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  • MZee1960's Avatar
    Today, 18:34
    Hello, I am using the 'older AI Bounty version' along with the 5 traffic files all found in this pack here : All works fine. Bounty shows with open sails both when stopped and when moving. I tried to replace this 'older' version with this newer version and no luck. New Bounty fails to show in sim. Perhaps the 5 traffic files I'm using are old/outdated ? Why does the 'older' AI Bounty have more contents ? (model.static, model.sails, texture folders, sim cfg, aircraft.cfg, airx file) The 'new' AI Bounty has only 3 things inside. (model.static, texture folders and sim cfg) Also the new version is named 'VEH_Water_HMSBounty' vs the older version which is called 'AI_HMSBounty'. Obviously must...
    120 replies | 19337 view(s)
  • MaskRider's Avatar
    Today, 18:30
    Blohm & Voss BV 222 Wiking? MR
    569 replies | 99026 view(s)
  • mongoose's Avatar
    Today, 17:38
    What I'm looking for is an aircraft to hear sounds from a 'friendly' gun when it passes over at even 20K'. I'm just using a pre existing vehicles/weapons/guns item to see if I can get that effect and then apply it to Morse code.
    4 replies | 79 view(s)
  • swpierce's Avatar
    Today, 17:31
    OK, thanks. By the way, I tried booting up MAW without setting the spawn selector and it came up just fine. I just can't use the spawn selector. Yet.
    9 replies | 271 view(s)
  • Maxstuka's Avatar
    Today, 17:17
    Thank you!,:encouragement:
    12 replies | 1024 view(s)
  • Skyhawk18's Avatar
    Today, 16:36
    1387 replies | 102170 view(s)
  • MajorMagee's Avatar
    Today, 16:17
    I believe the DLL you were looking for gets installed as part of the VB6 package.
    9 replies | 271 view(s)
  • SteveB's Avatar
    Today, 15:57
    This Evening I decided too try out something German, that wasn't built by Messerschmitt.
    2456 replies | 544730 view(s)
  • swpierce's Avatar
    Today, 15:46
    I could not find MSVBVM50.DLL in that link. Instead it contains a file called VB6.0-KB290887-X86.exe. Also, I was able to download and install ETO without this particular issue. Does it make sense that MAW is different?
    9 replies | 271 view(s)
  • Daiwilletti's Avatar
    Today, 15:43
    Hi James, I'm catching up on the interesting threads while I've been away. Looks like the air raid siren is created by a gun. Every gun xdp has a SoundName entry. The .wav file is called into play in the sounds.xml under the guns section. You have shown the relevant entry used in a sounds.xml file. So you need to make a siren gun with an associate weapons file. The sound gun needs to be type=Flakgun. Then add the siren gun to a siren vehicle, where you can address relevant parameters in the gunstations section. Then add the siren vehicle overwriting one of the AA gun positions in the relevant airbase facility file.
    4 replies | 79 view(s)
  • Daiwilletti's Avatar
    Today, 15:28
    Hi Priller/dhasdell, using the target select function and then cycling views will enable you to view selected enemy formations, whether ground, ships, or aircraft. F4 cycles views, but one of the views has two toggle options - the Player/Target view. So if you cycle through F4 views and don't see a view of your selected enemy target, it means you have to toggle the Player Target view. IIRC that is Ctrl+shift+F4 when you are in the player target view and you are lloking from the player to the target. There is a related useful document up with the SDKs in the stickies in this forum. It tells you about the various views in the viewUI.xml. Player/Target is one of the views.
    7 replies | 134 view(s)
  • mongoose's Avatar
    Today, 15:27
    I'm not sure one needs a specific name for <Facility Type= but one might for <Facility Type=, as I note many facilities in my folder basically relate to the name of the facility as file AAF_Binbrook-1943_airbase.xml is <Facility Type="RAF Binbrook 4 Group BC" Flags="isAirbase" I sort of think what might be more important is the entry in the sounds.xml. Now looking at the ETO sounds.xml for what might be relevant, I see 2 possibilities 1. As i don't understand the structure of this file I'm not sure how much is relevant and even to what facility or in game action this is relevant to.:dizzy: <gun MinDistance="25" Looping="Yes" No3D="Yes" Relative="Yes" Class="Gun" Stereo="No"> <ALERTsiren INTERNALONLY="NO" looping="no" atten="7" > <sound...
    4 replies | 79 view(s)
  • anels9's Avatar
    Today, 15:27
    What are peoples opinion on the P-38? The JF one seems good, as does the Sky Unlimited one.
    79 replies | 2656 view(s)
  • peperez's Avatar
    Today, 15:11
    569 replies | 99026 view(s)
  • Desert Rat's Avatar
    Today, 15:08
    I was quite fond of the JF Widgeon,
    79 replies | 2656 view(s)
  • Daiwilletti's Avatar
    Today, 15:03
    Ha, ha no that is not what I meant! More that this is a quick way to get some of the advances that have come to CFS3 over the years. It saves running around applying everything yourselves. Also I hope to show enough that people persevere and graduate to ETO v 1.50 and learn to navigate the .bat file system for changing eras. It is worth it!
    18 replies | 3392 view(s)
  • fabulousfour's Avatar
    Today, 15:00
    On with a biplane.
    20640 replies | 3228917 view(s)
  • MZee1960's Avatar
    Today, 14:30
    In Post #79 Rob (@rcbarend) stated : "Very Correct ! What people seem to forget (or don't realise) is, that the Bounty visual model was never designed as an AI-boat. It was designed as a user-pilotable ship, where all animations (like sails configuration, masts angles, anchor position, and alike) are controlled by gauges defined in it's panel.cfg. Which aren't loaded/active when the ship is spawned as an AI-object. I'm not a visual modeller myself (I just made the animation control gauges), and I'm sure Milton will correct me if I'm wrong, but from what I know of modelling it would be quite possible to make a new, single, dedicated visual model of the Bounty that would look better when applied as an AI-ship. "Better" meaning:
    94 replies | 9371 view(s)
  • Victory103's Avatar
    Today, 13:58
    zsoltquack, Sadly it's probably over with that developer's model, although there are few basic TMAP mods one can do to the Razbam A-6. Look over at the P3D forum and see what SWS has going into the future. The T-2 Buckeye and A-7 Corsair are listed, 2 of my old Raz favorites and I had the Tacpack beta SLUF. Maybe we can join forces and request a proper, fully functioning A-6 from SWS, their F-4B/N and T-37B are flying working great for me in P3D.
    4 replies | 224 view(s)
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