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MadJeff

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Everything posted by MadJeff

  1. I uploaded an older css sheet style, does it make a difference?
  2. IIRC, it's the gun camera...
  3. Remember, this is still early work and are just the first shots, I guess I should have worded that better. I think it looks pretty good for an early alpha 'pit.
  4. Here's a few of the new shots from the early work for the Ka-50 cockpit... You can see all of the shots in the Fair Strike Image Gallery.
  5. The Intel boards are very stable boards, but aren't known for their overclocking abilities. :D Let me see if I can find anything on that board...
  6. Chief, what's your Motherboard and Processor make/model?
  7. Just grabbed these of the Russian forums... Check out the mountain range reflected in the water.
  8. Just wanted to direct everyone's attention to several new hardware-related forums I just added after an excellent suggestion from Beer (the user, not the liquid... ). Overclocker's Corner Discussion on Overclocking, Cooling, and ways to tweak the most out of your hardware Case Modding Tips and techniques and pics on making your gaming rig shine! See you in there!
  9. Post your case pics here, share ideas, weblinks, etc., related to making your PC stand out from the pack.
  10. Use this forum to discuss OCing tips and techniques, how to keep that rig cool, how to tweak your motherboard/cpu combo, or anything else having to do with wringing the most performance out of your hardware. Have fun! 8)
  11. That my friend, is an excellent idea. Being an avid OC'er myself, I could really go for something like that. I'll have it setup today! :D Update Not one, but two new forums are in place, one for general overclocking/Performance Tweaking, and one for Case Modding. Thanks for the great idea Beer!
  12. You can also uplaod right here in the forum, just attach the file to a post. :D
  13. New Thurdsday pics! Nice to see the F-5 in action...
  14. Sounds like a review coming up... :D
  15. Welcome to the new CFS3 forum. Talk about the game and how to tweak it for maximum performance, or anything else CFS3-related.
  16. Ariel has done a hell of a job! Falkland War Pack is now available. Let the hostilities begin. You can grab the 6 files at McFly's site: http://www.bobsyouruncle.net/mcflyhome.htm
  17. Send it up here, we can host it. Just click the Upload Files link on the main page: http://www.biohazcentral.com/modules.php?o...req=AddDownload
  18. Shepski, thanks for the update! Can't wait to fly that Su-25! ;)
  19. This one's goin' out to all you LOMAC fans out there. We have 10, count 'em, 10 exclusive new screenshots for your viewing pleasure! And to top it off, if you look closely in several of the images, I think you will be pleasantly surprised. I'll let you figure it out for yourselves... =) You can see all of them in the LOMAC Image Gallery, but here's a sample...
  20. In case you haven't noticed, look at the bottom of the page in each forum topic and you will see a text box with a "Quick Reply" button. This allows you to quickly post a message without having to click the "Post Reply" button, and is there for convenience. Let me know if you notice any problems with it.
  21. I want to take a moment to announce that Ed "Skater" Lynch has graciously offered to help me out with the writing/admin duties here at BiohazCentral! Many of you probably recognize the name as one of the early SimHQ contributors, and has written quite a bit of hardware reviews as well as Sim-centric articles. Everyone be sure to give him a big Biohaz welcome and make him feel at home. =)
  22. No problem, since I posted my plans at several sites...
  23. Well, the dev group has made quite a bit of progress since work began and I thought I would give everyone a progress report. First and formost, there is a new test EXE to play with (v1.60X, download here). Download and test it, then be sure to report back here with any bugs or issues you might have with it. So, what's new you ask? Well, just the little problem with bugs such as the FARP bug have been fixed, along with some great new feature additions such as: Mouselook and TrackIR support You can now control you view using the mouse or by using TrackIR. The TrackIR support uses enhanced mode which means that you will not have to bother about centering you view all the time. You enable these features with the command line option -mouselook:1. If you specified this option then a check will be made for a TrackIR upon startup, and if it is found it will be used to control the view. Otherwise the mouse can be used. You can set the speed of the mouselook by adding -mousespeed:xx where xx should be a value greater than 0. If this option is not used, mousespeed defaults to 15. Pressing the left mouse button will recenter the view to forward. User-configurable Field of View Using the command line switches -minfov:xx and -maxfov:xx the user can specify different field-of-view values, which can be activated by the '7','8' and '9' keys. 7 switches min FOV, 8 switches to (fixed) standard FOV, 8 switched to wide FOV. Please note that higher FOVs currently mean lower LODs. New FLIR panning You can now use joystick axis to pan the FLIR display. You specify which axis to use for this using the following commandline options: -pan_joystick_index:0 -pan_joystick_horizontal_axis:5 -pan_joystick_vertical_axis:6. This means that you want to use axis 5 and 6 on the first available joystick to control the panning. The old FLIR code only allowed three levels of zoom. This code has been updated to support any zoom levels. When using the keyboard, you still use the same keys to zoom, but you now have 5 levels instead. If you have an extra joystick axis available you can map one of them to the zoom and using for zooming. You specify the zoom axis to use using the command line options -zoom_joystick_index:0 -zoom_joystick_axis:8. This says that you want to use axis 8 on the first available joystick for zooming. JoystickIdToDirectxNames Ground stabilised FLIR The Comanche now supports ground stabilisation for the FLIR. You toggle this feature using Control-S. Infantry does not show up on ground radar anymore Infantry can never be seen on the ground radar now. This behaviour is the default. If you want to restore the old behaviour, specify -invisible_infantry:0 on the command line. Wideview cockpit Activating "wideview" when you are in the cockpit retreats the head of the pilot so that you will view more of the dashboard. You can still look around although the downward look in the cockpit is restricted somewhat. Also the keys F1 and F2 are still functional. The exact position can be edited and the x,y,z coordinates are stored in a small text file in your cohokum directory, called "widemod.cfg". If this file doesn't exist it is created with default values. Notes a flight always starts in normal view. the pilot is not rendered when you activate wideview because he would be blocking the view. this mod works in conjunction with the mouselook mod (see above) with some funny effects... the wideview does not work for the 640x480 resolutions of the Apache and Havoc because these modes use the old way of rendering. for pictures go to http://home.planet.nl/~jette073 Manual Press "" (slash) to toggle between wideview and normal view. The cockpit always starts in normal view. Be aware that some users will have to press '#' or some other key on the right of the keyboard because the layout for '' tends to change acoording to the keyboard brand. Press "Ctrl-" to start the adjustment of the viewpoint Use numpad keys 4 and 6 to change the Z-axis (viewers distance, retreating the pilots head) Use numpad keys 2 and 8 to change the Y-axis (viewers height above the ground) Use numpad keys 1 and 3 to change the X-axis (viewers position left/right) Use numpad key 0 to reset the viewpoint to the default values Press "Alt-" to save the changes in the file widemod.cfg in the cohokum dirctory. Farp bug The so called "FARP bug" is a bug in EECH that creates long lines of choppers waiting to allocated a landing pad at a farp or airport. The reason is that choppers that are landing do not stop: they keep making small jumps (called bunny hopping by some) and continue be designated as 'landing'. Therefore they are not freed for other tasks, the landing pad stays occupied etc etc. Based on work by DeStRo's Weapon and Units Tweaker the code has been changed to resolve that bug. If you still encounter it please send a message to one of the forums and attach the the skirmish or campaign in which it occurs. Behaviour that is not a FARP bug: Choppers stuck at an electricity line (some other bug) Choppers having to wait because they were transferred to a farp that has no landing pads free (possibly because some unit returned and landed before them, instead of being shot like they were supposed to ;-) ). This may not be a bug, just a free flowing game. WUT mod WUT = Weapons and Units Tweaker by DeStRo (Daniel Blazevic) http://www.aplus.ba/dblazev/wut/, a program to tweak loadout and behaviour of all 'entities' in the game (from bullets to comanches). It changes the official coholum.exe directly, but it cannot be used on the executable compiled from the source code (version 1.6.0 and higher). However, with the WUT program you can save all your tweaks in a text file. This text file can be added as a commandline parameter and the contents are read and parsed, and the changes are made. The most obvious change is that the cruise speed of the choppers has increased to over a 150 km/h. The commandline syntax is: cohokum -wut:filename where file name is the name of the WUT text file. These WUT text files are included in the Weapon and Units Tweaker download (see link above). You will have to rename them to a conventional DOS name first: e.g. "1.5.1 d.txt" to "151_d.txt". To create a WUT text file: start WUT, select "file->profile->load", select one of the wut files, make changes if you want, select "file->profile->save as" and type a name with the extention "txt" and save. This file can now be used directly in the commandline of the new cohokum. Notes The last category in the WUT text file "Weapon Config Types" is ignored because there is not enough information in the file to know where the tweaks should be done. For the 151d version this means that the A10 Thunderbolt, the SU25 Frogfoot, the AV8B Harrier and the YAK141 Freestyle retain there original values for the time being if you do not use this commandline switch you fly the original version 1.4.7x in terms of 'entity' behaviour and configuration this mod probably needs more testing, some changes are very subtle and it is hard to see if the mod functions correctly. All comments are welcome the mod version is currently 1.2 (26/3/3) Show framerate The framerate is displayed in the top left corner and updates about once a second. The average of 30 readings is shown for stability. Activate with commandline option /framerate:1. Write the values to a file called framerate.txt with commandline /framerate:2. (not included in version 1.6.0X)
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