Jump to content

Stary

+MODDER
  • Posts

    8,497
  • Joined

  • Last visited

  • Days Won

    100

Everything posted by Stary

  1. Simply awesome work. any ETA?
  2. Hello PythonOne! For Deuces tiles (and awesome new effects) look at his site at www.sfmods.com Also check his excellent tree mod at that site EDIT: You can assign a key in config to toggle hud display -its called "HUD information toggle" in control section For smaller text and icons look for a text mod here at CA in SF/WoV/WoE download section As for landing -it seems that your "landing" setting was set on lower level, also bear in mind that such things happen rarely in WoV Yankee Air Pirate is a PAYWARE addon aviable at yankeeairpirate.net. It deeply recreates real flown missions from vietnam war -plus adds TONS of new a/c, objects and targets. But i don't know more about it
  3. jtin as for campaigns -i spend most of my spare time searching Combat Ace for news, addons and trying / tweaking them than actually flying Recently i received my copy of WoE so there is a possibility that i will actualy see a transport in air
  4. Hehe -it turned out that here in Poland it's quite easy to obtain things. WoV -on polish Ebay.pl (circa 10 $ including shipping) SFG in a popular store (8 $) and recently (which means she is hot for me) WoE also on Ebay.pl... Online buying is good for me. Of course it's a matter of trust (Ebay) but worth it!
  5. Sad to hear about that. Yet there is a need for a "Neutral" slot for some tricks. Maybe TK will introduce it someday. Or is it possible editing nations.ini somehow?
  6. An idea came to my mind right now... What if we could define third NEUTRAL side in a campaign .ini? With, lets say three bases and strictly civilian planes on their side? That could do the job i guess? You know -Boeing 737 / DC-3 / Ju -whatever plane going on recon flights thru waypoints. Friendly both for us and opfor. Anyway possibility to have neutral/civilian side in engine would be nice after all
  7. Hello GreyGhost! When taking screenshots it's wise to pauze the sim -not only you can experiment with some interesting views&angles, but after few seconds speech subtitles fades away (of coure if you are using them, i do)
  8. Another MASTER MODDER from old good European Air War times goes Strike Fighters... Makes me thinking about ordering First Eagles myself
  9. Ok, i hope i solved it all now. Thanks again Jtin.
  10. Jtin thank you for detailed info. I am now going to patch my copy to latest patch -will see about Starfighter. I dll it for WoV long ago from TW main site. ABout swapping terrain files -gonna extract both terrains (SFG and WOV) and compare -there is some interesting stuff hidden inside afaik. And the Marcenary campaign (just flew two missions moment ago) is an addictive thing. Being bad-good boy. F-16 Agressor and eternally gold Strike Commander comes to my mind.
  11. Happy to say i got my copy of SFG today. What are the differences between this version and "basic" Strike Fighters? It has A-4F. Any differences in terrain file? My point is -I have different installs of Wings over Vietnam (basic, Israeli, PAW, KAW) and in those installs im using terrain .cat file from WoV. If i swap them (not Nam of course) with preffered SFG desert.cat, will it smash my installs in any way? I mean campaign progress mostly. Or they are equal in content (terrain objects etc) after WoE-level patch? Thanks for any info
  12. I have no idea. I dont own FE. But i guess it could work after renaming ini's to FE's corresponding effects names. Thou i think they could seem a bit over-expressed, considering the caliber of WWI guns.
  13. Thanks for warning Fubar512, I had to learn that updating my Solomons install. But it's good that 83006 patch brought ground objects to the same easy-to-manage folder structure as planes. No longer mess in ..\objects\ these days edit: Fubar512 those tracers from flak looks very immersive! However included new "light" caliber flak (37mmFlakEffect and 57mmFlakEffect) aint showing. Still default flakeffect used on my system. Maybe i screw something up? Or is this that 37mmEffects still has "AirBurstEffectName=FlakEffect " in bulletobject.ini? Here is my quick play with the "AirBurstEffectName=" variable. Two different clouds, bigger and smaller: There are two separate effects in that pack, one for 37 mm, and another for 57 mm flak, both of which must be placed in the effects folder. The proper edits must also be made in the bullet object and gundata.ini files, so both weapons have their own flak effects (both visual and audible).
  14. Skipped this pack Fubar512, downloading it right now
  15. My mistake, didn't explained that clearly. I was reffering to guntypes not ground objects themselves. All i know is based on Wings over Vietnam gundata.ini form latest weaponspack. 37mm ZP-39 Cannon is not a ground object, it is gun used by one. Does WOE have ZSU-57? I guess so. It's in WoV and it's cool flak. There are also some great Ground Objects packs (Pasko's for example) that have additional flakguns in them.
  16. Not exactly. 37mm NS-37 Cannon is not a flakgun, but 37mm ZP-39 is indeed. An option "timefused" in gundata.ini makes flak, for sure. There is also linked an option in bulletobject.ini called "AirBurstEffectName=FlakEffect" that defines type of fx attached to a time fused bullet. So theoricaly we can have different flakbursts for different calibers defined in bulletobject.ini. However it seems not to work, sadly. Just started to dig in it .
  17. View File New guns hit effects After playing Wings over Vietnam for a while i found original plane/object hit fx rather unrealistic. Since i love both PAW and KAW mods i started working on something more resembling WWII guncamera footages. In this pack are remade *objecthiteffect.ini for most guntypes as per bulletobject.ini descriptions. So for lmg, hmg, 20mm, 23mm, 30mm and 37mm there are 6 new distinctive types of effects. Submitter Stary Submitted 11/28/2006 Category Effect Mods
  18. 2,491 downloads

    After playing Wings over Vietnam for a while i found original plane/object hit fx rather unrealistic. Since i love both PAW and KAW mods i started working on something more resembling WWII guncamera footages. In this pack are remade *objecthiteffect.ini for most guntypes as per bulletobject.ini descriptions. So for lmg, hmg, 20mm, 23mm, 30mm and 37mm there are 6 new distinctive types of effects.
  19. Check the download section here. Also www.checksix-fr.com for Le Missioneur (in french) or Thirdwire main site.
  20. Interesting topic. I also discovered that WoV's flak has no effect on a plane. Even fuzing 10 feet from my canopy (had screenshot somewhere). Something wrong is here. Must check it on a clean install, as it seemed deadly as far as I remember. But down low it's a bitch.
  21. Hi, Hope this is the right section for this post I know that this is directed especially to those prop-head WW2 post-EAW guys (including me) After playing WoV (PAW Solomons my favourite) and freshly owned other sim (IL2 FB) for a while, i clearly see some things that may be fun if added to SF/WoV/WoE engine: Tracers from big-bore guns. I've played a bit with this, but dont know how to add them? I mean apart from new fine FlakEffect by Deuces, do we can have actually TRACERS fired from Flak guns (famous acht-und-acht, Bofors,90mm,Japanese 88 version, KS-19 etc)? Dunno if it's historically proper/accurate, but i've even seen footage of spinning tracer from German PaK 37... I've lurked both into gundata.ini and bulletobject.ini aswel (Talking patched WoV here), but it doesent seem to have specific data/variabe in them for this (YES, i did changed the "GunEffect Name" in Guneditor, and "TracerEmitterName" parameters too). What is my question: Is there a way to have tracers from guns (any larger caliber type now) flying and seen (traced:->)until time-fuzed warhead goes off? I remember such things even in old "Red Baron 3D"'s flak (not to mention Sturmovik). Another thing: Tired of crappy 20/23/25/30/ etc. ObjectHitEffectName? (not so-so to me) Try changing them to "ObjectHitEffectName=TankGunFireEffect" in bulletobject.ini - aint perfect, but more "guncam alike" Actually working on the particles for it (gunflash) And try this for small caliber flak "AirBurstEffectName=" (my beloved Type96_AA bitch from Solomons for instance) Sorry for my English Cheers
  22. Hi Nova, Using any of the mission editors aviable (KMD is IMHO the best) you should point one of the planningmaps of given terrain (planningmap1, 2 or 3 .bmp). Planningmap3 is the biggers/detailed one. You'll find them in terrain-specific folder. If you want to make missions set in GermanCE you sholud extract those planningmap#.bmp's from the cat file. That is the way i did for my WoV VietnamSEA. Extraction utility? SFP1E Extract Utility, AFAIK aviable here on Combatace in download section.
  23. Hi guys, I have a "slight" problem with Solomons campaign (or PAW) after upgraging WoV to "WOE level" patch. I'm aware that it is related to re-arrangement of ground objects hierarchy. No flak, no ships. No fun. I've managed to edit ini's of most of the ships, thanks to their separate folder structure, but all small units (those that were "pre-patch" in main Objects folder) are a mess to me:-/ Mostly texture references. It's all about guessing Does anyone know of (if aviable) any upgrade of Salomons? Those new superb clouds adds drama to Pacific!
×
×
  • 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..