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331Killerbee

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Everything posted by 331Killerbee

  1. EricJ, I got a Copy passed to Me and will be included in the Wpns Pack. I still have some issues to resolve with the Pack. But testing the GBU-38/B's, I was getting a good Framerate with no stutters or anything. My Drop Platform was the F/A-18F. Everything worked and preformed real well. 331KillerBee
  2. RAZBAM's Sale is well worth it. I've got just about all He's put out. Well worth it IMHO. SAM Huntin' RAZBAM Style...... 331KillerBee
  3. 514th Fighter Squadron, Bien Hoa AB RVN 1967....... Semper Fi! 331KillerBee
  4. FarmGate...... Semper Fi! 331KillerBee
  5. I'm not so much a "Un-Believer" as You might think......Those Numbers look good for TWO AIRFIELDS. Now try it for a Stock Terrain like VietnamSEA, Europe or Stock Desert with 15 or more Friendly Bases. It's the Conditions this "Un-Believer" does his Tests at..... KORAT RTAFB...... 331KillerBee "The UnBeliever"
  6. From the Desert Terrain, This is what controls parked Aircraft..... DESERT_AIRFIELD1.INI [Runway001] Heading=0 Offset=0,0 Length=2500 Width=90 TouchDownHead=0,918.5 TouchDownTail=0,-918.5 TakeOffHead=0,1300 TakeOffTail=0,-1300 TaxiHead[01].Heading=270 TaxiHead[01].Offset=88,1325 TaxiHead[02].Heading=270 TaxiHead[02].Offset=138,1325 ECT............... TaxiTail[01].Heading=270 TaxiTail[01].Offset=88,-1325 TaxiTail[02].Heading=270 TaxiTail[02].Offset=138,-1325 ECT................ ParkingChance=60 <<<<<<< Chance of having Parking at the locations below. Chances are from 0-99 ParkingMaxSpan=18.0 <<<<<< The Size or Wingspan in Meters allowed at the Locations below. Parking[01].Heading=180 Parking[01].Offset=333,-122 Parking[02].Heading=180 Parking[02].Offset=375,-122 LargeParkingChance=15 <<<<<<<< Same as above, But for large Aircraft. LargeParkingMaxSpan=48.0 LargeParking[01].Heading=217 LargeParking[01].Offset=353,368 LargeParking[02].Heading=217 LargeParking[02].Offset=395,337 Above is what controls Random Static Parking in Game. Number of Squadrons controls what or how many Squadrons get deployed at that Base durning Dynamic Campaigning. 35 Locations are set in each Airfield.ini. The largest number I've ever got durning numerous Test is 48. 331KillerBee
  7. You can have up to, and no more than 40 Aircraft at any given Airfield. Dictated by the Airfield.INI. Random Chances go from 0-99. Large and Small Parking is controlled by Wingspan which is in Meters in length. 331KillerBee
  8. Last Trip out, I tagged Two....... 331KillerBee
  9. The first "46" Unit in Vietnam. HMM-164... Semper Fi! 331KillerBee
  10. With the Help of some great Members, I'm in the Process of putting together "MasterGunny's Ordnance Shop 2". Right now, I have the External Stores (Weapons) and a Guns Section. What I want to know is What You as a User want to see from the "Shop". How, As Users, Do You think the Weapons Effects should be handled. Just by Directions? Or by including them? And any other Item or thing You'd like to see from the "Shop" To make it easier for You the User to use....... 331KillerBee
  11. SAM2 Site For WOV

    And You'll be scratchin' Your Head in finding Places up North that are totally flat to place it. As Fubar512 has stated, Since it's a Flat .LOD like an Runway, You'll need Flatened Ground like the Terrain Editor does for AirBases. I'm not saying one, two or more can't be placed, But to be as close as accurate as this Web site shows North Vietnam Air Defences, You'll need alot of work. Swambast's Target Placement Tool may help somewhat. Just short of building a whole new Vietnam Terrain using the Terrain Editor to level out the SAM Sites just like Airbases. I dedicated two whole Months in working with it. It's one of the harder ones that has "True" Limitations off the Bat. 331KillerBee
  12. Guns and their Effects are handled just like the Weapons are. They're "Plug-in-Play". 331KillerBee
  13. Surprising that the Navy still has TA-4's here in 2009. USMC OA-4M's were turned in 89' for F/A-18D's......... 331KillerBee
  14. For One.....Skyhawks don't have Guns in their Noses. So no need to remove them. Second, The 20mm Mk 12's are in the Wing Root where the Fuselage meets the Wing. There are two of them and every Model of A-4 is capable of using them. Yes, Even the TA-4J of U.S.Navy Trainning Commands could have them mounted. TA-4F's of the USMC and USN had them most certianly. But to Remove the Guns. Go into the Guns Section of the TA-4J_DATA.ini and remove that Section. Then, Remove the SystemName=Gun from each Wing. Then You'd have a "Gun Slickd'" TA-4........ 331KillerBee
  15. Monty has got it here: http://forum.combatace.com/index.php?app=downloads&showfile=9675 331KillerBee
  16. Suicidal, Hinchibrooke did one awhile back. He didn't release it. He stated back then that a Ship can have only so many Guns working for So many number of Turrets. I think he said it was a Game Engine Limitation. But one thing come to mind with this though. Look for a Post by MontyCZ in the "General" Section of the Forum on his Arttillery Gun Mods. I think it would work for Your BattleWagon..... 331KillerBee PS, I can make Your Gun Fire Effect for You.....
  17. yep....That's because the Weapons Pack was made before any knowledge of how SF2 Titles handle Effects. But the Weapons Pack works......The Weapons were made "Plug-in-Play" by TK. So, You should have around 1700+ External Stores to play with. As far as Effect are concerned, There is a whole Thread in the KB dedicated to this Subject. I'll do the hard work and even give You the Link... http://forum.combatace.com/topic/41168-using-custom-effects-in-sf2/ But other than that, The Weapons Pack works......So, Your Statement in Your Post's Title is Wrong........ 331KillerBee
  18. This is a List of Effect Shaders and their Material they are assigned to from SF2I Patch Nov2009 ParticleSystem.INI. I thought that those Members that Mod Effects might find this List useful. [FireMaterial] EffectShaderName=effectFire.fx [FireMaterial2] EffectShaderName=effectFire.fx [AnimatedFireMaterial] EffectShaderName=effectFire.fx [ExhaustMaterial] EffectShaderName=effectLightLevel.fx [smokeMaterial] EffectShaderName=effectLightLevel.fx [AnimatedSmokeMaterial] EffectShaderName=effectLightLevel.fx [TracerSmokeMaterial] EffectShaderName=effectLightLevel.fx [smokeTrailMaterial] EffectShaderName=effectLightLevel.fx [shockWaveMaterial] EffectShaderName=effectLightLevel.fx [RocketFlareMaterial] EffectShaderName=effectFire.fx [DirtParticleMaterial] EffectShaderName=effectLightLevel.fx [ExplosionParticleMaterial] EffectShaderName=effectFire.fx [FlashMaterial] EffectShaderName=effectFire.fx [RainMaterial] EffectShaderName=envRain.fx [AfterburnerMaterial] EffectShaderName=effectFire.fx [WakeMaterial] EffectShaderName=effectLightLevel.fx [bowWakeMaterial] EffectShaderName=effectLightLevel.fx [WaterShockWaveMaterial] EffectShaderName=effectLightLevel.fx [WaterOilMaterial] EffectShaderName=effectLightLevel.fx [CannonWaterHitSpikeMaterial] EffectShaderName=effectLightLevel.fx [RoundMistMaterial] EffectShaderName=effectLightLevel.fx [GroundHitMaterial2] EffectShaderName=effectLightLevel.fx [FlashMaterial2] EffectShaderName=effectFire.fx [AnimatedRedGlowMaterial] EffectShaderName=twColor1.fx [sparkHitMaterial] EffectShaderName=twColor1.fx [DirtBlastMaterial] EffectShaderName=effectLightLevel.fx [RedFlashMaterial] EffectShaderName=effectFire.fx [bombWaterHitSpikeMaterial] EffectShaderName=effectLightLevel.fx [DebrisMaterial] EffectShaderName=effectLightLevel.fx [WaterSprayMaterial] EffectShaderName=effectLightLevel.fx [ClusterBombletMaterial] EffectShaderName=effectLightLevel.fx [FlareMaterial] EffectShaderName=effectFire.fx [ChaffMaterial] EffectShaderName=effectChaff.fx [ChaffMaterial2] EffectShaderName=effectChaff.fx [F4AfterburnerMaterial] EffectShaderName=effectFire.fx [F15AfterburnerMaterial] EffectShaderName=effectFire.fx [F100AfterburnerMaterial] EffectShaderName=effectFire.fx [HarrierSmokeMaterial] EffectShaderName=effectLightLevel.fx [F16LEXSmokeMaterial] EffectShaderName=effectLightLevel.fx Semper Fi! 331KillerBee
  19. Well, it did take Me reading the Read-Me two or three times to get it......Old age and bad Eye Sight. BTW, Are You talkin' about something like this??? 331KillerBee
  20. You can layout more than one Operational Runway, But one is ever used at any Given time. It's a Game limitation. As far as Different Types of "Stock" Runways.....I think there's about 6 or 7 different Types if One includes all Titles. Yes, 0,0 must be the Center of the Runway. Everything is placed according to that coordinate. Look at all the .INI's that are required for a Base in Game that I've mentioned above. It'll be of some help. Not too many Questions.....I'm just glad I'm able to help somewhat.
  21. Sorry, BTW, Airfield1.ini looks like this: [LOD001] Filename=airfield1.lod Distance=5000 [LOD002] Filename=airfield1_lod002.lod Distance=10000 [LOD003] Filename=airfield1_lod003.lod Distance=20000 [LOD004] Filename=airfield1_lod004.lod Distance=30000 It's the .INI that makes the .LOD show in Game.
  22. It's best to (I've found out) Make the Runways and Taxiways on one Plane as one .LOD. Slice it up into sections and assign Material through the Material Editor and export it with those Textures. The Game recognies the new Airbase in the first by the AirBase's .INI example: Airfield1.ini. This calls out the .LOD's to be used. Next the Target.INI calls out what layout to use. For Example: [TargetArea091] Name=Da Nang Air Base Position=636000.00,492000.00 Radius=14142 ActiveYear=0 Location=1 Alignment=FRIENDLY AirfieldDataFile=vietnamSEA_airfield1.ini <<<< Layout of Lights, Parking and Taxiways NumSquadrons=16 Target[001].Type=Runway1 <<<<< Type of Runway Target[001].Offset=0.00,0.00 Target[001].Heading=0 Next the Types.INI sets the Type of Airbase being used.....For Example: [TargetType027] Name=Runway1 <<<<<< Type of Runway FullName=Runway ModelName=airfield1.LOD <<<<< Model being used TargetType=MEDIUM_RUNWAY ActiveYear=0 TargetValue=1000 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=0.0 ArmorType=0 RepairRate=10.0 StartDetectChance=100 StartIdentifiedChance=50 IncreaseDetectChanceKey=10 MaxVisibleDist=30000.0 ZBufferOffset=6.000000 FlatObject=TRUE DamagedModel= DestroyedEffect= DestroyedModel= SecondaryChance=0 Then again, There's the VietnamSEA_airfield1.INI. This sets the Lighting and the Parked Aircraft. Also, Hammerheads and Taxiways. 331KillerBee
  23. The Tannethal Method is to use existing .Lod's and their Textures that Gepard made in a Package that's in the Download section here at CA. Tannethal just arranges them so they come out to what He wants to represent. If You are making .LOD's from scratch, Airbases are 2D Planes made in 3D Studio Max with Materials assigned to them. Once the Planes (Which are the Runways and Taxiways) are made, Other Objects can be added such as Buildings, Hangars, Towers and such to represent a Airbase. Location and placement of the Objects are controlled by two .INI's that are in the Terrain.Cat. One is the X_Types.ini and the other is the X_Targets.ini. I hope this helps out some...... 331KillerBee
  24. Are You talkin' about Modelling one in 3DMax?
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