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Everything posted by Centurion-1
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From the album: SF2 Screenshots
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				GJ WIP
Centurion-1 replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Could anyone tell me more about this jet, not familiar with it? - 
	How about we make a wish list of stuff that would be easy to code? Mine: -See which wingman is talking -See a summary after each campaign mission what has happened (planes lost per side, ground/naval war developments) -Better wingman commands, ability to command every single wingman separately like in Arma 2
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	I personally hope that exp 3 will update the terrain engine with new features, maybe what we see in NA is only the first release candidate, with more and more stuff layed on later. IMO a full 3d enviroment is a must, since that means much higher fidelity topography. The trees and whatnot can and should be sprites and the buildings can be lowpoly like now, but the heightmap in itself must be higher res than currently. Maybe a 3d desert map would be a good next step for TK for exp 3? A desert map can be fairly convincing without being super detailed and cluttered...
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	The AI managment of carrier flights is a bit dodgy, they often scramble too few fighters or sometime to defend an airbase hundreds of mile inland while the CBG gets attacked by cruise missiles. Maybe it is dependand on the intelligence level set for the bombers, ie is the opposing side aware of their position and strenght? Another good way to increase CBG survival is decrease the naval groups intelligence, which means Red air needs to fly recce missions to look for the carriers.
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	Nice stories guys. ACIG.org has a good write-up about Iranian Tomcats here: http://www.acig.info/CMS/index.php?option=com_content&task=view&id=73&Itemid=47 According to them the Phoenix did score kills and was a pretty awesome fear factor. As for crazy wingman behaviour they really succeed sometimes, I do get shot down from time to time when going for gun kills, but what can you do. I also manage to shoot down friendlys with Lima sidewinders ever so frequently. What mostly bugs me is their erratic behaviour to threats, esp. AAA. Sometimes they dump ordinance and start jinking like crazy, other times they just fly straight into the kill zone of a Gepard or flak emplacement. And sometimes they follow my orders to attack ground targets or air targets, other times they refuse..?? It would be really convinient if you could just order them to attack specific target types like AAA, SAMs, RADARS, bombers or fighters. In the latest patches the AI now is okay with flying down low which is great but does make it easier to force them to crash into mother earth. But then again, esp. MiG-23s with their difficult flight profile limits would probably do just that in hard manouvering at low level.
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				Cockpit problem...
Centurion-1 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hey, it's still Movember. - 
	Hi guys, sorry for the late reply! I am (slowly) chipping away at the Mig-25 and I will try to release it as a public beta as soon as the external model works satisfactory and I model some small bits and bobs on the external model. That way you can all enjoy what I've got before I get to the point of it being "perfect". I am reluctant to release the pit on its own however, hope you understand. If anyone experiences severe MiG-25 withdrawal shoot me a PM and you can get the latest beta version i got (though you might want to hold out for the public beta).
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				SweetFX
Centurion-1 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I had to set it to 0. ENB series also conflicts with AA in other games.. - 
	
	
				SweetFX
Centurion-1 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Here are my settings that I've fiddled with. I toned down the HDR but added a faint vignette. /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 1 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.08 // [0.05 to 0.20] Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 32 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 19.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.746 //[0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.0 //[0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.75 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.11 //[0.0 to 1.0] #define TechniPower 2.8 //[0.0 to 8.0] #define redNegativeAmount 0.88 //[0.0 to 1.0] #define greenNegativeAmount 0.88 //[0.0 to 1.0] #define blueNegativeAmount 0.88 //[0.0 to 1.0] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 //[1.0 to 15.0] #define Green 8.0 //[1.0 to 15.0] #define Blue 8.0 //[1.0 to 15.0] #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.6 to 0.2] #define GreenC 0.36 //[0.6 to 0.2] #define BlueC 0.34 //[0.6 to 0.2] #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.00 to 2.00] Adjust midtones #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.12 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.30 //[-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -0.30 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that the checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 3 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split - 
	
	
				SweetFX
Centurion-1 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah I'm running 64bit Win7, works ok. To be safe i extracted the files to main game folder, and to modfolder flight and menu folders. - 
	
	
				SweetFX
Centurion-1 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I also needed to put the files in the menu folder in the modfolder, then it works - 
	
	
				SweetFX
Centurion-1 replied to ArturR's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I can't get this to work, should I put the files into my modfolders flight folder or mainfolder flight? Also, is there anything else I need to do? 
