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JSF_Aggie

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Everything posted by JSF_Aggie

  1. View File TopGun Campaigns ******************************** *** TopGun Campaigns Version 1.0 ******************************** This mod includes three TopGun campaigns for the following years: 1970, 1974, and 1978. - 1970: F-4B & F-4J vs. A-4E Super Echo - 1974: F-4J & F-4N vs. A-4E Super Echo - 1978: F-14A vs. A-4F Mongoose Read the README. This is based off of Dave's (USAFMTL) original TopGun campaign from 2003. This is for a flight/air combat simulation. SF2 is not a simulation for simulated air combat. So this was made as best I could, within the limits of the game. Primary goal: make it through the 20 missions alive, keep as many of your wingman alive as possible, down as many A-4's as possible. ******************************** *** Requirements ******************************** Minimum: - SF2 or SF2 Vietnam, patched to July 2013 - SWUS Terrain version 1.1 or greater Recommended: - F-4N DLC - A-4G DLC ******************************** *** Credits ******************************** Original TopGun Campaign....Dave F-14A_74 v1.32..............MirageFactory F-4N(Storm).................Storm & daddyairplanes A-4E/F......................dtmdragon F-4B/J/N skins..............sundowner, mitai, JSF_Aggie F-4 Hi-Res Bump Maps........sundowner F-14A skins.................1977Frenchie (modified with sundowner's template) A-4E/F skins................Nyghtfall MK7 Seat....................ravenclaw F-4J_74 ECM pods............mppd F-4 cockpit msl panel mod...crusader AIM-9's & AIM-7's...........ravenclaw TopGun Menu Music...........HomeFries Submitter JSF_Aggie Submitted 04/22/2018 Category User Made Campaigns  
  2. My 13 year old got into DCS this past October, so this was our Christmas break project. Don't judge the carpentry too harshly. All I own is skill saw, a jig saw, and a drill....and I'm a software guy.
  3. View File Updated Korat RTAFB ***** ***** Updated Korat RTAFB ***** This is an update of Armourdave's Korat model. What I've changed/added: - redrawn higher res textures for the buildings and runways - fixed aircraft parking areas - fixed some missing runway lights - added ground objects - updated the draw distances of some of the ground objects Please see the install instructions in the README ***** ***** Credits ***** Korat RTAFB model....Armourdave Ground Objects: 82L..................KillerBee 82S..................KillerBee 84L..................KillerBee 84S..................KillerBee ACLadder.............KillerBee AirStartUnitC........KillerBee AirStartUnitL........KillerBee AirStartUnitR........KillerBee B_Duel_Y_Trac........Sundowner B_TrailerMk82........Sundowner B_TrailerMk82_Duel...Sundowner FireExtinguisher.....Amokfloo Forklift.............Amokfloo M_Trailer............Sundowner RstandT..............KillerBee SATS2................KillerBee Y_Tractor............Sundowner Submitter JSF_Aggie Submitted 09/11/2018 Category Base Mods  
  4. Vandenberg AFB and Indian Springs AF Auxiliary Field (Creech AFB). Huge thanks to Jimbib.
  5. Do we have a single, fighter-sized sun shelter something like the screen shots below? I know we have a couple models that are multiple, but I was hoping we had a single, and I missed it. Thanks.
  6. Yes sir! Your China Lake is why I was searching. Please send them over when you have a chance.
  7. 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
  8. 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.
  9. Thanks Baff. I wonder if that screws with the AI at all.
  10. 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.
  11. 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.
  12. 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...
  13. 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.
  14. 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.
  15. I decided to place some trees/objects on my SWUS terrain, and I'm having an issue with them floating on the northern half of the map. This is a single object, placed on a single tile (sand1). There is no HeightMap/HeightMapScale associated with this tile in the SWUS_data.INI. In the southern half they sit right on the ground. In the northern half, they float. Anyone have any ideas? I was about to start making .TOD's for the whole map, but not if the objects are floating. Thanks
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