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Bongodriver

+MODDER
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Everything posted by Bongodriver

  1. One thing I have noticed as each skin sundowner produces, there is no paint scheme that this aircraft doesn't suit.
  2. 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.
  3. 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.
  4. 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
  5. 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?
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Happy Birthday!!
  13. 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
  14. 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)
  15. 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.
  16. 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.
  17. 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:
  18. 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.
  19. 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.
  20. 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.
  21. Best tool I've used for tweaking angle of attack is my joystick. p.s. you do know what angle of attack is don't you? simply it is the angle between the relative airflow and the mean aerodynamic chord of the wing, not as I susspect you think, something to do with the angle at which you attack your target, it is purely an aerodynamics value.
  22. Gosh, looks like this beastie is surrounded in controversy, all we need now are some socialist pinko's to come along and cancell it But, there are clearly 2 compelling arguments, Fastcargo has a very good point, a name endears the aircraft more to it's crews etc.... the other point is equally as valid, let's not take this thread down that road, so for now, keep names to PM's to me or Ant so we can make a list of the ones we can make a poll on. So to start this thread back on the correct path, heres a quick screenie of an effect I am working on, basically I don't like the way the game cuts off exhaust smoke when burners kick in so I have created ths effect to keep some smoke on burner (this particular effect is an edit to the data ini, but I am creating taylored AB and smoke effects for the TSR) We all know how smoky aircraft were from that era.
  23. The debate hots up but I see no real conclusion in sight, depending on how both sundowner and I feel, I may suggest this goes to poll after all, but it would work better if there was nothing more than a vote on a list of names and no discussions outside of that list IMHO, but first of all a list must be created, suggestions? I would rather take the naming of this bird outside of this particular thread and perhaps start a new one for creating the list, then a further polling thread, how does that sound?
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