
Tailspin
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Everything posted by Tailspin
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We are all a bunch of sycophants!
Tailspin replied to WarlordATF's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I find it ironic that by Stiglr's own admission his beloved Targetware has not progressed beyond 50's era "avionics". I mean if, according to Stiglr, an "idiot" like TK could do so if (only he wanted to) by just inserting the appropriate coding why haven't they (Targetware) done so already? -
We are all a bunch of sycophants!
Tailspin replied to WarlordATF's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Poor Stiglr still can't see past the end of his nose. As I read the thread I was wondering when he was going to toss in the usual "plug" for Targetware. I don't know anything about the FMs but we have real world pilots who have flown the real thing and they seem to enjoy the sim. I sure do. Good enough for me. MP isn't my bag so I don't really care about that aspect. Good job over there Warlord. -
bitte. The only downside to removing map icons is that sometimes, in Single Missions anyway, a bug causes the enemy to all crash or they will not show up and you will be searching for planes that are not there. Realistic (not the crashing part) I suppose as I'm sure not finding the enemy happened alot IRL.
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LOL WK.
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Poor FPS
Tailspin replied to DamonSchumi's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I must admit I have to laugh when reading this thread. System specs: P4 1.8 GeForce 3 Ti 200...AA set to quincrux or whatever its called. 512 MB DDR Win 98SE Game settings all Med. with mirrors off, shadows low, water low, normal horizon distance. In a fully patched version of SFP1 I get 20-35 fps in the air during dogfights. Drops to the teens on or near the ground depending on the number of objects in view. Does get choppy sometimes in big furballs over high object areas (ie. cities) with a lot of SAM activity. I call choppy below 10-12 fps. Anyway the point I'm trying to make is I consider this "playable". The sim looks fine at these settings. Too may people have a problem with expectations and perceptions about frame rates and what that means to them with regards to gameplay. Much of it is indeed subjective. I suppose if I just built or bought a high dollar gaming machine and I viewed FPS numbers as the "be all and end all" I would be miffed at the "numbers" too. Coding problems? I don't see any coding problems. But then "numbers" aren't that important to me. -
Also, a big WELCOME to CombatACE! Glad to have you aboard.
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Yep. Paula Deen lays that Southern thang on way to heavy, Ya'll.
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Yes its doable but I'm not sure a lot of the French style buildings in FE would pass for Middle Eastern types of the period. The flat roofed "houses" scattered throughout FE would work but I think a lot of the others would look out of place. Maybe some of the objects from WOI and the WOI terrain could be used. Palestine and the Suez would be the best place to start. Cities would have to be downsized, some removed entirely... I admit I haven't really looked into it that closely.
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The rather huge task would be converting all the "modern" aspects of the terrains to the WWI era. It would require a lot of research and likely new building objects...or at least some repaints of existing ones.
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Hmmm...very hard to say what the problem was. Most CTDs or "hang ups" are either Vista or Direct X (having the latest version of DX 9c installed) related but you usually get an error message with DX problems. When you add mods do so one at a time and make sure the game runs OK after each mod. That may lead to the culprit.
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Bizarre Foods and No Reservations are my favs along with Guy's Big Bite. Guy Fieri has some great recipes.
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..cue music....Newcastle Brown...well it sure smacks ya down.... Yeah I know. Not a reference to beer. The song just popped into my head. A virtual case of Newcastle for the first one to name that tune.
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I think most all WWI A/C had very effective rudders and elevators. What most didn't have was very effective ailerons. Proper rudder control during advanced maneuvering was essential in avoiding stalls. The Fokker DVII was probably the only aircraft of the era that could be considered to fly like a "modern" 30's era aircraft...speed being the main difference. Yet since the EP they all do. I still don't get why this was done. If it was to introduce spins into the sim....well they still don't "depart" like they should...IMHO of course.
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As many times as I've seen Braveheart I didn't realize he played Longshanks.
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I remember. RIP Ricardo.
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No bandwagon jumper here. Been a Cardinals fan since they were in St. Louis and a Kurt Warner fan since he played for the Rams. Go CARDS!!!!
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Yeah, I'm spending most of my time with the stock game too. Never did like the SE-5a much. Too "skittish" and that darn Lewis gun is a PITA.
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You come bearing gifts. What a nice way to introduce yourself nixarass. Welcome to CombatACE!
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Are you giving the order to "Engage Air"? That makes a huge difference in how your mates fight. Try Peter01's flight models. The AI is modified in those. A comparison of the AI data in those with the stock files will also give you some idea of which files in the game are involved.
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BISON WIP
Tailspin replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ahh the Bison! Wasn't that the new "super" bomber that scared the pants off the CIA when it was introduced on May Day? IIRC the Soviets flew the same 4 or so (all that existed at the time) over the parade over and over again to appear like they had dozens of them. Thanks Veltro! The Bear. Now the Bison? Did I say thanks? -
Not me. I have seen the AI run the gamut from easy kill to nearly impossible to do so. I think it does depend a lot on aircraft type too...as it should. I can't see any real pattern to who "wins" encounters among equally matched aircraft. I think the AI is pretty well balanced. There are "cannon fodder", there are "hot shots", and various levels in between. Good AI pilots in "lesser" aircraft can still be tough.
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Once again there is an issue with file announcements for First Eagles. Everything, other than skins, shows up in the general WO* /FE file announcement page instead of First Eagles file announcements. I try and check the other announcement page regularly but if anyone posts anything that needs to be in the First Eagle's page you can PM me or post it here and I'll move the file announcement.
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Hi Dale. Easy fix. Using the SFP1e extract utility, you have to extract the MISSIONCONTROL.INI from the FLIGHTDATA.CAT located in the Flight folder in the game's main folder. Open the MISSIONCONTROL.INI and scroll down to the Map section. Change the EnemyIcon= line by adding forward slashes to "comment out" the line. Save the file and put it in your Flight folder. [Map] UseRelativeAlignment=FALSE RotateRunwayHeading=FALSE MapIconSize=32 FriendlyIcon=MapFriendlyIcon.tga //EnemyIcon=MapEnemyIcon.tga <--------- ADD FORWARD SLASHES FriendlyRunwayIcon=MapFriendlyRunwayIcon.tga EnemyRunwayIcon=MapEnemyRunwayIcon.tga RadarIcon=MapRadarIcon.tga WaypointIconSize=16 WaypointIcon=MapWaypointIcon.tga IPIcon=MapIPIcon.tga TargetIcon=MapTargetIcon.tga WaypointLineColor=0.914,0.777,0.230 GridLineColor=0.0,0.0,0.0 GridTextColor=0.0,0.0,0.0 MinorGridLineColor=0.0,0.0,0.0,0.8 MinorGridTextColor=0.0,0.0,0.0,0.4 TextFontName=Arial TextSize=12
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I believe you are looking for the Particlesystem.ini. Its in the FlightData.Cat. There is also a WhiteFlakEffect.ini in the Effects folder.
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Are you sure its the Nov. patch you have installed? I can't remember exactly how it went but I think the first patch in October was the one that "lost" the trees. TK immediately released another that fixed it. Oct (B) I think. Then another fix for other small things was released as the Nov. patch.