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331Killerbee

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Everything posted by 331Killerbee

  1. Hey Tree Man! I wounder if it's SF2 compatible.....?
  2. Dropped the Fish in the Water.... Contact....... Another Cargo Ship sent to the Bottom.... Semper Fi! 331KillerBee
  3. In the "Old" Days, That's how We used to control Canopies.....
  4. Sorry... I think I found them while You were writting.... [DetectSystem] TargetType=AIR RadarSearchTime=5.0 RadarSearchRange=75000.0 RadarSearchStrength=80 RadarTrackTime=10.0 RadarTrackRange=55000.0 RadarTrackStrength=75 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=6000.0 RadarMaximumAlt=30000.0 RadarMinimumAlt=100.0 RadarSearchFreq=3.0 <<<<<<<<< RadarTrackFreq=3.0 <<<<<<<<< RadarMissileGuidanceFreq=3.0 <<<<<<<<<< RadarCW=FALSE DataLink=TRUE NetworkType=SA-2 OpticalSight=TRUE NightSight=TRUE VisualRange=2000.0 ViewportPosition=0.0,0.0,2.30 MaxVisibleDistance=8000.0 RadarCrossSection=100
  5. Fubar, I've not noticed, But are We given the Entries to add certian "Bands" Freq. to Ground Radar as opposed to the Jammers?
  6. One thing of note. If You have Your Weapons set to "Hard" under "Customize...", Under "Simulation Difficulty" in the "GamePlay" Section of the "Options Menu", The Torpedos will not release. The setting must be on "Easy" or "Normal" for the Torpedos to work properly. Mine are set to "Normal" during Torpedo Releases....
  7. Ya' Know Fubar, I miss the Loud Flak Sound I used in the original OTC. It was from Your MegaPack awhile back with all those Sounds in it. I never tied them to a Fire Can Gun System. But I bet It'll scare the He11 out of Ya'......When I used that Mod, I really knew I was in Flak....
  8. The reason why is that it's set up as a High Lift Device in the Data.ini. Like this...... [Canopy] SystemType=HIGHLIFT_DEVICE DeploymentMethod=AUTOMATIC_SPEED Setting[1].Angle=30.0 Setting[1].DeployValue=15.0 Setting[1].RetractValue=10.0 MaxDeflection=30.0 MinDeflection=0.0 ControlRate=0.3 AnimationID=4 Try This...... [Canopy] SystemType=ANIMATION InputName=ANIMATION_1 DeploymentMethod=MANUAL AnimationTime=15.0 AnimationID=4 What ever Your ANIMATION_1 is Mapped to in the Controls.INI in the Menu Screen will open it....
  9. If You load it up with Torpedos, Launch under 2nm. Be sure that Ground Target is slected. (Red Box around Ship in this case.) And sink um'.......
  10. Be sure that the Ground Target is slected. (Red Box around Ship in this Case.) Or the Torpedos won't fire.
  11. This Community can always use useful Tools. You do this........And You'd be da' MAN! The .INI Encoding is now Unicode. A simple Application that Edits two Lines in the Options.INI......Mods, True or False. And Location of Folder. Might have to have one for each OS.......I don't know... XP's File Path....My Documents\ UserName\ ThirdWire\ StrikeFighters2\ Vista.......UserName\ Saved Games\ ThirdWire\ StrikeFighters2\ Vista Users, Check Me on that..........
  12. Creating many different Folders (9) did create a Problem though, My StrikeFighters2 Folder in "My Documents" grew from 9kbs to a whopping 63kbs in size.........lol
  13. This is one of My Examples.....From an Option.INI [Mods] ModsEnabled=TRUE Directory=F:\STrikeFighters2 MODS\ <<<<<< Where that Modded Folder is located on My Computer. Here's another..... [Mods] ModsEnabled=TRUE Directory=F:\OTC\ <<<<<<<<<<<< Location.
  14. I even go much futher. In My StrikeFighters2 Folder in My Documents, I have several Folders that are labled like, for example, WWII,OTC,DS Mod.....ect. They contain an Option.INI that points to a specific "Modded Folder". This way, One can have different kinds of Mods, But using the "Core" Game. It eleminates Multiple Installs that Take up HD Space that otherwise uses the ThirdWire Basic Game and .Cats anyway. All one has to do is pick the Option.INI that they want to use, and put it in the StrikeFighters2 Folder. (Have a Back-Up of the Original is always handy) 331KillerBee
  15. In the Options.INI, Edit this...... [Mods] ModsEnabled=TRUE <<<< Turn it to "FALSE" and it won't read any Mods. It'll revert to the "Core". Directory=C:\My Documents\331KillerBee\ThirdWire\STrikeFighters2\
  16. Actually, it would be StrikeFighters2\Objects\Pilots......TK made Us an "Pilots" Folder to contain Pilots and Seats. Create a Folder and call it "Pilots", and put Your Pilots and Seats in there. 331KillerBee
  17. Killed Me quite a few times too......
  18. If One can figure out how a Bomb leaves a Crater. Then One can have a Ground Troop after a Paratrooper is dropped...... Hint,Hint..... 331KillerBee
  19. Ran several Tests with up to 999 Ground Objects on a 512Mb ATI Card. The only thing that hurts Frame Rates is the Parking of Aircraft. Not ThirdWires mind You, But some high Poly Third-Party Aircraft. When the Game Engine places Parked Aircraft, It limits One to 60 Aircraft. 30 Small and 30 Large. Or just 60 of one Size.(Any combination resulting in 60.) Ran 20 Tests with 999 Ground Objects with no Parked Aircraft. No Frame Rate Loss. Did the same with Parked Aircraft with the Chance set to 99. Frame Rate loss to around the "3-4 fps"s, again, depending on the type of Aircraft placed. High Res Textures strain the Card too. Staying close to the Size that TW's Aircraft helps greatly. There's a big notice in first Generation WOX Series. Not as noticable in SF2. Again, Tests were conducted with an ATI Radeon HD 2600 512Mb Card. Results will vary depending on the Type of Card being used and the amount of Memory it has. I guess that's why TK set a Poly Target in His Exporter Notes about Ground Objects and Aircraft. 331KillerBee
  20. Damn.....Well I tried. I'll keep My Eyes out....
  21. I've looked over the Torpedo Data in the WeaponsData.ini and have found them to be lacking. My best guess is that not many fly Anti-Ship or ASW Missions with them. After Testing them a bit, I found that they didn't release well. They tended to float after release with the present Data. So I tweaked them. So, Here's my Entries.... I'll use the Mk 46 Mod 5 for an Example. These Entries can be added to all Torpedos. [WeaponDataXXXX] TypeName=Mk46M5 Torpedo FullName=Mk46 Mod 5 Torpedo ModelName=Mk13Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=NATO,USAF,USN,UK,NORWAY SpecificStationCode= NationName=USN StartYear=1970 EndYear=2020 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1970 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=TorpedoEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=262.000000 FusingDistance=-0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=5 Accuracy=70 MaxTurnRate=5.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 MinLaunchRange=800.000000 MaxLaunchRange=5000.000000 Duration=45.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x101000d7 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 BoosterStart=0.000000 BoosterDuration=0.000001 BoosterAccel=0.000001 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,200.000000 ,<<<<< This is the Important Entries. Makes it Fly right. SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=TorpedoEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Now in Your MissleObject.INI, You'll want to add this..... [TorpedoEffects] GroundHitEffectName= GroundHitSoundName= WaterHitEffectName=VeryLargeBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=VeryLargeBombAirExplosion ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=VeryLargeBombAirExplosion ArmorHitSoundName=BigExplosion.wav CraterModelName= CraterType= Now You'll want to Make a Effect. Here's Mine. It uses a Stock Texture from the Game. I call it "TorpedoEffect". [EffectType001] Name=TorpedoEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=ShipWakeEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 [EmitterType001] Name=TropedoEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=20000.000000 EmissionRate=0.150000 EmissionVolume=0.000000,0.000000,0.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=CONNECTED_HORIZONTAL_SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=6.000000 ParticleLifeTimeDeviation=0.000000 ParticleWeight=0.00000 ParticleRandomness=0.000000 ParticleWindFactor=0.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.00000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=1.000000,1.000000,1.00000,0.400000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=1.000000,1.000000,1.00000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.0000000 ParticleSize[02].Time=0.1250000 ParticleSize[02].Value=12.000000 ParticleSize[03].Time=0.2500000 ParticleSize[03].Value=20.000000 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=42.000000 BaseSizeDeviation=0.2 TextureMaterial=TorpedoMaterial [TorpedoMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Wake1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE You'll want to put it in the Effects Folder......That's it! Be sure to add the New Torpedo Data to the WeaponsData.ini. Load it in the Weapons Editor and hit "Save". Launch under 2nm. Be sure that the Ground Target is slected. (Red Box around Ship) and Sink Um'.... Semper Fi! 331KillerBee
  22. I think these Guys have a Set. They're in the UK....... http://www.hannants.co.uk/search/?FULL=ML72100 http://www.hannants.co.uk/search/index.php...%5B%5D=code+asc I hope this Info helped.....
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