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FastCargo

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Everything posted by FastCargo

  1. Okay folks, time for inputs. The mod is on hold until I get some ideas from the community for a realistic implementation. Here are the following limitations: The 'laser' is simply a VERY long tracer...therefore, the 'head' of the beam is what will kill. The speed can be upped, but there will always be some delay. It can kill aircraft though...as I've found out multiple times. But in essence, it's a very long range gun. This can be compensated for somewhat by making each 'beam' a burst shot...multiple shots in rapid sequence that look like one long beam. The 'gun' can attack ground targets as well as air targets. It won't attack multiple targets at once however. Range to get to the ground translates to long horizontal range the higher a potential target flies (think of a SAM envelope, but 'upside down'. It does not have to be a laser...in fact, it could be invisible if you want to simulate a surface to surface missile attack. Or an artillery bombardment. In campaign or random single mission mode, the satellite does not move over the map. This could be changed for custom single missions..if the satellite can move. I have not tested this functionality yet. Also, in campaign mode, you will not be tasked to destroy it...that has to be done on your own. There is a possibility of a 'Satellite' war if there are friendly and enemy satellites...depending on circumstances, they may attempt to target EACH OTHER... There doesn't have to be an actual model built...this is all ini entries right now for testing. You still cannot use this mod to attack weapons in flight...that ability does not exist in the TW engine. What I'm looking for is implementation in a realistic fashion, either based on current/near future tech, or past tech that was never implemented, but was realistically explored (THOR), or use the mod to simulate certain parts of combat that don't exist in the TW engine (artillery, long range missile bombardment). Keep speculation within those boundries. Stuff that's pure 'Ace Combat' will not be considered. But if you want to mod the mod for such a thing, that's obviously fine. Ideas? Get em out there... FastCargo
  2. Going to need one hell of a cat for that launch! FastCargo
  3. I believe (it's been a while since I've looked at the files) that the airfield.ini files not only list the parking coordinates, but specify the probability that you will see an aircraft in those slots. I think the stock probability is kind of low...I remember upping mine to 90 percent. Also, for campaigns, I THINK the aircraft have to be assigned to that particular base for them to show up at all. FastCargo
  4. Ah ha! You didn't mention that they were static aircraft...I was assuming it was either a player model or a dynamic parking aircraft. FastCargo
  5. Weird...never seen that in game except when there was a LOD mismatch (which explains the lack of coloration)...ie the LOD doesn't match anything in the directory (bitmaps, data ini, etc). FastCargo
  6. The data.ini doesn't match the LOD file would be my first guess. FastCargo
  7. You're slightly confused is all. Lindbergh is known for the first transatlantic non stop solo flight (specifically between New York and Paris). I knew about the NC-4 from way back when...however, it was far from non-stop. FastCargo
  8. Make sure your control.ini isn't set to 'Read Only' in the attributes (look under the Properties tab when you right click on it). FastCargo
  9. Oh I wouldn't say that...I'm just a bit more insane that's all... FastCargo
  10. Taken care of. Gerwin, check your PMs. FastCargo
  11. What the man said. Modders do have real lives too ya know... Take your time my friend, take your time. Also, check your PMs when you get a chance. FastCargo
  12. Ooooo...I LIKE that! Damn it, now I gotta fix my 'all in one' GermanyCE mod... JSF_Aggie has updated the old mod...so it won't show up in the 'Newest Files' list if some of you are looking. http://forum.combatace.com/index.php?autoc...p;showfile=2950 FastCargo
  13. What the man said. You can either buy WOI, or you can use one of the MF F-16s in the meantime. Those are your legal options. FastCargo
  14. Actually, the thing I've heard about LGB performance is that now it's more accurate. It now takes TIME for the cursor to 'lock' onto the target...and the release 'basket' is now a lot 'tighter'. It used to be you could 'select and pickle'...now you have to take your time...leaving yourself vulnerable to attack. I like it! FastCargo
  15. Do you want the files removed entirely? Because there is an option to update the download...including the file. FastCargo
  16. Actually, I'm trying to figure out what's the best way to use a mod like this in something semi-realistic (ie not Ace Combat...). Simulate arty bombardment? THOR? MIRVs? Also, I don't know what the upper limit on muzzle velocity is...if I can go to lightspeed, it won't be much fun. You'll never see the one that kills you... FastCargo
  17. Damn dude, after all that work I did getting your airfields to work with Brain32s and CA_Stary's terrain... Well, I still have the airfield lights... FastCargo
  18. What happens when you substitute a THOR system for normal AAA on the desert terrain...this is zoomed WAAAAY out. FastCargo
  19. Guess we need an ASAT after all.... FastCargo
  20. Wait...the T-38 is from Whiteman, or the airfield in the picture is Whiteman...or both? I find it a bit difficult to see that T-38 as being a Beale AFB jet...because the red on the Beale jets is REALLY red. But it could be a shadow/reflection issue... FastCargo
  21. Add these lines to your current ENVIROMENTSYSTEM.INI file (assuming it's the CeilingSky mod)... [HighAlt] HighAltColorStart=5000.0 HighAltColorEnd=20000.0 HighAltSkyColor=0.062,0.080,0.164 HighAltHorizonColor=0.384,0.553,0.922 HighAltFogColor=0.651,0.757,0.965 SunLightModifiler=1.1 AmbientModifiler=0.1 SpecularModifer=1.25 This enables the new 'dark sky' when you get really high...starts blending it in at 15000 feet... Season to taste. FastCargo
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