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  • Daiwilletti's Avatar
    October 22nd, 2014, 11:44
    Thanks for your input, Ganesh. :encouragement: I should point out for clarification of this thread that I'm focussing on random spawn files, not scripted mission files. The original issue being how to get more aircraft appearing in campaign play in MAW.
    21 replies | 617 view(s)
  • gosd's Avatar
    October 22nd, 2014, 03:38
    In this A/C one needs to correct the t.mos file so that it should call for the B24_h_467_t.dds other wise if you attemp to use this plane with the t.mos in a mission the skin will not show (all dark).
    1 replies | 129 view(s)
  • Daiwilletti's Avatar
    October 21st, 2014, 21:58
    Hi Ganesh, thanks for adding info from a Mission Builder :very_drunk: so are you saying that for each unit the max number =8? IIRC you can have multiple units within the spawn file? Have you encountered a maximum for the number of units (with 8 planes in each unit) in a single spawn file? (That is as distinct from the example I gave of referring to multiple spawn xmls for the one die entry in a spawn table.)
    21 replies | 617 view(s)
  • Daiwilletti's Avatar
    October 21st, 2014, 00:56
    Hi Kodiak, I think adding the prop disk might be complicated, possibly the Gmax source files needed? Looking at other aircraft, the prop disk dds texture is referred to in the main M3D file. The reference is not in any of the Swordfish M3D files in MAW. Possibly if you bodged an entry to the prop disk, you would get an aircraft with the prop constantly a blur, or something like that, if anything at all. I would think the animations would have to be included in the source. Hope this info is correct, I seem to remember some dicussion about this a while ago. Dai
    2 replies | 180 view(s)
  • Daiwilletti's Avatar
    October 21st, 2014, 00:43
    OK that's great Kodiak, sounds like editing the _mission.xml was useful. Do read the latest *.cmpstat file for one of your campaigns. Use Notepad. You can tweak up your squadron's skill points and attributes there if they need brushing up. Also, IIRC I put a longer explanation in the knowledgebase sticky, about the interrelation between the campaign file, the *.cmpstat file, the UIsel.xml, the pilotconstants and the pilotattributes files, and how they work to create your gameplay experience in a campaign. Hence some of the files in the MAW tweak I uploaded will be most noticeable in campaign flying. By the way I've spread myself pretty thin on this stuff so I hope anyone else will jump in anytime who knows a bit more about some of this stuff, I enjoy learning too! The Unit...
    21 replies | 617 view(s)
  • HouseHobbit's Avatar
    October 20th, 2014, 12:11
    PLEASE, would Love to see this released.. :applause: :applause: :applause:
    30 replies | 3135 view(s)
  • HouseHobbit's Avatar
    October 20th, 2014, 12:10
    Yes with the newer faster machines we have now, settings of 4 or 5 could work. Compared to what we had years ago when 3 was needed in certain areas of MAW. I am going to Dance with Master David's work as soon as I can. rather tied up with real life issues right now. Haven't had the time to dance in my CFS 3 stuff, much the past week or so here. Bummer. Grateful for ALL the Masters who keep improving our Beloved CFS3 and expansions. Bravo Guys! Much rejoicing!! :applause: :applause: :applause:
    21 replies | 617 view(s)
  • Daiwilletti's Avatar
    October 20th, 2014, 11:47
    OK, good to hear you've gotten beyond the dratted CTD problem. I also experimented with the sliders. I found that Corfu also had a big CTD problem (Greece 1941 campaign, flying for the Allies out of Corfu). I moved scenery and terrain sliders to 4, and flew a couple of successful missions, no CTDs. I was waiting to fly a few more before reporting back. However I did note that on the frontline, Axis artillery was not working well - whereas Allied artillery was banging away nicely. Also in the DR_Greece_1941 campaign, some of the aircraft in the techtree are listed as available, before the entered service dates in their xdp files. I tend to edit the availability date in the campaign file to match the xdp, however this sometimes causes an unacceptable gap in availability of...
    21 replies | 617 view(s)
  • HouseHobbit's Avatar
    October 16th, 2014, 10:02
    HouseHobbit replied to a thread MeMe the kitty in The NewsHawks
    LMBO!! Ickie you just broke a hobbit! on the Floor! :encouragement:
    10 replies | 386 view(s)
  • HouseHobbit's Avatar
    October 13th, 2014, 18:28
    Yea several years ago there was a long thread on this problem in MAW. In areas of MAW the Scenery level Must be set a 3 and the terrains must be set at 3. I don't remember what was the final decision why this was. But when I built missions in MAW I found this CRT problem disappeared when I changed my settings . Other then some spawn issues MAW is and will remain a well loved and flown expansion. Grateful to the Masters for this expansion.. :applause: :applause: :applause:
    21 replies | 617 view(s)
  • Daiwilletti's Avatar
    October 13th, 2014, 16:17
    None, AFAIK? Unless there is something in Korean Theatre? I haven't seen any invasion defences upgraded to 400mm guns, although I'd like to see someone try :biggrin-new: Maybe Loic has had a crack?
    1 replies | 143 view(s)
  • gosd's Avatar
    October 13th, 2014, 13:26
    A part certain ships which facility uses 16inch guns?
    1 replies | 143 view(s)
  • Daiwilletti's Avatar
    October 13th, 2014, 12:39
    Hi Kodiak, In my first thread about reinstalling 1.31a there was mention of something about the mesh. IIRC they suggested turning the scenery level down. It may be you only have to make the changes when flying campaigns in some areas. Yes I am still getting those frustrating crashes when flying from Sicily as an Axis player (which was a while ago as real life intrudes). I don't remember if I got those crashes in QC mode too? In which case that would eliminate the random air spawns from being a problem (although ground.spawns are still in play). However testing changers to sliders would be quicker in QC mode. keep us posted!
    21 replies | 617 view(s)
  • HouseHobbit's Avatar
    October 12th, 2014, 09:58
    Oh Yea! dancing with Hobbit Birds.. Much Rejoicing!
    842 replies | 60429 view(s)
  • Daiwilletti's Avatar
    October 12th, 2014, 00:52
    Errm, too many questions for this time of night, lol! The thing with the so called "missing effects" is that the original effects.xml called for some .tga files. Hence I've provided some. However a) I don't know if they are strictly necessary as the game may use the .dds files with the same name b) I don't know (although it's likely) whether the MAW effects.xml contains the original "heritage" references to the .tga texture files. It can't hurt to throw in those textures however they are no different AFAIK from the ones you've already uploaded. the thing with the 16in effects is I'm sure it will run better without a duplicate entry in the effects.xml but it has nothing to do with the .tga textures. The pliotattributes should be portable across installs. If you look at...
    21 replies | 617 view(s)
  • Daiwilletti's Avatar
    October 11th, 2014, 13:05
    Hi Kodiak, Did you set up the spawns to Allied Malta 1940 before transferring over the spawns? I can't see how the random spawning toggler would have problems if that was done per the Readme. HTH,
    21 replies | 617 view(s)
  • HouseHobbit's Avatar
    October 11th, 2014, 11:08
    Welcome back.. Hope you enjoy all the new things for CFS3 that the Masters have developed. :applause: :applause: :applause:
    7 replies | 315 view(s)
  • Daiwilletti's Avatar
    October 10th, 2014, 14:23
    Hi HH, don't forget that a lot of stuff was never completed or "operationalised" in CFS3. The new stuff highlighted may be simply artifacts of projects which were started to be built into the code, then never followed up on. Some might even be artifacts from the CFS2 engine. For instance, "kamikaze" seems to be a mission waypoint more suited to the PTO of CFS2, rather than the ETO which CFS3 was written for. but there's no harm trying.... :applause:
    12 replies | 487 view(s)
  • grizzly50's Avatar
    October 10th, 2014, 14:05
    Welcome back into the fold, DonSPa. I really do remember one of the first friends I made here at SOH. :D I certainly hope you are well now.
    7 replies | 315 view(s)
  • HouseHobbit's Avatar
    October 10th, 2014, 10:55
    Thanks very Much for this information. As soon as I have the time I plan to dance with all of this. Rather busy right now. Bravo!! :applause: :applause: :applause:
    12 replies | 487 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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