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Everything posted by PFunk
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One of the things I will very likely do (depending on who gives me permission to do it) is to prepare some "Realistic" plane sets and campaigns and then some "What If" sets as well. I plan on using my own weapons pack for aircraft to insure it all works. This terrain is also being tested and used with the SARCASM v1.5 mod, so I can confirm it's completely functional. After everything is done and I'm satisfied with the product to the point I feel like I can release it here, before it gets posted, I'll make a list of all the assets I've used and post them in a thread so that people can give me a "yea" or "nay" on the use of their stuff before I released my work. Someone's already contacted me about one thing that needed to be removed because they didn't want their stuff used any longer. I have absolutely no problem with that, by the way. Also, who made "groundplatte2" and "groundplatte3"? Those are going to be two assets I'm really going to need for industrial targeting. I haven't used either of them yet, but I know I'm going to desperately need them. Here's a really dumb question: How many TargetAreas and TargetTypes can the engine handle?
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Reaching back into the olden days from my military history class in uni, we called the Evros region the Thracian Spike because the border thrusts upward into Europe. And yes, that's where the strategic nodes will all be, along with Forward Operating Bases on either side. That'll be where most of the ground combat will take place.
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I've actually been working it, so I'd like everyone to get a look at what's coming up. Here's the first images so far of the new Aegean Sea Terrain and the Su-30MKG Flanker for the HAF. More shots will be incoming as work progesses. What's done so far? Completely tiled, and coastlines and airbases leveled. Rivers implemented. Elevated altitude lakes leveled. All airbases are placed, working, leveled and Off-Map airbases added for TuAF All EW and SAM batteries added to map. 74 TargetAreas and climbing. Haven't even gotten to military bases like naval facilities and FOBs or even urban/industrial targets. There will be no custom tileset, it will use the stock IsraelME tiles. If someone wants to make a new tileset, awesome. I don't have that kind of time. This particular map is going to be meant to be Greek vs. Turkish conflicts only and I am leaning toward this not being a NavalMap. However, expect a companion map to come out that is meant for Cold War scenarios and will incorporate naval combat. The allowable years for this map will be 1974-present, nothing earlier. The Cold War Aegean Sea map will go all the way back to 1946. Also, expect an update to the Archipelago map I created a few years ago.
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Another Terrain Problem...
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That's what I did. Guess the engine is just hard coded to that sort of thing. Oh, well. Added two civilian airports for ad hoc military use. -
Another Terrain Problem...
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The main .ini file is adjusted, but how do I adjust the wall? -
Sukhois
PFunk replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Ready to fly the Fencer with the new pit. Those look amazing.- 471 replies
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Need a quick tip on placement. Is it better to make SAM sites as their own, independent TargetArea or incorporate their placement into a larger, more complex TargetArea? Also - and this is just to make sure of something - I wanted to confirm that the only way to get night missions in a campaign is make the terrain land-based only, and not a NavalMap. It's been a while since I've been in the game, and I'm trying to get back into it. By the way, thank you "mue" for the TargetArea Editor.
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[WIP] Target Area Editor
PFunk replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Nvr mind. RTFM. EDIT: Holy. Crap. This thing is going to change everything. EVERYTHING. -
WIP Mega THREAD!
PFunk replied to ErikGen's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Is the Viggen only the attack variant or will we also get to fly the interceptor version as well? Not complaining, just curious. -
I'm Annoyed...
PFunk replied to PFunk's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've tried downscaling, too. That doesn't look right, either. Literally starting over from scratch. Sigh. -
I just realized how long it's been since I played with the 3W Terrain Editor. My mistake lies in my height map, in that I took an area that was 1000km X 1000km and doubled the heightmap .bmp file's dimensions to get the distances scaled properly and while the mountains have the correct height, they do not appear to have the correct grade. The transit distances are accurate, but it doesn't look how I wanted it to. The mountains are....softer....I need them to be a little more imposing. Oof. Really don't want to restart.
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[WIP] Target Area Editor
PFunk replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Wow. That is impressive. Can't wait to play with it. -
Historical correctness
PFunk replied to RustyKurnass's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Historical accuracy?! Feh...who needs it? (kidding...) -
[WIP] Target Area Editor
PFunk replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Is this thing as useful as it looks? I'd love for targetization to be easier. Does it only use stock objects?
