be most appreciated . Besides this problem the helo fly's great :) and once i got the uv map sorted any skins would be most welcome as i would have to learn that area from scratch .
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Yup i'm the same person , i have a few things i've been working on for the last 6 months but there are many things still which cause me problems lol . I laways seem to get so far with a model then hit a problem which slows me down some , at the moment this helo will not sit on the tarmac it just floats a few feet above . Once this problem is solved i can move on to getting it mapped ready for a skin which i may have to ask for help as i have no skinning experience and a good skin can make a good model that much more :)
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Hi all , sorry i've not posted over here yet work has had me crazy busy . This is just a quick update on the BO105 helo i'm working on , it now has some weapons ( well rocket pods ftm ) but i still have a problem with it sitting a few feet above the runway when landed . Aside from that the uv map and a skin its not far off now :) .
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Hi folks , thought i'd post the steps i followed to get the effects to work in my install of WOE , hope it helps :) .
This method was used to setup the new nuke effects on the B61 bomb. *note i used the largest effect on this weapon for maxium boom lol .
1) Install the latest weapons pack from Bunyap.
2) copied all the new nuke effects to my effects folder.
3) Updated my MissileObject.ini file as per lexx's instructions in the nuke effects pack , ( once new weapons pack is installed WOE users should have the MissileObject.ini file in their objects folder .
4) Used the weapons editor to update the effects entry for the nuke i chose ( my case B61 ) . Deleted the old entry which was nukespike then changed to KT300Effects , then set the fuzing distance to 200.
5) Made the changes to FarSceneClip and NormalSceneClip plus the low medium and high detail horizon distance lines in the FlightEngine.ini file as per lexx's instructions .
That should do it , i made no changes to my enviro.ini file until i was sure the effects were working as intended but even with the stck enviro file all was good . Hope this info helps , good luck .
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Hi there , i happened to be making a carrier mission the other night and was using the frs2 harrier . The loadout ( which i had not changed ) was set to the same torpedos for anti-ship and i had the same problem , they seem to be loaded but as you said the model does not show :(
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Hi there , the model looks great just wish i had the know how to help you out
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The reason that you're experiencing that is because all the Soviet/Warsaw Pact weapons are no longer using NATO designations. For example: AA-8 is now the R-60, AA-10 is now the R-27, (etc.)Just to help you out, this is my updated MiG-23MLD loadout:
// Station 1 = Left Glove Station
// Station 2 = Right Glove Station
// Station 3 = Left Fuselage Station
// Station 4 = Right Fuselage Station
// Station 5 = Centerline Station
[AirToAir]
Loadout[01].WeaponType=R-24R
Loadout[01].Quantity=1
Loadout[02].WeaponType=R-24R
Loadout[02].Quantity=1
Loadout[03].WeaponType=R-60MK
Loadout[03].Quantity=2
Loadout[03].RackType=APU-62L
Loadout[04].WeaponType=R-60MK
Loadout[04].Quantity=2
Loadout[04].RackType=APU-62R
Loadout[05].WeaponType=Tank790_MiG23
Loadout[05].Quantity=0
[AirToAirLongRange]
Loadout[01].WeaponType=R-24R
Loadout[01].Quantity=1
Loadout[02].WeaponType=R-24R
Loadout[02].Quantity=1
Loadout[03].WeaponType=R-60MK
Loadout[03].Quantity=2
Loadout[03].RackType=APU-62L
Loadout[04].WeaponType=R-60MK
Loadout[04].Quantity=2
Loadout[04].RackType=APU-62R
Loadout[05].WeaponType=Tank790_MiG23
Loadout[05].Quantity=1
[Recon]
Loadout[01].WeaponType=R-24R
Loadout[01].Quantity=1
Loadout[02].WeaponType=R-24R
Loadout[02].Quantity=1
Loadout[03].WeaponType=R-60MK
Loadout[03].Quantity=1
Loadout[04].WeaponType=R-60MK
Loadout[04].Quantity=1
Loadout[05].WeaponType=Tank790_MiG23
Loadout[05].Quantity=1
Great , thanks for the info i c what u mean . I'll try your modded file version and change others , cheers .
Just an update , not had any luck with that change in loadout file . same as before still , got weps in stores list showing but no fuel tanks and the AI flights have no loadout . If u got any more ideas plz fire away , them birds need to bite lol .
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Hi all i'm having a few problems with the new weapons pack , I have SFG on a clean install with the new patch 4 installed . I've tried a few 3rd party aircraft adds and run the update weapons file for these planes as described by Bunyap in the readme for the new weps pack . The aircraft i have used show up a weapons list for loadout but all the AI flights have no loadout , tested using mig-25 , mig-23mld and harrier gr3 . Any help would be most appreciated as at the moment it seems like i cant use some of my regular aircraft , thanks .
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These are a few screenshots of going up high in the A-5B Vigilante , on the way back down i went the fastest i have ever been on this game . Once i hit 105000 ft the external camera could not keep up but in cockpit was fine , i would like to know how fast and high other people have managed to go . Does anybody know the max figures for these in this game .
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These are a few screenshots of going up high in the A-5B Vigilante , on the way back down i went the fastest i have ever been on this game . Once i hit 105000 ft the external camera could not keep up but in cockpit was fine , i would like to know how fast and high other people have managed to go . Does anybody know the max figures for these in this game .
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I've been putting some ships in my game and have hit a few snags . Can anybody tell me if ships with more than one gun turret fire using all their guns , ie a destroyer . I'm running SF Gold with patch 3 and all other patches up to date , the other question is , if a ship has a gun for ground targets and one for air targets and both are different do they all fire . I've only been able to get one gun on any ship firing at once , Let me know if you can help .
MLRS
in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Posted
Hey all , i have this MLRS 270 launcher which is about ready . If anyone wants this i will arrange for it to be uploaded , the skin is desert tan but i will put together a green skin aswell .