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Everything posted by Fubar512
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I guess the defendent in clip number three, when confronted by the video evidence in court, probably replied with: "Well your honor, it seemed like the thing to do at the time"
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Custom Exhaust Emitter and DDS help?
Fubar512 replied to suhsjake's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
.DDS files conatin the graphics, size, and positioning data for shaders. They are not an "image" format. A typical use for a .DDS file is for a skybox, a panorama, or for distant wave effects in a water shader. http://www.imageconverterplus.com/help-center/about-icp/supported-formats/dds/ The water shader that I originally created for ODS uses a simple .DDS file. -
SF2I
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hardware callouts are not necessarily limited to a single core, but rather load-balanced across all cores. I've done a bit of of research into this, and it's rather easy to prove, by running task manager in logging mode. Besides, you were asking specifically about SF2I. -
SF2I
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
It still takes CPU cycles on ALL cores.... -
SF2I
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Until you realize that it takes away CPU cycles..... -
SF2I
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Gigabyte EP35-DS3L main board C2D E8400 CPU OC'd to 3.6 ghz 4 GB PC 1066 RAM @ 960 mhz w/tight timings EVGA GeForce 250GT 1024 OC w/190.38 drivers An anchient (2001) Turtle Beach Santa Cruz sound card 2x 500 GB Seagate SATA II drives under ACHI Windows XP SP3 DX9.0C When I upgrade to Windows 7, I will finally be forced to retire the Santa Cruz....it's on its third system -
SF2I
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
1680 x 1050 res, all eye candy maxed (including shadows), horizon distance set at normal 4x FSAA, 16x AF, etc. etc. etc. To borrow a phrase from the realestate crowd "configuration, configuration, configuration". -
SF2I
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's one possible issue right there. I saw a jump in my minimum FPS by simply going to a 250 GT (which is essentially a 9800 GTX), with a 1024 mb frame buffer. -
Flightengine.ini
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No. 1024 limits the maximum size (resolution) of any single texture to 1024 kilobytes (sorry, I wrote mb at first, when I really meant "kb")...there are aircraft skins "larger" than that. -1 removes the max size cap on textures, so textures large than 1024 will be displayed at full resolution. IIRC, according to TK, "0" is interperted as 1024 by the game engine. -
Flightengine.ini
Fubar512 replied to xclusiv8's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Because you've limited the maximum resolution size of textures (bitmaps) to 1024 bytes....this is old news, this tweak's been around since 2003 (Courtesy of VF-2 John Banks), or back when the average graphics card maxed out at 128 or 248 mb of texture memory. Today, with cards sporting 1024 - 2048 mb of memory, it's almost a non-issue. BTW, a value of "=-1" represents an unlimited texture size value, as stated. Here's the original post by VF-2 john Banks...note the date Just thumbled around with the extractor, to look for a file where i can manualy set the detail settings for various parts of the game. In the flightengine.ini (in the flightdata.cat) i have found something interesting! Under the section for: [HighDetailOption] HorizonDistance=75000.0 DetailMeshSize=6 DetailLevel=1 WaterEffect=1 NoiseTexture=1 MaxTextureRes=0 (you will read -1 here) The last line is the texture resolution aka mipmap LOD setting in the graphic card control panel or any tweak tool. The thing i wondered about is that the stock setting there is -1. That means that the game uses it's own mipmap setting rather than the one i set in RivaTuner. I have set the mipmap LOD to 0, cause a negative value will automaticly decreae the fps rate quite a bit. I had to find that out the hard way in IL2! Even -0,5 is too tought. Whe nyou know fly with the max detail settings in SF, you will automaticly forced to fly with a mipmap detail of -1. That's a heavy load on the CPU cause the standard setting is always 0! On the ground i had around 25fps, now i have 38 with the mipmap distance to 0 and Vsync on. That's how i also fly in IL2 and every other game. You can set the mipmap distance in OpenGL but not under D3D, so you need a tweaker. Always wondered, why the fps is so low in the cockpit, now i know why. I would have the same fps rates in IL2 if i'd fly around with a mipmap distance of -1. It only affects the highest detail settings cause for the lower detail, there are numbers around 265 which is pretty low. Set it to 0 and you can turn on the cockpit mirrors while the game stays smooth and you can use the highest detail in the game! It runs so much smoother now. Don't know why TK decided to use -1 cause there really is almost no viewable difference in the terrain quality. Hope i could help some of you who had notoriously low fps rates. You can even try a positive value like 0,5 which wouldn't look much different either. So there is no need to drop the detail. [This message has been edited by VF-2 John Banks (edited 01-23-2003). -
Anybody using Saitek Rudder Pedals?
Fubar512 replied to stingray77's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Brakes in this series can only be mapped to a key or controller button, and not to a controller axis. Therefore, they can only either be fully applied, or fully disengaged -
Recreation of last year's Hudson River crash
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how to avoid that kind of clipping
Fubar512 replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://forum.combatace.com/topic/46111-fix-for-trees-showing-through-clouds/ -
how to avoid that kind of clipping
Fubar512 replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The distance at which alpha objects (trees) pop into view is determined by this setting in the flightengine.ini: "DetailMeshSize=16" I use 16, since I have a high-end system. You can never really get away from the "blocky" manner in which it renders trees, as that is a function of the game engine, namely the way that it associates .TOD files with terrain bitmaps. -
What is the file *. LOD
Fubar512 replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
LOD files are the actual 3D model files. They can be read by a hex editor, and one can even edit its bitmap and tga associations, but other than that, you cannot change any of the file's properties without damaging it. -
Adjustable Turbulence
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The only way to "adjust it", is to change values in the flight model....and doing so properly, without rendering the flight model unrealistic or unstable, is somewhat beyond the scope of a simple post-reply. FastCargo is working on a modder's database or wiki to that end. I will go as far as stating that ThirdWire's MiG-21 series FM is fairly good. The '21MF should have a MaxSpeedSL value of about 390.0-405.0. You could try editing that one value, but it will still buffet as it approaches Mach .92 or so. Notice that the buffeting goes away when the model exceeds Mach 1. -
Adjustable Turbulence
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I thought that I'd just explained just that. Where are you experiencing the buffet? -
Adjustable Turbulence
Fubar512 replied to Piecemeal's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
That's not turbulence that's modeled. It's either transonic buffet, or stall buffet. The duration of the transonic buffet, is determined by the aircraft's acceleration in that particular region. Stall buffet is determined by stall values (in degrees of alpha), wing-loading, and airspeed. -
Happy birthday, Gunny. May you live as long as you want, and never want as long as you live
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which particular parameter in Aircraft_Data.ini does decide RCS
Fubar512 replied to orsin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
1. AFAIK, nothing in the .ini. The base RCS appears to be calculated from the actual 3D model's scale measurements (ie, 10 meters squared, etc). 2. Yes -
Change or roll rate
Fubar512 replied to tiopilotos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
XAC = X Location of aerodynamic center (X-axis only). XMAC table = X Location of mean area chord, though the table progression is in the Y axis. -
Change or roll rate
Fubar512 replied to tiopilotos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
There's both an Xac and an Xmac. -
Change or roll rate
Fubar512 replied to tiopilotos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I find myself posting this about once every year or so..... CL0 Lift coefficient at zero angle of attack (AOA) CLa Lift coefficient due to AOA CD0 Zero-lift drag coefficient CDL Drag coefficient due to lift (induced drag effect) Cmq Pitching moment due to pitch rate (pitch damping) Cmad Pitching moment due to AOA rate (aero interaction between wings and horiz tail) Cyb Side force due to sideslip Cyp Side force due to roll rate Cyr Side force due to yaw rate Clb Roll moment due to sideslip Clp Roll moment due to roll rate (roll damping) Clr Roll moment due to yaw rate Cnb Yaw moment due to sideslip Cnp Yaw moment due to roll rate Cnr Yaw moment due to yaw rate (yaw damping) CLiftdc Lift due to control surface deflection CDdc Drag due to control surface deflection Cydc Side force due to control surface deflection Cldc Roll moment due to control surface deflection Cmdc Pitch moment due to control surface deflection Cndc Yaw moment due to control surface deflection DeltaStallAlpha Increase in max angle-of-attack before stall Xmac X-location of aerodynamic center (represented as a table representing the migration of the Xmac backwards or forwards, as indicated air speed increases or decreases) Ymac Y-location of mean aerodynamic chord at the leading edge (ideally at zero airspeed). CLiftdc lift coefficient due to surface deployment DeltaStallAlpha change in maximum alpha before stall due to surface deployment AreaRatio increase in wing area due to surface deployment. StallMoment is the additional pitching moment you get when the wing section starts to stall. positive pitch (+) makes it so it pitches up as you stall (making it more unstable), negative pitch (-) makes it so it pitches down when you stall (making it more stable). The default value, if you don't specify a value, I think, is -0.02, which I think would make for gentle mushing forward type stall I was looking for... There are a couple of other stall/depart variables added, all of them have default values so if you don't specify, you just get the default behaviour you see... PostStallCma= determine the Cma (pitching moment due to Alpha) past stall. Pre-stall, the engine uses lift value and xac value to calculate the pitching moment. Once the wing stalls and departs, additional pitching moment of StallMoment + the PostStallCma * (AoA - AlphaDepart) is added. I think this defauls to -0.2 or something. StallHysteresis= (should be from 0.0 to 1.0) determine how far the AoA has to be reduced in order for the airflow to reattach itself. I think 0.0 means the wing section will be unstalled as soon as AoA goes back under the stall angle, 1.0 means wing will unstall only when AoA goes back to 0 deg. I think the default is 0.4 or something. PostStallZeroLiftAlpha = this is the angle at which the lift goes down to zero. Post AlphaDepart, the lift is linearly reduced down to zero at this angle. I think this defaults to 90-deg... -
Change or roll rate
Fubar512 replied to tiopilotos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Roll rate is most effected by the following, in order: 1) Aileron/Elevon/Differential Stabilator values 2) Wing and fuselage values that pertain to roll resistance 3) Inertia values in the roll axis 4) Underwing ordnance, and how its positioned out from the roll center of the AC (depends on weight) The large wing area of a delta, the wing's position in relation to the fuselage (mid wing verus low wing), and the position of the various masses inside the airframe, all have an effect on roll rate.