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Fubar512

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Everything posted by Fubar512

  1. ..............

    Sorry to hear that...
  2. One cannot use what isn't there. Apparently, TK only adds whatever he intends to utilize, and doesn't take full advantage of most of the parameters contained within the DirectX libraries. I've written some killer shaders for for features such as heat blur and water with fresnel reflections (in both DX9 and DX10), and they're not supported by the TW engine.
  3. Maximum allowable descent rate at maximum gross weight x 1.5 per individual component should be good enough for gov'ment work (or for ThirdWire gameplay purposes, for that matter).
  4. It must be encoded in monaural format. Stereo .wav files will not work.
  5. The '08 patch killed FACs in SF1, and if my memory serves me right, SF2 has not had them from the begining.
  6. Mass fraction, is as the term implies, the percentage of the aircraft's (empty) mass that the component in question contributes to. In this case, 38%. Alpha stall is the alpha angle in degrees, at which the aircraft model begins to experience stall buffet. 18.58 degrees is a bit high for a straight winged aircraft. Alpha Max is the maximum angle of attack achievable before drag exceeds lift for that surface. Flight manuals for the real aircraft will warn you to never exceed this value under any circumstances. Again, 34 degrees is way high for a straight wing. Alpha Depart is the angle of attack at which the surface loses lift, and hence causes the model to depart from controlled flight.
  7. You originally posted it on the SFP1 boards. I've since moved it to where it belongs.
  8. Perhaps it's because they some how knew that you'd post about them in the wrong forum?
  9. Boy, is that an understatement, or what?
  10. Interesting read, perhaps Wrench will take the hint http://www.scramble.nl/eg.htm
  11. Yes, TK appears to have hardcoded cloud values even cloud altitudes are effected, as well.
  12. No. In fact, only one set of tones is allowed per install.
  13. Try this: Set up a mission where you have a high wind, then fly at a right angle to it, using AP in altitude hold mode. Next, speed up the sim (to 8X), while keeping note of your indicated heading. You'll begin to see the aircraft gradually weathervane due to the crosswind.
  14. YOu can modify any of the .dll files to your hearts content....if you want a non-operable game, that is. The .dll files are subject to a CRC check when the game starts. If they're not what the engine expects to see, the game will crash.
  15. Course drift due to wind is modeled in the series. As Stary pointed out, one must run at 8x time acceleration to really notice it.
  16. Windows small business server 2003

    If it came with an OEM computer, chances are that it's proprietary to that manufacturer (and possibly, that system), and won't easily install on anything but that same manufacturer's PCs. This started with Windows XP, as Micro$oft was upset at the number of gray-market copies of Windows and Office that were available online and at computer shows.
  17. ZU-23 are direct fire weapons. They do not use fused rounds.
  18. Nope...it's volume of AAA per given area. I've exceeded anything you've ever seen (in YAP or otherwise) on several occasions, and Wrench's Korea terrain has surpassed even that, almost to the point of insanity.
  19. 1) The Yaw angle rate is too low for a mobile (ship based) SAM system in this series. Try upping it to 90 degrees/sec. This may not be 100% accurate, but it's a necessary compromise if you want realistic SAM defenses. 2) You may be expecting to engage targets out to 120 km, but not with a radar that's limited to an engagement range of 20 km (as is in the case with your settings). In real life, the first model Sea Dart's max effective range is probably closer to 35 nm, only the newer variants meet the 120-150 km range criteria. 3) You have no noise and counter-measure rejection values listed. In short, "You Jam, no SAM". 4) That ship's data.ini needs to be updated to SF2 standards, as it's lacking radar frequency values, a radar family name, etc. 5) The booster values are way too high, as are the sustainer values. These effect it's engagement envelope, and grossly limit the missile's maneuverability. Try cutting the booster values down to 10 Gs, and the sustainer values to 0.5 (it's a ramjet, after all), and work up from there. 6) Research, research, research! Do your research, otherwise, you'll wind up with what we refer to as another "CCNO"
  20. Probably not. You see, ThirdWire time is extremely elastic in nature...
  21. Once the missile is "released" (at a setting of zero) if it's not tracking at that very instant, it will "fall" and explode on the launcher. The release delay value appears to have has nothing to do with when a missile is launched, simply the absolute maximum delay between firing and launch sequences.
  22. Perhaps to prevent the misiles from blowing up on the launcher?
  23. Doesn't the percentage of head bob ingame depend on the tunes one's listening to at the time?
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