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Fubar512

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Everything posted by Fubar512

  1. You need to ensure that your aspect ratio is set to 'Wide Screen Display, 16 x10". Secondly, in the Graphics setting of your flightengine.ini, set the aspect ratio to "1.6" (by default, it'll still show 1.333, even if you have the aspect ratio set correctly in your options screen). The second one should not be necessary, though I believe that I've noticed that the game runs smoother if you perform that edit.
  2. Helmut, The AI will let know when you're approaching bingo fuel, by saying to you "Request you check joker" :yes:
  3. LCD monitors should be run in their native resolutions. If your monitor's native resolution is 1680 x 1050, then it's 1.6 (1680 divided by 1050 = 1.6). 16x9 and 16x10 are NOT resolutions, but aspect ratios, Most LCD PC monoitors are 16x10. 1680 x 1050, 1920 x 1200, etc, all equal 16 x 10. 16 x 9 is considered a wide screen television aspect ratio.
  4. Engine, afterburner, winloop, flap, airbrake, tiretouch, and rwr sounds don't require a soundlist entry.
  5. Do you have the Su15Engine.wav file in your sounds folder? If so, and if you still do not have any engine sound effects, that file may either be corrupt, or incompatible with the game engine (not a monaural 8-16-bit .wav file).
  6. No, that's another event that has no sound coding. Besides, you'd never hear that in RL from the cockpit. Even externally, the ejector cartridge's "pop" would undoubtedly be drowned out by engine and aerodynamic noises. AFAIK, it's nothing more than a glorified (and under-charged) shotgun cartridge
  7. Very nice, we can certainly use both the Candid and the Mainstay.
  8. In a word, no. According to the developer, it's a limitation of the game code. He can eliminate it, and we'll then have no CCIP, or we can keep CCIP, and learn to live with it.
  9. So I take it that (back in the day), Nanuchkas and possibly smaller FFGs are about all that might have been berthed at the Neptun yard? Nothing beats having a "man on the scene", to help sort things out. The harbor is laid out, and is shaped quite differently from the one in the sim. Unfortunately, that's how things usually are, most of the time in the simulation world. The area seems very interesting from that Google Earth perspective, and quite picturesque, especially south of the harbor, where the river meanders through the countryside.
  10. Of course, one obvious soloution is to use the Mirage Factory's MiG-23M, MS. MF, ML, and MLD models, especuially after they've been made SF2 compliant. No issues with wingsweep, etc.
  11. This morning, I spent considerable time researching SA-8 TELARs, namely, the search, acquisition, and uplink frequencies used by them in real life. I inputted that data into the SA-8 model's data.ini I also programmed an F-16A Blk 10 , modeling accurate radar and RWR capabilities for that block, and did the same for several ECM pods. I then sent it to my crash test dummy (USAFMTL), and afterwords, we compared notes on our test flights... During the early 1980s, it was difficult to jam an SA-8 in search mode (assuming that your RWR was even capable of identifying its 15 gHZ signal), but it was possible to jam its acquisition mode...providng you were far enough away at the time. It was neat watching an "unknown" emitter suddenly turn into an "8" symbol on the Viper's RWR display, as it went from search to track mode, and even more gratifying watching the SA-8 missiles passing harmlessly behind me... So much for the "lite" sim scenario....
  12. I once spoke with a former Thud driver (who had the distiction of ejecting from one over Long Island, NY, during the early 1960s). He transitioned into Phantoms a few years later. He stated that "the Thud flew by sound aerodynamic principles. The Phantom, on the other hand, was so damned ugly, that even gravity was afraid of it."
  13. Perhaps I should have made them counter-rotating?
  14. What, you call yourself a flightsimmer, and you don't have a -1 manual for an F-15A? ....lol Dual mode, for TW's purpose, jams equally with noise, as well as (in theory) projecting a false return on an enemy's radar scope, or deception. AFAIK, there's a dichotomy there. In order to be effective, you want to perform the task at hand, and you want to do so using as little wattage as possible. Too much wattage, and you become a "visible" source, and worse yet, possibly a point source. There's no way in this series to set strength by individual jamming mode (in a dual-mode unit). Of course, I'm not aware of any sim out there that models that level of sophistication All that aside, every radar and ecm-equipped unit that you load into the game, should ideally have the correct frequency parameters modeled in their data.ini files.
  15. To quote a few RL pilots to whom I've asked the same question: "Accurate, but simplified".
  16. IFF has been modeled since the inception of WoE, on aircraft that are so-equipped in RL. The Mirage Factory Phantoms that model the Combat Tree system, are one such example. The WoE, WoI, and SF2E F-15A also has IFF, in STT mode.
  17. Excuse me, dumbazz.....

    Isn't it supposed to be the other way around?
  18. The presence of that display is determined by the difficulty level chosen. It's not there on hard settings.
  19. These are the settings that I'm using for the Four-Season Terrain in SF2E. In the GermanyCE_DATA.ini, overwrite the existing data in the following sections, with these entries: [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=16384 RenderMeshIndexCount=16384 SolidObjectVertexCount=16384 SolidObjectIndexCount=16384 AlphaObjectVertexCount=16384 AlphaObjectIndexCount=16384 [HeightField] DetailScale=1.0 DetailFrequency=1.0 MaxHeight=1000 MinHeight=-0.5 [HeightOffset] NonTexturedMesh=-10.0 TexturedMesh=-5.0 DetailedMesh=0.0 LowDetailMesh=-1.0 WaterMesh=0.9 [NormalTextureMaterial] UseEffectShader=TRUE EffectShaderName=terTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=TRUE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE FogColor=1.000000,1.000000,1.000000,1.0000000 AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.300000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].MinFilter=Anisotropic TextureStage[01].MagFilter=Anisotropic TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP [backgroundMaterial] UseEffectShader=TRUE EffectShaderName=terFarTerrainEffect.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=FALSE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=FALSE EmissiveEnabled=TRUE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.0000000 ZBufferOffset=0.00000 BlendOp=ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_BLEND_TEXTURE_ALPHA //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 [WaterTextureMaterial] UseEffectShader=TRUE EffectShaderName=terWATEREFFECT.FX DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE LightEnabled=FALSE SpecularEnabled=TRUE EmissiveEnabled=TRUE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 SpecularColor=1.500000,1.500000,1.500000,1.500000 ZBufferOffset=1.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=2 TextureStage[01].TextureName=Deep.bmp TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE TextureStage[02].TextureName=Deep.bmp TextureStage[02].MipMap=TRUE TextureStage[02].FilterEnabled=TRUE TextureStage[02].ReflectionMapping=TRUE TextureStage[02].StageColorOp=TEXTURE_BLEND_TEXTURE_ALPHA TextureStage[02].StageAlphaOp=DIFFUSE [solidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE 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=TEXTURE_BLEND_TEXTURE_ALPHA [AlphaObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE 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 [NoiseTexture] Size=256 MinColor=229 MaxColor=255 Frequency=2.0 ResolutionFactor=4.0 StartFadeDistance=500.0 EndFadeDistance=1500.0 Next, a very important step. Open up the GermancyCE.ini, and add the two lines marked in red (this will allow you to have multiple terrains, with dedicated groundobject textures (ie, desert tan, euro green), and will prevent Syrian MiGs from showing up over Central Europe, or the ANW terrain : [Terrain] TerrainFullName=Germany DataFile=GermanyCE_data.INI TargetFile=GermanyCE_targets.INI TargetTypeFile=GermanyCE_types.INI MovementFile=GermanyCE_movement.ini NationsFile=GermanyCE_nations.INI BriefingText=GermanyCE_briefing.INI DogfightFile=GermanyCE_dogfight.INI DogfightOnly=FALSE Longitude=10.817 Latitude=51.111 LimitedNations=TRUE GroundObjectTexture=green
  20. It works just fine. 4-season's GermanyCE_data.ini must be edited if you wish to take advantage of the SF2-style shaders.
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