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Fubar512

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Everything posted by Fubar512

  1. Use one of the cat file extractors, such as this one: http://forum.combatace.com/index.php?app=downloads&showfile=10458
  2. Only because NF4+'s environmentsystem.ini is not up to current standards, and lacks the proper material/shader callouts.
  3. In either the 'Saved Games" (Vista, Windows 7), or inside of the "My Documents" folder (Windows 2000 & XP), you'll find a folder named 'Thirdwire'. That's your "mod folder". Inside of that, you'll find a separate folder for each TW title that you've installed. There's a file named "Options.ini" located in each of the individual title folders (one in SF2, SF2V,SF2E, SF2I). Open the Options.ini file, and scroll down to the Graphics Options header. Beneath it, you'll see "UseAdvancedShaders=1". Change its value from 1 to 0 (to disable it). Let us know if that worked for you.
  4. Which series? If it's SF2 or any of it's derivatives, then try turning off advanced shaders.
  5. Hey Agostino...che se dite? It goes into the Flight folder, inside of your mod folders. If one doesn't exist, you'll have to create it.
  6. Five Guys Burgers

    Dave, The best burger I've had in a while, was from Harold's NY Deli. It was about 16 oz of ground sirloin, was almost the size of the freaking plate, had to be cut into four slices, and the 'fixings' alone would have made for a decent salad. When they set this thing in front of me, my reaction was "Hey, I placed an order for myself, not for the whole freaking table" Just check out the size of the portions, and look at the prices http://www.haroldsfamousdeli.com/
  7. Not even close. Lower poly, lower res bitmaps, limited FOV, and that's just for starters.
  8. LOL..at the very least, the Mirage Factory MiG-29A is superior in every way to any of the TW-suppplied aircraft. Higher poly model, better cockpit, etc.
  9. Best Sci-Fi movie ever

    The Giant Claw, a movie that satisfies both our interest in classic aircraft, and in watching ground-breaking special effects: THE GIANT CLAW
  10. The real issue is that all SF engine sound effects are subject to frequency changes as they are directly linked to throttle and RPM. The only exception to this rule is the afterburner sound.
  11. It's probably a weapons-editor realted issue. You did ad the weapons using the correct editor for the patch level that you're using, right?
  12. Views all say 0

    I especially like the threads that come up as "33 replies, zero views"
  13. Those are all default ThirdWire models. At present, there are no 3rd party versions of them. You'd best direct your query to TK, at Thirdwire's web site.
  14. My quest to find a new (or newer) car...

    Yeah.....wow....a whopping 70 HP more.......for a mere $20K premium.... yawneeeee
  15. WOE, like SFP1 (and unlike WoV or SF2V), has large bases for the Warsaw Pact side, so airbase size is certainly not the issue there. Also, WoE is WoE.....there is no WoE2. There is, however, an SF2E
  16. My quest to find a new (or newer) car...

    Don't waste your money on the Z06. Go for the Grand Sport option instead, which is the best bang for the buck as it has the Z06's suspension and brakes, and best of all, you won't have the headaches associated with the Z06's aluminum frame.
  17. Best Sci-Fi movie ever

    I don't know what's worse, the Giant Claw, or the Deadly Mantis. The latter is infamous for its protangonist (s 30 foot tall Mantis) standing upright in the Holland Tunnel, which has 11.5 feet of clearance.
  18. You're confusing symmetrical with asymmetrical. Asymmetric implies that they're using different values, not that they have mirror image coordinates. For example: Symmetrical thrust position values would be: Left = -0.833,-5.648,0.24 Right = 0.833,-5.648,0.24 The right is symmetrical to the left, as the X-axis right offset out from the centerline is EXACTLY the same as the left. Asymmetrical thrust position coordinates would be: Left = -0.833,-5.648,0.24 Right = 0.727,-5.648,0.24
  19. There are no centerline values. Ymac, as I explained before, is the coordinates of the Mean Area Chord for that surface, as measured out from the centerline.
  20. Then check to see if the Ymac values are properly expressed. The Ymac entries for all lifting surfaces on the model's left side must have a minus sign in front of them. The Ymac value is the Y-axis location of the Mean Area Chord, thus, coordinates to the left are negative, the centerline is zero, and coordinates to the right are positive.
  21. [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=32768 MaxIndexCount=32768 MaxTextureCount=8192 MaxModelType=4096 MaxMeshPerScene=4096 MaxModelPerScene=4096 MaxLightPerScene=512 AspectRatio=1.6 MinPixelSize=1.0
  22. It 'might" cause some issues, particularly on straight wing aircraft. The reason behind that are the post-stall Xmac shifts and downwash contstants that are now applied to FMs that lacked them, in the first place. Those new entries seem to be spefically tailored for swept-wing aircraft.
  23. Describe the 'roll" issues. Is it rolling off to either side, or just to one side? Does it happen in level flight, or only when you start placing a load on it (pitching up)?
  24. Oh wow...two of the "NTI" city/spaceships from the Abyss appear to be surfacing in your screenshot. COOL!!!
  25. 100PercentRPM.wmv

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