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  1. 8 points
    The work is still progressing, now the last member of the Mirage F-1 family... The Mirage F1CT (my favorite camo) :
  2. 6 points
    A little action over gterl's excellent Vosges2 map. George, it sucks to be you.
  3. 6 points
  4. 2 points
    Thanks VonS I had noticed the telephone poles, cows, ect and thought I was missing a file so I just ignored them it is not that I straff cows. Me and FE2 go back a long time but it is only now with your Data ini's for the planes and other thing that has renewed my interest the problem is time and I am retired. Still geat fun and it is a learning thing as well.
  5. 2 points
    Airfield figures and objects (such as Geezer's maintenance objects and figures) all go into the relevant Terrain folder for whatever terrain you are flying. Those are of course messy to install. Here's Wrench's response to a similar question in another post: https://combatace.com/forums/topic/82532-ww1-airfield-figures/?do=findComment&comment=698260 If you want to take a shot at installing terrain objects, check out Heck's posts over here: https://combatace.com/forums/topic/91176-typesini-entries-for-geezers-objects/ Other objects such as tanks, balloons, cavalry, artillery, and so on, especially many of the ones that Stephen1918 has available for download, should be installed into the "GroundObject" folder of the "Objects" folder of your FE2 user directory (no need to fiddle with ini files to install Stephen's objects - just drop into the GroundObject folder and they will show up randomly on a map). Hopefully some terrain specialists will pitch in with more info. (I've never tried installing anything into the Terrain folders so can't offer much more help than the links here.) I do have two recommendations for the Terrain folders by the way: open the WW1_Airfield1.ini file in whatever terrain you're flying, and change the touchdown value under the Runway001 section to read as: TouchDown=0,-150 (this helps to make aircraft land a little bit earlier so they don't overshoot an airfield) also, in the relevant data.ini file for whatever terrain you're flying (such as Palestine_data.ini), scroll down to the SolidObjectTextureMaterial section and change the following entry: BlendOp=ONE should be changed to: BlendOp=BLEND_SRC_ALPHA (this helps to give proper looking telephone poles, cows, and some other objects on the fields - otherwise they show up as cows painted on a rectangle, poles painted onto a rectangle, and so on) Happy flying, Von S
  6. 2 points
    Me and my wing man having some fun...
  7. 2 points
    All I found was a picture from Rise of Flight. I have to work today, but I can cook up a gimp drawing if you can wait a couple of days. when I'm not so burned out. This is the RoF capture.
  8. 2 points
    Looks Like A Breada Bofors Turret You Got There I Myself Expand Local Airfield Defenses.
  9. 1 point
    For all you Guys out there, who has no interest in "just" Germans vs Soviets in a WW2 scenery, the Il2 team has surprised us today with a GREAT Announcement!!! The Pacific Theater is still planed but... Ladies and Gentleman, may I present to you: Dear Friends, Once again, it is my honor and pleasure to announce our current and future plans for the modern IL-2 Sturmovik product line. It has been about fifteen months since I told you about our plans for Battle of Kuban and beyond. Today we make our biggest announcement yet! However, before we do, we are happy to inform you that Battle of Kuban is nearing completion and should be finished by the end of this year as planned. We were able to meet our biggest objectives and complete many other new ones not in the original plan. The list is too long to post in this announcement, but our Developer Diaries tell the tale quite well. Some minor features that did not make it into Kuban will be included in the next product development cycle. Development never stops for us and we continue to march onward and upward! Our beloved Sturmovik has never looked or played so good! The Sturmovik development team is an amazing group of people who work tirelessly to bring you the combat flight-sim experience you want. As their Producer and partner for many years it still amazes me what they can accomplish. They deserve your continued support. Please show them how much you appreciate their work. We also want to say thank you to our customers who have helped us weather the storm and keep going. We cannot do this alone and so many of you help us when we need help and so many of you have told your sim buddies to purchase our products. We thank you from the bottoms of our hearts. This community is a special one and we’re in this journey together. Without further delay, our next title, sorry, our next THREE IL-2 Sturmovik titles are going to be the following - BATTLE OF BODENPLATTE, FLYING CIRCUS and TANK CREW! That’s right, Sturmovik is expanding into new territory and we are going to tackle building and releasing three new titles in 2018 and into 2019. All titles will be unique in their own way and all will be branded IL-2 Sturmovik and will share the same client software. Flying Circus and Tank Crew will be their own series within the Sturmovik ecosystem and give Sturmovik fans new ways to have fun. This ambitious and aggressive development plan will be made possible by working with talented professional studios whom we have partnered with in the past few months. If everything goes to plan this will allow us to do parallel development like never before. More about our partners and their role in future development diaries. Battle of Bodenplatte Although it was technically an “operation”, for continuity sake, we’re calling it a battle! Battle of Bodenplatte will explore the air war near the end of 1944 and into 1945. This late-war setting offers a wide variety of classic fighters and fighter-bombers for you to fly including some of the hottest piston powered airplanes to ever grace the skies. In addition, we’ll introduce our first jet aircraft! The Allies flew many low-level tactical missions into Germany from bases in Belgium and Holland during this time. In a desperate attempt to stem the tide of war, the Germans launched a surprise attack on Allied airfields on January 1, 1945. The ensuing battle became legendary. Planned to be Included in Battle of Bodenplatte: Flyable Aircraft and Content: - Bf-109 G-14 - Bf-109 K-4 - Fw-190 A-8 - Me-262 - P-51D - P-47D - Spitfire Mk. IX - Tempest Mk. V - Fw-190 D-9 (Collector) - P-38L (Collector) - B-25 (AI) - European Low-Countries Map (Final size TBD) (Parts of the Netherlands, Belgium and Germany) - Many Allied and Axis airfields, cities, towns and villages. Winter and Summer textures are planned. - New Allied and Axis Ground Units and Scenery. Battle of Bodenplatte Pre-Order Launched! As of today, you can Pre-Order Battle of Bodenplatte in our webstore. As always this will give you access to Early Access and a Pre-Order discount! The Pre-Order price is $69.99. Just click on the image to order. Flying Circus – Volume I Flying Circus will finally give our loyal and patient Rise of Flight customers a new way forward into the future! Our eventual goal is to essentially re-build ROF inside of the Sturmovik universe and give WWI all the latest technology like VR, 64bit, DX11 and improved visuals. We will start by focusing on re-furbishing ten of our existing WWI airplanes and providing a partial map of France to fly and fight over. Subsequent Flying Circus products will further expand content and we’ll work to integrate Flying Circus into our Campaign and Career systems over time. Volume I is merely the first important step and it will be a lot of fun! If Flying Circus proves popular we can eventually fire up the Great War assembly line and break out the canvas and timber once again to make some new crates! Guynmere, Fonck, Coppens, McCudden, Bishop, Rickenbacker and von Richtofen shall fly again 100 years later! Planned to be Included in Flying Circus – Volume I Flyable Aircraft and Content (Tentative List): - SPAD 13 C.1 - Sopwith Dolphin - Sopwith Camel - RAF S.E.5a - Bristol Fighter - Albatros D.Va - Fokker Dr.1 - Fokker DVII - Pfalz D.IIIa - Halberstadt CL.II - France map (100 x 100km Approx.) - Several airfields, cities, towns and villages. Summer textures are planned - No Man’s Land - Entente and Central Powers Ground Units and Scenery. Pre-Orders for Flying Circus will be available sometime first half of 2018. Tank Crew – Clash at Prokhorovka Tank Crew will be expanding upon our initial adventure into tank combat by including ten new tanks and armored vehicles and improving our two existing tanks. Tank Crew will create a ground combat component that can be integrated into single-player content and multiplayer servers. Our tanks will be multi-crew in multiplayer which most other leading tank games are not capable of. Our playable tanks will also be modeled both inside and out with realism in mind and improved damage modelling. The map will feature the southern portion of the Battle of Kursk with the village of Prokhorovka and town of Belgorod included. The map will also be built somewhat differently giving tank players a better ground environment then our current large maps. Further details about Tank Crew will be released as development ramps up. Planned to be Included in Tank Crew – Clash at Prokhorovka Playable Tanks and Content (Tentative List): - T-34-76 STZ - KV-1s - M4A2 - SU-122 - SU-152 - ZIS-5 + 72K - PzKpfw III Ausf.L - PzKpfw IV Ausf.G - PzKpfw V Ausf.D - PzKpfw VI Ausf.H1 - Sd. Kfz. 184 - Sd. Kfz. 10 + Flak38 - Prokhorovka - Belgorod Map {100x100 km Approx.) Pre-Orders for Tank Crew will be available sometime first half of 2018. LA-5 FN and Bf-109 G-6 Pre-Order Launched! In addition to all this amazing news we have launched pre-orders for the deadly La-5FN and Bf-109 G-6. These two planes further build our plane-set and fill in gaps in the Soviet and German war chests. Pre-Order now and enjoy a discount! Each aircraft is $14.99 for a limited time. Click on the image to order. IL-2 Sturmovik: Great Battles Demo and Series In 2018 we plan to release a Free Limited Demo for Sturmovik that will allow new customers to easily try Sturmovik. Users can then purchase content to turn their demo into their home-base for all things Sturmovik. More details on the Great Battles Demo first quarter of 2018. In addition to the demo, our entire collection of products will be made part of the IL-2 Sturmovik: Great Battles series. Any product displaying this logo will be compatible with one another and part of the overarching collection. Digital Warfare Engine Previously our simulation engine was known as the Digital Nature Engine. Over the years many, many changes and improvements have occurred that has essentially re-written almost all of the engine and it now supports a wider range of vehicles. To commemorate this new reality, we have christened our updated engine the DIGITAL WARFARE ENGINE. Larger Picture As you can see we have ambitious plans for Sturmovik. No doubt you will have many questions and concerns about what we have announced. The bigger picture is that are now ready to try making parallel products for our WW2 fans, WW1 fans and possible new customers who enjoy tank battles. But beyond that, we hope to accomplish the following in our next development cycle. - New MP matchmaking system and lobby with chat - Improvements to aircraft fuel systems and add drop tanks - Oxygen masks for pilots at high attitude - Jet engine technology and associated physics of higher Mach numbers - Improvements to AI - Option for 4K skins by default and preview pics in the GUI for Custom skins - In-Game Model Viewer (hold over from Kuban) - Mods On/Off (hold over from Kuban) - More attractive GUI and better GUI optimization …. and many other small, medium and large improvements to usability, functionality and performance. Last but not least, part of our overall plan is to work with one of our long-time professional development partners to produce airplanes. This is not a guaranteed success and much work needs to be done to make this a reality, but we are giving it a shot. There is much more to our airplanes than just the model. Much training will need to be done to pull this off. If successful, we plan to make the Li-2 next. We are making NO PROMISES, but here are a couple very early WIP pics. Bonus Images For your enjoyment I commissioned a few extra images for our upcoming products. These are NOT THE OFFICIAL IMAGES for our new products and should not be used in that way or used in any media. However, we felt you would enjoy this special artwork and give you a sense of what is coming. Enjoy! You can discuss this announcement in this thread and read further comments from Jason that address this plan in even more detail. See you in the skies and thank you for your continued enthusiasm and support! Jason and the IL-2 Sturmovik Team The original Link https://forum.il2sturmovik.com/topic/32254-announcing-battle-bodenplatte-flying-circus-tank-crew-and-mo/
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  11. 1 point
  12. 1 point
  13. 1 point
    WOW not only did you sort out the telephone poles and cows the building roofs no longer flicker only had time to try it in the Flanders terrain the "BlendOp=BLEND_SRC_ALPHA" did the trick I am for ever saying Thanks,
  14. 1 point
    These are the types inis for Geezer's fortification objects, which you can find here: I haven't included destroyed LODS, because most of these are huge concrete objects, which would be hard to destroy, and the destroyed LODS from in game are very small compared to the objects. I have given them destroyed and secondary effects, because, let's face it, we all love the boomies. Feel free to change these any way you want, including all those previously posted, and if you improve on anything, pm me and I'll post it here as an alternative. This is a collaborative site. Here they are, they look so cool in game: [TargetTypexxx] Name=AusFort-1 FullName=AusFort-1 ModelName=AusFort-1.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=AmmoDumpExplosion DestroyedModel= SecondaryEffect=LargeExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=AusTrench FullName=AusTrench ModelName=AusTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=Battery-2 FullName=Battery-2 ModelName=Battery-2.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=BigTrench FullName=BigTrench ModelName=BigTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=MediumFire DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=BrtTrench FullName=BrtTrench ModelName=BrtTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallFire SecondaryChance=40 [TargetTypexxx] Name=Fort-1 FullName=Fort-1 ModelName=Fort-1.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=AmmoDumpExplosion DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=50 [TargetTypexxx] Name=Fort-4L FullName=Fort-4L ModelName=Fort-4L.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-4R FullName=Fort-4R ModelName=Fort-4R.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-6 FullName=Fort-6 ModelName=Fort-6.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-7 FullName=Fort-7 ModelName=Fort-7.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-8 FullName=Fort-8 ModelName=Fort-8.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-10 FullName=Fort-10 ModelName=Fort-10.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-12 FullName=Fort-12 ModelName=Fort-12.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=Fort-15 FullName=Fort-15 ModelName=Fort-15.LOD TargetType=MISC ActiveYear=0 TargetValue=100 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=vBunker1Col.LOD DamagedModel= DestroyedEffect=LargeExplosionEffect DestroyedModel= SecondaryEffect=SmallExplosionEffect SecondaryChance=35 [TargetTypexxx] Name=FrnTrench FullName=FrnTrench ModelName=FrnTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=GerTrench FullName=GerTrench ModelName=GerTrench.LOD TargetType=MISC ActiveYear=0 TargetValue=10 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryEffect=SmallRocketGroundExplosion SecondaryChance=50 [TargetTypexxx] Name=House-1 FullName=House-1 ModelName=House-1.LOD TargetType=MISC ActiveYear=0 TargetValue=0 DamagePoint=100.0 ArmorValue=300000.0 ArmorType=1 RepairRate=1.00 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=4000.0 CollisionMesh=frBunker1_col.LOD DamagedModel= DestroyedEffect= DestroyedModel= SecondaryEffect= SecondaryChance=0
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  16. 1 point
    unfortunately, those would be 'terrain objects', added to a terrain's _types.ini and placed via locations in the _targets.ini. Geezer's airfield objects, and various buildings are treated the same way. BUT.. the good news is, using Mue's Target Area Editor, once added to the types ini, becomes a simple matter to place into the terrain, at the (almost) exact location wanted. The hardest part is adding the objects to the _types.ini. The objects themselves (lod, ini, bmps, etc) would be tossed into the *name of terrain* folder (like Verdun or Cambrai, etc) Heck's thread, pinned above, has many of the listing to be added to the _types ini: don't know if the airfield figures are there, but definately worth the look! Be advised, once the terrain modding (or terraforming) bug bites -- there is no cure!!!
  17. 1 point
    Skyviper, the USAF has announced that they will be short 2000 pilots for FY18. they are even considering calling pilots out of retirement to cover the shortfall (although into the desk jobs that take the younger guys out of the fight iirc). as for enlisted pilots, they are training enlisted aircrew for the drone programs. the pilots (drawn frm the Non Commissioned Officer ranks for the time being) still have to put in some hours in a T-1 trainer to get their wings, but will only be manned a console operationally. For the time being though i believe the wings are considered the same as what the officers earn. both are from the Air Force, they have the problems with the people and culture. Navy/Marines have problems funding spare parts... and as to my signature..... yup. two accounts banned. just took me til recently to post it. but volume 3 is being scripted right now
  18. 1 point
    http://www.deutscheluftwaffe.com/instrumente/katalog 1WK/Katalogmenue/web/new site/frames2/KatalogMenue.htm Druckmesser category in the sidebar
  19. 1 point
  20. 1 point
    Yes Stephen is right, I had written OnGroundPitchAngle but was thinking in my head of the TakeOffRotationAngle value (have now edited my post to read TakeOffRotationAngle) - and yes that is exactly what it controls, pitch as the plane leaves the ground. Tails lifting before the wheels, on some types, is either the result of the TakeOffRotationAngle value or of the CG value located under AircraftData - if the y value of the cg is set forward (a positive value) - the nose usually goes down and the tail up, rather quickly, as the plane is accelerating for takeoff. The CG value can also be manipulated to change your view in the cockpit, although a cleaner way of doing that is to change the seating position in the CockpitSeat entry of the cockpit ini file. Von S
  21. 1 point
    Uahh... what to do... so many lights .... and NOTHING about them in the manual!!! ... shoot... or not shoot.... hmmm ....
  22. 1 point
    Not sure if it will work for Jan Tuma's terrain but it did for stock FE2 terrain - I hated the way towns in particular had this hard edge where the drawing range could be seen, much too close, even at highest graphics settings. Take a backup copy, then edit in Wordpad or similar the file (in your mods folder ) FLIGHTENGINE.INI, as follows Look for the series of blocks for each graphics setting that start 'XXXDetailOption' (where XXX is Low, Med, High or Unlimited, corresponding to the graphics option settings). Change the value of DetailMeshSize for the setting you use, to a bigger number - I have 18 set for all my options. Shown at bottom is the block for medium setting. I had used 22 but 18 seems to be enough, so that I no longer notice the draw in of ground objects. Save and test. I don't recall if the pic below was taken with 22 or 18, but stock, before the file edit, I would have been able to see a zig-zag far edge to the towns that are visible; instead, with the edit, buildings in towns are drawn out as far as the horizon blur, making the draw-in pretty well invisible. Hope this helps! [MedDetailOption] HorizonDistance=12000.0 DetailMeshSize=18 DetailLevel=1 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256


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