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Fubar512

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Everything posted by Fubar512

  1. Yes, aerodynamically controlled flight ends at 110,000 feet, unless you edit the lifting surfaces to a ridiculously unrealistic degree. Than, the series ceases to a "simulator", and enters the realm of "arcade game".
  2. They should be in that very same folder, in their own separate folders named after the corresponding cat file (ObjectData001, ObjectData002, etc).
  3. The physics engine kills any chance of controlled flight much above 110K feet. As in RL, aerodynamic surfaces don't work at those altitudes. Thrusters are required, and in this series, those only work in conjuction with thrust vectoring.
  4. Won't work. The game engine limits the map boundaries, as well as the maximum altitude achievable. And if one attempts to edit the max altitude parameter, the physics engine (which is essentially uneditable) would render it all but unworkable, much beyond 110,000 feet.
  5. In as far as what is concerned? Cockpit indicators? Operation of the actual devices on the model?
  6. Default for the add-on KORAT, or for the TW-supplied KORAT? Also, the altitude ( or Z-value), is the last set of coordinates (X,Y,Z).
  7. No, it should work irregardless. What coordinates did you use to place Korat RTAFB? Perhaps adding a slight altitude correction might help (around 0.15 meters).
  8. Do you run the game in hard flight settings? They allow one to fly at several degrees more AoA before alpha stall. Pay attention to the AoA meter in the cockpit.
  9. Leading edge slats were on all F-4Es delivered in 1971.
  10. You could try lowereing the mipmap levels for the particular tile that it's sitting on (the default is 6, try 3).
  11. Sounds like a case of "Z" fighting...simply put, part of the mod is interfering with the terrain, and is vying with it for visibility. In regards to the second issue, go into your profile, and delete some the older jpeg files. Another workaround, is to upload the image to the gallery, and then link to it.
  12. [AoAIndicator] Type=ANGLE_OF_ATTACK_INDICATOR NodeName=X MovementType=Light Set[01].Position=0.0 Set[01].Value=0.99 Set[02].Position=1.0 Set[02].Value=1.00
  13. You simply need to add the appropriate missile rail to the data and loadout.ini.
  14. Interior canopy refections are a tga file, that's assigned through a callout in the cockpit lod file. It's possible to change it, by simply renaming another reflection tga to match the callout.
  15. Do aircrafts disappear on ground ?

    All AI aircraft disappear after they land. It's been that way since the series was first released, back in 2002.
  16. Well, you obsviously need to verify it with a 3rd party FPS utility. I can honestly say that I've not experienced anything more than a half-rate slowdown (down into the low 30 FPS range) since the last two patches. SF2 runs a lot smoother than the original series on my system.
  17. You sure did....look at your first post. And I quote, "The framerate indicator is not showing actual current framerates." FRAPs agrees with the frame counter. IIRC, The other counters are lowest fps (gfx engine startup), maximum (self explanatory), and delta (difference between low and high in that partucular debug session).
  18. And you know it's wrong because.........? FRAPS agrees with the in-game counter, show us evidence to the contrary.
  19. Bob, The only thing you can do about that, is to adjust the entries in each aircraft's flight dynamics file to force ab to kick in only above a set RPM and throttle travel. Try this model, which already has the throttle/rpm edits: http://forum.combatace.com/index.php?app=downloads&showfile=9734
  20. the best utility, is a screwdriver (not all HPs have thumbscrews securing their side panels), and the good 'ol mark 1, mod 1 eyeball.
  21. The latter Bob, The terrain files should all go into the terrains/vietnamSEA subfolder, in your mods folder. Also, many of the faetures are only visible when you set Terrain Detail to "high" and Terrain Textures to "Unlimited" under graphics options. If you're still not seeing them, either send me, or the guys who created the mod, a PM.
  22. img00138.JPG

  23. img00006.JPG

  24. The terrain is (as in the imagew below) Brain32's VietnamSEA terrain set, with Stary's "Greenhell 2" update.
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