Tailspin
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Everything posted by Tailspin
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I can't wait to try these out.
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Thanks for taking the time to comment stephen. The effects of airframe stress can be increased or decreased and applied differently to each component in the data.ini. Wing tips can be made to break before the mid wings, entire tail sections can break off or just the stabilizers. It can vary from plane to plane, etc. I was hoping for some input on what other people thought the limits should be. I'll be happy to add my thoughts on your ideas if I may. Re: visible oil stains...Since the game has visible damage effects for the various wing and fuselage components it may indeed be possible to add a damage.tga to the internal cockpit view. Maybe its already been tried in the other series' and its not possible? I don't really know for sure. Perhaps one of the older hands at this can comment. As for wind sounds there is an entry in the AircraftObject.ini that would seem to do just what we want. [WindSoundOpen] MinSpeed=25.0 MinVolume=10 MinVolumeSpeed=25.0 MaxVolume=100 MaxVolumeSpeed=100.0 MinFreq=0.8 MinFreqSpeed=25.0 MaxFreq=1.6 MaxFreqSpeed=200.0 However changing the variables doesn't work at this time. TK is aware of this and may fix it in the next patch. Hope so. Meanwhile your solution sounds like a good idea. I wasn't aware of a hard limit to the number of pilot skins. Getting new pilot skins to work is fairly straight forward but I don't know how you could apply them to single planes only. You could make a Von Richtoffen skin but he would be flying all the Dr. I's. Since individual aircraft skins are implemented I wonder if pilot skins could somehow be tied to the aircraft skins? I suppose TK is the one to ask. Sometimes he's receptive to ideas he likes as long as they are withing the capabilities of the game engine.
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Hmmm....I figured there would be more interest in this aspect of the game. Oh well, guess I'll move on to something else.
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1. Well the recent ruling has clearly defined the intent. 2. The creators of the Document have written many times explaining their intent and what the 2nd Amendment means. 3. Oh really? 20,000 + gun laws on the books, Executive Orders regulating importation, etc., etc. Many are clearly attempts to "modernize" the regulation of firearms. Fortunately, the Founding Fathers had the wisdom to make it much more difficult to change or repeal an Amendment than simply legislating it out of existence. 4. Overwhelming consensus of State and Federal Governments? It completely the opposite. There is a wide divergence in interpretation from State to State and the Fed. Gov from total bans to almost no State regulation at all. 5. The God (or Natural for the atheists) given Right to self determination and preservation will always apply to a free people and is just as applicable today as it was then. Do you think your Government is always going to be there to save you? Ask the people of New Orleans about that.
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Happy Birthday!
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If one actually recognizes the intent of the 2nd Amendment machine guns shouldn't be prohibited. The average citizen at the time of its inception had access to state of the art military weapons. In order for the People to defend the Constitution against all enemies, foreign and domestic...including the State if necessary, the People should have the right to have the means to do so. The People always had the right to possess the latest technological development in basic individual military weapons until a few CRIMINALS caused the Govt. to effectively punish the People by banning machine guns. The Courts simply dropped the ball by agreeing.
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Problem is most "common sense limitations" don't involve common sense. Case in point: High capacity magazines. Most laws limiting hi-cap pistol mags are set at 10 rounds. Lets say an assailant has 60 rounds to fire. Lets assume 1 second per round to aim and fire. Lets also assume a 5 sec. reload time (actually with a little practice you can reload in 3 sec. or less). Thats 10sec./10rnd mag. + 5 sec. per reload for 6 mags. for a total of 90 seconds. Now lets assume the assailant has those evil 15 round mags. Thats 15 sec./ mag + 5 sec/ reload for 4 mags. Thats a total of 80 seconds. Wow. We've slowed down that assailant by a whole 10 seconds.
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This is why the Presidential election is so important. Supreme Court nominations. I live in Illinois and the current Democratic candidate for President has a well documented history of voting anti-2nd Ammendment. No matter what he says about it during the campaign if he claims he is Pro 2A, he's lying through his teeth.
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http://www.scotusblog.com/wp/wp-content/up...8/06/07-290.pdf Affirmation of the INDIVIDUAL right to keep and bear arms is great. However the ruling is limited in scope and seems to apply only to total bans. Other than outright bans I don't think the ruling will affect many stupid gun laws already on the books. I'm happy but not dancin' in the streets. EDIT....wrong url. I've fixed it so you can get the syllabus and the actual ruling.
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Anybody Have Issues w/ the new Check Six View?
Tailspin replied to Barkhorn1x's topic in Thirdwire - First Eagles 1&2
Glad you got it sorted out. -
Also as a great addition to the breaking effect I highly recommend adding this sound effect mod by Shrikehawk. Don't forget the update too. http://forum.combatace.com/index.php?autoc...p;showfile=4934
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Hey everybody. I've been playing around with G limits and their effect on airframe stress trying to find a good break (literally ) point. First I'll try and explain how it works in the game...as I understand it that is. As I noted in another thread the airframe stress sound effect in game begins at around 4.0Gs and reaches its loudest level at around 5.0Gs. To cause a component to actually break and detach it seems to require a certain amount of sustained G load at a level higher than the MaxG value. G loads are dependent on airspeed and how hard you pull on the control stick. In game most combat maneuvers at reasonable speeds won't generate enough sustained G loads to do damage. However we can set G limits that will affect some maneuvers at higher speeds that when combined with overzealous control input (pulling too hard) will cause damage. I guess my question is what speed is too fast for extreme maneuvers? I am including a CamelF1_DATA.ini with the MaxG limits set to 4.7 on both upper and lower mid-wings for you to try out if you are interested. From my testing if your airspeed is 150mph + and you pull full back on the stick and hold it too long (especially in a dive) you can break off your wings. I have also tested this setting in a high speed 200mph power dive and it is possible to pull out safely if you are careful with stick pressure. You have to pay attention to the stress creaking sound and when it gets to the loudest level you need to back off. Please give it a try and let me know what you think. BTW the Camel 130 is only the "test bed" aircraft and I chose it only because its the plane I fly the most and am most familiar with. I have no idea what its real relative strengths were and don't claim this is realistic as directly related to the Camel. Ooops....almost forgot. This effect has been tested with FE+EP+Apr. 08 patch and stock FMs. It may not work with other versions. CAMELF1_130_DATA.zip
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Anybody Have Issues w/ the new Check Six View?
Tailspin replied to Barkhorn1x's topic in Thirdwire - First Eagles 1&2
Well if the Check_Six_View= is blank like that then you don't have a key/button assigned to it. If you don't use the Shoulder View F5 should work. -
Now thats hitting the nail on the head.
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Anybody Have Issues w/ the new Check Six View?
Tailspin replied to Barkhorn1x's topic in Thirdwire - First Eagles 1&2
Is it still in the Control Options menu? Maybe you inadvertently assigned another function to the Check Six view key you were using. That would cause the Check Six to become "unassigned". If the option is missing you could probably (just guessing here) get it back by just adding the relevant line in the Default.ini. I'll post the section of the Default.ini with the Check Six six option in it. GOTO_VIEW_SHOULDER=F5 GOTO_CHECK_SIX_VIEW= GOTO_VIEW_OBJECT_NEXT=F6 I don't recall what the default key was. I have it assigned to a stick button. -
Yak-9U vs La-11 cockpit
Tailspin replied to Gert's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Gert. This link will give you the info you need. http://forum.combatace.com/index.php?showtopic=20789 Its about making AI planes flyable by adding a cockpit but the info applies to changing existing pits also. -
Well, if no one else is going to do it, I will. Happy Father's Day to all you fine fathers out there. I cooked my Pop (85 yrs. old) a steak. My two girls and their families couldn't make it but Pop, my wonderful wife, and I had a good time. Hope ya'll had or are having a good one.
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Ahhh...40. That were is all begins. Its all downhill from here, my friend. CONGRATULATIONS!!!!!
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Regarding FE: Just pure speculation on my part but taking into account what TK has said and done in the past things that require extensive additions to or reworking of the basic game engine are probably not going to happen. He simply doesn't have the resources. FE wasn't built around a "Grand Campaign". Its not an RB "wanna be" like OFF. Its an air combat sim. While other areas can be and have been improved there are practical limits and wishing and hoping beyond those is probably not going to be very productive.
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Finally got WoV
Tailspin replied to Emp_Palpatine's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
No apology necessary Jarhead. If I came across a little curt it wasn't about anything you said. Your post actually helps explain the point I was trying to make. I don't understand all the "drama" anyway. I don't think Emp_Palpatine's comments were intended to be derogatory. It seems they were taken that way. -
Finally got WoV
Tailspin replied to Emp_Palpatine's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'm not the one who is confused. I understand what YAP is. I knew what Emp_Palpatine was talking about when he said "scripted missions". I was merely trying to explain to eightlein the difference between a dynamically generated single mission like you have in the stock sim and how YAP is not the same. -
Hmmmm....I wonder if you can put a IR seeker head on a La Prieur?
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Finally got WoV
Tailspin replied to Emp_Palpatine's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Campaigns may be somewhat scripted but I think there's an obvious difference between randomly generated single missions with different take off points, target areas, targets, enemy aircraft, etc and what YAP does. Isn't YAP telling stories? Never seen a story without a script. Wouldn't the introduction of random elements like changing bases and targets interfere with the history of the story and thus defeat the purpose of telling it like it really happened?
