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Spillone104

+MODDER
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Everything posted by Spillone104

  1. Tanti Auguri Ed!!!
  2. Sure! Really nice job Dave. Just planning to give new life the textures too.
  3. The lightest with the most powerfull engine. And waiting for clearance.
  4. Sure... here it is "looped" C47Loop.rar
  5. Well, this is more an AI problem than the plane itself just because the bombers don't do defensive manouvers and simply follow waypoints. The IL-28 is thoughter to shoot down (with fighters) just because it have defensive armament on its tail. But in performances the Canberra or the B-57 were better.
  6. Quì trovi il link che spiega cosa fare: http://combatace.com/topic/34221-running-any-thirdwire-sim-in-windows-vista-by-usafmtl-column5-jtin/ In poche parole "si fa per dire" hai bisogno di aggiornare i drivers della scheda video, audio e delle Dx9 che trovi quà. http://www.microsoft.com/downloads/en/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&DisplayLang=en Poi di aggiornare possibilmente il tuo SFP1 Gold alla patch Oct.08 che trovi o quì su CAce o sul sito www.thirdwire.com (e questa patch ti evita di dover estrarre e modificare vari file INI per disattivare gli shaders) E ti consiglierei vivamente come suggerito da Veltro2K di installare il gioco o in documenti o altrove ma di sicuro non in Programmi dato che crea solo rogne.
  7. Thanks Icarus. Indeed as written by GwynO the solution is quite simple. Edit your weapondata.ini of individual weapon and in case you use Weaponeditor add the effects lines after saved with the program. [WeaponData001] bla, bla, bla.... [LKT003Effects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= This way it will work fine with every thirdy party effects.
  8. Dx10 and Stary postprocess shader.
  9. A short Nike story.... Epic Nuke Fail Incoming. Actually is the same test mission in daylight and during night (nukes are nicer at night).
  10. Well, after some testing I can assure that is not an effect problem but somehow the game seems to refuse to use the new data in the MISSILEOBJECT.INI For exhample: This work [LargeMissileEffects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= CraterType=2 And this not: [LKT003Effects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= Any idea?
  11. Hi Lexx, Well, my SF2 install is up to Exp.2 and the problem is that I don't see anything at all. I've downloaded the pack just 3 days ago just to be sure, and double checked that I have all the needed .TGAs for the materials. The shaders I use are: EffectShaderName=effectFire.fx for Pulse, SkyGlow and FireBall material. EffectShaderName=effectLightLevel.fx for Steam and Cloud material.
  12. Sorry if I bother with another Nuke discussion. But after trying for many hours to convert Lexx Nuclear Weapon Effects into SF2 environment I still have not found how to make them work. Just to be clear I've read the famous "Modders Bible" known as KB and added the needed shaders for the materials. Plus edited the missileobject.ini and added the needed lines. So.... Is there someone that have succeded in converting these effects or that can explain what to do in the specific. Thanks.
  13. Nice, but that is an E model. TF-33 (JT-3D) engines and not the CFM-56 of the R model.
  14. Penso che potrei contribuire a questo progetto con questi due "alberi di Natale" e le loro controparti usate nel Patto di Varsavia. MIM-3 Ajax MIM-14 Hercules e un confronto dei sospettati....
  15. I don't know if there is something like that for the sidewinders but just noticed that with exp.2 the AIM-9E/E-2 and AA-2D have much better performances than before, like a wider sector of engagement, and most important they don't follow the heat source but preceed the intercept point. BTW the Firestreak and Red Top use radar command to steer their IR sensors in the game as it was in real life.
  16. Another day of test flights for the MiG OKB
  17. Wow! New scenario and environment for testing!!!! :yes: Thanks
  18. Thanks a lot Stary!!! these give the right feeling in many occasions.
  19. Yep! Slowly doing the bloody conversion to SF2 world.
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