Jump to content

Lexx_Luthor

LEGEND
  • Posts

    3,352
  • Joined

  • Last visited

Everything posted by Lexx_Luthor

  1. mmm, does it let you install WoV into a different folder than the Default folder? I installed WoV only once, so I doubt I will be of much help on this. I have un~installed and installed Strike Fighters at least twice...I think.
  2. Odd. Before I posted above, to Be Sure I would not mislead you, I added that A4B cockpit line to my MiG~19S file in a clean unPatched SF install, and it shows up as selectable in Single -> Create mission, and it dumps me into the MiG just fine, with A4B cockpit. We must work on this. My SF CD is fairly new, came in a jewel box, and was version 12-25-03 and lets me start Patching with Service Pack 3. Hold off on the Skin until we work this out. I am fairly recent Newbie to all this, so somebody else here will probably Win that Skin. :yes:
  3. Thanks. I will take that information and begin some Experiments. The small square tool buttons on upper left of TE -- are those specific functions not covered in the drop down menus?
  4. Okay, each terrain folder has an HFD file, and they all work well in TE. You must zoom out and engage View ~ Height Field and you see the familiar looking map. For some reason, the Italy/Yugoslavia tutorial map does not work in the TE. I got stuck there for a while.
  5. aha I got it...mmm I think. I found a prototype Korea folder with HFD map I had downloaded, and its working in TE. Thanks~
  6. * EDIT ... you probably know ~all~ this, but for self~refresh and in case other Newbies will see something New... ----------------------------------- In the COCKPIT data file is Position using (x,y,z) coordinates--if not, add the Position line under ModelName. This is cockpit position relative to the airplane. If I recall ( ) x is left/right, y is forward and back, z is vertical up/down. B-58 is a tall plane and a long plane, so the small fighter cockpit Position z value may be far too low (and y value too far back). You have to play with the numbers to get the right position...too find that you will need some kind of external reference. I suggest that the delta wing not be visible from the B-58 cockpit position, but the forward tips of the inboard engine intakes can be seen (they extend ahead of the wing, and are lower than the cockpit). Possibly the outboard engine intakes can be seen too. You decide. :yes: Not a pilot cockpit shot, but close http://www.xs4all.nl/~mvburen/b-58/gfx/gallery/dd/19.jpg pilot shot, but straight ahead only http://www.xs4all.nl/~mvburen/b-58/molehole/dirga/07.htm lifted from ~~> http://www.xs4all.nl/~mvburen/b-58/ Here is part of my Yak-15 COCKPIT file, for which I use the "real" Yak-3 cockpit instead of the P-51 cockpit, and I had to change the Position (Offset is pilot position inside the cockpit in which you move pilot around inside the cockpit). You will probably need a positive number for the Position y value, as your cockpit may need moving forward along the larger plane B-58. Experiment.
  7. This may help... SF Editing Notes ~~> http://forum.combatace.com/index.php?showtopic=4078 First page deals much with the flight model ini
  8. I can't see Major Lee's Italy/Yugoslavia HFD file loading into Terrain Editor. I installed the HFD into the same folder as the TE; I "File-Open" the HFD, and I see a blank white screen, and the (x,y) mouse coordinates are frozen at (0,599.99). I followed the instructions below. Major Lee:: Anybody here know what I may be doing wrong, or had similar experiences when starting out with TE? This is the first time in SF that I have gotten myself stuck and can't get myself out. Thanks~
  9. I am Total Newbie in FM subject, but if you are looking for B-58 flight modding, you might could start testing B-58 with the A~5B Vigilante and Mirage III flight models, experiment, root around, see how these Artists did their work, add some J-79s, and go from there. I don't know the FM sorcerer's secrets. A-5B is here http://forum.combatace.com/index.php?download=732 Mirage IIIC is here http://www.column5.us/aircraft.shtml Thanks! B-58 will go great with the heavy Soviet interceptors we have now and may be coming -- is there a way to make AI use afterburners when following high speed waypoints?
  10. You must make it Flyable. For a quick fix add the bold line below to the MiG-19S text file...you use the A-4B cockpit. You can also use the F-100D cockpit. or CockpitDataFile=F-100D_cockpit.ini Green panel and black panel Russian language versions of the A-4B cockpit for this very purpose are found in the CombatAce aircraft download section. Read the readme file after downloading and unzipping and follow directions. It works! :yes: Much deeper cockpit file fixes allow you to see the MiG wings from inside the cockpit and other stuff like moving pilot face closer to instrument panel while keeping wide angle view (I use 120 degrees). But to start out with Making MiGs Flyable , use the basic A-4 or F-100 ideas above. A MiG~19 pit may be coming ... can't find the link now... mmm
  11. Without more information detailing what you are doing, I am guessing you are.... (1) ...probably thinking indicated airspeed which the speedbar displays on the monitor, which is close to true airspeed near sea level, but at high altitude drops to maybe half the true airspeed -- for example, 600 as one sig-fig is about half of 1322, for example. Or... (2) ...you are using true airspeed but flying F~16 at sea level, but it needs to fly at high altitude to reach mach 2. On a related note -- AI supersonic dash. How to get AI to turn on their afterburners in normal flight. That B~58 will need high altitude supersonic waypoint capability in the hands of AI.
  12. What you may need to do is pick an example plane for us, and we will try to replicate your problem. Most likely you will see how we do it. In my case...Make ALL downloads to a single folder with a simple name...in my case.. D:\b or the folder "b" on the D drive. Then unzip or unrar directly into that folder (at least rar does this auto), the extraction will create a subfolder... b\B-47E ... for the B-47E case. Then copy the new folder to where you need it to go...and/or copy the contents of the new folder. Sometimes you must navigate deep inside the newly created folder to find the final subfolder you need to copy .... the file creators are assuming in this case that you will unzip directly to StrikeFighters basic game folder so they include all the StrikeFighters folders and subfolders and subsubfolders etc... Perhaps most important, if you extract into non~game folder and copy what you need to the game folders, you will always have the unzipped (or unrarred) folders for backup if you need to start over from re~install, or make another install...and you will never have to unzip (or unrar) again.
  13. Well that's new. ;) Ya, I guess removing land bases won't let you takeoff from carrier if carrier takeoff "create missions" don't happen. I was thinking of land bases only. If you do make changes make sure you make copies of original file for safety or as USAFMTL says you will end up Re~installing.
  14. Here is MiG~25 on most "un flat" airfield... ;) ...just what we need!!! ~~> http://aeronautics.ru/mikoyan/mig25_31/mig-25rbk-003.jpg Some great, and some humurous, -25 pics here...this one should make great load screen. ~~> http://aeronautics.ru/mikoyan/mig25_31/mig-25p-008.jpg Lifted from... http://aeronautics.ru/mikoyan/mig25_31/
  15. Just tested:: the Width and Height control the size of the hud radar display. I am still fairly new to this, and I am making Bad mistakes and misleading others... (1) HUDDATA file has lines that control the text displaying data on player or externally viewed aircraft; data like airspeed, altitude, etc... (2) There is another file called MESSAGESYSTEM that controls the onscreen messages from ground control or friendly aircraft. Here is my total message file...some Default settings are replaced but I saved them by just "remarking" them out with double slash //. I believe the Devs used ";" to also remark out certain lines with ";" and replaced them with others. my complete MESSAGESYSTEM file... -------------------------------------------------------------------------------- TextFontName=Arial TextSize=9 [MessageSystem] MaxMessages=4 MessageTime=8.0 MessageFadeTime=1.0 ;MaxMessages=25 ;MessageTime=200 ;MessageFadeTime=2.5 [MessageWindow] //BackgroundImage=TextBackground.tga TopLeftPosition=0.14,0.91 BottomRightPosition=0.90,0.99 //TopLeftPosition=0.22,0.8 //BottomRightPosition=0.78,0.985 VerticalBorder=0.0015 HorizontalBorder=0.008 ;TopLeftPosition=0.2,0.2 ;BottomRightPosition=0.8,0.985 ;VerticalBorder=0.0015 ;HorizontalBorder=0.00 -------------------------------------------------------------------------------- Here is my InfoDisplay in HUDDATA file.... [infoDisplay] //BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 BottomRightPosition= //BottomRightPosition=0.99,0.985 DisplayWidth=0.30 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=609.6 AGLAltWarning=152.4 ------------------------------------------------------------- Note, I "remarked" out ("//" ) the background image lines, as this text box covers the radar display where I have the radar placed now, although I am probably going back to using it, as it really helps seeing the text against white terrain like snow, and it does not really hurt the radar display. Or I could change the text colour to, say, green, but then that may conflict with green terrain. :)
  16. Thanks. There are some flat tiles in the wilderness that won't pop through runways, especially if you use the "sea" or "water" height map and set height scale to Zero, and AI and player planes operate from them normally, but you have to find and test them, and that eats lots of time; time perhaps better used learning the map creation tools. We should still be able to Delete any Friendly airfields except one, leaving that one for the Create Mission's sole airfield to operate player planes from. Don't know how this will effect the Mission Creator's ... if for example, other squadrons must fly from other airfields, thus requiring more than one Friendly airfield.
  17. *oops* sorry -- if you are using the basic "desert" SF map (or Vietnam WoV map), you must Extract the map text files first before you can edit them.
  18. Ya, you must Extract the flight folder file HUDATA.INI using the Cat Extracter... The "width" setting controls the size I believe, although I have not changed that one yet. The PosY is the height on monitor...it starts 0.0 at the top and grows bigger to 1.0 at the bottom -- an upside down method of vertical position. btw...just add two bars // to make the game ignore any line. I did this to totally turn off all the cones and arrows in "medium" difficulty hud settings ("medium" advised for MiG~17PFU radar use). My setup below now sets HUD at bottom center of cockpit... I had to change the name to Display001 because I got rid of all the Arrow and Cone displays. //[Display004] [Display001] DisplayType=RADAR PosX=0.45 PosY=0.835 Width=0.125 //Height=0.16666667 //PosX=0.865 //PosY=0.015 //Width=0.125 Height=0.16666667 Alpha=0.90 InitTime=2.0 You should also change the Font size for the messages, and make them smaller. I set mine to "9" instead of the "12" default. Also you can change the number of messages and time they are displayed. This is a short file, but there is enormous Power here... Before we mess up our HUDDATA.INI file, we make Backups, right? :yes: ...actually, you can just Extract the file again and so you really need not worry about backing up for safety.
  19. It may be possible -- but I am not sure. You should be able to Delete specific airfields from the map data files, and maybe you can Delete all but one Friendly airfield. I have not done this yet so I don't know if it will even work. I do know you can move airfields across the map -- to a suitable flat terrain tile so they work -- by changing their (x,y) position in the mapxxx.targets file, and you can change the airbases to Enemy, so you only have one Friendly airbase to operate from. This will take some time to Experiment with on your part. Most likely, just Deleting the bases is probably the best way but again, I have not tried that yet. Before we Experiment with and trash our maps, we make Backups first, right? :yes: Excellent
  20. Strike Fighters SP3 Patch readme.txt:: I have not tried them yet, its will be some time before I get that far. :yes:
  21. Oengus:: That's December 2005? You may have the same v12-25-03 I have. I just got the SF in a small jewel case and I got the WoV box. Both work okay so far (ie...Newbie here too). WoV has its own Patch. I got SF Patch errors too. Patch~1 would not take, Patch~2 installed. Turns out my SF version needs Patch~3 only...nothing else. ThirdWire:: Hope this helps.
  22. ya....my CD says ValueSoft, Strategy First, and Third Wire. I am impressed with Srategy First's O-R-B somewhat older (last year or three) space strat game--simple but tonnes of fun. ~> http://www.o-r-b.com/ Major Lee's Korea map seems to be working under WoV at least for simple test fly missions, and the instructions say make "korea" copy of "desert." And, I needed the Objects download or I flip over at takeoff start. :) This stuff is amazing--both Summer and Winter. Korea map will keep me busy for a long, long time. For the original poster, I have not tried carrier ops yet, and I Apologize for jumping in, but I thought the two issues may be related. Stratos:: I believe the same thing was happening here, starting in air then falling to the runway and BOOM. The trick is watching the Editor behavior, waypoint (1) snapping to the takeoff start point when you click Apply, making sure the speed and altitude fields in the starting waypoint boxes at the top of the Waypoints Parameters box are Zero, clicking the Validate button when you are done working with the waypoints (that's a guess here but I think the tutorial mentioned this). Friendly or Enemy may have problems working on other side's airfields...not sure of this but I may be noticing a pattern and this could cause the flop. Lots to experiment with. Also something I was seeing was a bizzare effect where I got started on the takeoff zooming upwards at over 2000kts speed and landing gear down, eventually getting up near 40,000+ feet. I have not seen that again since I did some more experimenting with proper waypont procedure.
  23. Yes, could have been wrong Patch. Just re~installed and applied SP3 as my version out of box is 12-25-03. Thirdwire said use the 3rd Patch (7.71MB Patch....v11-05-04). Still, there is at least one airfield--Jordanian I think--on the Israeli terrain not working for takeoff. Need more experiment as I am probably doing something wrong. Can SF terrain mods be used in WoV, or are they SF only?
  24. I Got It! V! I tried my other editor copy in my WoV folder, and under WoV, I easily setup A4 takeoff both Player and AI (only one flight though). Perfect. Thanx~ !!! Still, I can't seem to get the editor to work under the SF...could be my Patch issue. Perhaps I may stick with teh WoV. Both are Awsum.
  25. Better Mission Editor guide link here ~~> http://web.tampabay.rr.com/sflores1/SFP1QMD_Help.htm Guide:: Great so far, but I too have a problem--even for land takeoffs. Using the basic Desert map, we see that we move the start point to an airfield and then clicking on the Take Off check box in the Properties Box brings up popup box asking for confirmation of this airfield as the takeoff airfield. Fine so far. Then under Waypoint Properties, I make sure the start point and first waypoint have the 0.0 values needed. Then I click Validate, then Apply and Save All in the basic Properties Box, then Save All in the base Mission Editor (assuming old mission I am editing). The effect I am now experiencing is the mission starts the aircraft about 100 feet above the runway, and it falls and explodes. I just got my WoV (and SF) installed the other day, and am hoping to Master the Mission Editor before proceeding (although I have installed some new terrains). I have noticed some difference in the mission files between what I generate in my Mission Editor and the game included missions in WoV...I don't think SF came with any missions to be loaded, so I checked in the WoV folder for pre~made missions. In the WoV mission files are Taxi and Departure waypoints, as well as Approach and Line~up (for landing) waypoints. Any info on these? Thanx~ Edit:: More information... The SF I got came in a small CD jewel box (ten dollars), and the first Patch refused to install, but the second Patch installed fine. Just wondering if my "aftermarket" SF -- its from Strategy First -- came with first Patch standard, if not perhaps this could be a problem for me. Second Patch works fine, or appears to.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..