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Everything posted by Crawford
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No, these are completely different things! During the game, such glitches can really happen, which are on your screenshots. Also, allied aircraft can fly through each other. But this is a banal game engine glitch. At the same time, at the beginning of the mission, the engine does not do such nonsense. Your planes collide and explode. When you change the formation, this garbage disappears. I know this for sure, because I have encountered this problem before. As for the austria thing, there may indeed be a few Austrias. For example: [Nation030] Name = Austria2 DisplayName = Austrian2 Army Air Service Alignment = ENEMY PilotNameList = NamesGerman.lst RankList = RanksGAS.lst CallsignList = Formation.Fighter = Fighter Formation.Attack = Attack Formation.Bomber = Bomber Formation.Transport = Bomber Formation.Tank = TankSpread Formation.MobileAD = AD PilotTrainingStandard = NORMAL GenderRatio = 0 DebriefSuccessMusic = DebriefSuccess.wav DebriefFailMusic = DebriefFail.wav DebriefKilledMusic = DebriefKilled.wav SpeechFile = SpeechTextFile = Medals = MedalsGAS.ini MedalTextFile = MedalsWWI.str ActiveDate = 09/01/1918 AlternateDecal = Austria2_Third [Nation031] Name = Austria2_Third ActiveDate = 07/01/1918 AlternateDecal = Austria2_Second [Nation032] ActiveDate = 10/01/1916 Name = Austria2_Second AlternateDecal = Austria2_First [Nation033] Name = Austria2_First Check if the nation matches the aircraft in its DATA.INI.
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Austria is not displayed because it is not in the list of available nations. I already told you: edit your NATIONS. INI file!!! If you don't believe me that the whole reason is in the formation, conduct an experiment. Select in the "Loadout" menu fly alone (remove all your wingman) and start a mission in the air. And nothing will happen to your plane, it will not “explode”. Because it's not an "explosion", it's a collision!
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In 1916-1917, the MS Type P used by the French Aeronautique Militaire as a scout on the western front, together with the Parasols of early modifications. Not a single French squadron was fully equipped with the MS Type P, although in many squadrons several airplanes of this type flew. In 1916, 142 planes were transferred to the British. 2 divisions of the British "Moranes" took part in the battle of the Somme.
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Here are some more photos of the Smirnov's aircraft. In the late spring of 1917 pilot non-commissioned officer Ivan Smirnov on this airplane, together with Ensign Malyshev from the IVth Corps Detachment (also on a Monocoque), won one of his 9 victories. The aircraft had a standard 'yellow' camouflage, typical of French aircraft of the period 1916 - mid 1917. The entire aircraft was painted yellow, with one yellow paint used for wood and plywood parts, and another for canvas. Therefore, the nose part looks lighter. Identification marks (Russian cockades) were appeared in 4 positions. On the rudder, the emblem of the 19th KAO is a skull with crossed bones ('Adam's head'). The aircraft still has an outline along the fuselage spars and edges of the wings and tail. Ivan Smirnov and his “guest” - the captured German aviator Alfred Heft. Flying on the MS Type I, Ivan Smirnov won his 2nd victory (he won the first on the Nie-10, the 3rd and 4th victories he scored on the Nie-17, but the 5th victory - again on the Morane I (September 8, 1917). All other victories he already scored on the SPAD VII. Another Russian MS Type 6, 8th Fighter Squadron (presumably), spring-summer 1917. The aircraft received such a look and paint scheme after an overhaul in Russia. As for the cockpit interior, it is difficult to say anything definite. I have a couple of photos of broken Monococks, but nothing is clear there...
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On the famous photo of Ivan Smirnov some details of the cockpit interior are visible: Morane-Saulnier I (serial number MS740) from the 19th Kao, which in March-April 1917 was flown by senior non-commissioned officer Smirnov, who scored his second victory on it.
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According to the documents of the 19th KAO, on this machine (MS839) also used Lewis, but not Madsen, as depicted on the profile. By that time, Madsen machine guns were practically not used in Russian aviation. Only a few copies of the M-S Type P (supposedly no more than 10) have arrived in Russia. Here they were named a "Morane-4" or abbreviated - "Морчет", Morchet (this corresponds to the reduction of the "Mor-four"). The “Morchets” used on the Russian-German front, in particular the 19th Corps Air Squadron (19th KAO) and the 1st Combat Air Group (1st BAG) of Kozakov. In the Kozakov's air group these planes were initially considered to be two-seat fighters, but by the spring of 1917 they were replaced by "Nieuports" and "SPADs". The plane did not win the sympathy of pilots. Despite the significantly increased rates, the aircraft lost all the pleasure inherent in the Type L, was strict in piloting and didn't forgive mistakes. This was due to the fact that the attempt to improve the flight data of the aircraft only by replacing the engine with a more powerful one and by improving the aerodynamics did not take into account the centering of the aircraft, the efficiency of control, etc. The photo shows a Morane-4 of the 7th KAO.
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Each time, better and better. I love to look at these pictures. Sometimes I look at the picture once in the morning, and then look out the window - it's already evening there ...
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TU-160
Crawford replied to d3prelau's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The project was covered with a copper basin ... -
You did not bother me at all ... With all these mods and addons, one thing doesn't run, then another. As a rule, reinstalling the game solves many such problems...
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Well, there is a simpler way. First of all, we need to know which aircraft you are trying to fly when an explosion occurs (you and your wingman start a mission at one point). Then in the NATIONS.INI file change the number of the formation (this file also needs to be extracted from MissionData.cat). For example, if such a nuisance happens to you with a Nieuport-28, you must find USAS in the NATIONS.INI file. Then change the the fighter formation for this nation as follows: [Nation001] Name = USAS DisplayName = US Army Air Service Alignment = FRIENDLY PilotNameList = NamesUS.lst RankList = RanksUSAF.lst CallsignList = Formation.Fighter = Fighter3 <------------------------ instead of the initial line 'Formation.Fighter = Fighter' Formation.Attack = Fighter Formation.Bomber = Bomber Formation.Transport = Bomber Formation.Tank = Tank Formation.MobileAD = AD PilotTrainingStandard = POOR
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It is not you who explode; this is a collision with one of your wingman. Just change the formation in the FORMATION.INI file in the Flight folder (you may need to first extract it from MissionData.cat)
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Affirmative
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Judging by Stephen1918's airplanes, a stretch modifier works. But, of course, no one can make you do what you don’t want to do.
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Thank you. Already much better than before, but the problem has not completely disappeared, and a new one has appeared. Please, when you have time, look at the CaudronR11 again. It will be a shame if this beautiful model will be burdened with minor flaws. (Don't pay attention to the lack of skins. This is a test flight and I haven’t yet changed the format of the skins for the model.)
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Really, when you flying the Blériot XI, in this airplane you have very little power so you have to be not overly generous with the control movement because you can get yourself into an awkward attitude of the airplane where you may not be able to recover. So everything in this airplane is done very slowly.
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gunsight
Crawford replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes it is. But I have nothing to share, since the game was ordinary and the extractor is ordinary. As Wrench said, file locking started after the 2012 patches. So, there were no blocking before the patches. And, as far as I know, for FE2 game I was talking about, new patches have not been released since the Jul 2010. That's all there is to it. As a rule, if there are not enough words, screenshots help a lot to explain. However, the picture has already become so clear that it seems impossible to realize your plans for the crosshair. And I, too, was not so wrong when I said that the problem was in the game engine. The game considers that the aiming point should be somewhere in the middle. Therefore, even if you make a LOD file with a sight on the side of the cockpit, when you press the F3 key (GOTO_COCKPIT_GUNSIGHT_VIEW), you'll still look forward, rather than move to the side. -
gunsight
Crawford replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Did you understand what you wrote? Where in the CAT-file of FE2 can take a "THIRD PARTY aircraft" ??? Of course, I extracted the most natural FE2 stock model. I don't even know what the matter is. Maybe FE2 is really different from SF2 (this is hardly the case). Or do patches affect the ability to extract files? Or are the utilities different? ... -
gunsight
Crawford replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Well, I don't know how about SF2, but I extracted LODs from FE2. It seems this is also a "SF2 series"? -
gunsight
Crawford replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Who told you that? This is the first time I've heard about it. Most likely, you were misled. In any case, the stock LODs are extracted from FE2 without any problems (using the same SF2 CAT extractor ). -
I noticed this bug a long time ago, but I didn't have a chance to ask you: can this be corrected somehow?
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gunsight
Crawford replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Okay, okay)) I'm not a debater and not a theoretician. I am a practician with a very sweet temper. Therefore, in order not to be a brawler in your eyes, I will pretend that I agree that any LOD files take precedence over the game engine. Maybe we are just talking about different things. The language barrier, and we cannot do anything... Sorry, have you ever heard of the existence of the Extractor utility? But the cockpit LOD will not help you if you don't have the original 3D model of the cockpit. -
gunsight
Crawford replied to UllyB's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
All this is interesting theoretical reasoning, but ... the fact remains. All things you write about are governed by the game engine (i.e., DLL files). And you can't fight facts. No, the moderator who creates the 3D cockpit, of course, makes the aiming frame and assigns the sight textures, but the game engine is responsible for the behavior of all this in the game. However, you can ask those who make cockpits. By the way, you may have noticed that some planes and helicopters in the game have no any references to the sight in the cockpit LOD files. But a crosshair appears in the game ... And what are we talking about? Why do you want to move the gunsight icon? Moving will make it unsuitable for aiming. Probably the easiest way for you - to remove the gunsight icon completely. P.S. I am now trying to solve an even more difficult task: I want to teach my virtual protagonist to look out of the cockpit (just as it is in FPS games: Lean to the Left/Right). But the game engine shows me the middle finger and says “You want too much of me!” -
In addition - two interesting links to the original aircraft and its copy: http://www.pyperpote.tonsite.biz/listinmaeu/index.php?option=com_content&view=article&id=241:bleriot-xis-septembre-1913&catid=47:les-appareils-en-pret&Itemid=56 https://www.shapeways.com/product/36F7X7R69/1-15-scale-bleriot-xi-2-wwi-model-kit-3-of-4 (you can get some idea about the interior of the cockpit)
