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ravenclaw_007

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Everything posted by ravenclaw_007

  1. i reduced the complete bomb to only the bomb body this i have split in to 2 pieces each below 1000 poly´s and as you see there is still no shadow i assume that something in the weapons_ini is creating a conflict with the original TW ini and as result there is no shadow
  2. nope , everything is there i check that but the MER has a very high poly count and is showing with no problem at all and even if i split the main bomb body in to 3 pieces there will be no shadow
  3. does anybody have an idea how to fix this ??? it only happens with bombs that replaces an existing TW bomb as you can see the AIM-9 has a shadow as well as the MER [WeaponData] ObjectFullName=Mk.82 500-lb Bomb ObjectDataFile=MK82_data.INI [LOD001] Filename=MK-82.lod Distance=100 [LOD002] Filename=MK-82_01.lod Distance=350 [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=100
  4. also was den Vietnamkrieg angeht bin ich überfragt , wundern würde mich allerdings nichts mehr , vor ca. 2 wochen kam ein bericht im fernsehen über eine geheime BW einheit die während der zeit als die soviets in Afghanistan kämpften auf der seite der Mudschaheddin unterwegs war um sovjetisches kriegsmaterial zu sammeln die hatten eine liste dabei was gern getestet werden sollte und das sollten sie besorgen , um das vertrauen der Mudschaheddin zu gewinnen war diese einheit auch an kämpfen mit sovjet soldaten beteildigt gesammelt wurde anscheinend alles was man bekommen konnte soviel zum kalten krieg mich würde nur intressieren was damals in der Bundesrepublik passiert währe wenn irgend ein whistleblower das bekannt gemacht hätte ??? als ich in Hammelburg auf dem Uffz lehrgang war habe ich mich schon gewundert wo die ganzen soviet waffen alle herkamen inklusive der panzer , uns wurde damals schon gezeigt wie die AK-74 funktioniert sowie die handhabung von RPG´s diese dinger sahen aber nicht so aus als wenn sie aus Afghanistan waren sondern eher als wenn sie fabrikfrisch an die BW geliefert worden wären ich nehme mal an das diese teile den weg über Israel nach Deutschland fanden
  5. das mit dem Lebensstandard "anheben" funktioniert nur dort wo die leute auch willens sind ihren Lebensstandard zu heben allerdings gebe ich dir recht das man das von anfang an anders hätte machen sollen
  6. i made some for my german F-104G mod , but i dont know if the still fit to the TW drop tanks if not you have to take the lod´s from my mod or from Soulfreak´s mod F-104 drop tank.7z
  7. it is done in 3ds_max , what weapon would you like to change Ian ???
  8. upgrade to win7 alone will not help that much but you will get some improvement
  9. exactly all 6 of them , if you check they are missing in the "Battle of Britain" and "Battle of Britain 70" folder
  10. i´m not a huge fan of TK´s decissions but reading this threads above i can understand TK´s frustration much better
  11. as i posted above i added the missing Desert_Airfield_ini´s , i just copy them from an other terrain
  12. with the GTX-580 you may need an other power supply with 1x 6pin and 1x 8pin video card connector
  13. if you like to run SF2 on unlimited than you may have to switch to Win7 and a better CPU , Graphic card i try to use unlimited settings with win XP and i encounter problems to , no CTD but long loading time and a big FPS hit , switching to win7 was a big improvment but you would still need a better Graphic card
  14. this only TK could answer and as we know you will get no answer from him
  15. that is the same question backward more FusingDistance= less damage but it has no impact on the missile accuracy , if a missile passes in 2meters from target and your FusingDistance=0.5 then there is no explosion , if a missile passes in 2meters from target and your FusingDistance=10.0 you have a explosion i just like to point out that "small" AA missiles like the AIM-9 etc. can produce limited damag even with a direct hit , i think everybody did encounter that a missile did hit the target and the target did fly away
  16. if the missile passes in the set parameters yes it will explode , the parameters on most of the AA missiles are set to way to low value the reason for that is that this missiles make at least some damage the setting you have to change is this FusingDistance=0.500000 , you find it in each of the missiles weaponsdata.ini the problem here is that most of this missiles have a very small explosive mass and if you change the FusingDistance= from 0.5 to 10.0 you may have the same effect as you have now , no damage to the target , but it is worth a trail but keep in mind that even now if you hit a target with a AIM-9 the target in some cases still keeps flying with very little damage to it
  17. nope not yet , it will be part of the Weaponspack3
  18. someone is going to be hit by a Meteor Meteor BVRAAM , it is not 100% accurate but the best i could do based on the few pictures i got from the missile test
  19. here are 2 pictures showing it , i only launch with the target in the gun-cross and within the limits , result 4 missile fired and 3 hits (targets are QF-100D) i think the problem is more on the game if you are with SF2NA or SF2 with the latest patch , there are some items changed to make the missile behave more "real"
  20. first as i metion above i´m still on SF2 merged nov2011 patch , i only launch the missile on a target if the target flys in a almost straight line so i can have a good lock on and i dont launch a missile on a max distance you are right as soon as the target starts to manoeuvre the missile will loose the lock on
  21. there may be a difference what game/patch you use , i ustill use nov2011 patch and i get some reasonable result with the AIM-4D i made , in fact i get the same hit rate as if i use the AIM-9B around 6 hits from 10 missiles fired f you like to get a better hit rate you have to adjust the Accuracy=75 and LockonChance=75 as well as the SeekerFOV and SeekerGimbleLimit ( i changed them already to get better results ) the original AIM-4D has a max distance from 9.7 km (6 miles) and a rocket burn time of 1.85 sec (BoosterDuration=1.850000) so changing the BoosterDuration only gives you a longer flight time but the missile will explode as soon as it reaches the MaxLaunchRange anyway so no point in changing this parameter
  22. nope , the weapons are for SF2 but there are some weapons includet especially setup for SF2NA this weapons are in a separate SF2NA folder
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