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Gocad

+MODDER
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Everything posted by Gocad

  1. [GunDataXXX] TypeName=27MM_BK27 FullName=27mm Mauser BK27 Caliber=27.000000 ROF=1800.000000 MuzzleVel=1025.000000 AmmoWt=0.180000 WarheadWt=0.018000 Reliability=100.000000 Accuracy=75.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=23mmFireEffect GunFireSound=Vulcan EffectClassName=23mmEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE
  2. I know about the WW2 formations mod, but I'm not sure whether that's the solution, since I do get large formations in the single missions without any changes to the formations.ini. I'm just wondering whether there is an option to influence the amount of air traffic during a campaign, just like it's possible for the single missions.
  3. I guess it couldn't hurt to check every 3rd party effect. The HUD and AB effects are just the easiest to spot.
  4. It may be just coincidence, but I get the impression that I can't get large enemy bomber formations (meaning more than 6 planes) in my custom SF2 campaigns. Is there any way to change that?
  5. Given the amount of customization that went into this fine mod it's fair to say that it should be quite a task converting it. I'm still trying to figure out how to adapt SF2 to suit my needs
  6. The avionics.ini is missing some lines. It's pretty much the same with the missing AB and smoke effects. Simply add the content in bold. [HUD] HUDMaterial=HUDMaterial .... [HUDMaterial] EffectShaderName=fltHUD.fx DepthBufferCheck=FALSE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0 PriorityLevel=1 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  7. Just another pic of a Crusader and a MiG...
  8. How about you read the whole story instead just of the headline, hm?
  9. Guess my conversion skills aren't that bad...
  10. That doesn't matter really, since it's really easy to make SF1 addons work with SF2. The sole problem could be the FMs, but that's not only an issue for helicopters.
  11. I totally apologize for trying to encourage you to try some modding on your own. Good luck finding someone to do your bidding.
  12. All you need is a decent graphics program, a quality image of that badge and some time. So why not do that yourself? The answer "because I don't know how" won't count since I had no clue about skinning either when I started doing that.
  13. I would be already satisfied if the AI would be able to use smart weapons on their own. Btw, that bubble around the F-35 looked cool...could we get that in-game?
  14. [LeftMainGear] ... ModelNodeName=DampherBeinLeft ... [RightMainGear] ... ModelNodeName=DampferBeinRight ... That's the only thing I could notice....which must not mean anything though.
  15. Hmm...radar-controlled bombing.....oh, right. Nice pics, though.
  16. Maybe, a lot can happen in 10 years or so. Yeah, I'm convinced a decade will pass before that aircraft will be operational in any airforce... Besides, these excercises aren't that much revealing, since neither nation has an interest to fully expose the capabilities of their top-line aircraft.
  17. That's hardly a MiG-23 anymore. Just saying.
  18. It couldn't hurt to add this in the fueltank.ini: [LOD001] Filename=Ye-152M_CTANK.lod Distance=2000
  19. Two observations. I think TK put only a few AAA in game because if the terrain would be littered with guns of all calibers it would become a lot less playable. I have experimented with putting a WWII carrier group together and their fire took down the FPS real good (looked nice though, wouldn't be surprised if the large caliber guns cause most of the FPS drop) The hardest plane to kill in game is kinda difficult to assess really, since it does depend on the armor values built in. In the end it all boils down to skill...and/or luck. I'm pretty sure that I have survived a dozen 14.5mm hits in my Crusader, but I have also be downed by just one or two hits.
  20. Indeed. Here's an example taken from the F-15A Baz: [FlightControl] ... MachLimit=2.540 MachLimitDry=1.030 ...
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