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baffmeister

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Everything posted by baffmeister

  1. Two things that might be worth a try. If the skins are High Res you can reduce their size using simple photo editors. Last time I checked the ThirdWire skin bitmaps are 512x512. Also, a long time ago I had a massive frame rate hit with one aircraft that had a lot of small decals on it that were being used at multiple lod levels. Here's an example of what to look for: [Decal001] MeshName=Fuselage DecalLevel=0 DecalFacing=RIGHT FilenameFormat=Insignia Position=-1.175,-0.014 Rotation=0.0 Scale=1.5 DecalMaxLOD=3...................For small decals it helps frame rates if you set this to 1. Just a couple of ideas that may help a bit. Regards.
  2. I'm not sure yet where the French colony will end up but really like the idea. I like the idea of keeping Paran big and formidable with the two colony's and Dhimar smaller and all of them with border exposure to Paran. Should be a fun tweak and I'm looking forward to it. Glad to hear that DesertPlus gave you some inspiration to do this excellent mod.
  3. Really impressive piece of work. The idea of having Sharnak as a British protectorate is an interesting way to justify some British types in the game. I think I will be trying to fit a French colony into my personal install of Desert3 to liven things up even more. Cheers.
  4. Thanks for the info Wrench. I think I will probably do the SF2 version in unicode just to see if I notice any changes or issues. Cheers.
  5. Did a search yesterday for a thread regarding unicode and picked up a bit of info but still have some questions. From the thread, my understanding is that .ini files in SF2 are in unicode or in the process of being changed to unicode during the usual patch process. At some point in the thread, someone mentioned the aircraft Lods also being in unicode. My question is: For a terrain that is being optimized for SF2 but with old building objects, should the .ini referencing the old building Lods be in Ansi or Unicode and does it matter. The reason I ask is because I have 2 versions of Desert Target Zone released and have some updates planned so will introduce the Unicode thing into the SF2 version. [ Note: Desert Target Zone SF2 has an issue with the SA-6L not showing up on RWR's because I named them as a specific object in the types.ini. Thanks to Wrench and/or Fubar for mentioning that in a thread a long time ago.] Anyway, I hope this question makes sense, thanks in advance.
  6. You will have to edit the nations.ini to make Dhimar and Paran player flyable in campaigns. As the game uses the nation number to assign decals when using the INSIGNIA approach in the decal.ini, it would be best to keep the stock Dhimar and Paran nation numbers. Here is a way to do that: // Zaire 63-71 [Nation201]..............................................Last country in the stock nations.ini Name=Zaire_OLD63 DisplayName=Democratic Republic of the Congo Air Force [Nation202] [Nation203] [Nation204] [Nation205] [Nation206] [ETC] [ETC] [ETC] [Nation244] [Nation245] [Nation246] [Nation247] [Nation248] [Nation249] [Nation250] [Nation251] [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=POOR 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=POOR GenderRatio=0 DebriefSuccessMusic=DebriefSuccess.wav DebriefFailMusic=DebriefFail.wav DebriefKilledMusic=DebriefKilled.wav SpeechFile=USAFSpeech.cat SpeechTextFile=USAFSpeechText.str As long as the numbers are all there the game will ignore the empty data fields. Using this approach Dhimar and Paran will be player flyable in campaigns and you won't have to extract and re-number the Dhimar and Paran decals.
  7. Without knowing how many parking spaces are at KORAT RTAFB or what the NumSquadrons= is set at for that target area, I don't really know what the screenshots indicate, besides a great looking airbase.
  8. I have tested this subject again and the results are consistent with what I have been saying, oh unbelievers. Using my DesertTest terrain, which has only 2 airfields and 2 target areas I have duplicated previous results. Test Procedure: Using DESERT_AIRFIELD5.ini I have made these edits: ParkingChance=100//60.................................changed to 100. ParkingMaxSpan=18.0 Parking[01].Heading=180 Parking[01].Offset=333,-121 Parking[02].Heading=180 Parking[02].Offset=354,-121 Parking[03].Heading=180 Parking[03].Offset=396,-121 Parking[04].Heading=180 Parking[04].Offset=438,-121 Parking[05].Heading=0 Parking[05].Offset=354,-174 Parking[06].Heading=0 Parking[06].Offset=375,-174 Parking[07].Heading=0 Parking[07].Offset=438,-174 Parking[08].Heading=0 Parking[08].Offset=480,-174 Parking[09].Heading=180 Parking[09].Offset=375,-196 Parking[10].Heading=180 Parking[10].Offset=417,-196 Parking[11].Heading=180 Parking[11].Offset=438,-196 Parking[12].Heading=180 Parking[12].Offset=480,-196 Parking[13].Heading=0 Parking[13].Offset=333,-249 Parking[14].Heading=0 Parking[14].Offset=354,-249 Parking[15].Heading=0 Parking[15].Offset=396,-249 Parking[16].Heading=0 Parking[16].Offset=459,-249 Parking[17].Heading=180 Parking[17].Offset=354,-270 Parking[18].Heading=180 Parking[18].Offset=396,-270 Parking[19].Heading=180 Parking[19].Offset=417,-270 Parking[20].Heading=180 Parking[20].Offset=480,-270 LargeParkingChance=100//15........................................Changed to 100 LargeParkingMaxSpan=48.0 LargeParking[01].Heading=180 LargeParking[01].Offset=436,268 LargeParking[02].Heading=180 LargeParking[02].Offset=384,268 LargeParking[03].Heading=180 LargeParking[03].Offset=332,268 LargeParking[04].Heading=270 Next, in the targets.ini for the DesertTest terrain I changed the max squadrons entry to 1. [TargetArea003] Name=D8 Airfield Position=347000.00,537000.00 Radius=6000 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=desert_airfield5.ini NumSquadrons=1...............................................changed to 1 Target[001].Type=Runway5 Target[001].Offset=0.00,0.00 I then did three game generated recon missions, exiting after counting the parked aircraft. Parked aircraft count: Large=2 Small=6 / Large=2 Small=6 / Large=2 Small=6 I then changed the NumSquadrons=1 to NumSquadrons=10 The results were: Parked aircraft count: Large=13 Small=15 / Large=12 Small=18 / Large=15 Small=17 Next?
  9. In more detail. I was trying to rearrange the large parking positions in my installation. If I increased the parking chance to 100%, I still would not get all the parking positions filled during game generated single missions. At 100% probability and only 1 squadron listed in the target.ini for that airport, you will get very few parked aircraft. At 100% probability and 10 squadrons listed in the target.ini for that airport, you will get many more parked aircraft. [game generated single missions]
  10. I have a high degree of confidence that increasing the number of squadrons in the target.ini for a specific airport is another factor that will increase the number of parked aircraft in single missions. For campaigns, it would appear the number of parked aircraft is controlled by the campaign data, as well as other factors noted in previous posts. My confidence is based on actually trying this when changing the large aircraft parking in my installation. Example: [TargetArea052] Name=D1 Airfield Position=191000.00,803000.00 Radius=6000 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=desert_airfield1.ini NumSquadrons=3...................................Try increasing this to boost parked aircraft during single missions. Target[001].Type=Runway1 Target[001].Offset=0.00,0.00 ;Target[001].Heading=60.0 Target[001].Heading=0.0
  11. When I first uploaded the Desert Target Zone I put it in with the Terrain uploads. At some point I believe a moderator moved it to the tileset section. In fact, in retrospect, it probably belongs in the ini-edit section. It has a modified types, target and movement ini, as well as some of the factory place objects.
  12. In the games graphics settings, do you have "Ground Objects" set to "Unlimited"?
  13. Regarding the "Bouncy Plane" syndrome. I have found a few tricks to tame these aircraft and the current landing gear edits I am using on my WOI install are attached below. The difference in rolling radius on the main landing gear wheels is on purpose and probably required. Haven't flown this plane for awhile put last time I tried it I think it was OK with this mod. I run my Quicker Takeoff mod in my WOI install and it tends to have worse problems than the stock airfields regarding bouncing planes. Regards. // Landing Gears --------------------------------------------------------- [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=6.0 AnimationID=1 DragArea=0.124 HideGearNode=TRUE ModelNodeName=FrontWheelStrut ShockAnimationID=5 ShockStroke=0.10//0.40 SpringFactor=2.0//3.0 DampingFactor=1.8//0.3 WheelNodeName=FrontWheel RollingRadius=0.3 CastoringWheel=TRUE CastoringNodeName=FrontWheelFork Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=115.75 MaxLoadFactor=5.0 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.278 HideGearNode=TRUE ModelNodeName=LeftMainGearStrut ShockAnimationID=6 ShockStroke=0.10//0.30 SpringFactor=4.0//6.0 DampingFactor=3.8//2.0 WheelNodeName=LeftMainWheel RotationAxis=Y-Axis RollingRadius=0.352 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 MaxLoadFactor=6.0 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.278 HideGearNode=TRUE ModelNodeName=RightMainGearStrut ShockAnimationID=6 ShockStroke=0.10//0.30 SpringFactor=4.0//6.0 DampingFactor=3.8//2.0 WheelNodeName=RightMainWheel RotationAxis=Y-Axis RollingRadius=0.35 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 MaxLoadFactor=6.0
  14. I was wondering about that as well. Don't think I will go that route with DesertTZ but the numerous desert type objects in the IsraelME terrain make it a natural fit for a new desert terrain with a bunch of fictional countries. [ in about a year, based on my current progress with the terrain editor. ]
  15. Answers my question, thanks gents.
  16. I started an upgrade for the Desert Target Zone terrain/ini.edit/tileset whatever it is, and thought I should ask this question. WOI has a lot of very nice building objects compared to SFP1/SF2 and I would like to extract some of these objects for Desert Target Zone. Presently, Desert Target Zone is using many of the stock buildings for more than one purpose and I would like to reduce that as much as possible. I understand that lifting aircraft and weapons from TW games for free download is considered a no-no but what about basic building objects? Personally, I don't think it's a big issue but would like some other opinions. I also plan on adding some nice objects from Wingwiner and CA_Stary to supplement the current Factory Place objects. Any opinions appreciated.
  17. Another factor to keep in mind is the target value of the target. For game generated quick missions the minimum target value for the game to generate a strike on a target is 100 points. I suspect this is true for campaigns as well but I'm not 100% sure. The ini that contains this data is the SINGLEMISSION.INI. Here is the singlemission.ini from SFP1: [TargetValues] MinStrikeTargetValue=100 HeavyStrikeValue=1000 NormalStrikeValue=200 Not sure how the game decides when to do a minimum, heavy or normal strike mission but the heavy strike missions [like runways, 1000 points] seem somewhat rare. The singlemission.ini can be extracted from the Flight Folder, MissionData.cat. Knowing the point values, it is probably simpler to just modify the target values in the particular terrains TYPES.INI. As an example, SFP1 has 4 city buildings that don't ever seem to come up as targets. From Desert_Types.ini: [TargetType043] Name=CityBuilding1 FullName=City Building ModelName=citybldg1.lod TargetType=CITY_BUILDING ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 To generate some strikes on this target you could modify it to something like this: [TargetType047] Name=CityBuilding1 FullName=Radio Station...................Name that will be used in game ModelName=citybldg1.lod TargetType=COMM_BUILDING.................Target Type ActiveYear=0 TargetValue=200............................Normal Strike Value [see above] UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=1 RepairRate=0.150 StartDetectChance=80............... Not sure how these work but now they are the same as StartIdentifiedChance=10............ the Comm Building. IncreaseDetectChanceKey=10............. MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeTallStructureCollapse DestroyedModel= SecondaryEffect=MediumExplosionEffect SecondaryChance=100 Now, instead of getting a strike mission against the dreaded comm building, you may get to blow up a radio station instead. For add-on terrains, the types.ini will probably be in the terrains folder, for the stock terrains, it can be extracted from the terrain.cat. Hope this helps, Cheers.
  18. Another factor that affects the number of parked aircraft is the number of squadrons listed in the targets.ini Example: [TargetArea015] Name=Narvik Airfield Position=192000.000000,807000.000000 Radius=7211.102539 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=desert_airfield6.ini NumSquadrons=3.....................................Increasing this will increase the number of parked aircraft. Target[001].Type=Runway6 Target[001].Offset=0.00,0.00 Target[001].Heading=0 I found this out while messing around with a mod to increase the distance between large parked aircraft. Seems some of the larger add-on transport aircraft can overlap when using the stock large aircraft parking. [Anybody else notice that?]
  19. A most interesting real-life thread. I don't plan on writing a novel but the economics issue is very alarming. A huge amount of work [600+pages] and you collect a small percentage. Controlling the rights is probably a big issue. I suspect start-up bands and new music are having similar problems. I hope you can keep us updated. Best Wishes and Cheers.
  20. Just wondering if it might be a good idea to have a convenient way for people to make donations. I had a look at the membership options and didn't find them applicable to myself as I don't download that much and the price was too high for me as far as a contribution goes. I was thinking more like about $20.00/year. Regarding the Club Membership idea, maybe you could restrict the "Pub" and screenshot uploads to Club and other subscribers only. There are probably many other options like this that could bring in more revenue. The recent site update is looking good! Cheers.
  21. Desert Plus is meant to be used with SFP1, SFGold or Strike Fighters 2. [ the fictional desert terrain]
  22. I think the problem is you are trying to use it with SF-2 Europe. It is designed for use with SFP1, SF Gold, or Strike Fighters 2. [those are the ones with the fictional desert countries.] Regarding decals, they have to be placed individually in the decals folder. [ unless you edit the decals ini. in the skin folder being used.]
  23. Looks like "bouncy plane syndrome". Is that ThirdWires 104 or one of the after market 104's? ThirdWires 104 has worked fine for me, even with the Quicker Take Off mod, which can aggravate the problem.
  24. What operating system do you have and have you any other add-on terrains installed? Also, do you have SF1 or SF2?
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