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331Killerbee

+MODDER
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Everything posted by 331Killerbee

  1. Well, You know Me Diego. I don't support Outfits like that......
  2. Still wouldn't work. YAP1 and 2 is for User Generated Missions. The above is for "Campaigns" in a ThirdWire Series Sim. YAP would have to give up alot of their "Goodies" to include this. ThirdWire Sim with "Known Aces", around $30 Bucks max. YAP2 limited to User Generated Missions at $160+..... Pretty easy Math.
  3. Happy Birthday JimmiBib! And many more......
  4. Example of a Two-Seat Aircrew Entry from Linebacker II........ [AirUnit052] AircraftType=F-4J Squadron=VMFA333 ForceID=1 Nation=USMC DefaultTexture=333 StartNumber=200 BaseArea=Yankee Station CarrierBased=TRUE CarrierNumber=66 BaseMoveChance=0 RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[sWEEP]=40 MissionChance[CAP]=0 MissionChance[iNTERCEPT]=0 MissionChance[ESCORT]=80 MissionChance=40 MissionChance[CAS]=90 MissionChance[sEAD]=20 MissionChance[ARMED_RECON]=50 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=0 UpgradeType=NEVER KnownAce[01].LastName=Capt.J.Cummings KnownAce[01].FirstName=L.Lassiter KnownAce[01].RankID=3 KnownAce[01].NumMissions=71 KnownAce[01].AirKills=1 KnownAce[01].AircraftNumber=201 KnownAce[01].Texture=333
  5. This can only be done with First Generation post Patch Oct.08 and SF2 Series. Sorry YAP Users........
  6. Also, This would work for Helicopter Pilots. If You made U.S.Army a Nation. It could have known Helicopter Pilots Names as "Known Aces" also.....
  7. BTW.....Osprey and Squadron/Signal Books are great resources for getting Historical Aces and Mig Killer Names.
  8. A "Known Aces" Rating automatically goes to 100. But that is 100 of what the overall Expirence Rating of the Nation is. For Example, If I have a VPAF Pilot that is a "Known Ace" his Rating is 100. But if the NVietnam Pilot Expirence Rating is 50, then that Ace is 100% of the 50.
  9. Historical "Known Aces" can display under 5 Kills. Even "0" for just a named Pilot like John McCain. And if You still have the "Kill" Entry in the Decals.INI of the Skin, It will display the Kill Marking. So, You basically can have every Aircrew that shot down a Mig in Game........ Each Squadron in Campaign can have from 01-99 "Known Aces".
  10. It leads to some pretty neat Stuff.......... Semper Fi! 331KillerBee
  11. If You are starting out Modding in the ThirdWire Series, Let Me recommend some Reading Material. The Link below is for "Charles EAW SFP1 Site". At the Bottom of the Page, There is a Download of Notes on Modding by Charles that was done in 2005. It goes through and explains alot of Information on Modding the Sim. It's wrote for the First Generation of Sims (SFP1/WOV/WOE,WOI), But much of the Information still applies to the Second Generation Sim (SF2/SF2V/SF2E/SF2I). The Download is at the Bottom of the Page. I recommend downloading this Material and reading it for any User that want to begin Modding their Install. The Link: http://www.users.bigpond.net.au/CharlesEAW/sfpage.html or http://forum.combatace.com/index.php?showtopic=8786 Good Luck! 331KillerBee
  12. PappaGoat, Here's a Link to Charles Web Site. Down at the bottom of the Page is a downloadable editting "Notes" that Charles did back in 2005. It's for SFP1 (First Gen) Series, But many of the Items still apply to SF2 Series. It has a detailed section on Campaign Edits and describes what the Entries does somewhat.....Here's the Link: http://www.users.bigpond.net.au/CharlesEAW/sfpage.html 331KillerBee
  13. GrViper, DanW would know...........He works for ThirdWire......
  14. Not if You are a Pilot and RIO of an F-4J in Vietnam........
  15. Check out the Second Line in the Roster...... That's how they show up in Game in Campaign Mode. Something You can't do in a YAP1/2 Install......... 331KillerBee
  16. And chalk it up to a Modding Mistake. We've all done it at one time or another. I've had My few, That's for sure. Always Read "ReadMe's" before installing any Mod. Strike Fighters Golden Rule #1: "When in doubt, First check it out." BTW, Ordnance Shop 2 is in the works for SF2 Series....... 331KillerBee
  17. Maj_Jedi, Maybe somebody in this Community that's into writing Code can add to it....... As for Me, My 6 Installs of SF2 on two different Machines is already done........
  18. If You want MP back....Call Bill Gates. He's the Cog in the Wheel........Not TK. He has much said so.......
  19. Yep.....It's been My humble Expirence that it renders both Ways. BTW.....As far as Terrains goes, The only difference in the SF2V Terrain and WOV Patched to Oct 08 is the inclusion of DX Entries. Both Terrains are identical. Both use ANSI Encoded .INI's from the Factory....... 331KillerBee
  20. Gr.Viper : Migbuster : It will work for both Stock or Modded Install. Terrains come stock with the .INI's in ANSI. It doesn't hurt to convert them. Every littlebit counts when it comes to Framerate Increases. Ultramax: It should work for both Single Missions and Campaigns. There's alot of Factors going into playing in Campaign. First, You must take account the Mods You have installed. Especially ones that releate to Terrains. Such as .TOD Increases that increase Trees and Buildings. Enviroment Changes. Object Traffic. What I mean by that is in Campaigns, There are more Objects rendered in the Game on a regular basis than in Single Mission. I've never seen Traffic in Single Missions like there is in Campaigns. More Objects, More the Game Engine has to Render out. With that, The Parking of Aircraft at Airbases take it's toll too. There's alot more Factors in Campaigning that would slow down the most Souped Up Computer. Keep in mind, I wouldn't sell You a bad Bag of Goods. Any Improvement over What Anybody had before doing this is a Plus. Going Foward......Not Backward. 331KillerBee
  21. "GUNNER" controls the Movement of the Objects Torso much like a Tank Turrent or a Tail Gunner Station on an Aircraft. The "GUN" is the actual Gun Information assigned to the Object.
  22. Doh! I misunderstood. You've got it happening at random. I'd remove the F-111's like Dave suggested and reinstall them.... Sorry.
  23. Add this line in the F-111.INI....: AircraftFullName=F-111A Aardvark AircraftShortName=F-111A <<<<<<<<<<<<<**** AircraftDataFile=F-111A_data.ini LoadoutImage=F-111Aloadout.bmp LoadoutFile=F-111A_loadout.INI CockpitDataFile=F-111A_cockpit.ini HangarScreen=F-111Ahangar.bmp LoadingScreen=F-111Aloading.bmp AvionicsDLL=Avionics60.dll AvionicsDataFilename=F-111A_AVIONICS.ini UserList=F-111A_UserList.ini That should take care of it. 331KillerBee
  24. The BulletObject.INI is to the "Guns" as the MissileObject.INI is to the "Weapons". Check the Entry "EffectClassName" in the GunData's of the Weapons the Troopers have and see if they match up with the current BulletObject.INI in your Install. 331KillerBee
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