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Everything posted by HomeFries
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Was actually doing the attachment for the belly anti-smash light, which on the pre-TRAM birds is attached starboard of the landing light on the nosegear panel . However, since I did it for that, I went ahead and did it for the landing light as well. I figure if the code is ever changed so that the landing lights are dynamic, I'll at least be ahead of the game.
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In my latest update, I discovered how much I can learn when I'm researching a completely different subject. Long story short: our favorite all-weather attack aircraft can now see in the dark! And for good measure, I added the belly anti-smash light. Note that it is slightly off center toward the starboard side of the aircraft. This will be placed center-aft (near the engine doors) for the TRAM/SWIP variants. If anybody knows how to attach this to the nosegear, I'm all ears; right now it's abstractly placed in the right spot when the gear is retracted. I've tried this: [bottomFuselageLight] SystemType=LIGHT Position=0.125,2.165,-1.22 LightSrcOffset=0.00,0.0,0.20 Color=0.88,0.25,0.25 Brightness=0.07 LightSrcRange=0.3 CanFlash=TRUE FlashTime=0.50 //Added by HF MovingLight=TRUE AttachedNodeName=NoseGear and I added the components to the nose (as opposed to fuselage) [Nose] ParentComponentName=Fuselage ModelNodeName=fuselage_front ShowFromCockpit=FALSE DamageRating=DESTROYED MassFraction=0.240 HasAeroCoefficients=FALSE MinExtentPosition=-1.18,-2.41,-1.26 MaxExtentPosition= 1.18, 4.15, 1.33 CollisionPoint[001]= 0.00, 7.29,-0.86 CollisionPoint[002]= 0.00, 8.08,-0.09 CollisionPoint[003]= 0.00, 5.23, 1.08 CollisionPoint[004]= 0.55, 3.17,-0.76 CollisionPoint[005]=-0.55, 3.17,-0.76 SystemName[001]=Pilot SystemName[002]=CoPilot SystemName[003]=NoseGear //Added by HF SystemName[004]=BottomFuselageLight SystemName[005]=LandingLight I would love to get the light attached properly to the nose gear. That said, not attaching it to the nosegear won't hold up its release; I'd just rather get it right the first time, if possible. EDIT: Never mind. Figured out the landing gear issue. I should use AttachedNodeName=front_wheel_door. Finally, can anybody answer my question I asked here regarding using DecalNumberStart/DecalNumberEnd and whether it affects the campaign RNG? Basically, I would like to know if using DecalNumberStart/DecalNumberEnd will be respected by the RNG, or whether I need to go the route of making extra numbers (which I have done, but I'd rather not use them if I don't have to). How I approach that issue is really the only thing holding up release at this point.
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Folks, I have a philosophy of not starting a second enhancement until I know that the first one works properly. As such, I have been putting my time into skins and decal placement, and the custom modex took a back seat until now. Now that I am getting into DRD's modex pack, I've been looking more closely as to what needs to be done. My understanding is this: Regardless of how many numbers are in NUMBERS.LST, the campaign engine will always use 0-99 (i.e. all 100 slots) Limiting NUMBERS.LST and putting DecalNumberBlockSize, DecalNumberStart, and DecalNumberEnd in TEXTURESET.INI only affects player-selected aircraft Therefore, if I want to limit the modexes to 500-524, I need to: Create a NUMBERS.LST with 500 through 524 Use DRD's decals, or create decals going from 500-524, then copy and rename them 25-49, 50-74, 75-99 Are my assumptions correct? Thanks in advance. EDIT: One more question: Does DecalNumberRandomize=TRUE have any effect on the campaign selected aircraft, or is this just for player-selected aircraft?
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Do you already have two decals on that side of the object? If so, you won't see the third. If you are already doing this on a level 2 basis, why not combine the award logo on the same decal with the aircraft number? Unfortunately, it's not as flexible a solution as what you are trying, but it doesn't add any decals either. EDIT: A thought on my technique. If you go that route, you may need to set the decal numbers offcenter, then place the award in the decals you wish. You will then likely need to adjust your placement in DECALS.INI accordingly.
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Thanks, Dave. I realized after uploading the screenshots that I hosed up the Marine decals, and instead defaulted the Navy pattern when doing the new nose. If you look at the black-nosed A-6 from VMA-242, that is correct (the squadron is listed above MARINES and not behind the roundel). I guess I was really tired when I finished up last night. Anyway, this has since been fixed (for you rivet-counters out there).
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Another update: Last night I got the urge to do the grey/white split color radome, and after a bit of trial and error I got everything lined up. Here's a screenshot of yet another skin for the default intruders. Finally, I realized that I was a bit underwhelmed with the default "NH" tail flash for the VA-75 Sunday Punchers, and such a storied squadron (not to mention the first squadron to get the A-6 and the squadron to eventually retire it) deserved the logo for which it is more commonly associated. I tweaked Wrench's VA-75 tail decal and made a dark version and a full color version of the logo, all of which you can see here: Also, note the classic scheme on the wingman. I went ahead and enabled these for the SWIP birds, but defaulted them to the Fleet Replacement Squadrons (RAGs), as opposed to operational squadrons. This way, you can take the new birds with the classic paint out to the range! Feature freeze is about here, and I just want to do some playing with Drdoyo's modexes, but this baby should be out shortly!
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Congrats and thanks! I remember Biohaz as well.
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But of course, Wrench! I've made some tweaks to them myself, as you can likely tell with the CAG bird. I also added some noise to the grey pattern, then some gaussian blur for the grey on the CAG birds (since the paint scheme tends to be a little nicer on them). I also borrowed heavily from your avionics enhancements. Not to worry; credits are forthcoming!
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Hi Everyone, I thought I would post some screenshots of my latest A-6 project. What I have done is taken the stock 3W A-6 models, skins, and decals and enhance them for more variety and hopefully some increased historical accuracy. I have also tweaked the avionics (in particular the RWR) for each variant to be more in line with the period flown. In doing so, I replaced the TEWS in the A-6E_79 with a 3 ring RWR, but added the A-6 SWIP variant (A-6E_90) that has the TEWS, as well as the ability to carry Maverick and SLAM. The purpose of this pack is to be able to fly the default USN/USMC grey skins with the default squadrons, but have more variety in skins as well as an enhanced look across the board. To this end, I added aircraft BuNo decals to each tail (historically accurate pools for the A-6A, A-6B, and A-6E with the A-6E pool being shared by all E/TRAM/SWIP variants) and modexes to the top and bottom of the flaps. I have also modified the skins to a degree so that you can choose between radome/nose color, as well as low visibility patterns (including CAG birds). I also adjusted the size and placement of the dorsal slime lights (aka formation lights) on the TRAM/SWIP variants to be more accurate. I had to adjust the Navy/Marines text in order to make it work. What this pack does not do is replicate historically accurate squadron markings for each era, nor does it attempt to capture the specific marking placement of each squadron. Since this is an enhancement of the generic skins and markings, I have left everything as is, though I have added low visibility squadron tail logos for each A-6 squadron. In other words, if you choose the A-6E SWIP with a low visibility pattern, the placement of markings will be fairly accurate across the board (organization-specific markings notwithstanding), but you will still have a low visibility variant of the circa-1970 tail logo. I know that there are a lot of rivet counters on the board, and I would like your help. If you know the years specific patterns and logo placements were used (e.g. when the Navy went from low visibilty dark text to grey text), please post them so that I can make adjustments where necessary. Likewise, if you see anything out of place (e.g. the fuselage stars and bars are too far forward/aft or too small for the period), please let me know as well so that I can tweak it. With no further ado, here are my screenshots of the project thus far: Two A-6As. Note the circa-1976 VA-95 logo replacing the default logo. This was done because the stock logo was covered by the 2 digit modex on the tail. Also note the choice between white and black radomes. A-6Es from VA-35 and VA-52. Decal placement and size is adjusted from the A-6A. Note the tan and white selectable radomes as well as the modex on the flap. A-6E TRAM from VA-85 in a low visibility pattern with dark markings. Also note the black variant of the circa-1976 logo. Here's a picture of a SWIP variant from VA-85 in the low visibility pattern with light grey markings. Because I completely re-did the VA-85 logos, I went ahead and made a separate light grey logo to be consistent with more recent VA-85 patterns. Not leaving out the Marine Corps, here are two A-6Es from VMA(AW)-533. With the USMCGrey2 pattern (aka white radome), you also get white text for the tail number and BuNo. Again, birds from VMA(AW)-533, but this time TRAM variants in the low visibility pattern with dark markings. Here are two more TRAMs from VMA(AW)-533, with the classic scheme side by side with the low visibility pattern. Finally, the CAG bird. Here is a SWIP from VA-34 in a low visibilty CAG pattern. The wingman is using the low visibility pattern with grey markings. Note that the CAG bird is carrying the AGM-65F Maverick and the AGM-84E SLAM. Please post your comments, suggestions, and criticisms. I'm thick skinned; I just want to put out a good package!
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Thanks again, guys. After looking at Drdoyo's modexes, I realized how my omitting the 00 aircraft from the LV skins would possibly screw up the campaign if somebody were to create one using those skins. Therefore, I won't go forward with removing 00 from the LV skins; people will need to perform their own due dilligence based on how much they care. However, that mod has also done the tedious work that allows us to have our cake (500/600 modex) and eat it too (all 100 slices). I'll do some playing around with this.
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What happens is the first entry in the NUMBERS.LST corresponds to the 000 slot (e.g. USNAttackNum000) regardless of the value in the file. Think of the NUMBERS.LST being a one-dimensional array where the entries in the list correspond to the modex you see in the loadout screen, while the slot used corresponds to the position of the number in the array. This means that regardless of your first entry in NUMBERS.LST, you will start with 300, custom modex decals notwithstanding. Fortunately, there is an easy solution to your problem. If you want to restrict your modexes to 400, leave the original 300-624 NUMBERS.LST intact, and add the following lines to your TEXTURE ini file: DecalNumberBlockSize=25 <----this is fine where it is DecalNumberStart=25 <----With the first address of an array being 0, this starts with the 26th entry in the array, which should correspond to 400 DecalNumberEnd=49 <----Keeps you from going into the 500 series modexes Hope this helps.
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Thanks, guys, for the replies. @St0rm, I'll definitely check out the modex pack when I get home. @Swordsman, interesting factoid regarding the 8-9 series modex. I've never seen one of those myself either. I can't imagine the need for them anymore, considering that four of the CVW organic missions are now accomplished with the Hornet airframe. Just so you guys understand, I'm not planning to do custom squadron skins. My design philosophy is to have a variety of modular skins for all of the existing A-6 squadrons and logos in the game, which is essentially enhancing the default USN/USMC skins and adding some options. That's also why with the exception of the CAG/LV counterparts, I'm keeping the default 300-624 modexes, despite the fact that I haven't heard of an A-6 using anything other than a 5xx or 6xx. Unfortunately, I don't have the time to do historical squadron skins; about all the time I have is for researching/creating BuNos, and making sure I don't use BuNos involved with fatalities or POW/MIAs. I figure next I'll add the dorsal logo above the wing, then create logos for the squadrons that used them.
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I'm currently working on a set of low vis A-6 skins for use with the default markings (e.g. A6TailL, InsigniaLVBWingL, etc.), and I would like to have a separate set for CAG birds (LV markings with color tail) and another set for the full low vis (LV markings, LV tails). I have already done the tails and created the CAG birds. That was easy enough (300,400,500,600 in the numbers.lst, and call out custom decals for modex). However, I'd like for the other LV birds to use modexes other than the double-nuts. Starting at 301 is easy (DecalNumberStart=1), but once I get to 324 I would like to cycle to 401. Problem is that deleting 400 in numbers.lst just has the effect of offsetting my count by 1 (i.e. if I delete 400 and select 401 as my bird, 400 shows up in the modex, then 401 for 402 and so on). I know I can do DecalNumberStart=1 and set DecalNumberBlockSize=24, the question is whether there is a way to force the program to skip a number in the sequence without offsetting the decals. Thanks in advance.
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Menu Music (ODS)
HomeFries replied to Brennus's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
I second the use of GME. That program is great; I use it for every game that doesn't have a dedicated mod manager. -
dtmdragon, I really like the job you did, but I'm having an issue that hopefully you can help solve. I am using your modified NATIONS.INI, but I can't get Aggressors (RED) to show up as a nation when I choose to fly the A-4F in a single mission. As such, I'm afraid I'm missing some of the "national" markings. The datafiles all look consistent, so I have no idea why I can't get Aggressors to show up. Thanks,
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F-22 Cockpit
HomeFries replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Great cockpit, Julhelm! -
I use GME as a Configuration Management tool as well as for mod management, which is to say that GME also tells me whether installing one mod will overwrite files in another, and it backs up the overwritten files to preserve iterations. I agree that separate installations with the SF2 core files is a brilliant way to do things, but there are some mods that lend themselves to multiple installs. For example, the TMF F-14 Superpack would find a home in ODS, NF4+, a "stock" version, WFI, etc. Certainly your SARCASM mod fits the bill here as well . I'm just trying to optimize things, and I can be like an obsessive pit bull when it comes to details like this.
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I have a question for the file-savvy folks here: Normally I use Generic Mod Enabler to manage my mods, and SF2 is no exception. Simply, the way it works is it creates a folder called "MODS" within the main folder of the program you want to mod. Then when you enable a mod, it copies it from your "MODS" folder into your main install using the same hierarchy. For example, let's say I want to install mods in the c:\users\[username]\saved games\thirdwire\StrikeFighters2 Europe folder. If I ran GME for SF2E, I would put the exe in my ...\StrikeFighters2 Europe folder, and when I ran it it would create a folder called ...\StrikeFighters2 Europe\MODS. As you can imagine, given the number of different installs (e.g. NATO Fighters, ODS, etc.) and the size of many of these mods, enabling them separately for each SF2 installation becomes unwieldy. I would like to use symbolic links (useable in Vista and later), which are essentially shortcuts for files and folders. I've already been able create a "master mods folder", and then use symbolic links to create instances in each GME "MODS" folder. However, even when I create symbolic links in the GME "MODS" folders, when I enable the mods with GME it copes the files entirely, as opposed to just copying the symbolic links. So here's the question: I would like to be able to copy over the symbolic links using a mod manager. Is there any way I can do this? Is there a mod manager out there that uses this ability, and/or is there a way to force a program to respect existing symbolic links? Thanks,
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Ian, To add to what SupGen said, setting UseRadarTexture=FALSE has a couple of side-effects: Your radar will stop working while the TV is enabled The TV will not show up in the upper right corner of the screen (as it does when UseRadarTexture=TRUE I ran into the same thing while tweaking RAZBAM's A-6E cockpit. When I asked TK about this, his reply was that UseRadarTexture=FALSE is intended for TV displays on aircraft that don't have radar. Personally, I would love to see this expanded as a feature so that we can have simultaneous displays. Perhaps you should assist me with lobbying TK in the thread linked above.
