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Everything posted by HomeFries
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A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Ok, since the issue isn't obvious (MiG-17 shouldn't even be a player), here's what I recommend (be sure to test your A-6 in a single mission following each step so you can see where the problem lies): Disable all A-6 Superpack mods Enable the Common 1 module Enable the SF2V 2 module If you already have the FOTI cockpit installed, you should be able to run the A-6 single missions even with the superpack disabled. The Common module shouldn't affect anything either since it only addresses decals and other objects such as weapons and pilots. If you can run A-6 missions here, but still have problems after installing the SF2V module (and updating your A-6A/B ini files), let me know and post your a-6a/b.ini file content as well as anything else that might already be there (i.e. old FOTI files). If the A-6 does work in single missions with the SF2V module enabled, let me know if it breaks when any other modules are enabled. -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Don't forget to add the cockpit INI file to your A-6A.ini and A-6B.ini. Hope that does it. Also, FYI the later SF2/SF2E campaigns require SF2NA for the A-6E, though you could modify the existing datafiles to reference the A-6A LOD. FYI, the next version will have completely revamped SF2 campaigns using malibu43's carrier modded campaigns. -
Any success at adding decals to fuel tanks?
HomeFries replied to ST0RM's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Got it, thanks. I was looking in skins and not new aircraft; explains why I missed it. I went ahead and converted the small logos and squadron name into single decals for the fuel tanks last night. The increased flexibility also allows for things like color tips and large decals (like the VA-52 lance) and reduces the number of decals used. However, I still run into the same problem. In order to make the decals work, I need discrete left and right decals (for squadrons that put their name on the tank). With 5 tanks and 2 decals each, it's a total of 10 decals (reduced from 20 before, though the 20 were the same 2 decals repeated on all 5 tanks). However, in orderto make fuselage decals and the nosegear decals display, I need to remove two decals from the fuel tanks. (I have them sorted later in the DECALS.INI file so that they can be removed without reordering everything). You can see in the above screenshot the VA-196 spade located behind the canopy, as well as the modex and anti-smash light on the nosegear. However, I had to remove the interior decals on two of the tanks in order to have them display (which can be problematic when doing colored tips). If I have all of the tank decals represented, here's what I get: I have even tried reversing two of the decals rather than using a discrete L/R side, and I still get the same results. Any ideas of the wall I'm running into? I'm at the point to where if I can't figure this out, I'm leaving the outer two tanks blank. -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
The folder structure is no different than the mods that say "Install this for all installs", "Install this if you have SF2E", "Install this if you have XXX DLC". You can go into each module and copy the folder tree directly. The only difference is that it's designed to be plugged into GME. If you want to do things manually, just copy the folder trees in the order listed in the folder name (e.g. Common first, SF2V second, SF2NA third, Wrench's Skinpack 4th, optional mods as you see fit). -
Squadrons, Logos, and Timeframes
HomeFries posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
This thread is to generate ideas and possibly collaborate on a large scale. While doing the A-6 Superpack, I came across many different squadron tails for the same squadrons depending on the timeframe of the picture. Since I've been tying my skins to the existing A6Tail decals (and making some improvements), the only real variation comes between the differences in tails between the color (default), LVB (low visibility-black), and LVG (low visibility-grey). I would like to be able to do different logos and tail codes based on the timeframe (i.e. the date selected by the campaign/mission), with the game defaulting to the existing tail if a tail decal for that squadron in that timeframe doesn't exist. I realize that I can do whatever tail I wish if I tie a skin directly to a squadron and have custom decals for that skin, but I was wondering if there is a more elegant solution, possibly using SQUADRONLIST.INI. To compound the SQUADRONLIST.INI issue, not only have tails changed over time, but squadron names and designations have as well. For instance, the VA-34 Blue Blasters are now the VFA-34 Blue Blasters (flying the F/A-18), and VA-128 is now VAQ-128 (Prowler RAG instead of Intruder RAG). For the double whammy, the former VF-103 Sluggers are now the VFA-103 Jolly Rogers (changing squadron logo/name as well as designation). I noticed that NATIONS.INI has the capability for alternate markings. For example, here's the EGYPT entry (relevant entries separated by carriage return): [Nation031] Name=Egypt DisplayName=Eqyptian 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 ActiveDate=1971 AlternateDecal=Egypt_OLD58 And later on // Egypt 58-71 [Nation076] Name=Egypt_OLD58 ActiveDate=1958 AlternateDecal=Egypt_OLD48 // Egypt 48-58 [Nation077] Name=Egypt_OLD48 It appears that by daisy chaining entries, we can create multiple national logos. I haven't tested this yet, but I was wondering if the same thing can be done with squadrons using SQUADRONLIST.INI. This could possibly allow for a community SQUADRONLIST.INI with custom logos for aircraft (stock and third party) that are tied to particular timeframes. The next issue is that if this is doable, we would need to divide eras and squadrons into groups of numbers so that everybody who uses this would have their mod compatible with everybody elses' mods. There's also the issue of whether we are limited to 1000 squadrons in SQUADRONLIST.INI, which would mean further limiting what we could do. Your thoughts? -
Squadrons, Logos, and Timeframes
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It would be extensive over the long term, but could be done iteratively if it can be done at all. Just assign (for example) numbers 450-500 to VA squadrons from 1975-1983. You could leave alone squadrons that didn't change much between them (or maybe don't have as cool of a logo), and make different 3 different logos for VA-85. For logos that haven't been done yet, just assign them a dummy start date or the original logo, keeping the number as a placeholder. -
Any success at adding decals to fuel tanks?
HomeFries replied to ST0RM's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I was trying to do a "one size fits all" skin to apply to the default squadrons, whereas putting the logos directly on the tank necessitates tying the skin itself to the squadron. Having thought about it, the large tank decal is the way to go. I was hoping to put it off because it's a lot more work (placement, sizing, making the opposite side because you can't flip the SquadronName), but it will also allow me to do color tips, fins, and larger graphics (like the VA-52 lance). I couldn't find your A-4 VC-13 skin for download; what dimensions did you use for that tank decal in order to keep the detail on a relatively large graphic? Oh, please! -
Any success at adding decals to fuel tanks?
HomeFries replied to ST0RM's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks, Logan. I appreciate the correction. However, I should clarify. The decals show up just fine on the tanks; the decals on the fuselage that are sequenced later in the DECALS.INI are the ones that don't show (though they show when the tank decals are limited, so that part isn't operator error). This is what leads me to believe that there is a decal limit close to 50 for a model. I was hoping somebody could confirm this, or at least provide a workaround. Anyway, what I'm doing now is putting the SquadronName on each side of the tank (near the front), and creating SqLogo for the squadrons that put small graphics on their tanks (e.g. VA-196's spade). If I'm exceeding the maximum number of decals per model, I will have to create custom tank decals that have both the logo and SquadronName in the same decal. Before I do this, I want to make sure I won't be wasting my time. -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Bump for 1.11 -
Any success at adding decals to fuel tanks?
HomeFries replied to ST0RM's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've been adding graphics to the tanks in the A-6 Superpack, but I seem to be running up against a wall. I know there is a 2 decal per side limit (although I'm using the same decal on both sides), but is there a total decal limit for a model? This is important because every hardpoint on the A-6 is wet, so with 5 tanks at two decals per side we're looking at 20 decals on the tanks alone. -
Enlisted pilots, an untapped resource?
HomeFries replied to MAKO69's topic in Military and General Aviation
Funny that the USN used to have enlisted pilots. When my dad was in the Korean War, he mentioned seeing Chief Petty Officers with wings, and also that the same CPOs would often get brevet promotions to Lieutenant, then revert to CPO when going back to a reserve status because a CPO was less likely to get RIF'd than a LT. -
Looking for a couple of flags
HomeFries replied to allenjb42's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
My sides! -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
The Wombatinator has spoken! Welcome to CA, Wombat. -
I resurrected an old thread on the 3W forum because I thought that this was related, but I appear to be missing something much larger. What I am trying to do is add the A-6 from my Superpack into the stock campaigns. I was able to do Vietnam easily (I mainly changed skins anyway to take advantage of the new ones), but I would really like to add two Marine squadrons to Red Hammer and Red Lightning. Going with Red Lightning, here are the edits I made to CampaignE2.ini: [CampaignData] CampaignName=790918 Red Lightning DataFile=CampaignE2_data.ini CampaignMap=GermanyCE Service001=USAF //Added/Reordered by HF Service002=USMC Service003=RAF Service004=WGermany Service005=Belgium //End Reorder Force001=NATO Forces Force002=Warsaw Pact Forces and [uSMCUnit001] Squadron=VMA332 ForceID=1 UnitID=145 StartDate=09/19/1979 DescFile=woe2Start.txt StartText=woe2Start2.txt AircraftType=A-6E [uSMCUnit002] Squadron=VMA533 ForceID=1 UnitID=144 StartDate=09/28/1979 DescFile=woe2Start.txt StartText=woe2Start2.txt AircraftType=A-6E And here is what I did to CampaignE2_data.ini: [AirUnit144] AircraftType=A-6E Squadron=VMA533 ForceID=1 Nation=USMC StartDate=09/28/1979 DefaultTexture=USMCGrey1 StartNumber=0 BaseArea=Ramstein Airbase BaseMoveChance=15 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Intelligence=80 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=100 MissionChance[CAS]=50 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER [AirUnit145] AircraftType=A-6E Squadron=VMA332 ForceID=1 Nation=USMC StartDate=09/19/1979 DefaultTexture=USMCGrey2 StartNumber=0 BaseArea=Spangdahlem Airbase BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Intelligence=80 Morale=100 Supply=50 MissionChance[sWEEP]=0 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=0 MissionChance[sTRIKE]=100 MissionChance[CAS]=50 MissionChance[sEAD]=40 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=10 UpgradeType=NEVER When I started a campaign with VMA-533, I get the following loadout screen: Note that the Service says US Air Force, and the skin is not selectable (though it defaults to USNGrey2, which is the [TextureSet001] entry in A-6E.ini And here is a screenshot of a USMC bird with VMA-533 squadron markings, USAF service markings, and the USN default skin. Any ideas?
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Issues when adding Nation/Aircraft to stock campaign
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Yep. The campaigns are now released as part of the A-6 Superpack v1.1. -
Fuel Tanks part of actual 3dmodel
HomeFries replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
This. You can use the level 2-4 (service, squadron, individual) decals this way. Note the squadron ID on each drop tank. -
A-6 Superpack preview
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Everybody, Version 1.1 is now out. I made a few more improvements to the skins across the board, including some of these details: Note the cockpit detail, including the VDI along the BN's radar and TRAM display. The A-6A/B/E have another cockpit texture with a pilot-side radar and no TRAM display. The new textures include detailed center panels and circuit breaker panels between the pilot and BN, as well as the cables and junction boxes behind the aircrew when the canopy is open.. Finally, a view from the new office: -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Version 1.1 is up. This is a pretty huge update, and is highly recommended. -
Issues when adding Nation/Aircraft to stock campaign
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Ok, I got the answer. I dug this up from an old thread. What I did was add all of the new units to the end of the data.ini. Then when I tried moving them up in the list, I didn't change their unit ID in campaigne2.ini. Stupid me, I thought Unit ID referred to [AirUnit], and not its location in the datafile. Kind of a screwy way of setting up a pointer, if you ask me. Anyway, the squadrons select properly now, and I have a lesson learned for the future. Thanks for the help, Wrench. -
Issues when adding Nation/Aircraft to stock campaign
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
OK, I extracted GERMANYCE_NATIONS.INI and made the following edits: [LimitedNationList] FriendlyNation001=USAF FriendlyNation002=WGermany FriendlyNation003=RAF FriendlyNation004=France FriendlyNation005=Belgium FriendlyNation006=Netherlands FriendlyNation007=Denmark FriendlyNation008=Canada //Added by HF FriendlyNation009=USMC FriendlyNation010=USN //End Adds EnemyNation001=Soviet EnemyNation002=Poland EnemyNation003=EGermany EnemyNation004=Czechoslovakia I dropped the file into Terrains\GermanyCE. When I start a campaign with VMA-533 I still get the same results. EDIT: just to clarify, I'm testing this on an otherwise virgin install to ensure compatibility prior to release. -
Issues when adding Nation/Aircraft to stock campaign
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Thanks, Wrench. Didn't even know that the file existed. Explains a lot about the decals as well. Since USN and USMC aren't in the nations.ini, it will default to USAF. I could easily fix this by adding USMC to the FriendlyNations list, but it seems I could also set LimitedNations=FALSE? It seems that if I want to modify for maximum compatibility, I should do LimitedNations=FALSE, but will that open up a can of worms? Is adding FriendlyNation lines a better way to go, if not as flexible? -
A-6 Superpack preview
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Another 1.1 update: The nice thing about figuring out the two-tone skin (especially what components go where on the template) is that it made things much easier the second time around. I came across some USMC two-tone patterns in Gunship Grey, and decided that the collection wouldn't be complete without them. So I present a screenshot of two A-6s of VMA-533 and VMA-332 in the aforementioned paint scheme. This is quickly becoming my favorite skin, and between what I learned after doing this skin and the USN experimental green, I intend to go back and make minor enhancements to the classic skins as well. More to follow. -
A-6 Superpack preview
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks, Wrench. I actually used one of your posts on lighting as the basis for my work, so your skillset with lighting fixes is well known and appreciated. That said, the TRAM was a particular challenge because if I used two decals and placed them at the same location as my light sources, only one decal would show. I had to create a single decal with both lights, center it, and properly scale it (both graphically and on the model). That was fun, though basic knowledge of fractions and counting pixels on screenshots helped remove a lot of the guesswork. On a tangent, is it possible to create illuminated formation lights other than from within the LOD itself? I realize I can do steady amber lights, but is it possible to create said form lights that illuminate while the other lights are strangled? Also, is it possible to have a rotating beacon? -
A-6 Superpack preview
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Everybody. I've been working feverishly on the 1.1 update, which revamps all of the skins, tweaks the ventral anti-collision lights (and gets them right on the TRAM), adds some details for realism, and also gives you the following skin: This was an experimental green skin used by VA-65 in 1966 in order to test the viability of camouflage over Southeast Asia. The results were inconclusive for the Navy (though the AF decided that the camo worked), so the Navy and Marine Corps went back to the default gull grey/white pattern they would use until they switched over to the tactical grey pattern we see today. Additionally, I added two Marine Corps squadrons: the VMA-332 Moonlighters and the VMAT-202 Double Eagles (the USMC RAG for the A-6). Here's a screenshot of VMA-332 in the classic colors: Finally, a look at the improved markings and TRAM anti-smash lights. Here's a shot of a SWIP bird in CAG colors: This pack should be out shortly. I was hoping to have it out this weekend, but the green skin took longer than I anticipated. We're probably a few days to a week away from release. -
A-6 Superpack
HomeFries replied to HomeFries's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I just found some sound bugs in the Pre-TRAM Anti-Collision mod. Please refrain from using this mod for now (or copy the [sounds] section of A-6E_90_Data.INI to the A/B/E birds). I will have a patch up shortly.