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Showing most liked content on 04/11/2024 in all areas
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6 points
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5 pointsI was sitting at my desk when I received your feedback and I couldn't resist the excitement it brought me. I immediately started working on it and gave it my all!
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2 points
Version 1.0.1
174 downloads
This edit in the original file allows you to fly as if you were the wingman of the formation. You continue to be the leader, and giving orders to the rest of the squad, but flying as the right wing, giving the radio command 1-8-6. To return to the original formation, just perform the radio command 1-8-3. I like it, because I like flying as a wingman and "inserting" myself into the maneuvers and following the "leader", giving more immersion to the flight. You just need to be careful when flying with nations where the pilots have "poor skills", as during the maneuvers the "leader" can spread and collide with you. In this case, before the "action begins", I suggest giving the command 1-8-1 so that he moves away so that a collision does not occur. Don't forget to make a backup of your original file in case you want to revert! V 1.0.1 Greetings and check six! Madvad -
1 pointSo i got bought steam version of european air war game and got 60fps on 1920x1080 , then downloaded aces over europe standalone mod and only got 30 fps. I installed dgvoodoo2 wrapper and tried everything but didn't work , only 30 fps on 1920x1080 resolution. So the game has 2 different exe files , one with old map ja one with new map and i had those files named eaw.exe (new map) , eaw2.exe (old map). So i tried to launch the with eaw.exe ....i don't know how many times with different configurations on voodoo2 wrapper and got only 30fps, then i tried to launch with eaw2.exe file and OMG 60fps 1920x1080 resolution!!!!! By changing the exe file name i got it working!!! For some reason eaw.exe didn't work. Now i got those files named eaw1.exe and eaw2.exe ...and both are working just fine with 60fps.
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1 pointI cannot believe it ! The issue comes from my soundlist.ini... I deleted it and everything seems to be fine. I never thought that this kind of file could generate texture issue. I'm going to make more test flights to confirm. Thanks a lot for your help
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1 pointLike Menrva said, it's usually a gpu ram problem, get some program that lets you see your cpu/gpu usage in game. I run an 8gb Radeon RX580 & sometimes I max it out, too many hi res textures or just too many textures in general soon add up........I have 670 terrain textures and those alone are quite a load before we even get to any object textures.
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1 pointthat gap between the inside and fuselage... and if could ....canopy inside the rear part...it is invisible...if you could add some lining... I started to convert my stock "Over Vietnam series" to this new model...
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1 pointOne more small update for this thread before I retreat temporarily into work mode - as per relevant info. in my previous post, have now done further tests and it is indeed possible to load DDS terrain files directly into FE2 (simplest is to point to relevant DDS files from within the general data ini file that resides in the "Terrains" folder). Having said that, one peculiarity about loading of DDS terrains, instead of BMP ones - is that trees, buildings, other objects, etc., do not show up anymore. Once DDS files are converted to BMP format, on the other hand (as seen in the pics. in my previous post) - trees and buildings once again nicely come through. So, unlike FlightGear that siphons in PNG-to-DDS converted satellite imagery (when its photo-scenery option is set up), FE2/SF2 would require conversion of DDS to BMP files, so as not to smother out the added immersion of objects and trees already present in/on the ThirdWire terrains. Couple of pics. below with DDS ortho/photo-scenery being tested in the Mesopotamian theater in FE2. Graphics look quite good to me but unfortunate is the loss of trees and whatnot - so it's back to conversion to BMP format. Also, as evident in the pics. below, with careful choice of satellite photos the effects are not too jarring between different tiles when all are placed together. Not too bad for initial, manual placement of tiles - but very tricky to place correctly once you get towards rivers, seas/oceans, shorelines, and so on. The job of a terrain modeler is not an easy one - virtual drinks on the house for all terra-formers, also for object-placement ini file crunchers. One thing I particularly like about the satellite photo-scenery options in FlightGear is that, if you like, you can set things up in such a way that the scenery downloading/siphoning mechanism follows your aircraft as you fly, and nicely drops correctly placed terrains below, around, and in front of your flying path. Such a feature requires, once the photo-scenery siphoning system is set up, that you make sure to feed the following command/property to FlightGear itself: --telnet=5000 The photo-siphoning mechanism then connects to local IP no. 127.0.0.1 (i.e., "localhost") on port 5000 and "feeds" satellite imagery to FlightGear as soon as terrain images are downloaded. Such an automatized process makes unnecessary the hassle of manually attempting to place photo-scenery tiles in correct places and positions. (Scenery can also be saved locally, for later offline use - without always having to re-download images.) While there is no multiplayer capability in FE2 - theoretically, if the "telnet=5000" command could somehow be fed to the FE2.exe itself - then a simple re-duplication of one of the more accessible photo-siphoning mechanisms used by FlightGear (e.g., the Julia programming app linked to a photo-scenery Julia add-on) - might work for FE2 too. Will post further thoughts in this thread if I find that there is any way to get the photo-scenery siphoning system to "talk" (establish a telnet connection) with FE2. Otherwise, it will be a very slow process of manually picking through, and choosing, satellite tiles - and that will be called up via the general data ini that's in the terrains folder. Cheers all (& good dreams about auto-loading of satellite imagery in FE2),
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1 pointHi All, today we have released some new screenshots of development progress on the next Major WOFF release. Please visit the news page on our website! https://www.overflandersfields.com/news.html
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