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Fubar512

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Everything posted by Fubar512

  1. SF2 is available only as a digital download from the developer's site: https://store.thirdwire.com/store.htm
  2. A jet-aircraft's engine sound has absolutely nothing to do with "accelerating upward". Its sound (as percieved by someone standing outside) changes in pitch according to turbine RPM, the shape of the inlet and the exhaust, and doppler effect (among many other varibles).
  3. Early development sound fx for KaW, using test models:
  4. There's always been one nagging question: What if Gant (Clint Eastwood) had thought in Latvian, instead?????
  5. That's TKs way of telling us that MTV sucked after 1982
  6. Kevin, you must think in Russian......damnit, do I need to draw you a diagram????
  7. If you hardcode a specific SAM-type and it's supporting radar onto a terrain, you'll never recieve a RHAW warning when it acquires and launches at you. It's a limitation of the series, and no one but the developer can fix that. And don't count on that happening.... SFP1,WoV, and WoE reached their end-of-life update cycle in 2008.
  8. That's the purpose of networking. To ensure that SAM radars and SAM launchers that belong together, show up as a unit.
  9. In my experience, the most likely causes are overly conservative drag values, and drag tables, for all aerodynamic surfaces.
  10. An old test mule...new 3D models are inbound
  11. The gaspipe is the ultimate BnZ machine.
  12. I use 4 at 1680x1050 resolution. You can input anything, experiment and see what works best for you. But as Panama Red just stated, SF2 is just soooooo much smoother right out of the box, because of its superior coding and DX10 shaders (in Vista and Windows 7).
  13. I must add that TK's latest FMs (at least for SF2) are quite accurate in their stated limits and values. He states the correct lift and stall values, has accurately calculated the chords for all lift surfaces, and has expanded the various & sundry alpha and mach tables to a higher level of resolution. However, there's still room for improvement in that last area The only issue I have is with changes that were made since the release of SF2I EXP1, to allow all aircraft to depart into spins, has effected the stall modeling of most existing FMs to the point that many behave unrealistically, post-stall.
  14. The card's control panel should have overidden any other settings, but look in the options.ini file, under "graphicsoptions" and set ForceVSyncOff=TRUE
  15. F-86E climbing through the cloud deck MiG-15bis on the prowl over the Yalu East meets West high over North Korea
  16. The FM in question is for an as yet unreleased 3rd party project, so I'm sorry, I cannot share it with anyone at this time. Besides that, it would do you little good, as it's not for a MiG-19. Thirdwire FM "tuning" is a very deep subject, and is somewhat beyond the scope of a simple answer. It would require an entire thread on the knowledge base, one that (other than the basics) is prone to change every time the developer gets it in his mind to do so.
  17. In a perfect Third Wire world, the userlist sets which service an aircraft or ground object may belong to, and the limitednations.ini which nations appear on a given terrainset. However, it's not a perfect TW world, and I've encountered Soviet Meteors and Indian Vampires over North Korea in 1952, limitednation and userlist files notwithstanding...
  18. All one needs to do with a merged install, is to simply run the executables for every title. That creates seperate folders for each and every sim (SF2, SF2V, SF2E, SF2I, EXP1, EXP2, etc etc etc). Then one goes into the desired version's mod folder, and removes whatever models do not belong with a given title/terrainset. One now has separate, and historically accurate titles within a merged install, that can be accessed by simplying clicking on that title's executable. Now, everyone who thinks this is too hard, raise their hands and stand up. Everyone else, hit the floor
  19. No jet accelerates that hard. In fact, your average sport-bike can generate as much (if not more) accelerative G-force than a fighter. The AI will pull into a stall, which you do not want it to do, as it lacks the abiliy to understand a simple concept: limits. It will attempt to fly at max alpha, and just above stall speed. Trust me, it's neither fun nor challenging when one's flying against MiG-17s that are chugging along nose-high at 110 kias. Since the '08 patch, every FM can have an AI-section, which imposes limits on the AI's behavior. But it's not perfect. I've set alpha limts (that's the "trick", btw), and the AI will still manage to pull a bit past them. I've circulated a pair of FMs set up this way (for an undiclosed project). Dave can attest to the AI's behavior, afterwards.
  20. The AI will always use a simplefied flight model, and not suffer from G-effects. For example, I've edited the MiG-15bis to make it player flyable, and edited it's FM to prevent it from performing tie-fighteresque maneuvers (and to also make it behave properly under player control). The AI still performs acrobatics with it that are impossible for a player to match
  21. Short of flying scripted missions only, the answer is no. Been there, done that.
  22. R.I.P. Dandy Don

    OMG...I can't believe that I missed this...I also can't reconcile with the fact that he was in his 70s, as I remember him both on the field (yes, I'm showing my age) and off, as a commentator. I fondly recall the ads that he did for Campbell's soup and Lipton tea during the mid-late 1980s.
  23. Amazing images

    One might imagine encountering scenes like these inside of Jupiter's cloud belt, but, they were taken in Montana....just amazing: http://www.dailymail.co.uk/sciencetech/article-1334672/Jaw-dropping-image-enormous-supercell-cloud-Glasgow-Montana.html
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