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FastCargo

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Everything posted by FastCargo

  1. It doesn't matter...it doesn't affect using the sim in anyway. FC
  2. Also folks, for those who don't like the idea of going through a bunch of nestled directories to get to stuff, even if it's just the options.ini file, you don't have to. As K and K first mentioned eariler, you can set the options.ini file to refer to a mods folder that is somewhere other than the default Vista "C:\Users\<username>\Saved Games\ThirdWire\StrikeFighters2\blah blah blah...". However, you still have to go there just to get to the options.ini to edit it. However, there are 2 ways to get around this: 1) Simply create a shortcut to the options.ini and place it anywhere or 2) Go into the StrikeFighter2.ini and edit the location of where to look for the options.ini file. The nice thing about this setup is that now my SF2/V/E install is totally self contained. I actually have my universal mods folder inside my SF2 install. So i can copy the SF2 folder to a stick and run it off the stick with just a few edits of the StrikeFighter2.ini and options.ini files. No having to go everywhere if I want a portable copy of SF2. Also, K and K alluded to the idea of only having one core install and run all the mods you want with just dragging and dropping mods into your mods folder. A more elegant solution is running a BAT file. Remember those? I used to run a BAT file for all my sims back in the day so that it would automatically load my TQS/FLCS/RCS profiles for the particular sim I was going to fly...no muss, no fuss. To the end user, it was transparent. It would load the profile, then run the sim, then once I exited the sim, it unloaded the profile. The only problems I would ever have is if the sim did a CTD. Anyway, instead of dragging and dropping your whole mods everytime you want fly a different one, make several option.ini files, each with different names (say optionsOTC.ini, optionsODS.ini, etc). Then create a BAT file which simply has the programming (be advised I haven't created a BAT file in a while, so the terminology is wrong) of 3 lines like: Rename optionsOTC.ini options.ini Run SF2.EXE Rename options.ini optionsOTC.ini Have a shortcut to that BAT file, and there you go. One click shopping...no copying mods, no fiddling with swapping around options.ini everytime you want to play a different mod. FC
  3. Wrench, The, Yep, it pretty much is THAT easy. I have to say, I like the updated arrangements of weapons, guns, and pilots (separate folders). It'll make aircraft mods MUCH easier to add in the future. The hardest part of the whole thing is the initial conversion, especially for weapons. But once you get past that... FC
  4. I'd say go with the head as the name of the 'head' as a child mesh of the body. That's what I noticed in the stock pilot.LOD files. I suspect the engine automatically animates anything designated as the 'head' of a 'pilot' object. FC
  5. What Is Everyone Doing Over the Weekend?

    Make that the last 3 times...sigh. FC
  6. One thing I've started to do is in the release post of anything I make is the statement that you will be publically ridiculed if you post a question that was directly answered in the readme. Of course, those for which English is not their primary language gets a pass. Anyone else, especially l33t speakers...no mercy. Read the damn readme! FC
  7. What Is Everyone Doing Over the Weekend?

    Literally...he's puked them out the last 2 times... FC
  8. What Is Everyone Doing Over the Weekend?

    Just got back from Memphis after finishing my 6 month recur sim. Hanging out with the fam this weekend before I start back at the squadron on Monday. Taking care of the kiddo now that we've had to put a feeding tube back in him. Migrating all my stuff from TW Gen 1 to TW Gen 2 sims. FC
  9. Bagera3005 on tarmack

    It's called using common sense. You don't barge into a room unannounced and start hanging posters all over the walls. Sincerely, welcome to Combatace...but we are a more mature crowd here, and polite behavior is considered the norm. FC
  10. Bagera3005 on tarmack

    We get it. Thank you for your interest and offer to help. Now stop spamming the forum. FC
  11. Awesome! Of course, I wonder if that means yet ANOTHER thing to add to 3rd-party planes... FC
  12. Interesting, thanks for the info KB! Here's some early results on the AT-38B: Obviously, it could be better tweaked with the TGA file...but its actually pretty easy to do in MAX. Also, much more dramatic at night. And finally, this would be useful for non-AB aircraft as well. Some aircraft without burners can make parts of their engines glow and can be easily seen at night as a dull glowing red. This effect could be simulated with this new AB node effect pretty easily. FC
  13. Also, you may want to check various other things... In the data.ini for the gun, there is this parameter: MuzzleVel=XXX.XXXXX If that's zero, there ya go. The best thing to do is use a gun data entry that already works then tweak from there. FC
  14. Another little simmer has entered Combatace

    Awesome! Y'all have a good time! FC
  15. I like that idea...though I could see my wife wondering.. "Why is he screaming 'CHAFF, FLARE, CHAFF, FLARE!!!' at the computer..." FC
  16. KB, What exactly am I seeing here? Does this have something to do with the new Afterburner node entry in the data.ini you were talking about with the T-38s? I'm genuinely curious...I'm converting the mods I currently have in the pipeline to SF2 standard, and if there are new improvements, I'd like to take advantage of them. FC
  17. As much as I like the idea of a nicer Rafale than is currently available, I'm going to have to beg off for now. I really need to clear my plate first. FC
  18. Like JM said, every jet is different depending on about a billion factors, so personally, I make what works for me...not what it should do in the real thing. In fact, when I used to fly with a programmable stick/throttles/rudder, and I flew a lot of different sims, I tried to make all the major functions match across sims...that way the same button activated in the same way did the same thing in every sim, made life a whole lot easier back in the day. FC
  19. The answer

    42
  20. Anyone here a physics buff?

    Nope, ain't buying it. Most aerodynamics can be validated in a wind tunnel or actual flight. And sometimes logic still doesn't apply. For instance, try explaining to a layman exactly WHY you need more power to fly slower. I guarantee you're going to be drawing graphs at some point based on mathematics. High power physics validations are much harder to achieve. Been near a black hole lately? How about near lightspeed? Or other dimensions? Some of this stuff can be tested(for instance, time dilation has been proven to exist) but a lot has to be derived from mathmatical constructs. And logic starts taking a back seat when you get to the extremes... FC
  21. Anyone here a physics buff?

    Eraser, If you can't do the math, how can you have a beef? You gotta speak the language before you can refute the theory... FC
  22. There's nothing wrong with that of course, I'm not accusing anyone here of doing something nefarious. However, again, I don't think TK will publish the details of the LOD format...however, I could be wrong. It would be nice...even MAX is a bit of a pain to skin in. FC
  23. I doubt TK would be willing to release such information. In general, wide spread public knowledge of how to reimport LODs back into MAX is frowned upon. The problem isn't a modder using a freeware LOD as a starting point or template for their own work (if both persons are signatories of the freeware accords AND the appropriate credit is given). The problem is a modder using payware LODs to do the same thing. This has ALREADY happened a few times...with the idiots not even bothering to change the mapping. Because of these events, we've had to institute limits for these kinds of discussions...basically, don't bother asking, and instant/permanent bans to anyone caught trying to do this here (using reverse engineering as stated above). FC
  24. Okay, I'm seeing this too many times to be just an odd glitch. First, ONLY the A model has an internal gun, the B and C use a gunpod. For anyone having issues getting a gun to show up I need the following specifications: Which version of the download, preferably a link to the exact download. Which aircraft. Which sim. Which patch. Also, I need to know, have you actually tried to fire the weapon in game. I've noticed in SF2 for some reason, the A model shows as having no gun ammo in the loading screen, but it fires just fine in game. FC
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