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Bongodriver

+MODDER
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Everything posted by Bongodriver

  1. Well these things start out at the 2 weeks mark, and this one isn't out of it yet.
  2. One thing I have noticed as each skin sundowner produces, there is no paint scheme that this aircraft doesn't suit.
  3. Well didn't get it working, but as I suspected there is nothing to change in your mod, all seems perfect there, but I do notice the way my machine flickers .tga's in general so this is probably the problem, I remember reading a thread on shimmering tga's once but don't know where it is now.
  4. Just thought I would show the eurofighter with it's lovely chav burberry skin
  5. Someone did a quicker take offs mod which probably touches on your second question, but as for startup and shutdown sounds I'm not sure, my guess is not.
  6. As I get closer then yes there is a reduction in the shaking, another thing, The clouds are being layered (overlapped) and sometimes the cloud on another layer but in the same location doesnt move. The layering is happening even though I have disabled the other tga's
  7. well the amount of jump is difficult to estimate, it is easyer to say the effect is like a muscle twitching, a random shake, the effect is not really changed with particle sise. I will have a play with the settings in bold as most are a true false, can you suggest anything for z bufferoffset and priority level?
  8. Ok it seems to be the whole thing that judders, the effect happent to the portion of the tga tile I am closest to, i.e the cloud at the far distance is relatively still. I am using the target method
  9. My card is an Nvidia 7950GT 512MB I would be tempted to say that it is parts of the tga that judder, because in some places the clouds are still, just hard for me to tell if they are all on the same tga or not
  10. I had changed them to 100E+3, and EV was 300E+3,300E+3,2000 My flight engine settings are: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=8192 MaxModelType=2048 MaxMeshPerScene=4096 MaxModelPerScene=4096 MaxLightPerScene=256 AspectRatio=1.333333 MinPixelSize=1.0 [FarSceneClip] FarClipDistance=5000E+3 NearClipDistance=3000.0 [NormalSceneClip] FarClipDistance=5000E+3 NearClipDistance=249.9 [NearSceneClip] FarClipDistance=250.0 NearClipDistance=0.2 I changed the tga's to bmp's at 1024x1024 and changed the ini file to call bmp's instead, now nothing shows up at all.
  11. Ok, tried your advice, and at first I thought it was working, but it's not, the juddering I mention is actually not a flickering like you say, the cloud tga remains visible the whole time but they appear to move in a rapid back and forth motion but only some of them, usually ones in the center of view. I'm figuring I have to change something I've done wrong, your mod is probably not at fault, Looking forward to your development of your enviroment mods, this one in particular I think is going to be superb.
  12. Something is not quite working for me, the cirrus appears ok but they keep juddering an the effect is a bit eye straining, I have it set up in WOI using the DS terrain as a target type.
  13. I think the moddability of this series has left an impression that almost anything is possible, but sadly the reality is that almost every mod involves a compromise of some sort.
  14. Happy Birthday

    Happy Birthday!!
  15. Mega Poll: Greatest Guitar Solos of All Time

    Pink Floyd - Comfortably numb, I met Dave Gilmour once, climbed out of his boeing stearman, took off his flying jacket to reveal a stained t-shirt with what looked like his breakfast on it, so Rock and roll
  16. Surely the KC130 is flying faster than the stall speed of any aircraft, I can't imagine the mirage has to land at 290 Knots (290ish knots is the cruise speed of a herc)
  17. Yes, I guess you are right Laz, I realised soon after the post that I really do this stuff for my own amusement first anyway, most other modders are the same, can be too easy to feel like theres a competition going on but it's not the case, variety is the spice of life they say, so let there be a variety of the same models.
  18. 3 TSR's Makes me wonder if this will happen again with anything else I make, I don't like the thought of alot of hard work becoming redundant, so maybe it would be best if everyone carries on with their projects, even if someone else is working on the same thing.
  19. Civil Aviation

    Yeah, sad to say, I love aircraft, nail a pair of wings to a washing machine and I will spot it NFG, you will have to come down to my home airfield at Manston in Kent, got some interesting types in the hangar and an old PZL iskra (rare beastie) rotting on the apron, could even take you flying in the islander, just better clear this one up though, it's not because Nicky is the resident babe, anyone that ever makes it down to Manston can come for a flight with me :yes:
  20. [smug mode on] He! He! He![smug mode off]
  21. That won't happen, seriously it has a name, just not one that makes everyone happy, we can always give Her a propper name after we have flown and fought in Her.
  22. Well I don't believe that variable is to be found in the aircrafts data.ini, I would start looking into the individual weapons entry in the weapondata, there may be some variables which dictate how the AI behave in its delivery, even if you have to tweak the individual weapon to non historically accurate values to get the desired effect.
  23. Hi Basher, I think one of the reasons it is difficult to provide you with answers is because you have a tendency to explore aspects of the game that nobody else has touched on yet, I sense an opening for you to become the resident expert in all things unorthodox. p.s. the angle you need to be looking for is purely a pitch angle relative to the horizon, an angle of attack can be high even if the aircraft is nose down, it all depends on how much load the aircraft is under, say you are in a dive and give a sharp pull on the stick, your aircraft may well exeed maximum angle of attack without even getting the nose above the horizon, a condition called high speed stall.
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