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Everything posted by FastCargo
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HDR/BLOOM PLUG-IN
FastCargo replied to ignacioc91's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Funny, I'm coming up with English pages for both SweetFX and Enbseries. There isn't anything for SF2 specifically with either SweetFX or Enbseries. However, I know there is at least one user upload of the enbseries here at CombatAce with tweaks for SF1. Also, there is a thread here at CA specific to SweetFX, with settings others have tried. This thread at guru3d.com has a lot of information on SweetFX, including version updates, links to FAQs, and even links to a GUI program to make it easier to tweak SweetFX. http://forums.guru3d.com/showthread.php?t=368880 FC -
HDR/BLOOM PLUG-IN
FastCargo replied to ignacioc91's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Also Google 'enbseries' FC -
Cruise missile standoff targeting
FastCargo replied to frpg81's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Not sure what you're looking for...unless something has changed, you've always been able to target the primary target as long as you were within detection range of your weapon. FC -
Funny Stories and Stupid Questions in SF2
FastCargo replied to saisran's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Until you attempt to fly it again yourself... FC -
1C and 777 Studios will work together on new IL-2
FastCargo replied to Dagger's topic in CombatACE News
Wow, that sounds familiar...- 24 replies
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- 1c
- 777 studios
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(and 2 more)
Tagged with:
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Is SF2 Officially Orphaned?
FastCargo replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Also, it never hurts to have multiple streams of income coming in. I'd imagine that's why TK continues to sell the Gen 1 series of TW sims. Since, technically they are at the end of their life cycles, it means he doesn't have to provide technical support for them on newer systems. So, all it really costs to keep them up on the website for sale is whatever portion of the website cost they take up, which I'd imagine is trivial. Same thing goes for all the expansion packs, DLC, etc. Each one is a tributary that in and of itself that doesn't generate much revenue, but with a wide span of them, merges into a steady stream of cash. The gamble, as with any business, is making sure that the initial investment of setting up that stream is eventually offset by the revenue it brings in. In theory, you could even setup a stream at a 'face value' loss, if other streams can pay for it, or it brings more intangible benefits. FC -
Is SF2 Officially Orphaned?
FastCargo replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I thought this article about TF2 becoming 'Free to Play' was interesting and relevant to the discussion of SFA: http://gamasutra.com/view/news/164922/GDC_2012_How_Valve_made_Team_Fortress_2_freetoplay.php#.UMyvRTPEi5w Does anyone know (Jules?) about how mobile apps with ads generate revenue from said ads? Is it similar to how webpages generate revenue (ie a 'click' is a ching-ching)? I'm running the numbers in my head, and for SFA, if each download resulted in one 0.99 purchase, that's at least $50k in a month. Now, of course, the ratio of downloads to purchases may not be nearly that high. FC -
Is SF2 Officially Orphaned?
FastCargo replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Well, it sort of reminds me of the whole HL2:EP3 thing... "OMG Valve has abandoned HL for L4D, Portal, TF, etc, blah, blah, blah"... It'll come when it comes. Now, to be fair, TK has said himself that there will be no SF3. What that means long term is up in the air...continued DLC, expansion packs, abandonment into mobile, or something totally different. He has also said he needs to buy a Mac...which probably means at least a port of SFA to the iOS format. I still wonder about the possibility of a KAW game. That seems an area ripe for a dedicated product since Rowan left. FC -
Is SF2 Officially Orphaned?
FastCargo replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Probably not completely support, but can contribute to the bottom line. Considering how much of the SFA content comes from the PC games, I'd imagine the development cost was minimal. Also, SFA and SFA:K do have income streams from other than ads. FC -
Canada formally scraps F-35 deal
FastCargo replied to Atreides's topic in Military and General Aviation
Frankly, I do. I never did understand the need for the F-35 for Canada. With the size of your budget, the 'huge tracts of land' you have to patrol/defend (where 2 engines might be nice to have), and the commonality of training and some parts with your current Hornets, the Supa Hornet seems a much more logical fit. FC -
Pacific Rim Trailer hot off the presses! HHHHHHNNNNNGGG!
FastCargo replied to FalconC45's topic in The Pub
That would be correct... http://kotaku.com/5968037/see-glados-in-del-toros-new-blockbuster-movie-trailer-no-really? FC -
Decal question....
FastCargo posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Okay, I'm hoping folks can answer a question for me... I'm trying to get one decal to show up twice on the same mesh pointing in the same direction at the same DecalLevel. But nothing I do seems to make it work. I know you can have more than one DecalLevel on the same mesh facing the same direction (the Arrow I just released does this for the tail and intake insignia/serial numbers). I know you can have same the same decal at the same DecalLevel facing different directions on the same mesh. I know there are limits to the amount of decals on the same mesh or total amount of decals overall. I'm well within all those limits. Here's an entry example for both decals Is there something I'm missing? FC -
I can state categoriclly...
FastCargo replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You're getting old...Bob. :) FC -
I can state categoriclly...
FastCargo replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I think it was Brain's trick actually...I could be wrong though! FC -
The NEW Sabres
FastCargo replied to ColStafford's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Heck, there are a few places I've gone to make a font. One that did a decent job was www.myscriptfont.com. You download their PDF file, put your font on it, make sure it's sized to 300 dpi, resend, and presto...a TTF format font ready to go. Also, I believe Gimp allows you to 'kern' the individual letters, to eliminate the odd spacing certain numbers/letters might have. FC -
The NEW Sabres
FastCargo replied to ColStafford's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I would recommend GIMP as well (now up to version 2.8). I now do all my texture work with it. And it can read PSD files. There are a few things that PS7 does better, but you can't beat GIMPs price. FC -
SF2 Korean War Era F-86 Sabre Pak
FastCargo replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Whoops! FC -
Alright, knock it off. Keep the discussion civil and the sarcasm to a low roar.... FC
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The NEW Sabres
FastCargo replied to ColStafford's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I will say the old saw of 'I don't have the ability' that some folks make as an excuse to not contribute to the community but have no problem telling everyone else what they supposedly did wrong is getting really old. Just about EVERYTHING except actual 3d object building (and terrain building in SF2NA) can be done with simple freeware tools, either provided by ThirdWire, the community, or the web in general. Most of these tools have tutorials on how to use them and enough knowledge here and elsewhere on how to apply them in the TW series. Here are, in my opinion, legitimate excuses as to why you cannot make a mod for the TW series (again, other than 3d objects): 1. You have a physical disability. 2. You have a mental disability. 3. English is not your primary language. 4. Technical issues (old computer, very slow internet,etc) - Even then, if you can't make a mod, how can you play the game...? Now, there are a billion reasons why you may not make a mod for the community, usually most having to deal with priorities of time, interest, etc. Those are fine, we all have things in real life that take away from that. I have no problem with those priorities. I also have no problem with those who feel their talents do not measure up...things like texture creation, effects and 3d modeling require a certain 'eye' to get it right. So, if you fall into the above, you have legitimate reasons to be not be a content creator...and that's okay! But it also means you have to adapt a certain attitude of being grateful for what you do get...or being constructive in your critiques. But, things like ini editing, simple decal creation, hanger screens, menus, etc. can be done by just about anyone. If you are NOT willing to do these things, but are willing to continue to take the time to destructively criticize those who do, you are being lazy. If you have the time and energy to post on a internet forum you have the ability to find and edit an ini file. If you have the ability to research exhaustively, scan your paper copies of manuals, and post them here, you have the ability and time to make your own simple decals. And if you can fly a plane in real life, you better believe you have the ability to do those things I listed. And especially if you have the ability and qualifications to fly a crew aircraft, then you have the social skills to get your point across without sounding like a condescending asshat. Otherwise, the other crew members would apply CRM via a 2x4 to your head. FC -
Questions about 3D stuff
FastCargo replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It will be done, when it is done, no sooner, no later. Mods take as long as they take. If you are in such a fired hurry to build a cockpit, then start one. Even if you know nothing about how to make one for the TW series, you know how to create a static object and texture map, right? FC -
Anybody got a PAF T-33A skin?
FastCargo replied to arthur666's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Did you get his name wrong again...Bob? :) FC -
The NEW Sabres
FastCargo replied to ColStafford's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Alright folks, time for a history brief. The KAW mod was started with the best of intentions, and quite a few folks working on various aspects of it. The problem was that real life intervened. One was the continuing flurry of patches and releases that updated the engine...first bump mapping, then spec mapping, then SF2NA. All those releases plus the various patches required rejiggering the various aircraft in production. We also had a lot of internal debates on what aircraft to do, should there be a flyable 'red side', do we incorporate all the new engine mods. And we experimented...we tried JATO rockets that the AI could use but that wouldn't show up when it wasn't appropriate as an example. Several members of the team had real life crises that took away time and energy...resulting in a slow down of the mod. In the end, very few people could continue to work on the mod, Wrench,The being the primary member. If it wasn't for his efforts and pushing, you wouldn't have seen a release of anything, at all. So, of course, by the end, he was sick of looking at it (a similar story happened with the recent Hornet releases). Also, the OP was part of the KAW initially, but was 'released' from the team because he did not contribute anything to the mod except criticism with no attempts at fixing the 'issue' himself other than references (ie couldn't even be bothered to do ini editing). Now, I'm going to show my cards here a bit, but know there are several other aircraft in various stages of work that are part of the KAW mod. I have hi-def models of the Sabres that are about 90% built and mapped...all with proper windscreens, hard and slatted wings, and gunports (including the early 'gun door' models and the GUNVAL). We also have the aussie Meteor, with its own cockpit, 98% completely done, along with our Mustangs, (and a potential MiG-15) that would have meant you did NOT need SF2I or EXP1 to participate in the KAW goodness. And I believe we managed to get a hold of the original B-29 MAX file... Did I mention we have revised and improved F-84B/C/D/E/G models? What you, the community could do for us...one or several of you could take the lead in putting together a complete, coherent KAW package, with consistent, proper menus, hanger screens, etc. You could also document what parts of the mod need what SF2 programs. If that can be cut down or at least fully documented, it could make it easier to come up with a mod that doesn't require as many of the SF2 programs as possible (plus I'd hate to see that Meteor go to waste)... FC -
How to get through the USSR Air Defences
FastCargo replied to MigBuster's topic in Military and General Aviation
Heh! Actually, I wouldn't be surprised if there was a general feeling of being 'gun shy' after the KAL 007 shootdown. Interesting that he did get visually IDed from a Soviet fighter...so somebody knew what he was and where he was... FC -
Questions about 3D stuff
FastCargo replied to Snailman's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well, I believe we already have someone working on a Yak-38 cockpit (a rather nice one as I recall). Secondly, there are ALWAYS weapons that need to be made, or aircraft that need to be built. I suggest...again...that you start something something else first. FC -
Ok, here's a odd-ball one...
FastCargo replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The problem with Gatling's method is that if the Radar Pod is not loaded, that pylon disappears (ie the whole wing). Also, the parameter you would use in the weapon station entry is the ModelNodeName= parameter. AttachedNodeName I believe is either for lights or the Component section. Do we not have the MAX file available to add it in? FC