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  • Daiwilletti's Avatar
    Yesterday, 15:43
    That looks terrific! Can't help on the damage boxes, will have to wait for the sun to circle the earth a bit so that other people see this thread :applause:
    51 replies | 1777 view(s)
  • Daiwilletti's Avatar
    April 15th, 2015, 19:49
    If it's happening at start up, you will either have to delete the uisel.xml file from your Application Data pathway, or open the uisel file and edit it, removing reference to the mission file so the game will open on the default screen (determined by the generic xml file in the root of the Missions folder). If you have no luck editing the uisel.xml in the Application Data location (NOT the one in the CFS3 main instal), then just delete the uisel.xml file. HTH
    6 replies | 223 view(s)
  • Daiwilletti's Avatar
    April 15th, 2015, 19:44
    Great news! Sounds like I'd better pull some info from the CFS2 package, so I can whip up an xdp file. The main thing I will be hazy about is in the gunstations. In CFS3 each gunstation entry in the xdp file refers to a System ID, and I do not know where the System ID comes from, whether it is specified somewhere in the GMax model, or whether I can simply use some sort of logical made-up sequence. Also, I may need some info to set up the damage parameters. PM me if you want to send through anything for testing, I'll send through my email address. David
    51 replies | 1777 view(s)
  • Daiwilletti's Avatar
    April 14th, 2015, 12:27
    The locating of ship effects is something I've wondered about. Have placed bow wave effects using xyz coordinates in the xdp file; have also moved smoke effects backward that were way out of whack with a funnel. But presumably having an emitter from a funnel would avoid having the funnel smoke rising from some generalised central position? There seem to be a number of generic ship effects which are simply designed for small, medium or large ships. However it also seems possible to attach emitters to specific objects, so that damage effects can be assigned to specific objects. IIRC Liquidchicken has been experimenting with getting turrets to blow off when destroyed, and things like that. Presumably a modified blow_off_part effect? Not sure how far things have been taken on the...
    51 replies | 1777 view(s)
  • gosd's Avatar
    April 14th, 2015, 05:17
    Unfortunatly I have all the required A/Cs, the problem is elswhere.
    6 replies | 223 view(s)
  • gosd's Avatar
    April 13th, 2015, 20:36
    Been getting this message on start-up."Mission file failed to load" .No planes missing in the game.
    6 replies | 223 view(s)
  • gosd's Avatar
    April 13th, 2015, 20:29
    Soved the problem by reloading the appdata file.
    4 replies | 232 view(s)
  • gosd's Avatar
    April 13th, 2015, 07:14
    And that's a promising looking Fulmar! Any idea for the release date?
    7 replies | 288 view(s)
  • HouseHobbit's Avatar
    April 12th, 2015, 17:16
    Thank You very much.. Free French ships are nice to have, of any type.. :applause: :applause: :applause:
    1 replies | 152 view(s)
  • HouseHobbit's Avatar
    April 12th, 2015, 17:12
    IJN Myoko Class Cruisers IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo IJN Kako and Aoba cruisers Any would be welcomed, needless to say, but we are very short on any Japanese ships to speak of. In Rising sun they covered many of the US navy, and I am grateful. Just didn't have the Japanese finished. RATS! :applause:
    51 replies | 1777 view(s)
  • Daiwilletti's Avatar
    April 12th, 2015, 13:27
    Thanks for your kind offer Blood_Hawk 23. Like you said it feels like being a kid in a candy store! Pat Pattle indicated in an early thread he would like to see one of the RN flat deck carriers. They would certainly make a good target. In terms of naming, the exported m3d file needs to match the .xdp file name. And a quirk of CFS3 is that the ship's folder name needs to match the m3d model name, too. I would be happy to prepare the .xdp file, once you have chosen a model to start on.
    51 replies | 1777 view(s)
  • HouseHobbit's Avatar
    April 12th, 2015, 11:59
    I don't know what you have to pick from, But I would like to see some Japanese battleships,( Kongo, Nagato, Ise) and heavy cruisers if possible Thanks very Much..:applause:
    51 replies | 1777 view(s)
  • gosd's Avatar
    April 12th, 2015, 05:52
    The French Blochs posted by dewoitine,to be found in the french skin section,do not offer a stable gun platform. They oscillate,so when attempting to target an opponent I cannot keep my reticule on it. The same thing when straffing low to the ground the plane crashes on the ground. Even with Auto rudder on. Can it be fixed in order to stabilize the aircraft?
    4 replies | 232 view(s)
  • Daiwilletti's Avatar
    April 11th, 2015, 20:58
    Hi Bear Flag, I do not fly missions so much, but from what I recall the assignment of your flight to attack targets would follow the same protocol. So what you may be observing is wingmen following you in to the target, but because they have not been assigned a target to attack, they are merely following you in formation as closely as the AI engine allows. Take a note of who responds in the affirmative, when you press "A". Only these wingmen will attack the selected target. Not sure in Missions whether the mission goal is picked up on by your wingmen unless you assign them to it. Hopefully someone else butts in about now. :wavey:
    3 replies | 209 view(s)
  • Daiwilletti's Avatar
    April 10th, 2015, 18:13
    Hi Bear Flag, we are getting into a fairly nebulous area here. When I have one or two low-performing AI wingmen, I suspect that they are junior with low skills. If you read through the pilotconstants.xml file, down the bottom is a section about "unlocking technology" at various skill or experience levels. The technology referred to are bombs, rockets, etc. This suggests to me that the "newbies" in your campaign are not too competent for a mission or two. You can tell what levels of competence your campaign wingmen have, by reading the *.cmpstat file (using Notepad) under the My Documents pathway, the same place that your screen shots are saved. At the bottom of the .cmpstat file, all your wingmen, their skill, gtolerance, experience, ship air and ground kills, rank, health status...
    3 replies | 209 view(s)
  • gosd's Avatar
    April 10th, 2015, 11:31
    Just read this :it could be the solution to the wather texture problem I am having in PTO Solomon,DPC Korea,MAW and PTO Rising Sun.There should be a post with the original values since the files did not contain a file with original values.:dizzy:I for one did not bother to make a copy.:banghead: :dizzy:
    306 replies | 22514 view(s)
  • HouseHobbit's Avatar
    April 9th, 2015, 22:52
    Really like flying the A 20 Havoc, Or DB-7 whatever skin it has. Learning to dead stick in, again..:banghead: Low level passes can be nasty at Dieppe..:dizzy: ETO 1.50
    1123 replies | 86298 view(s)
  • Daiwilletti's Avatar
    April 9th, 2015, 20:32
    Speaking of modding FOV, I came accross this description of a tool within a large download called OFFice, intended to be a "handler" that sits beside OFF BHAH. It looks like OFF FOV tool can do some tricky things within a GUI: "OFFfov: the OFF field-of-view optical vanguard – This ModRule plugin helps set aspect-ratio-correct FOV settings by applying the same 3D perspective transformations as OFF's 3D engine to project a 3D model of your viewing space into the gameworld. Fly OFF close to a big screen as a true visual simulation, preserving perspective so objects are as close as they appear—or just make it look right for gaming. Your optimized FOV is applied to all OFFbase campaign aircraft seamlessly and automatically in all positions, including forward gunsights and rear gunner,...
    114 replies | 5070 view(s)
  • Daiwilletti's Avatar
    April 9th, 2015, 15:37
    Wow, those pictures say a thousand words! Thanks Hairyspin and Stuart277 this looks incredibly useful :applause:
    51 replies | 1777 view(s)
  • HouseHobbit's Avatar
    April 9th, 2015, 13:15
    Hi David, I am just experimenting with all of this. When I place the individual, formations they all fly nicely. But this takes a great deal of time to set up. Trying to develop a spawn or set of spawns that will do this also. The Bombers seem to start avoiding at 800 ft. or so..(from each other) So placing them requires that they be at least this far apart. As these as I develop this method for missions. I am making notes on how best to set Large formations up, without having to spend many hours just placing the aircraft. Lots of outside the box thinking for this right now.
    1123 replies | 86298 view(s)
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5 Visitor Messages

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    Bonjour Daniel,
    D'abord il faut que je te présente des excuses car en regardant mes messages je viens de m'apercevoir que le 25 janvier tu me demandais l'original du Curtiss.
    Pourtant je fais attention mais celui-là est passé à coté. J'espère que tu ne m'en veux pas trop.
    Bon dimanche.
    André.
    PS : Bien sûr je suis à ta disposition pour t'envoyer un fichier (suivant mes possibilités).
    A.
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    Salut Daniel, j'espère que tout se passe bien pour toi.
    Je suis en train de travailler sur la création d'aérodromes et c'est pas une mince affaire (photo aérienne Google Map ou FSX arrangé) et comme GMAX en anglais technique me rebute je tâtonne.
    Bien à par ça que penses-tu de la coupe du monde de rugby ?
    Tout à l'heure il y a Nouvelle-Zélande - France. ça va faire mal !
    A bientôt,
    André.
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    send me a copy zip it as is and maybe i can fix it .... on the other side ......

    joshua


    loverboy1

    use my cable email

    joshua@mountaincable.net
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    Daniel

    The file is on your way. Please let me know if you got it.

    God bless

    PRang
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