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Everything posted by baffmeister
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Desert Terrain V.4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Excellent! VERY nice work on the airfields! Thanks! -
Calling All Seasoned Terrain Gurus - Final Tweaking needed for Desert4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I said it before and will say it again in a different way......Beaucoup Travail!.......................Geeeeez! -
Calling All Seasoned Terrain Gurus - Final Tweaking needed for Desert4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Looks way nicer than the Desert height bmp! [did the terrain editor do the cut out near Glasgow all by itself?] -
Calling All Seasoned Terrain Gurus - Final Tweaking needed for Desert4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Got the stray tiles fixed. There were quite a few, including the island in the middle of the ocean. I really don't know what happened to cause it but I guess it occured during the mountain removal process. I tried Wrenchs' idea of exporting the height map as a bit map and then painting the islands over with the sea color but couldn't get it to work. I think it may not except the change because the islands were previously leveled using the airfield leveling procedure, which doesn't work very well close to the water. Anyway, here are the new HFD and TFD files: DesertTFD-HFDfixed.zip -
Calling All Seasoned Terrain Gurus - Final Tweaking needed for Desert4
baffmeister replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
ooops! I will take a look at that. Might have been an accidental mouse click when I was working on the terrain. Not sure if I still have the latest TFD and HFD files available. Could you post the current ones here? -
The "Dhimari and Parani Air Forces of the 21st Century" Thread
baffmeister replied to ValAstur's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Not 100% sure I understand the question. For the new countries Sharnak and Dohar I just put the numbered insignia and finflash in the decals folder and then edit the decal ini like so: [Decal005] MeshName=fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=2.35,-0.05 Rotation=0.0 Scale=0.5 DecalMaxLOD=3 [Decal006] MeshName=fuselage DecalLevel=0 DecalFacing=LEFT FilenameFormat=Insignia Position=2.35,-0.05 Rotation=0.0 Scale=0.5 DecalMaxLOD=3 [Decal007] MeshName=verticalstabilizer DecalLevel=0 DecalFacing=RIGHT FilenameFormat=FinFlash Position=-4.77,1.80 Rotation=0.0 Scale=0.6 DecalMaxLOD=2 [Decal008] MeshName=verticalstabilizer DecalLevel=0 DecalFacing=LEFT FilenameFormat=FinFlash Position=-4.77,1.80 Rotation=0.0 Scale=0.6 DecalMaxLOD=2 The Sharnak and Dohar decal TGAs are larger than standard so the scale entry will have to be adjusted. I don't use Dhimar or Paran anymore but for them I don't think you have to extract the decals, just use the Insignia and finflash entry in the decal ini. -
Stuck in a Fictional Hell
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
A minor success. I have never understood how TGA's work but with some help from Baltika I got rid of the halo around the palm tree. You would think it would be a minor edit and maybe it is but what I had to do was change the TGA to a BMP, bucket fill the white parts with a dark green and then go to all the trouble of making a new mask. Here is a link to Baltikas very good description of how things work with Gimp: http://combatace.com/topic/58802-how-to-create-alpha-channel-for-coastal-tile-in-gimp/ And here is the result: -
The "Dhimari and Parani Air Forces of the 21st Century" Thread
baffmeister replied to ValAstur's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Warbie, here is the trick for making Dhimar and Paran playable in campaigns. It requires editing the nations ini like so: // Oman 65-70 [Nation212] Name=Oman_OLD65//......................Last entry in the stock nations ini. [Nation213] [Nation214] Etc. Etc. Etc. [Nation252] [Nation253] [Nation254] [Nation255] [Nation256] Name=Dhimar DisplayName=Dhimari Air Force Alignment=FRIENDLY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=USFighter Formation.Attack=USFighter Formation.Bomber=USBomber Formation.Transport=USBomber Formation.Tank=USTank Formation.MobileAD=USAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str [Nation257] Name=Paran DisplayName=Parani Air Force Alignment=ENEMY PilotNameList=NamesArabic.lst RankList=RanksRAF.lst CallsignList=CallsignsUS.lst Formation.Fighter=SovietFighter Formation.Attack=SovietFighter Formation.Bomber=SovietBomber Formation.Transport=SovietBomber Formation.Tank=SovietTank Formation.MobileAD=SovietAD PilotTrainingStandard=EXCELLENT GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str To save you some trouble, attached is a modified nations ini built from ThirdWires latest version. Just unzip and drop it in the Flight folder. NATIONS.zip -
Stuck in a Fictional Hell
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for the tips guys. I have been using the later terrain editor but still may have hit a tod limit, even with some ini edits. Typically, the re-loadable Tod ini used by the TE doesn't save properly but the actual in game tod file does save. [fortunately, the city center tods saved OK after an all night 8 hour marathon session.] I am totally blown away by the amount of work required to build a terrain. This one is simple as it uses many stock tiles and has been mainly a copy and paste exercise. Can't imagine doing one from scratch. The worst part is, once you do all the tiles and all the tods it still needs target areas! Geez! Stratos, You can't see the pics? -
BoB BF-109 E series FM updates Beta 0.93
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Thanks for the comments! -
BoB BF-109 E series FM updates Beta 0.93
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
oooops. Found a problem already. Only the E-3 and E-1[early] have the correct Revi gunsight. The fix is simple, just copy the gunsight from one of those aircraft and paste into the remaining aircrafts cockpit folders. [ a bit of a rush job] -
Bulding a city block as a LOD target instead of TOD: pros/cons?
baffmeister replied to Centurion-1's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
One of these things is not like the other? [TargetType256] Name=IR_Citytile1 FullName=City block 1 ModelName=IR_Citytile1.LOD.......................................Here [LOD001] Filename=citytile1.lod...............................................Here Distance=2000 [LOD002] Filename=citytile1_lod2.lod Distance=5000 [LOD001] Filename=citytile1_lod3.lod Distance=10000 -
adjusting accuracy of turrets on bombers
baffmeister replied to arthur666's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Here are some gunner data entries I have been using for the BoB He-111 FM I put together. Some notes included to try and explain the "logic" involved. [LeftGunner] SystemType=GUNNER_STATION PilotModelName= SeatID=6 GunnerID=5 SetCockpitPosition=FALSE Position= MinExtentPosition=-0.802,-2.135,-0.45 MaxExtentPosition=0.257,-1.495,0.755 PitchModelNodeName=Gun_FuseL YawModelNodeName=Gun_FuseL GunRange=1000//2000...........................Seemed like the gunners were using all their available ammo during running battles so I reduced the engagement range. GunnerFireChance=40//80............TW default value is 80. The He-111 waist gunner manned 2 guns so thought it was logical to reduce this by half. GunnerFireTime=2.0//1.0................TW default value is 1.0. The machine guns don't have much hitting power so bumped this up to 2.0. GunnerAimOffset=0.050.................TW default value. GunnerAimAccuracy=20//60...........TW default value is 60. Reducing this number will solve your problems Arthur. For WW2 bombers I find the 20 entry reduces the accuracy enough to cover up the lack of imagination the AI exhibits during bomber attacks. PitchAngleRate=45 MaxPitch=30//45 MinPitch=-40//-5 DefaultPitchAngle=10 YawLimited=TRUE YawAngleRate=45 MaxYaw=310//300 MinYaw=230//240 DefaultYawAngle=270 Hope this helps. -
Battle of Britain Fighter FM Pack Beta 0.90
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
The latest update of the previously released BoB fighter FM's, beta 0.90. I think these represent the standard approach I have been trying to develop for WW2 fighter FM's. They may not mix in very well with other FM's so take a look at the ReadMe to see whats going on. Required Downloads: Bf-110 C-4 from the A-Team site. Spitfire 1A: http://combatace.com/files/file/13510-sf2-ww2-spitfire-mk1a-by-mod-mafiatmf/ Hurricane 1A: http://combatace.com/files/file/13646-sf2-ww2-hawker-hurricane-ia-etobob-by-raven/ BF-109E-3: http://combatace.com/files/file/1352-bf109e-3/ Changes: Empty weights have been increased based on actual documents when possible. Pilot weight included. The BF-110 and Bf-109 have had significant changes to the flight model. The Hurricane has had the lift increased quite a bit. Lots of changes to damage modeling. Here are the new FM's: BoBfighterFMs0.90.zip I don't plan on doing a whole lot of different aircraft variants for BoB but do plan on doing a BF-109E-4 fighter bomber, a BF-109E-7 with the "N" engine, a Spitfire MkIIA, and some Hurricane II variants. I will just upload them to this thread when they are ready. [ Still waiting to see what Russo comes up with!] Cheers. -
Battle of Britain Fighter FM Pack Beta 0.90
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
RAF fighter fm's 0.92 update. The 0.91 update was not released due to patch issues. The Bf-110 will have to wait and RussoUK has some new Bf-109 "Emil" models coming out that should fit in OK with these new FM's. Changes: A Hurricane IIA and Spitfire 2A package included. You should be able to copy and paste the entire contents of the present Hurricane and Spitfire folders into these new folders and get a functioning airplane. [theoretically] It will leave some redundant files. The Merlin XX engine with a 2 speed supercharger gives a big boost in low and high level performance for the Hurricane II but the Merlin XII in the Spitfire II has only a single speed supercharger and develops less power at low level than the Spitfire I but has a bit more power at high altitudes. Both these planes get a new cockpit ini but I haven't changed anything yet, they are more for future tinkering. The Spit II gets a bit more armor around the upper fuel tank. Belly landings now possible with these FM's! I got some inspiration from Cliff11s' KAW F-82 . Lots of other interesting things going on with the F-82 [like engine smoke with WEP ] but I always worry about patch issues in SF-2 so the belly landings are all for now. The engine tables now account for some ram air boost above full throttle height. This was quite significant in RL but most engine data available doesn't reflect it. They seem to be based on power output obtained in altitude chambers. Anyway, the changes give more realistic speeds at high altitude. Landing gear and other changes to accommodate the new patch. No guarantees. I expect future changes to be infrequent and probably just tweaks to AI, slight FM tweaks, cockpit ini edits and landing gear adjustments. Cheers. RAFfighterFMS0.92.zip -
Battle of Britain Bomber FM Pack Beta 0.90
baffmeister posted a topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
A collection of bomber FM's for Battle of Britain use. No instructions included, they are open beta and meant for experienced "do it yourselfers". These are made for AI use and are variations of the "Generic Bomber FM" I have been working on. Some effort put into getting a reasonable speed at sea level but most of the work goes into AI behavior and insuring they get shot down in a "commendable fashion". Some changes from previous versions: FMs included for the Wellington, Hampden and Blenheim IV. Gunner accuracy increased. Some adjustments to "Armor as Structure" settings and armor protection for pilots increased. Using DamageRating= Disabled on all components. Except for the Blenheim, all aircraft are set for MinBaseSize=MEDIUM FMs Included: Do-17Z - requires A-Team Do-17Z He-111H3 - requires A-Team He-111H6 Ju-88A1 - requires A-Team Ju-88A4 Wellington - Requires RAF bomber pack at CombatACE. Drop in FM. Link below. Hampden - See above. Blenheim IV - Requires A-Team Blenheim IV and Wrenchs' skin pack. Link below. http://combatace.com/files/file/13795-sf2-ww2-raf-bombers-pak/ http://combatace.com/files/file/13952-sf2-ww2-eto-bristol-blenheim-mkiv-skin-pak/ BoBbomberFMs0.90.zip These FMs got a quick check with the May 2013 SF-2 pack and seemed not bad except for the Blenheim, which got some gear adjustments to avoid prop strikes. No guarantees. I don't expect to release any updates for a long time but will add a Ju-87 FM to this thread once I get it working OK with the new patch. -
Battle of Britain Bomber FM Pack Beta 0.90
baffmeister replied to baffmeister's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Updated Ju-87B & R fm's attached. The usual bomber armor has been added and, because it's an attack type, some of the previous armor values for the pilot have been left unchanged. Getting the landing gear to work with the new patch was a major problem so here are a few notes that may help with other aircraft: The CG/PivotPoint on the Ju-87 looks very well placed although moving it aft did help a bit. After some experimenting, I left it as it was. [0,0,0] Changing the mass fractions can change the behavior. I ended up using some ThirdWire-ish numbers. Changing the empty inertia settings will change behavior. I used the TW P-51 values. The empty weights are similar and with the new values I could use less extreme settings on the landing gear. Regarding landing gear settings for the WW2 fighter types, I have had the best luck using soft spring/damper tail gear settings, relatively soft spring settings on the main gear but with large damper values. Also, I have been keeping the shock stroke quite short. Unfortunately, it seems next to impossible to get consistent results. At least I haven't seen any prop strikes with the new settings. Current Ju-87 gear settings: [LeftGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.1 ModelNodeName=LeftGearLegShroud ShockAnimationID=4 ShockStroke=0.11..................................................short stroke SpringFactor=1.5 DampingFactor=3.4.........................................over twice the spring factor WheelNodeName=LeftWheel RollingRadius=0.37 CastoringWheel=FALSE HasBrakes=TRUE DifferentialBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxLoadFactor=4.0 [RightGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.1 ModelNodeName=RightGearLegShroud ShockAnimationID=5 ShockStroke=0.11 SpringFactor=1.5 DampingFactor=3.4 WheelNodeName=RightWheel RollingRadius=0.37 CastoringWheel=FALSE HasBrakes=TRUE DifferentialBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxLoadFactor=4.0 [TailGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.05 ModelNodeName=TailGearBox ShockAnimationID=6 ShockStroke=0.10...................................................short stroke SpringFactor=0.5......................................soft DampingFactor=0.5..........................soft WheelNodeName=TailWheel RollingRadius=0.17 CastoringWheel=TRUE CastoringNodeName= Steerable=TRUE MaxSteeringSpeed=30.88 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxLoadFactor=4.0 Here's the new fm's: JU87B-RfmBoB0.90.zip Here's a link to the SF2 ETO Ju-87's: http://combatace.com/files/file/13826-pasko-ju-87b-r-sf2-update-eto/ -
March 2013 patch issue - WW2 aircraft
baffmeister replied to bubu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Gave it a shot on my worst problem child, the Ju-87B/R, but no improvement. -
Battle of Britain 2 possibly most underrated sim
baffmeister replied to streakeagle's topic in General Flight Sim Discussion
Thanks for mentioning the new patch Streakeagle, after having some fun with this sim last year I drifted away from it but now I'm back. I still fly flight sims with a basic non force feed back swizzle stick so prefer to keep things simple. One of the problems I had with IL-2 and the main reason I don't play the game is the difficulty in keeping the aircraft in longitudinal trim. The option was to use the simple flight model but it was just awful. With BoB 2 the elevator trimming, even without force feedback, has a much more natural "feel" to it and I don't have any major problems keeping it trimmed. Also, I can use the advanced flight model while disabling the torque/slipstream effects. For simmers that like to keep things simple but still get an interesting flight model, this is a very desirable feature. Some other impressions: Sound effects are very well done. Pilot voices are quite good, but a bit repetitive. [ the voice saying " You're leaking glycol!" sounds like Prince Charles!] Visual effects are quite good considering how old the game is. The FM's seem to be very good. Interesting departure's for the Spit and Hurri if you get too carried away during hard maneuvering. I've only tried the Bf-109 once and it seemed very departure resistant, as most sources would suggest. There may even be a bit of wing rock when the slats deploy but haven't looked into it closely yet. Considering how old the original game is, the graphics are quite good. My rig is low end and I have some of the settings turned down but it looks OK, better at altitude. Immersion is very good. The squadron take-off is lots of fun and the arrival sequence is excellent, with the squadron circling the airfield and individual aircraft peeling off to land. During engagements the radio chatter is OK. Also, for the keep it simple types, the ability to fly as a wing man is excellent. After take off you can use accel time to get to the action, then use it again to return to base. You will probably want to join the fun in the landing pattern. The bail out sequence is a nice feature. The campaigns are good and probably best played on a dead is dead basis. Some careful reading is required if you want to just play the campaign as a pilot. Otherwise you will be put in charge of the entire campaign! That would require much more reading than I would care to do. Setting the game up is a bit of a chore and also requires careful reading of the documents. At this point I have things set up in a simple fashion and only use a few view inputs and very basic target padlocking. I like to keep the screen clear and use as few aids as possible but sometimes I use the aircraft labels for situational awareness, disabling them once I engage a target. I don't use the peripheral vision or HUD display at all. The clickable cockpit is reasonably simple to use. It can be disabled if desired but then you can't start or stop the engine. It's nice to have a WW2 flight sim that with a bit of reading can be played "as is", no tinkering required! Well worth the money! -
March 2013 patch issue - WW2 aircraft
baffmeister replied to bubu's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Increasing spring and damping factors has been working best for me. I still find the need to use the OnGroundPitchAngle=xxx entry. If you change the spring and damper settings this will have to be adjusted as well. It's possible to get the ground angle from the info in the hud de-bug mode or whatever it's called. The actual results in game can be very inconsistent. Sometimes the plane will show up on the runway with no problems, other times a bit of a bump and tire chirp, other times a very quick bump with a bit of a red out. Very strange.