
drdoyo
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Everything posted by drdoyo
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October - Screenshot of the Month
drdoyo replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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In addition to the [HeightOffset] section fix found here http://forum.combatace.com/index.php?showt...mp;#entry198710 open the terrainxxx_data.ini and check these lines [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 <============= change to 4096 AlphaObjectIndexCount=3072 <============= change to 6144 I've noticed this in a number of the terrains, and changeing those numbers in conjunction with the [HeightOffest] entries fixed the flashing shapes in my install, but neither method alone did the trick. Some of the newer terrains have these two AlphaObjectXXXCount= as higher multiples (2x etc) of what I've suggested above so use what works best, but I'd suggest starting with these.
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Dave, you might want to add the following to that fix in the KB open the terrainxxx_data.ini and check these lines [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 <============= change to 4096 AlphaObjectIndexCount=3072 <============= change to 6144 I've noticed this in a number of the terrains, and changeing those numbers in conjunction with the [HeightOffest] entries fixed the flashing shapes in my install, but neither method alone did the trick. I explained my theory in the Iceland2015 thread as to why it might be happening.
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WOI Canopyanimation
drdoyo replied to fallenphoenix1986's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This will be the same as the node name for the part so the game knows to activate that animation. Look down in the pilot entry. there will be a canopy node name listed there. Out of curiosity, exactly which Mirage III are we talking about? Is it stock Third Wire or an addon? If it's an addon it may not have an animation assigned to the canopy mesh on the model, or if it does it's not animation "7". Also anytime you make a change to a data.ini it's good practice to exit and restart the game. I've found that data.ini and some other ini changes seem to load only when you do a fresh start the game for some reason. -
Ed, I'm pretty sure my problem was the alpha vertex and alpha index count. Now that I've fixed that, I believe what was happening was the terrain engine ran out of vertexes to use for the alphas and left holes in the alpha layer in the distance as the shader did it's thing. I had previously reworked all the tiles in Iceland2015 with any water to a solid dark blue color and it didn't change anything, the flickering patches were still there. I totally agree, the solid color is the way to go, all that extra noise just isn't needed. Your water looks great now
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Guys, if you executed the patch into a seperate "safe" place, then copied and pasted to the install, check the update log. I noticed that MenuData.pat, ObjectData.pat, and GermanyCE.pat all failed because the patch tried to update these 3 cat files but they weren't present in my "safe" folder. Reproduce the the file structure inside your "safe" folder for the menu, Objects, and terrain/GermanyCE and insert copies of the respective cat files into their respective folders and the WOE.exe in the main "safe" folder then apply the patch to that. You can then copy and paste all this back to your main install. Just beware the aircraftX.ini files and ground objects if you have modded them.
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WOI Canopyanimation
drdoyo replied to fallenphoenix1986's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yep, [canopy_frame_rear] <==== must match a (SystemName[xxx]=) entry for a model part section of the data.ini SystemType=ANIMATION InputName=ANIMATION_1 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=7 <==== depends on what animation id the modeler who built the model assigned the part EXAMPLE from the A-4E_AHIT_data.ini [Nose] ParentComponentName=Fuselage ModelNodeName=Nose DamageRating=DESTROYED DetachWhenDestroyed=FALSE MassFraction=0.229 HasAeroCoefficients=FALSE MinExtentPosition= -0.50,1.38,-0.77 MaxExtentPosition= 0.50,6.16, 0.93 CollisionPoint[001]= 0.00,5.74,-0.53 CollisionPoint[002]= 0.00,3.08, 0.93 SystemName[001]=Pilot SystemName[002]=NoseGear SystemName[003]=Canopy <======== this must be the same =/// [Canopy] <========= as this ==========/// SystemType=ANIMATION InputName=ANIMATION_2 DeploymentMethod=MANUAL AnimationTime=6.0 AnimationID=5 <== this is the animation assigned to the canopy in 3DSMax for this model -
Prior to those changes in both WOI and WOE I've had flickering in Iceland2015, Formosa Straights, and Greece (was the worst but with some other problems once I placed my favorite water shader for the Med). I can't say for sure the coastlines are fixed, but It didn't seem as bad for me. *DISCLAIMER HERE, Not being a terrain guru I'm guessing* the coastline issue might be an elevation issue, or render order issue, or even an overpowering lighting/shader effect. I'm just grabbing at straws though on the coastlines.
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I've been pulling hair on this one for a long time. I tried Canadair's fix..... [HeightOffset] LowDetailMesh=-1.0 WaterMesh=0.8 .... and this diminished the flickering, but didn't remove it. Out of curiosity I opened the new GermanyCE_data.ini and started comparing. I found this..... in the troublesome terrain [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 <======here AlphaObjectIndexCount=3072 <======and here And the new GermanyCE_data.ini [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=4096 <======change to this AlphaObjectIndexCount=6144 <======change to this So far for me this has solved the flickering in 3 different terrains and two installs used in conjunction with Canadair's height offset change.
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Does that dollar amount = class 1?
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Additional MiG-29Ks for the Indian Navy
drdoyo replied to ghostrider883's topic in Military and General Aviation
Interesting, ..... technical condition checks at 1000 hours, or (read in lieu of, whichever is sooner) 10 years. Considering that they can fly the 1000 hours off a lot sooner than 10 years to me it sounds like they aren't planning to fly them much at all. The math breakdown 1000hrs/10 years = 100 hrs a year. I regularly fly 75-90 hours a month, and have flown 118 hours in a single month before. -
One more disadvantage of an F-117
drdoyo replied to johnrey's topic in Military and General Aviation
If I'm reading FYDP correctly, I'd have 2 questions. How many aren't going to be down for regular moderate to heavy maintenance cycles (deployable) at any time throughout the FY, and where would you deploy them to relatively safely operate (they are a HAV IIRC) and still have the range to reach their targets and return. -
B E A utiful!!!
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OMG! F-13s outperform F-35s!
drdoyo replied to SayethWhaaaa's topic in Military and General Aviation
The part from that article that gets me the most, all other considerations aside, is... "He said the government should demand that the US Government sell it the F-22 which was already in operation instead of the JSF." It's a good thing I'm not a politician. My answer would be, "Sir, we hear and acknowledge your 'demand', ....perhaps you can build one yourself. GOOD DAY!" -
Opinions Please
drdoyo replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I fly all the way, always. I do it in real life, might as well do it in the game too. There's plenty to do to keep busy, even in a lite sim. -
Um, 4000 hours, by FAA Regs for 14CFR part 121 = 4 years of flying your a** off since the regs only allow a crewmwmber to fly 1000 hours a calander year. Mind you, that doesn't include the time on the ground before, between and after flights getting the airplane ready to fly and securing it at the end. This work is called 'duty time' and is different than 'flight time'. In many cases of shorter flights (there are exceptions) 'duty time' usually = 2x 'flight time' ( 8 hours of 'flight time' in a day = 16 hours of 'duty time' in a day ) I have no clue what limits the military has, but I don't think they come close to this unless it's combat flying or in the training commands. FastCargo, it would be interesting to see your input from the military perspective. Congrats to you FastCargo!! I just completed another checkride myself 2 weeks ago in conjunction with my transition.
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Wait a minute, The normal noobcon level is BLUE? Maybe you guys could do something to give TSA a clue with the never changing ORANGE!
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I got started in 1999 with Janes F/A-18. I had done some slight retextures to increase immursion such as a dark navy blue nonskid for the Reagan's deck complete with tiedowns which I shared with my online squadron. I was interested in seeing a squadron skin for the Sea Dragons VFA-107, and was ...lol volunteered in a perfectly military mannor to make it. The result.... I continued meagre skinning in Janes FA-18 and ended up with an entire airwing for the Reagan. After I bought CFS2 I started resknning aircraft that I didn't entorely like the markings on, mainly the F4U Corsair. This is where I really got hooked and have been skinning some sim ever since. I even made a BE-1900D panel for FS2004 so I could practice in the airplane I was tlying at the time.
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Su-39
drdoyo replied to Erwin_Hans's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just a question here. Are you guys going to utilize some of those extra animation keys TK gave us with this one? It'd be nice to have a working tailhook visual as well as an opening canopy. Either way, I'm looking very forward to this one.