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Fubar512

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Everything posted by Fubar512

  1. Kevin, Weights are in kilograms. 464 gallons of jet fuel@6.8 lbs per gallon = 3155 lbs, which in turn translates to 1431.17 kg. Summing up the values of all those tanks comes out to 1201.94, which is simply bad math (or using the wrong weight value for JP-5, which comes out to 6.8 lbs per gallon at 59 degrees Fahrenheit). If we convert gallons directly to liters, we arrive at 1756.43, so it's not a value in liters.
  2. Enough Rope

    Stupid is as stupid does.
  3. WBS, we were working on those models during the Summer of 2005; that's 11 years ago! So yes, they are quite long in tooth, and are due for a replacement that sports all the trimmings (specular & bump mapping, hi-poly model, etc.).
  4. Here we go again....

    We seem to be losing an artist from the hey-day of progressive rock every few months now. Keith Emerson Dead From Gunshot To Head In Apparent Suicide
  5. To answer part of your first question, you can use a hex-editor to open any dll files, and use the search feature of that editor to search through the various parameters. There are several good free hex-editors out there, just keep in mind that most files in this series (SF2) are in Unicode format. Also, remember not to save any changes you may have accidentally made, or you will have hosed that dll.
  6. Increasing acceleration rate does alter the speed at the end of the cat shot, often enough to snap landing gear right off a model.
  7. This occurred almost three weeks ago: http://www.dailymail.co.uk/sciencetech/article-3459057/Largest-fireball-Chelyabinsk-falls-Earth-Nasa-reports-huge-explosion-seven-meter-space-rock-Atlantic.html
  8. Having a nose cap "fall off" is a somewhat different animal than having doors open, missiles rails extend, and then retract the rails and close the doors when the missiles have been launched. The latter is an animation that includes player controllable rotation, and that limits it to the actual aircraft model itself. I wish that we could have that level of animation (rotation) on all objects. It would be particularly useful on ship-models, where we could animate missile bay doors on those models that sport VLS, and also have realistic missile reloading animations on those with launch rails.
  9. If I recall correctly, they can only be animated that way if they are part of the model.
  10. B-52s never had optical bombsights. All bombing was performed using ground targeting radar, which unfortunately, this series does not support. Speaking of bombsights, a bombsight mod was released for the B-52G, back in '04-'05, or thereabouts, which featured a Norden-like interface.
  11. Some Ideas

    LOL, it's about the upteenth time that I fell prey to answering posts on the home page without first checking which forum they're linked to. The fact that I mentioned SF2NA in my reply should have been a dead giveaway
  12. Some Ideas

    The series was originally designed to cover western cold-war aircraft up until 1974 or so, which would explain why the radar and avionics behave as they do. Most of the 3rd party mods that seem to enable some of the features you desire, are really work-arounds, that are limited in performance and appearance by the lack of supporting call-outs in the avionics dll files. The developer gave us some new features (mainly the radar modes on the F-14), when he introduced SF2NA in 2012, but the series is still lacking in many respects, such as radar acquisition of ground targets, (etc.)
  13. Since you've ordered them to "attack your target", are you sure that they weren't inside of the minimum launch parameters for those weapons?
  14. To quote from the article: "‘Had it happened over a populated area it, would’ve rattled some windows and probably terrified a lot of people, but I don’t think it would’ve done any real damage."
  15. IIRC, he gave up on that when he discovered that SF2 handled lighting and effects differently. You can always search for it try adapting the contrails, to SF2 but I doubt that they'll last more than a few hundred meters behind the aircraft,
  16. The current stock contrail effect is essentially nothing more than a "ribbon" that's repeated every few moments, and dates back to the inception of the first series, prior to 2002 (I recall first seeing it in a preview article, circa Summer of 2001). I've tried creating a whispy, smokey effect, with limited success. It winds up unconvincingly short, due to a built-in limitation in the number of particles that can be rendered per effect. I have tried reducing the particle count as well, which then causes the effect to resemble disassociated puffs of smoke. I have a video of that somewhere on a backup drive.
  17. Marcelo is in "semi-retirement". I still have a couple of his as yet unreleased works to complete.
  18. Sorry, but that's not true, and I can provide proof to the contrary. One does receive warning, if only for a second or two, when the AI first launches an Active Homing Missile at them. I've just created a 1v1 mission, a MiG-21MF against an F-14A that's carrying 4 AIM-54s, and I receive a warning tone every time.
  19. You will always get a tone when the launch platform acquires you and sends an active radar homing missile your way. The tone then goes away when the missile switches to active tracking mode, just a few seconds later. So, to recap, if you hear a "lock" tone that suddenly goes away, dump chaff, dive for cover, and hug the ground. When I mean "hug" I mean get below 15 meters/50 feet of altitude, and stay there!
  20. There was nothing of the sort. It was your imagination. It was just a helicopter....or maybe it was project Mogul. It was anything but a flying saucer.....
  21. Those are Stary's "Hollywood" effects.
  22. Most of those effects should be in the Kresta II package: http://combatace.com/topic/75314-kresta-ii-version-10/
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