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bubu

JAGDSTAFFEL 11
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Everything posted by bubu

  1. oh man this is just beautiful!!!
  2. beautiful external model/skin... you spent a lot of time of this!
  3. "You can refuse to update my game, you can focus on your little mobile phone/android thing, you can even write code that causes CTD's, but you will never take my FREEDOM!!!!!!
  4. I want to fly over intense ground battles and infantry/artillery/tank engagements when doing CAS missions (or Army Cooperation in FE2). I notice some terrains provide more intense engagements than others, what variables control what is going on down below? Is it the ground objects, types, or target files, or a combination of all above? Is there a way to fly above a battle whilst a scene similar to the movie "Braveheart" is going on down below?
  5. TRULY A THING OF BEAUTY!!! What a creation! Eye candy extravaganza...
  6. I also used this to make the AEG flyable! just use the following values for the cockpit position in the cockpit.ini file: Position=-0.227,0.22,0.89 Offset=0.0,-0.1,0.0
  7. C'EST FANTASTIQUE!!! MERCI BEAUCOUP!!!
  8. hey this is really good. love the cockpit and animation of all 3 axes, and the details on the exterior!
  9. this file actually solves a rather interesting dilemma - do pilots of European and Asian countries communicate in their own language when flying or the international ATC language of English? From what I've seen it is a mixture of both, using the native language for wingmen and cell commands and talking to the "external world" (AWACs, etc) in English. by simply replacing these "T*" files in a language folder one is able to modify things so that the external world is represented correctly. I imagine one would replace the departure control sounds as well for a true environment.
  10. having same issue. copied over folders from the original TMF cockpit file which enabled the radar to work but no rwr...
  11. wow, spectacular terrain, I loved the Nellis AFB layout, brought me back to red flag days. another option here is to set up the "Aggressor" enemy nation (AGRS) and fly f-16N's and A-4F's versus our forces. Very good job on bombing ranges, just as I remember them! Might also be fun to put in Groom Lake (Area 51), the "base that doesn't exist", at some point, would be a good base to fly the f-117's from.
  12. yes, I do have everything updated to 2013. I was using SF2Exp as the game engine so I switched the terrain .cat file to GermanyCE, which made the runways show up, but that was the only change made...
  13. so the "bone" was used... I always wondered. I knew CJ's and preds were on the case in SEAD roles, along with mud hens. BTW any time I hit "campaigns" it causes a CTD.
  14. loved the exteriors! cockpit getting somewhat dated, suggest you use Razbam's F-102 cockpit LOD's as starting point to update... this may make things quite a bit easier.
  15. getting CTD's when I try and launch some of these (ones where the name matches the default AI aircraft from TW) - think it may be TW overwriting the file upon launch - any way to stop this?
  16. neat... roughly equivalent of ambient illumination during a full moon...
  17. oh wow... finally this jet is fun! love the MFD's and paveway displays. a work of art!
  18. So there I was on the bomb run... The target came into sight at last... what? .... "Mi So Hungry Restaurant"? My crew shrieked in protest "Now just where are we going to eat dinner afterwards?" We bombed it anyway..
  19. I would like to design a mission supporting a USMC amphib invasion of a WW2 pacific island with the SF2NA engine. - this will utilize the Amtrak vehicles recently done by the Skunkworks. I need to have waves of them approaching a beach in line-abreast formation - I need troops to be on the beach moving towards the land - naval gunfire supporting the troops, firing inland - would be intense, smoky, and a great basis for some CAS action by Navy aircraft I know about designing the air part, just not sure about the ground objects and how I would make them "move". do I need to redefine the movement.ini file? any suggested ground objects?
  20. HOLY SH%$ BLAZE YOU SOLVED IT! In each terrain that I had "problems" with (exploding planes), there was a flightengine.ini present in the flight folder of the overall mod folder. I simply removed it forcing the game to default to TK's new flightengine. Hats off to you! I was having horrible visions of going in and adjusting the "spring" and "damping" on 300+ aircraft in 20 mods folders. THANK YOU!!!
  21. As do I centurion...this is the only aircraft I have actual flight hours in on the real thing... in this case the "tweet" version, looking forward to it!
  22. Also the YAK-28 Brewers blow up as soon as the progress bar completes... just when we got the cockpits right (grrr...)
  23. Per MigBuster's long post in the Knowledge Base I think this may be controlled by three variable setttings in the data.ini under "Landing Gears" ShockStroke=x SpringFactor=x DampingFactor=x Since the stock aircraft all work fine, my guess is he changed those variable settings. On the positive side, extreme low level flight has become quite a bit more exciting, sim runs as smooth as glass...
  24. SINCE applying this patch all WW2 acft (and many others) now "bounce and explode" before takeoff, just sitting there on the runway. Anyone know what is causing this?
  25. Oh man I love the control yoke movement, and the bombsight makes low level strikes a lot of fun. Would love to see the old U-2 cockpit (also with a yoke and large "driftsight") done this way...
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