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Fubar512

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Everything posted by Fubar512

  1. Sneak peak

  2. Tracer ammo used by the N. Vietnamese came in many colors, depending on the source (Soviet Union, PRC, Warsaw Pact) and the caliber. From what I've read, they used green, red, sulpher-pink, ice-blue, white, yellow, and orange tracers.
  3. Both the MicroSoft Flight Simulator and the MS Combat Flight Simulator community have accepted, and have embraced payware, for well over a decade. Hell, some of the payware addons for the MS-series cost more than the host title itself, yet, they do quite well.
  4. There is no "mod folder" as named. What we mean by a mod folder, is the entire Thirdwire folder structure under My Documents (WinXP), or under Saved Games (Vista/Win 7). You can create the necessary folders inside of the "mod" folder, emulating the traditional first-generation folder structure of any ThirdWire title, and drop your add-ons into them.
  5. Really? Have you looked at Orion (specifically, Orion's belt) in the SF skies lately?
  6. Happy Birthday, StreakEagle

    Happy Birthday, Streak
  7. Service dates for the aircraft. It's in the data.ini for both those models.
  8. SF2E A-10 series .ini tweaks

    Version

    477 downloads

    Firstly: This file does not contain an aircraft. Rather it's a tweak made to the existing Third Wire A-10A and A-10A_78, both of which are part of the default planeset that ships with Strike Fighters 2 Europe. I've uploaded it here, because there wasn't a subsection set up specifically for aircraft .ini tweaks Anyway...... SF2E A-10 Tweaks by Fubar512 Installation: Simply drop the aircraft data files into their matching-named folders. In Windows XP, the folder path would be: My Documents/ThirdWire/StrikeFighters2x/Objects/Aircraft. In Windows Vista or Windows 7, the path is: Documents/<User Name>/Saved Games/ThirdWire/StrikeFighters2x/Objects/Aircraft. Now that you have some idea as to SF2's file path, you can go onto the next step.....and that's to drop the included A10Engine.wav into the ThirdWire/StrikeFighters2x/Sounds folder. If you don't have one, don't panic, just create one, following the path statement above. To uninstall: just delete the A-10A_Data.ini, and the A-10A_78_Data.ini, and the game will revert to using the TW default.
  9. Do uopi have all graphic options pertaining to terrains and water maxed out? If so, and you're still expereincing this problem, I don't know what to tell you. I have no issues like that with the default terrain sets, and using thosesame values fixed the issues with 3rd party terrains. The only existing issue, is the tree/cloud issue, and the terrain/mirror issue, and only the developer can resolve those.
  10. You need to add the new material statements to the avionics.ini of each effected aircraft. Check the SF-2 knowledge base, under cockpit fixes.
  11. What is the UK becoming?

    Eraser, no offense , but you are just so damned naive.
  12. That's true...if one doesn't mind sacrificing the water shader effects.
  13. That's more than likely a case of the proper textures (the ones that correspond to the '54C 3D model) not being available to it. They must be in the AIM-54C weapon folder. The F-14B, along with the other new TMF Tomcat variants, aren't ready for release yet. Maybe in two weeks
  14. Wrong path. http://forum.combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-a-basic-guide-by-migbuster/
  15. It has absolutely nothing to do with integrated graphics.... That issue is easily resolved by using the default terrainx_data.ini files for the stock terrains, and by copying over the material entries from the default terrains, to the add-on (terrains). To simply things, these are the entries: [NormalTextureMaterial] EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [WaterTextureMaterial] EffectShaderName=terWaterEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=TRUE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.000000,1.000000,1.000000,1.000000 SpecularPower=10.000000 Reflectivity=1.00000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName= TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [backgroundMaterial] EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [NoiseTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 BlendOp=MODULATE_INV_SRC NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].TileU=TRUE TextureStage[01].TileV=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE
  16. They should appear exactly like the ones below, on the TMF F-14B
  17. Visibilty (or lack of same) is only 20-30% of the "experience"....the rest is tactile feel and depth perception, and there's no practical way to simulate that today.
  18. ethics of war...told you be deep for friday

    Really? http://www.sodahead.com/world-news/wmds-found---progressives-lied-people-died/blog-255227/?page=4 and http://current.com/items/89549104_iraq-wmd-materials-sold-to-canada.htm
  19. Reference area appears to only come into play post-stall. Empty mass will effect the FM in all three axises, including the z-axis....I wouldn't do that if I were you.
  20. The "Cheetah's" DTV (Differential Thrust Vectoring system) undergoing testing under military power. Full power test to come... [wmv]http://forum.combatace.com/uploads/1264640372/gallery_279_43_28822726.wmv[/wmv]
  21. Yes, wait for GregoryP to get to them.
  22. There is no "wing loading value", per se. Flight models consist of a complex interrelationship between the various lifting surfaces, control surfaces, and inertia values. The AI-only aircraft in this series (such as the aforementioned MiG-19) are not coded to be player-flyable, as they are simplified for the AI's benefit. In fact, they do not fly under the same conditions that the player does...the game engine allows them to use an easier dynamics model...notice that the AI-pilots don't suffer from G-lock. The only AI-aircraft which are somewhat accurate, are the MiG-21 models. And even there, quite a few compromises were made to keep them AI-friendly (stall, lift, and drag values, throttle rates, control-surface deflection angles and actuation rates, etc). FastCargo is compiling a wiki on flight-dynamics, and I'm sure that you'll find it helpful. For now, I suggest that you do nothing more than add 5-10% to the CLa values for the the four wing panels on the 'Hun.
  23. Yes, there are TV guided bombs available for the series. Check the various weapons packs.
  24. That doesn't mean that no one will create one, just do not be discouraged if it takes a bit of time...and if someone does take up the challenge, I trust that you will not pester them for progress reports There are a few people who just cannot seem to embrace our code of etiquette on that matter
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