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FastCargo

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Everything posted by FastCargo

  1. US Elections

    Ren and Stimpy 2008! "Happy Happy, Joy Joy!" "Joooouu eeeeeeediot!!!" FastCargo
  2. You're talking about an external model...what Klavs is trying to do is have a internal 'camera' that stays on all the time, even after you drop all your weapons and have it not jettison. Having an internal designator doesn't work once you drop your last weapon (or jettison). Klavs, I'll get back to you on the weapon bay door issue...I can't trace it down for the life of me. The F-22 suffers from the same issue... FastCargo
  3. It's just a regional thing....I'm just as comfortable with DDMMYY as I am with MMDDYY. I doubt the meaning is any different than that. FastCargo
  4. I should be studying for my checkride next week... Or building a weapon or two... Or at least working on cockpits... But...noooo...it's too much fun building different aircraft verisons.. I just said I wasn't going to build this one... And since I built this one...why not something else? Is the F-5F chasing a Hornet? Not quite...new advesary aircraft... FastCargo
  5. External models continue refinement. Latest (and hopefully LAST) changes to external models included recontouring the T-38A/B/C/F-5B/CF-116D canopies, adding 'slimers' to the CF-116D ( a new model with differences from F-5B), aux intake louvers to CF-116D/F-5F/Saqheah, drag chutes to CF-116D/F-5B/F-5F/Saqheah, and additional details to F-5F (common addons for 'shark nose' F-5s, including wing fences, nose and tail bumps). Skins are still in progress...T-38B/C/Saqheah models still awaiting proper skins, most models awaiting decals. FM still needs refinement, especially for F-5F and Saqheah. Easy stuff will be last (loading screens, etc). T-38A and B cockpit built and mapped. However, no texturing has started. T-38C cockpit remains...F-5B/CF-116D cockpit may be built derived from AT-38B cockpit. Ignore the day-glo colors...cockpit textures not painted yet. Cockpit includes following features: Animated controls (including flap and speedbrake switch). Animated toe brakes. Animated canopy. Most lights work like their real life counterparts...including specific warning lights based on engine RPM. Most lights shine through colored filters like their real life counterparts. Most instruments have clear lenses...yes, you'll get sun glint at certain angles. AT-38B gunsight is infinitely adjustable in flight...there is no preset 'air to air' or 'air to ground' setting (yep, you have to set the 'mils' yourself...located on the knob to the left of the gunsight glass). Also, note the sight can be hidden by parts of the cockpit...no 'seeing a sight where you shouldn't' issue. FastCargo
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  8. The other option is making a virtual 'rocket pod'. Nice thing about WOI is that you can specifically say that a weapon can only go on one and only one hardpoint on one aircraft. FastCargo
  9. Hey Lexx, question: From what I'm reading in the readme, that the power_plant method of generation means there is no minimum altitude of layer generation. In other works, the 'box' the tgas are in only has a max altitude, not a minimum one. The reason I ask is that sometimes I get low cirrus...which can look weird when flying close to the ground and there is a layer under you...because the 'detail draw' distance 'square' borders show up quite clearly below the layer. Also, crazy idea here. Now that we can have 'BALLOONS' for WOI, like I did for my satellite...what if I created a 500x500km flat 'plane'...textured it with the TGA...then floated it at some altitude determined by the data.ini file. Shouldn't that technically work? FastCargo
  10. Also, I'm noticing something similar here. Are the missiles mounted at different distances from the centerline of the aircraft in the real thing? I'm asking...I don't really know. It's minor (the distance is small) but it could make the difference between missiles having clipping problems or not. As far as the rocket issue, I hope you fix it...I couldn't figure out what I was doing wrong mounting the FFARs on the XF-103... FastCargo
  11. Veltro, the AttachmentPositions need to mirror each other... The RightWingStation should look almost exactly like the LeftWingStation. The only difference should be the StationID number and the first AttachmentPosition number. ie if the [LeftWingStation] AttachmentPosition=-X,Y,Z, the [RightWingStation] AttachmentPosition=X,Y,Z FastCargo
  12. You don't need to add the parameters. If you take your weapondata.ini from WOE and use the editor from WOI on it, it will add those additional parameters to your weapondata.ini and weapondata.dat entries. You do not need to add them yourself. FastCargo
  13. I just downloaded and ran the exe myself, no errors noted. The MD5 checksum for the file should be 8d6b528f239de8578e8bc1d32bb1a002 and the file should be 19415 KB in size. Use that information to verify you got the file correctly. Check to make sure you're not using some sort of download manager that's cutting the file off. FastCargo
  14. Talk to Wrench, he's the man with the AI air to air plan. FastCargo
  15. I use visual targeting on hard, and have the display in the cockpit. You should have some sort of visual display (could be the radar screen) to use EOGR weapons. Also, I didn't address your LGB question...you must have a laser designator to be able to use it, either internally or on a pod. FastCargo
  16. Actually, I've moved all my stuff over to WOI, and most aircraft seem to work normally, both in pilot 'Hard' mode and AI mode. There are a few exceptions...for some reason, the F-5E hard flight model yaws waaaay too much, but the AI seems to handle it okay...just lots of extra pitching in hard turns. FastCargo
  17. They should work normally. I'll check right now... FastCargo Edit: Yep, work just fine in WOI. Used Mavericks on a F-5E with no laser designator. Seemed to work fine.
  18. Actually, there is a 'drop down' menu that allows you to smooth...which makes the LODs look like they appear in game. However, like others have said...can't really use it for anything very complex. FastCargo
  19. Really? Interesting...I may have to do some more research... FastCargo
  20. Hey, dumb question here. Been looking hard for a way to increase the draw distance of the trees. This is what I've got for my FlightEngine.ini file: [HighDetailOption] HorizonDistance=75000.0 //DetailMeshSize=6 DetailMeshSize=14 <---- I've adjusted this value to some higher values, with no appearent effect DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 They come in just fine of course...just closer than I would like. Is there anything else I can adjust? The reason I ask is that in the discussion of Fubar's shader effects mod, he talked about manipulating the fx file which allowed the shader mod to work to the horizon. Some of the other things I'm trying to stretch closer to the horizon include clouds. I can increase the count of clouds...but the draw distance doesn't increase...which can look odd. And I've gotta tell ya, I've been trying to figure out exactly how the Near/Normal/FarSceneClips exactly relate to each other. If I try each on with just a little bit of overlap between each on, I end up with the 'white border' issue. I've adjusted the far distance for the nuke effect mods, which work fine. So, question: Is the detail draw stuff (for clouds and trees) totally hardcoded into the dlls? Or can a fx or ini be adjusted that I haven't found yet? FastCargo
  21. Congratulations are in Order

    Congrats there Jimmy! Good luck! FastCargo
  22. I feel your pain...I just had to fix 5 aircraft I'm working on because of a bad profile view... FastCargo
  23. Okay folks, I think this topic has gone on as far as it can go. At this point, any more pressing the issue is just talking to hear oneself talk. This topic is considered closed. If you have business to attend to with specific members, take it to PM. FastCargo
  24. Alrightly folks, I've seeing some trends developing here...and not pleasant ones. Throttle it back. FastCargo
  25. Well Stiglr, I have to ask, have you asked any REAL pilots here what they think? You know what I've noticed? That the real pilots, some who flown the aircraft available in the TW series in reality, some who have gotten shot at in those aircraft in reality, bitch the least about the accuracy of the sim. Now, maybe it's just me, but maybe it's because they realize more than anyone else, that ultimately, it's still a simulation (or game) and any line you draw between arcade and reality is arbitrary at best...and that any simulation (from the lowliest PC to multi-million dollar professional sims) still falls short. That immersion is not based on having the exact cockpit for an aircraft, but how it 'feels' to fly. Is it nice to have gnat-ass accuracy? Sure...but I don't feel my experience needs to be solely based on how close I get the numbers or how accurate the pit looks. I will also tell you that the real pilots who focus on the gnat-ass numbers and details usually aren't the good pilots. Now, let me be clear, I don't mean guys who KNOW those numbers/details, just the guys who assign far greater importance to those numbers/details than they warrant (other than flight test, which is a whole other ball of wax). The good pilots are the ones who aren't examining the bark on the trees while their aircraft plows inverted into the forest... The nice thing about the TW series is there is room for everybody (yes, even you). And unlike what you might think, it's okay to be casual. FastCargo
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