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JSF_Aggie

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JSF_Aggie last won the day on February 21

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About JSF_Aggie

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  1. Now you need this: https://www.etsy.com/listing/788006047/fa-18c-hornet-custom-plate-for?gpla=1&gao=1&&utm_source=google&utm_medium=cpc&utm_campaign=shopping_us_b-electronics_and_accessories-video_games&utm_custom1=_kenshoo_clickid_&utm_content=go_2063581587_76452867735_367965825564_pla-353987697789_m__788006047&utm_custom2=2063581587&gclid=EAIaIQobChMIsLDG49jK6QIVhYbACh3KNgxpEAQYASABEgJjp_D_BwE
  2. Thanks Baff. I wonder if that screws with the AI at all.
  3. Someone in another thread posted about lack of trim. There is this poor man's method to add it, assuming you have a stick, and are not just flying with your keyboard. If anyone remembers who came up with it, let me know. It was many many years ago. In your /ModFolder/Controls/Default.INI (or whatever you named your control mappings file), make the following changes: [RangedControl001] AxisControl=PITCH_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=1.000000 Saturation=80.000000 ReverseJoystick=TRUE MouseScale=10.000000 UseMouseRate=FALSE ReverseMouse=TRUE LimitValue=TRUE SelfCenterRate=0.000000 <<<<<<<<<<<<<<<<<<<<<<<<<< KeyControlRate=0.100000 <<<<<<<<<<<<<<<<<<<<<<<<<< AllowKeyControl=TRUE IncreaseControl=PITCH_DOWN DecreaseControl=PITCH_UP CenterControl= [RangedControl003] AxisControl=ROLL_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=1.000000 Saturation=80.000000 ReverseJoystick=FALSE MouseScale=10.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 <<<<<<<<<<<<<<<<<<<<<<<<<< KeyControlRate=0.100000 <<<<<<<<<<<<<<<<<<<<<<<<<< AllowKeyControl=TRUE IncreaseControl=ROLL_RIGHT DecreaseControl=ROLL_LEFT CenterControl= Now your arrow keys will act as trim. Map them to your trim switch via your stick's software. Adjust the KeyControlRate to your sensitivity preference. I've never been able to get anything to map to CenterControl, and have it create an effect. I was hoping it would work to ZERO out any trim entered.
  4. As I update my SWUS terrain, is there any reason to not go from 1024x1024 .BMP's to 1024x1024 .JPG's? Using Photoshop to convert, with maximum quality settings.
  5. Mue, I haven't looked at it in your editor, but I will. Thanks. Baff, thanks for the info. I haven't yet tried reloading a .tod. I've been leaving the TE open, while I test in game. I'm out of town until Sunday. Took the kids out of town to do some hiking.
  6. I put out 1,000 smaller pine trees and then one large redwood. All were set to 100% chance. The redwood was there, So I assume the previous 1000 were there. I placed them all in sections, not randomly around the tile, and there were no blank areas. The terrain editor had no problem with 1600 objects, but that's when I started to get blank spots in game. The blank spots are 100% in the sections that I did last, when I was over 1,000 objects. They were completely blank, so it appears the game places the objects in order, not randomly. The .TOD generated with 1600 objects, was significantly larger in size, than one where I stopped at 1,000, but I didn't look at it with hex editor, or anything like that.
  7. I haven't had any TE aborts, I just don't get objects much beyond 1,000 showing up in game. I thought about that Russ, just wasn't sure how it would workout on mountainous terrain. I was going to look at Stary's stuff, and see if I can steal any ideas.
  8. Is there a hardcoded max number of objects allowed in each tile's .TOD? I know there is a limit associated with AlphaObjectVertexCount & AlphaObjectIndexCount. I started with Stary's numbers for these, and it seems no matter what I set these numbers to, I can't get more than about 1024 objects. Some WIP shots...
  9. I can neither confirm, nor deny.
  10. Wanted to get a closer look at the Joshua Trees...
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