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Fubar512

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Everything posted by Fubar512

  1. Hmmm... That's sort of been my experience with Saitek products and TW sims. On my old X-36, some buttons would accept mapping, and others would not, and there seemed to be no rhyme or reason to this behavior, as the buttons were visible to, and mappable in other sims (such as LOMAC). My Cougar doesn't have that issue.
  2. He may have, though one can achieve a similar effect via lighting adjustments. I did notice, however, a "glow" shader in use...look closely at the tracers being fired by the F-4.
  3. Sounds like a duration issue. The game engine will only play the wav sound as long as the gear is in motion. Once it's fully deployed or retracted, it terminates the sound call-out.
  4. Flying around low, in a glorified Cessna, within the range of every slingshot-wielding Gomer on the ground, either takes a pair of brass ones, or a strong deathwish.
  5. Here you go. "A" is track, "B" is guidance (lock) FansongWavs.zip
  6. GWAR, It's a shame that you're giving up. Take a break, have a beer (or two, or three) and try another mouse, etc. It's probably something simple, something that even a jaded geek would overlook.
  7. Stealing Hubcaps, the movie: StealingHubcaps.wmv
  8. Well, the launch effects seem about right, if this video is any indication:
  9. What would posses an otherwise sane man, to troll for SAMs?
  10. In SF2, it needs to be in the pilots folder, under objects, in a sub-folder of its own. In SF1 with the Oct 08 patch, simply placing it in the pilots folder should suffice.
  11. Just for grins & giggles: SR-71 Dry weight = 67,500 lbs SR-71 total thrust = 63,000 lbs...still the fastest operational military aircraft ever made F-22 Dry weight = 43,430 lbs...over 20% lighter than the SR-71 F-22 total thrust = 70,000 lbs...more thrust at S/L than the SR-71 Still think the Flanker can even hold a candle to it? Su-27 Dry weight = 36,100 lb Su-27 total thrust = 55,200 lbs
  12. Probably because it's an A-model.....
  13. The A key is the TW default to toggle the autopilot, and always has been. The only reason that a model won't hold autopilot (other than a hardware issue, such as a faulty controller), would be due to an issue with the model moving or bobbing on its pitch axis. That can only be fixed by editing the model's FM.
  14. Reversal of a trend

    In today's local news : http://www.nj.com/news/index.ssf/2009/09/nj_wildlife_officials_capture.html
  15. Reversal of a trend

    Relationship to the Gulfstream. NJ is at the same latitude as Lisbon, Cape Hatteras is level with Gibralter. The Gulfstream starts wending it's way eastward, just north of Cape Hatteras. Without its influence, most of Europe would have the same climate as Siberia.
  16. All TK did was change the shader script slightly, changed the shader name, and then set up the graphics engine so it only recognizes the term ''terWaterShaderDX9" (etc). He made no changes as to how the shader is effected by its relation to shore tiles or height maps. Dave will verify this, as I've sent him various water shader betas to play with (he is, after all, my preferred crash-test dummy )
  17. Reversal of a trend

    In all seriousness, if they can survive winters in northern NC, then they can survive as far north as central NJ, in brackish waters (which don't freeze solid during the winter). Afterall, I've heard of 'gators residing in and around Currituck sound. BTW, Thog, what part of the state are you in? You wouldn't happen to be anywhere near Beaufort, would you?
  18. This image will illustrate what I described in my last post. Notice how the water appears to have depth, particularly in the lower left-hand corner, where one can plainly see the semi-transparent TGA "layers" moving underneath one another.
  19. Bitmaps and shaders don't work too well in this series, particularly when dealing with a shader that attempts to utilize a transparent texture, along with mip-mapping. TGA files are better suited to that, as they can handle transparency, and the shader script can be written to cause the mip-mapped textures to "roll" out of synch (to one another), giving one the impression of depth (you don't need caustics to achieve that). Another draw-back to Bitmaps, is that they appear to be "blocky" when viewed up close, irregardless of the bitmap's resolution (though that can be addressed to a degree by changing a value in the shader script).
  20. Two things you can try. 1) reinstall DirectX, and try running the game again. If it doesn;t work, thn try step 2. 2) unplug your USB fkight stick, start the game, and see if the mouse works. If it does, than you've found the source of your problem. The fix may be as simple as reinstalling s new driver (game controller or chipset), trying another USB port, etc. Worse case is a Windows rollback or reinstall.
  21. Yes you can...and you do not even need to reinstall SF2V to do so. It's simply a matter of copying the SF2V.exe and SF2v.ini files , renaming them (the copies, of course), and then executing the renamed .exe file. That will create a mod folder, named exactly as the .exe file.
  22. The reason that you're getting killed, is mainly due to your warping into the missile's effective envelope. Try flying the entire mission, and use your RHAW gear to warn you of the SAM site's position. Use terrain masking whenever possible, and approach your target at low level. Also, turn off your ECM. Otherwise, The K-model will home in its emissions.
  23. Since you're dealing with the default WoE F-15A, the fix is simple. If there's an F-15A_Data.ini in the F-15A folder, delete it, and the game engine will use the default F-15A FM from the Oct 2008 patch. That issue stems from an older FM that resided within the model folder, hence, it was not updated when you installed the latest patch.
  24. well it started again

    Sparko, Whenever the weather changes, my left ankle and my right shoulder remind me of the indiscretions and poor judgment of youth....thirty five years later....lol. I injured my ankle the fourth or fifth week of varsity football, and that ended my "career", for good.
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