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Fubar512

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Everything posted by Fubar512

  1. And now, it's........

    EricJ's turn in the barrel.....HAPPY BIRTHDAY, Eric!
  2. Happy Birthday Erikgen!

    Happy Birthday, Erik!
  3. Most expensive oil & lube job ever...

    You mean exotic chemicals.....like NAPTHA? Check the ingredients....it makes for an eye-opening experience. Proper T-body cleaning entails removing the unit from the engine, and cleaning it on a bench. Most of the so-called "carbon" that jiffy-lube engineers ( ) claim to find in a t-body, originate either in the engine's crankcase, or are contaminates left over from the assembly process, being drawn in from units such as brake vacuum-boosters. Often, you'll also find carbon in the bores for the various sensors and motors that fit into a t-body. Cleaning them can help throttle-response and improves idle quality. As to how often one should service the unit, I'd say at least once every 25k to 30k miles.
  4. Most expensive oil & lube job ever...

    Just $116.34? LOL. Check out the service intervals and their attendent costs on a typical exoticar...hell, just for s**tz-n-grins, look at service costs on a Bugatti Veryon: According to AutoCar, a routine service for a Veyron costs a whopping £12,866 ($21,033 USD), whereas an annual service for a Ferrari Enzo is £1680 ($2,746 USD). A set of new tires will run you £23,500 ($38,417 USD), and that’s because they have to be capable of handling a top speed of 253 mph. Moving forward, every fourth tire change, the Veyron’s wheels must be replaced, leaving you with a bill of £7050 ($11,525 USD) per wheel. Source: http://www.egmcartech.com/2010/01/18/the-cost-of-owning-a-bugatti-veyron-is-overwhelming-set-of-tires-cost-38417/
  5. Those are the values for the SON-9A model, as per our recent discussion.
  6. Kevin: [MissionData] NationName=SOVIET ServiceStartYear=1953 ServiceEndYear=1980 GroundObjectRole=EW_RADAR Availability=COMMON Exported=TRUE ExportStartYear=1960 ExportEndYear=1982 ExportAvailability=COMMON [DetectSystem] TargetType=AIR RadarFamilyName=AAA RadarSearchTime=5.0 RadarSearchRange=80000.0 RadarSearchStrength=40 RadarTrackTime=10.0 RadarTrackRange=35000.0 RadarTrackStrength=40 RadarPosition=0.0,0.0,2.30 RadarMinimumRange=500.0 RadarMinimumAlt=500.0 RadarSearchFreq=2.696 RadarCW=FALSE RadarTrackFreq=2.860 OpticalSight=FALSE MaxVisibleDistance=5000.0 RadarCrossSection=3 DataLink=TRUE NetworkType=AAA
  7. 18 "units" of AoA, corresponds to a true value of approximately 13-15 degrees of AoA, Don. TW sims use degrees, not units.
  8. The current MF F-16 FM was created before the '08 patch. The '08 patch introduced a whole slew of new parameters, most of them having to due with post-stall behavior. So, in short, the FM is not compatible with either the '08 patch, or the second generation of TW sims.
  9. That's Razbam's A-6E TRAM model....it's payware, and well worth the price of admission.
  10. It's probably not an easy fix, as there are a few areas that may cause such an issue to arise. They all mainly deal with the interrelationship between flight surfaces, in this case, the canards and the main-wings. If a gun were held to my head, I'd say take a close look at the Xmac tables for both surfaces
  11. It's probably not a weapons association, but lack of a shader declaration. Read through this thread: http://combatace.com/topic/41168-using-custom-effects-in-sf2/ Lack of sound is no doubt due to not having an entry for that event in the soundlist.ini. You must extract the soundlist from the flightdata.cat, and place it in the flight subfolder of your SF2-mods folder. you then edit it like so: SoundFile0XX=NukeBlastSoundoftheweek (make sure that you maintain the numeric sequence) [NukeBlastSoundoftheweek] Priority=HIGH Looped=FALSE NumBuffers=4 3DSound=TRUE DopplerEffect=FALSE MaxDist=100000.000000 MinDist=50.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0
  12. Effects in SF2, or rather, materials for effects in SF2, require a shader declaration, as per the SF2 knowledge base: http://combatace.com/topic/41168-using-custom-effects-in-sf2/
  13. Paint.net is another freeware option. I use it to create .TGA files (mostly decals and effects) with the proper alpha channel.
  14. If you mean where the effect is placed, that's typically declared in the outer wing panels of most aircraft data .ini files, and yes, the ones for the default models are compressed into the objectdata.cat (as this is the SF1-series board, we're dealing with a single object catalog file here). As to where the stock wingtip vortice effect itself is, well, that would be in the particle system.ini file.
  15. chemtrails

    Dave's the one you have to watch out for. You see, he works at an office that's located inside of hanger 18. He often calls me from there, to tell me of the latest alien artifact that he's bumped into while at work....alien snow removal equipment, alien office furniture, etc.
  16. Sort of.....wing sweep angle@Mach level corresponds precisely to the coordinates defined in the Xmac tables. So, in essence, you could have the wings set at any sweep angle your heart desires, and it would make no difference in maneuverability, as the values are "fixed" in the flight parameters. Swept wings are nothing more than a glorified effect in this series, with a minimal effect on performance. By manually controlling them, you're achieving nothing.
  17. It's simple. The effect is triggered by G-loading, exactly as the default wingtip vortices are. The only issue is placement. Keep the following paradigm in mind and you should have no problems: X,Y,Z X = longitudinal coordinates, with + for all forward of the model's center, "0" at center, and - numbers for coords aft of the model center. Y = transverse (span-wise) coordinates, with + values right of center, "0" at center, and - values left of center. Z = values in elevation, with + for all coords above the model centerline, "0" at center, - for all coord values below the centerline. All values are in meters.
  18. The reason variable geometry wings are generally set to automatic in SF, is that this allows one to declare as many as 4 wing-sweep settings, per model. Setting it manual, limits the model to just two settings: full forward, and full aft sweep.
  19. You might not have to with SF2, as you can declare limited nations, aircraft, and weapons on a terrain-by-terrain basis, so (at least in theory), one install can cover everything from WW2 and up.
  20. RIP Dennis Hopper

    "And with a whimper, I'm outta here, Jack...." He will be missed.
  21. You could always try the node-rotation method, but be advised that you may uncover what may amount to ugly, non-mapped "holes" in the cockpit meshes.
  22. If you followed the steps, and it had no effect, that means that it's hard-coded in the .dll files, and can only be changed by the programmer (TK).
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