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orsin

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Everything posted by orsin

  1. I have noticed a picture posted yesterday in the screenshot thread, as below, that civilian buildings now seem to have their shadows like other attackable objects. Can anyone tell me how this was done? or which mod it comes from?
  2. For a long time, the way that TW games show their box-like buildings just made me sad. And there is soon gonna be a small fix to change this. Do they look better now? Also attached 2 pics to show the look of color-adjusted repaint of VietnamSEA originally from Brain32 and corresponding change of Greenhell 2 from Stary...
  3. Guys, Is there any tutorial that tells how to put trees on an existing terrain? If there is no such a tutorial, can you please let me know what kind of tool/software can I use to do it?
  4. Version

    265 downloads

    Credits to Marcfighter and Lindr2 for their excellent work on the original FMs 1. SU-27SK/China J11 FM modified based on Marcfighter's original model It has been a quite disappointment to see little discussion about the performance issue of Marcfighter's SU27SK after 2008 patch of WOX series. I doubt if there is still anyone other than me playing su27 nowadays. The issue is quite apparent - under hard mode, su-27 has too much maneuvability that makes AI players run this bird into endless cobra-like movements in aircombat, which is an obviously unsustainable way leading to eventual disadvantage in dogfights due to low energy. The FM is also not stable in yaw leading to uncontrollable rolls at high AoA. When we "human" controlling this bird, it is also likely to have a blackout every 2 seconds. So there is where I start tinkering - beat the trend to run into high AoA, while also maintain an overall agility. In this model, You find a much less effective stabilizer, it has smaller angle, and faster rotating speed. The aileron is also modifed to synchronize the motion of rotating. Drag is also modified to fit this change. The test drive shows quite a good result - slightly better than the stock F15A, while enable AI play to maintain its energy. I play a few 12 x Su27 vs 16 F15+8 F4 case under hard/hard setting and had the chance to win out in all the case. 2. Mig 29G FM based on Lindr2's recent release of Mig 29 BM FM. First I would like to thank Lindr2 for presenting us his serious Mig 29 BM FM, which is based on real data from russian/soviet references. As such I don;t have to modify most parts of this FM. most of my change focused on beating the trend to rotate back at x-horizon at low speed (IAS < 350kmh). A minor change also fix the problem that the model rotate the aileron and stabilizer at the wrong direction. The overall outcome is also pleasing. The modified FM gives you a 50/50 chance to beat the stock F16 in WOI, hard mode. AI also run it well and can fight F18 at close to 1:1 shotdown ratio. Insky_orsin
  5. Guys, I asked a question about it days ago and got no response at all. So I have now decide to let you it try out and give me some feedback. So here it is, a viewlist mod that makes you feel the quickness when flying low. It feels almost 50% faster when you fly, while the actual game speed is unchanged. However it is buggy, the hud now looks too small and I have not figured out a way to enlarge it globally, ie I have to enlarge it on each jet. Can anyone help?
  6. For a long time it has been a disapointment that SF series feels very very slow when you fly in the cockpit. Well, at least when you compare to LOMAC. It just looks like 60mph when you are actually zooming on the treetop at M1.2. I have figured out a way to change the feel by adjusting the default FOV (field of view) in cockpit to 100 degree, and then closer the position of the "pilot's head" to the pit, moving the position of the pit forward a bit so that the wings and the missiles look right from the cockpit, like before. And it is nice and easy, all I did was changing 5 lines of code. It turned out to be a great boost of "the feel of speed", much closer to the way that LOMAC ever shocked us. In fact, as the FOV increases it feels faster and faster. A FOV of 140 degree can somehow let you feel like riding a rocket. However 120 degree is the realistic max value, because at larger degree it is likely to give you some white terrain probably because of the clipping settings. BUT THERE IS A PROBLEM. Because the larger default FOV makes the cockpit instruments look far, I have offset the "pilot's head" to get them closer. However the HUD remains at its original size and now it looks small. Gun Sight is no longer accurate as a result. CCIP on the other hand is accurate Is there any way that I can move the HUD closer?
  7. QUOTE ('TK from Thirdwire")The ALR-69 RWR display can identify radar type and display different symbols. The symbols you're likely to encounter in the game are: 2 = SA-2 6 = SA-6 8 = SA-8 Z = ZSU-23-4 AAA 21 = MIG-21 23 = MIG-23 15 = F-15 F4 = F-4 F0 = F-104/F-105 M3 = Mirage III U = Unknown S = Search radar V = M163 Vulcan AAA (hopefully these are pretty self-explanatory) Radars guiding missiles have flashing circle around them. Priority threat (the tracking radar with highest signal) will have a diamond displayed around it. Keep in mind that this can only identify radar type, and not the exact aircraft type. For example, MIG-23MS, which is an export model with MIG-21 radar, will show up as "21", not "23". Most add-on planes will not be identified (show up as "U") unless additional data is added - for add-on planes with radars, you need to add RadarFamilyName= (and type of radar, please see stock data) in DetectSystem section to have it show up on RWR (or else, it'll show as Unknown). And if you want to add the ALR-69 to add-on plane, you need to set RWR Type to TEWS and add ThreatLibraryList= which is just a list of known identifiable threats (again, please see stock plane data). (and if you look through the FlightData.CAT, there are additional icons not used, such as 27,29,31 etc, for anyone wanting to build more modern threat library . --- Also, even aircraft with older RWR "vector" display has slightly new feature. On aircraft with up front RHAW control panel, it'll light up different SAM button (LO/MID/HI band light) depending on radar frequency, so you can roughly determine the type of SAM radar tracking you. Eary and late SA-2 (SA-2 B and SA-2 F) will indicate LO freqnecy band light Mid-year SA-2 (SA-2 C and SA-2 E) will indicate MID freqnecy band light SA-6 will light MID freqnecy band light while its searching/tracking, but moves to HI frequency band when guiding missile. But this missile guidance may not be detectable on some RWR (its using CW type radar for guidance). SA-8 will light HI freqnecy band light TK
  8. sure it is simply that hard... seeing only a few people doing the terrain and it is easy to conclude that it is very hard. not to mention the tool that we are using to build terrains are full of bugs. It feels harder than running in a shoe that has needles in it.... Even adjusting the tiles are hard. When i started the color adjustment I found almost no software in my hand can handle the transparent part of TGAs well. and I cannot afford to by a photoshop just for the purpose. Eventually when I figured out how to extract the colors out of the transparent area and rebuild the TGA after process it is already a week since I started. And the process to complete this task is extremely complicated, that I have to use robot program to repeat the process for each picture. :)
  9. well, then you are the young one leading the "Tiling" mafia...
  10. well, it is based on changing the diffuse color of solidobjects to 0.5,0.5,0.5,0.5, which dims the shadow and sunlights on the vertical faces of the building, and then brighten the rooftop of the buildings to get it blend well with the city tile. Seeing from the top, you won't tell the buildings from the city tile easily, which is a small step forward from original GH2. And then, I use a modified watereffect.fx shader effect (which I called solidOBJeffect.fx), and now rooftop reflects like in HAWX... you didn;t see it in the screencapture as I made it too weak. Will enhance it soon.
  11. not until i see those I decided to change the color.. http://www.ccpoto.com/viewthread.php?tid=3215 http://blog.sina.com.cn/s/blog_482c99bd0100b8x2.html That is Vietnam. I think the good and the bad of the blue look is 50/50. When you fly low you always want to see the true color of the ground. When you fly high you need it to be blue. I do a lot of attack at low as there are way too many SAMs in my own installation. And so I wanted it to be yellow or green.
  12. Hi Wrench, It works! Soon, there will be another update to bring AE map correct water shader.
  13. ya, it is blue-ish. I think initially when Brian32 obtained the satellite pics, it was already affected by the color of atmosphere as it was taken at heights. It is a very good try by the time of release as TK did not provide a good way to replicate the color of atmosphere then. But then we see the Farterraineffect.fx shader that does the effect since WOI, and then the SF2 series. From my observation, my adjusted version looks yellow when you look straight down, but if you look at those at distance, those near the horizon, they are still blue-ish as they should be.(look at the top part of below picture, it starts to get blue as the distance grows, the only drawback i found is the blue sea turns greenish and even black, like what you see in JetThunder...) The adjustment make Stary's Greenhell 2 looks quite weird, as the color of trees and the ground looks no more similar. I will provide color-adjusted tree/Building TGAs as well, but probably only the 1x/2x mixed version. above is just a comparison. not the final effect. It is already done, I will upload it tonight and you guys can try and comment by then.
  14. i made a quick color adjustment on Brian32's work and you should see it this week, see picture in below link, http://bbs.dof.cn/index.php?showtopic=9098...st&p=907188 no offence to Brian32's original one, it is absolutely good. but i feel it is very blue-ish and kind of undersaturated...
  15. just a quick note here. This ini tweak basically brings the effect of Libya map to SF2 level, if you are playing SF2E/V with greenhell2 and 4seasonPack, it is also recommended that you give it a shoot. As to AE map, it was made too early and lack of appropriate height map for shorelines, as a result, the water effect is removed...
  16. it is uploaded, with two other packs that you might want to try as well (sf1 map ini tweaks, and 1x 2x mixed tree pack for greenhell2 and germany4season pack). I'm waiting for approval of realease.
  17. Version

    449 downloads

    Map ini Tweaks for SF1 series This is an extraction from a super vannila pack of WOX that we share in the small circle of Insky team. It includes ini tweaks for Israel, Germany (4season mod), Vietnam (Greenhell2), AE(with Tree mod) and Libya(3.0 Ultimate final) maps. What the tweak does: 1. fixing water shimmering problem 2. bringing latest shader effect 3. Introducing tree blending effect for a smoothier terrain look 4. bringing sun shadows for hills on terrain. as the sun moves the hills cast shadows of different angle. enjoy it and feel free to report any problem Insky_orsin
  18. File Name: mixed 1x and 2x trees for GreenHell2 and Germany4Season pack File Submitter: orsin File Submitted: 6 Jul 2009 File Category: SF2 Series Add On Terrains This mixed tree pack was initially created for a super vanilla pack of WOX series that is shared within the little circle of Insky Team. There are quite a number of new features to be extracted from that pack (the first one was "better widesky") The purpose of mixing 1x and 2x trees was to bring a good feeling of speed without compromising too much of plant coverage on moutain areas. From my observation I can say it meets the purpose quite well. Unfortunately the tree mod of Germany map includes only high-detailed tree 3d file. please don't use it if you have severe framerate hit after installation. The tree texture for Vietnam map is downscaled for better performance. unless you are observing right from the ground, you will not find noticable difference about its presence. Enjoy it, and feel free to report any problem. Insky_orsin Click here to download this file
  19. Version

    374 downloads

    This mixed tree pack was initially created for a super vanilla pack of WOX series that is shared within the little circle of Insky Team. There are quite a number of new features to be extracted from that pack (the first one was "better widesky") The purpose of mixing 1x and 2x trees was to bring a good feeling of speed without compromising too much of plant coverage on moutain areas. From my observation I can say it meets the purpose quite well. Unfortunately the tree mod of Germany map includes only high-detailed tree 3d file. please don't use it if you have severe framerate hit after installation. The tree texture for Vietnam map is downscaled for better performance. unless you are observing right from the ground, you will not find noticable difference about its presence. Enjoy it, and feel free to report any problem. Insky_orsin
  20. should be better avionics. I don;t like hud display over the boundry of the glass.
  21. Hi, Forgot to mention, better widesky includes a viewlist that is from someone that I cannot remember. You just need to restore your viewlist.ini under flight folder
  22. Yes, climb and look... at a very high altitude, you even find the light of sun get reflected when enter into the air.... you might want to preview the effects here: http://www.insky.cn/bbs/viewthread.php?tid...;extra=page%3D1
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