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orsin

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Everything posted by orsin

  1. View File Improved Ground Gun Accuracy The purpose of this mod is to improve the ground gun accuracy especially the AA Guns. It changes the game's default ballistic coefficient entries and make better speed retention for trajectory items. Thus it makes guns perform much better for anything flying straight line. I have included 2 types of data in this mod. Please choose the one that works better for you. Type A = Ballistic Coefficient changed to 1.1 times, better gun accuracy. Type B = Ballistic Coefficient changed to 1.2 times, even higher gun accuracy but may influence AI plane in missions. Also included the ballisticdata change program which when open in a folder that contains G1.dat, will allow you to change the entries. For artillery, in addition to this mod, you can also change the accuracy in the gun data to 125 (yes, you can actually exceed 100) Installation: ----------------------------------------- Extract the G1.dat file under Type A or Type B folder under Objects folder in your mod directory Uninstallation ---------------------------------------- Delete G1.dat file under Objects folder in your mod directory Submitter orsin Submitted 12/24/2021 Category Other  
  2. Improved Ground Gun Accuracy

    Version 1.0.0

    133 downloads

    The purpose of this mod is to improve the ground gun accuracy especially the AA Guns. It changes the game's default ballistic coefficient entries and make better speed retention for trajectory items. Thus it makes guns perform much better for anything flying straight line. I have included 2 types of data in this mod. Please choose the one that works better for you. Type A = Ballistic Coefficient changed to 1.1 times, better gun accuracy. Type B = Ballistic Coefficient changed to 1.2 times, even higher gun accuracy but may influence AI plane in missions. Also included the ballisticdata change program which when open in a folder that contains G1.dat, will allow you to change the entries. For artillery, in addition to this mod, you can also change the accuracy in the gun data to 125 (yes, you can actually exceed 100) Installation: ----------------------------------------- Extract the G1.dat file under Type A or Type B folder under Objects folder in your mod directory Uninstallation ---------------------------------------- Delete G1.dat file under Objects folder in your mod directory
  3. Hi, I am creating a mod which requires better ballistic accuracy to test the weapon. I wonder if anyone still have a copy of either 1. Ballisticdata.exe from Thirdwire, which was available on TW forum to edit G1.dat file or 2. G1.dat editor by Honeyfox, which was once available in download section but no longer available. Please help!
  4. Version 1.1.0

    240 downloads

    This is a Data file fix for the Admiral Kuznetsov Class Carrier released by rokieborhgunder. You can download the original aircraft carrier file in the link below Admiral Kuznetsov Class Carrier - Aircraft Carriers - CombatACE The data file of this carrier Mod has a lot of problems, causing game to crash to Windows Desktop when the aircraft carrier is hit by a weapon. This data file fixed the problem. This Data file also fixed the Kashtan CIWS system in game. Allowing the AK630 barrels on Kashtan to actually fire at the target instead of shooting at the sky. Installation: 1. Unzip the file to the installation folder of the Kuznetsov Carrier Mod. 2. overwrite the existing file.
  5. No this is unnecessary. The can be launched vertically without problem.
  6. yes it is totally possible We did it long time ago. You need to make sure the missile have an appropriate Loft Height and the Gimble Limit.
  7. View File Admiral Kuznetsov Class Carrier - Data INI fix This is a Data file fix for the Admiral Kuznetsov Class Carrier released by rokieborhgunder. You can download the original aircraft carrier file in the link below Admiral Kuznetsov Class Carrier - Aircraft Carriers - CombatACE The data file of this carrier Mod has a lot of problems, causing game to crash to Windows Desktop when the aircraft carrier is hit by a weapon. This data file fixed the problem. This Data file also fixed the Kashtan CIWS system in game. Allowing the AK630 barrels on Kashtan to actually fire at the target instead of shooting at the sky. Installation: 1. Unzip the file to the installation folder of the Kuznetsov Carrier Mod. 2. overwrite the existing file. Submitter orsin Submitted 05/20/2021 Category Aircraft Carriers  
  8. First, Thank you very much for modding this, and thanks to all involved to get this beautiful ship released. 1. I would like to report the 1st bug. If the ship is hit, regardless whether it is a bomb or a bullet, the game crashes. It also seems after about 1 minutes after the game is launched, the ship disappears, which you cannot view it as a ground object via F7, and it eventually will sink/disappear. Not sure exactly why this happens. I tried to fix the INI but can't seem to figure out. Update: By disabling the majority of the radar and guns in the INI file, the crash stops. So somewhere in the INI needs a fix 2. One of the jetstream deflector is not in animation, it should be on a standalone animation. 3. The model has a few "shadow ballons"
  9. This may have been an old topic discussed over the time. However I couldn't find anything in the knowledge base. So I have to humbly ask. I noticed the Angola/South Africa map available in the download section. When playing the red side, will start me in several airfields in the water. I think this may have to do with the default height of the sea. But I couldn't figure out the correct settings in the terrain's data ini. Anyone please help? Attached is the stock settings of the Angola_data.ini [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=16384 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=8192 AlphaObjectIndexCount=12288 [HeightField] MaxHeight=1000 MinHeight=0 [HeightOffset] LowDetailMesh=-1.5 WaterMesh=0.8 [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [BackgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [SolidObjectTextureMaterial] EffectShaderName=terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] EffectShaderName=xxterAlphaObject.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE
  10. Alright, See attached screens. The airfield clearly is pretty deep inland but as you can see, soak up in the water along with other objects, which are all going to be destroyed in no time.
  11. Better CCIP mod v1.1

    Version

    1,096 downloads

    Better CCIP mod for SF1/2 series. This mod will prevent the CCIP and Gunsight dot from showing through any solid part of your cockpit. Leading to a much authentic bombing procedure. In SF1, this is done without any harm. In SF2, I have to remove 2 effect shaders which are used when your effect setting is at "Unlimited". So you lose some not-so-obvious effect. Installation ------------ For SF1, just extract the file to the 'objects' folder For SF2, first extract the file in the 'objects' folder in your mod folder, then follow the procedure mentioned in the "Special note for SF2 users" to complete it. Credit ------- Create: orsin (china insky team) Beta testing: HoneyFox (china insky team) Update --------- V1.0 initial release V1.1 fixed a problem in SF2
  12. View File Mig-31BM Mini Update Pack Out of 3 Mig 31 models available in CA (not sure why Mig-31A got removed...) Mig 31BM has the oldest model dated back to 2008, which has problem casting shadows and is over-polygoned. This package contains models changed late 2010 with multiple level of details and correct shadow casting. So that you can finally ditch the SHD file. Original creator : jv44 Skin: jv44 Please note the new model is not compatible with any previous skin. This update is released as-is. You will need to download & install Mig31m/bm pack from Brain32, then update with this mini pack. Find Brain32's file here http://combatace.com/files/file/9474-mig-31m-bm-foxhound-sf2/ Submitter orsin Submitted 05/08/2013 Category MiG-31  
  13. for those who are not familiar with this. My wild guess is Mue has developed a Blender3D exporter for TW LOD files. and placed it with another tool on the runway
  14. The F-15C Cockpit in the mega pack is bit dated. It was a pit created long time ago and revamped partially at some point, also long time ago. I decided to repaint it and give the old pit some correction. After 8 hours worth of work, here it is. Find in download section when approved.
  15. well, appreciate if the very low-poly ADI ball gets some fix. That is the bad part of the old pit.
  16. That is not going to happen. In SF2, 3W added a whole bunch of rotating indicators along with holes on the panel. Can't remove those and patch holes. Don't see why we need a replacement F-15A pit. Which part are you unhappy with the stock one??
  17. The only difference between the 2 pits is on the MFD section. otherwise the LODs are the same. The repaint should work 100% with F-15C Baz, other than cockpit.ini needs the new input that I threw in.
  18. View File F-15C MSIP Cockpit Repaint This is a quick repaint of the existing F-15C cockpit released on F-15 Superpack Redux 2016. I believe it has already been repainted by Viper63 back a while, however a few artifacts lead to my decision to redo the color and give it a TW color tone. Installation ________________________________ Extract the entire folder to <your SF2 mod folder>/Objects/Aircraft /F-15C . When prompt to overwrite existing files, choose "Yes" Credit ________________________________ Original Cockpit Texture: Kesselburt Last Repaint: Viper63 Legal Stuff ________________________________ This file is released under Combatace Community Freeware Licence and shall not be used in any payware without prior consent. Submitter orsin Submitted 01/06/2018 Category Jet Cockpits  
  19. Version 1.1.1

    223 downloads

    This is a quick repaint of the existing F-15C cockpit released on F-15 Superpack Redux 2016. I believe it has already been repainted by Viper63 back a while, however a few artifacts lead to my decision to redo the color and give it a TW color tone. Installation ________________________________ Extract the entire folder to <your SF2 mod folder>/Objects/Aircraft /F-15C . When prompt to overwrite existing files, choose "Yes" Credit ________________________________ Original Cockpit Texture: Kesselburt Last Repaint: Viper63 Legal Stuff ________________________________ This file is released under Combatace Community Freeware Licence and shall not be used in any payware without prior consent.
  20. absolutely wonderful news to see your input again.
  21. long awaited...is this project still alive?
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