Sokol
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Everything posted by Sokol
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Stary's cool way of optimising texures :)
Sokol replied to SFP1Ace's topic in Mods & Skinning Discussion
Hi you might also try "brighter", which converts 24bit-bmp's into 8bit with absolutely no visible loss to colours. it has been around for quite a while, mainly used for Il-2 sturmovik. "brighter" is available with a batch-routine, i.e. you can convert entire folders or dozens of files by some simple clicks. i have been using it for virtually any terrains and my favourite airplane-textures. cheers sokol -
SF2 MiG-23MF fighter- Cockpit, working Mig-23MF HUD, and aircraft
Sokol replied to ordway's topic in File Announcements
Hi, many thx to that outstanding add-on. some remarks to the aircraft though: the Flogger was not as bad an aircraft as some U.S.-reports claim. you cannot compare some of it's features with the later flock of F-15,-16,-18 or MiG-29, Su-27, but if seen in comparison with the contemporary Mirage F-1, Viggen etc. it prolly comes out best. it actually accelerates better than an F-16, the use of it's HUD and systems was actually easier than most western systems and the accident-rate - though initially high as with all swing-wing-aircraft - went low. Soviet and East german pilots still value their old mount. during the Namibian war of independance the highly professional South African Mirages resorted to low-level, high speed attacks after some decisive clashes with Cuban Floggers. the Cuban won air-superiority for the rest of the conflict. this sums it up best. cheers sokol- 2 replies
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- mig-23
- mig-23 cockpit
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Hi there. i always found the ships missing there characteristic wakes. obviously the ShipMovementEffect should get some update. but: i am unable to locate that file ?! any idea where i can find that thing ? thx sokol
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thx guys. the idea was to leave nothing in the individual aircraft folder. i have tried different ways - to no avail. it works with stock cockpits, it does not work with add ons. cheers sokol
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Hi, is it possible to point to ANY cockpit in ANY folder to provide the appropriate workstation for the pilots ? i understand that it is possible to point to one of the default cockpits, but i would like to point to each. the idea is to create a seperate "cockpit-"folder (like decals, pilots etc.) and to concentrate the add-on pits there so that i may use any of them just by changing the reference-line in the aircraft.ini. especially useful for the mass of MiG-fighters. cheers sokol
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some more Migs, some with Rato (working ! thks to Spillone !) cheers Sokol
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Hi thanks for replies. for some unknown reason - it works like a charm. see: cheers Sokol
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Hi, i had to reinstall the operating system and so i changed to windows 7 and directX 10. SF2 runs o.k., but apparently without any clouds, flames, smoke etc.. any idea what to do ? cheers sokol
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Hi Fubar, ja, angle translates into degrees (at least mostly, some technical experts use percentages, 100% = 90 degrees). thx again, no luck again. tried high positive and negative values (45.0), no visible effect. :-( sokol
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Hi thx for your answers. i like the spring-consideration :-) @ Fubar: where do i have to insert the "OnGroundPitchAngle" ? is it meant to be in degree ? tried it in the nose-gear-section without any visible effect. cheers sokol
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Hi folks i always thought that the stock Mig-21-front gear is too long: the aircraft sits too high in front, the angle relative to the ground is wrong. so i wanted to change that. i increased the "stroke" -parameters in the data.ini. this works well in the SF1 series, but does not work in SF2. so my question: which of the following parameter - mostly: stroke, spring, damping - is responsible for the angle ? [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.124 HideGearNode=TRUE ModelNodeName=NoseGearStrut InsideNodeName=Nosegear_Well ShockAnimationID=7 ShockStroke=0.36 SpringFactor=1.5 DampingFactor=2.0 WheelNodeName=NoseGearTire RotationAxis=X-AXIS RollingRadius=0.25 CastoringWheel=TRUE CastoringNodeName=NoseGearHydraulics Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=3.0 CompressGearOnRetraction=TRUE any help is very appreciated. thx Sokol
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The T-50 ! wonderful, like to get it soon :-) cheers sokol
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Hi, any news on the editor issue ? thx sokol
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so I'll wait for your work :-) for the time being i downcolored the roads, looks fine for me. btw which editor do you use to place all those trees so exactly on these large tiles ? TKs terrain editor ? thx sokol
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Hi, this is excellent work, just my 2 points / cents: - there are much too many (rectangular) streets and ways through the landscape, and they are too bright / stand out too much - we need some villages: germany has lots of them just my point of view sokol germany :-)
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Hi, Spillone, thx for your "bottle" SPRD-99. some test with a Mig-21 pfm (more to come): cheers sokol
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you have got mail :-) sokol
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hi, thx for your support. i do collect some pictures and when finished will send them to you, o.k. ? cheers sokol
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??? Canadair ??? I did not get your idea
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Hi, i am doing some tests with rocket-assisted-take-offs, relying on a formula created by Spillone. I need a decent sized visual model ("bottle"), but i do not do any 3d-work. is there any help out there ? first results are encouraging: RATO shortens the take-off-run by 1/3 (Su-7) or more (MiG-21). cheers sokol
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Hi Spill, i did some conversion and adaption, is this o.k. to you ? are there any visual models / LODs of some larger RATO-bottles available ? cheers sokol
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Hi, i did some conversion and adaption of the JATO-effects, hope you like it: thx again sokol
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got it. everthing works fine. thx again.
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Thx Paul, the JATOS do work, their flames are visible, the bottles do show up in the loadout screen - yet they do not appear as a visual model. i put the bottiglia in the weapons folder, adjusted the weapons.ini - nothing. what is wrong ? cheers sokol
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works fine with my merged SF2 install - except for the JATOS. added them to the (extracted) gundata.ini / .dat in my mods-folder, but they do not show up !?! any idea ? thx
