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Fubar512

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Everything posted by Fubar512

  1. You don't really need to reinstall anything. You simply need to place the textures in the properly named weapons folder. This KB thread should help: http://combatace.com/topic/39282-sf2-weapon-layout/
  2. Happy Birthday Wpnssgt

    Woot!
  3. FC, the best dogfight AI was always assumed to be the one in Rowan's MiG Alley. After reinstalling it and trying it over the last year, I can say that the differences in the guns-only dogfight AI between MA and SF2 is marginal, at best. And no, MA's AI doesnt BnZ, either.
  4. No doubt because you were using custom tracers in your gundata files, and did not carry them over. They go into the objects folder.
  5. Huricane Earl coming

    Earl Post-Script: Daniel McGillis, who lives off the 8th Ave. beach in Belmar, catches a large wave as he surfs Saturday afternoon. Many New Jersey beaches will permit swimming today. Most N.J. beaches are permitting swimming after Earl passes NEW JERSEY SHORE — It appears that it will be business as usual at many Jersey Shore beaches today. With the effects of Hurricane Earl mostly gone, swimming will be permitted today in Manasquan, Sandy Hook, Sea Bright and Seaside Heights among other places. In Belmar, there will be "limited" access to the ocean, according to the Belmar Beach patrol. On Saturday swimmers were not allowed in the ocean in Belmar. Surfing was allowed. Other New Jersey beaches also had restrictions due to rip currents. Further south, beaches in Long Beach Township, Ocean City and Wildwood are open to swimmers today. The National Weather Service calls for sunny skies and temperatures near 80 today along the Shore today. The forecast for Labor Day is nearly identical - warm and sunny with temperatures in the high 70s and low 80s. Many towns had kept beachgoers out of the water during the past 10 days, citing rough surf conditions and rip currents spawned by Earl and Hurricane Danielle. And those that granted access only allowed people to enter the water up to their ankles or knees. Despite the improved conditions, swimmers were being urged Sunday to stay in areas where lifeguards are stationed and to not swim alone — even if waters don't appear risky. source: http://www.nj.com/news/index.ssf/2010/09/shore_beaches_permitting_swimm.html
  6. It's really simple. Open up your particlesystem.ini (assuming you're using a custom one, such as Stary's), and simply scroll down until you find the material entries. Do the same for the default particlesystem.ini. Compare the two, and you'll probably find that your entries probably look like something like this: [ChaffMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=chaff.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE As opposed to the current versions, that look like this: [ChaffMaterial] EffectShaderName=effectChaff.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=chaff.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE See the high-lighted entry? That's the material shader entry. You must add those to your custom particlesystem.ini, line for line, by comparing each entry (there's several different shaders), and duplicating the shader lines that are the closest, or the best fit, for each material. You can also perform the same edit on your effects .ini files, if necessary. If you need directions on extracting files, well, that's in the knowledge base.
  7. He's a bit on the low side, regarding brute processing power. The series requires at least 3.0 ghz to run with most of the eye candy ramped to high or max. Also, a video card 1024 MB frame buffer yields upwards of a 10% improvement in frame rates at altitude, and at least a 30% improvement when flying down down low. A card with only a 512 MB buffer makes up for the deficit by using up something on the order of 260 MB of system memory as a frame buffer. This not only reduces the amount of system memory available for other game functions, but also sucks up additional CPU cycles whenever there's a call to perform the aforementioned buffering. I performed an experiment a little over a year ago to prove this, and posted my findings: http://combatace.com/topic/45249-resource-utilization-lomac-vs-sf2e/page__p__323153__hl__512+mb+video__fromsearch__1#entry323153
  8. No offense, but you'd be better off beating your head against a cement wall, for all the difference that would make to some of the folks over there. There's a rather sordid tale behind the animosity some of them have towards TW products, but it's not really not worth getting into on an open forum. In regards to BVR, well, F-14Bs will engage you with AIM-54s at ranges in excess of 50 nm (100 nm is the farthest I've seen the AI launch from), and MiG-29s and Su-27s routinely launch Alamos from 30-35 nm.
  9. Pan limits are set in the individual cockpit.ini files, by adjusting the MaxYaw and MinYaw values.
  10. Also, some MiG-21 and MiG-23 Variants share the same Jaybird radar, and both appear on TEWS recievers as "21"
  11. Huricane Earl coming

    Oh, there's no doubt in my mind tha the media takes advantage of every potential (or imagined) disater to boost their ratings...but to be fair, that's been the case as far back as I can remember. What's sad is the behavior of those who read more into these "warnings" than what one should consider sensible.
  12. Besides, MIGs are easily fixed....if you don't believe me, check this out: http://www.sears.com/shc/s/s_10153_12605_Tools_Welding+Equipment_MIG+Welders?filter=storeOrigin%7CSears&viewItems=24&sid=ISx20070515x00001a&skwcid=TC|20621|mig%20welders||S|b|5591496452
  13. It does in SF2....you should (carefully) check the groundobject.dll with a hex editor, and see if the necessary entry is in there.
  14. Check your particle system.ini for lack of material shader entries. Reconcile it against a current TW particlesystem.ini file (you'll find it packed into the FlightData.cat file), and perform the necessary edits.
  15. In that particular case, I can well imagine that there's more to it than the thread-starter stated In as far as BVR is concerned, rest assured that the crutches that we came up with many years ago (I now refer to them as cheap workarounds), are no longer necesary with the '08 patch level, and certainly not in SF2 and its follow on titles. And that workaround was ramping up the max visible distance setting (under the detect system header) by several hundred percent. It was fun back then, but also led to some wildly unrealistic behavior on the part of many of the AI aircraft and ground models.
  16. This should be of some assistance to those who are modeling radar and ecm systems: Military Radar Bands (EU, NATO, US ECM frequency designations) Band Frequency Notes HF 3 - 30 MHz High Frequency VHF 30 - 300 MHz Very High Frequency UHF 300 - 1000 MHz Ultra High Frequency L 1 - 2 GHz S 2 - 4 GHz C 4 - 8 GHz X 8 - 12 GHz Ku 12 - 18 GHz K 18 - 27 GHz Ka 27 - 40 GHz mm 40 - 300 GHz millimeter wavelength ECM Bands (EU, NATO, US ECM frequency designations) Band Frequency A 30 - 250 MHz B 250 - 500 MHz C 500 - 1,000 MHz D 1 - 2 GHz E 2 - 3 GHz F 3 - 4 GHz G 4 - 6 GHz H 6 - 8 GHz I 8 - 10 GHz J 10 - 20 GHz K 20 - 40 GHz L 40 - 60 GHz M 60 - 100 GHz When setting an ECM system, first look up the system type (in this case, we'll use the AN/ALQ-167), and check to see which frequencies or bands that system jams. Looking up the AN/ALQ-167 on GlobalSecurity, yielded the following info: http://www.globalsecurity.org/military/sys.../an-alq-167.htm In theory, an ECM system can jam a radar by emitting only 1/2 the potential energy of that radar, as the radar's beam has to travel twice as far as the ECM's emissions in order to first paint a target, and then receive the reflected signal, whereas the jammer's signal simply has to reach from the host platform (aircraft), to the radar's receiver.
  17. Huricane Earl coming

    Video from The Weather Channel (TWC): http://www.weather.com/outlook/videos/latest-forecast-for-severe-weather-365#328
  18. Huricane Earl coming

    Earl's churning away about 400 nm due South of me ATM, projected track has its eye coming within 100-150 nm just east of me around daybreak, so we may see anything from gale force to tropical storm-strength winds in my area by then. Correction: Earl is due here tomorrow afternoon, according to this track model at Stormpulse.com
  19. I want a PONY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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