orsin
ENTHUSIAST-
Posts
356 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by orsin
-
Version 1.1.0
272 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. -
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"
-
-
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.
-
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
-
awesome
-
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
-
well, appreciate if the very low-poly ADI ball gets some fix. That is the bad part of the old pit.
-
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??
-
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.
-
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
-
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.
-
Version 1.1.1
241 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. -
absolutely wonderful news to see your input again.
-
long awaited...is this project still alive?
-
-
It probably means then we need to update the stars.DAT file, however this then requires all tod coordinates of all maps to be updated to it. I tried introduce the shader FX for stars to the solidobject buildings however no difference made.
-
no this is not based on fake base. Totally irrelevant.
-
It actually look very presentable when look far But Once you get closer ewww By reducing the light range I can have less artifacts, but it then requires more source as those are constant emiters and they compete resource with other effects like rain etc. I was thinking of adjusting the render part of the effect but so far no clue? Any help?
-
Gents this is an experimental effect in the works. I wonder anyone have tried use effect in cities to create constant light visible at night in the past. I have some quick try and managed to generate 10 simultaneous light source per attached object, however the effect looks really pathetic. Has anyone go any idea how to avoid the terrain being "overexposed"??
-
Is it still to see the light of day some near future¿
-
Some time ago there was mig-25PD in the work, then it disappeared. Has anyone received the MAX file or beta version?
-
Heavy Rain View File This is a re-re-mod of Stary's rainstorm weather http://combatace.com/files/file/10945-thunderstorm-weather-mod-experimental/ and BearGryllis' TPWEL : Thunderstorm Pack With Enhanced Lightnings 2.0b http://combatace.com/files/file/12793-tpwel-thunderstorm-pack-with-enhanced-lightnings/ Hats off for their contribution to the community. It is an extraction of a much larger overall mod that has gone for years internal of our team. It is considered stable enough and deserve for a release up to date. The goal of this mod is to create an improved rain scene for SF2 titles. We have changed the 2 earlier mods on below field. 1. straight rainfall with speed, no longer slashed 2. removed the abnormal light surrounding aircraft on the ground when take off 3. reduced much on particle consumption to have a bit more consistency on presence. Less chance to have rain stopped when explosion happened on ground. 4. When speed pick up, the rain is less visible to represent reality. Installation: Drop everything in "Effects" folder. Submitter orsin Submitted 03/31/2016 Category Environmental Mods
- 1 reply
-
- 2
-
